These charts are an attempt to put a better organizational structure on the 3.5 feat system. The intent was to provide more structure to them instead of making great alterations. So the primary things done were:
Minor alterations were made to existing feats was when the feat was clearly under/overpowered. The only major alteration of the feats is the removal of virtually all restrictions and standardizing prequisites. A smattering of new feats have been included (designated by {KDD}), all of which have been playtested successfully.
Enjoy!
Feat Basics
There are now four levels of feats.
Feats have now been organized into Feat Trees that form the basic building block of feat organization. These feat trees are arranged into Feat Sets that are used as the prerequisites for the Gtr and Sup feats. Note that the same feat tree can appear in several feats sets. Feat sets come in two types: General Feat Sets and Class Feat Sets, which are specific to each class.
Every class gets four special abilities, called the Class Benefit, Class Defining, Class Killer, and Class Name Abilities. In some cases, the ability is unique to a class (e.g. Barbarian Rage); in other cases, it is shared between classes and assumed to stack (e.g. Sneak Attack). Each of these abilities has a Ability Feat Tree associated with it, which are all considered part of the Class Feat Set.
Here is the standard feat schedule that all classes follow:
| Character Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | Can be spent on ... feat |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| General Feat | - | G | - | - | - | G | - | - | - | G | - | - | - | G | - | - | - | G | - | - | G=Any |
| Class Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
| Class Feat | C1 | - | C | - | - | - | C | - | - | - | C | - | - | - | C | - | - | - | C | - | C=Any Class or Ability, C1=Initial Bonus |
| Benefit Ability | BA+B | B | - | B | - | B | - | B | - | B | - | - | - | - | - | - | - | - | - | - | B=Benefit Tree, BA=Class Benefit |
| Defining Ability | DA | - | - | D | - | - | - | D | - | - | - | D | - | - | - | D | - | - | - | D | D=Defining Tree, DA=Class Defining |
| Killer Ability | - | - | - | - | KA | - | K | - | K | - | - | - | K | - | K | - | K | - | - | - | K=Killer Tree, KA=Class Killer |
| Name Ability | - | - | - | - | - | - | - | - | - | - | NA | N | - | N | - | N | - | N | - | N | N=Name Tree, NA=Class Name |
Note that this gives a vast number of feats to non-fighter classes. To restore a reasonable balance two things will be done: a) fighters will be given special class abilities, and b) class abilities will be pulled out of the other classes and put into feat trees. Classes no longer receive powers directly by level; instead, they receive feats each level they can spend on powers from the appropiate tree. At several key levels they are effectively granted a specific power by having only one choice (for example, they always get the Class Killer Ability at Level 5).
Prerequisites have also been standardized. There are only 6 types of prequisites:
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
| BAB | +1 | +2 | +4 | +8 |
| BMB | +1 | +2 | +4 | +8 |
| ECL | 1 | 2 | 4 | 8 |
| Skill | 1 | 2 | 4 | 8 |
| (Ability Score) | 11 | 12 | 14 | 18 |
| Class | Benefit Tree | Defining Tree | Killer Tree | Name Tree | Trees |
|---|---|---|---|---|---|
| Amazon | Amazon | Throw | Ally Sentinel | Opportunity | Action Point, Draw, Save Reflex, Tactical |
| Artificer | Item Craft | Ally Homunculous | Save Will | ||
| Barbarian | Dodge | Rage | Hit Point | Save Fortitude | Action Point, Speed, Throw, Whirlwind |
| Bard | Song | Save Fortitude | |||
| Cleric | Spell Effect | Turn | Curing | Save Will, Spell Target | |
| Druid | Wilderness | Summon | Wild Shape | Wild Morph | Save Fortitude |
| Fighter | Draw | Specialization | Cleave | Action Point | Hit Point, Save Fortitude, Shot, Throw, Unarmed, Whirlwind |
| Hexblade | Hex | Ally Familiar | Action Point, Save Will | ||
| Monk | Speed | Unarmed | Stun | Mystic Defense | Save Will |
| Ninja | Ki Ghost | Flare | Speed | Ki Ninja | Dodge, Save Reflex |
| Paladin | Paladin | Smite | Ally Mount | Curing | Action Point, Cleave, Mounted, Save Will, Turn |
| Ranger | Wilderness | Shot | Ally Companion | Action Point, Favored Enemy, Save Fortitude, Track | |
| Rogue | Dodge | Flare | Save Reflex | Skill | Action Point, Opportunity |
| Samurai | Draw | Dual | Flourish | Action Point, Save Fortitude, Tactical | |
| Scout | Wilderness | Flare | Speed | Save Reflex, Skirmish, Track | |
| Shaman | Spirit | ||||
| Sorcerer | |||||
| Swashbuckler | Initiative | Finesse | Critical | Action Point, Opportunity, Save Fortitude, Tactical | |
| Warlock | Invocation Minor | Flare | Hit Point | Invocation Major | Save Will |
| Warmage | Warmage | ||||
| Wizard | Spell Casting | Fortify | Ally Familiar | Magnus | Item Craft, Save Will, Spell Target, Warmage |
| Set | Trees |
|---|---|
| Ally | Ally Cohort, Ally Companion, Ally Familiar, Ally Mount |
| Augment Point | Action Point, Hit Point, Skill |
| Augment Save | Save All, Save Fortitude, Save Reflex, Save Will |
| Augment Speed | Draw, Initiative, Speed |
| Basic Combat | Cleave, Mounted, Shot |
| Combat Contest | Throw, Whirlwind |
| Combat Fighting | Tactical, Unarmed |
| Combat Opening | Dodge, Finesse, Opportunity |
| Magic Focus | Fortify, Item Craft |
| Metamagic | Spell Casting, Spell Effect, Spell Target |
| Weapon Focus | Critical, Dual, Specialization |
For a more in-depth example how to use these charts to design a character,
look here.
All Trees with Sets
|
|
Craft* = Cost and XP requirements have changed radically: refer to the Crafting page for more details. Wondrous Items require whichever craft feats are relevant. For example, a wondrous item with both multiple disposable charges and renewable uses would need both Craft Multiple Charge and Craft Renewable Use to make.
Critical* = Criticals are now base x2 for all weapons, which means the threat is now the salient number (old x3 = 19, old x4 = 18). There is no threat if the number rolled was the minimum needed to hit.
Curing* = Affecting Hit Points. Curing can also mean Inflict (for appropriately aligned casters).
Dual* = To fight with two weapons incurs a -6, -10 (off hand) penalty. Using a light weapon in the off hand removes -2, -2 of this penalty. Dual attacks require a full round action.
Dual Hit* = A dual hit occurs when the weapon in each hand hits at least once in a round. Remember the primary hand attacks only once (under normal circumstances).
Finesse* = Finesse can only be done with light (Slashing/Piercing) or finessable weapons. Finesse can only be done in light armor (or less). Targets immune to sneak attack are also immune to finesse.
Fortify* = +1 BMB Casting spells, +1 Spellcraft checks for specialty. This affects DCs for saves, Spell Resistance checks, and creating principal spells.
Mount* = To fight while mounted incurs -2, -6 (moved) to attack in melee, and -4, -8 (moved) to attack at range.
Tactics* = Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder, and Trip.
Note: Having Tactial Mastery automatically grants all Imp Tactics* feats for the purpose of prerequisites. The Imp Tactics* feats do not stack with Tactical Positioning and Tactical Mastery. The Imp Tactics* feats are intended for those who want only a specific tactic and wish to save feats (or follow only that branch).
Prf* = Proficiencies span classes and anyone can take them. The only prerequisites are other proficiencies. Proficiencies and class abilities are the only feat prerequisites to other trees.
Specialty* = An arcane school or divine domain.
Speed* = Every 5' of speed gained reduces the space needed to jump by 5'. Also adds +1 to jump checks.
+n SL* = This metamagic feat can be applied by using a slot n levels above the spell. Alternatively, it can be cast spontaneously by taking a longer time. The scale for time-shifting is: full rds, std action, move action, swift action. Each step adds / subtracts +2 SL. So a +2 SL feat could be applied spontaneously to a spell that normally costs a std action to cast by taking a full round to cast, or a std action at +2 SL. Both prepared and spontaneous spell casters can make conversions to longer casting times; prepared casters are forced to take the longest time. So, to maximize a spell on the fly (+3 SL) would require two full rounds to cast.
If you had the Quicken Casting feat, you could apply that same +2 SL feat as a move action at +4 SL, or a swift action at +6 SL. Only spontaneous casters can do this in real time; prepared casters must do this beforehand. Note that shifting actions only takes +1 SL; the "extra" +1 SL at each step come from an extra spell casting per round (at a move action) and avoiding an attack of opportunity (at a swift action).
Every spell caster has Heighten Spell as a natural ability (i.e. can trade a higher level slot to cast a lower level spell as a higher level spell). This does not require a feat.
Keywords
Feats now used standardized keywords as much as possible. Also, when
feasible, the tree name is incorporated into the feat name. Here's a
legend of keywords in the feats and their meanings:
| Keyword | Lvl | Typically Means |
| Action | Any | Involves Action Points. Also Active |
| Assault | Gtr | Move before / after attack / charge, sometimes alters |
| Attack | Imp | Trades one stat for another up to Ability Mod |
| Blow | Any | An unarmed attack |
| Class | Enh | A feat that can only be taken by specific classes |
| Craft(sman) | Any | Magic Item Creation related |
| Evasion | G/S | Reflex Save enhancement |
| Extend | Any | Increase duration |
| Extra | Sup | Grants another thingie, usually an action or attack |
| Flare | Any | Refers to Sneak Attack, Sudden Attack, or Skirmish |
| Fortify | Any | [+1 DC, +1 CL] = Spellcaster Specialization, +1 Spellcraft check |
| Hardiness | G/S | Fortitude enhancement |
| Mastery | Gtr | [+1, +1] on class of things + stuff |
| Mettle | G/S | Will Save enhancement |
| Opportunity | Any | Involves AoOs. Also Opportune, Opportunist, etc. |
| Resistance | Any | Saves or Spell Resistance. |
| Savage | Sup | X2 on declared attack, no crit |
| Smite | Any | + Ability Mod AB +ECL Dmg against [category] |
| Specialization | Enh | [+1, +1]/2L on 1 thing |
| Specialization | Imp | [+1, +1]/2L on 3 things |
| Sudden | Sup | Apply metamagic 1/day w/o +n SL* |
| Tactic | Any | Involves a Tactic* somehow. Also Tactical |
In addition, I'm in the midst of cleaning up some words. Here's a list of how I'd like to shape some keywords and their potential meaning:
| Keyword | Lvl | Would Like to Mean |
| Artisan | Any | Related to Craft Mundane, for which we have no feats :-( |
| Expert | Any | Allows exceeding of usual limits |
| Insightful | Any | Add mental stat to physical thingie |
| Power(ful) | Imp | Increase damage (by #FIT) |
| Slam | Any | Prone, Daze, or Knockback on failed Fort Save |
| Strike | Any | Modifies an attack? This will be a toughie. |
| Swing | Any | Another good attack word |
Lastly, many feats change according to numeric criteria. Here's a legend of the common abbreviations:
| Abbr | Number of... | = More specifically | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| #CBF | Class Benefit Feats | = 1 + (#Lvl/2) up to L10 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
| #CDF | Class Defining Feats | = 1 + (#Lvl/4) | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 6 |
| #CKF | Class Killer Feats | = ((#Lvl-1)/4) + ((#Lvl+1)/8) | - | - | - | - | 1 | 1 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
| #CNF | Class Name Feats | = ((#Lvl-9)/2) | - | - | - | - | - | - | - | - | - | - | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 |
| #CNL | Class Name Levels | = (#Lvl-10) | - | - | - | - | - | - | - | - | - | - | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| #ECL | Effective Character Levels | = Sum of all levels of all classes | ||||||||||||||||||||
| #FIT | Feats In Tree | = The feats held in this tree | ||||||||||||||||||||
| #Lvl | (Class) Level | = Level in this class only |
Finesse tree needs more work Need parallel for clerics with WIS/CHR and maces What are WIS and CHR Attacks? WIS for clerics and monks, bludgeoning Need to flesh out whirlwind tree Do megalist of sets once WIP is mostly done Add all Class Abilities as feats; rename as Class X
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| ECL | Heroic Action | Action Boost | Action Surge | Swift Action |
| Action Replay | Action Initiative | Rallying Action |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Action Boost | Ex | Roll d8 for APs {Ebr}, Spend AP to occupy square opponent left {Pursue; Ebr} |
| Action Initiative | Ex | AP roll +1, Spend AP to Init, wrap at highest {KDD} |
| Action Replay | Ex | AP roll +1, Spend AP to reroll one of your rolls 1/rd {KDD} |
| Action Surge | Ex | Roll d10 for APs, Spend AP for extra move or AoO 1/rd {Ebr} |
| Heroic Action | Ex | +3 APs/L, either Luck or Block {Heroic Spirit; Ebr} |
| Rallying Action | Ex | AP roll +1, Spend 2AP for 1AP for comrade to spend {KDD} |
| Swift Action | Ex | Roll d12 for APs, Spend 2AP for extra std or swift 1/rd {KDD} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [Companion Ally] | Devoted Companion | Companion Evasion | Companion Resistance | |
| BAB | Mighty Companion | Martial Companion |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Companion Evasion | Ex | +2 NA, +1 Trick, Evasion {PHB-Dru} |
| Companion Resistance | Ex | +2 NA, +1 Trick, Saves = Master, Lightning Evasion {PHB-Dru} |
| Devoted Companion | Ex | +2 NA, +1 Trick, +4 Will {PHB-Dru} |
| Martial Companion | Ex | +2 NA, +1 Trick, BAB = Master, Multi-Attack {KDD} |
| Mighty Companion | Ex | +2 NA, +1 Trick, + L/4 to Str, Dex, Con {PHB-Dru} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [Familiar Ally] | Familiar Communication | Familiar Conduit | Familiar Evasion | Familiar Resistance |
| BMB | Familiar Infiltrator |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Familiar Communication | Su | +1 NA, INT = +L/2, Alertness, Speak with Master {PHB-Wiz} |
| Familiar Conduit | Su | +1 NA, BMB = Master, Share Spells, Deliver Touch {PHB-Wiz} |
| Familiar Evasion | Su | +2 NA, BAB = Master, Evasion {PHB-Wiz} |
| Familiar Infiltrator | Sp | +2 NA, Skills = Master, Speak with similar animals, Scry 1/day, Telepathy 1/day {PHB-Wiz} |
| Familiar Resistance | Su | +2 NA, Saves = Master, Spell Resistance {PHB-Wiz} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [Mount Ally] | Evasive Mount | Lightning Mount | Mount Resistance | |
| BAB | Mighty Mount | Commanding Mount |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Commanding Mount | Sp | +2 NA, INT=+L/3, Command similar animals {PHB-Pal} |
| Evasive Mount | Ex | +2 NA, +5' x L/5, Evasion {PHB-Pal} |
| Lightning Mount | Ex | +2 NA, BAB = Master, Lightning Evasion {PHB-Pal} |
| Mighty Mount | Ex | +2 NA, +L/4 to Str, Dex, Con {KDD} |
| Mount Resistance | Su | +2 NA, Saves = Master, Spell Resistance {PHB-Pal} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [Sentinel Ally] | Sentinel Blessing | Sentinel Prayer | Sentinel Favor | |
| BAB, Wis | Sentinel Augury | Sentinel Truth | Sentinel Counsel |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Sentinel Augury | Su | Augur Spell #CDF/wk {KDD} |
| Sentinel Blessing | Su | Bless [Morale] #CBF/d, as Amazon casting {KDD} |
| Sentinel Counsel | Su | Commune Spell #CNF/wk, CI 4x#CNF {KDD} |
| Sentinel Favor | Su | Divine Favor [Aligned] #CKF/d, FR #CKF {KDD} |
| Sentinel Prayer | Su | Prayer [Luck] #CDF/d {KDD} |
| Sentinel Truth | Su | Zone of Truth on grapple, DC 10+WIS+BMB+#CKF {KDD} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [Amazon] | Scanty Armor | Bullseye Attack | Missile Deflection | Missile Reflection |
| BAB, Wis | Distract Foe | Emotion Sense | Guiding Hands |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Bullseye Attack | Ex | Trade AB this attack for AB next attack, up to WIS {KDD} |
| Distract Foe | Ex | Bluff Feint can instead give -#CBF Luck to next d20, when Scanty {KDD} |
| Emotion Sense | Ex | Feint, Goad, and Sense Motive gain +#CBF, when Scanty {KDD} |
| Guiding Hands | Su | Double actions for #CNF rds 1/d {KDD} |
| Missile Deflection | Ex | Trade Swift or AoO to deflect shot/throw, req Bracers {KDD} |
| Missile Reflection | Ex | Attack on successful deflection, req Bracers {KDD} |
| Scanty Armor | Ex | Armor = 1/2 enc, +5' Armor Push, Bracers = 1/2 enc Shield, 1/2 ACP, -4 melee, 1d refit {KDD} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat | |
|---|---|---|---|---|---|
| [Amazon] | Crack Shot | Divine Infusion | Sentinel Ally | Golden Weapons | |
| [Artificer] | Artificer Craft | Homunculous Ally | |||
| [Assassin] | |||||
| [Barbarian] | Rage | Barbarian Deduction | Barbarian Reduction | ||
| [Bard] | |||||
| [Cleric] | Cleric Domains | Turn | Cleric Curing | Divine Intervention? | |
| [Druid] | Nature Sense | Summoner | Wild Shape | Wild Heal | |
| [Fighter] | Readiness | Fighter Focus | Mass Combat | Create New Feat | |
| [Hexblade] | Hex | ||||
| [Monk] | Monk Speed | Flurry of Blows | Monk Stun | Monk AC | |
| [Ninja] | Ki | Sudden Attack | Ninja Acrobatics | Ninja AC | |
| [Paladin] | Lay on Hands | Smite | Mount Ally | Paladin Curing | |
| [Ranger] | Track | Favored Enemy | Companion Ally | Wild Hunt | |
| [Rogue] | Trap Sense | Sneak Attack | Instant Flank | Rogue Skill | Trapfinding |
| [Samurai] | |||||
| [Scout] | Seek | Skirmish | Scout Opportunity | ||
| [Swashbuckler] | First Mover | Swashbuckler Critical | |||
| [Warlock] | Invocation | Eldritch Blast | Eldritch Healing | Occult Resilience | |
| [Wizard] | Wizard Schools | Wizard Focus | Familiar Ally | Create New Spell | |
| Spontaneous Casting |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Artificer Craft | Sp | Get Positive XP each level; Gain Infusions {Ebr-Art} |
| Barbarian Deduction | Ex | #CKF/none DD {KDD} |
| Barbarian Reduction | Ex | #CNF/none DR {KDD} |
| Cleric Curing | Ex | +#CKF per cure, cannot exceed cure max {KDD} |
| Cleric Domains | Ex | +#CDF Domains for spells; only first for ability {PHB-Clr} |
| Companion Ally | Ex | +1 NA, +1 Trick, hp = Master, (HD ~ Master), INT=5, Link {PHB-Dru} |
| Crack Shot | Ex | Remove #CBF ranged/thrown penalties {KDD} |
| Create New Feat | Ex | Create a combat related Epic Level feat, takeable as C or G {KDD} |
| Create New Spell | Ex | Create #CNF new spells each advancement {KDD} |
| Divine Infusion | Su | +2x#CDF to one ability; change #CDF/d at std {KDD} |
| Divine Intervention? | Su | Request divine miracle #CNF each level {KDD} |
| Eldritch Blast | Sp | 1d6 per odd Lvl, 60' Range {CArc-Warlk} |
| Eldritch Healing | Su | FH 1 for BMB rds 2x#CKF/day as swift, stacks {Fiendish Resilience; CArc-Warlk} |
| Familiar Ally | Su | +1 NA, hp = 1/2 Master (HD ~ Master), INT=5, Empathic Link, +3 Skill {PHB-Wiz} |
| Favored Enemy | Ex | +2 dmg vs 2 favored enemies x #CDF {PHB-Rng} |
| Fighter Focus | Ex | +#CDF dmg, cannot exceed weapon max {KDD} |
| First Mover | Ex | #CBF to Init {KDD} |
| Flurry of Blows | Ex | Flurry of Blows {PHB-Mnk} |
| Golden Weapons | Ex | GoldSheen in hand +1rd, indestructible, as if Silver + Iron {KDD} |
| Hex | Su | #CDF/day {CAdv?} |
| Homunculous Ally | Ex | Gain a Homunculous {Ebr-Art} |
| Instant Flank | Ex | #CKF/day flank first attack; #CKF AB on flank {KDD} |
| Invocation | Sp | Cast invocations at will as std {CArc-Warlk} |
| Ki | Su | CHR + #Lvl/2 / day, +2 Will if Ki left {CAdv-Ninja} |
| Lay on Hands | Su | Heal CHR X #Lvl per day {PHB-Pal} |
| Mass Combat | Ex | Add +#Foes felled this rd to AB {KDD} |
| Monk AC | Ex | WIS + #CKF AC Armor Enh, except armored, helpless, or overloaded {PHB-Monk} |
| Monk Speed | Ex | +5' x #CDF extra move {KDD} |
| Monk Stun | Ex | +#CKF / day Stun {PHB-Mnk} |
| Mount Ally | Su | +2 NA, hp = Master, (HD ~ Master), INT=5, Empathic Link {PHB-Pal} |
| Nature Sense | Ex | Use Know Nature to sense, +#CBF, #CBF min {KDD} |
| Ninja AC | Ex | CHR + #CKF AC Armor Enh, except armored, helpless, or overloaded {CAdv-Ninja} |
| Ninja Acrobatics | Ex | +2x#CKF to Acrobat or Mover {KDD} |
| Occult Resilience | Su | DR #CNF/cold iron {CArc-Warlk} |
| Paladin Curing | Ex | Reduce Conversion rate by #CNF; 1 hp min {KDD} |
| Rage | Ex | #CDF/day: +4 Str, +4 Con, -2 AC, +2 Will, +2 Tmp HP/#Lvl for 3+CON rds, fatigue after {PHB-Bbn} |
| Readiness | Ex | #CBF/day attacks no flat foot {KDD} |
| Rogue Skill | Ex | Min #CNF x 2 any skill roll {KDD} |
| Scout Opportunity | Ex | Ignore #CKF AoOs/rd (of squares) {KDD} |
| Seek | Ex | Use Know Geo to seek, +#CBF, #CBF min {KDD} |
| Sentinel Ally | Su | Never surprised, act in surprise rd, no start flat-footed {KDD} |
| Skirmish | Ex | +#CDK d6 (+~#CDK Comp) if moved 5'x#CDK in rd; ranged 30' {CAdv-Scout} |
| Smite | Su | CHR + #CDF/day, Smite [Alignment] +CHR AB +#Lvl Dmg, w/i CHR rds of declaration {PHB-Pal} |
| Sneak Attack | Ex | +1d6 / odd Lvl, when No Dex / Flank {PHB-Rog} |
| Spontaneous Casting | Su | Choose spells at cast time {PHB-Sor} |
| Sudden Attack | Ex | As Rogue Sneak Attack |
| Summoner | Su | +#CDF after concentration ends, Spontaneous SNA {KDD} |
| Swashbuckler Critical | Ex | +#CKF threat range {KDD} |
| Track | Ex | Use Survival to track; +#CBF, #CBF min {PHB} |
| Trap Sense | Ex | +#CDF Save vs. traps, +#CDF AC trap attack {PHB-Rog} |
| Trapfinding | Ex | Use Search for traps; Disable Device on magic, bypass by 10 {PHB-Rog} |
| Turn | Su | WIS + #CDF/day: 1d6 dmg / BMB all undead w/I 60ft, Will or lose action WIS rds, ECL+WIS = Max HD affectable {KDD} |
| Wild Heal | Ex | Self heal #CNF x 4 hp each WS; auto-cool one step condition {KDD} |
| Wild Hunt | Ex | Trade FE Dmg for AB; Cannot lose after hit {KDD} |
| Wild Shape | Su | #CKF/day, WS for BMB hr into Sm or Lg size Animal type {PHB-Dru} |
| Wizard Focus | Su | +#CDF SL* / day "free" metamagic {KDD} |
| Wizard Schools | Ex | +#CDF Schools for spells {KDD} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [M-Melee Prf] | Monkey Grip | Power Attack | Cleave | Great Cleave |
| BMB, (Str) | Powerful Finisher | Unyielding Assault | Combat Brute |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Cleave | Ex | Extra Melee Attack after dropping target {PHB} |
| Combat Brute | Ex | Advancing blows, sundering cleave, and momentum swing {CWar} |
| Great Cleave | Ex | Extra Cleave, 5ft move w/no threat {PHB} |
| Monkey Grip | Ex | Use larger melee weapons at -2 AB {CWar} |
| Power Attack | Ex | Trade BAB for Dmg up to STR on melee {PHB} |
| Powerful Finisher | Ex | Add +#FIT Dmg only if it kills target, 1/rd {KDD} |
| Unyielding Assault | Ex | x2 dmg by power attack if no move {KDD} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| BAB | Extend Critical | Insightful Critical | Critical Mastery | Consistent Critical |
| Expert Critical | Critical Tactics | Savage Critical |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Consistent Critical | Ex | Add +INT to threat of prf weapons {KDD} |
| Critical Mastery | Ex | [+1 confirm, +1 dmg] to all criticals, +1 to threat of prf weapons {KDD} |
| Critical Tactics | Ex | Trade Confirm roll for Tactic* {KDD} |
| Expert Critical | Ex | +4 confirm critical {Power Critical; CWar} |
| Extend Critical | Ex | +1 to threat of prf weapons {Imp Critical; PHB} |
| Insightful Critical | Ex | Add INT or WIS to Dmg once on threat {KDD} |
| Savage Critical | Ex | Gain 2nd confirm roll, do x3 if both {KDD} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| ECL | Cure Ability | Cure Soundness | Cure Morale | Cure Condition |
| Cure Paralysis | Cure Curse |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Cure Ability | Ex | Trade 4 pts of Curing* for 1 pt of Ability Dmg {KDD} |
| Cure Condition | Ex | Trade 4 pts of Curing* X any Scale {KDD} |
| Cure Curse | Ex | Trade 2xDC pts of Curing* to remove curse {KDD} |
| Cure Morale | Ex | Trade 4 pts of Curing* X Morale Scale {KDD} |
| Cure Paralysis | Ex | Trade DC pts of Curing* to remove paralysis {KDD} |
| Cure Soundness | Ex | Trade 4 pts of Curing* X Soundness Scale {KDD} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| ECL | Dodge | Uncanny Dodge | Unearthly Dodge | Unflankable Dodge |
| Mobility | Elusive Target | Tripping Dodge |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Dodge | Ex | +1 AC Dodge {PHB} |
| Elusive Target | Ex | Negate power attack, Diverting Defense, Cause Overreach {CWar} |
| Mobility | Ex | +4 AC Dodge vs. AoO (if Dex) {PHB} |
| Tripping Dodge | Ex | Trip attempt after foe misses as AoO {Destructive Throw; CWar} |
| Uncanny Dodge | Ex | Keep DEX Bonus when flat-footed {PHB} |
| Unearthly Dodge | Ex | Cannot be flanked except by L+4 {Imp Uncanny Dodge; PHB} |
| Unflankable Dodge | Ex | No Flanking, No Flat-Footed {Eyes in the back of your head; CWar} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| ECL | Expert Packing | Quick Draw | Greater Packrat | Refitted Armor |
| Rapid Reload | Ready Usage | Flick of the Wrist |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Expert Packing | Ex | +4 ready slots w/o 1i encumbrance {KDD} |
| Flick of the Wrist | Ex | Draw light and attack, flat-foot opponent 1/rd once/combat {CWar} |
| Greater Packrat | Ex | +(4xEF)i EL {KDD} |
| Quick Draw | Ex | Move action for stored, free action for ready {PHB} |
| Rapid Reload | Ex | Move action for heavy, free action other, all types {PHB} |
| Ready Usage | Ex | Take 10 on Use Ms, Bal, and Sleight (if trained) {KDD} |
| Refitted Armor | Ex | Armor is one category lighter (+5' and reqs), lgt still lgt {KDD} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [Dual Prf] | Dual Defense | Oversized Dual | Dual Mastery | Dual Tactics |
| BAB | Dual Strike | Dual Slam | Opportune Dual |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Dual Defense | Ex | +1 AC Shield when dual (+2 if defense) {2-Weapon Defense; PHB} |
| Dual Mastery | Ex | [+1, +1] / 2L for any dual = {KDD}; # att increase with BAB = {Imp + Gtr Two-Weapon; PHB} |
| Dual Slam | Ex | +1 AC Shield when dual (+2 if defense) = {Gtr 2-Weapon Defense; CWar}, Target [prone, dazed] on Dual Hit*, fails Fort {Anvil of thunder; CWar} or {Hammer's Edge; CWar} |
| Dual Strike | Ex | +1 AC Shield when dual (+2 if defense) = {Imp 2-Weapon Defense; CWar}, Attack once w/each hand as standard action = {CAdv} |
| Dual Tactics | Ex | Free Tactic* on Dual Hit* {Bear Fang; CWar} or {High Sword Low Axe; CWar} |
| Opportune Dual | Ex | +1 AC Shield when dual (+2 if defense), Can use opportunity action to attack if Dual Hit* {KDD} |
| Oversized Dual | Ex | Treat 1-handed weapon as light = {Oversized 2 weapon fighting; CAdv}, treat shield as light (but no AC when used dual) = {KDD} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| BAB | Defensive Finesse | Weapon Finesse | Insightful Finesse | Opportune Finesse |
| Parry Attack | Flensing Strike | Deft Strike |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Defensive Finesse | Ex | +2 morale AB after total defense {Defensive Strike; CWar} |
| Deft Strike | Ex | Ignore armor and natural armor {CAdv} |
| Flensing Strike | Ex | Full rd to Fort 10+L/2+WIS or Target -4 AB, saves, and checks for 1 min {Ebr} |
| Insightful Finesse | Ex | Sub DEX or INT for STR Dmg on Finesse* Weapons {Insightful Strike; CWar-Swash} |
| Opportune Finesse | Ex | Use AoO during total defense {KDD} |
| Parry Attack | Ex | Trade BAB for AC up to INT {Combat Expertise; PHB} |
| Weapon Finesse | Ex | Sub DEX or INT for STR AB on Finesse* Weapons {PHB} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [Flare Attack] | Flare Ability | Flare Soundness | Flare Morale | |
| ECL | Arterial Flare | Hamstring Flare | Staggering Flare |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Arterial Flare | Ex | Trade 1d6 for 1hp/rd {Arterial Strike; CWar} |
| Flare Ability | Ex | Trade 1d6 for 1 pt of Ability Damage {KDD} |
| Flare Morale | Ex | Trade 1d6 for Morale Scale {KDD} |
| Flare Soundness | Ex | Trade 1d6 for Soundness Scale {KDD} |
| Hamstring Flare | Ex | Trade 2d6 to cut opponent's speed in half {CDiv} |
| Staggering Flare | Ex | Limit target to a single action for 1 rd {Staggering Strike; CDiv} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [Spellcaster] | Spell Fortify | Fortify Specialization | Fortify Mastery | Savage Fortify |
| BMB | Sanctum Fortify | Cooperative Fortify |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Cooperative Fortify | Sp | +1 Fortify* per extra caster = {Cooperative Spell; CArc} |
| Fortify Mastery | Sp | +1 Fortify* to all spells = {KDD} |
| Fortify Specialization | Sp | [+1 Fortify* three Specialty*] / 3L = {Gtr Spell Focus + Gtr Spell Penetration; PHB} |
| Sanctum Fortify | Sp | +#FIT Fortify* in Sanctum, -1 outside Sanctum = {Sanctum Spell; CArc} |
| Savage Fortify | Sp | Burn a spell gives +SL Fortify* 1/rd = {KDD} |
| Spell Fortify | Sp | +1 Fortify* to one Specialty* = {Spell Focus + Spell Penetration; PHB} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| ECL | Toughness | Diehard | Damage Deduction | Damage Reduction |
| (Con) | Recuperation | Ruggedness |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Damage Deduction | Ex | Increase DD by 1/- {KDD} |
| Damage Reduction | Ex | Increase DR by 1/- {Gtr Resiliency; CWar} |
| Diehard | Ex | Remain Conscious at neg HP, move or std, no full {PHB} |
| Recuperation | Ex | Recover #Rest HP / day always, Sleep in armor {Endurance; PHB, Faster Healing; CWar} |
| Ruggedness | Ex | +1 hp / L, retroactive {Imp Toughness; CWar} |
| Toughness | Ex | [+10 hp] / 10L {PHB} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| ECL | Alert | Danger Sense | Guardian Spirit | Watchful Spirit |
| (Chr) | Quick Reconnoiter |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Alert | Ex | +2 to init {Imp Initiative; PHB} |
| Danger Sense | Ex | +2 to init, Reroll init 1/day {CAdv} |
| Guardian Spirit | Ex | +2 to init, Reroll init 2/day, reroll save 1/day {CArc} |
| Quick Reconnoiter | Ex | +2 to init, Spot and Listen as free actions {CAdv} |
| Watchful Spirit | Ex | +2 to init, roll init twice and take better {CArc-Wuj} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [Occult Resilience] | Greater Invocation | Greatest Invocation | ||
| Lvl | Imbue Item |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|
| Greater Invocation | Sp | Access greater invocation list {CArc-Warlk} |
| Greatest Invocation | Sp | Access greatest invocation list {CArc-Warlk} |
| Imbue Item | Su | Use Magic DC 15+SL Arcane, 25+SL Divine {CArc-Warlk} |
| Prereq | Enh Feat | Imp Feat | Gtr Feat | Sup Feat |
|---|---|---|---|---|
| [Eldritch Blast] | Least Invocation | Detect Magic | Lesser Invocation | Arcane Resistance |
| Lvl | Intuit Item | Extra Invocation | Aligned Resistance |
| Name | Ty | Benefit {Old Name; Src} |
|---|---|---|