Book of Unusual Feats

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    Copyright © 2005, 2006, and 2007 Philip Reed. You may not distribute this document without permission o the publisher. Some portions o this document are presented as open game content, see the Open Game License at the

    end o this document or more inormation.Some artwork copyright William McAusland, used with permission.

    Ronin Arts and the Ronin Arts logo are trademarks o Philip Reed and Christopher Shy. For more inormation onRonin Arts, and Ronin Arts’ sister company, Studio Ronin, please visit www.roninarts.com and www.studioronin.com.

    www.roninarts.com

    The Book ofUnusual Feats

    by Philip ReedReview and eedback by Mark Gedak 

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    ContentsI........................................ 2Open Game Content ........................................................................5About the Author ..............................................................................5Feat ypes ............................................................................................5 Divine Feats ................... .................................................. 5 Epic Feats ................................................................ ......... 5Changing Existing Feats into imebound Feats .........................6Temporal Rush [Timebound] ............................................ 6 Spelltouched Feats .................................................... ......... 6 Spirit Feats ....................................................................... 6 Survivor Feats ..............................................................................6 

    Timebound ................................................... .................... 6 

    T F .................................................. 8New Action ypes .............................................................................8Absorb Ring’s Power [Epic] .............................................................8Accomplished Acrobat [General] ..................................................8Acidic Spell [Metamagic] .................................................................8Accustomed to Fear [General] ........................................................8Against the Odds [General] ............................................................8Agile Charge [General] ....................................................................9Agile Landing [General] ..................................................................9Agile Strike [General] .......................................................................9Alert Opportunist [General] ..........................................................9Alley Walker [General] ....................................................................9Ancestral Reserve [Spirit] ................................................................9Anchor Stance [General] .................................................................9

    Appear Larger Tan You ruly Are [General]...........................10Arcane Dodge [General] ................................................................10Arcane Fortitude [General] ...........................................................10Arcane Grapple [General] .............................................................10Arcane Healing [General] ..............................................................10Arcane Power Surge [General]......................................................10Arcane Rush [General] ...................................................................11Arcane Speed [Spelltouched] ........................................................11Arcane Strength [General] ............................................................11Arcane Abilities ................................................................................11Arcane Wisdom [General] ............................................................11Arcane Treat [General] ................................................................12Arcane oughness [General] .........................................................12Archer’s Coup de Grace [General] ..............................................12Armor o Force [General] ..............................................................12Armor Piercing Shot [General] ....................................................13

    Armored Grapple [General]..........................................................13Armored Redoubt [General] ........................................................13Arrow Stab [General] .....................................................................13Arrow rip [General]......................................................................13Assume emplate [General] ..........................................................14Augment Construct [General] .....................................................14Aura o Holy Might [Divine] ........................................................14Bad Blood [Survivor] ......................................................................14Banish the Sun [Epic] .....................................................................14Bardic Echo [General] ....................................................................15Bend Bars/Lif Gates [General]....................................................15Blessed Healer [General]................................................................15Blinding Strike [General] ...............................................................15Blinding Reflection [General] ......................................................15

    Borrowed Spell [imebound] ......................................................15Burning Spell [Metamagic] ............................................................16Calming Presence [General]..........................................................16Charmtouch [General] ...................................................................16Charm Arrow [General] ................................................................16Cheat Death [General]...................................................................17Circle o Holy Power [Divine] ......................................................17Clinging Spell [Metamagic]...........................................................17Cloak Disarm [General] ................................................................17Cloak Feint [General].....................................................................17Close Fighting [General] ...............................................................17

    Collector o Arcane Objects [General].......................................17Composure [General] .....................................................................18Consume Enchantment [Spelltouched] .....................................18Crown o Rings [Epic] ....................................................................18Crushing Blow [Generic] ...............................................................18Damage Conversion [General] .....................................................18Damaging Word [General] ............................................................19Dark Eclipse [Epic] ..........................................................................19Dead Man’s Eyes [Survivor] ...........................................................19Deaening Spell [Metamagic] ........................................................19Death Blow [General] ....................................................................19Deep racker [General] ..................................................................20Deeper Vision [General] ................................................................20Deend Portal [Epic] .......................................................................20Delayed Spell [Metamagic] ............................................................20Denial [General] ..............................................................................20

    Deny Summoning [General] .........................................................20Descendant o a Renowned Warrior [General] ........................20Descriptor Focus [General] ...........................................................21Devoted Spell [Metamagic] ...........................................................21Dexterous Dodge [Survivor] .........................................................21Disarming Smile [General] ............................................................21Discern Ring [General] ..................................................................21Disease Resistance [Survivor] .......................................................21Divine Abilities ................................................................................22Divine Wisdom [General] .............................................................22Divine Shadow [Divine] ................................................................22Divine Shout [Divine] ....................................................................22Divine Strength [General] .............................................................22Divine Sunder [Divine] ..................................................................22Dumb Luck [General] ....................................................................22Dungeon Sense [General] ..............................................................23

    Ear to the Ground [General].........................................................23Enchant Arrow [General] ..............................................................23Energy Resistance [Spelltouched] ................................................23Epic Counterspell [Epic] ................................................................23Epic Proportions Spell [Epic, Metamagic] .................................24Epic Strike [Epic] .............................................................................24Exchange Class Feature [imebound] ........................................24Executioner o the Lawless [General] ..........................................24Executioner’s Blow [General] .......................................................25Exhausting Attack [General] .........................................................25Experienced Warrior [General] ....................................................25Extra Bardic Music Usage [General] ...........................................25Extraordinary Flexibility [General] .............................................25Fast Ability Healer [General]........................................................25

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    Fast Healer [General]......................................................................25Other Blood ypes . . . ....................................................................26

    Acid Blood [General] .....................................................................26Fearless [General] ............................................................................26Fighter’s Discipline [General] .......................................................26Fire Blood [General] .......................................................................26Firm Grasp [General] .....................................................................26Flow Like Water [General] ............................................................26Flurry o Cuts [General] ................................................................27Fog o Spell Energy [General] .......................................................27Force Magic Immunity [Epic] .......................................................27Force Trust [General] ...................................................................27Freedom o Movement [Survivor] ...............................................27Freezing Spell [Metamagic] ...........................................................28Friends in Low Places [General] ...................................................28Gray Wanderer [Survivor] .............................................................28Great Negotiator [General] ...........................................................28Greater Augment Summoning [General] ...................................28

    Greater Competence [General] ....................................................28Greater Counterspell [General] ...................................................28Greater Descriptor Focus [General] ............................................28Greater Hold Portal [Epic] ............................................................29Greater Holy Strike [Epic] ............................................................29Greater Insight [General]...............................................................29Greater Imprint Stone [General] .................................................29Greater Mental Leap [Epic, Psionic] ...........................................29Greater Planar Shove [Epic] ..........................................................30Greater Shifing Abilities [General] ............................................30Greater Song o Freedom [Epic] ...................................................30Greater Spirit Shield [Spirit] .........................................................30Greater urn Outsiders [Divine] .................................................30Hammer o Divine Wrath [Divine] .............................................30Hard o Hearing [Survivor] ...........................................................31Hard to Kill [General] ....................................................................31High Ground Attack [General] ...................................................31Hindering Cut [General] ...............................................................31Hold Portal [General] ....................................................................31Hold Your Ground [General] .......................................................31Holy Shadow [Spelltouched] ........................................................32Hug the Wall [General] ..................................................................32Immediate Coup de Grace [General] ..........................................33Immediate Strike [General] ...........................................................33Improved Ability Focus [General] ...............................................33Improved Aid Another [General] ................................................33Improved Anchor Stance [General] ............................................33Improved Arcane Fortitude [General] ........................................33Improved Armor o Force [General] ...........................................33Improved Augmentation Magic [General] ................................34Improved Clinging Spell [Metamagic] ........................................34Improved Competence [General] ................................................34Improved Coup de Grace [General] ............................................34Improved Deny Summoning [General] ......................................34Improved Dungeon Sense [General] ...........................................34Improved Holy Shadow [Spelltouched] .....................................34Improved Inuse emplate [General] ..........................................34Improved Intelligent Deense [General].....................................35Improved Mental Leap [Psionic] ..................................................35Improved Paladin’s Mount [Divine] ............................................35Improved Pin [General] .................................................................35Improved Planar Bond [General] .................................................35Improved Planar Shove [Epic] ......................................................35Improved Prone Deense [General] .............................................36Improved Shifing Abilities [General] ........................................36Improved Speed o Tought [Psionic] ........................................36

    Improved Spirit Shield [Spirit] .....................................................36Improved Squeezing [General] .....................................................36

    Improved emporal Harmony [imebound] ...........................36Improved emporal Strike [imebound] ..................................37Improved Vigilant Rest [General] ...............................................37Indigestible [General] .....................................................................37Inormed Attack [General]............................................................37Inuse emplate [General] .............................................................37Innate Affinity [General] ...............................................................37Insightul [General] ........................................................................37Intelligent Deense [General] .......................................................38Intimidating Attack [General] ......................................................38Kneeling Deense [General] ..........................................................38Lazarus-Borne [General]................................................................38Lethal Charge [General] ................................................................38Lethal Hold [General] ....................................................................38Light Step [General] .......................................................................39Locked Mind [General] .................................................................39

    Lock Swords [General] ...................................................................39Magic Resistance [General] ...........................................................39Martyr’s Spell [General] .................................................................39Mask o Scrolls [General] ..............................................................39Master Inquisitor [Psionic] ............................................................40Master o Forms [General] ............................................................40Meditative Insight [General].........................................................40Mental Fortress [General]..............................................................40Missile ouch [Spelltouched] .......................................................40Muscle It [General] .........................................................................40Multiple Summoning [General] ...................................................40Negative Energy Resistance [Survivor] .......................................41Nonlethal Substitution [Metamagic] ..........................................41Olactory Fortitude [Survivor] .....................................................41Opportunity Attack [General] .....................................................41Opportunity Spell [Metamagic] ...................................................41Overcast [General] ..........................................................................42Perect Balance [General] ..............................................................42Planar Blast [Epic] ...........................................................................42Planar Bond [General]....................................................................42Planar Ghost [Epic] .........................................................................42Planar Leap [Spelltouched] ...........................................................42Planar Shadow [General] ...............................................................43Planar Shove [Epic] .........................................................................43Poison Resistance [General] ..........................................................43Potion Mastery [Item Creation] ...................................................44Powerul Cohort [General] ...........................................................44Prone Deense [General] ................................................................44Psionic Gif [Psionic] ......................................................................44Psionic Heart [Psionic] ...................................................................44Psionic Mastery [General] .............................................................44Psionic Void [General] ...................................................................44Puppeteer [General] ........................................................................44uick Learner [General] ...............................................................45Radiant Blast [General]..................................................................45Rain o Arrows [General] ..............................................................45Reclaim Necromantic Energy [General] ....................................45Recognize Object’s Weakness [General] ....................................46Reflexive Shot [General] ................................................................46Reuse to Fall [General] .................................................................46Rest in Peace [Survivor] .................................................................46Return Arrow [General] ................................................................47Reverse Grapple [General] ............................................................47Running Strike [General]...............................................................47Sacrificial Spellcasting [General] ..................................................47School Resistance [General]..........................................................47

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    Second Sight [General] ..................................................................47Sense Injustice [General]................................................................48

    Shadow Caster [General] ...............................................................48Sharp Bargainer [General] .............................................................48Shatter Bars and Gates [Epic] ........................................................48Shield o Scrolls [General] .............................................................48Shifing Abilities [General] ...........................................................48Shif Enhancement [General] .......................................................49Shorten Spell [Metamagic] ............................................................49Sight that Pierces the Dark Veil [General] .................................49Skill Beyond Your Years [General] ...............................................49Sleeping Mind [Spelltouched] ......................................................49Social Graces [General] ..................................................................49Sphere o Air [General] ..................................................................49Spirit Burst [Spirit] ..........................................................................50Spirit Charge [Spirit] ......................................................................50Spirit Cry [Spirit] ............................................................................50Spirit Gate [Spirit] ...........................................................................50

    Spirit Grapple [Spirit] .....................................................................50Spirit Host [Spirit] ..........................................................................51Spirit Mount [Spirit] .......................................................................51Spirit Rage [Spirit] ..........................................................................51Spirit Shield [Spirit] ........................................................................51Spirit Shot [Spirit] ...........................................................................51Spirit Abilities ...................................................................................52Spirit Wisdom [Spirit]....................................................................52Spirit Spell [Spirit] ...........................................................................52Spirit Sight [Spirit] ..........................................................................52Spirit Strength [Spirit] ....................................................................52Spirit Stride [Spirit] .........................................................................52Spirit Strike [Spirit] .........................................................................52Spirit Sunder [Spirit] .......................................................................53Spirit ouched [General] ...............................................................53Spirit rack [Spirit] .........................................................................53Split Se cond Power Attack [Epic] ................................................53Spontaneous Evoker [General] .....................................................53Spontaneous Summoner [General] .............................................53Stack Arcane Enhancements [General] ......................................54Staggering Blow [General] .............................................................54Steady Feet [General] .....................................................................54Steely Resolve [General] ................................................................54Stone Faced [Survivor] ...................................................................54Strike rom on High [General] .....................................................54Strong Willed [General] ................................................................54Suffocating Spell [Metamagic] ......................................................55Sureooted [General] ......................................................................56Swif Strike [Psionic] .......................................................................56Swords as a Shield [General] .........................................................56emporal Feast [imebound] .......................................................56

    emporal Flank [imebound] ......................................................56emporal Health [imebound] ...................................................56emporal Metamagic Spell [imebound] ..................................57emporal Power Attack [imebound] .......................................57emporal Speed [imebound] .....................................................57emporal Strike [ imebound] .....................................................57emporal urning [imebound] .................................................57erriying Spell [Metamagic].........................................................58Trough the Shield [General] .......................................................58ime Scarred [Spelltouched] ........................................................58ime Shield [imebound] ............................................................58

    iring Spell [Metamagic] ...............................................................58ouch o Death [Survivor] ............................................................58

    ransmute Potion [General] .........................................................59ransmute Spell’s Bonus ype [General] ....................................59rap Sense [General] .......................................................................59rap Springer [General] .................................................................60urn Outsiders [Divine] ................................................................60urning Attack [Divine] ................................................................60urning Blast [Divine]....................................................................60Unlock Forbidden Knowledge [General] ..................................60Unmovable [Epic] ............................................................................60Unnaturally Healthy [General] ....................................................61Unshakeable [General] ...................................................................61Unstoppable [Epic] .........................................................................61Untouchable [General] ..................................................................61Venomous Spell [Metamagic] .......................................................61Verbal Bull Rush [General] ...........................................................61Vigilant Rest [General] ..................................................................61

     Walk Without Rhythm [General] ...............................................61 Wall o Scrolls [General] ................................................................62 Wall Walk [General] .......................................................................62 Weapon o Arcane Force [General] .............................................62 Weapon o Divine Power [General] ............................................62 Weapon o Force [General] ...........................................................63 Werewol aint [Survivor] .............................................................63 Wild Feat [General] ........................................................................63 Wings o Rings [Epic] .....................................................................63 With my Last Breath . . . [General] ..............................................63 Wizard’s Protective Aura [General] .............................................63 Wizard’s Study [General] ...............................................................64

     A 1: R P ................ 64Using Reserve Points .......................................................................64Alternate Uses or Reserve Points.................................................64 Expending Reserve Points toOvercome Adverse Conditions ......................................... 64  Expending Reserve Points to RegainUse of a Class Feature ..................................................... . 65Permanently Spending Reserve Points ........................................65Reserve Point-Related Feats ..........................................................66 Battle Hardened [Reserve] .............................................. 66  Faster Recoery [Reserve] ................................................ 66  Recoery During Battle [Reserve] .................................... 66 Replenishing Reserve Points..........................................................66Constitution Changes.....................................................................66

     A 2: D B................. 67Te Class Deense Bonus ...............................................................67Table: Defense Bonus ..................................................... . 67 

    Bonuses For Other Classes.............................................................67Table: Defense Bonus For Other Classes ........................... 68 Monster Deense Bonuses ..............................................................68Table: Creature Defense Bonuses .......................... ........... 68 Deense Bonus Feats ........................................................................68 Accelerated Defense [Defense].......................................... 68  Improed Accelerated Defense [Defense] .......................... 68 

    O G L ............................... 69

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    Feats. No matter how many eats a typicalcharacter may possess during the average campaign players everywhere – including mysel – love neweats. Tere’s something about eats, those bite-sized special abilities that help set a characterapart rom the others in his party, that excite us.Even with the hundreds upon hundreds o eatscurrently available I personally am always on the

     watch or new eats.It is or those o you like mysel that I have put together this collection o eats. Built rom prestige class eatures rom numerous sources,as well as a number o completely new ideasspecifically written to suit my own needs, the300+ eats in this collection – created rom thePDFs 101 Feats, Another 101 Feats,  and 101 More Feats – vary rom the minor talent – such asAgile Landing – to the flavorul – such as ArcaneRush – to the just plain simple yet useul – such asFighter’s Discipline.

    Perhaps more than any other small rulescomponent, eats must  be approved by your DMbeore they can be used in a game. I cannot stressenough how damaging eats can be – to both thebalance and flavor o a campaign – when theiruse is not careully considered by the DM. Whilethe eats in this book all fit my particular needsand style o play it’s highly likely that a numbero eats described herein will not suit your ownrequirements. Please, consult your DM beoreselecting any o these eats.

    OPEN GAME CONTENTAll o the text in this book is presented as

    open game content. While this means absolutelynothing to your campaign it does give other publishers permission to use this material as longas they ollow the open game license (see the endo this book).

    ABOUT THE AUTHORPhilip Reed has been working proessionally

    in the roleplaying game industry since 1995.In that time he has worked or such companiesas West End Games, Privateer Press, and Steve Jackson Games. oday Philip spends his days athome running Ronin Arts, writing and designingnew games, and reading whatever books interest

    him at the time. o learn more about Philip Reed– and Ronin Arts – please visit www.philipjreed.com and www.roninarts.com.

    FEAT T YPESTis PDF includes, in addition to [General]

    eats, a ew other eat types that were firstintroduced in sources other than the core rules.Tese new eat types are:

    Divine Feats

    Te eats in this category share a ewcharacteristics. First, they all have as a prerequisitethe ability to turn (or, in most cases, rebuke)undead. Tus, they are open to clerics, paladinso 4th level or higher, and any prestige class thathas that ability. (An ability to turn other creaturesdoes not qualiy a character to select one o theseeats.) Second, the orce that powers a divine eatis the ability to channel positive or negative energyto turn or rebuke undead. Each use o a divineeat costs the character one turn/rebuke attemptrom his or her number o attempts each day. I a

    character doesn’t have any turn/rebuke attemptslef, he or she can’t use the eat. In most instances,since turning or rebuking is a standard action,activating a divine eat is also a standard action.

    Epic FeatsEpic eats are available only to characters

    higher than 20th level. Most epic eats are general,meaning that no special rules govern them as agroup.

    Introduction

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    Spelltouched Feats

    Sometimes, a character who has been thetarget o a spell finds that some o its magic rubsoff on him or her permanently, leaving an echoo the original spell. Accordingly, the only wayto become eligible to select a spelltouched eat isto have been exposed to (that is, targeted by orotherwise affected by) one o the spells associated with the eat. I the spell allows a save, you musthave ailed a saving throw against it at least once, whether intentionally or not. Afer meeting the prerequisite, you may select a spelltouched eat when your character would otherwise qualiy or

    a eat. Te exposure is the game-world explanationor your new power, and the eat choice is thetrade-off that keeps the game balanced.

    Spirit FeatsOriginally introduced in the DM’s Idea Pipeline,

    spirit eats were initially presented as general eats thatall required the Spirit ouched eat. A spirit eat reliesupon the character’s ability to tap into the unseenspirit energy that surrounds everyone and everything.Trough the use o spirit eats a character may transormthat intangible, invisible spirit energy into effects that

    impact the material world. A character must take theSpirit ouched eat beore he can begin selecting spiriteats.

    Survivor Feats

    Tese eats offer a wide range o new abilities tocharacters, but these abilities come at a price. o take aSurvivor Feat, a character must have in his past suffereda setback o some sort, in some cases a very significantone. It is said “that which does not kill me makes mestronger” and that is certainly the basis or SurvivorFeats – although being killed is in act the prerequisiteor several o these eats!

    Timebound Built off o the ime Scarred spelltouched eat

    (see p. 58), timebound eats represent a mystical

    connection to the flow o time. imebound eats,all o which have ime Scarred as a prerequisite,enable the character to manipulate the flow otime in order to produce unusual, ofen powerul,effects. imebound eats are not appropriateto all campaigns, though they are well suited tocinematic and planar campaigns.

    Temporal Dissonance:  imebound eats, while quite useul to most adventurers, carry with them potential danger known as temporaldissonance. For each use o a timebound eat thecharacter’s temporal dissonance score raises by 1.

    At any time that a character’s temporal dissonancescore exceeds one-hal his character level (rounddown), the character must make a Will save (DC

    CHANGING EXISTING FEATS INTO TIMEBOUND FEATSUnsurprisingly it is a simple matter to select an existing eat and slightly alter it in order to create a

    new timebound eat. As an example, consider this modified Arcane Rush (see p. 11).

    Temporal Rush [Timebound] You twist the flow o time and summon a version o yoursel rom an alternate timestream that

    appears as a blur that launches orth rom your body, charging a designated opponent.Prerequisites: Improved Bull Rush.Benefit:  As a swif action you may temporarily transer an alternate version o yoursel rom

    another timesteam. Immediately designate an opponent within a number o eet o your position equalto five times the number o timebound eats that you possess. Once the target is selected this alternatesel perorms a bull rush attempt against the opponent. Tis bull rush attempt unctions as i you were taking the action and plays out normally, as i you were actually charging the opponent, andimmediately afer the results have been determined your alternate sel returns to its own timestream.

    In game time, all o this takes place instantly, your alternate sel appearing as a brie blur that streaksout rom your body and strikes the targeted character or creature.

    Special: Use o this eat increases your temporal dissonance score by 1.

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    10 + the character’s temporal dissonance score)and i unsuccessul the character suffers a numbero points o damage equal to his current temporaldissonance score and is dropped unconscious ora number o rounds equal to his current temporaldissonance score as the orces o time shatter hisspirit and soul. Upon awakening, the character’stemporal dissonance score drops by one.

    A character may harmonize with the flowo time by devoting an entire day to meditation.For a 24-hour period the character must lock

    himsel in a private room afer which time histemporal dissonance score drops by a number o points equal to his Will save bonus (minimumo 0). Once harmonized, the characters temporaldissonance score may be reduced to 0 but any timecommitments remain (such as uture lost spellslots due to the Borrowed Spell eat (see p. 15)).Any significant interruption prevents the characterrom harmonizing with the flow o time; he gainsno benefit rom the time spent in seclusion.

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    NEW  ACTION T YPES

    Swif Action: A swif action consumes a very small amount o time, but represents a largerexpenditure o effort and energy than a ree action.You can perorm one swif action per turn withoutaffecting your ability to perorm other actions.In that regard, a swif action is like a ree action.However, you can perorm only a single swifaction per turn, regardless o what other actions you take. You can take a swif action any time you would normally be allowed to take a ree action.

    Immediate Action: Much like a swif action,an immediate action consumes a very small amount

    o time, but represents a larger expenditure o

    effort and energy than a ree action. However,unlike a swif action, an immediate action can be perormed at any time—even i it’s not your turn.Using an immediate action on your turn is thesame as using a swif action, and counts as yourswif action or that turn. You cannot use anotherimmediate action or a swif action until afer yournext turn i you have used an immediate action when it is not currently your turn (effectively, usingan immediate action beore your turn is equivalentto using your swif action or the coming turn).You also cannot use an immediate action i you arecurrently flat-ooted.

    ABSORB RING’S POWER [EPIC]

    You may temporarily drain a magic ring o its power, absorbing that energy into your own body.

    Prerequisite: Additional Magic Item (ring).Benefit: As a ull-round action, a number o

    times per day equal to your Intelligence modifier plus one, you may drain a ring that you touch oits power or a number rounds equal to your casterlevel. For the duration that the ring is powerless yourbody is charged with that rings power, granting youits benefits as i you were wearing it. Tis absorbed power does not count against the maximum numbero rings that you may normally wear.

    ACCOMPLISHED

     ACROBAT

     [GENERAL]Your skill and talent with acrobatic maneuvers

    is legendary.Prerequisites: Acrobatic, Jump 4 ranks,

    umble 4 ranks.Benefit: You gain a +4 bonus on all Jump

    checks and umble checks. Tis bonus stacks withthe bonus gained through the Acrobat eat or atotal bonus o +6.

    ACIDIC SPELL [METAMAGIC]You imbue damaging spells with an acidic

    quality.Benefit: A spell that causes damage gains the

    [Acid] descriptor and deals an extra +1 pointso damage per caster level (maximum o +10damage). An acidic spell uses up a spell slot onelevel higher than the spell’s actual level.

    ACCUSTOMED TO FEAR [GENERAL]

    You are intimately amiliar with the horrific.Prerequisite:  Iron Will.Benefit: You are immune to all ear effects.

    AGAINST THE ODDS [GENERAL]

    You are at your best in combat situations when you’re surrounded by oes.

    Prerequisites: Combat Reflexes, Base attackbonus +5.

    Benefit:  For every melee opponent thatthreatens your space you gain a +1 morale bonusto Armor Class, up to a bonus equal to one-hal your base attack bonus (round down).

    The Feats

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    Special:  A fighter may select Against theOdds as one o his fighter bonus eats.

    AGILE CHARGE [GENERAL]You twist and turn when charging, throwing

     your body in near-random, unexpecteddirections.

    Prerequisites:  Acrobatic, Agile, umble 10ranks.

    Benefit:  When charging, you may make asmany turns as you wish.

    AGILE LANDING [GENERAL]You’re used to alling rom a great height and

    have grown accustomed to landing in a mannerthat shields you rom the degree o harm thatothers, less skilled than yoursel, would typicallysuffer.

    Prerequisites:  Acrobatic, Agile, umble 6ranks.

    Benefit: You suffer only hal damage (rounddown) rom alls o 50-eet or less.

    AGILE STRIKE [GENERAL]

    You may choose to rely on your dexterity when making a melee attack.Prerequisite: Dexterity 13.Benefit: As a ree action, you may choose to

    apply your Dexterity bonus to attack rolls – in place o your Strength bonus. Your damage is stillmodified by your Strength.

    ALERT OPPORTUNIST [GENERAL]

    Your keen eyes watch all activity around you

    during battle. When coupled with your amazingreflexes, you may take strike multiple, distractedopponents in a single round.

    Prerequisites:  Opportunist ability, Reflexsave 10+, Dexterity 15+.

    Benefit: You may use your opportunist abilitya number o times per round equal to one-hal your Dexterity modifier (round down).

    Normal:  You may only use the opportunistability once each round.

    ALLEY  W ALKER 

    [GENERAL]You’ve spent a considerable amount o yourchildhood in the alleys o some o the largest citiesin the land and can predict the layout o any city’sstreets and alleys.

    Prerequisite:   Born and raised in an urbanenvironment.

    Benefit:  o use this ability you must makea Survival   check. Te total result multiplied bythree equals the radius in eet that you may sketchout as a map o the surrounding alleys and streets.

    For example, a Survival   check result o 20allows you to draw a map that shows the citylayout within 60 f. o your position.

    Te map shows the streets and alleys only anddoes not allow you to predict what the interior obuildings in the area may look like.

    ANCESTRAL RESERVE [SPIRIT]

    You are attuned to the spirits o your ancestors– long-dead powerul warriors – and may drawupon their spiritual energy to heal yoursel.

    Benefit: A number o times per day equal toone-hal your character level (round up) you mayattempt to summon energy rom the spirits o your ancestors. Make a DC 15 Will save; or each point by which your roll surpasses the DC youautomatically heal two hit points o damage. Youmay not heal beyond your maximum hit points.

    ANCHOR STANCE [GENERAL]

    You are at home on vertical suraces, expertlymoving up a wall, cliff, or other vertical suraceusing only your eet.

    Prerequisites: Climb 6 ranks, Athletic.Benefit:  When climbing you use only your

    eet, leaving your hands ree so that you may fight– or perorm other actions that require your hands– without penalty. Additionally, as long as yourestrict your speed to 5-eet while climbing thereis no chance that you will all.

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    APPEAR LARGER THAN 

     Y OU TRULY  ARE [GENERAL]You are adept at concealing your true size,orcibly twisting and contorting your body –and wrapping yoursel in layers o clothing andequipment – until you appear larger than youtruly are.

    Benefit: When carrying a heavy load you maymake a Bluff check, as a ree action, opposed by your opponent’s Sense Motive. I you win the testthen you are treated as one size category largerthan you truly are as long as you do not physicallyinteract with the affected opponent.

    I declared beore rolling, you may willinglysuffer a -5 penalty to your Bluff check in order touse this ability against a number o opponents upto your character level.

    ARCANE DODGE [GENERAL]

    You are skilled at channeling your arcaneenergy through your body, enabling you to betteravoid attack.

    Prerequisites: Dodge, ability to cast 1st-levelarcane spells.

    Benefit: As an immediate action, a number otimes per day equal to your Intelligence modifier, you may sacrifice a prepared spell in order to use your body with a small measure o arcane energythat improves your ability to dodge attacks.For a number o rounds equal to the level o the prepared spell that you sacrificed your dodgebonus to Armor Class, when using the Dodge eat,is increased by +3 (to a total bonus o +4).

    ARCANE FORTITUDE [GENERAL]You are adept at twisting your prepared spells

    to aid you in resisting physical stress.Prerequisites: Ability to cast 3rd-level arcane

    spells.Benefit:  You may sacrifice a prepared spell

    at any time, as an immediate action, and channelthat spell’s energy into an enhancement bonus toFortitude saves. Tis enhancement bonus is equal

    to the level o the sacrificed spell; you retain thisbonus or a number o rounds equal to your casterlevel plus your Intelligence modifier.

    ARCANE GRAPPLE [GENERAL]

    You may draw upon your arcane knowledge toassist you in great struggles.

    Prerequisites:  Ability to cast 1st-level arcanespells.

    Benefit:  You may sacrifice a prepared spell atany time, as a swif action, and channel that spell’senergy into an enhancement bonus to grapplechecks. Tis enhancement bonus is equal to thelevel o the sacrificed spell; you retain this bonus tograpple checks or a number o rounds equal to yourcaster level plus your Intelligence modifier.

    ARCANE HEALING [GENERAL]

    You are so attuned to your divine and arcanetalents that you may channel arcane energy intohealing magic.

    Prerequisites: Ability to cast 3rd-level arcanespells, ability to cast 5th-level divine spells.

    Benefit:  A number o times per day equalto the average o your Intelligence and Wisdommodifiers (add the two together, divide by two,and round down) you may, as a ree action, changeany prepared arcane spell into a divine healingspell, as per the Spontaneous Casting eature othe cleric core class.

    ARCANE POWER SURGE [GENERAL]

    Your ability to enhance your physical prowessby directing your arcane spellcasting ability into your body significantly increases.

    Prerequisite:  Arcane Strength.Benefit:  Once per day, as an immediate

    action, you may sacrifice a prepared spell, gainingan enhancement bonus to your Strength scoreequal to twice the level o the sacrificed spell ora number o rounds equal to your Intelligencemodifier.

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    Once your enhanced Strength expires youbecome exhausted, suffer a –6 penalty to your Strengthscore until you overcome the effects o exhaustion,and suffer a number o points o nonlethal damageequal to the Strength bonus that you gained.

    Special:  You can take this eat multiple times,each time applying it to a different arcane ability eatthat you already possess (see box). Trough careul planning you may use both this eat and the arcaneability eat that it goes with or a remarkable bonus toan ability score once each day.

    ARCANE RUSH [GENERAL]

    You unleash a prepared spell as a glowing, physical maniestation o arcane energy that bullrushes a nearby opponent.

    Prerequisites:  Improved Bull Rush, Ability tocast 4th-level arcane spells.

    Benefit: As a swif action you may sacrifice any prepared arcane spell to create a glowing object thatlooks exactly like yoursel. Immediately upon creation you designate an opponent within a number o eeto your position equal to five times your caster level.Once the target is selected this glowing duplicate perorms a bull rush attempt against the opponent.

    Tis bull rush attempt unctions as i you were takingthe action, with your glowing duplicate gaining anenhancement bonus to Strength equal to the level othe sacrificed spell. Te bull rush plays out normally,as i you were actually charging the opponent, andimmediately afer the results have been determined your glowing duplicate vanishes.

    In game time, all o this takes place instantly, your glowing duplicate appearing as a brie blurthat streaks out rom your body and strikes thetargeted character or creature.

    ARCANE SPEED [SPELLTOUCHED]

     Whenever you are subjected to the effects o anyarcane spell your body absorbs the energy, enabling you to move aster or a limited time.

    Prerequisite: Exposure to haste.Benefit: You gain a +5 f. bonus to movement

    anytime that you are affected by an arcane spell. Youretain this bonus or a number o rounds equal tothe level o the spell that affected you. Te spell isunaffected and otherwise unctions normally.

    ARCANE STRENGTH [GENERAL]

    You may channel your arcane spellcasting power to your physical prowess.

    Prerequisite:  Ability to cast 3rd level arcanespells.

    Benefit: A number o times per day equal to your Intelligence modifier, as a swif action, youmay sacrifice a prepared spell, gaining an inherentbonus to your Strength score equal to the level othe sacrificed spell or a number o rounds equal to your Intelligence modifier.

    ARCANE ABILITIESArcane Strength can be a valuable eat or wizards and bards but wouldn’t it be nice to boost other

    abilities in this manner? Te ollowing eat, Arcane Wisdom, shows how quick and easy it is or a DM

    or player to adapt this eat to other abilities.

    ARCANE W ISDOM [GENERAL]You may channel your arcane spellcasting power to improve your willpower, perception, and

    intuition..Prerequisite: Ability to cast 3rd level arcane spells.Benefit: A number o times per day equal to your Intelligence modifier, as a swif action, you may

    sacrifice a prepared spell, gaining an inherent bonus to your Wisdom score equal to the level o thesacrificed spell or a number o rounds equal to your Intelligence modifier.

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    ARCANE THREAT [GENERAL]

    You channel prepared arcane spells into agroup o glowing duplicates o yoursel, each one

    o which remains within 5-f. o your location andextends that area that you threaten.Prerequisite: Ability to cast 7th-level arcane

    spells.Benefit: Once per day, as a swif action, you

    may sacrifice any prepared spell to create eightduplicates o yoursel, each one shimmering abright, magical blue. Tese duplicates remainin the squares adjacent to you – even i thosesquares are occupied or blocked by obstacles – or

    a number o rounds equal to the level o the spellsacrificed. For the duration o this eat’s effect youthreaten all squares adjacent to yoursel and yourduplicates and your duplicates may make attackso opportunity or you, as i  you  were in theappropriate square, without any action requiredon your part.

    I you are knocked unconscious your arcaneduplicates automatically vanish.

    You may move about while this eat is in effect, your duplicates automatically moving with you sothat they always remain in the squares adjacent to your position.

    ARCANE TOUGHNESS [GENERAL]

    Using your mastery o the acane arts, you’vetapped into the magical weave and strengthened yoursel.

    Prerequisite:  Ability to cast 5th-level arcanespells

    Benefit:  You may sacrifice a prepared spell– o any level that you may cast – at any time togain a number o temporary hit points equal to

    the level o spell sacrificed times your Intelligencemodifier. Tese hit points can place you over yournormal maximum.

    ARCHER’S COUP DE GRACE [GENERAL]

    You’re an accomplished master o the bow,capable o delivering killing shots rom a distance.

    Prerequisites:  Point Blank Shot, Far Shot,Precise Shot.

    Benefit:  You may use a bow or crossbow to

    make coup de grace attempts against helplessopponents within 30 eet.

    ARMOR OF FORCE [GENERAL]

    You may sacrifice prepared spells to createtemporary armor comprised o pure arcane energy.

    Prerequisites: Descriptor Focus [Force], abilityto cast 3rd-level arcane spells.

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    Benefit:  You may, as a ull-round action,sacrifice a prepared spell in order to create a suito armor o pure orce energy. Tis armor can takethe orm o any type o armor imaginable, whetheror not you are proficient with the chosen armortype. Te armor o orce remains in existence or anumber o rounds equal to the level o the sacrificedspell during which time it is treated as a +1 suit oarmor o the chosen orm (meaning that additionalspells cast during the duration are affected by thespell ailure percentage o the chosen armor type).I you drop the remove the armor or are renderedunconscious beore it naturally expires, the armor

    o orce immediately vanishes.You may only create this armor o orce energyi you are not wearing armor o any type.

    ARMOR PIERCING SHOT [GENERAL]

    You’ve studied the armor o man long enough tohave a remarkable understanding o its construction– and weaknesses – and use this knowledge to youradvantage.

    Prerequisites:  Precise Shot, Craf

    (armorsmithing) 6 ranks.Benefit: As a ull-round action you may study adistant oe’s armor, searching closely or a weak spot.On your next turn, i you are uninterrupted, you maymake a Spot check (DC 15 + the armor bonus o your target’s worn armor); you gain a synergy bonusto this roll equal to one-hal (round up) the numbero ranks you possess in Craf (armorsmithing). Ithis Spot check is successul the armor bonus o yourtarget’s worn armor is reduced by one-hal (rounddown) or a single attack with a bow or crossbow.Additionally, i the attack is successul, you gain a

    bonus to damage equal to the number o ranks you possess in Craf (armorsmithing).

    Te effects o this eat are limited to targets within 60-eet o your position.

    ARMORED GRAPPLE [GENERAL]

    You use the weight o your armor to youradvantage when grappling with a oe.

    Prerequisite:   Armor Proficiency (heavy),Improved Grapple.

    Benefit:  When wearing heavy armor whilegrappling you gain an equipment bonus to grapplechecks equal to the armor’s armor bonus.

    Special:  A fighter may select ArmoredGrapple as one o his fighter bonus eats.

    ARMORED REDOUBT [GENERAL]

    You’re a wall in battle, providing cover to yourallies as you absorb the brunt o any attack.

    Prerequisites:  Alertness, Armor Proficiency(heavy), Diehard, Great Fortitude, Iron Will.

    Benefit:  When wearing heavy armor, anyallies who gain cover rom you gain an additional+2 bonus to deense, or a total bonus o +6. Yougain a +4 bonus against any action, magical ormundane, that would orce you to move or wouldknock you prone.

    Special:  A fighter may select ArmoredRedoubt as one o his fighter bonus eats.

    ARROW  STAB [GENERAL]

    You’re experienced at turning an arrow ocrossbow bolt into an effective melee weapon.

    Prerequisite:   Proficiency with any bow orcrossbow.

    Benefit:  When pressed into melee combat you may fight with an arrow or crossbow bolt,treating the arrow or bolt as a iny weapon thatinflicts 1d4 points o damage and has a x2 criticalmultiplier.

     With a successul Bluff check (DC 10 +opponent’sSense Motive rank) against an opponentthat is within melee range you may eint firing the

    arrow or bolt and then at the last second attack with the arrow or bolt, gaining a +2 surprise bonusto your attack and damage rolls.

    ARROW  TRIP [GENERAL]You are a master with the bow, capable o

    tripping opponents rom a distance by firingarrows in ront o them as they move.

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    Prerequisites:  Precise Shot, base attackbonus +6.

    Benefit: You may make a trip attack with abow or crossbow, as an immediate action, againstany opponent that is moving. Your attack roll istreated as your Strength check or purposes othis maneuver – your opponent’s Dexterity check(Strength checks cannot resist a trip attemptmade with this eat) must exceed your attack rollor your opponent is tripped by the arrow attack.

    Tis counts as an attack o opportunityattempt or you.

    ASSUME TEMPLATE [GENERAL]You may temporarily affect your body,

    transorming yoursel with bizarre effects typicallyapplicable only to creatures.

    Prerequisites:  Greater Spell Focus(Conjuration).

    Benefit: You may, as a ull-round action that provokes an attack o opportunity, sacrifice anyone spell and apply the effects o any appropriateacquired template to yoursel. For a number o

    rounds equal to the level o the spell sacrificed plus your caster level you gain all o the benefitsand drawbacks o the chosen template. Te CR othe acquired template may not exceed one-thirdthe level o the sacrificed spell (round down).

    AUGMENT CONSTRUCT [GENERAL]

    Te constructs that you create are more powerul than normal.

    Prerequisite: Craf Construct.

    Benefit: Each construct that you create gainsa +4 enhancement bonus to Strength.

    AURA OF HOLY  MIGHT [DIVINE]

    Once per day you release a blast o holyenergy, surrounding yoursel in a sphere o holy power that drives back evil.

    Benefit:  Once per day, as an immediateaction, you sacrifice a turn undead attempt to

    cover the surrounding area in holy power thatorces all evil characters and creatures withinits effect to make a Will save (DC 10 plus one-hal your character level (round down)  plus your Wisdom modifier) or be panicked. Tose whosucceed their Will save are still shaken until theyleave the area o effect.

    Tis power extends to a radius o 30-eetand lasts or a number o rounds equal to yourcharisma modifier. Te area and duration are bothdoubled or paladins.

    Special:  Evil characters that can rebukeundead may take a similar eat – Aura o Unholy

    error – that affects good-aligned characters andcreatures in the same manner.

    BAD BLOOD [SURVIVOR]Your blood is unwholesome to creatures that

    subsist on this vital fluid.Prerequisite: You must have had Constitution

    reduced to 0 through blood drain and recoveredBenefit: You are immune to the extraordinary

    ability blood drain. Any opponent that attemptsto use the ability against you will be unsuccessul,even i he meets all the requirements or the use

    o the ability.

    BANISH THE SUN [EPIC]You may permanently sacrifice a part o your

    soul in order to cover the world in darkness or asingle day.

    Prerequisites: Dark Eclipse, any evilalignment, ability to cast 9th-level divine spells.

    Benefit:  Once per week, as a ull-roundaction, you may willingly suffer a negative levelin order to blot out the sun. For as long as you

    are under the effects o this negative level the suncannot shine – anywhere on the world – and allevil characters and creatures gain a +2 proanebonus to all attack and damage rolls or as longas you hold back the sun. At the end o this eat’sduration you are exhausted and must make a Will save (DC 35 plus the number o hours thatthe sun was extinguished); i you ail then you permanently lose your highest spell slot.

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    BARDIC ECHO [GENERAL]

     When in deep, cavernous rooms or tunnels your mastery o bardic music – coupled with yourgreat vocal skill – enable you to sustain the effects o your bardic music ability.

    Prerequisite:  Bardic music ability,  Perorm(Sing) 6 ranks

    Benefit: When using your bardic music abilityunderground – including in dungeons – anycreated effect last an additional 2+1d4 rounds afer you stop singing. Tis applies only to bardic musiceffects that end as soon as the bard stops singing.

    BEND BARS/LIFT GATES [GENERAL]

    You’ve careully studied the design o cages,iron gates, and other vertically moving gates andbarred contrivances made o metal, mastering theknowledge necessary to exploit their weaknesses.

    Benefit: At any time that you must makea Strength check to bend iron bars or lif a gateor portcullis you gain a +4 insight bonus to thecheck.

    BLESSED HEALER [GENERAL]

    You were blessed at birth, granted with thedivine power to heal others by your touch.

    Benefit: Each day you may, with your touchand as a ull-round action, heal a number o hit points o damage equal to 1 plus your Wisdommodifier times your character level. You may chooseto divide this healing amongst multiple individualsand you do not have to use all o your healing abilityat once. Your chosen target must willingly allow you

    to touch him in order or this ability to work. Youmay not heal yoursel.

    Special: Tis eat may only be selected at 1st-level.

    BLINDING STRIKE [GENERAL]

    You possess incredible accuracy with slashing weapons and are capable o cutting a oe directly

    across his orehead so that his own blood obscureshis vision.

    Prerequisite:   Weapon Focus (any slashing weapon), Base attack bonus +5, Dexterity 13.

    Benefit: When attacking with a weapon thatinflicts slashing damage, beore making your attackroll, you may declare that you are perorming ablinding strike. Tis imposes a –5 penalty on yourattack roll but, i you are successul, your attackdeals 1 point o damage and leaves your opponentblinded or a number o rounds equal to yourDexterity modifier.

    BLINDING REFLECTION [GENERAL]Beneath the brilliant rays o the sun you can

     purposeully reflect sunlight off o your armor or weapon to blind an opponent.

    Benefit: You may, as a move action, use anycarried metallic weapon, worn metallic armor,or carried metallic shield to reflect sunlight intoan opponent’s eyes. Te targeted opponent mustmake a successul Reflex save (DC 15 plus yourbase attack bonus) or be dazzled or one round.

    BORROWED SPELL [TIMEBOUND]

    You steal a spell rom your uture sel, expanding your spellcasting abilities today at the expense outure talent.

    Prerequisites: Ability to cast 1st-level spells.Benefit:  A number o times per day equal

    to the total number o timebound eats that you possess, as a ull-round action, you reach throughthe timestream to your near-uture sel and borrow

    a spell slot o any level that you currently possess,increasing the number o spells that you can casttoday. You must select a single day rom a numbero days in the uture equal to your Intelligencemodifier to borrow the slot rom and then writedown the exact day and level o spell slot borrowed;once the chosen day arrives you lose the selectedspell slot or that day.

    Special: Use o this eat increases your temporaldissonance score by 1.

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    BURNING SPELL 

    [METAMAGIC]You envelop your damaging spells in fire,increasing their damage.

    Benefit: A spell that causes damage gains the[Fire] descriptor and deals an extra +1 points odamage per caster level (maximum o +10 damage).A burning spell uses up a spell slot one level higherthan the spell’s actual level.

    CALMING PRESENCE [GENERAL]

    Your presence during combat has a calmingeffect on those around you,enabling them to better resist theeffects o ear.

    Prerequisites: Leadership.Benefit: Your ollowers gain a

    +2 morale bonus to saves againstear effects when they are withina number o eet o your positionequal to your leadership scoretimes two. Additionally, you gaina morale bonus to saves againstear effects equal to one-hal yourleadership score (round down)as long as at least one o yourollowers is close enough to gainthe benefit o this eat.

    CHARMTOUCH [GENERAL]

    Your mastery o mind-affecting spells is so great that youcan use other enchantment spellsas i they were charm person.

    Prerequisites:  DescriptorFocus [Mind-affecting].

    Benefit:  Whenever you aretouching another you may sacrificeone spell o the enchantmentschool, as a swif action, andimmediately cast charm person at acaster level equal to your own plus the level o the sacrificed spell.

    CHARM ARROW  [GENERAL]

    You are able to enhance arrows with mind-affecting magic.Prerequisite:   Enhance Arrow as a class

    eature.Benefit:  When enhancing arrows you may

    choose to imbue charm magic into the arrowinstead o an enhancement bonus. In place o yournormal enhancement bonus the arrow casts charm person (or charm monster, i appropriate) on thetarget, afer it suffers the arrow’s regular damage.Te charm person effect unctions as i cast by aspellcaster o a level equal to your Intelligence

    modifier +3.

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    CHEAT DEATH [GENERAL]

    You survive attacks that should kill you.Prerequisite: Hard to KillBenefit:  One time each level an attack

    that would normally kill you ails to deliver anydamage. Tis applies to any damage, mundane ormagical.

    CIRCLE OF HOLY  POWER [DIVINE]

    You may redirect the gifs rom your deity tocreate a protective aura that shields you and your

    allies rom evil.Prerequisite: Ability to turn undead, able tocast 2nd-level divine spells.

    Benefit: By sacrificing a turn undead attempt you may project an aura o holy power thatradiates out rom your position a distance o 15 f.+ 2 f./character level that you possess. Any good-aligned characters or creatures within the auragain a +1 holy bonus on attack rolls and savingthrows while evil-aligned characters or creaturesthat enter that same area must make a Will save(DC 10 + one-hal your character level, rounded

    up) or they are staggered as long as they remain inthe affected area. Tis aura persists or a numbero rounds equal to your Wisdom modifier orCharisma modifier (whichever is higher).

    CLINGING SPELL [METAMAGIC]

    Spells that you cast take hold o your targetand persist or a longer period o time.

    Prerequisite: Extend Spell.Benefit:  Any damage-dealing spell with a

    duration o instantaneous continues to inflictdamage as it clings to the target. For a number orounds equal to your caster level the target suffersan additional 1d2 points o damage o the exactsame type as the spell that you had cast inflictedon them. (For example, a  fireball  would deal firedamage.) A clinging spell uses up one spell slotlevel higher than the spell’s actual level.

    CLOAK DISARM [GENERAL]

    You can use your cloak as a weapon, lashingout at an opponent’s held or worn items andripping them rom his person.

    Prerequisites:  Cloak Feint, ImprovedDisarm, Dexterity 13+.

    Benefit: You may make disarm attempts witha held cloak as i it were a one-handed weapon. Isuccessul when disarming an opponent’s weapon you may make a DC 15 Reflex save to snatch the weapon rom the air – using the same hand that isholding your cloak – as your cloak knocks it rom your opponent’s grasp.

    CLOAK FEINT [GENERAL]You can whip off your cloak during combat,

    twirling it about your body to conceal your actionsand conuse your oes.

    Prerequisite: Improved Feint.Benefit: As a swif action, i you have a ree

    hand, you may instantly tear off your cloak andbegin twisting and spinning it beore you, slightlyobscuring your opponent’s view o your actions.You gain a +4 bonus to your Bluff check whenattempting a eint.

    CLOSE FIGHTING [GENERAL]

    You’ve trained long and hard with allies,mastering your combat techniques when shoulder-to-shoulder with your allies.

    Benefit:  When adjacent to an ally that possesses the Close Fighting eat you gain a bonusto attack and damage rolls equal to one-hal yourally’s base attack bonus (round down).

    COLLECTOR OF ARCANE OBJECTS [GENERAL]

    You have a habit o not only collecting magicitems but also careully studying any that passthrough your hands, granting you greater skill inusing and identiying items.

    Prerequisites: Appraise 6 ranks, Use MagicDevice 6 ranks.

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    Benefit:  You gain a bonus to Appraise– when appraising magic items – and Use MagicDevice checks equal to one-hal your characterlevel (round down).

    COMPOSURE [GENERAL]You’ve mastered the art o sel-control and

    never let your true thoughts or eelings show.Prerequisite:  Perorm (Acting) 5 ranks,

    Sense Motive 8 ranksBenefit: You gain a +2 competence bonus to

    ability checks, skill checks, and Will saves whensomeone attempts to orce inormation rom you.

    CONSUME ENCHANTMENT [SPELLTOUCHED]

    You are a magical void, temporarily consumingthe enchantment placed on low-powered magicitems.

    Prerequisite: Exposure to antimagic field .Benefit: Any time that you come into contact

     with a magic item that has a caster level o 3rd-levelor less that item’s abilities and enhancement bonus(i any) are suppressed (as i that item had come

    into contact with the antimagic field spell) or 1d2hours. For each magic item that you suppress yougain a +1 enhancement bonus to any ability o your choice or a number o rounds equal to thecaster level o the suppressed item  plus  one-hal your character level (round down).

    CROWN OF RINGS [EPIC]You may utilize magic rings in a strange, but

    effective, manner.Prerequisites:  Absorb Ring’s Power, ability

    to cast 9th-level arcane spells.Benefit:  A number o times per day equalto one-hal your character level (round down),as a ull-round action, you may take a handul omagic rings rom your pocket, pouch, or othercontainer worn on your person – no more than anumber o rings equal to one-hal your caster level(round down) – and sacrifice one prepared spellas you throw the rings into the air. Instantly, therings begin spinning rapidly a ew inches above

     your head, appearing as a blur. For a number orounds equal to the level o the sacrificed spell yougain an enhancement bonus to Will saves equalto +2 or each ring that you threw. At the end othis effect’s duration, or immediately i you areknocked unconscious or move rom the square you were in when you threw the rings, the ringsautomatically return to the container rom which you took them.

    CRUSHING BLOW  [GENERIC]

    Your mastery o bludgeoning weapons andknowledge o anatomy combine to cause youropponents unimaginable pain.

    Prerequisites:  Greater Weapon Focus(any bludgeoning weapon), Greater WeaponSpecialization (any bludgeoning weapon),Improved Critical.

    Benefit: When attacking with any bludgeoning weapon with which you possess Greater WeaponFocus and Greater Weapon Specialization, yoursuccessul critical attacks inflict double the weapon’s normal critical damage and the target

    must make a successul Fortitude save (DC equalto the amount o damage inflicted by the attack) orsuffer 1d4 points (each) o Strength and Dexteritydamage as your blow shatters bone and leaves yourtarget stunned or a number o rounds equal to your Strength modifier. On a successul save thetarget is stunned or a number o rounds equal toone-hal your Strength modifier (round down).

    Special: A fighter may select Crushing Blowas one o his fighter bonus eats.

    DAMAGE CONVERSION 

    [GENERAL]You can make your opponent’s blows less

    damaging.Prerequisite:   Con 13, Endurance,

    oughnessBenefit:  You convert a limited number o

    normal damage rom each hit you take to nonlethaldamage. Te amount you can convert is equal to your Constitution modifier. Tus, a character with

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    Constitution 15 converts 2 points rom every hitto nonlethal damage. You must be conscious orthis eat to unction, however. Tat is, i reducedto 0 or ewer hit points, any urther damage youtake is normal damage and is not converted tononlethal damage.

    DAMAGING W ORD [GENERAL]

    Your sharp tongue and quick wit are so brutalthat you can actually harm an opponent with words alone.

    Prerequisites:  Intelligence 13+, Charisma13+, Persuasive, Bluff 8 ranks.

    Benefit: When making a Bluff check againstan opponent you may willingly suffer a -8 penaltyto your roll; i you win the test your words areso mesmerizing and powerul that you inflict anumber o nonlethal points o damage equal to theamount by which you surpassed your opponent’sSense Motive check.

    DARK ECLIPSE [EPIC]Once per day you may split your soul rom

     your body and send it to completely block thesun.

    Prerequisites: Any evil alignment, ability tocast 9th-level divine spells.

    Benefit: Once per day, as a ull-round actionthat provokes an attack o opportunity, your soulleaves your body and eclipses the sun, darkeningthe sun or all within a number o miles o yourlocation equal to one-hal your character level(round down). For those in the affected area it isnight and not day. You may remain separated rom your body or a number o rounds equal to your

     Wisdom modifier, though you are shaken or aslong as you sustain this effect plus one additionalround afer you cease using this eat.

    DEAD MAN’S E YES [SURVIVOR]

    You have seen the ace o death and it nolonger holds power over you.

    Prerequisite:   You must have died and beenrestored to lie

    Benefit: You are immune to the supernaturalability Death Gaze or any similar supernaturalability that causes death by sight. Beams or raysemitted rom the eyes o a creature all underthis immunity so long as they are supernatural inorigin and not spells or spell-like abilities. Tis eatdoes not, however, grant immunity to a basilisk’sPetriying Gaze, since it does not cause immediatedeath but petrification.

    DEAFENING SPELL 

    [METAMAGIC]You may inuse your damage-inflicting spells

     with a secondary effect that envelops your targetin a localized sonic burst that deaens only thetargeted character or creature.

    Benefit:  Opponents injured by a deaeningspell must make a successul Fortitude save (DCequal to your caster level plus Intelligence modifier plus the spell’s base level) or become deaened ora number o rounds equal to the actual level o thespell cast. Sonic resistance and immunity affects

    the results o a deaening spell. A deaened spelluses up one spell slot three levels higher than thespell’s actual level.

    DEATH BLOW  [GENERAL]Choose one type o weapon, once per day

     you’re able to pierce an enemy’s deenses, inflictingmortal damage.

    Prerequisite:   Improved Critical (identical weapon type), Base attack bonus +12.

    Benefit: When using the weapon you selected,any critical strike deals a number o points o

    damage equal to two times your Strength bonus.Tis damage is in addition to any other damagethe strike inflicts.

    Special:  You can gain Death Blow multipletimes. Te effects do not stack. Each time you takethe eat, it applies to a new type o weapon.

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    DEEP TRACKER [GENERAL]

    Your knowledge o dungeons enables you tobetter ollow characters and creatures through theunderground.

    Prerequisite: Dungeon Sense, rack Benefit: You receive a +4 competence bonus to

     your Survival  check when tracking underground.

    DEEPER VISION [GENERAL]Your darkvision is clearer than that o most,

    allowing you to see urther in darkness.Prerequisite: DarkvisionBenefit: Te range o your natural darkvision

    ability is extended by 30 f.

    DEFEND PORTAL [EPIC]You place yoursel in ront o any planar portal

    or magical gate, protecting it rom others or aslong as you remain in a deensive position.

    Prerequisites: Hold Portal.Benefit: When adjacent to any planar portal

    or magical gate, either naturally occurring orcreated by an item or spell, you may, as a ull-round action, block attempts to pass through

    the portal. Anyone attempting to use the portal provokes an attack o opportunity rom you, nomatter whether or not they enter a square that youthreaten; you may make attacks o opportunitythrough the portal to the adjoining plane oexistence. You gain a competence bonus to attackand damage rolls equal to the number o ranksthat you possess in Knowledge (the planes) when preventing someone to use the portal.

    DELAYED SPELL 

    [METAMAGIC] When cast, you can program a spell so that itseffects are delayed until a time o your choosing.

    Prerequisite: Any other metamagic eat.Benefit: As soon as you have cast a delayed

    spell you must speciy a number o rounds – anynumber up to your caster level plus your Intelligencemodifier – that must elapse beore the spell takeseffect. Spells that target a specific individual, orgroup o individuals, cannot be delayed. A delayed

    spell uses up one spell slot level higher than thespell’s actual level.

    DENIAL [GENERAL]During combat you’re capable o closing

     watching a single opponent, deending yourselagainst opportunistic attacks attempted by thatoe.

    Prerequisite:  Lightning Reflexes, Base attackbonus 5+.

    Benefit:  As an immediate action you maydesignate a single opponent within visual range.Tat opponent may not take attacks o opportunity

    against you – or any reason – or the durationo this battle or until you designate a differentopponent to protect yoursel against.

    Special: A fighter may select Denial as one ohis fighter bonus eats.

    DENY  SUMMONING 

    [GENERAL]Your mastery over summoning and

    counterspelling is so great that you can use any spellto counter the summoning o another spellcaster.

    Prerequisites:  Improved Counterspell, SpellFocus (Conjuration).

    Benefit:  When counterspelling a summoningspell you may use any spell, regardless o its level orschool, in order to attempt to counter the summoningspell. You suffer a penalty to your attempt equal to thedifference in levels between the selected spell and thespell you are attempting to counter.

    DESCENDANT OF A 

    RENOWNED W ARRIOR 

    [GENERAL]One o your ancestors was a powerul, legendary

    fighter.Benefit:  Your ancestor’s blood flows reely

    through your body, strengthening your resolve andcourage. You gain a +2 morale bonus to all Strengthand Constitution checks.

    Special:  Tis eat may only be selected at 1st-level.

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    DESCRIPTOR FOCUS 

    [GENERAL]You’ve devoted your study to a specific type ospell, ocusing on an even tighter area o study thansimply a school o magic.

    Prerequisite: Spell Focus (Any).Benefit: Choose a spell descriptor, such as [Acid]

    or [Fire], add +1 to the DC or all saving throwsagainst spells with the descriptor that you select.

    Special: You can gain this eat multiple times. Itseffects do not stack. Each time you take the eat, itapplies to a new descriptor.

    DEVOTED SPELL [METAMAGIC]

    You have cast a specific spell so many times thatit is permanently written in your brain, allowing youto prepare it as i it were an easier spell.

    Prerequisite:  Spell Mastery, any othermetamagic eat.

    Benefit: Select one o the spells affected by SpellMastery. Your chosen spell uses up one spell slot levellower than the spell’s actual level (minimum 0-level).

    Special:  You can gain this eat multiple times.Its effects do not stack. Each time you take this eat,it applies to a new spell (that is affected by SpellMastery).

    DEXTEROUS DODGE 

    [SURVIVOR]Prerequisite:  Dex 13, You must have been

    successully trampled by an opponentBenefit: You gain a +4 bonus to all Reflex saving

    throws to avoid being trampled by an opponent.

    DISARMING SMILE [GENERAL]

    You’ve got a riendly, relaxed smile that luresothers in.

    Prerequisite: Charisma 14+Benefit: You have a +2 circumstance bonus on

    all Bluff checks against those who do not know you.

    DISCERN RING [GENERAL]

    Your knowledge o magical rings is so great that you can identiy the nature and abilities o such rings within a matter o seconds.

    Prerequisites: Forge Ring.Benefit:  When holding a magic ring in both

    hands, including a cursed ring, you may use a ull-round action and immediately know all o the ring’sabilities. Additionally, you may attempt a Spellcrafcheck (DC 15 + the caster level o the ring’s creator atthe time o creation) as a ree action during the sameround and, i successul, identiy not only the ring’sabilities but also its creator and time o creation.

    DISEASE RESISTANCE [SURVIVOR]

    You are resistant to the effects o diseases.Prerequisite: You must have survived inection

    by a disease, whether non-magical or magicalBenefit:  You gain a +4 bonus to any saving

    throw made to resist the effects o diseases, includingmagical diseases.

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    DIVINE SHADOW  [DIVINE]You may call upon the powers o your god to

    bathe you in a protective, obscuring shadow.Benefit: Once per day, as a swif action, you

    may expend a turn undead attempt in order to callorth dark clouds that slightly darken the light castby the sun or the moon and stars. For a numbero rounds equal to one-hal your character level(round down) you gain a +4 sacred (or proane, in

    the event o one that worships an evil deity) bonusto Hide checks.

    DIVINE SHOUT [DIVINE]You transorm the divine energy granted by

     your deity into an audible burst o power thataffects non-believers.

    Prerequisites: Ability to cast 5th-level divinespells.

    Benefit: Once per day, as a ull-round action, you may sacrifice a prepared divine spell and one

    turn undead attempt to lean back and scream yourgod’s name. All characters and creatures – that arenot worshippers o your god, including your allies– within 100-f. o your position must make a Willsave (DC equal to 10 plus your character level plus the level o the spell that you sacrificed). On aailed save that character or creature is staggeredor a number o rounds equal to the level o thespell that you sacrificed.

    DIVINE STRENGTH [GENERAL]

    You may channel the granted power o yourdeity rom spellcasting to your physical prowess.

    Prerequisite:  Ability to cast 3rd level divinespells.

    Benefit: A number o times per day equal to your Wisdom modifier, as a swif action, you may

    sacrifice a prepared spell, gaining a sacred bonus(an evil divine spellcaster utilizing this eat gainsa proane bonus) to your Strength score equal tothe level o the sacrificed spell or an equal numbero rounds.

    DIVINE SUNDER [DIVINE] When making a sunder attempt against an

    opponent you may empower your sunder attack with divine energy.

    Prerequisites: Improved Sunder.Benefit:  You may sacrifice a turn undead

    attempt or the day, as a swif action, when makinga sunder attempt in order to gain a sacred bonus(evil characters, with the ability to rebuke undead,gain a proane bonus) to the sunder attempt equalto one-hal your character level (round down).

    DUMB LUCK [GENERAL]Accidental luck plays as great a roll in your

    successes as your talents and experience do.

    DIVINE ABILITIESDivine Strength can be a valuable eat to clerics and paladins but wouldn’t it be nice to boost other

    abilities in this manner? Te ollowing eat, Divine Wisdom, shows how quick and easy it is or a DMor player to adapt this eat to other abilities.

    DIVINE W ISDOM [GENERAL]You may channel the granted power o your deity rom spellcasting to improve your willpower,

     perception, and intuition..Prerequisite: Ability to cast 3rd level divine spells.Benefit: A number o times per day equal to your Wisdom modifier, as a swif action, you may

    sacrifice a prepared spell, gaining a sacred bonus (an evil divine spellcaster utilizing this eat gains a proane bonus) to your Wisdom score equal to the level o the sacrificed spell or an equal number o

    rounds.

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    Benefit: A number o times per day equalto one-hal your character level (round down),as an immediate action, you may add a +4 luckbonus to any ability or skill check. You mustchoose to add this bonus beore making thecheck.

    DUNGEON SENSE 

    [GENERAL]Trough experience you’ve developed

    an intense amiliarity with the design andconstruction o dungeons and can correctly

     predict the layout o corridors and chambers you have not yet visited.

    Prerequisite:  Knowledge (Dungeoneering) 10 ranks.

    Benefit: o use this ability you must makea  Knowledge (Dungeoneering)  check. Te totalresult – times two – equals the radius in eetthat you may sketch out as a map that properlyreflects the dungeon terrain.

    For example, a Knowledge (Dungeoneering) check result o 20 allows you to draw a map thatshows the dungeon passages within 40 f. o

     your position.Te map shows those areas that could bereached but does not allow you to predict thelocation o secret doors (or what may lie beyondsuch doors).

    Special:  Tis eat works in constructeddungeons only and does not apply to naturalcaves or caverns.

    EAR TO THE GROUND 

    [GENERAL]

    By lying down and placing your ear to thground you are able to identiy the locationand distance o creatures in contact with theground.

    Benefit:  As a ull-round action you maylie down on the ground and by then placing

     your ear on the ground automatically detectthe location o any creature in contact with theground to a range o 30 f.

    Special:  Wearing a helmet or anythingthat covers your ears a