New and Revised Feats

Revised Feats | New Feats | Metamagic Feats


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Revised Feats
As a general house rule, some standard Pathfinder feats have been revised.

COMBAT CASTING
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast defensively or while grappled. Additionally, you receive a +2 circumstance bonus to AC against attacks of opportunity incurred by your spellcasting and against attacks readied against you casting spells.

COMBAT EXPERTISE
You use your wits and intelligence to great effect in close combat.
Benefit: Add your Intelligence bonus to your CMB and CMD.
Normal: A creature uses only their Strength bonus to make combat maneuver checks and their Strength and Dexterity add to their CMD.

PRECISE SHOT & POINT BLANK SHOT
This feat now comes before Point Blank Shot; Point Blank Shot is removed as a requirement from all feat trees and is now purely an optional/tactical choice.

TWO-WEAPON FIGHTING
You can wield weapons in both hands to make a flurry of attacks.
Prerequisite: Dex 13
Benefit: You may make as many attacks with your off-hand weapon as you do with your main-hand. All attacks suffer a -4 penalty (if your off-hand weapon is a one-handed weapon) or -2 (if your off-hand weapon is light). Additionally, when performing an attack as a standard action, part of a charge or by using Spring Attack or Shot on the Run, you may make an attack with each hand.

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New Feats

DEFENSIVE GUARD
You are skilled at avoiding attacks when on the defensive.
Prerequisites: BAB +1
Benefit: When fighting defensively, you take a -1 penalty to attack for a +2 Dodge bonus to AC. At BAB +4 and every four points of BAB thereafter, the penalty to attack increases by 1, and the Dodge bonus to AC increases by +2.
Special: When using the total defense action, you gain twice the above Dodge bonus to AC.
Normal: When fighting defensively, you suffer a -4 penalty to attack rolls for a +2 Dodge bonus to AC. When using the total defense action as a standard action, you make no attacks and gain a +4 dodge bonus to AC.

DUELIST
Your skill with a single blade allows you to make devastating blows in your enemies’ weak points.
Prerequisites: Dex 15
Benefits: When wielding a light or one-handed weapon in one hand, and nothing in your off-hand (i.e. not using an offhand weapon, shield or wielding a weapon in two hands), you add your dexterity bonus to damage, in addition to strength.
Special: If making a sneak attack while using the Duelist feat, your sneak attack rolls are automatically the maximum amount (e.g. treat 3d6 sneak attack as a result of 18).

MENTAL TOUGHNESS
Your mind is more attuned to the flow of magic.
Benefit: You gain 1 additional mana point per level.

OVERSIZED TWO-WEAPON FIGHTING (COMBAT)
You have learned to dual-wield one-handed weapons with east.
Prerequisites: Two-Weapon Fighting
Benefit: When using a one-handed weapon in your off-hand, you reduce the penalty to attack with both primary and off-hand weapons as if it were a light weapon.

SHIELD BLOCK (COMBAT)
You know how to use your shield to moderate incoming damage.
Prerequisites: Shield Proficiency, Strength 13
Benefits: While you have a shield equipped you are proficient with, you gain damage reduction. Light shields grant DR 1/-, heavy shields grant DR 2/- and tower shields grant DR 3/-
Special: The DR granted by this occurs prior to attacks hitting your body, and unlike most DR it stacks with the highest other form of DR you possess. You do not gain the benefits of this feat if panicked, paralysed, stunned, unconscious, helpless or dazed.

SHIELD BLOCK, IMPROVED (COMBAT)
The amount of damage that your shield can absorb increases.
Prerequisites: Str 13, Shield Proficiency, Shield Block, base attack bonus +6
Benefits: While you have a shield equipped you are proficient with, you gain damage reduction. Light shields grant DR 2/-, heavy shields grant DR 4/- and tower shields grant DR 6/-
Special: See Shield Block.

SHIELD BLOCK, GREATER (COMBAT)
Your defenses have reached their peak.
Prerequisites: Str 15, Shield Proficiency, Improved Shield Block, base attack bonus +11
Benefits: While you have a shield equipped you are proficient with, you gain damage reduction. Light shields grant DR 3/-, heavy shields grant DR 6/- and tower shields grant DR 9/-
Special: See Shield Block.

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Metamagic Feats
Metamagic feats typically require the caster to expend mana points to apply them, however, they do not allow the caster to spend a total on the spell (including metamagic feats) of more than their caster level. The use of metamagic feats is thus a choice between the benefit provided by the feat, and the benefit of the normal augment options for the spell.

ALIGN SPELL [METAMAGIC]
You can align your area spells to deal less damage to your friends.
Benefit: An aligned spell gains the [good], [evil], [lawful] or [chaotic] descriptor, according to your own alignment (i.e. a LG caster could choose [lawful] or [good]). Neutral casters may choose any alignment. All creatures within the area of effect that have the same alignment component as your spell take no damage from the spell’s effects.
Cost: An aligned spell costs an additional +1mp to cast.

BOUNCING SPELL [METAMAGIC]
You can direct a failed spell against a different target.
Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner.
Cost: A bouncing spell costs an additional +1mp to cast.

CONTINGENT SPELL [METAMAGIC]
You can increase the power of your spells, causing them to deal more damage.
Prerequisite: Any one other metamagic feat.
Benefit: A contingent spell is postponed until a specific event or command word triggers the effect. A contingent spell must be placed on a creature or object; any attempt to place the spell on an area without anchoring it to a subject will cause the spell to fail.
A contingent spell does not show up under detect magic or similar abilities, as it has not yet produced a magical aura, but dispel magic on the subject will act as a counterspell prior to the contingent spell taking effect. Note that casting a contingent spell requires the same casting time, and the act of casting is still an obvious action unless steps are taken to ensure otherwise.
A caster can only maintain a number of contingent spells equal to half their caster level (rounded up), and the caster must be within 60ft of the affected subject to use a command word.
A contingent spell remains on the subject for up to one day per effective caster level of the spell, or until activated.
Special: A contingent spell remains on the subject for up to one day per caster level.
Cost: A contingent spell costs an additional +4mp to cast.

DELAYED SPELL [METAMAGIC]
You can delay your spell to take effect at a later time.
Benefit: A delayed spell is postponed until a time of the caster’s choosing. A delayed spell does not show up under detect magic or similar abilities, as it has not yet produced a magical aura, but a dispel magic on the target or area will act as a counterspell prior to the delayed spell taking effect. Note that casting a delayed spell requires the same cast time, and the act of casting is still an obvious action unless steps are taken to ensure otherwise.
A caster can only maintain a number of delayed spells equal to half their caster level (rounded up). The caster does not need to be present, or even alive, for the delayed spell to take effect.
Cost: A delayed spell costs depend on the time involved:

  • up to 1 minute costs an additional +1mp to cast.
  • up to 1 hour costs an additional +2mp to cast.
  • up to 1 day costs an additional +3mp to cast.
  • up to 1 week costs an additional +4mp to cast.

EMPOWER SPELL [METAMAGIC]
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Special: Any static numbers are number increased by this feat. E.g. an empowered spell dealing 4d6+4 rolling 14 on the dice would deal 25 damge (14 × 1.5 + 4).
Cost: An empowered spell costs an additional +2mp to cast.

ENLARGE SPELL [METAMAGIC]
You can increase the range of your spells.
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft/ level, while medium-range spells have a range of 200 ft + 20 ft/level and long-range spells have a range of 800 ft + 80 ft/level.
Cost: An enlarged spell costs an additional +1mp to cast.

EXTEND SPELL [METAMAGIC]
You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Cost: An extended spell costs an additional +1mp to cast.

MAXIMIZE SPELL [METAMAGIC]
Your spells have the maximum possible effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Cost: A maximized spell costs an additional +3mp to cast.

QUICKEN SPELL [METAMAGIC]
You can cast spells in a fraction of the normal time.
Prerequisite: Any one other metamagic feat.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened. Casting a quickened spell doesn’t provoke an attack of opportunity.
Cost: A quickened spell costs an additional +6mp to cast.

SILENT SPELL [METAMAGIC]
You can cast your spells without making any sound.
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected.
Cost: A silent spell costs an additional +1mp to cast.
Note: Bard spells CAN be enhanced by this feat.

SELECTIVE SPELL [METAMAGIC]
You can avoid hitting allies with your spells.
Benefit: Whenever you cast a spell that covers an area and has a duration of instantaneous, you can exclude a number of targets equal to your spellcasting attribute modifer (e.g. Cha for Sorcerers, Int for Wizards etc).
Cost: A selective spell costs an additional +1mp to cast.

STILL SPELL [METAMAGIC]
You can cast spells without moving.
Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected.
Cost: A stilled spell costs an additional +1mp to cast.

WIDEN SPELL [METAMAGIC]
You can cast your spells so that they occupy a larger space.
Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. Spells that do not have an area of one of these four sorts are not affected by this feat.
Cost: A widened spell costs an additional +4mp to cast.

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New and Revised Feats

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