'Epic' feats

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Loreweaver
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Re: 'Epic' feats

Postby Loreweaver » Sun Jun 04, 2017 8:55 am

Thanks for the offers so far. The first feat lists have been sent.
I am hoping to get 3 reviews on each of the 11 base classes, which, at 6 reviewers, would mean 5-6 class evaluations each. If neccessary, we can cut this down to 2 reviews per class, or 3-4 each, and still get a lot of useful data. Further volunteers continue to be welcome to spread the load and shorten the development time.

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Talisman
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Re: 'Epic' feats

Postby Talisman » Sun Jun 04, 2017 5:33 pm

I can do Druid and Rogue since I've played those extensively on TER.

Loreweaver
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Re: 'Epic' feats

Postby Loreweaver » Fri Sep 15, 2017 5:34 am

I'd like to give thanks to those who've been helping with the reviews to date. We've had a bit of a slump in the summer but I'm glad to say things are back on track. I am hopeful we can enter the next phase of development by early october.

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Brindisium
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Re: 'Epic' feats

Postby Brindisium » Sat Sep 16, 2017 9:05 pm

That’s good to know LW. Thanks for the update.
Cheese for your crackers here!

Loreweaver
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Re: 'Epic' feats

Postby Loreweaver » Wed Mar 14, 2018 6:15 pm

Progress on E8 continues. Based on your responses to the various class lists we've made a number of changes. What follows are a most of the feat lists we hope to include with E8. Where appropriate, they've been given a value (1 to 4) and a minimum class level, which is relevant for multiclass characters (but can be bypassed by taking extra feats).
As far as we can tell, all the feats listed here can be made to work within NWN's mechanics. They are presented here for your review - if there's a class archetype you think isn't properly covered by the available feats, if you think a feat combination is broken or a particular class is unfairly favoured over others, if you have a cool idea for a feat or a suggestion for a tweak (many may benefit from prerequisites we haven't yet added, for example), feel free to respond in this thread.
We still need to name most of the new feats, so they've been given a code you can refer to instead. Naming suggestions are more than welcome, and we accept all offers to create matching feat icons.

List 1 - New General feats for the level 1-8 range
Spoiler:
Apostate – You do not need a valid deity to take a divine class. Until you have a valid deity, you gain Damage Resistance 5/- vs Divine damage but can only be restored to life through Resurrection.
Divine Agent – Ignore the restriction on multiple divine classes. Their combined level must still be equal to or greater than half your total character level.
Eternal Acolyte – Ignore the restriction on divine class dominance. Your levels in your divine class may be less than half your total character level.
Able Learner – When levelling up, you may ignore multiclass restrictions on how many skillpoints you can put into skills.
Artful Dodger – When calculating your DEX bonus to AC, add INT as well. Requires DEX 13+.
Craft Ammunition – Choose a type of ammunition or a thrown weapon. Whenever you rest, you gain an additional stack of ammunition of this type.
Craft Simple Trap – Craft a minor trap twice/day without spending components. They are randomly selected from spike, bludgeoning and tangle traps.
First Responder – Creatures you stabilize with a Heal kit also regain HP equal to half your Heal modifier.
Minor Magic – Choose a specific spell from the Wizard spell list. You can cast it as innate ability 3x/day if it's level 0, 2x/day if it's level 1 or 1x/day if it's a level 2 spell. You must meet the INT requirement for the spell level. Can be taken 3 times, each for a different spell.
Natural Communication – Use either WIS or CHA instead of INT to determine language slots.
Non Detection – Gain +5 to resist Detect Tracks and Detect Alignment attempts.
Skill Diversity – Choose a skill. You gain a bonus equal to (ranks invested +1), up to a maximum of your level +3.
Tactical Adaptability – Once/day, when someone else activates their group feat, count as having the feat yourself for purposes of feat strength.
Tripping – Use DEX instead of STR for Knockdown checks.
Skill Pair – Gain +2 (skill) and +2 (other skill) (we would expand this for more specific skill combinations)

Dexterous Rage (Barbarian only) – Rage increases DEX instead of STR.
Hand of Fate (Priest only) – Gain Dodge AC equal to your WIS score for one round, up to a maximum of your armour's Max DEX bonus. Special Move.
Elemental Strike (Druid only) – Choose an element. You can make a ranged touch attack (medium distance) dealing WIS damage of this type at will.
Touch of Life (Druid only) – Make a melee touch attack to deal level + CHA divine damage to undead.
Trick Shot (Ranger only) – While using Called Shot, the Ranger may use DEX instead of STR for the opposed check. Requires Called Shot.
Armour Proficiency (Sorcerer) (Sorcerer only) – Gain the benefits of Light Armour and Small Shield proficiencies. Light armour you wear has a -5 % chance of arcane spell failure.
Arcane Font (Sorcerer only) – Choose a damage type (excluding positive and divine damage). You can make a ranged touch attack (medium distance) dealing d6 damage. If this ability deals 5+ damage, you suffer 1 damage of this type as well.
List 2 - New class bonus feats for the level 1-8 range
Spoiler:
Instant Rage (Barbarian 7): You may immediately enter Barbarian Rage if you have daily uses remaining. If you do, you take 2 damage. Special move.
In Tune (Bard 1): When you performing a song which affects yourself, you only suffer half the normal penalty.
Popularity (Bard 2): Your Bard Songs affect Perform/2 creatures (a 50% increase in maximum audience size).
Amplify Song (Bard 3): Your songs affect creatures in a larger radius (+75%).
Crowd Favourite (Bard 4): Song penalty thresholds become Perform/4 and Perform/6 respectively.
Experienced Performer/Heckler (Bard 5): Choose either Beneficial Songs or Curse Songs. Those who are affected by your songs of the chosen type only suffer half the normal negative effect. This does not affect penalties applying to yourself. Can be taken once for each type.
Brigand (Rogue 4): Gain the benefits of Shield Proficiency and Medium Armour Proficiency. The Armour Check Penalty at which you can make full Sneak Attacks is improved by 2 points (to -6 instead of -4).
Duellist (Rogue 4): Gain the benefits of Two Weapon Fighting and Ambidexterity. This feat is only active while unarmoured. Requires DEX 15+.
List 3 - Level 1-8 feats which can be selected as E8 General feat
Spoiler:
Arcane Defense
Arrow Storm
Battlemage
Blade Storm
Called Shot
Circle Kick
Deflect Arrows
Energy Resistance: Acid
Energy Resistance: Cold
Energy Resistance: Electrical
Energy Resistance: Fire
Energy Resistance: Sonic
Extra Stunning Attack
Great Cleave
Greater Skill Focus
Greater Spell Focus
Greater Spell Penetration
Improved Combat Casting
Improved Critical
Improved Disarm
Improved Expertise
Improved Initiative
Improved Knockdown
Improved Power Attack
Improved Two Weapon Fighting
Improved Unarmed Strike
Maximize Spell
Mounted Archery
Mounted Combat
Phalanx Fighting
Quicken Spell
Resist Disease
Resist Poison
Ritual Magic
Shield Wall
Spring Attack
Thundering Charge
Weapon Specialization (Fighter 3)
Whirlwind Attack
Zen Archery

Artful Dodger - See list 1
Craft Ammunition - See list 1
Craft Simple Trap - See list 1
First Responder - See list 1
Minor Magic - See list 1
Non Detection - See list 1
Skill Diversity - See list 1
Tactical Adaptability - See list 1
Tripping - See list 1
Hand of Fate (Priest only) - See list 1
Elemental Strike (Druid only) - See list 1
Touch of Life (Druid only) - See list 1
Trick Shot (Ranger only) - See list 1
Arcane Font (Sorcerer only) - See list 1
List 4 - New feats which can be selected as E8 General feat
Spoiler:
D0001 (cost 1) - If you moved more than 20' in the last 2 rounds, gain +2 AC for 1 round. Special move, but stacks with similar abilities.
D0002 (cost 1) - You may add your Shield AC to your AC against Touch attacks.
D0003 (cost 1) - Instead of being Demoralized by an enemy, gain +2 AB for 1 round.
D0004 (cost 1) - Gain +1 AB and damage vs (opposed alignment). This has no effect for TN characters.
D0005 (cost 1) - If you moved more than 20' in the last 2 rounds, gain +2 AB for 1 round. Special move, but stacks with similar abilities.
D0006 (cost 1) - Add +1 ab on Melee Touch Attacks.
D0007 (cost 1) - Add +1 ab on Ranged Touch Attacks.
D0008 (cost 1) - If you moved more than 20' in the last 2 rounds, double your base weapon damage for 1 round. If the weapon is a lance, add 3d6 instead while mounted. Ranged weapons are unaffected. Special move, but stacks with similar abilities.
D0009 (cost 1) - Add +2 damage on Melee Touch Attacks which deal damage.
D0010 (cost 1) - Add +2 damage on Ranged Touch Attacks which deal damage.
D0011 (cost 1) - Use DEX instead of STR for Circle Kick damage.
D0012 (cost 1) - Melee Touch Attacks have a 3x crit modifier.
D0013 (cost 1) - Ranged Touch Attacks have a 3x crit modifier.
D0014 (cost 1) - If you moved more than 20' in the last 2 rounds, gain 20% Ranged Concealment for 1 round. Special move, but stacks with similar abilities.
D0015 (cost 1) - Choose either STR or CHA. You may add this ability modifier to your to saving throws vs Fear.
D0016 (cost 1) - Gain +2 to saves vs Traps.
D0017 (cost 1) - If you moved more than 20' in the last 2 rounds, gain +2 saves for 1 round. Special move, but stacks with similar abilities.
D0018 (cost 1) - Choose a saving throw type. Add +1 to it. Can be taken up to 6 times.
D0019 (cost 1) - Add +2 to the DC of grenades.
D0020 (cost 1) - Weapon poisons you apply count as one category stronger.
D0021 (cost 1) - Add an additional 150 lbs to your Heavily Encumbered carrying capacity. Can be taken up to 3 times.
D0022 (cost 1) - Choose morning, noon, evening or night. Gain +2 to all saves during this period of the day.
D0023 (cost 1) - Choose a racial type. Against creatures of this type, your spells gain +1 DC and deal an additional +1 damage per damage die.
D0024 (cost 1) - Add +1 Caster Level to all spells cast at dawn (or other quarterday).
D0025 (cost 1) - Add +2 DC to all spells cast at dawn (or other quarterday).
D0026 (cost 1) - Select a specific spell you can cast. You can spontaneously convert other spells of the same level into it.
D0027 (cost 2) - Count as 4 levels higher in the chosen class for purposes of feat prerequisites, to a maximum of 8. This does not grant those feats.
D0028 (cost 2) - Count as 2 levels higher in the chosen class for purposes of feat prerequisites, to a maximum of 8. This does not grant those feats. Requires D027.
D0029 (cost 2) - Count as 1 level higher in the chosen class for purposes of feat prerequisites, to a maximum of 8. This does not grant those feats. Requires D028.
D0030 (cost 2) - Gain +1 Concentration. It uses INT instead of CON.
D0031 (cost 2) - Gain +1 Heal. It uses INT instead of WIS.
D0032 (cost 2) - Gain +1 Parry. It uses INT instead of DEX.
D0033 (cost 2) - Gain +1 Perception. It uses INT instead of WIS.
D0034 (cost 2) - Gain +1 Set Trap. It uses INT instead of DEX.
D0035 (cost 2) - Gain +1 Use Magic Device. It uses INT instead of CHA.
D0036 (cost 2) - Gain +1 Bluff. It uses DEX instead of CHA.
D0037 (cost 2) - Gain +1 Perform. It uses DEX instead of CHA.
D0038 (cost 2) - Gain +1 Escape Artist. It uses STR instead of DEX.
D0039 (cost 2) - Gain +1 Intimidate. It uses STR instead of CHA.
D0040 (cost 2) - Gain +1 Balance. It uses CON instead of DEX.
D0041 (cost 2) - Gain +1 Ride. It uses CHA instead of DEX.
D0042 (cost 2) - Gain +1 Sense Motive. It uses CHA instead of WIS.
D0043 (cost 2) - Gain +1 Sleight of Hand. It uses CHA instead of DEX.
D0044 (cost 2) - Gain +1 Animal Handling. It uses WIS instead of CHA.
D0045 (cost 2) - Gain +1 Appraise. It uses WIS instead of INT.
D0046 (cost 2) - Gain +1 Diplomacy. It uses WIS instead of CHA.
D0047 (cost 2) - Gain +1 Disable Device. It uses WIS instead of INT.
D0048 (cost 2) - Gain +1 Knowledge (any). It uses WIS instead of INT.
D0049 (cost 2) - Gain +1 Search. It uses WIS instead of INT.
D0050 (cost 2) - Gain +1 Spellcraft. It uses WIS instead of INT.
D0051 (cost 2) - Gain +1 Stealth. It uses WIS instead of DEX.
D0052 (cost 2) - Gain +1 Survival. It uses WIS instead of CON.
D0053 (cost 2) - Choose Concentration, Heal, Intimidate, Perception, Ride, Set Trap, Stealth or Survival. Gain +1 Fortitude and +2 in the chosen skill.
D0054 (cost 2) - Choose Balance, Bluff, Disable Device, Escape Artist, Parry, Perform, Search or Sleight of Hand. Gain +1 Reflex and +2 in the chosen skill.
D0055 (cost 2) - Choose Animal Handling, Appraise, Diplomacy, Knowledge (any), Sense Motive, Spellcraft or Use Magic Device. Gain +1 Will and +2 in the chosen skill.
D0056 (cost 2) - Gain +1 Will and +1 Reflex.
D0057 (cost 2) - Gain +1 Reflex and +1 Fortitude.
D0058 (cost 2) - Gain +1 Fortitude and +1 Will.
D0059 (cost 2) - When hitting with an unarmed attack, gain +2 Dodge AC for 1 round. Effects stack. Special Move.
D0060 (cost 2) - Choose Bludgeoning/Piercing/Slashing. While wielding a weapon of this type, you gain +2 AC vs attacks made by weapons of this type. While using a mixed damage weapon, the bonus is +1 instead. Main and off-hand bonuses of the same type do not stack.
D0061 (cost 2) - Gain +1 AB and +1 AC while on higher ground, but suffer -2 to Saves. Special Move, 1 round.
D0062 (cost 2) - Gain +4 AB, +d6 damage on melee attacks while Blinded or in Darkness (unless using Ultravision).
D0063 (cost 2) - Use INT instead of DEX for ranged AB (as Zen Archery).
D0064 (cost 2) - Gain +2 AB, damage and saves vs incorporeal creatures. Special Move.
D0065 (cost 2) - Count as having +1 BAB for purposes of attacks per round. This does not increase total AB.
D0066 (cost 2) - Combat mode: When killing a creature in melee, add +d4 to weapon damage for 5 rounds. This damage stacks.
D0067 (cost 2) - Your grenades deal twice the normal impact and splash damage, except to allies.
D0068 (cost 2) - Attacks deal d4 Sonic damage vs constructs and 2d4 vs lifeless objecs this round. Special Move.
D0069 (cost 2) - When using a magic staff in melee, it deals +1 magic damage per 10 remaining charges.
D0070 (cost 2) - Thrown weapons may bounce (similar to Circle Kick). Special move.
D0071 (cost 2) - Once/day regenerate 15% of your max HP over the next 2 turns. Can only be used if this would restore you to full health.
D0072 (cost 2) - When resting, you heal an additional CON HP/level.
D0073 (cost 2) - Gain Max HP equal to your average HD (rounded down). Requires Toughness
D0074 (cost 2) - Gain +4 Heal to remove the lingering effects of Poison and Disease.
D0075 (cost 2) - Gain (spell) immunity. Requires Arcane Defense in the school and CON equal to the spell level. Can be taken once per spell level (0-4).
D0076 (cost 2) - Gain 15% concealment in melee for 1 round if using an empty off-hand (and a cloak). Special move.
D0077 (cost 2) - Choose an element. You gain DR 10/- against it.
D0078 (cost 2) - Gain +4 to saves vs Petrification.
D0079 (cost 2) - Gain +4 to saves vs Death.
D0080 (cost 2) - Use CHA instead of WIS for Will saves.
D0081 (cost 2) - Use INT instead of DEX for Reflex saves.
D0082 (cost 2) - Use STR instead of CON for Fortitude saves.
D0083 (cost 2) - Add +2 to your base saving throws. This cannot raise your base saving throws over 5.
D0084 (cost 2) - Choose a spell school. Add +2 to saves vs its spells. Includes secondary effects for schools with few save-based spells, similar to Arcane Defense.
D0085 (cost 2) - Gain a +2 bonus when initiating opposed STR/DEX/CON checks.
D0086 (cost 2) - Gain a +2 bonus to resist opposed STR/DEX/CON checks.
D0087 (cost 2) - You can use Appraise instead of Knowledge to identify items. This increases the DC by 4.
D0088 (cost 2) - While using a shield, gain +6 Concentration.
D0089 (cost 2) - You can take -2 AB on all attacks to gain +1 attack per round while in Parry mode. This counts as a Special Move.
D0090 (cost 2) - Add +1 to the number of henchmen you can recruit. Can be taken up to 3 times.
D0091 (cost 2) - 2x/day when activating a single-use item, its effect is Empowered.
D0092 (cost 2) - 3x/day when activating a single-use item, its effect is Extended.
D0093 (cost 2) - When activating a charge-based item, add +2 to the DC.
D0094 (cost 2) - When activating a single-use item, add +2 to the DC.
D0095 (cost 2) - Your Familiar or Animal Companion gains 20% concealment and a 40% miss chance.
D0096 (cost 2) - Living creatures you summon gain an additional 5 HP per spell level. Once lost, these hitpoints cannot be restored through healing.
D0097 (cost 2) - Creatures you summon gain +1 AB and +3 Will.
D0098 (cost 2) - Undead you summon gain +4 Turn Resistance and deal +2 Negative damage per hit.
D0099 (cost 2) - Transmutation spells which grant a d4+1 ability bonus grant d4+3 instead.
D0100 (cost 2) - Add +1 Caster Level if targetting (alignment group).
D0101 (cost 2) - Add +4 maximum caster level to (specific spell).
D0102 (cost 2) - Reduce the CP cost of item crafting by 10%.
D0103 (cost 2) - Sacrifice a spell slot of level 1-4. The next spell of that level which you cast is cast at +2 DC and +2 Caster Level.
D0104 (cost 2) - Count as 3 levels higher in the chosen class for purposes of caster level. This cannot raise your caster level beyond your character level.
D0105 (cost 2) - After casting an arcane spell, you gain +3 AC for 2 rounds.
D0106 (cost 2) - Gain +1 to the chosen attribute. This feat can be taken up to 2 times per attribute. Choosing this feat disallows Monstrous (attribute) feats.
D0107 (cost 2) - Gain +3 to the chosen attribute but -1 to a different attribute chosen at random. This feat can be taken 3 times. Only available to evil characters. Choosing this feat disallows Great (attribute) feats.
D0108 (cost 2) - Gain +1 to the chosen attribute. This feat can be taken once.
D0109 (cost 2) - If you get damaged, gain +1 AC for 3 rounds. Stacks with itself. Special Move (1 round).
D0110 (cost 2) - Choose Small(er), Medium, Large or Ranged. You gain +1 AB when using weapons of this category unless you already have Weapon Focus for that weapon or lack the weapon proficiency. Requires Weapon Focus in a weapon of the chosen category.
D0111 (cost 2) - Off-hand weapons always count as light weapons for purposes of dual-wield penalties.
D0112 (cost 2) - Use DEX instead of STR for melee damage (light weapons).
D0113 (cost 2) - Your attacks with one-handed weapons deal +d6 damage while wearing light or no armour and using no shield greater than a small shield. Special Move.
D0114 (cost 2) - You can add your full STR modifier to Thrown weapons even if the distance is greater than 30'.
D0115 (cost 2) - Add +4 to the roll to confirm critical hits with the chosen weapon.
D0116 (cost 2) - Once/day when dropped to 0 HP or less, heal all allies in 60' for a total of your max HP/2, divided evenly.
D0117 (cost 2) - Once/day heal 25% of your max HP immediately. Cannot be used if HP are negative. Does not heal beyond 40% max HP.
D0118 (cost 2) - Gain Sleep immunity. When resting, always count as having top quality food.
D0119 (cost 2) - 3x/day for 15 turns, gain Poison and Daze immunity.
D0120 (cost 2) - 3x/day for 15 turns, gain Disease immunity and a 1d8 divine damage shield vs Shapechangers.
D0121 (cost 2) - Combat mode: Gain 20% concealment but take d4 damage per round. Cannot drop below 1 HP from this damage, but the effect ends.
D0122 (cost 2) - Gain 10% speed in light or medium armour, or 20% when unarmoured.
D0123 (cost 2) - Gain +1 to all skills governed by (attribute). This does not grant access to untrained skills.
D0124 (cost 2) - Whenever you are affected by Bard Song, treat the effects as one category stronger (+1, +5% etc.).
D0125 (cost 2) - Gain a 10% discount on item purchases.
D0126 (cost 3) - Once/day, replenish the first spell slot of levels 1-3. This only works if they were left blank while resting. Only Divine spells can be replenished in this way.
D0127 (cost 3) - Choose an element to which you have resistance. You can take d3 points of damage to use this element instead of your base weapon damage on melee attacks for 1 round. Special Move. Requires Energy Resistance.
D0128 (cost 3) - Gain Regeneration (1) while in sunlight. You no longer recover HP from resting.
D0129 (cost 3) - Gain Sneak Attack immunity. Healing supplies and spells no longer restore your HP, though they can still stabilize you. Resting still regenerates HP as normal.
D0130 (cost 3) - Gain DR 1/- while wielding a shield.
D0131 (cost 3) - Traps you trigger count as one category less lethal (to a minimum of Minor trap).
List 5 - E8 Class feats for Barbarians
Spoiler:
D101 (cost 1, lvl 3) - Gain +1 to all Barbarian Class Skills you know in which you have no more than 8 ranks.
D102 (cost 2, lvl 4) - Deal 4d8 damage to a nearby ally. For the next 3 rounds your weapon gains an enhancement bonus of +1 per 6 points of damage dealt this way. Special Move.
D103 (cost 2, lvl 8) - The D120 howl causes d8's of damage instead and counts Will as 2 points higher. The cap is still at 10 dice.
D104 (cost 3, lvl 3) - Bonus damage from the Power Attack series is dealt as Fire damage instead.
D105 (cost 4, lvl 8) - DR is always doubled even when not in Rage, but -2 CON on Rage
D106 (cost 2, lvl 3) - Barbarian Rage duration is determined by STR instead of CON.
D107 (cost 2, lvl 3) - Barbarian Rage lasts an additional 3 rounds.
D108 (cost 2, lvl 4) - Barbarian Rage grants a further +2 STR
D109 (cost 2, lvl 3) - Barbarian Rage grants a further +2 CON
D110 (cost 1, lvl 3) - While in Barbarian Rage, gain +30% movement speed.
D111 (cost 4, lvl 8) - While in Barbarian Rage, gain an additional +1/- DR. Requires D110 or D115.
D112 (cost 2, lvl 4) - While in Barbarian Rage, gain the benefits of Spring Attack. Requires D110.
D113 (cost 3, lvl 8) - While in Barbarian Rage, gain the benefits of Whirlwind Attack. Requires D115.
D114 (cost 3, lvl 8) - While in Barbarian Rage, gain a damage bonus equal to base CON. Requires D108 or D109.
D115 (cost 3, lvl 6) - While in Barbarian Rage, gain +1 attack per round but -2 AB.
D116 (cost 2, lvl 5) - While in Barbarian Rage, if you kill 4 or more creatures, you automatically enter a new Rage when the current one ends. This Rage does not consume a daily use.
D117 (cost 3, lvl 8) - While in Barbarian Rage, if you kill 2 or more creatures, you automatically enter a new Rage when the current one ends. This Rage does not consume a daily use. Requires D116.
D118 (cost 1, lvl 5) - If you are ambushed while your party is resting, enter Barbarian Rage automatically. This does not consume a daily use.
D119 (cost 2, lvl 3) - When a Barbarian Rage ends, you regain 33% of the hitpoints lost during that rage (minimum 12). This does not heal a Barbarian who has dropped below 1 HP. Requires D112 or D113.
D120 (cost 3, lvl 8) - Sacrifice a Barbarian Rage use to unleash a Howl causing d6 Sonic damage per point of Will to all enemies in the AoE (max 10d6).
D121 (cost 3, lvl 7) - Sacrifice a Barbarian Rage use to unleash a Gaze causing Fear (Will negates) upon all enemies in the AoE. The Save has a DC 10, +1 per 3 points of Intimidate
D122 (cost 2, lvl 8) - Gain Poison and Disease immunity for 2 rounds. Special Move. Needs CON
D123 (cost 3, lvl 8) - Sacrifice a Barbarian Rage use to gain Freedom for 2 turns. Needs DEX
D124 (cost 3, lvl 8) - Choose a base damage type. Sacrifice a Barbarian Rage use to gain 40% immunity to the chosen base damage type for 2 turns. Can be taken once for each damage type.
D125 (cost 2, lvl 5) - Choose an elemental damage type. Sacrifice a Barbarian Rage use to gain DR 20/- vs the chosen elemental type for 5 turns. Can be taken once per element.
D126 (cost 1, lvl 5) - The first 'Sacrifice a Barbarian Rage' feat used after resting does not consume a daily use.
D127 (cost 4, lvl 5) - When using any 'Sacrifice a Barbarian Rage' feat, there is a 50% chance it does not consume a daily use, up to a maximum of 3 per day.
D128 (cost 1, lvl 3) - When bleeding, deplete 2 uses of Rage to heal to 33% HP instantly.
D129 (cost 2, lvl 7) - Gain +1 AB in melee. This effect is inactive while using Barbarian Rage.
D130 (cost 1, lvl 6) - Gain 15% Concealment vs Ranged attacks. This effect is inactive while in Barbarian Rage.
D131 (cost 1, lvl 7) - Gain +2 DEX. While in Barbarian Rage, you suffer -2 STR instead.
D132 (cost 2, lvl 6) - Gain +2 Dodge AC. This effect is inactive while in Barbarian Rage. Requires D130.
D133 (cost 3, lvl 3) - Add +CON to your Reflex saves. This effect is inactive while in Barbarian Rage.
D134 (cost 3, lvl 6) - Add +STR to your Will saves. This effect is inactive while in Barbarian Rage.
D135 (cost 3, lvl 7) - Count as having Ambidexterity, and treat all off-hand weapons as Light weapons. This effect is inactive while in Barbarian Rage. Requires D131, STR 17+.
D136 (cost 2, lvl 4) - Gain +12 temporary HP after each rest.
D137 (cost 1, lvl 7) - Add +4 to any Heal checks others make to heal you (such as through heal/bite/treatment kits).
D138 (cost 3, lvl 5) - When initiating opposed STR/DEX/CON checks, gain +3 on your check.
D139 (cost 1, lvl 4) - Choose either Cold or Fire. While in Barbarian Rage, you take half damage from the chosen element and double damage from the other.
D140 (cost 1, lvl 5) - When entering a Barbarian Rage, make a Demoralize check vs all enemies in a medium AoE. Affected creatures are Demoralized for 4 rounds instead of 1.
List 6 - E8 Class feats for Bards
Spoiler:
D201 (cost 1, lvl 7) - While using a small or tiny melee weapon (tiny only for small races), you may add INT to AB for 1 round. Special move.
D202 (cost 1, lvl 7) - Choose a skill. You may add your base CHA as a bonus if it is not a charisma-based skill already.
D203 (cost 2, lvl 5) - Combat mode: Deal 1 negative damage/round to nearby allies. For every 15 damage successfully dealt this way (not including damage to temporary HP or immunities), you regain 1 turn of Bard Song.
D204 (cost 2, lvl 6) - At will, grant yourself or target ally a Dodge bonus to AC equal to your DEX modifier for 1 turn. You suffer -2 DEX until your next rest.
D205 (cost 4, lvl 6) - Once/day, you may sing a lullaby for 3 turns. Allies may rest anywhere, with a resting DC of 8. You are immobile during the song and get no rest.
D206 (cost 3, lvl 6) - The bard can perform two curse songs simultaneously, at a -3 level penalty to each. Adds +2 to the effective audience size
D207 (cost 3, lvl 5) - The bard can perform two supportive songs simultaneously, at a -3 level penalty to each. Adds +2 to the effective Audience size.
D208 (cost 2, lvl 5) - When performing two songs at once, add a +1 level bonus.
D209 (cost 1, lvl 5) - When performing a single song, add a +1 level bonus.
D210 (cost 2, lvl 5) - When performing a single supportive song, add a +2 level bonus.
D211 (cost 2, lvl 3) - You can perform while deafened. If you have the Silent Spell feat, you can also perform while silenced. Perform cannot be used to reduce the penalties of silenced songs.
D212 (cost 2, lvl 3) - While wielding an instrument, you count as having +2 CHA for purposes of maximum song power.
D213 (cost 2, lvl 3) - While wielding an instrument, you may take 10 on Perform checks.
D214 (cost 2, lvl 3) - Gain an additional 5 turns of Bard Song use per day.
D215 (cost 3, lvl 7) - Gain +2 on all Knowledge checks. You can identify items without the use of a kit.
D216 (cost 3, lvl 8) - Combat mode: Level 0-3 spells you cast consume Bard Song turns instead of spell slots (1 turn per spell level)
D217 (cost 1, lvl 3) - Learn a level 0 spell and gain an additional level 0 spell slot.
D218 (cost 1, lvl 4) - Learn a level 1 spell and gain an additional level 1 spell slot.
D219 (cost 2, lvl 3) - Learn a level 2 spell and gain an additional level 2 spell slot.
D220 (cost 2, lvl 4) - Learn a level 3 spell and gain an additional level 3 spell slot.
D221 (cost 4, lvl 8) - Learn a level 4 spell and gain an additional level 4 spell slot. Can be taken twice.
D222 (cost 2, lvl 3) - Count as having +1 Caster Level.
D223 (cost 4, lvl 7) - Once/day, make a Spellcraft check to memorize the next level 0-4 spell cast by target ally. Requires an INT modifier equal to the spell level for arcane spells, or WIS for divine spells. On successful memorization, you may replicate the spell once as an activated ability.
D224 (cost 2, lvl 6) - Gain +2 temporary HP/class level after resting in medium armour. After resting in heavy armour, gain +4 temporary HP/class level instead.
D225 (cost 3, lvl 7) - Gain +1 BAB while using melee weapons.
D226 (cost 3, lvl 8) - Count as having all group feats for purposes of group feat strength.
D227 (cost 3, lvl 7) - Choose a melee weapon type. It counts as an Instrument for you, and you gain +1 Perform for each feat you have relating to that weapon while wielding it in your main hand. In addition, you qualify for Weapon Specialization and Improved Weapon Specialization feats for the chosen weapon type.
D228 (cost 1, lvl 8) - Choose a skill. You count as having +4 ranks in it, up to a maximum of 8. Can be taken more than once. Skills which require training to unlock must have at least 1 rank in them.
D229 (cost 3, lvl 5) - When using a wand, make an UMD check. If successful, the item consumes a turn of Bard Song instead of a charge.
D230 (cost 3, lvl 6) - When making a Bluff, Diplomacy or Intimidate check, roll twice and take the better result.
D231 (cost 1, lvl 3) - You may spend 1 turn Regaling. At the end of this period, nearby allies gain a +1 bonus to resting conditions.
D232 (cost 1, lvl 6) - Count as 2 wealth categories lower for purposes of merchant item pricing (~25% decrease in buy prices).
D233 (cost 2, lvl 8) - When bleeding, you always start at -1 HP. Additionally, if you have Bard Song turns remaining, you gain DR 20/+3. The DR lasts for 5 turns, or until 10 points of damage per spent Bard Song turn have been removed.
D234 (cost 3, lvl 8) - DEX times/day, you may give a target ally a +10 AB bonus for 1 round.
D235 (cost 3, lvl 5) - INT times/day, you may give a target ally a +3 bonus to skills for 3 rounds.
D236 (cost 2, lvl 5) - While Tumbling, creatures who hit you must make a Will save or be Dazed for 1 round.
D237 (cost 2, lvl 3) - Gain the benefits of Automatic Silent Spell I. Requires the Silent Spell feat.
D238 (cost 3, lvl 7) - Gain the benefits of Automatic Still Spell I. Requires the Still Spell feat.
D239 (cost 3, lvl 6) - Sacrifice a turn of Bard Song to make an Animal Empathy check based on your Perform skill.
D240 (cost 3, lvl 6) - Sacrifice a turn of Bard Song to make a Turn Undead check as if you were a Paladin.

Loreweaver
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Re: 'Epic' feats

Postby Loreweaver » Wed Mar 14, 2018 6:15 pm

List 7 - E8 Class feats for Priests
Spoiler:
D301 (cost 1, lvl 3) - Level 1-4 Domain spells you cast are automatically extended. Requires Extend Magic
D302 (cost 1, lvl 3) - Level 1-3 Domain spells you cast are automatically empowered. Requires Empower Magic
D303 (cost 1, lvl 5) - When activating a Domain power, add 2+WIS to its duration.
D304 (cost 2, lvl 7) - Choose either Divine Might or Divine Shield. Count as +2 CHA for purposes of this ability
D305 (cost 2, lvl 5) - Healing spells heal +1 HP per spell level
D306 (cost 2, lvl 6) - Toggle aura at will: Allies who share a deity with you gain +1 Will and AB.
D307 (cost 2, lvl 3) - Evil outsiders you summon gain +4 STR and CON. Other creatures suffer -2 instead.
D308 (cost 3, lvl 6) - Choose a racial type. Creatures of this race are affected by your Turn Undead ability. Can be taken twice (racial options do not include humanoids, outsiders are split into alignments unlike with Planar Turning).
D309 (cost 2, lvl 3) - Choose one of your domains. You can cast its level 1 spell as an activated ability 3x/day
D310 (cost 2, lvl 3) - Choose one of your domains. You can cast its level 2 spell as an activated ability 2x/day
D311 (cost 3, lvl 5) - Choose one of your domains. You can cast its level 3 spell as an activated ability 1x/day
D312 (cost 3, lvl 6) - Choose one of your domains. You can cast its level 4 spell as an activated ability 1x/day. Requires access to a level 1-3 domain spell through a similar feat.
D313 (cost 4, lvl 8) - Choose one of your domains. You can cast its level 5 spell as an activated ability 1x/day. Requires access to a level 2-4 domain spell through a similar feat.
D314 (cost 4, lvl 8) - Choose one of your domains. You can cast its level 6 spell as an activated ability 1x/day. Requires access to a level 3-5 domain spell through a similar feat.
D315 (cost 2, lvl 7) - Combat Mode: Kneel in prayer. Creatures of PC races must roll Will to resist kneeling as the priest does. A new check is granted every turn. On a successful save, a creature is immune for 24 hours. On a failed save, they gain a cumulative +1 bonus to resist the effect. Creatures who take damage are immediately released from the effect.
D316 (cost 3, lvl 3) - Combat Mode: Spells you cast are converted to a domain spell of the same level. You choose the domain to use. This domain spell is not modified by spell feats.
D317 (cost 2, lvl 5) - Concentration checks use your base WIS modifier instead of CON.
D318 (cost 2, lvl 4) - Count as +1 level for purposes of Turn Undead. Can be taken 3 times.
D319 (cost 2, lvl 5) - Creatures summoned by Animate Dead are not unsummoned upon successive castings. The duration is increased to 10 turns, but the spell is cast at -2 caster level. Each casting of the spell requires a necromancer's spell crystal (any quality)
D320 (cost 3, lvl 8) - Deal +2 divine melee damage to creatures who are vulnerable to your Turn Undead ability for 1 round. Special move.
D321 (cost 1, lvl 3) - Divine Might and Divine Shield are activated instantly.
D322 (cost 3, lvl 5) - Gain SR equal to your Intelligence attribute for 2 rounds, but suffer -2 AC. Special move.
D323 (cost 1, lvl 3) - Holy Water grenades deal double damage (2d10/2d4). You can craft them by casting Bless on an alcoholic drink.
D324 (cost 2, lvl 4) - Kneel in prayer for 1 turn. Other PCs can join you. All participants gain a +2 bonus to all skills for 10 turns.
D325 (cost 3, lvl 7) - Kneel in prayer for 2 turns. Other PCs can join you. All participants count all three saves as Primary saves for 15 turns.
D326 (cost 3, lvl 5) - Kneel in prayer for 2 turns. Other PCs can join you. All participants count as having +1 Caster Level for 10 turns.
D327 (cost 3, lvl 6) - Kneel in prayer for 2 turns. Other PCs can join you. All participants deal +1 Divine damage on attacks for 15 turns.
D328 (cost 1, lvl 3) - Kneel in prayer for 2 turns. Other PCs can join you. All participants gain +6 STR but -4 to AB and damage. Lasts 20 turns or (individually) until damage is taken.
D329 (cost 1, lvl 3) - Sacrifice a suit of armour, then kneel in prayer for 1 turn. Other PCs can join you. Participants wearing inferior armour increase their Armour AC bonus to that of the sacrificed suit. Lasts 60 turns or (individually) until armour is swapped.
D330 (cost 3, lvl 4) - Sacrifice a weapon, then kneel in prayer for 3 turns. Other PCs can join you. All participants gain +1 attack per round for a number of turns based on weapon value (Base value/10, up to 20 turns)
D331 (cost 3, lvl 6) - Once/day, imbue a gemstone with a permanent Single Use Cast Spell property, selected from the level 0-4 priest spell list. The gem's value determines the maximum spell level it can contain.
D332 (cost 2, lvl 8) - When imbuing a gem, you may also choose spells from the level 5 priest list. Requires D331.
D333 (cost 2, lvl 8) - When imbuing a gem, you may also choose spells from the level 6 priest list. Requires D332.
D334 (cost 1, lvl 3) - Sacrifice a Turn Undead use to add +1 to your spell DCs for 1 turn.
D335 (cost 1, lvl 4) - Sacrifice a Turn Undead use to deal CHA x d6 Divine damage to all in a small AoE.
D336 (cost 2, lvl 5) - Sacrifice a Turn Undead use to gain +3 heal and the benefits of Spring Attack for 1 turn.
D337 (cost 3, lvl 5) - Sacrifice a Turn Undead use to give allies in a medium AoE temporary HP equal to your Constitution attribute.
D338 (cost 2, lvl 6) - Sacrifice a Turn Undead use to Renew d6 level 0 spell slots without resting.
D339 (cost 1, lvl 7) - When you start bleeding, sacrifice 3 Turn Undead uses to stabilize immediately and gain a +5 bonus on your Sanctuary DC.
D340 (cost 4, lvl 7) - Sacrifice all remaining Turn Undead uses. Creatures in the area cannot fall below 1 HP for 1 round per use expended in this way.
D341 (cost 2, lvl 3) - When casting a spell on an ally other than yourself, count as +1 Caster Level for purposes of spell duration.
D342 (cost 2, lvl 4) - When making a Heal check using a kit (heal/bite/treatment), you may take 15 outside of combat.
D343 (cost 1, lvl 6) - When resisting an opposed STR/DEX/CON check, you may roll Sense Motive. Add +1 resistance per 8 points on the check.
D344 (cost 4, lvl 7) - Whenever you cast a memorized domain spell, there is a 50% chance the spell slot is not expended the first time it's used.
D345 (cost 2, lvl 4) - WIS times/day, add WIS to Concentration for 2 rounds. The next Inflict spell cast during this time gains +2 to hit and +2 damage per spell level.
D346 (cost 2, lvl 7) - Turn Undead no longer works on undead creatures. Humanoids can be turned instead, taking 1 negative level instead of fleeing or 2 negative levels instead of being destroyed. Creatures affected are immune to the ability for 1 turn, but the effects stack otherwise. Allies are unaffected unless they are within short range.
List 8 - E8 Class feats for Druids
Spoiler:
D401 (cost 1, lvl 3) - Your divine melee touch vs undead (Touch of Life feat) deals an additional 2d8 damage.
D402 (cost 1, lvl 6) - Whenever a living creature dies near you, those in a small AoE around it suffer d3 negative damage. You heal HP equal to 5 + this damage.
D403 (cost 2, lvl 4) - Gain +3 to Reflex saves while your animal companion is present
D404 (cost 2, lvl 6) - Natural creatures you summon gain +2 AC
D405 (cost 3, lvl 7) - DEX times/day, creatures in a small AoE are entangled for 5 rounds (reflex to negate)
D406 (cost 2, lvl 7) - Choose a general feat for your Animal Companion. Can be taken up to 3 times. (chosen through conversation with companion or craft menu)
D407 (cost 3, lvl 4) - You may transfer your Armour AC to your Animal Companion for 1 round. It retains a DEX bonus to AC of up to twice the armour's Maximum DEX bonus. Special move.
D408 (cost 3, lvl 8) - Your Animal Companion gains 25% Concealment and a -2 AB penalty.
D409 (cost 1, lvl 3) - When your Animal Companion falls below 1 HP, it can be resummoned after 12 hours.
D410 (cost 1, lvl 3) - Animal Empathy checks only fail critically if they fail by 10 points or more (normally 5 points or more).
D411 (cost 2, lvl 5) - Animal Empathy's duration is extended by 5 turns. Can be taken up to 3 times.
D412 (cost 3, lvl 7) - Choose Plants, Oozes, Elementals, Fey or Shapechangers. When using Animal Empathy, these can be controlled as though they are Magical Beasts.
D413 (cost 1, lvl 6) - While in humanoid form, you are immune to the Fear and Mind Affecting abilities from creatures vulnerable to your Animal Empathy.
D414 (cost 3, lvl 8) - Choose Aberrations, Undead or Outsiders. Sacrifice a Wildshape use to Turn these as a Priest of the same level, using CON instead of CHA.
D415 (cost 2, lvl 7) - When you Wild Shape, unallied creatures vulnerable to your Animal Empathy skill are Turned as if by a Priest turning undead. Requires D414.
D416 (cost 1, lvl 3) - Your elemental ranged touch attack (Elemental Strike) can use any of the four elemental damage types at will.
D417 (cost 2, lvl 6) - Choose an element. As a special move, you may gain a 1d6+2 damage shield of its type for 1 round, but suffer -2 AB.
D418 (cost 2, lvl 8) - Choose an element. You gain 50% immunity to it and deal +1 damage of its type on unarmed and creature attacks.
D419 (cost 2, lvl 7) - Choose an element. You may sacrifice a Wildshape use to make a breath attack dealing WIS x d8 damage of this type.
D420 (cost 4, lvl 5) - Combat mode: Choose an element. Spells you cast are converted to offensive spells dealing damage of the chosen type (Level 0 spells: d3 damage. Level 1 spells: 2d6 damage. Level 2 spells: Levelxd6 damage. Level 3 spells: Levelxd6 damage in a medium AoE. Level 4 spells: Levelxd8 damage in a large AoE, affecting enemies only).
D421 (cost 2, lvl 5) - Your elemental spell conversion can use any of the four elemental damage types at will. Requires D420.
D422 (cost 2, lvl 8) - Gain +1 Wildshape use/day, +1 for each time you have already taken this feat. Can be taken up to 3 times for a total +6.
D423 (cost 1, lvl 4) - You may sacrifice a level 4 spell, or two level 3 spells, to regain a daily Wildshape use.
D424 (cost 2, lvl 7) - When Wildshaping, there is a 50% chance it does not consume a daily use. This cannot save more than 3 uses/day.
D425 (cost 3, lvl 8) - You are immune to disease.
D426 (cost 4, lvl 8) - Choose a level 12 Wildshape category to unlock its forms.
D427 (cost 2, lvl 8) - All level 12 Wildshape forms are available to you. Requires D426.
D428 (cost 1, lvl 3) - While in Wildshape form, you can use Tracking as per the Ranger feat.
D429 (cost 2, lvl 6) - Combat mode: Spells you cast are converted to a Summon Creature spell of the same level (Predator or Plant themes only).
D430 (cost 3, lvl 7) - Prior to resting, you may choose to trade +1/-1 Caster Level on all spells for -1/+1 bonus spell slot for all spell levels from 1-4.
D431 (cost 3, lvl 8) - Gain a level 5 spell as an activated ability. You lose 1 daily use of Wildshape. Can be taken more than once.
D432 (cost 4, lvl 8) - Gain a level 6 spell as an activated ability. You lose 1 daily use of Wildshape. Can be taken more than once. Requires D430 or D431.
D433 (cost 2, lvl 6) - All Vigour spells you cast are automatically extended. The Virtue cantrip gains a duration of 10 turns.
D434 (cost 2, lvl 5) - Choose a Wildshape form. You gain a bonus to AB and AC when in this form, but suffer a -1 penalty in all other wildshape forms. The bonus is +4 for level 4 forms, +3 for level 6 forms, +2 for level 8 forms and +1 for level 12 forms.
D435 (cost 2, lvl 6) - Gain enhanced Sleep (4 + 2d6 max HD and +2 DC), Charm Person/Animal (+1 DC, double duration), Hold Animal/Monster (+1 DC, double duration) and Dominate Animal spells (+1 DC, double duration).
D436 (cost 2, lvl 6) - Gain enhanced Entangle (+2 DC, double duration), Barkskin (+1 AC), Spike Growth (2d4 damage, 30% speed reduction, lingering 3 turns) and Freedom of Movement (double duration) spells.
D437 (cost 2, lvl 6) - Gain enhanced Grease (+2 DC, double duration), Blood Frenzy (1 turn/level, no AC penalty), Contagion (AoE, stronger diseases), Infestation of Maggots (1 round/level, +2 DC) and Poison (no touch attack) spells.
D438 (cost 2, lvl 6) - Gain enhanced Create Sustenance (+2 to food quality), (Mass) Camouflage (9 to Stealth), (Mass) Longstrider (+10% speed, Extended) and One with the Land (6 to skills, Extended) spells.
D439 (cost 2, lvl 6) - Gain enhanced Light (brightness 20), Ultravision (Extended, chance to see invisibiilty), Obscuring Mist (double duration, allies get +10% Concealment and -10% miss chance), Call Lightning (+2 DC, +1 Caster Level) and Flame Strike (+1 DC, +2 Caster Level) spells.
D440 (cost 2, lvl 6) - Gain enhanced Guidance (3 to skills), Endure/.../Protection from Elements (+20 absorption/spell level, double duration), Endurance (gain temp HP equal to HP gained through CON increase, double Fortitude bonus) and Stoneskin (DR 10/+4, +3 Caster Level) spells.
D441 (cost 1, lvl 3) - Gain +3 AC vs animals and plants for 1 round, but suffer -1 to AB and damage. Special move.
D442 (cost 3, lvl 6) - You count as having Weapon Specialization in the Club, Dagger, Sickle, Spear and Quarterstaff.
D443 (cost 2, lvl 8) - While in humanoid form, you may add your INT bonus to all saving throws.
D444 (cost 2, lvl 7) - You may spend 5 turns in prayer to change the local weather.
D445 (cost 1, lvl 3) - Gain DR 10/- vs damage from cold and warm environmental features only.
D446 (cost 3, lvl 7) - Your party never suffers ambushes for resting in the wilderness unless you fail a DC 20 Survival check.
D447 (cost 3, lvl 6) - CHA times/day, you may touch a PC. For the next 60 turns you hear anything they say, regardless of distance.
D448 (cost 1, lvl 7) - Choose Animal, Beast, Magical Beast or Vermin. You add +6 to Animal Handling checks involving this type.
D449 (cost 2, lvl 6) - At will, gain DR 1/- for 3 turns. Afterwards, suffer -1 WIS until you rest.
List 9 - E8 Class feats for Fighters
Spoiler:
D501 (cost 1, lvl 4) - When healing kits apply to you, heal at double the normal rate.
D502 (cost 1, lvl 5) - When resting, ignore penalties for wearing armour.
D503 (cost 2, lvl 4) - The weight of throwing weapons you carry is reduced to 20%
D504 (cost 4, lvl 6) - Select an ally at will (or self to cancel). As long as they are nearby, whenever they take damage which does not kill outright, transfer half of that damage to yourself (rounded down). Damage you take in this way cannot be mitigated.
D505 (cost 2, lvl 6) - While wearing a helmet, gain +2 to saving throws for 3 rounds but suffer 2 damage. Special move.
D506 (cost 2, lvl 6) - While using a shield, gain +2 AC for 1 round but suffer 2 damage. Special move.
D507 (cost 3, lvl 4) - While using a shield, you may reduce its base AC bonus to gain +15% concealment vs Ranged attacks per point. Small creatures gain an additional 10% concealment when using this ability. Cannot be changed during combat.
D508 (cost 4, lvl 6) - While using a shield, you may increase its AC bonus by 2. If you do, weapons you wield deal no base damage. Cannot be changed during combat (though unequipping a shield suppresses both effects). Requires Improved Defense.
D509 (cost 2, lvl 5) - You may increase your armour AC by 1. If you do, your movement speed is reduced by 30%. Cannot be changed during combat.
D510 (cost 3, lvl 8) - Gain +1 armour AC. Armour check penalties apply to all skills instead of a selection.
D511 (cost 1, lvl 3) - Caltrops deal d6 damage instead of d3 when applied to your armour.
D512 (cost 2, lvl 6) - Your DEX modifier counts as 2 points higher for purposes of AC calculations.
D513 (cost 1, lvl 3) - Your equipment is immune to rust effects.
D514 (cost 4, lvl 8) - CHA times/day, you can gain DR 5/+2 for a period of 2 turns.
D515 (cost 3, lvl 6) - WIS times/day, you may regain 50% of your total HP immediately. If you do, you suffer Level Drain (1) until your next rest.
D516 (cost 4, lvl 7) - You may use Fortitude to make Will saves. Every save decreases your AC by 1 until you rest. This penalty cannot exceed your combined shield and armour AC, the feat stops working at that point. Can be toggled at will, though AC penalties are only removed when resting.
D517 (cost 3, lvl 7) - When using healing potions, you regain an additional +2 HP per spell level.
D518 (cost 2, lvl 4) - Choose a type of ammunition or a thrown weapon. Whenever you rest, you gain an additional stack of +1 ammunition of this type. If you have the matching general feat, both stacks are +1.
D519 (cost 3, lvl 7) - When using a ranged weapon, you may add CHA to damage for 1 round. Special move.
D520 (cost 3, lvl 8) - When using a ranged weapon, deal no base damage this round. If the target has fewer HD than you have, it is Dazed for 1 round (Will negates). Special move.
D521 (cost 2, lvl 5) - You count as having Rapid Shot when wielding a crossbow. Requires Point Blank Shot.
D522 (cost 3, lvl 7) - Thrown weapons and slings you use count as +1 weapons for purposes for DR penetration.
D523 (cost 3, lvl 6) - When using a bow, you count as having Low Blow.
D524 (cost 2, lvl 7) - When initiating or resisting opposed STR/DEX/CON checks, gain +2 on your check.
D525 (cost 1, lvl 5) - You always count as having a weapon of the same size or larger when using Disarm.
D526 (cost 3, lvl 7) - When fighting unarmed, you may make an opposed STR check. If you succeed, both you and your opponent are paralyzed for 1 round. Special move.
D527 (cost 3, lvl 7) - When fighting unarmed, choose either DEX or CON. You may add this modifier to your damage in addition to your STR bonus.
D528 (cost 4, lvl 7) - Gain +1 attack per round in melee while fighting unarmed or with tiny or small weapons. Small races only benefit when fighting unarmed or with tiny weapons.
D529 (cost 2, lvl 8) - Gain +1 attack per round in melee for 1 round while fighting with an empty off-hand, in exchange for a -1 penalty to AB and damage. Special move.
D530 (cost 3, lvl 7) - While fighting with an empty off-hand, you may add INT to your AB for 1 round. Special move.
D531 (cost 1, lvl 7) - While fighting with an empty off-hand, you gain a WIS bonus to your AC.
D532 (cost 2, lvl 5) - While fighting with an empty off-hand, gain a bonus to Reflex saves equal to 4, -1 for every 2 full points of Armour AC.
D533 (cost 1, lvl 4) - While dual-wielding, you may gain +4 Parry. If you do, your off-hand weapon deals no base weapon damage.
D534 (cost 3, lvl 5) - While dual-wielding, gain a further +2 to the AB of your main weapon. Requires Two Weapon Fighting.
D535 (cost 1, lvl 3) - While dual-wielding, your off-hand attacks benefit from your full STR modifier to damage.
D536 (cost 2, lvl 7) - While using a greatweapon or a double weapon, you may gain Mighty Criticals d8 for 1 round in exchange for a -2 AC penalty. Special move.
D537 (cost 2, lvl 8) - When using a greatweapon, you may add a further +0,5 x STR to damage.
D538 (cost 3, lvl 8) - When using a greatweapon, you may Stun creatures you hit for 2 rounds (50% chance, Fortitude negates). Activating this ability inflicts 2 points of damage. Special move.
D539 (cost 2, lvl 8) - DEX times/day, your weapon becomes Keen for 3 turns. Cannot be used in heavy armour.
D540 (cost 3, lvl 6) - CON times/day, you may deal +d6 negative damage on attacks for 3 turns.
D541 (cost 2, lvl 8) - STR times/day, when using a non-magical weapon or gauntlet, you may give it a +2 attack bonus for 2d6+3 rounds. Afterwards, the weapon breaks, dealing 2d6 piercing damage to the wielder.
D542 (cost 2, lvl 7) - Choose a weapon category (thrown weapon, launcher, piercing, slashing, bludgeoning or mixed damage). Feats from the Weapon Focus series you have for one of these weapons apply to all weapons in that category.
D543 (cost 2, lvl 7) - Choose a weapon category (thrown weapon, launcher, piercing, slashing, bludgeoning or mixed damage). Feats from the Weapon Specialization series you have for one of these weapons apply to all weapons in that category.
D544 (cost 2, lvl 7) - Choose a weapon category (thrown weapon, launcher, piercing, slashing, bludgeoning or mixed damage). Feats from the Improved Critical series you have for one of these weapons apply to all weapons in that category.
D545 (cost 3, lvl 7) - When using Demoralize, enemies gain a -4 AB penalty instead of the regular -2. Additionally, you may ignore the effects of D510 for the Intimidate skill.
D546 (cost 2, lvl 8) - When using Demoralize, you can affect creatures with Fear or Mind Spell immunity. However, they only suffer half the penalty others do.
D547 (cost 2, lvl 6) - Choose a weapon type in which you have Weapon Focus. Gain a further +1 AB when using weapons of this type. Can be taken twice per weapon type.
D548 (cost 1, lvl 7) - Choose a weapon type in which you have Weapon Specialization. Gain a further +1 damage when using weapons of this type. Can be taken twice per weapon type.
D549 (cost 3, lvl 8) - Choose a weapon type in which you have Improved Critical. You deal an additional d6 damage upon scoring a critical hit. Can be taken twice per weapon type.
D550 (cost 1, lvl 6) - Henchmen you command gain +2 AB.
List 10 - E8 Class feats for Monks
Spoiler:
D601 (cost 1, lvl 4) - Gain a +1 bonus to all resting conditions. Can be taken twice.
D602 (cost 2, lvl 7) - Choose a melee weapon you are proficient with. It can be used with Flurry of Blows.
D603 (cost 3, lvl 6) - Once/day, choose STR, DEX or CON. You gain a +1 bonus for 5 turns for each ally in medium range. All allies suffer a -1 penalty to this attribute until they rest.
D604 (cost 3, lvl 5) - Combat mode: Choose two of STR, DEX and CON. Swap these attributes for up to 10 turns. Afterwards, you suffer a penalty to both attributes equal to their difference for twice the duration. The new attributes cannot be higher than your WIS.
D605 (cost 2, lvl 5) - When swapping attributes, they may be higher than your WIS. Requires D604.
D606 (cost 3, lvl 7) - For the next 5 turns, all your attributes are equal to your WIS. Afterwards, suffer -d4 WIS until you rest. Can be activated at will.
D607 (cost 3, lvl 8) - You may add your base INT to your AC.
D608 (cost 3, lvl 7) - You may add your base CHA to your AC.
D609 (cost 1, lvl 3) - You may use WIS instead of INT when making Knowledge checks.
D610 (cost 1, lvl 5) - Choose two of Balance, Parry and Stealth. Swap your skill ranks for the next 3 rounds. Afterwards, you suffer -1 to the higher of the swapped skills until you rest. Can be activated at will.
D611 (cost 1, lvl 5) - Choose two of Diplomacy, Perception and Sense Motive. Swap your skill ranks for the next turn. Afterwards, you suffer -d6 to the higher of the swapped skills until you rest. Can be activated at will.
D612 (cost 2, lvl 3) - Choose one of your saving throws. You gain a +4 bonus for one turn, but a -2 penalty to your other saving throws. Afterwards, you suffer -2 to the chosen saving throw until you rest. Can be activated at will.
D613 (cost 3, lvl 7) - While using Tumble, you gain the benefits of Spring Attack. Requires DEX 15+.
D614 (cost 1, lvl 7) - Combat mode: You may move through other creatures, but take double damage from attacks.
D615 (cost 1, lvl 5) - You suffer only half the normal AB penalty (rounded down) when using Power Attack or Expertise (but not the Improved versions).
D616 (cost 1, lvl 3) - Gain +2 Spell Resistance. Can be taken up to 3 times.
D617 (cost 4, lvl 8) - Combat mode: Turn invisible. You suffer d6 damage per round of invisibility (minimum d6). Can be activated up to CON times/day.
D618 (cost 4, lvl 5) - You may mark a location at will with 1 round of meditation. Sacrifice a Stunning Fist use to teleport to that location within 5 rounds of marking it, if it is no more than 20m away.
D619 (cost 1, lvl 6) - When teleporting to a marked location, gain a Sanctuary effect (DC based on CHA).
D620 (cost 4, lvl 6) - When using Flurry of Blows, suffer -1 AB to gain a further +1 attack per round for 1 round. Special move.
D621 (cost 2, lvl 6) - Whenever you are struck in melee, deal 1 damage of the same type as chosen for your Conduit of Faith to your attacker.
D622 (cost 3, lvl 8) - Elemental damage from both Conduit of Faith and D621 is increased to d4 and d3 respectively.
D623 (cost 2, lvl 3) - Gain +2 to Stunning Fist DC. Can be taken up to 3 times.
D624 (cost 2, lvl 4) - Gain +2 daily uses of Stunning Fist. Can be taken twice (and stacks with Extra Stunning Fist).
D625 (cost 2, lvl 4) - When using Circle Kick and Stunning Fist together, the kicked creature must also save vs Stun (but with a +3 bonus).
D626 (cost 2, lvl 6) - Sacrifice a Stunning Fist use to make a ranged attack (medium distance) forcing a victim to make a Fortitude save vs Stun.
D627 (cost 4, lvl 5) - Sacrifice a Stunning Fist use to make a ranged attack (medium distance) forcing a victim to make a Reflex save or be teleported in front of the Monk. Larger creatures gain a bonus to their saving throw.
D628 (cost 3, lvl 5) - Sacrifice a Stunning Fist use to cause Blindness with your unarmed attacks for 5 rounds (Will save negates).
D629 (cost 2, lvl 6) - Sacrifice a Stunning Fist use to cause Slow with your unarmed attacks for 1 round. Struck creatures are Slowed for 1 turn.
D630 (cost 3, lvl 7) - Sacrifice a Stunning Fist use to deal +2d8 damage on unarmed attacks for 3 rounds.
D631 (cost 2, lvl 8) - While using Shuriken, gain an additional attack per round. Can be taken twice.
D632 (cost 2, lvl 8) - When initiating opposed STR/DEX/CON checks, you may double your ability modifier.
D633 (cost 2, lvl 7) - Gain immunity to Poison. Requires CON 15+.
D634 (cost 3, lvl 7) - Gain the benefits of Improved Evasion.
D635 (cost 3, lvl 6) - You may respawn without the aid of a party as long as you are not encumbered.
D636 (cost 1, lvl 4) - Whenever terrain would slow you down, you may make a Reflex save to ignore this effect. On a failed save, you may not check again for 10 turns.
D637 (cost 3, lvl 6) - Gain the benefits of Slippery Mind for 2 rounds, but suffer -2 to Fortitude and Reflex saves. Special move.
D638 (cost 2, lvl 6) - CHA times/day, you may make a Will check. You immediately gain +2 temporary HP per point on the check. However, you suffer d10 + an equal amount of damage over the next 2 turns.
D639 (cost 1, lvl 6) - Wholeness of Body uses your HD + 2 instead of your class level.
D640 (cost 3, lvl 6) - Gain +2 AB for 1 round, but suffer d4 damage. Special move.
D641 (cost 2, lvl 8) - Your unarmed attacks count as +3 weapons for purposes of DR penetration.
List 11 - E8 Class feats for Paladins
Spoiler:
D701 (cost 1, lvl 5) - Gain an alternative use of Turn Undead. You project a cone of holy fire which only harms undead. Undead which would be destroyed by Turn Undead suffer damage equal to their HP. Those who would be turned suffer 2d3 damage per HD, half of which is Fire and half Holy damage.
D702 (cost 1, lvl 5) - When Demoralizing an enemy, you may use Knowledge: Religion instead of Intimidate.
D703 (cost 1, lvl 3) - Gain +1 daily use of Smite Evil. Can be taken three times.
D704 (cost 1, lvl 3) - Gain a +2 bonus to saves vs Poison and Negative Energy.
D705 (cost 2, lvl 4) - Gain +1 Will. In addition, if you have at least 5 ranks in Diplomacy, gain +2 to Sense Motive. If you have at least 5 ranks in Sense Motive, gain +2 to Diplomacy.
D706 (cost 2, lvl 8) - INT times/day, gain immunity to Confusion, Charm and Domination effects for 20 turns.
D707 (cost 3, lvl 7) - Once/round, you may take d6 damage to make a ranged touch attack. If it hits, the target suffers -1 Caster Level and -1 DC on spells for 6 rounds. Multiple attacks are cumulative.
D708 (cost 3, lvl 8) - Choose Divine, Magic or Negative damage. You gain Damage Reduction 10/- against damage of this type. Can be taken once for each type.
D709 (cost 4, lvl 8) - At will, you may grant 75% damage immunity to an ally within short range. If you do, you are stunned and suffer 2d6 damage per round. This lasts until you cancel the ability, drop below 13 HP, the target dies or moves out of range.
D710 (cost 2, lvl 7) - Gain +1 daily use of Lay on Hands. You count as 1 level higher for purposes of this ability.
D711 (cost 3, lvl 8) - Gain +1 daily use of Lay on Hands. You count as 2 levels higher for purposes of this ability (stacks for a total of +3 levels). Requires D710.
D712 (cost 2, lvl 8) - When you start bleeding, sacrifice 2 Lay on Hands uses to regain 35% of your total HP instantly. Requires D710.
D713 (cost 3, lvl 8) - Living creatures touched by Lay on Hands gain immunity to Death Magic for 5 turns if at least half of the healing effect goes unused.
D714 (cost 1, lvl 3) - Petrified creatures touched by Lay on Hands are restored to flesh.
D715 (cost 1, lvl 4) - You may use STR instead of CHA to determine the effects of Lay on Hands and Turn Undead.
D716 (cost 2, lvl 6) - When using Turn Undead, you count as 2 levels higher than normal.
D717 (cost 2, lvl 7) - When using Turn Undead, you count as 3 levels higher for purposes of HD turned and turn duration. Requires D716.
D718 (cost 2, lvl 7) - When using Turn Undead, you count as 3 levels higher for purposes of destruction and max HD affected. Requires D716.
D719 (cost 2, lvl 6) - Gain +1 daily use of Remove Disease. It also removes poison, blindness and deafness effects.
D720 (cost 3, lvl 7) - Gain +1 daily use of Remove Disease. It also removes level drain. Requires D719.
D721 (cost 3, lvl 8) - At will, you may transfer your Divine Grace bonus to an ally for the next 5 rounds. This does not stack with other Divine Grace bonuses.
D722 (cost 3, lvl 7) - WIS times/day, you may kneel in prayer for 1 turn. Unenchanted weapons you hold deal +d6 base damage vs Evil for 20 turns, or until they are enchanted or unequipped.
D723 (cost 2, lvl 4) - You may add WIS to your Divine Might/Divine Shield duration.
D724 (cost 3, lvl 4) - Divine Might also grants Mighty Criticals (d8) to weapons you wield.
D725 (cost 3, lvl 4) - Divine Shield also grants DR 5/+1 (absorbing damage up to your Constitution attribute), but lasts 1 round less.
D726 (cost 4, lvl 5) - Divine Might and Divine Shield can be powered by Smite Evil, if Turn Undead uses have been spent.
D727 (cost 3, lvl 6) - Sacrifice a Turn Undead use to grant all nearby allies immunity to Fear for 1 turn.
D728 (cost 3, lvl 7) - Sacrifice a Turn Undead use to grant all nearby allies Regeneration 3 for 3+WIS rounds.
D729 (cost 4, lvl 8) - Sacrifice a Turn Undead use to stabilize all nearby bleeding allies and force a second Will save to disengage from fallen allies.
D730 (cost 2, lvl 3) - Sacrifice a Smite Evil use to grant all nearby allies Blind Fighting for 1 turn.
D731 (cost 2, lvl 4) - Sacrifice a Smite Evil use to add +2d4 magic damage vs Dragons, Outsiders or Undead to your weapons for 3 turns.
D732 (cost 2, lvl 6) - Sacrifice a Smite Evil use to gain +1 attack per round for 2xWIS rounds.
D733 (cost 3, lvl 8) - Sacrifice a Smite Evil use. The first weapon blessing you cast within the next 2 rounds applies to both the weapon you target and the weapon in your main hand.
D734 (cost 3, lvl 8) - Gain an alternative use of Smite Evil which grants no bonus to AB or damage. Instead, evil creatures it strikes suffer -10 AB and -4 to saving throws for 2 rounds (Will save negates, DC 14+WIS).
D735 (cost 2, lvl 5) - Gain an additional level 2 spell slot.
D736 (cost 2, lvl 6) - Gain an additional level 3 spell slot. Requires D735.
D737 (cost 3, lvl 6) - Gain an additional level 2 spell slot and a level 3 spell slot. Requires D736.
D738 (cost 1, lvl 3) - Count as +1 Caster Level for purposes of spell duration.
D739 (cost 2, lvl 6) - Add +1 to your Caster Level. Requires D738.
D740 (cost 1, lvl 7) - Every few turns, you make a passive Detect Evil check. This only picks up environmental warnings and particularly strong evil auras.
D741 (cost 2, lvl 8) - Deal +1 divine melee damage on attacks for 1 round, but suffer -1 AC. Special move.
D742 (cost 2, lvl 5) - Nearby allies gain +1 AB for one round. You suffer an AB penalty equal to (number of allies/2). Special move.
D743 (cost 2, lvl 7) - When resisting opposed STR/DEX/CON checks, gain +3 on your check.
List 12 - E8 Class feats for Rangers
Spoiler:
D801 (cost 1, lvl 3) - The Ranger gains Low Light Vision. If they already have this, they gain Darkvision instead.
D802 (cost 1, lvl 3) - The Ranger can Craft Poison just like a Rogue.
D803 (cost 1, lvl 6) - Ranged weapons the Ranger uses gain Mighty 1. Can be taken repeatedly up to Mighty 3.
D804 (cost 2, lvl 6) - Double the skill ranks you have invested in your Concentration, Disable Device and Sense Motive skills, up to a maximum of your Ranger level +2.
D805 (cost 2, lvl 5) - The Ranger gains a +2 saving throw bonus vs Spells.
D806 (cost 2, lvl 6) - The Ranger gains the benefits of Deflect Arrows. They need not meet the prerequisites.
D807 (cost 3, lvl 8) - The D817 feat also applies to level 3-4 spells.
D808 (cost 4, lvl 8) - The Ranger and their Animal Companion gain Uncanny Dodge III.
D809 (cost 4, lvl 8) - CHA times/day, the Ranger may Hide in Plain Sight for 2 rounds. In natural areas, activating this ability also grants a +4 Stealth bonus for 2 turns.
D810 (cost 2, lvl 4) - The Ranger may craft an average trap of their choice (Spike, Blundgeoning or Tangle) once/day without spending components. If they have the Craft Simple Trap feat, it is replaced but this feat can be used 2x/day instead.
D811 (cost 2, lvl 4) - The Ranger may use their D810 feat +2 times/day.
D812 (cost 3, lvl 6) - The Ranger may craft strong traps through their D810 feat in place of average ones.
D813 (cost 4, lvl 8) - Traps which the Ranger crafts from components are counted as 1 category stronger than normal, up to Deadly traps.
D814 (cost 2, lvl 5) - Gain a level 2 spell slot.
D815 (cost 2, lvl 5) - Gain a level 1 spell slot and a level 2 spell slot. Requires D814.
D816 (cost 3, lvl 7) - Gain a level 3 spell slot. Requires D814.
D817 (cost 2, lvl 6) - Single target buffs of level 0-2 affecting the Ranger also affect their Animal Companion, if present.
D818 (cost 3, lvl 7) - The Ranger's Animal Companion gains +2 AC.
D819 (cost 3, lvl 7) - The Ranger's Animal Companion gains +2 AB.
D820 (cost 2, lvl 4) - The Ranger's Animal Companion deals an additional +2 damage vs creatures the Ranger counts as Favoured Enemy.
D821 (cost 3, lvl 8) - The Ranger can Polymorph into the form of their Animal Companion up to WIS times/day for 6 turns.
D822 (cost 2, lvl 5) - While the Ranger's Animal Companion is around, the party is never ambushed in the wilderness. The ambush chance in hostile terrain is reduced.
D823 (cost 1, lvl 6) - Prior to resting, the Ranger can choose to forgo their Favoured Enemy bonuses for 24 hours. If they do, they deal +2 divine damage vs all enemies instead. Requires 3+ Favoured Enemies.
D824 (cost 3, lvl 8) - Gain an additional Favoured Enemy. Can be taken twice. This does not increase the height of the bonuses.
D825 (cost 3, lvl 8) - The Ranger increases all Favoured Enemy bonuses by +1.
D826 (cost 3, lvl 8) - When killing a Favoured Enemy, the Ranger gains a +2 AB bonus for 5 rounds. Further kills in this period renew the timer but do not stack.
D827 (cost 2, lvl 5) - The Ranger may add their WIS as an AB bonus vs Favoured Enemy races for 1 round. If they do, they are immobile for 3 rounds. Special move.
D828 (cost 1, lvl 4) - Ranger abilities which are disabled by medium or heavy armour are now disabled by heavy armour only.
D829 (cost 2, lvl 7) - The Ranger gains the benefits of Evasion.
D830 (cost 1, lvl 5) - The Ranger may use their Scavenge ability an additional 2 times/day.
D831 (cost 1, lvl 8) - The Ranger gains the next feat of their chosen combat style (Improved Two Weapon Fighting or Volley).
D832 (cost 3, lvl 8) - The Ranger gains the first feat of the combat style they did not choose (Dual Wield or Rapid Shot).
D833 (cost 2, lvl 6) - While using a ranged weapon, the Ranger counts as having Weapon Specialization for 1 round. Special move.
D834 (cost 3, lvl 5) - While wearing Light or no armour, the Ranger gains the benefits of Mounted Combat and Mounted Archery.
D835 (cost 3, lvl 8) - While dual-wielding, weapon feats applying to one weapon also apply to the other.
D836 (cost 1, lvl 7) - Gain +3 to saves vs Poison and Disease.
D837 (cost 1, lvl 3) - When the Ranger gains a bonus from terrain, it is +2 points higher than normal. Additionally, they count as 1 size category smaller for purposes of moving through narrow spaces.
D838 (cost 2, lvl 3) - When terrain provokes a saving throw, the Ranger saves with a +2 bonus. Additionally, the Ranger ignores the first 15% of movement speed reduction from terrain.
D839 (cost 2, lvl 3) - When tracking, the Ranger receives additional information about the race and gender of PC tracks. Additionally, they may make passive Tracking checks to identify terrain features.
D840 (cost 2, lvl 4) - The Ranger gains a +3 Will save while in natural environments.
D841 (cost 2, lvl 6) - The Ranger may choose Animal Empathy, Balance, Disable Device, Heal, Set Trap or Stealth. They gain the benefits of Greater Skill Focus, even if they do not normally qualify for this feat. Can be taken twice.
D842 (cost 2, lvl 4) - The Ranger may make a Stealth check. If successful, they gain 25% Concealment vs Ranged attacks for 2 rounds. Special move.
D843 (cost 2, lvl 5) - Allies gain a +1 bonus to their resting conditions for every 5 ranks in Survival the Ranger has.
D844 (cost 2, lvl 8) - Once/day, make an Animal Handling check. You summon a swarm of 1 HD animals consisting of 2 creatures, +1 per 4 points on the check.
D845 (cost 3, lvl 6) - Once/day, if your Hunter's Readiness selection is also a Favoured Enemy, the weapons you have equipped gain a +2 Enhancement bonus and deal +d8 damage vs creatures of this race. The effect lasts for 7 turns.
List 13 - E8 Class feats for Rogues
Spoiler:
D901 (cost 1, lvl 3) - Gain +2 ranks in Uncanny Dodge
D902 (cost 1, lvl 6) - The weight of trap kits you carry is reduced to 20%.
D903 (cost 2, lvl 5) - 2x/day, make a Sleight of Hand check. Nearby allies lose a number of CP equal to the result (or a single coin of equal or greater value if CP are unavailable). You keep half the coin taken in this way, and gain Soak 10/+3, absorbing 1 HP per CP lost for the next 10 turns.
D904 (cost 3, lvl 6) - 3x/day, add your DEX bonus to ranged weapon damage for 2 turns.
D905 (cost 3, lvl 8) - Combat Mode: You may add +1, +2 or +3 to AB, but suffer a matching AC penalty. In addition, movement speed is decreased by 30% for 5 rounds upon changing stance.
D906 (cost 2, lvl 7) - When locking a door, it gains Hardness equal to half your Escape Artist skill, if it is not higher already.
D907 (cost 1, lvl 5) - Creatures hit by Alchemist's Fire, Acid Flasks and Thunderstone grenades are Dazed for 1 round in addition to the regular effects.
D908 (cost 1, lvl 3) - Caltrops deal +1 damage per round. Creatures who take damage are Slowed for 5 rounds.
D909 (cost 1, lvl 3) - Choking Powder, Tanglefoot Bag and Thunderstone grenades gain +1 DC and last for +1 round.
D910 (cost 3, lvl 8) - Choose a weapon from the Weapon Finesse list. You gain Weapon Specialization with it. Does not require Weapon Focus.
D911 (cost 2, lvl 7) - When wearing armour, ignore up to 2 points of the Armour Check Penalty. Can be taken twice.
D912 (cost 2, lvl 8) - Once/day, choose to roll +1, +2 or +3 Sneak Attack dice per hit for 9, 4 or 1 turn(s) respectively. Afterwards, suffer -2 Sneak Attack dice until you rest.
D913 (cost 2, lvl 6) - Gain +4 to Parry (+6 when dual-wielding) and Deflect Arrows, but suffer 25% vulnerability to weapon damage for 2 rounds. Special move.
D914 (cost 3, lvl 8) - Choose either Fortitude or Will. The first time you make a saving throw of this type after resting, you may use your Reflex save instead.
D915 (cost 1, lvl 3) - Choose a trap type. You may craft a minor trap of this type without spending components up to 3x/day.
D916 (cost 2, lvl 4) - Choose a trap type. You may craft an average trap of this type without spending components up to 2x/day.
D917 (cost 3, lvl 6) - Choose a trap type. You may craft a strong trap of this type without spending components up to 1x/day. Requires D915 or D916, but may affect a different trap type.
D918 (cost 3, lvl 7) - Choose a trap type. You may craft a deadly trap of this type without spending components up to 1x/day. Requires D916 or D917, but may affect a different trap type.
D919 (cost 1, lvl 5) - Henchmen you employ gain the Low Blow feat, unless they deal Sneak Attack damage already.
D920 (cost 3, lvl 8) - Choose an additional Rogue feat. Can be taken twice.
D921 (cost 2, lvl 3) - When using Tumble, you gain +1 AC per 8 points on the check (normally 10). This feat can be taken twice more, lowering it to +1/7 and +1/6 points respectively.
D922 (cost 2, lvl 4) - CON times/day, gain +30% movement speed for 1 turn.
D923 (cost 4, lvl 7) - While maintaining Stealth mode, you gain +50% movement speed.
D924 (cost 2, lvl 6) - When wielding a ranged weapon, you lose 1 less Sneak Attack die than normal.
D925 (cost 2, lvl 7) - When dual-wielding weapons from the Weapon Finesse list, you gain +1 Sneak Attack die.
D926 (cost 3, lvl 8) - When using Feint, affected creatures also lose their Shield bonus to AC for 1 round.
D927 (cost 2, lvl 5) - You gain d20 + Stealth % concealment vs Ranged attacks for 1 round (up to 50%), but suffer -4 AB. Special move.
D928 (cost 2, lvl 4) - You gain +2 to all skills in which you have no ranks (except learned skills).
D929 (cost 2, lvl 5) - You gain +2 to all skills in which you have ranks, if they are not on the Rogue skill list.
D930 (cost 4, lvl 8) - You gain +1 to all skills in which you have ranks.
D931 (cost 3, lvl 4) - You may take 10 when crafting traps.
D932 (cost 3, lvl 5) - You lose the ability to make Sneak Attacks. Instead, your weapons always deal +2 piercing damage for every Sneak Attack die you would have had.
D933 (cost 3, lvl 7) - When dealing with merchants, you may roll Appraise twice and take the better result.
D934 (cost 1, lvl 3) - When using Pick Pocket, items you steal may be one size category larger.
D935 (cost 3, lvl 6) - Choose a skill. You may grant nearby allies a bonus of your skill rank/2 (up to a maximum of your skill rank) for 5 rounds as a special move. This does not enable them to learn new trained skills.
D936 (cost 4, lvl 7) - INT times/day, you can create either a dagger dealing +d4 negative energy damage, a cloak granting +4 Stealth, lockpicks with a +4 bonus, boots granting +2 to reflex saves or a coil of rope with a Single Use: Hold Person property. The items last for 2 turns before vanishing.
D937 (cost 1, lvl 7) - WIS times/day, you gain +6 STR but suffer -4 to AB and damage for 10 turns.
D938 (cost 4, lvl 8) - CHA times/day, you gain the ability to Hide in Plain Sight for 2 rounds.
D939 (cost 2, lvl 8) - Choose a skill in which you have at least 10 ranks. You gain a +1 bonus to it and to any other skills selected in this manner. Can be taken once per skill.
D940 (cost 3, lvl 7) - Once/day, deal d6 acid damage per Sneak Attack die to creatures in a medium AoE. Those who take damage are also stunned for 3 rounds. You lose your Sneak Attack dice until you rest.
D941 (cost 2, lvl 6) - DEX times/day, you may destroy half a stack of ammunition or thrown weapons. If you do, the remainder gains a +3 Enhancement bonus for 10 turns.
D942 (cost 2, lvl 5) - You can manipulate locks more quickly through an activated ability, but cannot take 20 this way. If an attempt fails you cannot use the ability again that day.
D943 (cost 3, lvl 3) - When casting a damage dealing cantrip, you may also add your Sneak Attack damage if you are within 15' of your target.
D944 (cost 3, lvl 7) - Using a non-light weapon no longer reduces your Sneak Attack damage.
D945 (cost 2, lvl 7) - Your Armour Check Penalty no longer reduces the number of Sneak Attack dice you can roll. Instead, you suffer a -2 penalty to saving throws for each Sneak Attack die preserved in this manner.
List 14 - E8 Class feats for Sorcerers
Spoiler:
DA01 (cost 1, lvl 8) - Add CHA to Spellcraft checks made to cast level 5+ spells
DA02 (cost 1, lvl 7) - Power Burst also affects level 4 spells
DA03 (cost 1, lvl 3) - Combat Mode: When casting a cantrip which deals damage, it deals d10 damage instead of d3. The victim may make a Reflex save to negate all damage (DC 10 + level/2 + CHA).
DA04 (cost 1, lvl 4) - WIS times/day, the next spell target ally casts within 5 rounds gains +2 DC and +1 Caster Level. Spells you cast suffer a -2 Caster Level penalty for 10 rounds.
DA05 (cost 2, lvl 3) - Choose a spell: Bane, Camouflage, Doom, Entropic Shield, Guidance, Hold Animal, Inflict Light Wounds, Longstrider. You can cast this spell 3x/day as an activated ability. Can be taken more than once, each time for a different spell.
DA06 (cost 2, lvl 5) - Choose a spell: Blood Frenzy, Call Lightning, Deafening Clang, Dominate Animal, Quillfire, Searing Light, Remove Fear, Wounding Whispers. You can cast this spell 2x/day as an activated ability. Can be taken more than once, each time for a different spell.
DA07 (cost 2, lvl 7) - Choose a spell: Aura of Glory, Barkskin, Divine Power, Glyph of Warding, Inflict Critical Wounds, Obscuring Mist, Silence, Spike Growth. You can cast this spell 1x/day as an activated ability. Can be taken more than once, each time for a different spell.
DA08 (cost 3, lvl 7) - When casting a hostile area of effect spell, allied creatures have a 35% chance of remaining unaffected
DA09 (cost 3, lvl 7) - INT times/day, make a melee touch attack. If it hits, both you and your target are affected by a Dispel effect (CL = 2x Sorcerer level).
DA10 (cost 4, lvl 8) - Your familiar gains the following bonuses: +6 to Dexterity and Constitution, +d3 damage (slashing, magic, negative or elemental), Weapon Focus: Creature Attack, Weapon Specialization: Creature Attack and Uncanny Dodge I (consult with DM for appearance changes).
DA11 (cost 2, lvl 5) - Learn an additional level 2 spell. Can be taken twice.
DA12 (cost 2, lvl 6) - Learn an additional level 3 spell. Can be taken twice.
DA13 (cost 3, lvl 6) - Learn an additional level 4 spell.
DA14 (cost 3, lvl 8) - Choose a level 5 spell. Once/day, you can cast this as an activated ability if you pass a Spellcraft check (DC 26). Does not consume a use on a natural 20, but if you have multiple uses of feats in this series, all are depleted on a natural 1. Can be taken three times, each for a new spell but sharing a pool.
DA15 (cost 4, lvl 8) - Choose a level 6 spell. Once/day, you can cast this as an activated ability if you pass a Spellcraft check (DC 30). Does not consume a use on a natural 20, but if you have multiple uses of feats in this series, all are depleted on a natural 1. Can be taken twice, each for a new spell but sharing a pool.
DA16 (cost 2, lvl 6) - You gain +1 to Caster Level for purposes of spell power. Can be taken twice.
DA17 (cost 4, lvl 8) - Combat mode: Level 0-4 spells you cast do not consume spell slots but instead deal (spell level +1) d4 damage to you.
DA18 (cost 2, lvl 3) - Your Power Burst duration is extended by 4 rounds.
DA19 (cost 3, lvl 6) - After using Power Burst, you may make a DC 20 Will save to negate its penalties. A result of 15-19 reduces the penalties to -1 instead.
DA20 (cost 3, lvl 5) - You may sacrifice an animal under your control to activate Power Burst without consuming a daily use of the ability. Summoned animals reduce the duration to 1 round per spell level.
DA21 (cost 1, lvl 5) - You may sacrifice an animal under your control to gain a Concentration bonus equal to its HD for 15 turns. Summoned animals only grant a bonus of +1 per spell level.
DA22 (cost 3, lvl 7) - Personal spells you cast also benefit your familiar.
DA23 (cost 2, lvl 5) - Your familiar gains the benefits of Spring Attack, and deals you no damage if it's dropped below 1 HP (or 1d6 if Empowered).
DA24 (cost 2, lvl 5) - Your familiar gains +2 to saving throws and SR 18.
DA25 (cost 3, lvl 7) - Unsummon your familiar. You may teleport to its last location. If you travel more than 20m this way, enemies will not be able to pursue.
DA26 (cost 1, lvl 4) - Unsummon your familiar. It deals HD x d6 magical damage (reduced by its current HP) in a medium AoE. Creatures which take damage are also Dazed for d4+1 rounds (DC 12 + CHA negates).
DA27 (cost 1, lvl 3) - When your familair falls below 1 HP, it can be resummoned after 30 minutes instead of the normal 12 hours.
DA28 (cost 3, lvl 4) - Sacrifice a level 0-4 spell at will. Your familiar regains 20% of its maximum HP, +20% per spell level.
DA29 (cost 3, lvl 7) - Sacrifice a level 1-4 spell at will. You gain temporary HP equal to twice its spell level lasting up to 5 rounds.
DA30 (cost 1, lvl 3) - Gain a further +2 bonus to your Sorcerous Inheritance powers.
DA31 (cost 2, lvl 6) - Count as being trained in the Use Magic Device skill. Your base ranks are equal to your INT (minimum of 1).
DA32 (cost 2, lvl 6) - Count as being trained in the Animal Empathy skill. Your base ranks are equal to your WIS (minimum of 1).
DA33 (cost 3, lvl 5) - Double the skill ranks you have invested in your Bluff, Diplomacy and Perform skills, up to a maximum of your Sorcerer level +2.
DA34 (cost 3, lvl 5) - While using a ranged weapon or making a Touch Attack, you may add INT to AB for 1 round. Special move.
DA35 (cost 3, lvl 6) - Summoned creatures gain a STR bonus equal to your Strength attribute -10.
DA36 (cost 2, lvl 4) - Gain a +2 saving throw bonus vs Spells. While your familiar is around, you also gain SR 10.
DA37 (cost 2, lvl 6) - Choose an elemental damage type. You gain DR 15/- against this element. Does not require Energy Resistance.
DA38 (cost 2, lvl 3) - Gain +1 HP per level of Sorcerer. Can be taken twice.
List 15 - E8 Class feats for Wizards
Spoiler:
DB01 (cost 2, lvl 4) - Choose a spell you can cast. It is always cast with a +1 DC bonus. Can be taken 3 times, each for a different spell.
DB02 (cost 2, lvl 4) - Choose a spell you can cast. You count as having +1 Caster Level for purposes of spell power. Can be taken 3 times, each for a different spell.
DB03 (cost 1, lvl 3) - Choose a spell you can cast. You count as having +1 Caster Level for purposes of spell duration. Can be taken 3 times, each for a different spell.
DB04 (cost 4, lvl 8) - Choose a spell you can cast. Spell slots using this spell are not consumed if you pass a Concentration check. The DC for this check is 24, and increases by the spell's level for every time such a spell is cast. The DC is reset to 24 on resting.
DB05 (cost 2, lvl 7) - When bleeding, if your familiar is present, you are instantly restored to 1 HP. Your familiar dies instead.
DB06 (cost 2, lvl 5) - Gain an additional +1 Caster Level for 2 rounds if your familiar is present. Special move.
DB07 (cost 2, lvl 6) - Gain 20% Concealment vs Ranged attacks for 1 round for yourself and allies in a small radius. If your familiar is present, they also gain this bonus. Special move.
DB08 (cost 2, lvl 5) - While resting, your familiar increases your resting conditions by +1 and reduces the chances of an ambush.
DB09 (cost 2, lvl 4) - Choose a spell level (0-2). Your familiar casts the first memorized spell of that level at its nearest enemy.
DB10 (cost 1, lvl 3) - Choose a spell level (0-2). Your familiar casts the first memorized spell of that level upon its nearest ally.
DB11 (cost 2, lvl 7) - Your familiar can cast spells of level 3 and 4 as well. Requires DB09 or DB10.
DB12 (cost 1, lvl 6) - Choose a spell level up to your CHA modifier. You may unsummon your familiar to regain one spell slot of that level.
DB13 (cost 3, lvl 6) - Sacrifice a level 0 spell slot at will. Your familiar is restored to full health.
DB14 (cost 1, lvl 7) - While you have a spell memorized as Quickened, you may cast unmodified versions of the spell without consuming spell slots.
DB15 (cost 3, lvl 8) - While you have a spell memorized as Maximized, unmodified versions of the spell are duplicated if there is another creature within a small AoE. This copy strikes the nearest neighbouring creature.
DB16 (cost 3, lvl 6) - While you have a spell memorized as Empowered, unmodified versions of the spell affect a different saving throw (Fort instead of Will, Reflex instead of Fort, Will instead of Reflex).
DB17 (cost 2, lvl 3) - Choose an elemental damage type. While you have a spell memorized as Stilled, unmodified versions of the spell deal half of their damage as elemental damage.
DB18 (cost 2, lvl 4) - While you have a spell memorized as Silenced, unmodified versions of the spell lower the target's SR by 2 for 1 turn in addition to the regular effect.
DB19 (cost 2, lvl 5) - DEX times/day, you may cast the next spell as though it was Extended. You suffer -1 DEX until your next rest.
DB20 (cost 3, lvl 8) - CON times/day, you may cast the next spell as though it was Maximized. You suffer -1 Caster Level on further spells until your next rest.
DB21 (cost 4, lvl 4) - STR times/day, you may cast the next spell as though it was Empowered.
DB22 (cost 3, lvl 6) - INT times/day, you may cast the next spell with a +2 DC bonus. All other spells cast in the next 5 rounds suffer a -2 DC penalty.
DB23 (cost 2, lvl 6) - WIS times/day, you may sacrifice a spell to regain the first spell slot of its spell level -1.
DB24 (cost 1, lvl 3) - Once/day, gain the benefits of Silent Spell I for 2 turns. Requires Silent Spell.
DB25 (cost 1, lvl 3) - Once/day, gain the benefits of Still Spell I for 2 turns. Requires Still Spell.
DB26 (cost 3, lvl 8) - Once/day, you may summon a devil trading in wizard scrolls (level 1-6, random selection)
DB27 (cost 3, lvl 7) - Once/day, count as having Greater Spell Focus in all schools in which you have a Spell Focus, as well as in your specialty school, for 1 turn.
DB28 (cost 3, lvl 7) - INT times/day, count as having Greater Spell Penetration for 3 rounds. If you already have Spell Penetration, count as having Epic Spell Penetration instead.
DB29 (cost 1, lvl 3) - For 2 rounds, allies in a medium AoE gain +1 to saves vs spells for every 5 points by which your base Spellcraft exceeds theirs. Special move.
DB30 (cost 3, lvl 5) - When crafting scrolls, you require no spell crystal components.
DB31 (cost 3, lvl 5) - When crafting potions, make an INT check (DC 20). If you succeed, you craft an additional potion for free.
DB32 (cost 3, lvl 5) - When crafting wands, you may add an additional +2d6 charges.
DB33 (cost 4, lvl 8) - Once/day, you may slot a wizard spell scroll into an unenchanted item you are wearing. Whenever you rest, it gains a 1 use/day activated ability replicating the scroll's effect. Such an item cannot be shared, but can be destroyed (deliberately, if desired). You may have no more than 3 such items at a time.
DB34 (cost 3, lvl 8) - When you destroy an item with a slotted scroll, you recover the scroll. Only the item itself is destroyed. Requires DB33.
DB35 (cost 1, lvl 8) - When slotting a scroll into an item, you can use its powers immediately instead of resting to charge the item first. Requires DB33.
DB36 (cost 2, lvl 8) - Select one of your items with a slotted scroll. It can be activated 1 additional time/day. If you ever destroy this item, you may select a different one instead. Such a change takes effect after resting. Requires DB33.
DB37 (cost 2, lvl 8) - Items with a slotted scroll of level 1 or less can be used 1 additional time/day. Requires DB33.
DB38 (cost 2, lvl 8) - Items with a slotted scroll of level 3 or less can be used 1 additional time/day. Requires DB37.
DB39 (cost 1, lvl 3) - When using Spell Research, you gain a 10% reduction in research cost and a 20% reduction in research time.

Loreweaver
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Re: 'Epic' feats

Postby Loreweaver » Wed Mar 14, 2018 6:24 pm

Note that there is no detailed list for Civilians (they gain access to the General Feat list as normal, of course).

For Prestige Classes, Class Feat lists are still under construction. You may assume the following for now:
List 16 - E8 feats for Prestige Classes
Spoiler:
Advance PrC (cost 4, lvl 1) - You gain all the class feats granted to someone of your class level +1. Count as +1 level in your class. Can be taken more than once.
As an extra consideration, the E8 mechanism may also allow us to assign bonus feats at lower levels. This has three uses:
- A player can spend XP early on to buy a minor advantage without having to spend a precious general feat slot on it
- A player can tweak their characters by trading a small bonus for a small penalty
- A player can choose a minor disadvantage to gain bonus XP

For a rough idea of options which could be included, see:
List 17 - E1 feats
Spoiler:
Positives
Gain +1 to a skill (up to 4 times, can be the same skill)
Reduce Arcane Spell Failure by 5%
Gain 5% movement speed (can be taken 3 times)
Can respawn without help from a partymember
Reduced chance of attribute loss on respawning
Reduced chance of attribute loss on Revive
Add 5% to treasure value (can be taken twice)
Add 5% to XP gain rate until level 8 (can be taken twice)
Increase sell prices by 5% (does not increase the maximum price modifier)
Decrease buy prices by 5% (does not increase the maximum price modifier)

Trades
Gain +1 to a saving throw but -1 to another saving throw
Gain +2 to a saving throw but -1 to both others
Gain +2 to a skill but -2 to another skill (can take multiple, but only once per skill)
Gain +1 to an attribute but -1 to another attribute
Gain +1 damage on a physical damage type but -1 damage on another
Gain +1 spell Power/Duration/DC but -1 on another
Gain +1 main hand AB but -2 off-hand AB while dualwielding (or +2 offhand for -1 main)
Gain +1 melee AB but -1 ranged AB or vice versa
Gain Death Magic immunity. You can only be restored to life with Resurrection.

Negatives
Suffer -1 to an attribute
Suffer -1 to a saving throw
Suffer -2 to a skill
Suffer -10 lbs of carry weight
Suffer -1 to damage
Suffer -1 to AC
Suffer -1 to AB
Suffer -2 max HP per level
Suffer -1 to spell Power/Duration/DC
Suffer 5% Arcane Spell Failure (bard/sorcerer/wizard only)
Suffer 5% miss chance in combat
Suffer 5% movement speed reduction
Decrease sell prices by 5%
Increase buy prices by 5%
Remove 5% from treasure value
Remove 5% from XP gain rate until level 8
Skip the Bleeding state when at negative HP
Guaranteed attribute loss on Revive


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