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Feats:

Feats, skills, classes, etc. from Dragon Magazine, class books, or other "official" sources will be allowed if they are on hand (photocopies and any I post on here are fine), unless stated otherwise. Feats from the Netbook of Feats will be allowed if they have an overall balance rating of 4.0 or higher and a Power (Pow) subscore of 4.0 or higher, unless stated otherwise. An example of one appears below.

Meta-magic/Meta-psionic Feats:

Multi-class characters (with levels in Psion/Psychic Warrior and in any other spell-casting class) with Enlarge Power are considered to have Enlarge Spell, and vice versa.
Same with Extend Power and Extend Spell.
Same with Heighten Power and Heighten Spell.
Same with Maximize Power and Maximize Spell.
Same with Quicken Power and Quicken Spell.
Same with Craft Psionics Arms and Armor and Craft Magic Arms and Armor.
Same with Craft Universal Item and Craft Wondrous Item.

Leadership (from DMG; this isn't a house rule, but it's a good a place to put it as any) - You are the sort of person others want to follow, and you have done some work arrempting to recruit cohorts and followers.
Prerequisites: The character must be at least 6th level.
Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See Table 2-25: Leadership for what sort of cohort and how many followers the character can recruit.

Table 2-25: Leadership  
Leadership
Score
Cohort
Level
----Number of Followers by Level----
1st 2nd 3rd 4th 5th 6th
1 or less - - - - - - -
2 1st - - - - - -
3 2nd - - - - - -
4 3rd - - - - - -
5 3rd - - - - - -
6 4th - - - - - -
7 5th - - - - - -
8 5th - - - - - -
9 6th - - - - - -
10 7th 5 - - - - -
11 7th 6 - - - - -
12 8th 8 - - - - -
13 9th 10 1 - - - -
14 10th 15 1 - - - -
15 10th 20 2 1 - - -
16 11th 25 2 1 - - -
17 12th 30 3 1 1 - -
18 12th 35 3 1 1 - -
19 13th 40 4 2 1 1 -
20 14th 50 5 3 2 1 -
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25+ 17th 135 13 7 4 2 2
Table 2-26: Leadership Modifiers
General Leadership Modifiers
The Leader Has a Reputation of         Modifier
Great Prestige +2
Fairness and Generosity +1
Special Power +1
Failure -1
Aloofness -1
Cruelty -2
Cohort-Only Leadership Modifiers
The Leader         Modifier
Has a familiar/paladin's warhorse/animal companion -2
Recruits a cohort of a different alignment -1
Caused the death of a cohort -2 per cohort killed
Followers-Only Leadership Modifiers
The Leader         Modifier
Has a stronghold, base of operation, guildhouse, and so on +2
Moves around a lot -1
Caused the death of other followers -1

Leadership Score: A character's leadership score equals his level plus Cha modifier. Outside factors can affect a character's leadership score. See table 2-26: Leadership Modifiers.

Cohort Level: The character can attract a cohort of up to this level. Regardless of leadership score, he cannot have a cohort of his level or higher. The cohort may not be opposed to his alignment on either axis. A character may also attract a cohort of a non-standard race; see me if you're interested.


All Sword and Fist, Defenders of the Faith, Tome and Blood, Song and Silence, and Masters of the Wild Feats
As written (with all applicable errata), except rapid reload requires Str 13+

Pack Mule (From Netbook of Feats)
Prerequisites: None.
Benefits: You can carry weight (encumbrance) as if your strength were two points higher.

Ranged Disarm (From Dragon #274) - Choose one bow with which you are already proficient.
Prerequisites: Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher.
Benefits: You can perform the disarm action with this weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

Deflect Ranged Attack (From Dragon #274) - Choose one bow with which you are already proficient.
Prerequisites: Point Blank Shot, Precise Shot, Ranged Disarm, Dex 13+, base attack bonus +5 or higher.
Benefits: You can attempt to deflect ranged weapons that are already in flight. To do so, ready an action against an opponent with a missile weapon. When that opponent fires, you attack AC 23 for thrown daggers, 25 for arrows, or 28 for bolts.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

Ranged Pin (From Dragon #274)
Prerequisites: Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher.
Benefits: You can perform a ranged grapple attack against an opponent by pinning a bit of clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which an arrow or bolt can be stuck. To break free, the victim must take a partial action to perform a strength check (DC 15) or make a successful Escape Artist check (DC 15).

Ranged Sunder (From Dragon #274)
Prerequisites: Point Blank Shot, Precise Shot, Ranged Pin, Dex 13+, base attack bonus +5 or higher.
Benefits: When attacking objects, you deal normal damage (instead of half damage) with ranged weapons. See item hardness and toughness ratings on page 136 of the Player's Handbook.

Fast Armor (From Dragon #284)
Prerequisites: Dex 13+
Benefits: A character with this feat can don or remove any sort of armor in 5 rounds and neither requires assistancew nor gains any benefit if another character assists her. A character using the Fast Armor feat cannot "don hastily" -- she's already donning it plenty fast!

Combat Agility (From Dragon #284)
Prerequisites: Dodge, Lightning Reflexes
Benefits: Whenever an opponent within 5 feet makes an attack, casts a spell, or uses an ability that requires you to make a reflex save, you gain a +4 competence bonus to your Reflex save. If an adjacent opponent within 5 feet of you tries to hit you with a ranged attack or ranged touch attack, you gain a +4 dodge bonus to your AC. Regular touch attacks are not affected by this feat, and you must be able to see your foe for the feat to be effective.

Stoic Composure (From Dragon #284)
Prerequisites: Con 13+, Endurance, Toughness
Benefits: You automatically make your save when subjected to massive damage. Additionally, if you are brought to negative hit points, you have a 50% chance to stabilize at the end of each round. Damage that exceeds your hit points and drops you to -10 kills you regardless.

Nobody's Fool (From Dragon #285)
Prerequisites: Wis 13+
Benefits: You gain a +2 bonus to all Sense Motive and Gather Information checks.

Low Blow (From Dragon #285)
Prerequisites: Dodge, Mobility, base attack bonus +4 or higher.
Benefits: As a full-round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack modifier against this creature, who is considered flat-footed against the attack. After the attack, you return yo the 5-foot square from which you entered the opponent's 5-foot square. Using this feat provokes attacks of opportunity normally.

Improved Low Blow (From Dragon #285)
Prerequisites: Dodge, Mobility, Low Blow, base attack bonus +4 or higher.
Benefits: Using the Low Blow feat does not provoke an attack of oppportunity when you move into an opponent's square to perform the attack.

Swarmfighting (From Dragon #285)
Prerequisites: Size Small, Dex 13+ base attack bonus +1 or higher.
Benefits: You can occupy the same 5-foot square in combat with an other allied Small creature who also possesses the Swarmfighting feat.

When you attack a Medium-size or larger creature with a melee attack, and at least one other ally with the Swarmfighting feat threatens the target, you gain a +1 morale bonus to the attack roll. This bonus increases by +1 for each additional ally beyond the first with the Swarmfighting feat that threatens the same target. The total morale bonus imparted to your attack roll cannot excceed your Dexterity bonus.

Hill Fighter (From Dragon #285)
Prerequisites: base attack bonus +2 or higher.
Benefits: When attacking from higher ground, you gain a +2 circumstance bonus to melee attack rolls or a +1 circumstance bonus to ranged attack rolls.
Normal: When attacking from higher ground, you gain a +1 circumstance bonus to melee attack rolls and no circumstance bonus to ranged attack rolls.

Wall Breaker (From Dragon #285)
Prerequisites: Str 13+, Power Attack
Benefits: A character with this feat can ignore the first 5 points of hardness when striking an object. Note that this is not extra damage, so if the object doesn't have any hardness, the feat does not help.

Fast Rider (From Dragon #285)
Prerequisites: Handle Animal skill, Ride skill
Benefits: When riding a mount that is carrying no more than a light load, its base speed is increased by 10 feet. Your mount's overland movement increases by 1 mile per hour, or 8 miles per day.

Improved Mounted Archery (From Dragon #285)
Prerequisites: Ride skill, Mounted Combat, Mounted Archery
Benefits: The penalty you suffer when using a ranged weapon if your mount is taking a double move is eliminated, and the penalty for using a ranged weapon when your mount is running is halved to -2 instead of -4. You can move before and after your attack, provided the total distance is not greater than your mount's speed.