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New Feats

FeatType
Choke GripGeneral, Fighter
Craft: Candle MagicItem Creation
DivinationGeneral
FeintGeneral, Fighter
Focused Spell PenetrationGeneral
Magical AwarenessGeneral
Magical EmpathyGeneral
Mob BashGeneral, Fighter
Terrain FightingGeneral, Fighter
WeaveGeneral, Fighter

Choke Grip

[General Fighter, Fighter]
You can use reach weapons that normally can't be used against adjacent foes against them.
Prerequisites: Power Attack, Proficient with reach weapon, Str 13+.
Benefit: Any time you are using a reach weapon that normally cannot be used against adjacent foes, you can, as a move-equivalent action, choke your grip on the weapon so as to effectively attack adjacent foes but the weapon looses its reach ability for as long as you keep the weapon choked.. Choking the weapon does not leave you open to attacks of opportunity. If you wish to return the weapon to its normal reach, you must again do so as a move-equivalent action that does provoke attacks of opportunity from adjacent foes. A choked reach weapon, if it is also a two-handed weapon, applies only normal Strength bonus to damage (not 1-1/2). You can use a choked reach weapon as a one handed weapon but you suffer a -4 penalty to attacks and you only apply 1/2 Strength bonus to damage and it must be in your primary hand.
Normal: If you choke a reach weapon without the feat you must use it as a two-handed weapon, you suffer a -4 to attacks, and you apply only your normal Strength bonus to damage.

Craft: Candle Magic

[Item Creation Feat]
You can create Magic Candles.
Prerequisites: Spellcaster level 8th+.
Benefit: You can create magical candles of any spell that you have access to (either by scroll or that you know). Spells that have instantaneous effects consume the candle once lit and are uncommon (such as Candle of Fireball or magic missiles). Candles burn at a rate of one hour per spell level. Most candles created take longer to cast using the candle than they would if cast directly as the spell takes effect once the candle is burnt. The bonus of using Candle Magic is that it allows the user of the candle to target a creature that is not within sight or touch by using the candle as a focus for extending the range. Only spells that target creatures can be used in this way. For example a Candle of Cursing made by a wizard takes 4 hours to burn. The user of the candle focuses on a target creature that he or she has seen personally or knows personally and at the end of the candles duration the spell takes effect. Unless otherwise noted a candle can only effect creatures on the same plane of existence. So, using the example above, once the Candle of Cursing is burnt out the user of the candle curses the target even if the target is thousands of miles away. The user of the candle need not concentrate for the full length of the candle's duration only for the amount of time that the spell would originally take to cast. If the spell normally does not allow a saving throw the target of the spell still gains a save appropriate to the spell at a DC of 10+spell level+1/2 the candle's creator level. How well a character knows the target of the candle's magic affects the candle's strength. Below is a list of Saving Throw DC modifiers dependent on the knowledge that the candle's users has of the candle's target:

Candle's User is/has (In regards to the target):Save DC modifier
A close blood relation:+4
A close friend or distant relative:+2
Familiar with the target:+0
Only met target once or twice:-2
Met target once only in passing:-4
Knowledge of target (detailed description):-6
Knowledge of target (limited description):-8
Knowledge of Name only:-10
Candle's User has (In regards to the target):Save DC modifier
An item owned by target (no importance):+1
An item owned by target (special importance):+2
A small body part (fingernails, hair, etc):+4
A large body part (hand, foot, eye, etc):+6

Items of the target and body parts are consumed by the spell at the end of the candle's duration.
If the flame of the candle is extinguished before the spell is completed the spell fails and the candle is ruined. If the user of the candle is not present at the end of a summoning candle's duration the creature summoned is free to leave or stay as it pleases but returns normally as per the specific spell.
The time required to create a candle is 1 day per spell level and costs exp of 1/25 the gold piece value of the candle. The base price of the candle is the level of the spell multiplied by the caster level times 100 GP. The candle also requires the material components of the spell to be used up in the creation of the candle and half the candles GP value in GP equivalent of materials.

Divination

[General Feat]
You can use one form of divination (tarot, bones, astrology, etc.) to gain a limited amount of information about the future.
Prerequisites: Spellcaster level 1st+, Profession: Divination Skill (See Skills on the Website), access to a divination spell.
Benefits: With this feat the character can gain information pertaining to the future of the subject of the reading through the use of a divining skill. The subject can be a person, place or thing but the information is vague and cryptic and often only describes the most likely path for the future to take. This information only pertains to what could happen to that subject, not what is happening, or has happened to the subject. Nor does it relate specific information such as names, class, level, specific spells, etc. The diviner can only make a check against a subject once a week. If nothing has happened that could cause a change from the previous divination check then the new reading gives no information. Even if the last check failed the diviner must wait a week before performing another check.
The diviner must have access to his Divination skill's tools; i.e. the sky must be clear for the astrologer or the tarot deck must be complete and undamaged. The diviner must also have a divination spell memorized. This spell can be any divination spell (Detect Undead, True Strike, True Seeing, etc.) and it adds its spell level to the divination skill check. When the divination is performed the spell is cast much like a Cleric Spontaneous casting ability. The spell is altered, to some extent, and allows the diviner access to the hidden knowledge in which he/she seeks.
On a successful Profession: Divination check the DM relates some amount of information, usually in the form of a riddle of cryptic poem, pertaining to the subject of the divination. The average DC for various subjects is given below but may be modified by the DM.

DC:Subject of the Divination
10:The subject is the Diviner
15:The subject is someone the diviner knows and is currently within 30 feet of the caster, or is a place or thing that the diviner is currently in or in possession of
20:The subject is someone, something or someplace known to the diviner but not within 30 feet
25:The subject is someone, something or someplace that the diviner has seen or visited once
30:The subject is someone, something or someplace that the diviner has heard about but never seen or never visited

For every five points over the need DC the diviner gains extra information at the DM's discretion.

Feint

[General Feat, Fighter]
You are able to lead the opponent who you have declared your dodge against into attacking the opponent you have assigned your weave bonus to.
Prerequsities: Dex 13+, Dodge, Weave, Base Attack 6+.
Benefit: When the flanking opponent, who you have assigned your dodge to, makes an attack, you can make an opposed attack roll against a DC of the opponent's final roll. Should you succeed your opponent makes a second attack against the other flanking opponent and deals damage accordingly. If damage is dealt the attacker must make a Will saving throw (DC 10 + damage dealt) or loose any additional attacks that round. In addition, whether damage is delt by the attacker to his companion, you are able to make an attack of opportunity against the attacking opponent. This attack of opportunity counts against your maximum attacks of opportunity for that round. You may only perform one Feint attempt per round.
If opponents move out of flanking position, you can not attempt a Feint.

Focused Spell Penetration

[General Feat]
You are skilled at penetrating the magical defenses of a particular type of creature.
Prerequsities: Spell Penetration
Benefit: When taking this feat you must choose a particular type or subtype of creature. The DM has the final say on an appropriate type. A suggestion is as follows; Abberations, Celestials, Chromatic Dragons, Demons, Devils, Metalic Dragons, Undead, Yugoloths, etc. You gain a +2 to your Spell Penetration check against your selected creature type. This bonus stacks with Spell Penetration and Greater Spell Penetration.
You may take this feat multiple times, each time apply it to a new creature type.

Magical Awareness

[General Feat]
By concentrating, you can sense magic within the surrounding area.
Prerequisite: Wis 13+, Magical Empathy Feat and the character must be at least 3rd level.
Benefits: This feat allows you to concentrate and sense the magical emanations from items and areas within five feet per your character level (minimum 15 feet). It takes one full action round of concentration for every five-foot range increment starting with the nearest five feet. For example, a 5th level character with this feat would have to concentrate for 5 full rounds to sense a twenty-five foot radius sphere. The character could choose to only concentrate for 2 full rounds and sense a ten-foot sphere.
Unlike the Magical Empathy feat you must concentrate to use this feat. Only one roll is needed on a spellcraft check. The roll is checked against all magical items or areas within the sphere should there be any. The DCs for the spellcraft check are as follows:

Magic TypeDC
Spell15 + spell level + casters relevant ability modifier
Item15 + creating spellcaster's level
Other15 + modifiers set by DM
ObstaclesDC
Per 10 feet of wood+2
Per foot of stone+2
Per inch of metal+2
Per sheet of lead+2

Should the check succeed you know whether the area is, or has, magic. Should you succeed on your roll by 5 or more you know the basic school that the magic belongs to (i.e. Evocation, Illusion, Necromancy, etc.). If you succeed on your roll by 10 or more you know whether the magic is Divine or Arcane in origins and if you succeed by 20 or more you know the exact nature of the magic.
For this feat you are not allowed to take 10 or 20 on your spellcraft check as Magical Awareness is likened to a gut reaction to magical auras.
Note that this feat does not allow you to detect the presence of a spellcaster, unless you were sensing the ten-foot sphere that the spellcaster was in while he/she was casting a spell. Items are defined as objects created through an Item Creation Feat. Areas are defined as places where magic is currently in effect such as with an alarm spell or a consecrate spell.
Using this feat while in melee combat leaves you open to attacks of opportunity.

Magical Empathy

[General Feat]
By concentrating, you can sense magic by touch.
Prerequisite: Wis 13+.
Benefit: This feat allows you to sense magical items and magical effects by touching the object or coming within the area that is affected by the magic. To be able to tell if an item or area is affected by magic you must, for the equivelant duration of a full round action, touch or be within the area of a magical affect and make a successful Wisdom check. The DC to succeed depends on the type of magic:
Magic TypeDC
Spell10 + spell level + casters relevant ability modifier
Item10 + creating spellcaster's level
Other10 + modifiers set by DM

Should the check succeed you know whether the area or item in question is magical or not. Should you succeed on your roll by 5 or more (i.e. base DC 15 + modifiers) you know the basic school that the magic belongs to (i.e. Evocation, Illusion, Necromancy, etc.). If you succeed on your roll by 10 or more you know whether the magic is Divine or Arcane in origins and if you succeed by 20 or more you know the exact nature of the magic.
For this feat you are not allowed to take 10 or 20 on your Wisdom check as Magical Empathy is likened to a gut reaction to a magical aura. This being the case the DM can choose to roll secretly for you anytime you handle or walk into a magical item or area.
Note that this feat does not allow you to detect the presence of a spellcaster. Unless you were touching the spellcaster as a spell was being cast you would not be able to sense the magic. Items are defined as objects created through an Item Creation Feat. Areas are defined as places where magic is currently in effect such as with an alarm spell or a consecrate spell. Touching the glyph of a glyph of warding spell would also count.
Using this feat while in melee combat leaves you open to attacks of opportunity.

Mob Bash

[General Feat, Fighter]
You are able to deal with multiple foes effectively and non-leathally.
Prerequisite: Str 13+, Power Attack, Large Weapon.
Benefit: When confronting two adjacent foes, you may, as a full round action, use your large weapon to deal subdual damage to both opponents. You make a single attack role against the higher AC of the targets, without the -4 penalty normal to subdual combat. If you succeed, roll damage for both opponents and apply that as subdual damage. You can only attack two opponents at a time and they must be adjacent to each other.

Terrain Fighting

[General Feat, Fighter]
You are adapt at fighting in specific enviroments.
Prerequsites: Base Attack 1+, Special: You must have spent time training in your particular enviroment.
Benefits: When ever fighting in your specified terrain you gain a +1 to attacks and a +1 enviromental bonus to AC. When taking this feat you must speificy the type of terrain you are adept at fighting in and the terrain must be very specific. The following is a list of some possible terrain types:

Terrain TypeSubtype
CityStreets
CityBuilding Interiors
DesertRocky Wastes
DesertSand Dunes
ForestPine
ForestTemperate Broad-leaf
ForestPine & Mountainous
GrasslandHigh Grass
GrasslandLow Grass
MountainRocky Slopes
MountainValleys
MountanGlaciers

Special: You may take this feat multiple times, each time applying it to a different terrain type.

Weave

[General Feat, Fighter]
You are skilled at fighting foes that are flanking you.
Prerequisites: Dex 13+, Dodge
Benefit: If you allot your dodge to an opponent who is flanking you, whether the flanking opponents gain a flanking bonus against you or not, you gain a +1 bonus to your attacks against the other opponent flanking you. For example, if A and B are flanking you and you assign you dodge against opponent A then you gain a +1 to your attacks against B. If A and B are flanking you (opposite each other) and C and D are also flanking you (C is opposite to D) and you allot your dodge to A then you will only receive a +1 against opponent B. This bonus is tied directly to your use of the Dodge Feat. If you do not assign your dodge against an opponent, you can not use the Weave feat.
If the two opponents stop flanking you, you loose the benefit of Weave.