There are many feats granting a +2 bonus to two related skills. If you use my variant Skill Focus feat, you should treat these feats similar: allow the character who takes such a feat to treat the two skills as class skills henceforth.
You cast your spells in the appalling manner of the mythical magicians from legendary times.
Prerequisites: Ability to cast 3rd level arcane spells, Cha 15.
Benefit:
All opponents affected by your spell must roll an additional Will
save vs DC 10 + spell level + your Cha modifier or become shaken for
1/round per spell level. They may save again each round to get rid of
the condition. This is a mind-affecting, enchantment, spell-like effect.
You must forgo your movement action on your turn and cast a spell with a
casting time of one standard action, to use this feat.
Note: A shaken creature becomes frightened and then panicked, if it fails a second and third saving throw versus such effects.
Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple
Benefit: If you are wielding a light slashing or piercing weapon, you can attack a creature you are grappling without penalty. You may attack with two weapons; you suffer the normal -4 penalty for attacking with a weapon while grappling and you release the grapple (the opponent may still grapple you, but you no longer grapple him).
Normal: You take a -4 penalty when attacking with a weapon while in a grapple, and cannot attack with two weapons.
Special: A fighter may select Armed Grapple as one of his fighter bonus feats. A monk may take Armed Grapple as a bonus feat at 6th level without having any of the prerequisites normally required.
Prerequisites: Spontaneous arcane caster with access to a bloodline spell list, Charisma 13
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from your bloodline spell list.
Special: A sorcerer may select Bloodline Focus as one of his sorcerer bonus feats.
Prerequisites: Dex 21, Quick-Draw, Weapon Finesse, Rapid Strike, Improved Rapid Strike, Greater Rapid Strike, BAB +16
Benefit: You can make an additional melee weapon attack as a free action once per round, if you are wielding a weapon suitable for use with Weapon Finesse. Your secondary hand has to be empty to use this feat.
Special:
An epic fighter, monk, paladin, ranger or rogue may select Epic Rapid Strike
as an epic bonus feat of his class.
An epic monk may select this feat as an epic class bonus feat without
having the prerequisites for it.
If he doesn't have the prerequisites he can use this feat only when he could
use Flurry of Blows - usually when not wearing armor, not using a shield
and not carrying a medium or heavy load.
Prerequisite: Channeling ability
Benefit: Choose one Channeling power. It can be used four additional times per day.
Special: You can gain this feat multiple times and it's effects can stack.
Note: This feat replaces Extra Turning.
Note: Originally written by Keith Davies in rec.games.frp.dnd.
Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple, Greater Grapple
Benefit: You can take the "Escape from Grapple" action by winning an opposed grapple check as a swift action. You can use it either on your turn as normal or when you are allowed and declare to make an attack of opportunity against a foe you threaten. If you fail to escape from the grapple, you can't make the attack of opportunity, but the attempt counts against your number of attacks of opportunity for the round.
Normal: The "Escape from Grapple" action by winning an opposed grapple check is an attack action usable only on your turn.
Special:
A fighter may select Grapple Counter as one of his fighter bonus feats.
A monk only needs Improved Grapple and Greater Grapple as prerequisites.
Prerequisites: Spontaneous arcane caster with access to a bloodline spell list, Charisma 15
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from your bloodline spell list. This bonus stacks with the bonus from Bloodline Focus.
Special: A sorcerer may select Greater Bloodline Focus as one of his sorcerer bonus feats.
Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple
Benefit: You don't lose your Dexterity bonus to AC (if you have one) against opponents you aren't grappling and you threaten squares around you within your unarmed reach. You can use the "Attack Your Opponent" action against those you threaten. Remember that this action can't be used while pinning or being pinned.
Normal: You can use the "Attack your Opponent" action only against another character you are grappling.
Special:
A fighter may select Greater Grapple as one of his fighter bonus feats.
A monk only needs Improved Grapple as a prerequisite.
Prerequisites: Dex 19, Combat Casting, Melee Magic, Improved Melee Magic, BAB +12
Benefit: You no longer suffer a penalty to attacks while using Melee Magic for spells that are of a level equal to or below one third your maximum spell level (rounded down). This feat can't be applied to spells of a level greater than 3rd.
Maximum Spell Level |
Greater Melee Magic Maximum Spell Level |
0 | 0 |
1st | 0 |
2nd | 0 |
3rd | 1 |
4th | 1 |
5th | 1 |
6th | 2 |
7th | 2 |
8th | 2 |
9th+ | 3 |
Prerequisites: Dex 19, Quick-Draw, Weapon Finesse, Rapid Strike, Improved Rapid Strike, BAB +9
Benefit: Your penalty for using Rapid Strike disappears.
Special:
A fighter may select Greater Rapid Strike as one of his fighter bonus feats.
This feat does not stack with the Monk's Flurry of Blows and similar
feats or class abilities that grant additional attacks.
Prerequisites: Dex 17, Combat Casting, Melee Magic, BAB +8
Benefit: The penalty to attacks while using Melee Magic drops to -1 for spells that are of a level equal to or below half your maximum spell level (rounded down). This feat can't be applied to spells of a level greater than 4th.
Maximum Spell Level |
Improved Melee Magic Maximum Spell Level |
0 | 0 |
1st | 0 |
2nd | 1 |
3rd | 1 |
4th | 2 |
5th | 2 |
6th | 3 |
7th | 3 |
8th | 4 |
9th+ | 4 |
Prerequisites: Dex 17, Quick-Draw, Weapon Finesse, Rapid Strike, BAB +6
Benefit: Your penalty for using Rapid Strike lessens to -1.
Special:
A fighter may select Improved Rapid Strike as one of his fighter bonus feats.
This feat does not stack with the Monk's Flurry of Blows and similar
feats or class abilities that grant additional attacks.
Benefit: If you apply metamagic feats to your spells, the casting time doesn't get longer.
Normal: A casting time of 1 action becomes a full-round action, if you cast a metamagic version of a spell spontaneously. (This isn't the same as a 1-round casting time.) For a spell with a longer casting time, it takes an extra full-round action to cast the spell.
Special: A sorcerer may select Intuitive Metamagic as one of his sorcerer bonus feats.
Note: This feat allows a spontaneous caster to benefit from the Quicken Spell and Fast Spell feat.
Benefit: You get a +2 bonus on all Spellcraft and Knowledge (arcana) checks.
Benefit: You get a +2 bonus on all Profession (sailor) and Knowledge (oceans) checks.
Benefit: You get a +2 bonus on all Craft (weaponsmithing) and Craft (armorsmithing) checks.
Prerequisites: Dex 15, Combat Casting, BAB +3
Benefit: As a full round action you can make melee attacks at a -2 penalty and cast a spell. The attack penalty applies until your next turn. The spell must have a normal casting time of one standard action or less. It comes into effect right after your attack(s) on your turn.
The spell must be of a level equal to or below two thirds your maximum spell level (rounded down). It can't be applied to spells of a level greater than 6th.
Maximum Spell Level | Melee Magic Maximum Spell Level |
0 | 0 |
1st | 0 |
2nd | 1st |
3rd | 2nd |
4th | 2nd |
5th | 3rd |
6th | 4th |
7th | 4th |
8th | 5th |
9th+ | 6th |
You can either cast the spell on the defensive or may provoke attacks of opportunity as normal.
If you cast a spell with a range of touch and/or material, focus or divine focus components, one of your hands must be empty. If you cast a touch spell it must be discharged with the empty hand. You may discharge the spell in the round it is cast with the -2 penalty to the attack roll mentioned above in addition to and after your other attacks. Otherwise the normal rules for holding the charge apply.
Benefit: You get a +2 bonus on all Survival and Knowledge (nature) checks.
Note: This feat grants the same boni as the druidic Nature Sense ability.
Prerequisite: Combat Reflexes
Benefit: When an opponent in a square you threaten makes a 5 foot step away from you to a square you do not threaten, you may use an attack of opportunity to take an extra 5 foot step to a square that continues to threaten that opponent.
Special: A fighter may select Pressing Attack as one of his fighter bonus feats.
Note: Originally written by Keith Davies in rec.games.frp.dnd.
Prerequisites: Dex 15, Quick-Draw, Weapon Finesse, BAB +3
Benefit: You can get one extra melee attack per round with your primary hand, if you are wielding a weapon suitable for use with Weapon Finesse. Your secondary hand has to be empty to use this feat. The attack is at your highest base attack bonus, but each attack you make in that round (the extra and normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
Special:
A fighter may select Rapid Strike as one of his fighter bonus feats.
This feat does not stack with the Monk's Flurry of Blows and similar
feats or class abilities that grant additional attacks.
Benefit: You get a +3 bonus on all checks involving the chosen skill and add this skill to your list of class skills.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Prerequisite: Arcane caster level 1st, who prepares his spells from a spellbook.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
Note: Only the prerequisite has changed from the standard feat, because wizards are not the only arcane casters with spellbooks on Carrrilion.
Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.
A stilled spell of a wizard or sorcerer uses up a spell slot one level higher than the spell's actual level, while a martial magician must use a spell slot two levels higher than the spell's actual level.
Benefit: You gain +1 hit point per character level after taking this feat.
Special: If you take this feat at first level, you gain +2 hit points for the first character level.
Note: This should be used to replace the standard Toughness feat.
Carrilion | Rules Index |