World of Warcraft RPG Feats.   Posted by DM.Group: 0
DM
 GM, 39 posts
 The Oracle
 The Prophet
Thu 23 Jun 2016
at 22:54
World of Warcraft RPG Feats
DISCLAIMER: These feats are still under revision. However, they are presumed to be compatible. If there is a skill check mentioned that is not part of Pathfinder, please tell me so I can edit it later.

Shout Feats


Battle Shout
[Shout]

Your shout inspires your allies to give ’em hell.
Benefit: When you deliver a Battle Shout, you and all allies within 30 feet gain a +2 morale bonus on damage rolls.
Special: Fighters can select Battle Shout as one of their fighter bonus feats.

Challenging Shout
[Shout]

You dare your enemies to show you their mettle.
Benefit: All opponents adjacent to you must attempt Will saves (DC 10 + half your character level + your Charisma modifi er). If a creature fails this save, it cannot make melee attacks against your allies — only against you.
It can still make ranged attacks or cast spells against your allies, move around, use special abilities and so forth.
 Special: Fighters can select Challenging Shout as one of their fighter bonus feats.

Collective Fury
[Shout]

The only sight scarier than one angry orc is a gang of angry orcs
Prerequisites: Cha 13, ability to rage, Intimidating Shout, Leadership.
Benefit: When you enter a rage, all other characters within 30 feet gain the Intimidating Shout feat until you exit your rage, but they can only use the feat if they are raging. This benefi t only applies while your allies remain within the 30-foot radius; allies who enter that area after you shout do not gain the effect.

Demoralizing Shout
[Shout]

Your shout shakes your enemies’ confi dence.
Benefit: When you make a Demoralizing Shout, each opponent within 30 feet takes a -2 morale penalty on damage rolls. Demoralizing Shout is a fear effect.
Special: Fighters can select Demoralizing Shout as one of their fighter bonus feats.

Furious Charge
[General]

Your charges are devastating.
Benefit: When you use the charge action, you gain a +2 bonus on damage rolls; and, when you reach your opponent, you can use one of your shout feats without using up one of your shouts per day. However, the shout’s effects last only for 1 round.
Special: You may spend a hero point as you charge. If you do, you gain a +4 bonus on attack and damage rolls (instead of the normal +2), do not take a penalty to AC from charging, and your shout’s effects last as long as normal. Fighters can select Furious Charge as one of their fighter bonus feats.

Great Howl
[Shout]

The effects of your shouts last longer.
Prerequisites: Three other shout feats.
Benefit: When you use a shout feat, its effects last for a number of rounds equal to your character level.
Normal: The effects of a shout feat last for a number of rounds equal to half your character level (minimum of one round).

Improved Inner Rage
[Shout]

When you enter a rage and shout, you do so with vigor rarely matched on the battlefi eld.
Prerequisites: Inner Rage, ability to rage, one other shout feat.
Benefit: When you enter a rage, you may use a shout feat without using up one of your shouts per day and the shout’s effects last as long as normal.
Normal: With the Inner Rage feat, the effects of your shouts when you enter a rage last only half as long as normal.

Inner Rage
[Shout]

When you enter a rage, you can shout powerfully.
Prerequisites: Ability to rage, one shout feat.
Benefit: When you enter a rage, you can use a shout feat without using up one of your shouts per day. However, the shout’s effects last only half as long as normal.

Intimidating Shout
[Shout]

You can terrify opponents with a fearsome battle cry.
Benefit: When you make an Intimidating Shout, opponents within 30 feet must attempt Will saves (DC 10 + half your character level + your Charisma bonus). A foe who fails this saving throw is shaken. Intimidating Shout is a fear effect.
Special: If you have 5 or more ranks in Intimidate, increase the Will save’s DC by +2.
You may spend a hero point when you make an Intimidating Shout. If you do, opponents who fail their saves are panicked for 1d6 rounds.
Fighters can select Intimidating Shout as one of their fighter bonus feats.

Mighty Lungs
[General]

You can shout many times per day.
Prerequisite: One shout feat.
Benefit: You can shout two additional times per day.
Special: You can gain this feat multiple times; its effects stack.
Fighters can select Mighty Lungs as one of their fighter bonus feats.


Technology Feats


Advanced Steam Armor Operation
[Technology]

You have received advanced training or extensive practice in steam armor movement.
Prerequisite: Vehicle Proficiency (steam armor).
Benefit: Choose a size of steam armor (Medium, Large or Huge). When you are operating a steam armor suit of the chosen size, you gain a +1 dodge bonus to AC. Furthermore, armor check penalties for operating the steam armor are –2 less than they would otherwise be (minimum penalty –0).

Chaos Energy Master
[Technology]

After a great deal of experimentation, you have become an expert in manipulating chaos energy in technological devices.
Prerequisites: wis 13, Craft (technological device) 7 ranks, Use Technological Device 7 ranks.
Benefit: Whenever you employ a technological device that uses chaos energy, you may choose to add or subtract 1 from any random die roll associated with the device (either for its basic operation or any random failure result, but not the chance of malfunction).
This alteration can be made after you see the results of the roll, but cannot alter the die roll to a number that falls off the scale (less than 1 or more than 10 for most chaos energy devices).

Craft Tech-Mod
[Technology]

You can create tech-mods, which are technological enhancements to normal devices.
Prerequisite: Craft (technological device) 4 ranks.
Benefit: You can craft tech-mod items. See Chapter 5: Things That Go Boom in the Night, “Tech-Mods,” for more information.

Crafty Leader
[Technology]

You work well with others and can use teamwork to speed device construction.
Prerequisites: Craft (any) 6 ranks.
Benefit: When you are assisted in a Craft check by at least three other people who each have at least 1 rank in the same Craft skill, each assistant who succeeds at her check to assist you grants you a +4 bonus instead of the normal +2.
Special: Tinkers can select Crafty Leader as one of their bonus tinker feats

Delay Malfunction
[Technology]

You know how to make last-minute repairs to malfunctioning equipment.
Benefit: When a device malfunctions, you may attempt a Craft (technological device) check (DC = 15 + the device’s MR). If you succeed, the device operates normally for 1d3 rounds, giving you a chance to fi nish the job you are doing, make an emergency repair, or get clear before it blows up. If you roll a natural 20 on the check, the malfunction is completely averted.
You may use this feat only once on a particular malfunction.
Special: Tinkers can select Delay Malfunction as one of their tinker bonus feats.

Emergency Repair
[Technology]

You are adept at spotting mechanical problems and making quick repairs.
Prerequisite: wis 13, Delay Malfunction.
Benefit: As a full-round action, you may make a Craft (technological device) check to repair a malfunctioning or broken technological device. This check’s DC is 20 + (2 x the device’s MR). If you succeed, the device does not destroy itself or endanger its user due to the malfunction. Instead, it operates normally for 1 hour and then ceases functioning until it can undergo normal repairs. If you roll a natural 20 on the check, you completely and permanently repair the item.
Special: Tinkers can select Emergency Repair as one of their bonus tinker feats.

Firearm Knack
[Technology]

You have a talent for building and using fi rearms.
Benefit: You receive a +2 bonus on Craft (technological device) checks when crafting fi rearms. Your Technological Limit for building fi rearms increases by +2. (See Chapter 11: Technological Devices.)  You gain a +1 competence bonus on attack rolls with fi rearms you have built.
Special: Tinkers can select Firearm Knack as one of their tinker bonus feats.

Focused Repair
[Technology]

You eliminate all outside distractions when repairing an item.
Prerequisites: Concentration 1 rank, Craft (technological device) 6 ranks, Use Technological Device 4 ranks.
Benefit: When repairing a technological device, add your ranks in Concentration as a bonus on your Craft (technological device) checks.

Gnomish Engineering Specialist
[Technology]

You have studied many of the unique characteristics of gnomish technology and are now an expert in its creation.
Prerequisites: Craft (technological device) 12 ranks. Additionally, you must have either crafted at least 10 gnomish technological items, or have been trained in their construction by a master gnomish engineer. The GM may rule that the special training is required before any gnomish technological items can be crafted (see Chapter 5: Technology for details).
Benefit: When attempting a Craft (technological device) check for any item considered a gnomish specialty device, you receive a +2 bonus on the check.
Furthermore, the price of such an item is reduced by 10% and it takes 25% less time to create due to your familiarity with the design. Note that these bonuses only apply to well-known items (i.e., those that appear in published World of Warcraft RPG books), as well as variants or upgrades of those devices.
An item is considered a gnomish specialty device if “gnomish” appears in its name, or if so noted in its description.

Goblin Engineering Specialist
[Technology]

You have studied many of the unique characteristics of goblin technology and are now an expert in its creation.
Prerequisites: Craft (technological device) 12 ranks. Additionally, you must have either crafted at least 10 goblin technological items, or have been trained in their construction by a master goblin engineer. The GM may rule that the special training is required before any goblin technological items can be crafted (see Chapter 5: Technology for details).
Benefit: When attempting a Craft (technological device) check for any item considered a goblin specialty device, you receive a +2 bonus on your check.
Furthermore, the price of such an item is reduced by 25% and it takes 10% less time to create due to your knowledge of secret goblin cost-cutting techniques. Note that these bonuses only apply to well-known items (i.e., those that appear in published World of Warcraft RPG books), as well as variants or upgrades of those devices. An item is considered a goblin specialty device if “goblin” appears in its name, or if so noted in its description.

Racer
[General]

You have competitively driven either a goblin or gnomish race vehicle at the Mirage Raceway in the Shimmering Flats. Obviously, you do not know the meaning of fear!
Prerequisites: Iron Will. Also, you must have raced a vehicle at the Mirage Raceway. You don’t have to win this race… you only have to survive!
Benefit: You receive a +4 bonus on Will saves made to avoid fear effects, regardless of source. Also, once per day, you can automatically succeed on one saving throw against fear, demonstrating your unbelievable ability to shrug off the most frightening situation. You can decide to use this ability after attempting the save and after determining its success or failure.

Sabotage Magic Item
[Technology]

You may sabotage magic items, just as you would a technological device.
Prerequisites: Disable Device 6 ranks, Knowledge (arcana) 2 ranks, Use Magic Device 6 ranks.
Benefit: You may use the Disable Device skill to disable or sabotage magic items, as if they were technological devices. The time and diffi culty to sabotage the magic item depends on the strength of the magical item’s aura:
Aura Time Disable Device DC*
Faint 1 round 10
Moderate 1d4 rounds 15
Strong 2d4 rounds 20
Overwhelming —† —†
* If you attempt to leave behind no trace of your tampering, add +5 to the DC.
† You cannot sabotage a magic item with an overwhelming aura.

Steam Armor Knack
[Technology]

You have a talent for building and piloting steam armor.
Benefit: You receive a +2 bonus on Craft (technological device) checks when crafting steam armor. Your Technological Limit for building steam armor increases by +2. (See More Magic and Mayhem, Chapter 5: Things That Go Boom in the Night, “Steam Armor”.)
You gain a +2 enhancement bonus to your Strength when piloting a suit of steam armor. This is in addition to the steam armor’s equipment bonus to Strength.

Vehicle Knack
[Technology]

You have a talent for building and operating vehicles.
Benefit: You receive a +2 bonus on Craft (technological device) and Use Technological Device checks when building or using a vehicle. Your Technological Limit for building vehicles increases by +2.
Special: Tinkers can select Vehicle Knack as one of their tinker bonus feats.

Vehicle Proficiency
[Technology]

You are familiar with and can operate vehicles that move over land, through water or in the air.
Benefit: Choose a specialty: land vehicles, water vehicles or air vehicles. You may operate a vehicle of the appropriate type by making a Use Technological Device check.
Normal: A character who operates a vehicle without the appropriate profi ciency takes a –4 penalty on her Use Technological Device check.
Special: You can take this feat multiple times. Each time, it applies to a different specialty. Tinkers can select Vehicle Profi ciency as one of their tinker bonus feats.

Vehicle Proficiency (Steam Armor)
[Technology]

You are familiar with and can operate phlogistonpowered steam armor.
Benefit: Steam armor is a specialty of the Vehicle Profi ciency feat (joining land, air and water vehicles). You may operate a suit of steam armor by making a Use Technological Device check.
Normal: A character who operates a vehicle without the appropriate profi ciency takes a –4 penalty on her Use Technological Device check.
Special: You can take the Vehicle Profi ciency feat multiple times. Each time, it applies to a different specialty. Tinkers can select Vehicle Profi ciency as one of their tinker bonus feats.

Weaponry Knack
[Technology]

You have a talent for building and using non-fi rearm technological weapons.
Benefit: You receive a +2 bonus on Craft (technological device) checks when crafting nonfirearm technological weaponry. Your Technological Limit for building non-firearm technological weaponry increases by +2. (See WoW RPG, Chapter 11: Technological Devices.)
You gain a +1 competence bonus on attack rolls with non-fi rearm technological weapons you have built.


Totem Spell Feats


Craft Totem
[Item Creation]

You can create permanent totems.
Prerequisite: Caster level 3rd.
Benefit: You can create a permanent wooden totem of any totem spell you know. Crafting a totem takes 1 day for each 1,000 gp in its base price. When you create a totem, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. The base price of a totem is (its spell level x its caster level x 75 gp). To craft a totem, you must spend 1/25 of this base price in experience points and use up raw materials costing 1/2 of this base price.
When you craft a totem, you make any choices that you would normally make when casting the spell. Any totem that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the experience points when creating the totem.
A totem is a small wooden object, usually painted with fearsome voodoo designs. The magic in the totem is inert until someone plants it in the ground (a standard action that provokes attacks of opportunity). At that point, the totem’s magic activates, just as if you had cast the spell. The magical effect stops when the spell’s duration expires. The totem can be used only once.

Double Totem
[Totemic]

You can combine two totems into one.
Prerequisite: At least 3 other totemic feats, ability to cast at least one totem spell.
Benefit: You can cast two totem spells into a single totem. The result is a single totem that provides the abilities and effects of both spells. The resulting totem has the physical statistics of the higher-level totem, with no additional hit points, hardness, or other abilities.
Creating the double totem takes as much time as casting the spell with the longest casting time. You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots. If the double totem is destroyed, both effects end. This feat cannot be combined with Totemic Protection (see below).

Enduring Totems
[Totemic]

Your totems last longer.
Prerequisite: Extend Spell, ability to cast at least one totem spell.
Benefit: Totems you create last double the listed duration.

Evasive Totems
[Totemic]

Your totems can twist, jump and dodge in place.
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have a +2 dodge bonus to AC and are permitted to make Reflex saving throws at your base Reflex bonus. Furthermore, if the totem succeeds at a Reflex save against a spell or spell-like effect that permits such a save, it takes no damage, as if it possesses the evasion ability.
Normal: Totems have a base AC of 7. As immobile objects, they cannot make Reflex saves.
Special: This feat can be selected multiple times. Each time, the dodge bonus to totem AC increases by +2, and the totem receives a +2 bonus on Reflex saves.
If you take this feat twice, totems you create have improved evasion, which means that they take no damage from an attack that allows a Reflex saving throw for half damage if they make their Reflex saves, and only half damage if they fail.

Fetish Spell
[Metamagic]

You can use totems to increase the power of your
spells.
Prerequisite: Ability to cast three totem spells.
Benefit: A fetish spell becomes a totem spell (as described in More Magic & Mayhem). You plant the totem in the ground and the effect radiates from the totem. You can use this feat only with a spell that has a duration longer than 1 round and that has a radius area, such as detect scrying, silence, vampiric aura or war drums. Your totem feats affect the fetish spell just as they do other totems.
A fetish spell uses up a spell slot the same level as the spell’s actual level.

Skittering Totems
[Totemic]

Your totems have the ability to move.
Prerequisite: Totem Throwing (see below), ability to cast at least one totem spell.
Benefit: Your totems can move 10 feet per round. They act on your turn, before you do. You command the totem which direction to move if you can see it, otherwise it does not move.
Normal: Totems cannot move.

Solid Totems
[Totemic]

Your totems are exceptionally resistant to damage.
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have 1 additional point of hardness for every two caster levels and double their normal hit points. Thus, for example, a totem created by a 13th-level shaman would have hardness 11 and 52 hit points.
Normal: Totems normally have hardness 5 and 2 hit points per caster level.

Totem Expansion
[Totemic]

You are adept at creating larger and more effective totems.
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create increase their range by +10 feet.

Totem Throwing
[Totemic]

You can create totems a short distance away from yourself.
Prerequisite: At least one other totemic feat, ability to cast at least one totem spell. Benefit: When you cast a totem spell, you can throw the totem a short distance away. To do this, you target a specific grid intersection as though throwing a splash weapon (see World of Warcraft RPG, Chapter 12: Combat, “Throw Splash Weapon”). If the attack misses, the attack deviates like other splash weapons, but not more than 1 square. Thrown totems have a range increment of 5 feet.
Normal: Totems may only be created at a grid intersection at one of the corners of your square.

Totemic Protection
[Totemic]

You can protect your totems with a defensive spell applied at the time of casting.
Prerequisite: Caster level 3rd, at least one totemic feat and at least one metamagic feat, ability to cast at least one totem spell.
Benefit: When you cast a totem spell, you can simultaneously cast an abjuration or illusion spell on the totem. The defensive spell must be of a level equal to or less than the totem spell. Casting the spell takes as much time as casting the spell with the longest casting time. The defensive spell must function on objects, such as invisibility. When cast in this way, the defensive spell affects only the totem, even if it would normally affect multiple items or creatures, or an area.
You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots.


Tauren/Large Size Feats


Great Build
[General]

You know how to use your great size to your best advantage.
Prerequisite: Str 15, con 17, improved tauren charge class feature (tauren gain this class feature at their 3rd racial level).
Benefit: You gain the powerful build ability. This means your physical stature lets you function in many ways as if you were one size category larger.
Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you.
You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this feat stack with the effects of abilities and spells that change the subject’s size category; however, they do not stack with the effects of the improved tauren charge class feature.

War Stomp
[General]

Using your great size and mass, you cause the ground to shudder.
Prerequisites: Str 19, tauren or size Large.
Benefi ts: You can stamp your foot or slam your fi st or weapon on the ground (as a standard action), causing it to shake. All creatures smaller than you within 10 feet must make a Acrobatics check (DC 10 + your Strength modifier) or fall prone.
Special: If you are a tauren, this feat affects all nontauren creatures of Medium size or smaller.


Perform Feats


Dance Spell
[Metamagic]

The dances of the elves are renowned for their near magical beauty and sensuality. This night elf technique allows a caster replace a spell component with a dance. Rumors say that jungle trolls achieve similar results with snakelike movements.
Prerequisites: dex 13, Perform (dance) 6 ranks, Dodge, ability to cast 1st-level arcane spells.
Benefit: For spells with a casting time of 1 standard action, you may substitute a dance for a verbal or a material component. The casting time increases to 1 full round. Make a Perform (dance) check; the DC is 10 + twice the spell’s level. If successful, the spell functions normally; if unsuccessful, the spell fails. You gain a +4 bonus on Concentration checks to maintain concentration on the spell when you use this feat.
You cannot use this feat with spells with a casting time longer than one standard action, or with a material component with a monetary value greater than 10 gold pieces.

Drums of Courage
[General]

You know the secrets of orcish war rhythms, and can drive your allies into a terrifying frenzy by playing the battle drums.
Prerequisites: Perform (percussion instruments) 5 ranks.
Benefit: With a good set of drums, you can inspire courage in your allies. Make a DC 20 Perform (percussion instruments) check. If successful, all allies within 30 feet who can hear your drums gain a +2 morale bonus on attack and weapon damage rolls and on saving throws against charm and fear effects. This morale bonus lasts for as long as your allies hear your drums and for 5 rounds thereafter. Playing the war drums is a standard action and requires concentration, which means you must take a standard action each round to keep playing.

Greater Dance Spell
[Metamagic]

You are especially adept at the night elf techniques of mystic dance. In addition to imparting greater power to your spells, your friends are sure to enjoy the show.
Prerequisites: dex 15, Dance Spell (see above), Dodge, Perform (dance) 12 ranks, ability to cast 3rdlevel spells.
Benefit: After you successfully cast a spell using the Dance Spell feat, the DCs of all further spells you cast while dancing increase. If you use Dance Spell to cast a spell in the next round, its save DC increases by +1; if you cast another in the next round, its DC increases by +2, and any spell cast after that receives a +3 bonus (the maximum) to its DC, until you do not cast a spell with Dance Spell in a round. In addition, your bonus on Concentration checks when using Dance Spell increases to +6.

Snake Dancer
[General]

You know the ritualized snake dance of your tribe.
Prerequisites: Perform (dance) 5 ranks, Acrobatics 5 ranks, troll.
Benefit: Your skill at the fast, flexible, sinuous moves of the snake dance grants you speed and sure footing in combat. You gain a +1 bonus on Acrobatics checks. You can try to tumble past or through enemies at full speed by accepting a –5 penalty on your Acrobatics check.
Normal: Accelerated tumbling imposes a –10 penalty on the Acrobatics check.

Wild Dance Spell
[General]

You can dance like a dervish, entering a trance that allows to ignore pain.
Prerequisites: dex 17, Perform (dance) 17 ranks, Dance Spell (see above), Dodge, Greater Dance Spell (see above), ability to cast 5th-level spells.
Benefit: While you cast a spell with the Dance Spell feat, you gain damage reduction 3/--. If you cast a spell with the Dance Spell feat in the next round, the damage reduction increases by +1. It continues to increase by +1 each round you cast a spell using the Dance Spell feat, to a maximum of 8/--. Your damage reduction continues to increase until you do not cast a spell with Dance Spell in a round. In addition, your bonus on Concentration checks when using Dance Spell increases to +8. You continue to gain all the bonuses of Dance Spell as well.


Vision Quest Feats


Follower of the Ancestors
[General]

You have pursued advanced training in the shamanistic traditions of the tauren and can tap into the spiritual strength of your ancestors.
Prerequisites: wis 15, Follower of the Totem, Vision Quest (see below), orc or tauren or character level 8+.
Benefit: Once per day, as a free action that does not provoke an attack of opportunity, you may gain a +4 sacred bonus to any one ability. This bonus lasts for 1d6 rounds, +1 round per your wisdom modifier (minimum 1 round). You may still activate your Follower of the Totem feat once per day, although the bonuses do not stack.

Follower of the Totem
[General]

You have been trained in the shamanistic traditions of the tauren and can tap into spiritual forces.
Prerequisites: wis 13, orc or tauren or character level 8+.
Benefit: Once per day as a free action, you may gain a +2 sacred bonus to any one ability. This bonus lasts for 1d6 rounds, +1 round per your wisdom modifi er.

Pulverize
[General]

Your blows with your tauren totem are occasionally so mighty that they create a small shockwave spreading out from the impact.
Prerequisites: Str 15, wis 13, Exotic Weapon Profi ciency (tauren totem), Follower of the Totem, base attack bonus +6.
Benefit: When you score a critical hit with a tauren totem, all creatures adjacent to the creature you strike take bludgeoning damage equal to 1d6 + half your Strength bonus.
Special: Fighters can select Pulverize as one of their fighter bonus feats.

Shamanistic Inspiration
[General]

Your connection to the spirits allows you to have an inkling of what the future holds.
Prerequisites: wis 15, Follower of the Totem, orc or tauren or character level 8+.
Benefit: You can use augury as a spell-like ability once per day.

Speaker of the Earth Mother
[General]

Through meditation and expert training, you have learned to speak with the Earth Mother.
Prerequisites: wis 17, either Speaker of the Seed or Speaker of the Sky (see below), and either Speaker of the Fang of Speaker of the Hoof (see below).
Benefit: Once per day as a free action, you may channel the spirit of the Earth Mother. You gain a +8 sacred bonus on Strength checks and Strength-based ability checks; a +4 stability bonus to resist bull rush, overrun and trip attempts; and you gain damage reduction 5/adamantine. This transformation lasts for 1d4 rounds, +1 round per point of wisdom modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Fang
[General]

Through meditation and training, you have learned to speak with the spirits of predatory animals.
Prerequisite: wis 11.
Benefit: Once per day, as a free action, you may channel the spirit of a predator and gain a +4 sacred bonus on grapple checks. This bonus lasts for 1d6 rounds, +1 round per point of wisdom modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Hoof
[General]

Through meditation and training, you have learned to speak with the spirits of grazing animals.
Prerequisites: wis 11.
Benefit: Once per day, as a free action, you may channel the spirit of a grazing animal and gain a +10- foot enhancement bonus to all of your movement modes. This bonus lasts for 1d6 rounds, +1 round per point of wisdom modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Seed
[General]

Through meditation and advanced training, you have learned to speak with the spirits of plants. Prerequisites: wis 13, either Speaker of the Fang or Speaker of the Hoof (see above).
Benefit: Once per day, as a free action, you may channel the spirit of a tree and gain some of a plant’s resistances. When an enemy scores a critical hit or backstab on you, you have a 50% chance of negating the critical hit or backstab damage; the enemy rolls normal damage instead. You must be aware of the attack to use this ability. This resistance lasts for 1d4 rounds, +1 round per point of wisdom modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Sky
[General]

Through meditation and advanced training, you have learned to speak with the spirits of natural objects, such as rocks, water and the sky.
Prerequisites: wis 13, either Speaker of the Fang or Speaker of the Hoof (see above).
Benefit: Once per day, as a free action, you may channel the spirit of natural objects and gain resistance to the elements. You gain resistance 10 against acid, cold, electricity or fire. You select the type of energy resistance upon activating this ability.
The resistance lasts for 1d4 rounds, +1 round per your wisdom modifier (minimum 1 round). This is a supernatural ability.

Vision Quest
[General]

You embarked on a vision quest and came to terms with your inner nature. You possess a core of strength now, a quiet understanding of your spirit and its place in the spirit world.
Prerequisite: You must have successfully completed a vision quest (see Chapter 4: Magic and Faith, “Faiths of the Horde,” Spirit Guidance, Vision Quests).
Benefit: You gain a +2 bonus on Concentration checks and a +1 sacred bonus on saves against enchantment spells.

This message was last edited by the GM at 23:33, Thu 23 June 2016.

DM
 GM, 45 posts
 The Oracle
 The Prophet
Fri 24 Jun 2016
at 13:07
World of Warcraft RPG Feats
Anti-Magic Feats

Block Spell
[Metamagic]

You may channel magic energy to block the effects of a spell.
Prerequisite: Iron Will, Magic Energy Control, caster level 5th.
Benefit: When you are the target of a spell, you may disrupt the casting and counter its effects. Make a Spellcraft check (DC 15 + the spell’s level); this is a free action, and it does not require a readied action. If you succeed, you identify the spell and may automatically attempt to counter it according to the normal counterspell rules.

Deflect Spell
[Metamagic]

You may counter a spell and choose a new target for it.
Prerequisite: Block Spell, Iron Will, Magic Energy Control, Mirror Spell, Refl ect Spell, caster level 9th.
Benefit: When you successfully counter a spell, instead of dismissing it entirely, you may choose a new target for the spell. To do so you must spend a spell slot that is at least the same level as the spell you are defl ecting.
If you defl ect the spell, choose a new target for it. The new target must be legal and within range. The spell then takes effect normally at the new target, just as if the caster had originally chosen that target. If a spell allows multiple targets, you choose all targets.
For example, Leanine Starborn, a high elf priestess with the Defl ect Spell feat, is engaged in combat with Alastair Bentstaff, a human mage. Leanine readies an action to counter a spell. Alastair attempts to cast frost nova; Leanine identifi es it with a Spellcraft check and successfully counters it with dispel magic. She then decides to defl ect the spell onto Alastair’s cronies.
She spends a 3rd-level spell slot (because frost nova is a 3rd-level spell). Alastair’s frost nova explodes among his friends at the location Leanine has chosen, with the damage, save DC and other pertinent information based on Alastair’s statistics, as normal. Leanine expended two 3rd-level spell slots — one for dispel magic and one for the defl ection — to defl ect Alastair’s frost nova.

Feedback
[General]

You convert destroyed spells into raw magical energy that rips into your opponent in a savage backlash.
Prerequisite: Spellbreaker, base attack bonus +8, Spellcraft 4 ranks.
Benefit: When you destroy an enemy’s spell slot with the Spellbreaker feat, the spell is converted into raw magical energy that damages the opponent. The opponent takes 1d4 points of damage per spell level destroyed. This damage is in addition to the damage your attack deals. Spell resistance does not prevent this damage.

Magic Energy Control
[General]

You understand the fl ow of magical energy and fi nd it easy to tap into and control.
Benefit: You prepare spells in half the normal time. You gain a +1 bonus on Will saves.
Special: A high elf character with this feat no longer suffers from the effects of magic addiction. As a result, he prepares his spells in the normal amount of time. A high elf is not actually cured of the addiction, so night elves, for instance, can still detect the taint normally.

Mirror Spell
[Metamagic]

You may channel additional arcane energy to duplicate the effects of a spell you just cast.
Prerequisite: Iron Will, Magic Energy Control, caster level 3rd.
Benefit: A mirrored spell creates two copies of the same spell. The two copies of the spell resolve simultaneously and separately. They may have the same or different targets.
A mirrored spell takes up a spell slot equal to twice the original spell’s level +1.

Reflect Spell
[Metamagic]

Instead of dissipating the energy of a countered spell, you may refl ect that spell back upon its caster.
Prerequisite: Block Spell, Iron Will, Magic Energy Control, Mirror Spell, caster level 7th.
Benefi t: When you successfully counter a spell, instead of dismissing it entirely you may choose to retarget it upon its caster. To do so you must spend a spell slot that is at least the same level as the spell you are refl ecting.
If you decide to refl ect the spell, the spell targets its caster if the caster is a legal target. (If the caster is not a legal target, the refl ect attempt fails.) The spell then takes effect normally.
For example, Leanine Starborn, a high elf priestess with the Refl ect Spell feat, is engaged in combat with Alastair Bentstaff, a human mage. Leanine readies an action to counter a spell. Alastair attempts to cast cripple on Leanine; Leanine identifi es it with a Spellcraft check and successfully counters it with dispel magic. She then decides to refl ect the spell onto Alastair. She spends a 2nd-level spell slot (because cripple is a 2nd-level spell). Alastair casts cripple on himself, with the duration, save DC and other pertinent information based on his statistics, as normal. Leanine expended two spell slots — a 3rd-level slot for dispel magic and a 2nd-level slot for the refl ection — to refl ect Alastair’s cripple.

Spellbreaker
[General]

The powers of the spellbreaker are terrifying to those with knowledge of magic, for their blows shatter the mana from a spellcaster’s body.
Prerequisite: Base attack bonus +4, Spellcraft 2 ranks.
Benefit: As a standard action, you may make a spellbreaker strike. Make a normal melee attack. If you hit and deal damage, you destroy one of the target’s highest-level spell (or rune) slots. The slot is expended, as if the victim had used it to cast a spell. You cannot destroy a spell slot of a higher level than you have ranks in Spellcraft; you destroy the highest spell slot possible if your ranks in Spellcraft are lower than the target’s highest-level spell slot.

Rune Feats

Additional Pattern
[Rune]

Those runemasters who apply themselves to seeking understanding of runes are able exceed their normal limits.
Prerequisite: Intellect 13, runemaster 3rd level; you must fi nd a mentor to teach you the pattern.
Benefit: You learn an additional runic pattern.
Special: You can take this feat any number of times. Each time, it applies to a new rune pattern.

Quiescent Rune
[Metamagic, Rune]

A rune-caster may subtly empower runes, keeping the magic within them slumbering until the time comes to awaken them.
Prerequisite: Ability to cast 2nd-level runes.
Benefit: When a quiescent rune is empowered, the rune’s magic does not take effect right away. Instead, the magic is simply stored in the rune, awaiting activation by one who is given the correct word (a command word set during the empowering of the rune). At any time within the period of quiescence, a character (who need not be the rune-caster) may touch the rune and speak the command word (a move action); at this time, the rune takes effect. Its duration begins on the moment itis activated.
The quiescent rune remains slumbering for 1 minute per caster level; if it is not activated within this time period, it activates on its own, with normal effects. Only a scribed or permanent rune may be empowered as a quiescent rune, and empowering a rune as a quiescent rune takes up a rune slot one level higher than normal.
Normal: Runes take effect as soon as they are empowered.

Runic Attunement
[Rune]

A devoted rune-caster may learn to tap into the powers of multiple rune patterns.
Prerequisite: The ability to attune to a rune pattern.
Benefit: You can attune one more rune pattern per day than normal.
Special: You can take this feat more than once. Its effects stack.

Searing Rune
[Rune]

The power that some rune-casters put behind the creation of their spontaneous runes is enough to sear the rune into the surface being inscribed, using some of their life force to do so. On creatures, a seared rune appears as a dark black mark that wears away in time; on objects, it seems to be burnt into the surface of the item, though only temporarily.
Prerequisite: The ability to empower spontaneous runes.
Benefit: When you empower a spontaneous rune, you have the option of sacrifi cing 1 hit point per level of the rune being empowered. If you do so, the rune appears as normal for a spontaneous rune (and still uses a material component to do so), but it immediately imprints itself onto the creature or object being inscribed. From that point on, the rune is treated as a scribed, rather than spontaneous, rune.
Normal: In order to gain the benefi ts of a scribed rune, the rune-caster must spend time scribing it with special materials (for more details see Chapter 2: Enchantments, Runes and Brews, “The Runic Art”).

Strike-Smith
[Rune, Metamagic]

Though the runes from the pattern of striking are normally inscribed on creatures, a rune-caster skilled in the working of metal can empower a striking rune as a glyph upon a weapon, rather than a mark upon a creature. This feat is most often found among dwarven rune-casters.
Prerequisite: Craft (armorsmithing, blacksmithing or weaponsmithing) 4 ranks, the ability to empower runes from the Striking pattern (see Chapter 2: Enchantments, Runes and Brews, “The Runic Art”).
Benefit: When creating a rune from the Striking pattern, you may elect to create it as a glyph, rather than a mark. However, doing so requires the use of a rune slot of one level higher than normal.

Combat Feats

Bash
[General]

One blow from your weapon can leave an opponent stunned and reeling.
Prerequisite: Str 13, Power Attack, base attack bonus +4.
Benefit: You may attempt a Bash as a full attack action with a bludgeoning weapon. If the attack hits, roll damage normally; the foe struck by your attack must then attempt a Fortitude save (DC 10 + the damage rolled). The foe takes no damage from the blow, but if he fails the save, he is stunned for 1 round (see Chapter 13: Abilities and Conditions). You can use Bash only once per round and no more than once per level per day.
When you use Bash, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the bloodlust spell). Creatures immune to critical hits cannot be stunned.
Special: Fighters can select Bash as one of their fighter bonus feats.

Battle Language
[General]

You can use short phrases and gestures to communicate orders and helpful information during the chaos of battle.
Prerequisite: Bluff 3 ranks.
Benefit: You may use the aid another action at a distance of up to 30 feet. To do so, the character you aid must also have this feat and you must succeed at a DC 15 Bluff check.
Normal: Characters can only take aid another actions when in melee combat range.
Special: If you have 5 or more ranks in Knowledge (military tactics), you receive a +2 synergy bonus on checks to send or intercept Battle Language.
Fighters can select Battle Language as one of their fighter bonus feats.

Bite
[General]

You can use your prodigious jaws effectively in battle.
Prerequisite: Str 13, must be an orc, troll or monstrous humanoid without a bite natural attack.
Benefit: You gain a bite attack as a natural weapon. Your bite attack deals 1d4 points of damage, and is a secondary attack.
Special: Larger and smaller characters deal different damage, based on their size, as described in the Monster Guide, Chapter 3: Improving Monsters. Also, see the Monster Guide, Chapter 5: Monster Types, Subtypes, and Abilities, “Natural Weapons,” for more details on natural weapons.
This feat might not be appropriate for some monstrous humanoids (like harpies). As always, the GM has fi nal say.

Careful Strike
[General]

You know how to take the time to line up your attacks for the best effect.
Prerequisite: Wis 13
Benefit: You can spend a move action studying your target, which can be no more than 30 feet away. If you do, you gain a +4 bonus on attack and damage rolls against that opponent until the beginning of your next round.
Special: Fighters can select Careful Strike as one of their fighter bonus feats.

Counterattack
[General]

Prerequisite: Dex 13, Dodge.
Benefit: Once per round, if an opponent makes a melee attack or melee touch attack against you and misses, you may make an attack of opportunity against that opponent. You take a –4 penalty on your attack roll. Resolve and apply the effects from both attacks simultaneously.
Even if you have Combat Reflexes, you cannot use the Counterattack feat more than once per round. This feat does not grant more attacks of opportunity than you are normally allowed in a round.
Special: Fighters can select Counterattack as one of their fighter bonus feats.

Defend
[General]

You are trained to fi ght shoulder-to-shoulder and share the benefi ts of a shield with a nearby ally.
Prerequisite: Shield Profi ciency, base attack bonus +2.
Benefit: When you use a shield larger than a buckler, any ally within 5 feet who is not using a shield gains a +1 shield bonus to his AC. Any ally within 5 feet who is using a shield gains a +1 circumstance bonus to AC. This bonus does not stack with itself. You do not lose your shield bonus.
Special: Fighters can select Defend as one of their fighter bonus feats.

Exotic Weapon Proficiency: Thorium Weapons
[General]

You can effectively wield weapons made out of thorium.
Prerequisite: Str 15, profi ciency with simple weapons, base attack bonus +1.
Benefit: You are profi cient with thorium versions of any weapon with which you are otherwise profi cient; and when wielding a thorium weapon you may add an additional one-half your Strength bonus to damage rolls. See Chapter 9: Weapons, “Armor & Shields,” Special Materials for more information about thorium.
Normal: A character who is not profi cient with thorium weapons takes a –4 nonprofi ciency penalty on attack rolls with one and receives her normal Strength bonus on damage rolls.

Foe Hunter
[General, Fighter]

You are particularly adept at battling a certain type of creature. This may be due to lots of practice, intense hatred, special training or some other reason.
Prerequisite: Base attack bonus +4.
Benefit: Choose one type of creature, such as dragon or undead. You gain the favored enemy ability (as the elven ranger ability of the same name; see WoW RPG, Chapter 4: Prestige Classes, “Elven Ranger”) against that type of creature.
Special: You may take this feat multiple times; each time you may choose to apply it to the same type of creature (gaining an additional +1 bonus on attack and damage rolls and a +2 bonus on skill checks against that type) or apply it to a new creature type. This feat stacks with the elven ranger ability of the same name.

Pistol Whip
[General]

You can use a fi rearm as an improvised melee weapon without damaging it.
Benefit: You are profi cient at using a fi rearm as a melee weapon and can do so without damaging it. A fi rearm used in this way deals bludgeoning damage depending on its size, as shown on the table below.
Firearm Size Damage (S) Damage (M)
Light 1d3 1d4
One-handed 1d4 1d6
Two-handed 1d6 1d8
Normal: Any character may use a fi rearm as a melee weapon, though she takes normal nonprofi ciency penalties and the fi rearm takes the same damage it deals.
Special: Fighters can select Pistol Whip as one of their fighter bonus feats.

Punishing Blow
[General]

You are trained to take advantage of unsuspecting foes using your chosen weapon.
Prerequisite: Profi cient with weapon, base attack bonus +4.
Benefit: Select a type of melee weapon with which you are profi cient. You deal +1d6 points of damage with that weapon as long as the target is denied her Dexterity bonus to AC or if you fl ank the target. If you score a critical hit, this extra damage is not multiplied.
Special: The extra damage stacks with that caused by a rogue’s backstab. You can gain this feat multiple times; each time it applies to a different weapon.
Fighters can select Punishing Blow as one of their fighter bonus feats.

Reckless Attack
[General]

You throw caution by the wayside as you smash your opponents as hard as possible.
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for the round, you may choose to subtract a -2 to your AC and gain +2 to tall melee damage rolls. The penalty to AC and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, add +4 to your melee attacks instead. You cannot add the bonus from Reckless Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty to AC still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2 (and +4 for two-handed weapons respectively).
Fighters can select Reckless Attack as one of their fighter bonus feats.

Racial Weapon Focus
[General, Fighter]

You are especially proficient with your traditional racial weapons.
Prerequisite: Weapon familiarity, proficiency with all weapons with which you have weapon familiarity.
Benefit: You gain Weapon Focus with all weapons with which you have weapon familiarity. This means you gain a +1 bonus on attack rolls with those weapons.
Even if you gain the Weapon Focus feat with these weapons, the bonuses from Weapon Focus and Racial Weapon Focus don’t stack. However, you can use Racial Weapon Focus as a prerequisite for any feat (or prestige class, or anything else) that requires Weapon Focus.

Racial Weapon Specialization
[General, Fighter]

You are especially proficient at dealing damage with your traditional racial weapons.
Prerequisite: Racial Weapon Focus, fighter level 4th, weapon familiarity, proficiency with all weapons with which you have weapon familiarity.
Benefit: You gain Weapon Specialization with all weapons with which you have weapon familiarity.
This means you gain a +2 bonus on damage rolls with those weapons.
Even if you gain the Weapon Specialization feat with these weapons, the bonuses from Weapon Specialization and Racial Weapon Specialization don’t stack. However, you can use Racial Weapon Specialization as a prerequisite for any feat (or prestige class, or anything else) that requires Weapon Specialization.

Trick Shot
[General]

You can bounce a ranged attack off a surface and hit your target from an unexpected angle.
Prerequisite: Point Blank Shot, Precise Shot.
Benefit: If you have a solid, relatively smooth surface on which to skip a ranged weapon (such as the ground or a masonry wall), and a target within 10 feet of that surface, you may ignore cover between you and the target. However, you take a –2 penalty on your attack and damage rolls.
Special: The surface need not be perfectly smooth and level; you can use a brick wall or a cobblestone road. If the target has full cover, you can attempt a trick shot, but you must guess at the target’s location and he has full concealment from your attack.
If you are using a moonglaive and are profi cient in its use, you do not take the penalties on attack and damage rolls for performing a trick shot.
Fighters can select Trick Shot as one of their fighter bonus feats.

Thunderous Blow
[General]

You can cause an enormous thunderclap when you strike an opponent.
Prerequisite: Str 15, Bash, Power Attack, base attack bonus +4.
Benefit: Once per day, you may attempt a Thunderous Blow with one normal melee attack. You must declare your intent to use Thunderous Blow before you make your attack roll. If you hit, a thunderclap effect (as the spell) triggers, centered on the target. Your caster level is equal to your character level for the purposes of this attack, and the DC to resist its effects is 10 + half your character level + your Charisma modifi er. If you miss with your Thunderous Blow, the blow has no effect but is still used up for that day.
Special: You can gain this feat multiple times. Each time, you can use it one additional time per day. Fighters can select Thunderous Blow as one of their fighter bonus feats.

Twin Weapon Mastery
[General, Fighter]

Choose one type of one-handed weapon, such as battle axe, with which you have already taken the Weapon Focus feat. You have learned how to use that weapon in each hand with ease.
Prerequisite: dex 15, proficiency with selected weapon, Two-Weapon Fighting, Weapon Focus with selected weapon.
Benefit: When wielding your selected weapon in each hand, you may treat the off-hand weapon as a light weapon for the purposes of fighting with two weapons.
Normal: You suffer a –4 penalty on attack rolls when wielding a one-handed weapon in each hand if you have the Two-Weapon Fighting feat.
Special: You may take this feat multiple times. Each time, it applies to a new type of weapon.

General Feats

Ability Focus
[General]

The creature’s attacks are especially potent.
Prerequisite: Special attack.
Benefit: Choose one of the creature’s special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Each time the creature takes the feat it applies to a different special attack.

Banisher of Light
[General]

You have honed your spellcasting techniques to combat agents of the Holy Light.
Prerequisite: Penitent of Shadow (see below), caster level 3rd.
Benefit: You cast spells that target priests or paladins of the Holy Light at +2 caster level. Only spells with a target of one or more creatures gain this bonus; for instance, area spells which include priests or paladins of the Holy Light in their area of effect do not gain the benefit of this feat. If a spell targets more than one creature, the caster level increase only applies if all selected targets are priests or paladins of the Holy Light.

Blood Ritualist
[General]

You have learned the art of sacrificing animals to appease hungry spirits.
Prerequisite: Knowledge (religion) 3 ranks, troll.
Benefit: Once per day, you may sacrifice an animal in a ritual that requires 10 uninterrupted minutes and a DC 15 Knowledge (religion) check. If you succeed, you may re-roll any one die (or dice) roll in the next 24 hours. You declare use of this ability after you have rolled the die (or dice) but before you learn the consequences of your roll. You must reroll all the dice involved in the roll.

Bond With the Land
[General]

You have a bond with your home; you draw strength from the land and the knowledge that you are responsible for it.
Benefit: When you are on your home ground (your home and the property immediately surrounding it, up to a distance of 1 mile), you gain a +1 morale bonus on attack rolls and a +2 morale bonus on damage rolls. Also, you heal at three times the normal rate when you are at your home (i.e., you recover your character level x 3 hit points per night of rest).

Bug Hunter
[General]

You are naturally adept at tracking and fighting insectoid creatures, such as silithid.
Prerequisite: Track. Also, you must have previously fought and defeated an insectile creature of your size category or larger, with Hit Dice equal to or greater than your level at the time of the encounter.
Benefit: You receive a +2 bonus whenever using any of these skills with regard to insectoid creatures (primarily silithid and nerubians, but the bonuses apply to other insects such as giant wasps, scorpids and most vermin): Listen, Spot, Stealth and Survival. You also receive a +4 bonus on saving throws against poisons or spell-like abilities produced by such creatures.
Special: A fighter can select this feat as one of his fighter bonus feats.

Cannibalize
[General]

Forsaken are undead, and thus are unable to heal without magical aid. Studying ghouls and abominations, some Forsaken mimic their ability to devour flesh to restore their own. Historically, trolls are cannibals, and have learned to consume flesh to accelerate their own healing.
Prerequisite: Forsaken or troll.
Benefit: You can devour fresh corpses to heal your wounds. If you spend a full round cannibalizing a corpse, you regain 1 hit point per your character level at the end of the round. The corpse cannot be more than one day old. A typical Medium corpse has enough meat to feed you for 10 rounds; after this time, the corpse is stripped of flesh.
Cannibalizing the corpse of a good or intelligent neutral creature is an evil act.
Special: A Cannibalized corpse is befouled. If you cannibalize a corpse for at least 3 rounds, raise dead is no longer effective on it, though resurrection and true resurrection function normally. Cannibalized corpses can be raised as zombies (if they still possess some flesh) or skeletons. The healing from this feat stacks with the fast healing ability.

Cleanse
[General]

You are especially good at treating disease and poison.
Prerequisite: Heal 6 ranks.
Benefit: You gain a +5 bonus on Heal checks to treat disease or poison

Coldskin
[General]

Cold does not bother you. Rogues and scouts in Northrend often take Coldskin because it allows them to conceal themselves in the snow while waiting to ambush someone.
Prerequisite: Survival 4 ranks, Endurance, con 14, Str 10.
Benefit: You gain resistance to cold 1. You can wear little to no clothing and not feel ill effects from cold. You can even lay down in snow for hours without suffering frostbite. You take no penalties from cold environments. This does not apply to supernatural cold, or cold-based spells, though you still subtract –1 point of damage from those sources.
Normal: See Chapter 5: Northrend, “Cold Dangers.”

Craggy Exterior
[General]

Your hide is rough and knobby. Creatures that strike it the wrong way have shivers shoot up their spines.
Prerequisite: Natural armor bonus +10. In addition, your hide must be able to be “craggy” — it must be composed of stone, bark or the like, not simply layers of muscle. Check with your GM before taking this feat.
Benefit: Whenever an opponent attacks you in melee and rolls a natural 1 on the attack roll, he must make a Fortitude save (DC 10 + 1/2 your Hit Dice or level + your Constitution modifier) or be dazed for 1 round.

Doctor
[General]

You are an extremely capable divine spellcaster.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: When casting a cure spell (such as cure light wounds) your effective caster level increases by +1.

Dowser
[General]

You are almost supernaturally adept at finding water in dry, arid environments.
Prerequisite: Survival 8 ranks.
Benefit: When traveling in any terrain where water is scarce — including, but not limited to, deserts — you can always find enough water to sustain yourself.
Even you don’t know how to explain it — you just feel that water is near. As a result, you receive a +4 bonus on any check made to avoid fatigue, heat exhaustion, or any other similar terrain-induced effect caused by arid climates. Furthermore, since you are usually well hydrated, you receive a +2 bonus to resist any fatigue or exhaustion effect, regardless of its source.
If you make a Survival check (DC 15 or higher, depending on the scarcity of water in the area), you can locate enough water to sustain 2d6 Medium creatures for 1 day. This check can be made once per day. Finally, if you are involved in any profession that involves locating water (such as working for the Gadgetzan Waterworks Company), you receive a +2 bonus on any related Profession skill check.

Emulate Another
[General]

You have studied another race so closely that you gain their benefits.
Prerequisite: 1st-level character, half-breed (commonly half-elf, half-ogre or half-orc).
Benefit: Select another race. You gain one of the racial traits that a member of that race gains as a 1stlevel character, such low-light vision, stonecunning or weapon familiarity. You cannot gain bonuses to ability scores or on skill checks with this feat. Also, the GM can rule that you cannot emulate certain characteristics, like a naga’s amphibious nature. (A half-elf with the powerful build ability is also difficult to envision.)
Special: You can take this feat only as a 1st-level character.

Extreme Abilities
[General]

The natural physical or mental faculties — both the positive and the negative — of your race are more pronounced in you.
Prerequisite: 1st level character, racial bonus to one ability, racial penalty to one ability.
Benefit: Choose one ability to which you have a racial bonus and one to which you have a racial penalty.
Your racial bonus increases by +2 and your racial penalty increases by –2. (For example, an Ironforge dwarf who takes this feat gains a total +4 bonus to Constitution and a –4 penalty to Charisma.) However, if you choose to increase your racial bonus to Strength or Dexterity and increase your racial penalty to Charisma, you gain only a +1 additional bonus on Strength or Dexterity but take the full –2 additional penalty to Charisma.
Normal: Most races have a +2 racial bonus to one ability and a –2 racial penalty to one or two abilities.

Extra Hexes
[General]

You can perform extra hex chants per day.
Prerequisite: Hex chant class feature.
Benefit: You can perform an additional two hex chants per day.
Normal: Hexers can perform one hex chant per day per hexer level.
Special: You can take this feat multiple times. Each time, you gain an additional two hex chants per day.

Extra Holy Strike
[General]

You may use your holy strike ability one additional time per day.
Prerequisite: Holy strike ability.
Benefit: This feat grants you one additional daily use of your holy strike ability.
Special: You may select this feat multiple times. Its effects stack.

Extra Wardance
[General, Fighter]

You are especially adept at wardancing.
Prerequisite: Wardance class feature. (The pandaren wardancer iconic class possesses this class feature, for example.)
Benefit: You can use your wardance ability one additional time per day.
Special: You can take this feat more than once. Its effects stack.

Feign Death
[General]

You can trick an enemy into believing that she has slain you.
Benefit: When you play dead, you gain a +6 bonus on your Bluff check.
Normal: Any character can play dead, which requires a Bluff check opposed by the targets’ Sense Motive checks. The GM may reasonably apply circumstance penalties based on a variety of conditions.

Flyby Attack
[General]

The creature is adept at making attacks from the air while swooping past opponents.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.

Hover
[General]

The creature can hover.
Prerequisite: Fly speed.
Benefit: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a creature begins its turn hovering, it can hover in place for the round and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance).
At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature’s HD) to cast a spell.
Normal: Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.

Magical Heritage
[General]

You draw upon your race’s legacy of arcane or divine spellcasting to increase your power.
Prerequisite: Ability to cast 0-level spells, at least 1 level in your racial class.
Benefit: Choose one of your spellcasting classes. You gain additional spell slots per day as if you had gained a level in that class. You do not gain any other benefi t a character from that class would have gained.
Special: If you have a racial penalty to Intellect, you cannot choose an Intellect-based spellcasting class (such as arcane spellcaster) with this feat, because your Intellect penalty implies that your race does not have a strong tradition with that sort of magic. Similarly, if you have a racial penalty to Spirit, you cannot choose a wisdom based spellcasting class (such as divine spellcaster). Some races may have traditions with these sorts of magic anyway, and the GM can waive this limitation in those cases. (Faceless ones, for example, though they have a racial penalty to Intellect, have a strong heritage of necromantic magic.) You can take this feat more than once; you can take it once for each level you possess in your racial class. You cannot take this feat for a level in your racial class for which you already possess a similar ability (such as a naga’s arcane puissance mutation).
Arcane spellcasters and divine spellcasters can take this feat as a bonus feat.

Material Secret
[General]

You know the techniques of working with certain special materials.
Prerequisite: Craft (armorsmithing, blacksmithing or weaponsmithing) 4 ranks.
Benefit: When you select this feat, choose two materials from the following list: bloodstone ore, brightwood, dark iron, elementium, lightforge iron, and truesilver. You do not take a penalty when working with those materials. (See Chapter 4: So Shiny!, “Special Materials,” for more information about these substances.)
Normal: A character without this feat takes a –5 penalty on Craft checks when working with these materials.
Special: You can take this feat more than once. Each time, it applies to two different materials.

Numb Ears
[General]

You’ve lived in an area with noises so loud that your hearing has become somewhat dulled. Although this makes you hard of hearing, you’re much more resistant to sonic attacks than a normal person.
Benefit: Because of your dulled hearing, you take a–2 penalty on Listen checks. However, you also enjoy resistance to sonic 2 as well as a +4 bonus on Fortitude saves to avoid being deafened by loud noises.

Shot in the Dark
[General, Fighter]

You can fight at range without being able to see your foes.
Prerequisite: Blind-Fight, Point Blank Shot,
Precise Shot, Listen 8 ranks.
Benefit: When you use a ranged attack against an opponent up to 30 feet away, every time you miss because of concealment, you can reroll your miss chance one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you at range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 for being invisible.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC.

Snowfoot
[General]

You can move easily through the frozen north.
Benefit: You can move across ice and snow at your normal movement rate.
Special: Characters who take this feat and have Trackless Step and Woodland Stride can use those abilities fully while crossing snow and ice.

Racially Skilled
[General]

You can perform skills in which your race is naturally competent even more adroitly than normal.
Prerequisite: Two skills with a +2 racial bonus.
Benefit: Choose two skills in which you have at least a +2 racial bonus. You gain an additional +3 bonus on checks with these skills.
Normal: Characters can take the Skilled feat to gain a +2 bonus on two skills of their choice.

Tame Vermin
[General]

You have a rapport with giant insects, arachnids and other vermin, allowing you to take them as companions.
Prerequisite: Handle Animal 10 ranks, tame animal class feature.
Benefit: You can tame vermin just as you can tame animals. You take a –4 penalty on your Handle Animal check to do so.

Undead Soul
[General]

Your body is undead… and so is your soul, corrupted and changed to such a degree that it belongs to your new body now, rather than your old one.
Prerequisite: You must be an undead creature.
Benefit: Raise dead and reincarnate work normally on you. If you are 1st level and subject to raise dead or a similar effect, you lose a point of Charisma instead of Constitution. Resurrection, true resurrection and similar effects restore you to your undead life rather than to the being you were before you became undead.

Wakeful Nature
[General]

Your body bounces back from fatigue faster than most.
Prerequisite: con 13
Benefit: You need only 4 hours of sleep instead of 8 to regain hit points and ability damage, and to overcome fatigue and similar conditions. You gain a +4 bonus on any check to avoid becoming fatigued or exhausted.

Wild Expertise
[General]

When in animal form, you deal additional damage with each successful melee attack.
Prerequisite: Str 13, base attack bonus +4, wild shape class feature.
Benefit: When you use your wild shape ability, your fangs sharpen, your horns grow longer and your strikes become more powerful. When in a non-humanoid form other than your own, you gain a +1 bonus on damage rolls with natural weapons.

Windear
[General]

You can hear sounds even over the constant northern winds.
Benefit: You gain a +2 bonus on Listen checks. You can hear clearly even in heavy winds.

Wingover
[General]

The creature is skilled at swift turns on the wing.
Prerequisite: Fly speed.
Benefit: A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying movement.

This message was last edited by the GM at 13:45, Fri 24 June 2016.