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  1. Forgotten Past (this one is free)
  2. Description: A pivotal event from your past eludes your memory.
  3. Benefit: The duration of mind-affecting spells (even beneficial ones) is halved for you, to a minimum of 1 round. Your inquisitive nature gives you a +2 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to +4. Goal:Regain a major portion of your lost memories. The exact means varies, possibly requiring a wish, assistance from a divine being, reliving a past life, or confronting the situation that led to your memory loss. This process must involve encountering a challenging foe, though possibly in ways other than direct confrontation. Completion Benefit:You roll twice whenever you attempt a saving throw against a mind-affecting effect, keeping the better result. Special:Restoration of memories by means less significant than miracle or wish does not qualify for the prerequisite.
  4.  
  5. Weapon Focus
  6. You gain a +1 bonus on all attack rolls you make using the selected weapon.
  7.  
  8. Vengeance
  9. You gain a +1 bonus on saving throws, attack rolls, and weapon damage rolls against your chosen foe and known minions of that foe. Goal:Thwart your chosen foe. Completion Benef it:You gain a +1 bonus on all saving throws. This bonus stacks with this feats's bonus against your foe and its minions, should they survive.
  10.  
  11. Two Weapon Fighting
  12. Description: You can fight with a weapon in each of your hands. You can make one extra attack each round with the secondary weapon.
  13. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.
  14.  
  15. Two Handed Thrower
  16. Description: You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.
  17. Benefit: Whenever you use two hands to throw a onehanded or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. [Normal] You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a twohanded weapon is a full-round action.
  18.  
  19. Toughness
  20. You gain +3 hit points.
  21.  
  22. Throw Anything
  23. Description: You are used to throwing things you have on hand.
  24. Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
  25.  
  26. Skill Focus
  27. Description: You are particularly adept at your chosen skill.
  28. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
  29.  
  30. Sharp Senses
  31. Description: Your senses are especially sharp, even for your kind.
  32. Benefit: You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait. Note to taylor: You meet this requirement because half elves have +2 racial bonus “keen senses”. That’s required for this, but this would replace it. So it’s really just a +2, and entirely worse than skill focus and honestly I could’ve just skipped writing all this and oh god I’m still writing abort abo
  33.  
  34. Shared Insight
  35. Description: You deftly direct others' attentions where you wish.
  36. Benefit: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds equal to your Wisdom modifier (minimum 1 round).
  37.  
  38. Self Sufficient
  39. Description: You know how to get along in the wild and how to effectively treat wounds.:
  40. Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
  41.  
  42. Quick Draw
  43. Description: You can draw weapons faster than most.
  44. Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
  45.  
  46. Precise Strike
  47. Description: You are skilled at striking where it counts, as long as an ally distracts your foe.
  48. Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
  49.  
  50. Power Attack
  51. Description: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
  52. Benefit: You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
  53.  
  54. Persuasive
  55. Description: You are skilled at swaying attitudes and intimidating others into your way of thinking.
  56. Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
  57.  
  58. Pass for Human
  59. Description: You're easily mistaken for a human rather than a member of your own race.
  60. Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.
  61.  
  62. Paired Opportunists
  63. Description: You know how to make an enemy pay for lax defenses.
  64. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
  65.  
  66. Magical Aptitude
  67. Description: You are skilled at spellcasting and using magic items.
  68. Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Taylor, Note: Spellcraft, and not knowledge (arcana) is how you identify magical devices.
  69.  
  70. Lightning Reflexes
  71. Description: You have faster reflexes than normal.
  72. Benefit: You get a +2 bonus on all Reflex saving throws.
  73.  
  74. Liberator
  75. Description: Your time in shackles has forever marked your soul.
  76. Benefit: You gain a +1 bonus on attack rolls, weapon damage rolls, and skill checks when your actions would directly lead to freeing prisoners or slaves. Goal:Free at least 200 slaves through perilous rescues (not merely buying them at market). Completion Benefit:You gain the ability to inspire others through your dedication to your cause. Allies within 20 feet receive your Liberator feat bonuses when working with you to free prisoners or slaves. In addition, as a standard action you can inspire slaves and former slaves within 120 feet, giving them temporary hit points equal to 1/2 your character level and a +1 bonus on saving throws. These benefits last for 1 hour, and a given creature can receive this benefit only once per day. These are mind-affecting effects, and the inspiring bonus is language-dependent.
  77.  
  78. Iron Will
  79. Description: You are more resistant to mental effects.
  80. Benefit: You get a +2 bonus on all Will saving throws.
  81.  
  82. Intimidating Prowess
  83. Description: Your physical might is intimidating to others.
  84. Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
  85.  
  86. Improvisational Healer (TAKE THIS ONE TAYLOR! YOU CLEARLY NEED IT)
  87. Description: In any urban or natural setting, you can scavenge for useful medical supplies.
  88. Benefit: When attempting a Heal check that normally requires a healer's kit, you don't take a penalty on the check for not having a healer's kit. When you use a healer's kit, you can augment it with improvised supplies, gaining an additional +2 circumstance bonus on your check. Finally, you can treat any potion of cure light wounds, potion of cure moderate wounds, or potion of cure serious wounds you drink yourself or administer to another character as though its caster level were equal to the number of ranks you have in the Heal skill. The spell's normal limitations apply; for example, a potion of cure light wounds can cure a maximum of 1d8+5 points of damage, even if you have more than 5 ranks in the Heal skill.
  89.  
  90. Half Drow Paragon
  91. Description: Your drow blood is particularly strong.
  92. Benefit: You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial trait count as drow spell-like abilities for the purposes of any feat prerequisites.
  93.  
  94. Great Fortitude (BET YOU WISHED YOU PICKED THIS ONE HUH)
  95. Description: You are resistant to poisons, diseases, and other deadly maladies.
  96. Benefit: You get a +2 bonus on all Fortitude saving throws.
  97.  
  98. Fortified Armor Training
  99. Description: You have learned to let your armor bear the brunt of the worst attacks.
  100. Benefit: If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the broken condition (your choice).
  101.  
  102. Foeslayer
  103. Description: Your bitter feud with your enemies can be quenched only with blood.
  104. Benefit: The save DCs for your spells or abilities increase by 1 when you use them against the chosen group, and you gain a +1 dodge bonus to AC against their attacks. Goal:Slay an appropriate number of challenging foes. Completion Benefit:You gain the benefits of the Improved Critical feat on attacks made against members of your chosen race. Your dodge bonus to AC against such foes increases to +2.
  105.  
  106. Exotic Weapon Proficiency
  107. Description: You understand how to use your chosen exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
  108. Benefit: You make attack rolls with the weapon normally.
  109.  
  110. Dodge
  111. Description: Your training and reflexes allow you to react swiftly to avoid an opponent's attack.
  112. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
  113.  
  114. Deny the Reaper
  115. Description: The lives you could not save stay with you to your final breath.
  116. Benefit: You gain a +2 bonus on Heal checks. If you have 10 or more ranks in Heal, this bonus increases to +4. You can apply first aid as a move action and don't take a penalty when treating deadly wounds without a healing kit. Goal:Bring an ally back from the dead, including by using breath of life or reincarnate. Completion Benef it:You and each ally within 10 feet of you gain a +2 bonus on saves against death effects. In addition, once per day you can spontaneously convert any 5th-level or higher conjuration (healing) spell into breath of life.
  117.  
  118. Defiant Luck
  119. Description: You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature. If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll.
  120. Benefit: 1/day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
  121.  
  122. Deepsight
  123. Description: Your senses are especially keen in the utter darkness.
  124. Benefit: Your darkvision has a range of 120 feet.
  125.  
  126. Combat Reflexes
  127. Description: You can make additional attacks of opportunity.
  128. Benefit: You may make 3 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed. Taylor, notes: 3=dex mod. Also normally a character can only make 1 attack of opportunity per round, no matter how many opportunities they’re presented with.
  129.  
  130. Catch off guard
  131. Description: Foes are surprised by your skilled use of unorthodox and improvised weapons.
  132. Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
  133.  
  134. Believer’s Boom
  135. Description: Your deity rewards you for your faithfulness.
  136. Benefit: When you take this feat, choose one domain granted by your deity. You can use the 1st-level domain ability that clerics of that domain can use a number of times or rounds per day, but you can use it only once per day or 1 round per day, whichever is appropriate. Your effective cleric level in regard to this ability is 1st level. If the domain has a 1st-level ability that does not meet this specification, you cannot use it.
  137.  
  138. Arcane Talent (This is the one you wanted)
  139. Description: Magic is in your blood, and at your fingertips.
  140. Benefit: Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster level is equal to your character level. The save DC is 11
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