Feats
The following feats are available in addition to those in Pathfinder Core. For a list of feats available in Pathfinder Core, please refer to the Feats section of the PRD. Note there may be some changes and restrictions due to house rules and clarifications.
House Feats
House Feats | |||
Feat | Type | Requirements | Benefit |
Adamantine Body | Armored Body | War golem, 1st level only | Gain a permanently plated adamantine body |
Connections | Establish connections with an organization or group | ||
Lightning Reload | Combat | BAB 6 | Reload a type of gun faster |
Mithril Body | Armored Body | War Golem, 1st only | |
Mithril Fluidity | Armored Body | War Golem, Mithril Body | Reduce ACP and raise AC |
Steady Shot | BAB 1, Weapon Focus in chosen weapon | Add 1/2 dex modifier to damage with a specific type of weapon | |
Unit Tactics | Arvek Nar, K/military theory 5 | Increase allies' initiative during combat | |
Up Shields | Arvek Nar, BAB 1, Proficiency with Tower Shield | Grant bonuses to an adjacent ally |
Adamantine Body (Armored Body)
- Description: At the cost of mobility, A War Golem’s body can be layered with adamantine to provide formidable protection and some degree of damage reduction.
- Prerequisite: War-Golem, 1st Level Only
- Benefit: Your armor bonus increases to +8 and you gain DR 2/Adamantine. Your base land speed is decreased to 20’ and you are considered to be wearing heavy armor. You have a +1 maximum dexterity bonus to AC and a –5 armor check penalty whenever it is applicable. Your arcane spell failure chance is at 35%.
- Special: War golems who take this feat may not utilize druidic supernatural class abilities or spell like abilities. War-Golems who take this feat may not access special abilities forbidden to those wearing heavy armor.
Connections
- Prerequisites: membership in a Faction or Organization, or an established Associate
- As a member of a given organization or faction, you have some degree of influence and access to resources. Alternately, you know someone well who is willing to aid you in useful ways, perhaps to repay a debt or due to friendship ... or fear. Whatever the source of your connections, the feat permits you to use your relationship to derive assistance on a reliable basis.
- Note that this feat makes no determination of the nature of the relationship or regard, and that lacking this feat is not evidence of lack of status. A noble may have no Connections feats, while the noble's stable-hand may have learned to use his proximity to the noble to his constant benefit.
- Benefit: Each time you select this feat, pick two skills related to your connections. You receive a +2 connections bonus to both skills (+4 at level 10) when organization/guy can reasonably help you. Reasonably generally means you are nearby (in the city) and have time to spare (an afternoon, a day, generally not rushed for time).
- In addition, one of the two skills is chosen to be your Reputation skill. This skill can be used as Diplomacy for topics and folks related to the skill, somewhat flavored by the type of connection you have.
- Special: You may take this feat additional times, either selecting new skills from the same connection, or additional connections. It's possible to take the same skill from two different sources, particularly as different Reputation skills, but probably not advisable.
Lightning Reload (Combat Feat)
- Your hand are a blur as you load your weapons.
- Prerequisite: BAB +6
- Benefit: Choose Pistol or Rifle; it takes you less time to reload the chosen type of weapon. Reload time goes from a move action to a free action for that type of firearm.
- Special: You may take lightning reload additional times, applying the benefits to an additional type of weapon.
Mithral Body (Armored Body)
- Description: A War Golem’s body can be crafted with a layer of mithril that provides some protection without sacrificing gracefulness or speed.
- Prerequisites: War Golem, 1st level only
- Benefits: Your armor is increased to +5 and you are considered to be wearing light armor. Younow have a +5 maximum dexterity bonus to AC, a-2 penalty on skill checks that require an armor check and an arcane spell failure of 15%.
- Special: War Golems must take this feat at 1st level. War-Golem Druids who take this feat cannot cast druid spells or use their druid supernatural class abilities. War Golems with this feat do not gain access to any class feature prohibited to characters who wear light armor.
Mithral Fluidity (Armored Body)
- Description: Your movements are fluid and smoother then most other War Golems.
- Prerequisites: War-Golem, Mithral Body
- Benefit: The maximum dexterity bonus applied to War-Golems with the Mithral Body feat is increased by 1. In addition, the armor check penalties are decreased by 1.
- Special: This feat can be taken multiple times. However, penalties cannot be reduced below 0.
Steady Shot
- You pick off targets with great precision.
- Prerequisite: BAB +1, Weapon focus in the chosen weapon
- Benefit: Choose Pistol or Rifle. +1/2 Dex modifier to damage and max sneak attack range is 60'. This feat cannot benefit repeating rifles.
- Special: Fighters may select this as a bonus feat.
- Note: This is crossbow sniper, but for guns.
Unit Tactics
- Prerequisite: Arvek Nar, K/military theory 5+
- Benefit: Even for an arvek nar, you are trained in the arts of organized warfare. Once during each combat, you may spend a swift action to guide and hearten your allies, granting a +1 initiative to each ally (excluding yourself) within 30'.
Up Shields
- Prerequesite: Arvek Nar, proficiency with heavy or tower shield, BAB 1
- Benefit: When using a heavy or tower shield, as a move action the Arvek Nar may provide partial cover to himself and an adjacent ally until the beginning of his next turn (+2 ac, +1 ref saves). This feat does not stack with itself.
Feats from Other Sources
Emblem of Ea allows a limited selection of feats from other sources.
3.5 Feats
We allow some feats from 3.5. Many of these are from the Complete books.
Danger Sense, Lightning Reload, Practiced Spellcaster, Ranged Disarm, Ranged Sunder, Short Haft, Steady Shot, Dive for Cover, Double Wand Wielder, Wandstrike, Natural Bond
APG Feats
The following feats are conditionally approved from the APG. Note, some of these are modified to adjust to our custom races. See Pathfinder Racial Feats, below. To see a description of individual APG feats, check out the Paizo PRD.
General Feats from the APG | |||
Feat | Type | Requirements | Benefit |
Arcane Blast | Arcane spellcaster, caster level 10th | Sacrifice a spell to make a ray attack | |
Arcane Shield | Arcane spellcaster, caster level 10th | Sacrifice a spell to gain deflection bonus to AC | |
Aspect of the Beast | Wild shape class feature | Gain one of four bestial advantages | |
Bashing Finish | Combat | Shield Master, Two-Weapon Fighting, base attack bonus +11 | Make a free shield bash after a critical hit |
Bloody Assault | Combat | Power Attack, base attack bonus +6 | Trade melee attack bonus for bleed damage |
Bodyguard | Combat | Combat Reflexes | Use attack of opportunity to add a bonus to adjacent ally's AC |
In Harm's Way | Combat | Bodyguard | Take the damage of a successful attack upon an adjacent ally |
Bull Rush Strike | Combat | Improved Bull Rush, base attack bonus +9 | Attempt a bull rush on a successful critical hit |
Charge Through | Combat | Improved Overrun, base attack bonus +1 | Make overrun as free action while charging |
Cockatrice Strike | Combat | Medusa's Wrath, base attack bonus +16 | Turn a target to stone with a critical hit |
Combat Patrol | Combat | Combat Reflexes, Mobility, base attack bonus +5 | Increase threatened area for attack of opportunity |
Cosmopolitan | — | Read and speak two additional languages | |
Covering Defense | Combat | Shield Focus, base attack bonus +6 | Provide cover to an ally with total defense |
Crippling Critical | Combat | Critical Focus, base attack bonus +13 | Whenever you score a critical hit, the target's speed is halved |
Dazing Assault | Combat | Power Attack, base attack bonus +11 | Trade melee attack bonus to daze opponents |
Deepsight | Darkvision 60 feet | Your darkvision has a range of 120 feet | |
Disarming Strike | Improved Disarm, base attack bonus +9 | Attempt a disarm on a successful critical hit | |
Disrupting Shot | Dex 13, Point-Blank Shot, 6th-level fighter | Ranged attacks increase enemy's DC to cast spells | |
Diviner's Delving | Spell Focus (divination) | +2 bonus on caster level checks with divinations | |
Elemental Fist | Combat | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Deal 1d6 energy damage with an unarmed strike |
Elemental Focus | — | +1 bonus on save DCs for one energy type | |
Greater Elemental Focus | Elemental Focus | +1 bonus on save DCs for one energy type | |
Elven Accuracy** | Combat | llyranesi, mul'niessa, sylvanori | Reroll miss chance due to concealment when using a bow |
Enforcer | Combat | Intimidate 1 rank | Demoralize opponent as free action when you inflict nonlethal damage |
Extra Rage Power | Rage power class feature | Gain one additional rage power | |
Extra Rogue Talent | Rogue talent class feature | Gain one additional rogue talent | |
Fast Healer | Con 13, Diehard, Endurance | Regain additional hit points when healing | |
Favored Defense | Favored enemy class feature | Bonus to CMD and AC when attacked by favored enemy | |
Fight On** | Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul | Gain temporary hit points when reduced to 0 | |
Focused Shot | Combat | Int 13, Precise Shot | Add Int modifier on damage rolls with bows or crossbows |
Following Step | Combat | Dex 13, Step Up | Move up to 10 feet as an immediate action |
Step Up and Strike | Combat | Following Step, base attack bonus +6 | Follow adjacent creature and attack as an immediate action |
Furious Focus | Combat | Str 13, Power Attack, base attack bonus +1 | Do not take the Power Attack penalty on the first attack each round |
Dreadful Carnage | Combat | Str 15, Furious Focus, base attack bonus +11 | Make a free Intimidate check when you knock down a foe |
Gang Up | Combat | Combat Expertise | Flank an opponent if at least two allies are adjacent to it |
Team Up | Combat | Gang-Up, base attack bonus +6 | Aid another as a move action with two adjacent allies |
Gnome Trickster | Cha 13, gnome, gnome magic racial trait | Use Mage Hand and Prestidigitation once per day | |
Go Unnoticed | Dex 13, gnome, gobber, halfling | Make Stealth check against flat-footed opponents during first round of combat | |
Groundling | Cha 13, gnome, gnome magic racial trait | Speak with burrowing animals as spell-like ability | |
Heroic Defiance | Diehard, base Fortitude save +8 | Once per day, delay onset of harmful condition for 1 round | |
Heroic Recovery | Diehard, base Fortitude save +4 | Once per day, gain new saving throw against harmful condition requiring Fort save | |
Improved Blind-Fight | Combat | Perception 10 ranks, Blind-Fight | Ignore miss chance for less than total concealment |
Greater Blind-Fight | Combat | Perception 15 ranks, Improved Blind-Fight | Total concealment is considered normal concealment |
Improved Dirty Trick | Combat | Combat Expertise | +2 bonus on dirty trick attempts, no attack of opportunity |
Greater Dirty Trick | Combat | Improved Dirty Trick, base attack bonus +6 | Dirty trick penalty lasts 1d4 rounds |
Improved Drag | Combat | Power Attack | +2 bonus on drag attempts, no attack of opportunity |
Greater Drag | Combat | Improved Drag, base attack bonus +6 | Enemies you drag provoke attacks of opportunity |
Improved Reposition | Combat | Combat Expertise | +2 bonus on reposition attempts, no attack of opportunity |
Greater Reposition | Combat | Improved Reposition, base attack bonus +6 | Enemies you reposition provoke attacks of opportunity |
Improved Stonecunning** | Wis 13, khazad-aul, stonecunning racial trait | +4 bonus on Perception checks to notice unusual stonework | |
Stone Sense** | Perception 10 ranks, Improved Stonecunning, khazad-aul | Gain tremorsense 10 ft. | |
Ironguts** | Con 13; giantborn, half-orc, khazad-mornir, khazad-aul, oruch | +2 on saves against nausea, sickening, and ingested poisons | |
Ironhide** | Con 13; half-orc, oruch, sith'makar, khazad-mornir | +1 natural armor bonus to AC | |
Keen Scent** | Wis 13, sith'makar | Gain the scent special ability | |
Smell Fear** | Keen Scent, sith'makar | +4 on Perception checks to detect frightened creatures | |
Ki Throw | Combat | Improved Trip, Improved Unarmed Strike | Throw opponent into adjacent square with a trip attack |
Improved Ki Throw | Combat | Improved Bull Rush, Ki Throw | Throw opponent into occupied square as a bull rush |
Leaf Singer** | Cha 13, bardic performance, and race: llyranesi, mulniessa, sylvanori, or half-elf | Gain benefits to bardic performance in forests and against fey | |
Lingering Performance | Bardic performance class ability | Bardic performance continues for 2 rounds after you stop performing | |
Low Profile | Combat | Dex 13, Small size or smaller | +1 dodge bonus to AC against ranged attacks |
Lucky Halfling | Halfling | You may roll saving throw for an ally once per day | |
Master Alchemist | Craft (alchemy) 5 ranks | +2 on Craft (alchemy) checks, and you can create alchemical items and poisons faster | |
Missile Shield | Combat | Dex 13, Shield Focus | Deflect one ranged attack per round with shield |
Ray Shield | Combat | Dex 15, Missile Shield, Spellbreaker | Deflect one ranged touch attack per round with shield |
Mounted Shield | Combat | Mounted Combat, Shield Focus | Apply shield bonus to mount's AC |
Parry Spell | Spellcraft 15 ranks, Improved Counterspell | Reflect a counterspelled spell back on its caster | |
Parting Shot | Combat | Shot on the Run, base attack bonus +6 | Make a ranged attack when withdrawing |
Perfect Strike | Combat | Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Roll twice for attacks with monk weapons and take the better roll |
Point-Blank Master | Combat | Weapon Specialization with a ranged weapon | Do not provoke attacks of opportunity while firing one ranged weapon |
Preferred Spell | Spellcraft 5 ranks, Heighten Spell | Spontaneously cast a specific spell | |
Punishing Kick | Combat | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 | Knock down or push back foes with unarmed strikes |
Pushing Assault | Combat | Str 15, Power Attack, base attack bonus +1 | Push a foe back with a two-handed weapon |
Raging Vitality | Con 15, rage class feature | +2 bonus to Con when raging, and continue raging if unconscious | |
Razortusk** | sith'makar | Gain bite attack | |
Repositioning Strike | Combat | ">Improved Repostion, base attack bonus +9 | Attempt a reposition attack on a successful critical hit |
Saving Shield | Combat | Shield Proficiency | Grant shield bonus to an adjacent ally |
Second Chance | Combat | Combat Expertise, base attack bonus +6 | Exchange later attacks to reroll missed first attack |
Improved Second Chance | Combat | Second Chance, base attack bonus +11 | Take a –5 penalty on later attacks to reroll missed attack |
Shadow Strike | Combat | Base attack bonus +1 | Deal precision damage against targets with concealment |
Shared Insight | Wis 13, half-elf | Grant friendly creatures a +2 bonus on Perception checks | |
Shield of Swings | Combat | Str 13, Power Attack, base attack bonus +1 | Reduce damage with a two handed weapon to gain a +4 shield bonus |
Shield Specialization | Combat | Shield Focus, 4th-level fighter | +2 bonus to AC against criticals with one type of shield |
Greater Shield Specialization | Combat | Greater Shield Focus, Shield Specialization, 12th-level fighter | +2 bonus to AC against criticals, and negate critical hit once per day |
Sidestep | Combat | Dex 13, Dodge, Mobility | Make 5-foot step immediately after an opponent misses |
Improved Sidestep | Combat | Dex 15, Sidestep | Sidestep without using your 5-foot step on your next turn |
Smash** | Combat | Power Attack, giantborn | Ignore 5 points of hardness when breaking an object |
Sociable** | Cha 13, half-elf | Grant friendly creatures a +2 bonus on Diplomacy checks | |
Spider Step | Acrobatics 6 ranks, Climb 6 ranks, 6th-level monk | Walk on walls or ceilings for half your slow fall distance | |
Cloud Step | Spider Step, 12th-level monk | Air walk for half your slow fall distance | |
Stabbing Shot** | Combat | Rapid Shot | Use arrow as a melee attack to push enemies back |
Steel Soul** | khazad-mornir, khazad-aul | +4 racial bonus on saves against spells and spell-like abilities | |
Stone-Faced** | khazad-aul | +4 bonus on Bluff checks to lie or conceal motives | |
Stone Singer** | Cha 13, bardic performance, khazad-aul | Gain benefits to bardic performance underground and against earth creatures | |
Stunning Assault | Combat | Power Attack, base attack bonus +16 | Trade melee attack bonus to stun opponents |
Sundering Strike | Combat | Improved Sunder, base attack bonus | +9 Attempt a sunder attack on a successful critical hit |
Swift Aid | Combat | Combat Expertise, base attack bonus | +6 Attempt to aid another as a swift action |
Taunt | Cha 13, Small size or smaller | Demoralize opponents with Bluff instead of Intimidate | |
Teleport Tactician | Combat | Combat Reflexes, Disruptive, Spellbreaker | Teleporting creatures provoke attacks of opportunity |
Touch of Serenity | Combat | Wis 18, Improved Unarmed Strike, base attack bonus +8 | Foes hit by unarmed strikes cannot attack or cast spells |
Trick Riding | Combat | Ride rank 9, Mounted Combat | Automatically pass simple Ride skill checks |
Mounted Skirmisher | Combat | Ride rank 14, Trick Riding | Make a full attack if mount moves its speed or less |
Tripping Strike | Combat | Improved Trip, base attack bonus +9 | Attempt a trip attack on a successful critical hit |
Under and Over | Combat | Agile Maneuvers, Small size or smaller | Failed grapples against you cause attacker to fall prone |
Underfoot | Combat | Dodge, Mobility, Small size or smaller | +4 on Acrobatics checks to move past larger opponents |
Vermin Heart | Wild empathy class feature | Target vermin with spells as if they were animals | |
War Singer** | Cha 13, bardic performance, half-orc or oruch | Gain benefits to bardic performance on battlefields and against orcs | |
Well-Prepared** | gobber, halfling | Retrieve a specific mundane item from your person | |
Metamagic Feats from the APG | |||
Feat | Type | Requirements | Benefit |
Bouncing Spell | Metamagic | — | Redirect a spell that had no effect on initial target |
Dazing Spell | Metamagic | — | Daze creature with spell damage |
Disruptive Spell | Metamagic | — | Target of spell must make concentration check to cast a spell in the next round |
Ectoplasmic Spell | Metamagic | — | Spell fully affects incorporeal and ethereal creatures |
Elemental Spell | Metamagic | — | Inflict energy damage instead of regular spell damage |
Focused Spell | Metamagic | — | Increase save DC of spell for one target in a group |
Intensified Spell | Metamagic | — | Increase maximum damage dice by 5 levels |
Lingering Spell | Metamagic | — | Instantaneous area effect spell lasts for 1 round |
Merciful Spell | Metamagic | — | Spell inflicts nonlethal damage instead of lethal |
Persistent Spell | Metamagic | — | Creatures who saved against a spell must save again |
Reach Spell | Metamagic | — | Increase spell range to higher range category |
Selective Spell | Metamagic | Spellcraft 10 ranks | Exclude targets from an area effect spell |
Sickening Spell | Metamagic | — | Sicken creature with spell damage |
Thundering Spell | Metamagic | — | Deafen creature with spell damage |
- ** Racial feat. Due to our custom races and themes, the racial requirements have probably been modified or expanded.
Pathfinder Racial Feats
Tenebrae's races have access to the following racial feats, with additional requirements or modifications noted in parentheses. These feats are from various sources (the APG, Bestiary). Note that this list replaces the listed racial requirements--this is because of our custom races and setting. It is not something we are looking to change, though you may see additional options from other sources added as we move forward.
APG Racial Feats | |
House Race | Racial Feats |
Arvek Nar | Up Shields, Mounted Blade, Unit Tactics |
Egalrin | Flyby Attack, Wingover (all available at 9 hd or later) |
Giantborn | Fight-On, Smash, Ironguts |
Gnomes | Gnome Trickster, Groundling, Go Unnoticed |
Gobbers | Go Unnoticed, Well-Prepared, Goblin Accuracy (a new feat, this is Elven Accuracy, but for goblins with guns) |
Halflings | Lucky Halfling, Well-Prepared, Go Unnoticed |
Half-elf | Leaf Singer, Shared Insight, Sociable |
Half-orc | War Singer, Fight-On, Iroguts, Ironhide |
Khazad-Mornir | Fight-On, Ironguts, Steel Soul, Ironhide, Storm Lashed (pre-req is only khazid-mornir, skill req removed) |
Khazad-Aul | Fight-On, Ironguts, Stone-Faced, Stone Singer, Steel Soul, Ironhide, Stone Sense |
Llyranesi, Mulniessa, and Sylvanori |
Elven Accuracy, Leaf Singer |
Oruch | Fight-On, War Singer, Ironguts, Ironhide |
Sith'makar | Keen Scent, Razortusk, Smell Fear, Ironhide |