Below is a list of feats from the d20 SRD which, to the best of my knowledge, have never been retooled for the Pathfinder Roleplaying Game. They are from the open game content of the Expanded Psionics Handbook and Deities and Demigods. There were a few that, while they did not have definitive PFRPG versions of the, I found to be redundant with current PFRPG feats; so I omitted them. I hope you find at least one or two of the remaining updated feats useful in your character building.
Blindsight, 5-Ft.
Radius
You sense opponents, even in
pitch darkness.
Prerequisites: Wis 19, Perception
5 ranks, Blind-Fight, base attack bonus +4.
Benefit: Using senses such as acute hearing and
sensitivity to vibrations, you can detect the location of opponents who are no
more than 5 feet away from you. Invisibility and darkness are
irrelevant, though you cannot discern incorporeal beings. (Except for the
decreased range, this feat is identical to the blindsight special
ability.)
Chaotic Mind
The turbulence of
your thoughts prevents others from gaining insight into your actions.
Prerequisite: Cha 15, chaotic
alignment.
Benefit: Creatures and
characters who have an insight bonus on their attack rolls, Armor Class, skill
checks, or ability checks do not gain those bonuses against you. The benefit of
this feat applies only to insight bonuses gained from spells and spell-like
abilities. You can never benefit from insight bonuses gained from spells and spell-like
abilities.
Deadly Precision
You empty your mind
of all distracting emotion, becoming an instrument of deadly precision.
Prerequisite: Dex 15, base attack
bonus +5, precision damage attack.
Benefit: You have deadly accuracy with your precision
damage attacks (such as sneak attack or the Precise Strike teamwork feat).
You can reroll any result of 1 on your precision damage attack’s extra damage
dice. You must keep the result of the reroll, even if it is another 1.
Disguise Spell (Metamagic)
You can cast spells without
others observing them.
Prerequisites: Perform (any) 9
ranks, bardic performance class feature.
Benefit: You have mastered the art of casting
spells unobtrusively, mingling verbal and somatic components into its music and
performances so that others rarely catch you in the act of casting a spell. A
disguised spell can’t be identified through Spellcraft. Your performance
is obvious to everyone in the vicinity, but the fact that you are casting a
spell isn’t. Unless the spell visibly emanates from you or observers have some
other means of determining its source, they don’t know where the effect came
from. A disguised spell uses up a spell slot one level higher than the spell's
actual level.
Divine Might
You can channel energy to
increase your damage in combat.
Prerequisites: Str 13, Power
Attack, channel energy class feature.
Benefit: As a swift action, spend one use of
your channel energy ability to add your Charisma bonus to your weapon
damage for 1 full round.
Eyes In The Back Of Your Head
Your exceptional combat sense
helps minimize the advantage of flanking opponents.
Prerequisites:
Wis 19, Perception 3 ranks, base attack bonus
+3.
Benefit: Attackers do not gain the usual +2 attack bonus
when flanking you. This feat grants no effect whenever you are
attacked without benefit of your Dexterity modifier to AC, such as when you
are flat-footed or when you are the target of a rogue’s sneak
attack.
Fleet of Foot
You are so agile that you can
turn corners without losing momentum.
Prerequisites:
Dex 15, Run.
Benefit: When running or charging, you can make a single
direction change of 90 degrees or less. You can’t use this feat while wearing
medium or heavy armor, or when carrying a medium or heavy load. If you are
charging, you must move in a straight line for 10 feet after the turn to
maintain the charge.
Normal: Without this feat, you
can run or charge only in a straight line.
Greater
Manyshot (Combat)
You are skilled at firing many arrows at once, even at
different opponents.
Prerequisites:
Dex 17, Manyshot, Point Blank
Shot, Rapid Shot, base attack bonus +6.
Benefit: When you use the Manyshot feat, you can fire
each arrow at a different target instead of firing all of them at the same
target. You make a separate attack roll for each arrow, regardless of
whether you fire them at separate targets or the same target. Your
precision-based damage applies to each arrow fired, and, if you score
a critical hit with more than one of the arrows, each critical hit
deals critical damage.
Hold The Line (Combat)
Your defensive training
improves your effectiveness against charging opponents.
Prerequisites:
Combat Reflexes, base attack bonus +2.
Benefit: You may make an attack of opportunity against a
charging opponent who enters an area you threaten. Your attack of opportunity
happens immediately before the charge attack is resolved.
Normal: You only get an attack of opportunity against a
character that exits a square you threaten.
Jack Of All Trades
Over time you have gained quite
the eclectic skills set.
Prerequisites:
Character level 6th.
Benefit: You can use any skill untrained, even those that normally
require training.
Knock-Down (Combat)
Your mighty attacks can
literally knock your opponents off their feet.
Prerequisites:
Str 15, Int 13, Combat
Expertise. Improved Trip, base attack bonus +2.
Benefit: Whenever you deal 10 or more points of damage to your
opponent in melee, you make a trip attempt as a free
action against the same target.
Mind Over
Body
Your ability damage heals more rapidly.
Prerequisites:
Con 13.
Benefit: You heal ability damage more quickly than
normal. You heal a number of ability points per day to each ability score that
has been damaged equal to 1 + your Constitution bonus.
Normal: Damage to your ability scores is healed at the rate of 1
per day to each ability score that has been damaged.
Open Minded
You are naturally able to reroute your memory, mind, and
skill expertise.
Benefit: You immediately gain an extra 5 skill points. You spend
these skill points as normal. You cannot exceed the normal maximum ranks for
your level in any skill.
Plant Control
Using foul powers of
necromancy, you can command plant creatures, making them into your servants.
Prerequisites:
Plant domain, channel
positive energy class feature.
Benefit: As a standard action, you can
use one of your uses of channel postive energy to enslave plants within 30
feet. Plants receive a Will save to negate the effect. The DC for
this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier.
Plants that fail their saves fall under your control, obeying your commands to
the best of their ability, as if under the effects of control plants.
Intelligent plants receive a new saving throw each day to resist your command.
You can control any number of plants, so long as their total Hit Dice do not
exceed your cleric level. If you use channel energy in this way, it has no
other effect (it does not heal or harm nearby creatures). If a plant creature
is under the control of another creature, you must make an opposed Charisma check
whenever your orders conflict.
Plant Defiance
Calling upon higher powers, you
cause plants to flee from the might of your unleashed divine energy.
Prerequisites:
Plant domain, channel
negative energy class feature.
Benefit: You can, as a standard action, use one of your uses of
channel negative energy to cause
all plants within 30 feet of you to flee, as if panicked. Plants receive a Will save
to negate the effect. The DC for this Will save is equal to 10 + 1/2 your
cleric level + your Charisma modifier. Plants that fail their save
flee for 1 minute. Intelligent plants receive a new saving throw each round to
end the effect. If you use channel energy in this way, it has no other effect
(it does not heal or harm nearby creatures).
Rapid
Metabolism
Your wounds heal rapidly.
Prerequisites:
Con 13.
Benefit: You naturally heal a number of hit points per day equal
to 1 hit point per character level + double your Constitution bonus. You heal
even if you do not rest. This healing replaces your normal natural healing. If
you undergo complete bed rest for an entire day and night, you recover twice
your character level in hit points + double your Constitution bonus.
Reckless
Offense (Combat)
You can shift your focus from defense to offense.
Prerequisites:
Base attack bonus +1.
Benefit: You can choose to take a –1 penalty to your Armor Class
and combat maneuver defense to gain a +1 bonus on all melee attack rolls
and combat maneuver checks. When your base attack bonus reaches +4, and every
+4 thereafter, the penalty increases by –1 and the bonus increases by +1.
You can only choose to use this feat when you declare that you are making an
attack or a full-attack action with a melee weapon. The effects of this feat
last until your next turn.
Repeat Spell (Metamagic)
You cast a spell that repeats
on the following round.
Benefit: A repeated spell is automatically cast again at the
beginning of your next round of actions. No matter where you are, the secondary
spell originates from the same location and affects the same area as the
primary spell. If the repeated spell designates a target, the secondary spell
retargets the same target if the target is within 30 feet of its original
position; otherwise the secondary spell fails to go off. A repeated spell uses
up a spell slot three levels higher than the spell’s actual level. Repeat Spell
cannot be used on spells with a range of touch.
Sacred Spell (Metamagic)
Your spells permeate divine
power.
Prerequisites:
Divine spellcaster.
Benefit: Half of the damage dealt by a sacred spell results
directly from divine power and is therefore not subject to being reduced
by protection from energy or
similar magic. The other half of the damage dealt by the spell is as normal. A
sacred spell uses up a spell slot two levels higher than the spell’s actual
level. Only divine spells can be cast as sacred spells.
Sidestep
Charge (Combat)
You are skilled at dodging past charging opponents and
taking advantage when they miss.
Prerequisites:
Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class
against charge attacks. If a charging opponent fails to make a
successful attack against you, he provokes an attack of opportunity from
you. This feat does not grant you more attacks of opportunity than you are
normally allowed in a round. If you are flat-footed or otherwise
denied your Dexterity bonus to Armor Class, you do not gain the benefit of this
feat.
Stand Still
(Combat)
You can prevent foes from fleeing or closing.
Prerequisites:
Str 13.
Benefit: When a foe’s movement out of a square you threaten grants
you an attack of opportunity, you can give up that attack and instead
attempt to stop your foe in his tracks. Make your attack of opportunity
normally. If you hit your foe, he must succeed on a Reflex
save against a DC of 10 + your damage roll (the opponent does not actually
take damage), or immediately halt as if he had used up his move actions for
the round.
Since you
use the Stand Still feat in place of your attack of opportunity, you can
do so only a number of times per round equal to the number of times per round
you could make an attack of opportunity (normally just one).
Normal: Attacks of opportunity cannot halt your foes in
their tracks.
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