New Feats

For Pathfinder
See also Modified Feats

Magic Feats

Armoured Casting [General]

Prerequisites: Light armour proficiency, Ability to cast Arcane spells, Dex 13+
Benefit: You are used to casting arcane spells when wearing armour.
Reduces armour penalty to spellcasting of 0th-2nd level arcane spells by 10%. You must be proficient in the armour you are currently wearing.

Improved Armoured Casting [General]

Prerequisites: Armoured Casting, Dex 15+
Benefit: You are very used to casting arcane spells when wearing armour.
Reduces armour penalty to spellcasting of 0th-5th level arcane spells by another 10% (=10, 20%). You must be proficient in the armour you are currently wearing.

Greater Armoured Casting [General]

Prerequisites: Imp Armoured Casting, Dex 17+
Benefit: You are proficient in casting arcane spells when wearing armour.
Reduces armour penalty to spellcasting of all arcane spells by another 10% (=10, 20, 30%). You must be proficient in the armour you are currently wearing.
Can be taken repeatedly, effects stack.

Spell Energy [General]

Choose a school of magic, such as Illusion, in which you have the applicable prerequisite. Your spells of that school are more powerful than usual.
Prerequisites: Specialist Wizard or Spell Focus
Benefit: Some of your spells are more powerful than usual.
Add 1 to the caster level of all spells you cast in the chosen school. Depending on the spell, this is likely to increase range, effect, duration, damage and/or area of effect. It does allow you to breach the level limits on spells (eg +5 for Cure Light Wounds), but does not allow you to cast a spell at an earlier level than before. Your spells are more difficult to dispel and better at penetrating Spell Resistance.
Special: You may take this feat multiple times. Each time you take the feat, it applies to a single school of magic. Its effects stack if applied to the same school.

Combat Feats

Flashing Blade [General]

You can use a light melee weapon with exceptional speed.
Prerequisites: Weapon Finesse, Weapon Focus, Dex 15+, BAB 4+
Benefit: Select a Finessable melee weapon for which you have Weapon Focus. You can get one extra attack per round with this weapon. The attack is at your highest base attack bonus, but each attack (the extra attack and the normal ones) suffers a -2 penalty. You must use the full attack option to use this feat.
You cannot use this option if your other hand holds a non-light weapon or a shield other than a buckler.
Stackable; applies to a different weapon each time.
A fighter may select this as a bonus feat.

Mighty Hurler [General]

Your brawn allows you to get the best out of thrown weapons.
Prerequisites: Str 13+, BAB 2+
Benefit: You may use your Strength modifier in place of your Dexterity modifier on attack rolls for thrown weapons.
A fighter may select this as a bonus feat.

Miscellaneous Feats

Very Tough [General]

You are remarkably resilient.
Prerequisites: Toughness, Great Fortitude, Con 15+
Benefit: As Toughness, and 1 hp from each hit is treated as nonlethal damage.

Skillful [General]

You are more skilled than other people.
Benefit: You gain +3 skill points. For every Hit Die you possess beyond 3, you gain an additional +1 skill point. If you have more than 3 Hit Dice, you gain +1 skill points whenever you gain a Hit Die (such as when you gain a level).

The skill point equivalent of Toughness. It is a mystery quite why this isn't already RAW.

Traits

Noble Family [Social]

You come from a noble family of some appreciable wealth. Add 300gp to your starting funds. You gain a +1 Trait bonus on Knowledge (Nobility) checks, and Knowledge (Nobility) is always a class skill for you.



House Rules New Spells Level 0 Domain Spells Armour and Weapons New Feats Fumbles Monsters
Aaargh home Last Revised 9/2/15