Feats

Ignore Arcane Spell Failure: Ignore 2% arcane spell failure per caster level.
Prerequisites: Strength 12+ ; Dexterity 14+; Proficient with armor; Spellcraft Ranks 5+
Notes: Armor must be masterwork quality and custom tailored. Does not apply to heavy armor or shields. This is an alternative implementation of my arcane spell failure negation rules.

Arcane Adept: Your character is naturally adept at arcane magic. Gain a bonus to arcane spell DC equal to caster level.
Prerequisites: Arcane prime requisite ability 16+ ; Level = 1
Notes: This can only be taken once, and only at level 1 . Elf arcane spell casters have this feat for free if they meet the prime requisite ability requirement.

Tough as Nails: All hit dice are increased one die size. Constitution bonus for fortitude saves counts 1.5 times its normal value (rounded down).
Prerequisites: Constitution 16+ ; Level = 1
Notes: This can only be taken once, and only at level 1.

Shooter Prodigy: Your character is naturally good at shooting. Gain + ½ character level bonus to bow and crossbow attacks.
Prerequisites: Dexterity 16+ ; Level = 1
Notes: May not take Master Brawler. This feat may only be taken at level 1.

Master Brawler: Your character has developed outstanding unarmed combat skills after a lifetime of fighting. Gain + ½ character level bonus to unarmed attacks and grapple checks.
Prerequisites: Strength 16+ ; Level 12+
Notes: This can only be taken once. May not have taken Shooter Prodigy.

Iron Belly: Fortitude saves versus ingested poison and alcohol are double their normal value before the die roll. A roll of 1 is not an automatic failure.
Prerequisites: Constitution 16+ ; Level = 1
Notes: This can only be taken once. Dwarves get this feat for free. Elves get this feat for free, but it only applies towards alcohol. The poison or alcohol must be imbibed, not injected, or delivered as the result of an attack.

Gift of the War God: Base attack bonus is treated as if cleric class levels were in the fighter class.
Prerequisites: Class = Cleric; Domain = War
Notes: This can only be taken once. If the character is multi-class then this applies only to cleric levels, and only while the war domain is retained.

Musical Prodigy: Your character has natural musical talent. All skill points spent on musical perform skills count as double their normal value, and quadruple at first level. The normal limit on maximum ranks (level 3) does not apply to musical perform skills.
Prerequisites: Intelligence 14
; Level = 1
Notes: This can only be taken once, and only at level 1. Elves get this feat for free if they select a non-war fighting class.

Virtuoso: Your character has highly refined musical skills. Bonus to all musical perform skill checks = intelligence modifier + ½ character level. Bardic music effects can now affect intelligent beings normally immune to mind-influencing effects (such as undead, constructs, or casters under the effect of mind blank.)
Prerequisites: Intelligence 16+ ; Level 10+

Polyglot: Your character is naturally adept at learning languages. Your character can learn to speak and understand any language within a few hours of observation / interaction in a normal setting with many native speakers. Your character can learn to read / write any language with a few days of study under similar circumstances.
Prerequisites: Intelligence 16+ ; Wisdom 16+; Level = 1; Proficient in at least 8 languages
Notes: Fewer speakers and / or circumstances in which everyday speech can be observed or engaged in increases the length of time it takes to learn the language. If no text containing the associated writing is available, it is impossible to learn to read or write it. This feat can only be taken once, and then, only at level 1.

Extra PT: You gain +2 to strength.
Notes: This can only be taken once; Strength must be either the lowest ability, second lowest, or highest ability, or tied for any of these three. This feat may be taken as a fighter’s bonus feat.

Agility Training: You gain +2 to dexterity.
Notes: This can only be taken once; Dexterity must be either the lowest ability, second lowest, or highest ability, or tied for any of these three. This feat may be taken as a fighter’s bonus feat.

Mental Training: You gain +2 to either intelligence or wisdom.
Notes: This can only be taken once per ability; The increased ability must be either the lowest ability, second lowest, or highest ability, or tied for any of these three. This feat may be taken as a wizard’s bonus feat, and if so, it applies to intelligence.

Charm School: You gain +2 to charisma.
Notes: This can only be taken once; Charisma must be either the lowest ability, second lowest, or highest ability, or tied for any of these three.

Endurance Training: You gain +2 to constitution.
Notes: This can only be taken once; Constitution must be either the lowest ability, second lowest, or highest ability, or tied for any of these three. This feat may be taken as a fighter’s bonus feat.

Hamedo – Melee: If the character is attacked in melee combat and not flat-footed, back-attacked, flanked, or otherwise at a combat disadvantage, and has a melee weapon ready, or has the quick-draw feat and a readily drawable melee weapon, before the attack, the character gains an attack of opportunity. If the attack succeeds, it deals normal combat damage, and the opponent is denied all attacks he/she would otherwise have taken. If the attack is a critical success, the opponent is also knocked back one square if possible. If the attacker dies, then cleave attempts may be taken.
Prerequisites: Class or Sub-Class = Fighter, Paladin, Fencer, or Ranger; Base attack bonus 10+
Notes: This can only be taken once. May not take Counterattack. Does not apply to ranged combat. This feat may be taken as a fighter’s bonus feat.

Counterattack: After the character is attacked, (whether the attack was successful or not,) the character gains a single attack against the opponent, with his / her currently equipped (in hand and ready, or readily drawable weapon if the character has the quick-draw feat) weapon. If the character is attacked in melee, and has a bow or loaded and spanned crossbow ready, he / she may only counterattack if he / she has the point-blank shot feat. If the character is attacked in ranged combat and has only a melee weapon ready, he / she may not counterattack. If the character is attacked in ranged combat, and has a ranged weapon ready, he / she may counterattack with that weapon. If the attacker dies, then cleave attempts may be taken, (melee combat only.) This does not apply if the character is back-attacked.
Prerequisites: Class or Sub-Class = Fighter, Paladin, Fencer, or Ranger; Base attack bonus 10+
Notes: This can only be taken once. May not take Hamedo. Rapid Shot feat may apply. This feat may be taken as a fighter’s bonus feat.

Off-Hand Parry: When fighting with two weapons, or otherwise wielding a weapon in the off hand, the character may opt to forgo all off-hand attacks he / she would otherwise have normally been entitled to until his / her next round, and instead, gain a parry bonus to AC equal to ½ his / her base attack bonus (rounded down) for the same time period against enemies who are to the front or to the non-dominant side. The character looses this bonus if caught flat-footed, is at a combat disadvantage, or is otherwise unable to react to the opponent.
Prerequisites: Two-Weapon Fighting; Base Attack Bonus 2+
Notes: Stacks with Main-Weapon Parry against enemies that are to the front. This feat may be taken as a fighter’s bonus feat.

Main-Weapon Parry: The character gains a parry bonus to AC equal to ¼ his / her base attack bonus (rounded down) against enemies who are to the front or to the dominant side when wielding a one-handed melee weapon, and against enemies to either side or to the front when wielding a two-handed, or double melee weapon. The character looses this bonus if caught flat-footed, is at a combat disadvantage, or is otherwise unable to react to the opponent. When fighting defensively, the bonus to AC instead becomes ½ the character’s base attack bonus, (rounded down.) When taking total defense, the perry bonus instead becomes becomes the character’s base attack bonus.
Prerequisites: Base Attack Bonus 4+
Notes: Stacks with Off-Hand Parry against enemies that are to the front. This feat is intended to replace the Combat Expertise feat listed in the PHB, and serves as an equivalent prerequisite for any feat or ability that would otherwise require it. This feat may be taken as a fighter’s bonus feat.

Improved Sneak Attack: Your sneak attacks deal D8s instead of D6s.
Prerequisites: Must be trained in sneak attacks; Dexterity 14+; Intelligence 14+; Base Attack Bonus 5+

Combat Mobility: Base speed increases by 10 Ft. if wearing light or no armor. Base speed increases by 5 Ft. if wearing medium armor.
Prerequisites: Dexterity 14+; Strength 12+; Base Attack Bonus 5+
Notes: If wearing heavy armor, this feat has no effect. This feat can only be taken once.

Level-Headed: The character is extremely level-headed and stoic. The character maintains his/her cool regardless of the circumstances and never does anything without first thinking. The character is impossible to taunt, provoke, charm, intimidate or frighten. The character is immune to fear, magical, mundane, draconic, deific, or otherwise. The character is immune to Charm and Domination effects, mundane, magical, or otherwise. Intimidation checks made against this character always fail.
Prerequisites: Intelligence 14+; Wisdom 14+; Charisma 14+; Level = 1
Notes: This can only be taken once, and only at level 1.

Reduced Sleep / Meditation Requirement: The character only requires half the time spent sleeping or meditating which would otherwise be required for rest. Regardless of the actual time spent sleeping / meditating the character is treated as if having spent 8 hours of quite rest after any given sleep or meditation.
Prerequisites: Intelligence 16+; Wisdom 16+; Constitution 14+; Level = 1
Notes: This can only be taken once, and only at level 1.

Toughness: The character has maximum hit points per level.
Prerequisites: Constitution 12+
Notes: Taking this feat is retroactive. This feat is intended to replace and override the Toughness feat from the PHB. This feat can only be taken onece.

Quick Study: The character has learned more skills than usual. For each level, the character has again as many skill points as his / her intelligence modifier.
Prerequisites: Wisdom 12+; Intelligence 12+; Level = 1
Notes: This feat can only be taken once, and only at level 1

Rapid Shot Whenever the character is able to take one shot with a bow, he / she may opt to take two shots instead, but with each shot at a -2 penalty to-hit.
Prerequisites: Dexterity 14+; Proficiency with bows; Weapon Focus with at least one type of bow; Base Attack Bonus 5+.
Notes: This does not apply to crossbows. This is intended to replace the standard use of this feat from the PHB. This may be used in conjunction with Multi-Shot, but attack penalties stack with each other.

Multi-Shot Whenever a given bow shot is taken, the shooter may opt to add an additional arrow for every five points of base attack bonus that he / she has above 5, with a maximum total of three arrows per shot. Each arrow added to the shot imposes a cumulative -5 penalty to-hit. All arrows in the shot will either hit or miss as a group, based on one attack roll.
Prerequisites: Dexterity 16+; Proficiency and Weapon Focus with bows; Base Attack Bonus 10+
Notes: This is intended to override the Multi-Shot feat in the PHB.

Feats

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