'Epic' feats

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Obsidian Sea
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Re: 'Epic' feats

Postby Obsidian Sea » Thu Mar 24, 2016 5:38 pm

No ideas just yet, Kerstman, but obviously I would want there to be a tree that caters to each Sorcerer origin choice available on TER. I didn't want to work too hard to come up with the general idea, in case it wouldn't be helpful.

As for multiclass characters, I imagine each path would be tiered, so that once you selected, say, 'Perfect Hunter' instead of 'Tempest', you had four feats you could gain, but with certain level requirements put to them--

Feat 1 - requires Ranger level 1
Feat 2 - requires Ranger level 3
Feat 3 - requires Ranger level 6
Feat 4 - requires Ranger level 8

Meanwhile, the same progression would be true for the 'Wildheart' and 'Nature's Guardian' trees--

Feat 1 - requires Druid level 1
Feat 2 - requires Druid level 3
Feat 3 - requires Druid level 6
Feat 4 - requires Druid level 8

This way, your multiclass allows you to enjoy benefits from specialised paths for both of your classes, but wouldn't enable you to follow them to their final conclusion, and accomodates the top-heavy nature of a lot of multiclass character concepts: by which I mean, a 6/2 multiclass will continue to bring their level 6 class to the fore - and rightly so. If my maths is correct (it quite possibly is not), then this level-based tiering of each path will make it impossible for any combination of classes to have more than 4 E8, class-based feats. The except would be a 6/1/1 build, I believe, but ... is that going to happen? Is that allowed?

No idea how PrCs would fit into this system, although considering a PrC is already a specialisation, I see no reason that they wouldn't simply continue to accumulate the benefits provided on the wiki for the levels that aren't already available to them. This, however, would need to have a limitation similar to the multiclass hypothesis I am working with so that a Fighter 5/ Weapon Master 3 can still excel more as a Weapon Master than a Fighter 7/ Weapon Master 3.
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Xanthas
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Re: 'Epic' feats

Postby Xanthas » Thu Mar 24, 2016 6:00 pm

That seems like a pretty reasonable way to handle it to me, though I would agree that a more universal sort of advancement for skills (as well as general feats on the whole) should be available as well in some fashion or another. Perhaps the paths should be a bit open ended to a degree as well? In the sense that for example on the draconic path for a sorcerer feat 2 would be a selection of a few feats to choose from, such as a resistance to their origins breath weapon or perhaps the ability to use that breath to some far lesser degree, or something entirely different from that, the point being to help the characters be more diverse even in the same paths. That would help to keep some more variety among the various PC skills sets instead of consolidating them into two types of progression once they hit level 8.
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Kerstman
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Re: 'Epic' feats

Postby Kerstman » Thu Mar 24, 2016 6:18 pm

Obsidian Sea wrote:No idea how PrCs would fit into this system, although considering a PrC is already a specialisation, I see no reason that they wouldn't simply continue to accumulate the benefits provided on the wiki for the levels that aren't already available to them. This, however, would need to have a limitation similar to the multiclass hypothesis I am working with so that a Fighter 5/ Weapon Master 3 can still excel more as a Weapon Master than a Fighter 7/ Weapon Master 3.
PrC's are my main concern in an E8 system. I understand what you mean with what you are saying here about the Fighter / WM build. On the other side I feel that this should not necessarily apply to all builds of this type. An example is a Sorc or Wizard based Spirit Caller versus a Bard, Cleric or Druid Spirit Caller. The requirements between them seem a bit off to me since 4 SP's in Sense Motive are required, which is no class skill for Sorcs or Wizards. I think that these two classes can be a formidable base for an SC or at least are not necessarily less suited for this than a bard, priest or druid. I would be sad if a Sorc or Wizard based Spirit Caller would get less out of an E8 system while the other base classes would.

Having said this I shall post a few considerations about the above:
- I realize that I am ofcourse biased in this as I play such a character myself.
- Obviously one of the more optimal base classes can take the PrC levels later, just the same. To me it's about providing the possibility where it -may- first be taken.
- It has been said previously that the suggestions are best provided from a perspective of possibilities rather than restrictions. I agree with this and hence I would suggest to view the PrC levels in a similar way like a hard cap at level 12 would work. If you take your PrC level later, you shall get your E8 PrC abilities later. But it does not necessarily mean that you get less benefits after E8 than those characters who took the PrC level earlier. However, if you took your first PrC level consciously 'too late' then this may be the case. (Too late between quote marks, since if it is a conscious choice there is none of this.)
- I have not looked into all PrC's but the same may apply to other combinations of base and prestige classes.
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Re: 'Epic' feats

Postby Silver Snow » Thu Mar 24, 2016 7:48 pm

Unrelated to the PrC ideas, I still believe that putting everything into the context of feats is a good idea. So to further the ideas of new feats, can we have feats that incrementally simulate added caster levels? For instance, say I am a level 8 cleric and my first e8 feat is one that gives me a bonus "caster" level for the purpose of spell effects. So my Magic Vestment would now be +3 AC instead of +2, my healing would be just that bit more, my duration would be a little bit longer, ETC. I firmly believe that there should be a reasonable cap to these allowed, perhaps a max of 3 total or something, but I like the option to meaningfully progress casters aside from giving them just better DCs or more metamagic.
I do think that the way the server is currently balanced AB advances to melee characters in e8 feats should be pretty minimal, perhaps a single additional equivalent to weapon focus and nothing more, or ones that are very specialized.
Otherwise, I think e8 feats simulating partial bonuses that a new level would achieve is still a good idea. Whether it's half your HD of HP boost, or added "caster levels," or more access to save boosts. The idea is to provide something to sink XP into without the e8 characters getting dramatically stronger than others, but still getting some progressive benefit. In my mind three or so e8 feats should, put together, simulate an added level of a class. I do like that for those who multiclass, some feats would have requirements of a certain level in that multiclass, with the stronger levels of feats requiring more levels in the relevant class. There should also be universal e8 feats that have no real requirements.
On the topic of PrCs, I think that e8 feats should give them some love, more so than to other classes. Most can only be taken fairly late and can get only marginal benefits without an e8 system. How to do this, I'm not sure, and will leave that up to others!

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Re: 'Epic' feats

Postby Loreweaver » Thu Jul 07, 2016 11:40 am

Thanks again for your contributions so far. We've got a reasonable amount of feat ideas at this point which means that E8 can be considered a theoretically viable option and we can start thinking of the best way to shape such a system. I'll post a rough list below, but first I'd like to draw your attention to this thread through which I'd hope to get an idea of what you all expect from such content.

After we decide upon the best system, if we still want to proceed, we can get to work on organizing, balancing and properly naming/describing the feats. Many of them might still be worth adding whether we go with E8 or not since they work at lower levels too.
Already existing feats are not included in the list, but may be available anyway. For instance, level 3+ prestige class feats could easily be added as an E8 feat tree and a bunch of level 21+ feats can still work at level 8 (but we'll probably avoid Dev Crit, Hellball and Epic Dodge).
Spoiler:
In addition to the feats below, we're considering a number of rule changes which affect how the feats work:
- All spells can be assigned to all metamagic slots, even if it has no effect beyond using a higher level slot. This would be necessary to allow extra metamagic feats like Enervate Spell, but also lets PCs memorize the same spell more often if they choose to sacrifice slots for it.
- All spells which scale by Caster Level have a cap (10 or 15). This would make sure that the different bonuses to caster level don't go too far. It's important for the Enhance Spell feat as well.
- Rage and Bard Song might be given an on/off switch so they can be used more often for shorter periods of time. Similarly, we can allow Lay On Hands to heal HP in increments rather than all at once. Bard Song's up for a redesign in any case.
- The Harper Scout traditionally uses organizations (or deity worshippers) as favoured enemy rather than racial type. We could consider restoring that.
- The Bard's Countersong should probably counter Confusion as well as its current effects.
- Improved Unarmed Strike could add +1 unarmed blunt damage while using gloves so that it's actually useful. This could become d2 at level 4 and d3 at level 7, and is then modified by Energy Strike.
- Thrown weapons add only half (or none of) the STR modifier to their damage if they're used at long range (greater than 30'). Strong Arm would remove this restriction.
- Small Shields have no skill penalty. That way, they're a bit more useful. Optionally, the large shield penalty increases to -3 as well.
- The Trident, Club, Light Hammer, Kama, Quarterstaff, Morningstar, Warhammer and Heavy Crossbow all get some tweaks to bring their power more in line with other weapons of their proficiency group.
  • (ability) Adept – Use your character level instead of your class level when determining the strength of the chosen base class ability. For a prestige class ability, use your character level -4 instead.
  • (creature) Empathy – Choose Fey, Ooze or Shapechanger. Animal Handling can affect creatures of this type.
  • (elemental) Fists – Sacrifice a Stunning Fist use to deal +d6 damage of the chosen element on unarmed attacks for 5 rounds.
  • (elemental) Heart – Sacrifice a Stunning Fist use to gain a d6 damage shield of the chosen element for 5 rounds.
  • (racial type) Enmity – CHA times/day, add CHA to AB and damage vs (racial type) for 1 turn.
  • (type) Caster – Add +2 Caster Level to (save vs energy/alignment/poison/disease/fear) spells
  • (type) Magic – Add +3 DC to (save vs energy/alignment/poison/disease/fear) spells
  • Able (skill) – Gain +1 Concentration. It uses INT instead of CON.
  • Able (skill) – Gain +1 Heal. It uses INT instead of WIS.
  • Able (skill) – Gain +1 Parry. It uses INT instead of DEX.
  • Able (skill) – Gain +1 Perception. It uses INT instead of WIS.
  • Able (skill) – Gain +1 Set Trap. It uses INT instead of DEX.
  • Able (skill) – Gain +1 Use Magic Device. It uses INT instead of CHA.
  • Able Inquisitor – When making a Sense Motive check to detect evil, roll twice and take the best result.
  • Able Learner – Ignore the restriction on partial class skills. You can invest full ranks on levels where a skill is a class skill.
  • Adaptive Defense – When damaged, gain +1 AC for 2 rounds. Stacks with itself. Special Move (1 round).
  • Adaptive Preparation – Once/day, replenish a spell slot of each level. This only works if it was left blank while resting.
  • Additional Form – Gain (polymorph) as Wildshape option. (e.g. Swift horse form)
  • Adopted – Gain a racial feat of (racial type)?
  • Advanced Conjuration – Creatures you summon gain +1 AB and +3 Will.
  • Advanced Necromancy – Undead you summon gain +4 Turn Resistance and deal +2 Negative damage per hit.
  • Advanced Transmutation – Transmutation spells which grant a d4+1 ability bonus grant d4+3 instead.
  • Advantageous Positioning – Gain +2 to saves vs Spells while on higher ground, but suffer -2 DEX. Special Move, 2 rounds.
  • Agile (skill) – Gain +1 Bluff. It uses DEX instead of CHA.
  • Agile (skill) – Gain +1 Perform. It uses DEX instead of CHA.
  • Agile Blows – Use DEX instead of STR for melee damage (light weapons)
  • Anchor Soul – Sacrifice a Wildshape use to gain immunity to Death Magic for 2 turns
  • Anchor Vitality – Sacrifice a Wildshape use to gain immunity to Level Drain and Curses for 2 turns
  • 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.
  • Arcane Deflection – After casting an arcane spell, you gain +3 AC for 2 rounds.
  • Armor Expertise – The maximum DEX modifier on armours you wear is increased by 1. This stacks with Armour Mastery bonuses.
  • Armour Optimization – The armour skill penalty of armours you wear is reduced by 2.
  • Armour Specialist – Choose an armour type. Its armour skill penalty is reduced by 2, and you count as having +2 DEX for purposes of AC while wearing it.
  • Artful Dodger – Use INT instead of DEX for AC. Only works for light or no armour.
  • Balance Weapon Training – While using a weapon with a shaft (staff, spear, trident or halberd) or a double weapon, Expertise grants +1 AC and you gain +2 vs Knockdown.
  • Bane Magic: (race) – Choose a racial type. Against creatures of this type, your spells gain +1 DC and deal an additional +1 damage per damage die.
  • Barbarian Warcry – Sacrifice a Rage use to cause Fear
  • Bastion of Courage – Sacrifice a Smite use to grant allies Fear immunity for 1 turn
  • Beasthide – Sacrifice a Wildshape use to gain +3 Armour AC for 1 turn.
  • Beginner's Luck – Gain +5 to your first saving throw of the day, but -2 to all other saving throws.
  • Blood Caster – The next spell you cast is cast at +3 Caster Level, but you become Stunned for 3 rounds upon casting it.
  • Blood Magic – Add +4 DC to the next spell you cast, suffer -3 CON until rest. Useable until CON (6
  • Blood Rager – Use STR instead of CON to determine Rage duration.
  • Breadth of Experience – When making a Knowledge check, roll twice and take the best result.
  • Buckler Specialist – Gain proficiency with Small Shields. Small Shields grant +1 to saving throws.
  • Call Minion – Sacrifice a Turn Undead use to summon undead (or elementals, domain dependant)
  • Call of the Wild – Once/day, summon a swarm of animals equal to your Animal Handling score (or CHA if untrained). Your Animal Handling skill is halved until your next rest.
  • Call of the Wilds – Sacrifice a Wildshape use to treat your next Summon Creature spell cast within 2 rounds as one spell level higher for purposes of the creature summoned. This only affects creatures from the Animal and Plant lists.
  • Calming Prayer – Sacrifice a Turn Undead use to make an Animal Handling check using your Knowledge: Nature modifier instead. This only affects Animals and Beasts.
  • Calming Voice – Sacrifice a Bard Song use to make an Animal Handling check using your Perform modifier instead. This only affects Animals and Beasts.
  • Cantrip Precision – Cantrips which deal damage also deal ranged Sneak Attack damage where appropriate. This damage uses the same energy type as the spell's.
  • Caster's Hatred: (race) – Add +3 Caster Level if targetting (race)
  • Caster's Opposition – Add +3 Caster Level if targetting (opposed alignment) (none for TN)
  • Caster's Prejudice – Add +1 Caster Level if targetting (alignment group)
  • Caster's Training – Add +1 Caster Level to (school) spells
  • Certain and Quick – Gain +1 Will and +1 Reflex
  • Champion of Divinity – Deal +2 Divine melee damage vs Magical casters. Classes without Arcane magic only
  • Champion of Magic – Deal +2 Magical melee damage vs Divine casters. Classes without Divine magic only (monk counts as Divine)
  • Champion of Nature – While Polymorphed, deal +d6 damage vs Aberrations
  • Channel Dread – Sacrifice a Turn Undead use to cause Fear
  • Channel Endurance – Sacrifice a Turn Undead use to heal undead (or elementals, domain dependant) by 3 HP/level
  • Channel Harm – Sacrifice a Turn Undead use to gain +6 Concentration for 2 rounds. The next Inflict spell cast during this time gains +2 to hit and +2 damage per spell level.
  • Channel Healing – Sacrifice a Turn Undead use to cast the next Cure spell cast within 2 rounds with +2 HP per spell level. Hitpoints in excess of the maximum are applied as temporary HP lasting 15 turns.
  • Channel Vigour – Sacrifice a Turn Undead use to grant Regeneration 3 to allies for WIS rounds
  • Charismatic Recovery – Use CHA instead of WIS for Wholeness of Body.
  • Clarity of Mind – 3x/day for 15 turns, gain Charm and Confusion immunity.
  • Clarity of Purpose – 3x/day for 15 turns, gain Fear and Dominate immunity.
  • Cloak Dance – Gain 15% concealment in melee for 1 round if using an empty off-hand (and a cloak). Special move.
  • Combat Mobility – If you moved more than 20' in the last 2 rounds, gain +2 AB for 1 round. Special move, but stacks with similar abilities.
  • Combat Panache – Use CHA instead of STR for melee AB (Weapon Finesse weapons)
  • Commanding Prayer – Sacrifice a Turn Undead use to stabilize all bleeding allies and force a second Will save to disengage attackers.
  • Commanding Voice – Sacrifice a Bard Song use to stabilize all bleeding allies and force a second Will save to disengage attackers.
  • Convincing Spell – Sacrifice a Bard Song use to add +2 DC to your next spell cast within 2 rounds.
  • Cornered Animal – Instead of being Demoralized by an enemy, gain +2 AB for 1 round.
  • Courageous – Add either your STR or CHA to saving throws vs Fear
  • Cover to Cover – If you moved more than 20' in the last 2 rounds, gain +2 saves for 1 round. Special move, but stacks with similar abilities.
  • Critical Threat: (weapon) – Add +4 to the roll to confirm critical hits with the chosen weapon
  • Critical Touch: Melee – Melee Touch Attacks have a 3x crit modifier
  • Critical Touch: Ranged – Ranged Touch Attacks have a 3x crit modifier
  • Cunning Combattant – Use WIS instead of INT for Disarm, Expertise, Greater Whirlwind Attack, Improved Defense, Improved Disarm, Improved Expertise, Improved Knockdown, Improved Parry, Whirlwind Attack prerequisites. (may be hard to integrate with level-up system)
  • Cunning Defense – Choose either Fortitude or Will. This becomes a primary saving throw for you. Rogue only.
  • Cunning Disarm – Use INT instead of DEX for Disarm checks.
  • Cunning Tracker – When making a Survival check to track, roll twice and take the best result.
  • Curse of Death – Sacrifice a spell slot of level 1-4. If the target creature dies in the next (2x spell level) rounds, it cannot be brought back with a Revive spell.
  • Curse of Shadows – The next Maximized spell you cast is not Maximized. Instead, affected humanoids who die in the next 3 rounds are brought back as Shadows. They act as though Confused for 1 turn before disappearing.
  • Dawn Caster – Add +1 Caster Level to all spells cast at dawn
  • Dawn Magic – Add +2 DC to all spells cast at dawn
  • Death Frenzy – Combat mode: When killing a creature in melee, add +d4 to weapon damage for 5 rounds. This damage stacks.
  • Debilitating Smite – Gain an alternative use of Smite which grants no bonus to AB or damage. If it hits, the target suffers -10 AB and -4 to saves for 2 rounds (Will negates).
  • Debilitating Strike – Gain an alternative use of Stunning Fist. If it hits, the target suffers -10 AB and -4 to saves for 2 rounds (Fort negates).
  • Defensive (combat ability) Training – Gain +2 to resist (combat ability)
  • Defensive Weapon Training: (type) – 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.
  • Delay Potion – 1x/day, consume a scroll or potion without gaining its benefits. As an instant action taken before your next rest, gain its benefits.
  • Delay Spell – Once/day, the next spell you cast has no effect. The next time you're damaged in combat, unleash the spell with your attacker as its target.
  • Devoted Study – Spell Research is cheaper/faster
  • Dexterous Rage – Your Rage bonus to STR is instead applied to DEX.
  • Dilute Magic – Sacrifice a spell slot of level 1-4. You instantly replenish (2x spell level) cantrips.
  • Dislodging Strike – Gain an alternative use of Stunning Fist. If it hits, the target must save vs Reflex or lose their Armour and Shield AC for 1d4 rounds.
  • 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.
  • Double Sting – If you hit a creature with two piercing weapons in the same round, the creature rolls Reflex DC 14 vs -2 AB for 2 rounds. Special Move.
  • Double Weapon Rend – If you hit a creature twice in one round using a double weapon, deal an additional d8 + 1,5 x STR damage. Special Move..
  • Dusk Caster – Add +1 Caster Level to all spells cast at dusk
  • Dusk Magic – Add +2 DC to all spells cast at dusk
  • Ear for Music – Whenever you are affected by Bard Song, treat the effects as one category stronger (+1, +5% etc.).
  • Echoing Spell – The next Maximized spell you cast is not Maximized. Instead, it is cast as normal but after 15 turns you may cast it again. Can only be used for a single spell per day. The spell is restored in the Maximized slot and will continue to replenish after each use.
  • Elemental Disdain – Sacrifice a Rage use to gain DR 15/- vs the chosen element for 3 turns
  • Elemental Essence – While Polymorphed, gain a d4 damage shield (fire, cold or electrical)
  • Elemental Force – 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 for 1 round. Special Move.
  • Empower Potion – 2x/day when activating a single-use item, its effect is Empowered.
  • Empower Turning – You can turn an additional 2 HD of creatures when using Turn Undead. Can be taken more than once.
  • Enchant Gem – Similar to Scribe Scroll, but does not require spell crystals (gem value decides) and can be activated by all. No Personal or Touch spells?
  • Endurance – Ignore armour penalties when resting
  • Enduring Assault – When you use Stunning Fist on a creature with spellcasting abilities you regain that use after 3 rounds regardless of the saving throw. The Stunning Fist use is still lost on a missed attack.
  • Enduring Rage – If you slay 3 or more creatures while Enraged, you regain that use of your Rage ability.
  • Enduring Spell – Select a specific cantrip. It replenishes immediately upon being cast as long as you have (thematic level 3-4 spell) memorized. Does not work with High Mage conversions of the cantrip.
  • Energize Spell – The next Empowered spell you cast is Empowered versus undead targets but only deals half of its regular damage versus living targets
  • Energy Conversion – Choose Acid, Cold, Electrical or Fire. Spells with this element deal half their damage as Negative damage (Mordent, Uttercold, Blackcharge or Hellfire damage)
  • Energy Conversion – Choose Acid, Cold, Electrical or Negative. Spells with this element deal half their damage as Fire damage (Vesicant, Rimefire, Embershock or Hellfire damage)
  • Energy Conversion – Choose Acid, Cold, Fire or Negative. Spells with this element deal half their damage as Electrical damage (Galvanic, Flashfrost, Embershock or Blackcharge damage)
  • Energy Conversion – Choose Acid, Electrical, Fire or Negative. Spells with this element deal half their damage as Cold damage (Frostbite, Flashfrost, Rimefire or Uttercold damage)
  • Energy Conversion – Choose Cold, Electrical, Fire or Negative. Spells with this element deal half their damage as Acid damage (Frostbite, Galvanic, Vesicant or Mordent damage)
  • Energy Strike: (type) – Choose a damage type (elemental, sonic, negative, divine). Your Improved Unarmed Strike bonus damage uses this type.
  • Energy Substitution – CON times/day, the next spell you cast deals half its energy damage as Divine (or Magical, for Arcane casters) damage.
  • Enervate Spell – The next Empowered spell you cast is Empowered versus living targets but only deals half of its regular damage versus undead targets
  • Enhance Spell – Add +5 maximum caster level to (specific spell)
  • Eternal Acolyte – Ignore the restriction on divine class dominance. Your levels in your divine class may be less than half your total character level.
  • Exalted Companion – Apply the Celestial or Fiendish template to your animal companion.
  • Experienced Rager – Use WIS instead of CON for Rage duration.
  • Expert Handler – Choose Animal, Beast, Magical Beast or Vermin. You add +6 to Animal Handling checks involving this type.
  • Extend Potion – 3x/day when activating a single-use item, its effect is Extended.
  • Extended Weapon Focus (category) – 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.
  • Extended Weapon Specialization: (category) – Choose Small(er), Medium, Large or Ranged. You gain +2 damage when using weapons of this category unless you already have Weapon Specialization for that weapon or lack the weapon proficiency. Requires Weapon Specialization in a weapon of the chosen category.
  • Extra Favoured Enemy – Choose an additional Favoured Enemy. Your bonus against creatures of this type is +2, regardless of Ranger level.
  • Extra Magic – Gain bonus spell slots. Can be taken up to 3 times. (Primary caster: +0 and 1, +2 and 3, +4) (Bard: +1, +2, +0 and 3) (Ranger/Paladin: +1, +2, +1 and 2)
  • Extra Rage – Use Rage 3 more times/day
  • Extra Request – Gain a bonus spell slot which can be filled with any divine spell (level 5 slot for druid/priest, level 3 for paladin/ranger). At the end of your rest, make a WIS check (DC 10 + spell level). If you succeed, the spell is memorized as normal.
  • Extra Spell – Choose a specific spell you do not know but which is on your spell list (bard, sorcerer). Add it to your Known spells.
  • Extra Training I – 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.
  • Extra Training II – 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.
  • Extra Training III – 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.
  • Extra Wild Shape – Use Wildshape 3 more times/day
  • Familiar Bond – Familiar bonus is increased (to +5 skill and +2 save?)
  • Fangs of Hatred – When using Power Attack against a Favoured Enemy, add +2 to the total damage. For Improved Power Attack, add +4 instead.
  • Fast Recovery – When resting, you heal an additional CON HP/level
  • Fated – Gain Death Magic immunity. Can only be restored to life with Resurrection.
  • Favoured Form – WIS times/day, you can assume the chosen Wildshape type without consuming a use of the ability.
  • Favoured Spell – Select a specific spell. You can spontaneously convert other spells of the same level into it.
  • Favoured Terrain – Gain +2 AC in (area type) – Natural Interior, Artificial Interior, Natural Exterior, Artificial Exterior ?
  • Fight Smarter – Use INT instead of STR for melee AB (Weapon Finesse weapons)
  • First Responder – Creatures you stabilize with a Heal kit also regain HP equal to half your Heal modifier.
  • Flashy Display – Use CHA instead of WIS for Armour of Silks.
  • Fleetness – Gain 10% speed in light or medium armour, or 20% when unarmoured.
  • Flesh and Bone – Gain +3 to saves vs Petrification
  • Focussed Charge – 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. Special move, but stacks with similar abilities.
  • Force of Personality – Use CHA instead of WIS for Will saves.
  • Forceful (skill) – Gain +1 Escape Artist. It uses STR instead of DEX.
  • Forceful (skill) – Gain +1 Intimidate. It uses STR instead of CHA.
  • Forceful Channelling – Use CON instead of CHA for Turn Undead uses/rolls.
  • Forceful Maximization – The next spell you cast is Maximized even if it wasn't prepared as such. You suffer -3 STR for the rest of the day (does not work below STR 6).
  • Forceful Spell – The next Empowered spell you cast is not Empowered. Instead, affected creatures must save vs Knockdown.
  • Forceful Stunning – Use STR instead of WIS for Stunning Fist DC.
  • Forge Connection – WIS times/day, hear touched creature's Talk/Whisper/Party messages regardless of distance. If they pass WIS, they can also hear you. The effects last for 60 turns.
  • Fortify Weakness – Add +1 to all saving throws. This cannot raise your base saving throws over 5.
  • Frugal Crafter – Item Crafting is 10% cheaper
  • Full of Life – Gain +3 to saves vs Death
  • Glacial Summoner – Living creatures you summon gain 100% Fire vulnerability, 100% Cold immunity and deal +d6 Cold damage per hit.
  • Graceful Grace – Use DEX instead of CHA for Divine Grace.
  • Graceful Kick – Use DEX instead of STR for Circle Kick damage.
  • Grave Bond – Select a gravesite. While you are in the same area, all your spells are Maximized. You can select a different gravestone once/week.
  • Great (attribute) – Gain +1 to the chosen attribute. This feat can be taken up to 2 times per attribute. Choosing this feat disallows Monstrous (attribute) feats.
  • Great Bellow – Sacrifice a Rage use to Deafen nearby enemies (Fort negates) and gain +8 Perception for 1 turn
  • Greater (combat ability) Defense – Gain +4 to resist (combat ability). Fighter only.
  • Greater (racial feat) – Gain improved (racial feat) version
  • Greater (save) – Choose a saving throw type. When you roll to save, roll twice and use the best result. When you fail a saving throw, this feat stops working for the rest of the day.
  • Greater Appraisal – You can use Appraise instead of Knowledge to identify items. This increases the DC by 4.
  • Greater Song – Your Bard Song radius increases by 50%.
  • Greater Spell Training – Choose a level 6 spell. It can be cast once/day upon a successful Concentration check. Requires level 5 spells.
  • Greater Teleportation – Once/day, create a one-way portal to the last Arcane Mark you placed. It disappears after 1 turn. This ability fails if the mark was removed or if it was placed in a hazardous area.
  • Greater Toughness – Gain +10 Max HP. Can be taken 3 times.
  • Greater Turning – Spend an extra Turn Undead use to add 3 to the maximum level you can affect and 3 to the HD of undead you turn.
  • Grenadier – Add +2 to the DC of grenades.
  • Guiding Magic – When you successfully penetrate a creature's Spell Resistance, that resistance is lowered by 3 for 1 round.
  • Hammer and Anvil – If you hit a creature with two bludgeoning weapons in the same round, the creature rolls Will DC 14 vs -2 AC for 2 rounds. Special Move.
  • Hammer and Nail – If you hit a creature with a bludgeoning and piercing weapon in the same round, the creature rolls Fortitude DC 14 vs -2 saves for 2 rounds. Special Move.
  • Hands of Faith – You may use Lay On Hands on other creatures sharing your religion without consuming a use of the ability. Each creature can only be affected in this manner once per 24 hours.
  • Hands of Virtue – Lay On Hands and Remove Disease use the same feat pool. It has 3 uses/day
  • Hardy (skill) – Gain +1 Balance. It uses CON instead of DEX.
  • Hatred – Gain +1 AB and damage vs (opposed alignment). This has no effect for TN characters.
  • Heavy Armour Mastery – Ignore the maximum DEX modifier on heavy armour up to a total AC of 9
  • Heavy Weapon Training – Gain +4 to Knockdown checks when wielding a Maul, Dire Mace, Heavy Flail or Warhammer.
  • Heighten Song – Count as 2 levels higher for purposes of bard song effects. Can be taken twice.
  • Heighten Spell – Sacrifice a spell slot of level 1-4. The next spell of that level which you cast is cast at +1 spell level.
  • Here and There – When hitting with an unarmed attack, gain +2 Dodge AC for 1 round. Effects stack. Special Move.
  • Hook Weapon Training – Gain +2 to Knockdown checks when wielding a Kama, Sickle, Light Pick, Heavy Pick, Halberd or Scythe. In addition, you may use DEX instead of STR for offensive Knockdown checks with these weapons.
  • Hunter's Pace – While Polymorphed, gain +4 Balance and +15% movement speed
  • Hunter's Patience – Use CON instead of WIS for Hunter's Readiness.
  • Hunter's Preparation – Use INT instead of WIS for Hunter's Readiness.
  • Hunter's Tenacity – Use CHA instead of WIS for Hunter's Readiness.
  • Illusory Spell – The next Still spell you cast which has a Fortitude or Reflex save is not Stilled. Instead, it uses Will as its saving throw but saves are made at -2 DC.
  • Improved (save) – Choose a saving throw type. Add +1 to it. Can be taken up to 6 times.
  • Improved Arcane Defense – Choose a spell school. Add +2 to saves vs its spells. Possibly includes secondary effects for schools with few save-based spells.
  • Improved Domain – Improved Domain: Gain activated domain ability, or the higher level domain spell
  • Improved Familiar – Familiar gains combat abilities (and a new appearance perhaps)
  • Improved Favoured Enemy – You may add your WIS modifier to AB versus Favoured Enemies. This cannot exceed your damage bonus against creatures of that type.
  • Improved Schooling – Choose a spell school if you haven't one. INT times/day, the next spell you cast is Extended if it belongs to that school.
  • Improved Smiting – Smite deals +d6 divine damage
  • Inexorable Advance – Sacrifice a Rage use to gain immunity to Speed Decreases, Entangle and Knockdown effects for 2 turns
  • Instinct of the Wilds – Sacrifice a Wildshape use to gain HD/2 to saves for 1 turn
  • Instinctive Warrior – Use WIS instead of STR for melee AB (unarmed strike/natural attacks/monk weapons)
  • Intimate (skill) – Gain +1 Ride. It uses CHA instead of DEX.
  • Intimate (skill) – Gain +1 Sense Motive. It uses CHA instead of WIS.
  • Intimate (skill) – Gain +1 Sleight of Hand. It uses CHA instead of DEX.
  • Intimidating Rage – When entering Rage, Demoralize enemies for 2 rounds.
  • Iron Constitution – 3x/day for 15 turns, gain Poison and Daze immunity.
  • Iron Skin – Add +1 to Barbarian DR. This is not doubled while raging.
  • Judgement upon (creature) – Sacrifice a Smite use to add +2d4 magic damage vs dragons, outsiders or undead for 5 turns.
  • Knight's Vigil – If you rest while holding a weapon in your main hand, it gains a +1 Enhancement Bonus until sheathed.
  • Lay On (element) Ward – Gain an alternative use of Lay On Hands which does not heal but grants DR 15/- vs the chosen element for 5 turns.
  • Lay On Grace – Gain an alternative use of Lay On Hands which does not heal but grants your Divine Grace bonus for the remainder of the day. You regain the bonus upon resting.
  • Lay On Protection – Gain an alternative use of Lay On Hands which does not heal but grants DR 5/- for 1 turn.
  • Learned Monk – Use INT instead of WIS for Armour of Silks.
  • Light Armour Mastery – Ignore the maximum DEX modifier on light armour up to a total AC of 10
  • Light Footed – Gain +2 to saves vs Slowing spells and abilities (including Entangle, Grease, Web, Slow) and take only half the movement speed reduction.
  • Light in Darkness – Sacrifice a Smite use to grant allies Blind Fight for 1 turn
  • Limber in Fury – While enraged, gain +2 Dodge AC and +30% movement speed
  • Lingering Spell – Sacrifice a Bard Song use to cast your next spell cast within 2 rounds as Extended
  • Lockspringer – 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. Rogue only.
  • Long-term Care – Gain +4 Heal to remove the lingering effects of Poison and Disease.
  • Lord of the Hill – Gain +2 melee damage on higher ground. Special Move.
  • Lunge Forth – While using a small shield, trade -1 AC for +1 AB this round. Counts as a special move.
  • Magical Aptitude – Sacrifice a spell slot of level 1-4. Gain (2x spell level) as bonus to skills for 3 rounds.
  • Magical Blow – Sacrifice a spell slot of level 1-4. Gain a melee damage bonus equal to the spell level for 5 rounds. If the sacrificed spell dealt elemental damage, this damage is elemental.
  • Magical Fortitude – Sacrifice a spell slot of level 1-4. Gain (3x spell level) as temporary HP lasting 5 turns.
  • Magical Hatred: (race) – Add +3 DC if targetting (race)
  • Magical Immunity: (spell) – Gain (spell) immunity. Requires Arcane Defense in the school and CON equal to the spell level.
  • Magical Might – When casting a damage spell, each target suffers an additional point of damage.
  • Magical Opposition – Add +3 DC if targetting (opposed alignment)
  • Magical Strike – Sacrifice a spell slot of level 1-4. Gain AB equal to the spell level for 5 rounds.
  • Martyr – Once/day when dropped to 0 HP or less, heal all allies in 60' for a total of your max HP/2, divided evenly.
  • Meditation – Sacrifice a Stunning Fist use to heal 2 + WIS HP per 2 levels.
  • Medium Armour Mastery – Ignore the maximum DEX modifier on medium armour up to a total AC of 9
  • Melee Precision – All melee weapons count as light for purposes of Sneak Attack damage.
  • Melee Specialist – Gain a permanent +1 AB and AC vs melee but -2 AB and AC vs ranged
  • Mental Compartments – When you fail a Will save vs a Mind-Affecting or Fear effect, you lose d3 points of Wisdom until your next rest instead of suffering the normal effects. If your WIS is already negative, you also take d6 damage per point (up to 4d6 at WIS 3). If your Wisdom score is 3, you are no longer protected but still take the additional damage.
  • Merchant's Friend – Gain a 10% discount on item purchases.
  • Metamagic Wand – Choose a metamagic feat you know. When activating a charge-based item, apply the chosen metamagic at the cost of +1 charge per level increase.
  • Midnight Caster – Add +1 Caster Level to all spells cast at midnight
  • Midnight Magic – Add +2 DC to all spells cast at midnight
  • Mighty Blow – Power Attack deals +1 damage per AB penalty when using double-handed or double weapons.
  • Mighty in Rage – While enraged, gain +2 STR and CON but -2 AC
  • Mighty Spell – Sacrifice a Bard Song use to cast your next spell cast within 2 rounds at +2 caster level
  • Mighty Turning – Count as 2 levels higher for purposes of the strongest creature affected by your Turn Undead ability. Can be taken more than once.
  • Mind over Body – Use INT instead of CON for starting HP, and gain +1 HP/level when choosing a metamagic feat.
  • 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.
  • Mistwalker – Combat mode: Gain 20% concealment but take 2 damage per round. Cannot drop below 1 HP from this damage, but the effect ends.
  • Monastic Courage – Sacrifice a Stunning Fist use to gain Fear Immunity for 5 rounds.
  • Monastic Endurance – Sacrifice a Stunning Fist use to gain Negative Energy Resistance for 5 rounds.
  • Monastic Grace – Sacrifice a Stunning Fist use to gain Spring Attack for 2 turns.
  • Monastic Weapon: (type) – The chosen Monk weapon can be used with Flurry of Blows. This does not apply to projectile launchers.
  • Monkey Grip – Off-hand weapons always count as light weapons for purposes of dual-wield penalties.
  • Monkey Style – Sacrifice a Stunning Fist use to gain +3 Deflection AC and Knockdown immunity for 5 rounds.
  • Monstrous (attribute) – 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.
  • Moonlight Caster – Add +1 Caster Level to all spells cast outside at night
  • Moonlight Magic – Add +2 DC to all spells cast outside at night
  • Mounted Casting – While mounted, gain +6 Concentration
  • Moving Target – If you moved more than 20' in the last 2 rounds, gain +2 AC for 1 round. Special move, but stacks with similar abilities.
  • Mutation – Gain Sneak Attack immunity. While alive, your HP can only be recovered through resting.
  • Mutilator – While carrying a PC body in your inventory, you may mutilate it. If you do, it can only be restored to life with a Resurrection spell.
  • Natural Communication – Use either WIS or CHA instead of INT to determine language slots.
  • Nature's Grace – While Polymorphed, gain +2 DEX
  • Nature's Might – While Polymorphed, gain +2 STR
  • Nature's Vigour – While Polymorphed, gain +2 CON
  • Night Fighter – Gain +4 AB, +d6 damage on melee attacks while Blinded or in Darkness (unless using Ultravision)
  • Nimble Disarming – Gain +3 to Disarm checks for each size category by which your weapon is smaller. This does not replace the normal -4 penalty entirely, but can be taken twice.
  • Noon Caster – Add +1 Caster Level to all spells cast at noon
  • Noon Magic – Add +2 DC to all spells cast at noon
  • North Wind Fury – While enraged, gain Cold immunity and Fire vulnerability (or vice versa, choose one)
  • Nourish Spell – Sacrifice a Wildshape use to cast your next spell cast within 2 rounds at +2 caster level
  • Offensive (combat ability) Training – Gain +2 on checks for (combat ability) (Knockdown, Disarm, Called Shot etc.)
  • Pack Mule – Add an additional 150 lbs to your Heavily Encumbered carrying capacity. Can be taken up to 3 times.
  • Photosynthesis – Gain Regeneration (1) while in sunlight. CON 19+. Hair turns green?
  • Pin and Gut – If you hit a creature with a slashing and piercing weapon in the same round, the creature rolls Will DC 14 vs -2 Damage for 2 rounds. Special Move.
  • Poisoner – Add +2 to the DC of weapon poisons.
  • Power Transfer – When activating a charge-based item containing a spell on your class' spell list, you may expend a spell slot of equal level instead of a charge.
  • Practical Trigonometry – Use INT instead of DEX for ranged AB (as Zen Archery).
  • Practiced Spellcaster – Count as 3 levels higher in the chosen class for purposes of caster level. This cannot raise your caster level beyond your character level.
  • Precise Stunning – Use DEX instead of WIS for Stunning Fist DC.
  • Precision Attack – Use DEX instead of STR for Called Shot checks.
  • Precision Pitcher – Your grenades deal twice the normal impact and splash damage, except to allies.
  • Predator's Gaze – While Polymorphed, gain +4 Perception and See Invisibility but -3 to saves
  • Prejudiced Magic – Add +1 DC if targetting (alignment group)
  • Prodigy – Gain +1 to the chosen attribute. This feat can be taken once.
  • Purge Undead – Spend an extra Turn Undead use to force undead (only) who flee to make a Will save vs destruction.
  • Quick and Tough – Gain +1 Reflex and +1 Fortitude
  • Racial Type: (type) – Count as (racial type) for purposes of spells and effects (sorcerer and monk).
  • Raging Confidence – Use CHA instead of CON for Rage duration.
  • Rain Caster – Add +1 Caster Level to all spells cast outside in rainy weather
  • Rain Magic – Add +2 DC to all spells cast outside in rainy weather
  • Rallying Inspiration – Inspire Courage song also allows a save vs Fear to remove existing fear conditions from allies
  • Ranged Precision – Ranged weapons deal an additional d6 Sneak Attack damage.
  • Ranged Specialist – Gain a permanent +1 AB and AC vs ranged but -2 AB and AC vs melee
  • Rapid Parry – You can take -2 AB on all attacks to gain +1 attack per round while in Parry mode. This counts as a Special Move.
  • Rebuke Animal – Sacrifice a Wildshape use to Turn Animals and Beasts similar to the Paladin's Turn Undead ability.
  • Rebuke Elemental – Sacrifice a Stunning Fist use to Turn Elementals similar to the Paladin's Turn Undead ability.
  • Rebuke Fey – Sacrifice a Wildshape use to Turn Fey similar to the Paladin's Turn Undead ability.
  • Rebuke Outsider – Sacrifice a Stunning Fist use to Turn Evil Outsiders similar to the Paladin's Turn Undead ability.
  • Rebuke Shapechanger – Sacrifice a Wildshape use to Turn Shapechangers similar to the Paladin's Turn Undead ability.
  • Rebuke Undead – Sacrifice a Stunning Fist use to Turn Undead as the Paladin ability.
  • Recruiter – Add +1 to the number of henchmen you can recruit. Can be taken up to 3 times.
  • Rending Claws – If you hit a creature with two slashing weapons in the same round, the creature rolls Fortitude DC 14 vs Wounding (1). Special Move.
  • Resiliance of the Wilds – Sacrifice a Rage use to gain immunity to Poison, Disease and Blindness effects for 5 turns
  • Ricochet – Thrown weapons may bounce (similar to Circle Kick). Special move.
  • Sacred Scrolls – Use INT instead of CHA for Domain power durations.
  • Safety First – You reduce the chance of ambushes by 50% whenever your party rests. Does not stack with others who have this feat.
  • Sapping Spell – The next Empowered spell you cast which affects a single creature is not Empowered. Instead, if the target is affected by the spell its own spells are cast at -4 DC for 2 rounds.
  • Savage Determination – Sacrifice a Rage use to gain a bonus to saves equal to HD/2 for 2 turns
  • Savage Knockdown – While enraged, gain Improved Knockdown (requires Knockdown)
  • Scroll Mastery – When activating a single-use item containing a spell on your class' spell list, you may use your class level as its caster level.
  • Scroll Specialization – When activating a single-use item, add +2 to the DC.
  • Second Fist – Gain an alternative use of Stunning Fist. If it hits, a stunned target must save vs Will or become Paralyzed for 1d4+1 rounds
  • Second Hide – Medium Armour is treated as Light Armour for purposes of Ranger abilities.
  • Second Wind – Once/day heal 1 HP per 4 max HP immediately. Cannot be used if HP are negative. Does not heal beyond 40% max HP.
  • Selective Spell – The next Still spell you cast which affects multiple creatures is not Stilled. Instead, make a Concentration check. If you succeed, a single Friendly creature in the area of effect is immune to your spell.
  • Sentinel – Gain Sleep immunity. When resting, always count as having top quality food.
  • Serpent Style – Sacrifice a Stunning Fist use to inflict a d2 STR poison with unarmed attacks for 1 turn.
  • Shared Rage – Once/day when entering Rage, allies gain +4 STR and CON but -4 AC.
  • Shared Spell – Harmless level 1-2 spells you cast on yourself also affect your animal companion. Only applies to Ranger and Druid spell lists.
  • Shared Spell – Harmless level 1-2 spells you cast on yourself also affect your familiar. Only applies to Wizard and Sorcerer spell lists.
  • Shatter – Attacks deal d4 Sonic damage vs constructs and 2d4 vs lifeless objecs. Special Move.
  • Shield Mastery – Gain 10% concealment vs ranged attacks while wielding a shield.
  • Shield Specialization – Gain DR 1/- while wielding a shield.
  • Shield Ward – You may add your Shield AC to your AC against Touch attacks.
  • Shielded Casting – While using a Large or Tower Shield, gain +6 Concentration.
  • Shrewd Negotiator – When making an Appraise check to influence prices, roll twice and take the best result.
  • Silverblood – 3x/day for 15 turns, gain Disease immunity and a 1d8 divine damage shield vs Shapechangers.
  • Situational Awareness – Use INT instead of DEX for Reflex saves.
  • Skill Diversity – Your effective ranks in the chosen skill are doubled to a maximum of 3 + your character level.
  • Skill Morph – Sacrifice a Wildshape use to gain +4 to Druid class skills for 1 turn
  • Skill Pair – Gain +2 (skill) and +2 (other skill)
  • Skill Training: (attribute) – Gain +1 to all skills governed by (attribute). This does not grant access to untrained skills.
  • Skillful Fortitude – Gain +1 Fortitude and +2 Concentration
  • Skillful Fortitude – Gain +1 Fortitude and +2 Heal
  • Skillful Fortitude – Gain +1 Fortitude and +2 Intimidate
  • Skillful Fortitude – Gain +1 Fortitude and +2 Perception
  • Skillful Fortitude – Gain +1 Fortitude and +2 Ride
  • Skillful Fortitude – Gain +1 Fortitude and +2 Set Trap
  • Skillful Fortitude – Gain +1 Fortitude and +2 Stealth
  • Skillful Fortitude – Gain +1 Fortitude and +2 Survival
  • Skillful Reflexes – Gain +1 Reflex and +2 Balance
  • Skillful Reflexes – Gain +1 Reflex and +2 Bluff
  • Skillful Reflexes – Gain +1 Reflex and +2 Disable Device
  • Skillful Reflexes – Gain +1 Reflex and +2 Escape Artist
  • Skillful Reflexes – Gain +1 Reflex and +2 Parry
  • Skillful Reflexes – Gain +1 Reflex and +2 Perform
  • Skillful Reflexes – Gain +1 Reflex and +2 Search
  • Skillful Reflexes – Gain +1 Reflex and +2 Sleight of Hand
  • Skillful Will – Gain +1 Will and +2 Animal Handling
  • Skillful Will – Gain +1 Will and +2 Appraise
  • Skillful Will – Gain +1 Will and +2 Diplomacy
  • Skillful Will – Gain +1 Will and +2 Knowledge (any)
  • Skillful Will – Gain +1 Will and +2 Sense Motive
  • Skillful Will – Gain +1 Will and +2 Spellcraft
  • Skillful Will – Gain +1 Will and +2 Use Magic Device
  • Skirmisher – 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.
  • Sky Caster – Add +1 Caster Level to all spells cast outside in clear weather
  • Sky Magic – Add +2 DC to all spells cast outside in clear weather
  • Slash and Bash – If you hit a creature with a bludgeoning and slashing weapon in the same round, the creature rolls Reflex DC 14 vs 20% spell failure for 2 rounds. Special Move.
  • Slay Fey – Lay On Hands deals damage to Fey and Shapechangers as though they are Undead.
  • Slay Horror – Lay On Hands deals damage to Aberrations and Oozes as though they are Undead.
  • Slay Invader – Lay On Hands deals damage to Elementals and Evil Outsiders as though they are Undead.
  • Slithering Spell – Sacrifice a Wildshape use to add +2 DC to your next spell cast within 2 rounds.
  • Smite Chaos – Gain a Smite Chaos ability. This shares its daily uses with Smite Evil.
  • Song of Divinity – Learn a song which Maximizes cure and inflict spells upon listeners.
  • Song of Fury – While enraged, Power Attack deals Sonic damage
  • Song of Night – Learn a song which grants Blind Fight
  • Song of Serpents – Learn a song which grants Evasion and a Reflex bonus
  • Song of Terror – Learn a song which causes Fear (inferior to spell)
  • Song of the Grave – Sacrifice a Bard Song use to summon undead (inferior to spell)
  • Song of Unity – Learn a song which makes allies count as knowing the Group Feats you know.
  • Spell Conversion: (type) – WIS times/day, the next spell you cast is converted to a Summon Creature (or Vigour, or Dispel) spell of the same level.
  • Spell Mastery – Add +2 Caster Level and +2 DC to (specific spell)
  • Spell Morph – When casting a damage spell with a saving throw, you may reduce the DC by 1 to add +1 damage per damage die, up to a maximum of +5. Only creatures who fail their saving throw suffer this additional damage. Combat mode.
  • Spell Specialization – Select a specific spell. It is always cast as though Extended without preparation or increased level.
  • Spell Training – Choose a level 3 spell. It can be cast once/day upon a successful Concentration check. Requires level 2 spells. Can be taken 3 times. Paladin or Ranger only.
  • Spell Training – Choose a level 4 spell. It can be cast once/day upon a successful Concentration check. Requires level 3 spells. Can be taken 3 times. Bard Only.
  • Spell Training – Choose a level 5 spell. It can be cast once/day upon a successful Concentration check. Requires level 4 spells. Can be taken 3 times.
  • Spellstaff Warrior – When using a magic staff in melee, it deals +1 magic damage per 10 remaining charges. (maybe activates on hit sometimes)
  • Spirit Animal – Familiar becomes incorporeal
  • Spirit Warrior – Gain +2 AB, damage and saves vs incorporeal creatures. Special Move.
  • Spiritual Clarity – Sacrifice a Rage use to gain immunity to Confusion, Fear and Domination effects for 2 turns
  • Spontaneous Metamagic: (type) – The next spell you cast uses (chosen metamagic) even if it wasn't prepared as such. Can be used 1-3 times/day depending on the chosen metamagic's level increase (3-1).
  • Stalker's Patience – While Polymorphed, gain +4 Stealth and Search
  • Stare Down – Sacrifice a Rage use to make an Animal Handling check using your Intimidate modifier instead. This only affects Animals and Beasts.
  • Strengthen Spell – The next Still spell you cast which deals damage is not Stilled. Instead, it deals +1 damage per damage die, or +2 damage per spell level.
  • Strengthen Summons – Living creatures you summon gain an additional 5 HP per spell level. Once lost, these hitpoints cannot be restored through healing.
  • Strong Arm – You can add your full STR modifier to Thrown weapons even if the distance is greater than 30'.
  • Stunning Blow – Can use Stunning Fist through Flurry of Blows-compatible melee weapons.
  • Sunlight Caster – Add +1 Caster Level to all spells cast outside in daytime
  • Sunlight Magic – Add +2 DC to all spells cast outside in daytime
  • Sustained Assault – Gain +1 AB for 1 round when hitting with (weapon type). Stacks with itself. Special move
  • Swift Might – You can activate Divine Might as immediate action
  • Swift Prayer – Sacrifice a Turn Undead use to replenish three cantrips, two level 1 spellslots or one level 2 spellslot.
  • Swift Rage – You can activate Rage as immediate action.
  • Swift Shield – You can activate Divine Shield as immediate action
  • Swift Song – You can activate Bard Song as immediate action
  • Tactical Adaptability – When others activate their group feat, count as having the feat yourself.
  • Teleportation – Once/day, teleport yourself to the last Arcane Mark you placed. This ability fails if the mark was removed or if it was placed in a hazardous area.
  • Tentative Smite – Smite attempts are not expended if the creature is not vulnerable to the attack. They are still expended if the attack misses.
  • Terrifying Visage – Sacrifice a Wildshape use to cause Fear (low DC). Creatures who pass their Will save must roll Fortitude vs Deafness.
  • Touch Focus: Melee – Add +1 ab on Melee Touch Attacks
  • Touch Focus: Ranged – Add +1 ab on Ranged Touch Attacks
  • Touch of Wisdom – Use WIS instead of CHA for Lay On Hands.
  • Touch Specialization: Melee – Add +2 damage on Melee Touch Attacks
  • Touch Specialization: Ranged – Add +2 damage on Ranged Touch Attacks
  • Tough and Certain – Gain +1 Fortitude and +1 Will
  • Trailblazer – Gain +2 to saves vs Terrain effects. Ignore the first 10% of movement speed reduction caused by Terrain.
  • Tripping – Use DEX instead of STR for Knockdown checks.
  • Turn Living – 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.
  • Twice Blessed – Sacrifice a Smite use.The first weapon blessing you cast within the next 2 rounds applies to both the weapon you target and the weapon you hold in your main hand.
  • Twin Discharge – When activating a charge-based item, you may use a double charge to apply the effects twice in one round. Both effects have the same target and their caster levels are reduced by 2.
  • Twist Away – Traps you trigger count as one category less lethal (to a minimum of Minor trap)
  • Two Weapon Defense – Gain +1 AC when dual-wielding. Can be taken up to 3 times.
  • Wand Mastery – When activating a charge-based item containing a spell on your class' spell list, you may use your class level as its caster level.
  • Wand Specialization – When activating a charge-based item, add +2 to the DC.
  • Wary Explorer – Gain +3 to saves vs Traps.
  • Weapon Proficiency: (weapon) – Choose a weapon type. You count as being proficient with this weapon and gain +2 on Called Shot attempts made while wielding it. This bonus does not stack when dual-wielding.
  • Weathered – Environmental effects count as one category lighter for you. Gain +2 on rolls to Stabilize.
  • Wild Child – Gain +2 to Terrain bonuses. Count as one size category smaller when squeezing through tunnels.
  • Wind Stride – 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.
  • Wisdom Breeds Caution – Use WIS instead of CON for bonus HP.
  • Wise (skill) – Gain +1 Animal Handling. It uses WIS instead of CHA.
  • Wise (skill) – Gain +1 Appraise. It uses WIS instead of INT.
  • Wise (skill) – Gain +1 Diplomacy. It uses WIS instead of CHA.
  • Wise (skill) – Gain +1 Disable Device. It uses WIS instead of INT.
  • Wise (skill) – Gain +1 Knowledge (any). It uses WIS instead of INT.
  • Wise (skill) – Gain +1 Search. It uses WIS instead of INT.
  • Wise (skill) – Gain +1 Spellcraft. It uses WIS instead of INT.
  • Wise (skill) – Gain +1 Stealth. It uses WIS instead of DEX.
  • Wise (skill) – Gain +1 Survival. It uses WIS instead of CON.
  • Zone of Divinity – Sacrifice a Turn Undead use. For 5 rounds, all creatures in the area are affected by cure and inflict spells as though they were Maximized.
There's also room for daemonic and devilish feat lines which (visibly?) corrupt a character and may even get stronger as the total corruption level rises.
Another common feat mechanic is one which allows a group to sacrifice an item during a minute-long ritual in exchange for a long-lasting bonus to participants.
Lastly, there are a bunch of effects which break into the combat mechanics (e.g. Flanking, Sneak Attack and Critical Hit events) we'd like to do something with, but it's not clear how much of that is possible right now.

Loreweaver
Administrator & Builder
Posts: 542
Joined: Sun Nov 15, 2015 10:39 pm

Re: 'Epic' feats

Postby Loreweaver » Sun Oct 02, 2016 9:05 am

Thanks once more for your contributions in the poll. The system I'd like to propose would work as follows:

- For every 2500 points of XP beyond level 8, characters get one feat point.
- Feats cost 1-4 points depending on their category, with most in the 2-3 range.
- There are no XP caps but PCs can select at most one feat per month.
- PCs can spend a maximum of 15 feat points (+1 per 2 levels of Fighter).
- There may be class-specific feat chains, but all feats are essentially available.

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Re: 'Epic' feats

Postby Feronius » Sun Oct 02, 2016 1:20 pm

I have to be honest Loreweaver, the proposed end-game content does not excite me much.

There's a couple of incredibly cool ideas for feats, but so far the majority does not seem truly 'Epic'. I do absolutely like the Barbarian Warcry, Call of the Wild and Teleportation feats, to name a few.
Most of the proposed feats so far are just roll bonuses/ stat boosts of which the majority seem very trivial or extremely situational. I think the majority of those feats might end up being used for maybe 1 character on the server, ever? There are also a few outright overpowered feats in there, again boosts in the form of stats/numbers (Heavy Armour Mastery is a perfect example), to the point where bumping up the level gap would cause far less of a gap in power difference between characters.
But I can't complain too much, because I did not provide many feat suggestions myself either.

That said, I do also really like pretty much all of those rule changes you suggested.
(Though I did not understand those first two about spells or what exactly they do.)


My main gripe with the E8 system is still just the bridge that this will create between level 8 characters and level 8 'Epic' characters.
One level 8 will be much stronger than the other level 8, simply because one character/ player has been playing on the server for much longer. Because with the proposed system, you are talking about months of playing to get a single feat. It would take a new player or new character several real life years to catch up to the veteran players, if they ever even will.
Plenty of roleplayers do not RP the same character for that long, so they would never get to see much of this system, if at all.

I know this thread is aimed towards ideas for end-game content, but I do want to mention that it would (in my opinion) be cool to see feats more evenly distributed across the levels. Instead of just piling everything up until after you hit level 6 or level 8 (or level 8 several times over) first. There are so many classes I would love to try, but there is nowhere near enough time.
The server has some truly interesting class mechanics, which is a huge part of what really sets this server apart and makes it so great. Having to play a character with such limited gameplay (even for NWN) and without access to some of the server's coolest features and abilities for half a year or more before you get to experience the real good stuff, it just seems a real shame. This can be highly discouraging for someone who is just starting out on this server or who likes to roll new characters.
Remember that not everyone has seas of time to spend on gaming or the patience of a saint. It is still just a game, not a lifestyle.


I do realize I am quite possibly/ probably part of a small minority on this server that looks at it this way, but I at least wanted to provide you (the dev team) with a different point of view in a (hopefully) constructive way before the proposed system is finalized.
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Re: 'Epic' feats

Postby Danuvis » Sat Oct 22, 2016 2:40 pm

A very much belated post from me, but Feronius more or less tackles the issue at hand (in my eyes) rather aptly. I honestly think this system would bring more bad than good in the long run, even if I like some aspects of it, and ultimately I am inclined to favour something that doesn't create such a huge gap between newcomers and veterans. As Fentonius mentions above, I think it'd be better to see something that distributes new feats or abilities evenly across levels, rather than having it all pile up towards the endgame, which already takes a significant amount of time and commitment to reach.

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Re: 'Epic' feats

Postby Xanthas » Sat Oct 22, 2016 4:24 pm

Personally I like the suggested system, it would make a difference between level 8s and e8s but I don't think it would ever make a level 8 feel like they weren't bringing something to the table among characters with a few e8 feats. As far as a gap between veterans and new comers the way I am understanding you would rather there be no advancement past level 8 then? (to be clear I'm not trying to be critical I am genuinely asking) The way I see it, at least as far as new comers is that this is a server where things are taken slow as far as character advancement in levels and such. So if people are in a rush to get to the end of what their character can be mechanically then it may not be a great fit for them though that's my opinion only and I wouldn't want it to discourage people from giving the server a try. That said, I wouldn't be opposed to some of the more general feats from this list being added to the level 3 and 6 feat list.
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Re: 'Epic' feats

Postby Danuvis » Sat Oct 22, 2016 5:33 pm

In my humble opinion, the server is already awfully slow-paced and requires such a high level of commitment to reach a mechanically viable and fun point in the level range that the decision to add to the length of it in a way that only benefits max level characters feels a bit strange to me when the system in question could be used to improve the overall experience of TER. I genuinely doubt it's a matter of wanting to rush through content for that matter, and I'm not certain where that mindset stems from. If anything, for some it's a matter of not wanting to commit to a simple game as though it was a job or a lifestyle (which isn't to say they would fit here even without E8, but the current proposed system certainly doesn't help), especially with limited playtimes, whereas others just aren't fond of the direction the server is headed in with E8 due to an already high emphasis on dungeon crawling; both completely understandable opinions to have.

Whilst the difference between a fresh level 8 and, say, a veteran of two years, might not seem like a huge one (and that's only if you look at a veteran who's not aiming for the better abilities and feats), it still would create a gap between us and new arrivals; a gap of many additional months, if not years, depending on the veterans in question and how long the server will be about in the future, which in some cases might be just enough to discourage someone from playing here, knowing that the server already demands considerable commitment.

Honestly, yes, I'd rather see the entire system scrapped and thus have no progression beyond level 8 than have newcomers leave or never join in the first place because of it, and I already know a few who aren't too keen on the system. In the end, players are, at least to me, more important than this.

With that said, though, I doubt that's a realistic outcome, and I do want to highlight that whilst I may not like everything about E8, the feats and abilities for the system itself are very, very neat, and I appreciate the thought and effort that's gone into them, as well as the rest of it, even if it's not all to my liking.

Regardless, your suggestion's not a bad one, I think it would definitely alleviate some of the problems mentioned. Heck, maybe some of them could be specifically targetted for lower levels, or just be handpicked so that some of the minor feats/abilities can be chosen at even level one. All in all, I'm not asking for things to be faster or easier, but rather to share some of that love to the lower level branch if a system is going to be introduced, as levels 1-3 tend to be, in most cases, quite frankly outright frustrating and incredibly underwhelming, as well as boring, no matter your build and class. Granting those levels some new options opens up possibilities for some cool builds that could retain people's interest better in the lower levels, I feel, and generally make the struggle of it more bearable an OOC level.


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