Feats

Rules

General Feats

  • Acrobatic: +2 bonus to Jump and Tumble-related skill checks
  • Agile: +2 bonus to Balance and Escape Artist-related skill checks
  • Alertness: +2 bonus to Seeing and Hearing-related skill checks
  • Animal Affinity: +2 bonus to Animal Training and Riding-related skill checks
  • Armor Training (Light): Can wear light armor without penalty
    • Armor Training (Medium): Can wear medium armor without penalty
      • Armor Training (Heavy): Can wear heavy armor without penalty
  • Athletic: +2 bonus to Climbing, Swimming and Sports-related skill checks
  • Blind Fight: No penalty when fighting invisible foes or while blinded or in darkness
  • Heroic Spirit: Once per game session, may succeed on a single heroic task (DC 25 or less)
  • Improved Critical: Critical Hits apply to 19 or 20 on the die.
  • Improved Defense: May take a -4 penalty to all attack rolls to add a +4 bonus to all defensive actions. May not be used in conjunction with Power Attack.
  • Improved Initiative: Gain +4 bonus to Initiative.
  • Investigator: +2 bonus to Gather Information and Searching-related skill checks
  • Negotiator: +2 bonus to Diplomacy and Sense Motive-related skill checks
  • Personal Improvement: Add 1 point to STR, DEX, INT, or CHA.
  • Persuasive: +2 bonus to Lying and Intimidation-related skill checks
  • Run: Your run action allows you to move 5x your base speed, instead of the normal x4.
  • Stealthy: +2 bonus to Move Silently and Hiding-related skill checks
  • Tough: Gain 3 HP.
  • Weapon Training (Bows and Slings): Can use all bows and slings without penalty.
  • Weapon Training (One-handed): Can use all one-handed weapons without penalty.
    • Weapon Training (Two-handed): Can use all two-handed weapons without penalty.
  • Weapon Training (Siege): Can use all siege equipment without penalty.
  • Weapon Training (Thrown): Can use all thrown weapons without penalty.

Fighter Feats

  • Bull Rush: Can make an opposed STR + Appropriate skill check to push an opponent back 5’ for every 5 points they overwhelm their opponent by.
  • Frenzy: Once per day per level, you may enter a murderous rage. You may not use any INT-based skills, take any Defensive Actions, cannot cast any spells, but you may double your STR modifier, and gain a (LVL x2) bonus on all Saves. This lasts until all enemies within sight are incapacitated or you can calm yourself. Afterward, you take a -2 STR, -2 DEX penalty per Frenzy that day. You cannot Run or Charge either. This effect lasts until you can take an eight-hour rest. The penalty applies even if you enter Frenzy again. Frenzy may not be used unless you are in immediate physical danger.
  • Great Fortitude: You gain a +2 bonus on all Fortitude Saves.
  • Mounted Combat: You take no penalty while attacking with a melee weapon from atop mount.
    • Mounted Archery: You take no penalty while attacking with a ranged or thrown weapon from atop a mount.
    • Ride-By Attack: You can move, make a single attack, and move again while atop a mount.
    • Trample: You may move in a straight line through a group of foes, so long as they are smaller than your mount, they must succeed on a Reflex Save equal to your DEX + Riding Skill check or take damage (1d8 per Size difference). May be combined with Ride-by Attack for devastating effect.
  • Point Blank Shot: Gain +1 bonus to Attack and Damage on Ranged or Thrown weapons against opponents within Short Range.
    • Rapid Shot: Gain an additional attack with a ranged or thrown weapon (thrown requires Quick Draw feat), but the second shot takes a -2 penalty. May be used against the same opponent or another opponent.
      • Many Shot: You may fire two arrows or two thrown weapons at a single opponent. This is a single attack at a -4 penalty. Damage counts for each weapon, however. Each time you gain this feat, you may add an additional arrow or thrown weapon, though the penalty remains the same.
  • Power Attack: You may subtract up to your LVL x2 in penalty to a single melee attack roll. You may then apply this to the damage if the attack hits. May not be used in conjunction with Improved Defense feat.
    • Cleave: If you kill a creature and have a second opponent within reach, you may make a free attack.
      • Great Cleave: If you kill a creature, you may make a single attack against all opponents within reach. Does not stack with other additional kills.
  • Quick Draw: Drawing a weapon does not count as an action. Putting it away does, though.
  • Rapid Reload: You can reload a crossbow and fire in a single round, instead of reload one round, fire the next.
  • Shield Training: You may use a shield without a penalty to your attacks.
  • Two-Weapon Fighting: You may attack with an off-hand weapon by taking a -2 penalty to both attacks.
  • Weapon Focus: Gain +1 bonus to attack rolls made with your signature weapon (e.g. one-handed melee, two-handed melee, bows, slings, unarmed attacks, etc.).
    • Weapon Specialization: Gain +2 damage bonus made with your signature weapon.

Mage Feats

  • Abjurer: +2 bonus to casting spells of the Abjuration School.
  • Brew Potion: May brew potion for personal effect spells (i.e. Bless, Resistance, Feather Fall, Mage Armor). Cost: Bonus Granted x 50 gp. Any character may use potions. Potions require one day of work per dose.
  • Circle Magic: A spell-caster may form a magical circle with spell-casters of same type and ethos having the Circle magic feat: all circle members must be within 5’ of each other and can do nothing else while taking part to the circle for the circle to work. Any distraction or attack that deals damage will break the circle. The highest level member is designed circle leader. No circle can contain more members than 4 plus the Circle leader Charisma bonus. While the circle is active the leader gains a +2 bonus per additional member to Spellcraft check made to cast spells or Dispel Magic of a School known to all members. Forming a Circle requires a full action, nothing else can be done that round.
  • Conjurer: +2 bonus to casting spells of the Conjuration School.
  • Dispeller: +2 bonus to Spellcraft checks made to Dispel Magic.
  • Diviner: +2 bonus to casting spells of the Divination School.
  • Enchanter: +2 bonus to casting spells of the Enchantment School.
  • Evoker: +2 bonus to casting spells of the Evocation School.
  • Extend Spell: Choose a School of Magic. All spells cast from this School last twice as long as they normally would.
    • Permanency: Spells may be made Permanent. The caster must reduce their Max HP by 1 each time they do this however. If the permanent spell is dispelled, they do not heal this HP, but their Max HP does increase again. It requires 1 full day to cast a Permanent spell.
  • Great Willpower: Gain +2 bonus to Will Saves.
  • Healer: +2 bonus to casting spells that grants Healing.
  • Magical Aptitude: You are considered two levels higher for purposes of determining Fatigue from casting spells.
  • Necromancer: +2 bonus to casting spells of the Necromancy School.
  • Power Spell: The Mage’s spells gain a +2 bonus to resist Dispelling. This feat may be taken up to 3 times.
  • Spell Focus: Choose a School of Magic. All spells cast in this school are at a +2 DC to resist.
    • Greater Spell Focus: All spells cast in this school are at an additional +2 DC to resist.
  • Transmuter: +2 bonus to casting spells of the Transmutation School.
  • Widen Spell: Choose a School of Magic. All area spells cast from that School now effect a 20’ area, rather than the normal 10’.

Rogue Feats

  • Backstab: If unnoticed a rogue can attack someone from behind with a light melee weapon: the attack deals an extra 1d6 damage per Rogue level. If the enemy notices the rogue, the backstab becomes a normal attack from behind. To sneak attack, the victim must have a definable back-side and be easily reachable.
  • Deceive: +2 bonus to Forgery and Disguise-related skill checks
  • Great Reflexes: +2 bonus to Reflex Saves.
  • Dodge: When fighting Defensively, the character gains a bonus to Reflex Saves equal to her level.
  • Hide In Plain Sight: May attempt to Hide even while observed, so long as they have something to obscure the target’s line of sight, such as a crowd walking past or a smoke bomb.
  • Marksman: Gain a +4 bonus when taking a round to Aim, instead of the usual +2 bonus
  • Nimble Fingers: +2 bonus to Lockpicking and Disabling Device-related skill checks
  • Open Locks: Gain the ability to pick locks, crack safes, and solve puzzle locks with improvised tools without penalty.
  • Pick Pockets: You can steal small items unnoticed (including from pockets, sleeves, backpacks and purses) with a bit of sleight of hand. Roll DEX + Sleight of Hand skill check. Difficulty depends on how difficult the item is to steal (usually DC 15 or more). Failure means you didn’t get the object. Another roll is required to see if the target noticed your attempt.
  • Point Blank Shot: Gain +1 bonus to Attack and Damage on Ranged or Thrown weapons against opponents within Short Range.
    • Rapid Shot: Gain an additional attack with a ranged or thrown weapon (thrown requires Quick Draw feat), but the second shot takes a -2 penalty. May be used against the same opponent or another opponent.
      • Many Shot: You may fire two arrows or two thrown weapons at a single opponent. This is a single attack at a -4 penalty. Damage counts for each weapon, however. Each time you gain this feat, you may add an additional arrow or thrown weapon, though the penalty remains the same.
  • Quick Draw: Drawing a weapon does not count as an action. Putting it away does, though.
  • Rapid Reload: You can reload a crossbow and fire in a single round, instead of reload one round, fire the next.
  • Silent Movement: May move at full speed while moving in stealth, rather than at half speed.
  • Track: You may track a creature at your full movement speed, rather than at half.
  • Traceless: By moving at half speed, you may conceal all tracks.
  • Trapfinding: You are trained in identifying and disabling concealed traps and alarms. Without this feat, you are at their mercy.
  • Two-Weapon Fighting: You may attack with an off-hand weapon by taking a -2 penalty to both attacks.

Feats

Aeon Saga UnpricedToaster