User:Mkill/Feats
mkill's Feats
The feats I present here are meant to supplement the game. They aim to be balanced with the existing books, although I can't guarantee that. I aim to add more flexibility to character creation and more colourful options for players and DMs. This is not a fighter fix, or a fix for any other class, but I hope that these feats help you create the fighter or whatever character you have in your imagination.
General Feats
AUGMENT SHADOW [General]
Your shadow illusion spells are stronger.
Prerequisite
Spell Focus (Illusion)
Benefit
Add 10% to the percentage how "real" your Illusion (Shadow) spells are.
BOOTLICKER [General]
With sweet words you can trick people into liking you.
Prerequisite
Cha 13+
Benefit
You can use the Bluff skill to improve an NPC's reaction to you. Use the Influencing NPC's attitudes table on PHB 72 to determine the DC and effect. As with diplomacy, the check takes at least a minute.
CALLED SHOT [General]
You know how to aim your arrows and bolts to hit the vulnerable spots in your enemy.
Prerequisite
Dex 13+, Point Blank Shot
Benefit
Before making an attack with a ranged weapon, you may choose to subtract a number from the attack roll and add it to damage. This number may not exceed your base attack bonus.
Special
This feat may be taken as a fighter bonus feat. Creatures lacking corporeal anatomy or not affected by critical hits are immune to called shots.
(exists in NBoF)
CHAIN BIKINI CHICK [General]
Your stunning looks distract the enemy.
Prerequisite
Cha 15+, Female
Benefit
When wearing barely more (or less) than a bikini (no armor bonus to AC), you gain a luck bonus to your AC equal to your Charisma bonus. Female or sexless enemies may ignore this effect, as do creatures with an intelligence of less than 3. You also gain a +4 bonus to Fortitude saves against extreme weather conditions.
CHARGED SMACKDOWN [General]
You cut enemies in half with one overwhelming strike.
Prerequisite
Str 13, Power Attack
Benefit
You must spend one full-round action to prepare for this strike. If you attack with a charge in the next round, the damage on the attack is doubled. For each 5 points of base attack bonus that you have, the multiplier increases by one, for a maximum of x6 at +20.
Special
A fighter can select Charged Smackdown as one of his fighter bonus feats.
COVERED ENCHANTMENT [General]
Your enchantment spells are hard to notice.
Prerequisite
Spell Focus (Enchantment)
Benefit
There is a 50% chance a target of your spell will not notice that it was the target of an Enchantment spell, even if it succeeds its saving throw.
Note: Even if the target does not notice somebody entering it's mind, it might still notice you casting a spell if you do not hide the vocal and somatic components.
CURE BOOST [General]
Your cure spells are more powerful.
Prerequisite
Heal 4 ranks
Benefit
You may roll d12 instead of d8 to determine hit points healed by your cure spells.
(Augment Summoning is similar)
DISARM AND FLING [General]
You can fling enemy weapons towards an unsuspecting target.
Prerequisite
Int 13, Combat Expertise, Improved Disarm, Throw Anything, base attack bonus +8
Benefit
If you successfully disarm an opponent, you may choose to fling the weapon towards another target as a ranged attack. Treat this as if you didn't use your attack for the disarm.
Special
A fighter can select Disarm and Fling as one of his fighter bonus feats.
DIVER [General]
You can hold your breath longer than others.
Benefit
You can hold your breath for twice your constitution in rounds before you need to make fortitude checks. Additionally, Swim is always a class skill for you.
Normal
You can hold your breath for a number of rounds equal to your constitution.
(exists in NBoF, but weaker)
DOUBLE CANTRIPS [General]
You cast minor effects with ease.
Prerequisite
Ability to cast 0-level spells
Benefit
Select one of your spellcasting classes. Your number of 0-level spell slots for that class is doubled.
DOUBLE USES [General]
You can use one of your abilities twice as often.
Prerequisite
Ability with limited uses per day (or week), Extra Uses with that ability
Benefit
Your number of uses per day with the ability that you took the Extra Uses feat for is doubled. You can gain a maximum of 8 additional uses with this feat. This replaces Extra Uses.
DROP POWER ATTACK [General]
You can take the strength out of follow-through attacks for more precision.
Prerequisite
Str 13, Power Attack, base attack bonus 6+, Concentration 1 rank
Benefit
If you declare a power attack at the beginning of your turn, you can drop it as a free action before any attack during that round. Your attack penalty and bonus damage are reset to zero.
Special
A fighter may select Drop Power Attack as one of his bonus feats.
(exists in NBoF, but stronger)
EXTRA USES [General]
You can use one of your abilities more often.
Prerequisite
Ability with limited uses per day (or week).
Benefit
Choose any single one of your supernatural, spell-like, extraordinary or other abilities (gained through race, class, or feats) with a limited number of uses per day (week). Your number of uses per day with that ability is increased by 50% (round up). You can gain a maximum of four extra uses per day (week) with this feat. This feat cannot be applied to spell slots.
GOLEM HUNTER [General]
You studied the characteristics of golems and other constructs and know how to strike their weak spots, such as joints and appendages.
Prerequisite
Knowledge (arcana) 6 ranks, must have studied a construct (fuctional or not) up close
Benefit
You can ignore the inherent immunity to critical hits or heavy fortification of any creature of the construct type. Instead, you treat them as if they had light fortification (as the armor enchantment). With this feat, you can use every ability against them that is normally not available due to their immunity to criticals, such as favored enemy, sneak attack and stunning fist.
(exists in NBoF, but more general)
GOSSIP [General]
You are a natural talker and have an ear for the latest news.
Prerequisite
Cha 13+
Benefit
Your required time for a Gather Information check is reduced to 5d6 minutes. Also, if you are in a town for at least a week, you get a +2 insight bonus on Knowledge (local). This bonus is void if you leave the area for more than a week.
Normal
It takes 1d4+1 hours to make a Gather Information check.
(exists in NBoF)
GREATER DISARM [General]
You can immediately follow through with an attack against an opponent you successfully disarmed.
Prerequisite
Int 13, Combat Expertise, Improved Disarm, base attack bonus 4+
Benefit
When you successfully disarm an opponent in melee combat, you immediately gain an attack against that opponent as if you hadn't used your attack for the disarm attempt.
Special
Greater Disarm may be taken as a fighter's bonus feat.
(exists in NBoF)
GREATER FEINT [General]
Your can use a feint to get into a favorable attack position.
Prerequisite
Int 13, Combat Expertise, Improved Feint, Base attack bonus 4+
Benefit
If you successfully feint your opponent you receive an +4 bonus on the following melee attack against that foe.
Special
This feat may be taken as a fighter's bonus feat.
GUARD TRAINING [General]
You've spend countless days and nights on guard duty and know how to notice when somebody is sneaking around.
Benefit
You gain a +4 bonus on Listen, Search and Spot checks to counter someone else's Hide and Move Silently checks, as well as Sleight of Hand checks used to conceal objects on a person.
Special
This feat may be taken as a fighter's bonus feat.
IMPROVED DEMORALIZE [General]
You know how to make your opponents freeze in fear.
Benefit
When you demoralize an opponent using the Intimidate skill, the effect lasts one round for each point that you beat your opponent`s level check, up to a maximum of 10 rounds. If you beat your opponent by at least 15 points, he is frightened rather than shaken. If you beat him by 20 points or more, he is panicked.
Normal
Your opponent is only shaken for one round.
IMPROVED PIN [General]
You pin your opponents more effectively.
Prerequisite
Improved Unarmed Strike, Improved Grapple
Benefit
If you hold your opponent in a pin, that opponent is denied his Dex bonus to AC against your attacks. Also, you can pin your opponent with one arm and your legs, so you have one hand free.
Special
This feat may be taken as a fighter's bonus feat.
IMPROVED SYNERGY [General]
You're good at combining your skills for greater effect.
Prerequisite
10 ranks in any single skill
Benefit
If you have 10 ranks in a skill that grants a synergy bonus, that synergy bonus is increased to +3, +1 for each additional 5 ranks.
INFLICT BOOST [General]
Your inflict spells are more powerful.
Prerequisite
Non-good alignment
Benefit
You may roll d12 instead of d8 to determine the hit point damage of your inflict spells.
INTUITIVE REFLEXES [General]
Your keen senses allow you a quick reaction to danger.
Prerequisite
Alertness
Benefit
Your Reflex saving throw bonus is based on Wisdom instead of Dexterity. You also no longer fail your Reflex save when rolling a 1.
LIFE-LEARNED [General]
You draw your skills from your experiences.
Benefit
Your number of skill points per level is based on Wisdom, not Intelligence. But your way of learning is considerably slower, and thus, your maximum number of ranks in a class skill is reduced by 2 (to character level +1). Cross-class skills are unaffected.
Special
This feat must be taken at first level.
LIGHT SLEEP [General]
Your combat training allows you to stay alarmed even when resting.
Benefit
While you sleep, you can make listen checks at no penalty, as if you were awake. If you are woken up, you can act immediately without being surprised or shaken.
(exists in NBoF - Campaigner)
MAGIC DEALER [General]
For a wizard, you show an unusual talent for business.
Prerequisite
Knowledge (arcana) 1 rank
Benefit
You can use your Knowledge (arcana) skill to find merchants that deal in magic equipment (replacing Gather Information) and you can use the skill to determine the value of arcane magic items (replacing Appraise).
MAGIC DEVICE TRAINING [General]
You trigger magic devices with ease.
Prerequisite
Spellcraft 1 rank, Use Magic Device 1 rank
Benefit
If you succeed at a Use Magic Device check to activate one power of a magic item, you are always able to take 10 on further checks to activate this power. You still need to make one check for each individual item, even if two items have the same enchantment.
MASTER DISARM [General]
You can easily breach into the open defense after you disarmed your opponent.
Prerequisite
Int 13, Combat Expertise, Improved Disarm, Greater Disarm, base attack bonus 6+
Benefit
You gain a +4 bonus on the next melee attack within the same round against an opponent that you successfully disarmed.
Special
This feat may be taken as a fighter's bonus feat.
MONSTER ECOLOGIST [General]
You are an expert on dangerous creatures, and you have a broad base of knowledge about them.
Prerequisite
Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Religion), Knowledge (The planes) 1 rank each
Benefit
Whenever you succeed at a Knowledge check to identify a monster and its abilities, you receive an additional piece of information (as if beating the DC by another 5 points).
MULTIPLE FEINT [General]
You can feint all opponents in your reach at once.
Prerequisite
Int 13, Combat Expertise, Improved Feint, Combat Reflexes, base attack bonus 6+, Bluff 10 ranks
Benefit
When you use the full attack action, you can take a -2 penalty to all attacks and get a feint attempt against against all opponents you threaten. This is part of the attack action and must be declared before you make your first attack. Roll one single Bluff check, this check is used against all foes.
Special
This feat may be taken as a fighter's bonus feat.
NATURAL CLIMBER [General]
You have achieved a skill at mountaineering that you could challenge a chamois.
Prerequisite
Climb 10 ranks
Benefit
You gain a natural climb speed. To calculate your Climb speed, add your land movement speed to your Climb skill ranks, divide by four and round down to the next multiple of five. If you take a -5 modifier to the check, you can Climb at half (Climb ranks + move) rounded down. With the natural climb speed you can always choose to take 10 on Climb checks even if rushed or threatened while climbing. You retain your Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature. This feat does not grant a bonus to your Climb skill.
NATURAL SWIMMER [General]
You have achieved a skill at swimming that you could challenge a dolphin.
Prerequisite
Swim 10 ranks
Benefit
You gain a natural swim speed equal to half your land movement speed plus 5 ft. per 5 ranks in the Swim skill. You can move through water at your swim speed without making Swim checks. You can always can choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line. You do not gain a racial bonus to swim checks.
NECROMANTIC RESILENCE [General]
Enemy clerics have a hard time scaring away your minions.
Prerequisite
Spell Focus (Necromancy)
Benefit
Undead you summon or create are more powerful than normal. They gain +4 Turn resistance (except against Rebuke attempts made by you).
(exists in Libris Mortis or Heroes of Horror)
NECROMANTIC SPEED [General]
You undead minions are faster than normal.
Prerequisite
Spell Focus (Necromancy)
Benefit
Undead you summon or create are faster than normal. They gain +10 ft. move with all their movement forms.
OOZESAGE [General]
Oozes may not have a discernable anatomy to the ignorant, but you know better.
Prerequisite
Knowledge (dungeoneering) 8 ranks
Benefit
You are able to score critical hits against creatures of the ooze type, and you may use any ability against them that depends on critical hits, including sneak attack, favored enemy bonus, and stunning fist.
(exists in NBoF but more general)
POISON USE [General]
You can use poison safely in combat.
Prerequisite
Craft (poisonmaking) 8 ranks, Sleight of Hand 4 ranks
Benefit
You no longer suffer the risk of accidently poisoning yourself when you employ poison in combat.
(exists in NBoF)
POISON MASTERY [General]
You are familiar with poison as a daily tool of the trade.
Prerequisite
Poison Use, Craft (poisonmaking) 8 ranks
Benefit
You gain a +2 bonus to Craft (poisonmaking) checks, and poisons you craft gain a +2 bonus to their DC. You also gain a +2 bonus to Search and Spot checks to detect poisons and to Fortitude saves against their effects. If you attack with a poisoned weapon, you can attempt to hit a more effective spot. You declare a penalty of up to five points to your attack rolls this round and add the same number to the save DC of any poison you use this round.
(exists in NBoF)
SCROLL CASTER [General]
You are good at casting spells from scrolls.
Prerequisite
Scribe Scroll feat or Use Magic Device 4 ranks
Benefit
You receive a +2 bonus to your caster level check when attempting to cast a spell from a scroll where you do not meet the caster level requirements.
(exists in NBoF, but stronger)
SHARP WIT [General]
Your keen intelligence shaped a strong mind.
Benefit
Your will save bonus is based on Intelligence, not on Wisdom. You no longer automaticly fail Will saves on a natural 1.
(needs some kind of prerequisite)
SKIPPER [General]
You have gained some experience on the planks of a ship.
Benefit
You receive a +1 bonus to Swim and Profession (sailor) checks, you are immune to seasickness and you never receive penalties on your rolls for shaking ground.
SPECIALIST [General]
You are an expert in a limited field of skills.
Benefit
You can invest additional skill points in your class skills to raise them up to three points above maximum ranks for your level. While these extra ranks improve your skill checks, they do not count to fulfill prerequisites for feats or prestige classes.
SPIRITUAL LEADER [General]
People seek you out for spiritual guidance.
Prerequisite
Leadership
Benefit
Add your wisdom modifier to your leadership score.
HARD TO AVOID [General]
You make it difficult for enemies in your threatened area to avoid your attacks of opportunity.
Prerequisite
Combat Reflexes
Benefit
If foes try to avoid your attacks of opportunity using skills such as Tumble for moving through your threatened area or Concentration to cast on the defensive, the DC of these checks is increased by your base attack bonus.
Special
A fighter may select Hard to Avoid as one of his bonus feats.
TORNADO RUSH [General]
a.k.a. Sauron Smash
Your Whirlwind sends the enemies flying.
Prerequisite
Str 17, Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Power Attack, Improved Bull Rush, base attack bonus +12
Benefit
When you use this feat, each enemy that you hit during your Whirlwind Attack is also knocked back by a bull rush. You roll only one strength check that is compared to the strength checks of your foes. As with a normal bull rush, this affects only enemies up to one size category larger than yourself.
Special
Tornado Rush may be taken as a fighter's bonus feat.
TRAPFINDER [General]
You can find traps like a rogue does.
Prerequisite
Knowledge (dungeoneering) 6 ranks
Benefit
You are able to use the Search skill to find traps with a DC above 20. You may use the Disable Device skill to disarm magic traps. You can bypass traps without disarming them if you beat the DC by 10 or more.
TRAP MASTERY [General]
As a veteran of the dungeoneering trade you have a wealth of experience with traps.
Prerequisite
Trapfinding, Craft (trapmaking) 8 ranks
Benefit
You gain a +2 bonus to Craft (trapmaking) checks, to the DC of traps you create, to Search and Spot checks to detect traps and to Reflex saves to avoid them. You also gain a +2 dodge bonus to AC to avoid attacks by traps.
UNBELIEVABLE SERENDIPITY [General]
The gods of Luck mean well with you. No matter how close you come to death, you have a knack to survive against all odds: The death trap trigger fails, the dragon's fire breath only scorches your eyebrows, or a nereid carries you safely from the depth of the ocean to the seashore.
Prerequisite
Cha 13+
Benefit
Once per day, you can invoke this feat to survive a deadly situation through lucky circumstances. Surviving may still include loss of equipment and even permanent level drain or ability damage.
Special
Each use of this feat carries an XP cost of 100 XP per character level.
(this does not really fit in how a feat works and what a it is supposed to do)
UNERRING WEAPON [General, Fighter]
You posess masterful control over your weapon and perform precise strikes with it.
Prerequisite
Int 13, Weapon Focus with weapon, Weapon Specialization with weapon, Combat Expertise, base attack bonus 12+
Benefit
When you strike a critical hit with your selected weapon, you automaticly confirm the critical without the need for a die roll.
Special
Unerring Weapon may be taken as a fighter's bonus feat.
General Feats that require class features
While feats that require you to have certain class features, such as rage, are [General] feats by WotC standards, I'll keep them separated so players looking for an ability that fits a certain character can skip chapters for easier seach.
Bardic Music
MINSTREL [General]
Your music never fails with the ladies.
Prerequisite
Perform 4 ranks, bardic music, Cha 13+
Benefit
You gain a +2 bonus to Perform checks and the save DC of the Fascinate, Suggestion and Mass Suggestion bardic music abilities against members of the opposite sex in your audience.
CURSING TUNE [General]
See Hexblade
Cleric / Paladin abilities
(for feats that require Turn Undead see next posting, divine feats)
DEVOTED TO A CAUSE [General (Paladin)]
Your patron deity has chosen you to champion one of it's aspects.
Prerequisite
Paladin 3rd level, patron deity
Benefit
You gain access to one of your deity's domains. You gain the domain's granted power and you may add the domain's spells to your Paladin spell list, up to the level that you are able to cast.
DIVINE COMPANION [Divine]
Your deity sent an animal from his / her realm to serve as your companion.
Prerequisite
Cleric level 3rd, Animal Domain
Benefit
You gain an animal companion, as the Druid's special ability. Your cleric level -3 is your effective druid level to determine the strength of your animal companion. If you have druid or ranger levels, you only gain one companion and add these levels to determine the strength of it. Additionally, if you normally turn undead, your animal companion gains the celestial template. If you rebuke undead, it gains the fiendish template.
DOUBLE DOMAIN SLOTS [General]
You can prepare more Domain spells.
Prerequisite
Access to Cleric Domains, ability to cast 3rd-level divine spells.
Benefit
You gain one additional domain spell slot for the first and second spell level each. The spells you prepare in domain slots of the same level must always be from different domains.
Special
You may take this feat multiple times. Each time, the feat is applied to the next two higher-level domain slots. The spell level prerequisite is also raised by two (i.e. you can take the feat a second time when you are able to cast 5th level spells, and so on).
GRACEFUL MOUNT [General (Paladin)]
You can bestow your special mount with a holy blessing.
Prerequisite
Paladin's Special Mount
Benefit
Your special mount receives the shared benefit of your divine grace class ability, giving it a bonus to all saving throws equal to your Charisma modifier.
HALF CELESTIAL MOUNT [General (Paladin)]
Your special mount gains the Half-Celestial template.
Prerequisite
Paladin's Special Mount, ??
Benefit
Your special mount gains the Half-Celestial template.
HOOF SMITE [General (Paladin)]
Your special mount can use your Smite Evil ability.
Prerequisite
Paladin's Special Mount, Smite Evil, Mounted Combat, Ride 1 rank
Benefit
If you ride your special mount, it can Smite Evil with its attacks. Doing so uses up one of your Smite Evil attempts for that day. The bonus to attack and damage is determined by your own Paladin level and Charisma bonus.
ORACLE [General]
With your divine magic, you are the eyes and ears of your church (cabal, circle).
Prerequisite
Wis 17+, ability to prepare divine spells
Benefit
You may spontaneously replace a divine spell you prepared in your normal slots (no domain spell) with a divination spell from your class list of the same or lower level.
RESTORING HANDS [General (Paladin)]
You can restore ability damage with your Lay on Hands ability.
Prerequisite
Lay on Hands, Base fortitude save 4+.
Benefit
By spending 6 hit points of your lay on hands ability, you are able to heal 1 point of temporary ability damage.
Familiar
GHOST FAMILIAR [General]
The magic bond with your familiar is strengthened by necromancy, allowing it to return from the grave.
Prerequisite
Spell Focus (Necromancy), familiar of the aberration, magical beast or dragon type.
Benefit
If your familiar is slain, he returns after 2d4 days as a ghost. If this happens the first time, it changes the type and abilities of your familiar. The familiar's type is changed to undead, and he gains the ghost template, even if it does not meet the Charisma prerequisite. He gains all abilities of the template. The number of special attacks of the ghost template the familiar gains depends on your sorcerer / wizard class level. He gains no special attacks if your level is below 10. At 10th level, your familiar gains his first special attack, plus one for each 5 levels after that. A ghost familiar does not gain the ability to speak with animals of it's kind. Note that the familiar can still deliver touch spells, but due to the restrictions of being a ghost it can only do so against ethereal targets. The only way to permanently slay your familiar is to permanently kill you. Since your familiar always returns, you never suffer the penalty from losing your familiar unless you dismiss it.
(similar feat exists in NBoF / only incorporeal)
HUMANIZE FAMILIAR [General]
Your familiar can assume humanoid form.
Prerequisite
Familiar, spellcaster level 7+, master must be of humanoid race
Benefit
Your familiar gains the supernatural ability to take a humanoid shape of the same race as his master's, as per Alternate Form. The familiar can change forms at will, but the transition takes 1 minute and the familiar is fatigued after doing so. In his humanoid form, the familiar is treated as a warrior of half his master's class level. His hit points, base attack bonus, skills and saving throws are determined by his new class, but he can still use his master's skills and base saving throws if they are better. His Wisdom and Charisma score in humanoid form is equal to his masters -2 or those of his animal form, whichever is higher. In humanoid form, the familiar retains his special abilities except for natural armor and the ability to deliver touch spells. His master loses the free Alertness feat. A familiar in humanoid form retains some visible feature that marks him as unnatural. He may still have cat's eyes, raven's feathers in his hair, or his skin might have a greenish toad-like shimmer. Notes: At the DM's discretion, a humanoid familiar can take a different NPC class instead of warrior. The feat does not change the familiars stats in his natural form in any way.
This feat is too complicated for a usual feat, and I currently see no way to make it work smoother. Looks like it belongs to the rejected idea pile. The effect is also a bit freaky. Mhh. Maybe Were-creature template?
TALKING FAMILIAR [General]
Your familiar gains the ability to speak normally.
Prerequisite
Familiar, arcane spellcaster level 5th
Benefit
Your familiar can communicate verbally with everyone, not only with his master. He can speak every language that his master knows. The familiar does not grow vocal cords, this is a supernatural ability. This feat also raises the familiars intelligence score by 1 point.
Special
Wizards may take this feat as a bonus feat.
Favored Enemy
ENEMY SPELL FOCUS [General]
You are trained to use your spells effectively against your favored enemies.
Prerequisite
Favored Enemy
Benefit
You can add your Favored Enemy bonuses to the save DC of spells you cast against these types of creatures.
(exists in NBoF, but half bonus)
FAVORED ASSASSINATION [General]
You specialize in your assignments on certain enemies.
Prerequisite
Favored Enemy, Death Attack
Benefit
You can add your favored enemy bonus to the DC of your Death Attacks.
FRONTLINE DIPLOMAT [General]
You are a veteran of the border wars, but you also serve in times when a truce must be struck.
Prerequisite
Favored Enemy
Benefit
You gain your Favored Enemy bonus to Diplomacy and Intimidate checks against that type of creatures. Everytime you select a new type of favored enemies, you learn one language spoken by that kind of creatures. Diplomacy and Intimidate are a Ranger class skills for you.
RAGING HATRED [General]
(see Rage chapter)
Hexblade abilities
CURSE THE HERETICS [Divine]
Your curse is stronger when it is powered by divine energy.
Prerequisite
Hexblade's Curse, Turn or Rebuke Undead
Benefit
When you target a foe with your Hexblade's Curse, you may use your Turn/Rebuke Undead ability as a swift action to affect one additional enemy per Turn/Rebuke attempt you spend.
CURSING TUNE [General]
You can weave your curse into a mocking tune.
Prerequisite
Bardic music, Hexblade's Curse
Benefit
Any foe who hears the mocking tune must succeed at a Will save against 10 + half (your bard level + your hexblade level) + charisma bonus. If they fail, they suffer the effect of your Hexblade's Curse while the music is active. The cursing tune is a bardic music effect and it uses up one of your daily uses of bardic music. It does not count as a use of your Hex Curse. It is a language-dependent, mind-affecting effect.
Special
A hexblade may select Cursing Tune as one of his bonus feats. A hexblade/bard with this feat may swap out his hexblade spellcasting ability to gain +1 spellcasting level as a bard with each hexblade level instead. He may learn Hexblade spells as bard spells.
(This feat needs to be turned into a more general Hexblade / Bard synergy feat. Tough.)
HEX FAVORED ENEMY [General]
Hatred fuels your curse.
Prerequisite
Favored Enemy, Hexblade's Curse
Benefit
You may add your favored enemy bonus to the save DC of your Hexblade's Curse.
Special
A hexblade may select Hex Favored Enemy as one of his bonus feats.
HEX SPELLCASTER [General]
Your Hexblade's Curse hampers enemy spellcasting.
Prerequisite
Hexblade's Curse
Benefit
Enemies that suffer from your Hexblade's Curse take a -2 penalty to their caster level with all spellcasting and spell-like abilities. Their spells suffer a 10% miss chance, which stacks with arcane spell failure chance.
Special
A hexblade may select Hex Spellcaster as one of his bonus feats.
IMPROVED AURA OF UNLUCK [General]
Your Aura of Unluck is stronger.
Prerequisite
Aura of Unluck
Benefit
The miss chance granted by your Aura of Unluck is increased to 40%.
Special
A hexblade may select Improved Aura of Unluck as one of his bonus feats.
PIERCING HEX [General]
Your Hexblade curse is effective even against strong resistance.
Prerequisite
Hexblade's Curse
Benefit
If the target of your Hexblade's Curse makes his saving throw, he still suffers half the effect.
Special
A hexblade may select Piercing Hex as one of his bonus feats.
WIDEN AURA OF UNLUCK [General]
You can protect others with your Aura of Unluck.
Prerequisite
Aura of Unluck
Benefit
Your Aura of Unluck can protect one additional person per Charisma bonus. To profit from the protection, targets must be within 30 ft. of you.
Special
A hexblade may select Improved Aura of Unluck as one of his bonus feats.
Monk abilities
CHANNEL KI STRIKE [General]
You can channel Ki into weapons to pierce a monsters defenses.
Prerequisite
Ki strike
Benefit
You can use your Ki strike ability to give a monk weapon the ability to overcome a certain type of damage reduction.
DAGGER DASH [General]
You pursue a path of martial arts that focuses on the dagger.
Prerequisite
Simple Weapon Proficiency (dagger), Weapon Focus (dagger), flurry of blows
Benefit
You treat the dagger as a monk weapon, allowing you to perform a flurry of blows with it.
Special
You may take this feat as a monk bonus feat at 1st, 2nd or 6th level.
GRASSHOPPER [General]
Like a grasshopper, you jump away from your enemies' attacks.
Prerequisite
Evasion, Dodge, Mobility, Jump 1 rank
Benefit
Once per round, when you are attacked by an enemy in melee, you may make a Jump check as a swift action. If you beat your foe's attack roll, you successfully dodged the attack. You end up in any free square adjacent to yours. If there is no free adjacent square, you suffer a -4 penalty to your Jump check. You can not use this feat when you are more than lightly encumbered or wear armor heavier than light, or when you are denied your Dex bonus to AC.
(This feat is rather problematic, as there are several ways to shoot your Jump skill through the roof even at low levels, more than for other skills. Jump spell, cheap items, certain races, movement boosters... Used in the right way, this means a near automatic dodge (you can still roll a 1). This is almost like the Epic Dodge feat and should be judged accordingly.)
HEALING KI [General]
You can channel positive ki to heal by pressing the right points.
Prerequisite
Stunning Fist, Heal 1 rank
Benefit
As a standard action, you can employ one use of your Stunning Fist ability to heal yourself or another character. The target recovers 1d4 + Wis bonus hit points.
Special
If you have the Wholeness of Body class ability, you can use Healing Ki to channel a part the healing you could use on yourself to another character.
IMPROVED HEALING KI [General]
Your Ki Healing abilities are stronger.
Prerequisite
Stunning Fist, Heal 4 ranks, Healing Ki
Benefit
You heal 1d6 + Wis bonus hit points with your Healing Ki ability.
KI CLAW [General]
You can channel ki into your natural weapons.
Prerequisite
Ki strike, natural weapon
Benefit
You can use your Ki strike ability to add a specific damage type when attacking with your natural weapons.
KI SHELL [General]
Your intense meditation experience allows you to evade attacks more easily.
Prerequisite
Wisdom bonus to AC
Benefit
Your Wisdom bonus to AC is raised by one, as if your modifier was one point higher.
Special
This feat can be taken multiple times. It's effects stack.
(exists in NBoF)
MIND BLOW [General]
You have achieved perfection in your fighting skills that you can decide a fight by choosing not to fight. You look into the eyes of your enemy, and let combat happen in his head.
Prerequisite
Empty Body (Monk special ability), Iron Will
Benefit
The Mind Blow is a gaze attack with a range of 30 feet. To use Mind Blow you must actively attempt an attack action with it, selecting a single target. If the target fails it's Will save against 10 + 1/2 your monk level + Wis modifier it takes damage as if hit by one of your unarmed attacks. If you use Mind Blow with as a full-round action, you may use a full-round attack against a single target. Mind Blow is a supernatural ability.
(This feat has a pretty steep prerequisite, at 19th level (Empty Body) the next feat you get could already be an Epic feat. Mhh.)
SECOND FIGHTING STYLE [General]
You have mastered one fighting style, and you are ready to learn the next.
Prerequisite
Monk level 6th, completed one fighting style
Benefit
You immediately gain the skill bonus of a second monk fighting style. As soon as you possess the three feats used by the style and fulfilled it's prerequisites, you also gain that styles 6th-level special ability.
(I'm not sure about the usefulness of this feat.)
YIN YANG STYLE [General]
You can rush out in a mighty flurry or hold back to concentrate all energy on a powerful punch.
Prerequisite
Flurry of blows
Benefit
You possess both the decisive strike (Yin) and the flurry of blows (Yang) class features. Whenever you use the full-attack action with and unarmed strike or monk weapons, you may choose to use either of the two.
Special
You may take this feat as a monk bonus feat at 1st, 2nd or 6th level.
Rage
GEMINI RAGE [General]
Two souls are within you, like inner twins, and when you rage your two sides show.
Prerequisite
Barbarian Rage, Str 13+, Dex 13+
Benefit
Whenever you start a rage, you may choose whether to fall into barbarian rage (as outlined in the Player's Handbook) or whether you want to use the Whirling Frenzy variant (from Unearthed Arcana) instead.
IMPROVED VIGOROUS RAGE [General]
You recover from wounds even faster when in rage.
Prerequisite
Rage, Con 17, Vigorous Rage, base fortitude save 5+
Benefit
You gain Fast Healing 3 while in Rage. This replaces Vigorous Rage.
RAGING HATRED [General]
You are nigh-unstoppable when facing your favored enemies.
Prerequisite
Rage, Favored Enemy
Benefit
If you use your Rage ability while fighting your favored enemy, that Rage does not count against your daily limit of Rages.
VIGOROUS RAGE [General]
Your will to live is so powerful that wounds slowly close while you rage.
Prerequisite
Rage, Con 17+
Benefit
You gain Fast Healing 1 during your rage.
Wizard spell preparation
SPELL BRAIN [General]
You pick up new spells with considerable ease.
Prerequisite
Wizard (or other character class that needs a Spellcraft check to learn spells)
Benefit
You gain a +4 bonus to Spellcraft checks to learn a new spell or to memorize a spell from a borrowed spellbook.
(This feat is too weak. Skill Focus (Spellcraft) is better, the bonus is only +3 but applies to much more.)
UNPRECOCIOUS APPRENTICE [General]
You were a nightmare for your mentor. Even though you showed considerable talent, you never seemed to bother with studies and loved to pull pranks instead.
Prerequisite
1st level Wizard
Benefit
You can sponaneously cast Prestidigitation by "losing" a prepared spell of the same (0th) level. Every level after the first, you may choose an additional spell that you are able to spontaneously cast. Before you can select a specific spell you must have successfully pulled a prank with it on somebody else or on a monster. You may also select two skills from the Rogue list, these count as wizard class skills for you. Due to your laziness, you do not gain the scribe scrolls feat at first level.
Special
This feat must be selected at first level.
Divine Feats
All feats in this chapter require the ability to Turn or Rebuke Undead. A number of these have "(...) Domain" as prerequisite. This means that the character must have either the selected this Domain as one of his two cleric domains or gained access to it through a Prestige Class. It is not enough if the deity of the cleric grants the domain but he did not select it.
CONFUSE UNDEAD [Divine]
Your mad god granted you the power to drive even the restless dead insane.
Prerequisite
Turn/Rebuke Undead, Madness Domain
Benefit
If you choose so, Undead that would be turned/rebuked by you are affected by a Confusion spell instead. Use your Cleric level as the caster level. Undead that would be destroyed/commanded are hit by Insanity instead. Intelligent undead (Int 5 or higher) are especially weak against this effect and suffer a -2 penalty to their effective HD against this power, while mindless undead (no Int score) are hard to affect and receive a +2 bonus. Confuse Undead surpasses the immunity to all mind-affecting effects gained by the undead type.
CURSED LUCK [Divine]
You can jeopardize your enemies with your power over fate.
Prerequisite
Rebuke Undead, Luck Domain
Benefit
You can spend one of your daily turn undead attempts as a standard action to put a curse on one of your enemies, if you succeed at an opposed Charisma check. Once within the next 10 rounds, the curse allows you, as an immediate action, to force your opponent to repeat one d20 roll. The second roll applies, even if it is better than the original roll.
DIVINE BREATH [Divine]
You can turn positive energy into breathable air.
Prerequisite
Turn Undead, Air Domain
Benefit
You may use one of your daily Turn Undead attempts to supply yourself and one ally per point Charisma bonus (if any) with breathable air for one minute per cleric level.
DIVINE ORC COMMAND [Divine]
The orc gods made leading your orc brethren your destiny.
Prerequisite
Orc or half-orc, Turn or Rebuke Undead, Orc Domain
Benefit
You are able to Rebuke or Command your fellow Orcs. This is handled like a Rebuke Undead check, and it uses up one of your Turn Undead attempts for that day. You always rebuke orcs, regardless of whether you turn or rebuke undead.
DIVINE TRAVEL [Divine]
You can speed up travel with divine energy.
Prerequisite
Turn Undead, Travel Domain
Benefit
By spending one of your daily turn undead attempts, you can double the long-distance traveling speed of any vehicle or mount for one hour per cleric level. If your Charisma bonus is +5 or higher, you triple speed. This power has no influence on maneuver speed during combat.
HOLY RAM [Divine]
You can crush the walls that your enemies hide behind with holy power.
Prerequisite
Turn or Rebuke Undead, divine spellcaster lvl. 3+, Destruction Domain
Benefit
Using the Holy Ram uses up one of your turn undead attempts for the day. Used against a natural wall, roll for turning damage (2d6 + cleric level + Cha modifier) and multiply by twenty. If the number surpasses the structural hit points of the wall, it is crushed. If you don't succeed, no damage is done. Against a magical wall, such as a Wall of Force spell, roll for turning damage (2d6 + cleric level + Cha modifier). If your roll is higher or equal to 11 + the spell's caster level you dispel it. If used against a Prismatic Wall, each use of the Holy Ram only destroys one colour layer of it. The Holy Ram can only be used to dispel spells with "Wall" or "Barrier" in the name.
IMPROVED SCALYKIND COMMAND [Divine]
You can command more powerful creatures than mere lizards with your Domain power.
Prerequisite
Rebuke or command reptilian animals (Scalykind Domain power)
Benefit
You can also rebuke or command humanoids with the reptilian subtype and dragons. Dragons receive a +4 "Turn Resistance" against this power.
LAST RITE [Divine]
You can guide the dead to eternal rest using positive energy.
Prerequisite
Turn Undead, access to Repose Domain
Benefit
You can spend one of your daily Turn Undead attempts as a full-round action to reduce a dead body to ashes and guide the soul to the afterlife. This effectively prevents the dead person to return as any type of undead. The only way to bring back a deceased after the Last Rite was spoken is True Ressurection.
SACRED DWARVEN SPIRIT [Divine]
You can boost your fellow dwarves' fighting spirit with your positive energy.
Prerequisite
Turn Undead, dwarf, Dwarf Domain
Benefit
Spend one of your daily turn undead attempts to give yourself and your dwarven allies within 60 ft. Damage Reduction 1/- (+1 for each point of your Charisma bonus, if any). Make a turning check, the result is the number of allies you can affect. The effect lasts until the end of your next turn.
SANCTION MAGIC [Divine]
Your divine lord gives and takes the power over magic.
Prerequisite
Magic Domain, Turn or Rebuke Undead
Benefit
As a standard action, you can spend a Turn or Rebuke Undead attempt to boost or weaken arcane spellcasters.
Weaken: Make an opposed caster level check against your target, using your cleric caster level + Charisma modifier. If you succeed, your enemy's caster level is reduced by your Charisma modifier (minimum 1).
Boost: You increase the caster level of one arcane caster by one. Several uses of this ability do not stack, the durations overlap. You may use this ability on yourself. Both effects last for 10 rounds (1 minute).
STRENGTHEN UNDEAD [Divine]
You can give your undead allies a sudden boost of strength.
Prerequisite
Rebuke Undead, access to Strength Domain
Benefit
By spending one of your daily Rebuke Undead attempts as a swift action, you can give one undead per cleric level a bonus to his strength score equal to twice your Charisma bonus (if any). The undead must be within 60 ft. This effect lasts until the beginning of your next turn.
SWAY AUDIENCE [Divine]
With this feat, you may channel positive or negative energy in your speech to convince an audience.
Prerequisite
Diplomacy 8 ranks, Turn Undead
Benefit
If you gather an audience and hold a speech to them, hold up your holy symbol and make a turning check. This turning check works just like Turning Undead against the HD or character levels of your audience. All affected listeners are put under an effect that works like a Suggestion spell, cast by as a divine spell. Use your own cleric level to determine the strength of the effect. Affected persons are allowed a will save, unless you have twice as many levels (or more) compared to the HD of your audience. To use the feat, you must talk to the audience for 5 minutes. You can make the check earlier, with a -1 penalty to your turning check, but you still need at least one minute.
Special
You may only suggest actions that are in line with your deities teachings. A cleric of Chauntea for example could suggest to start the harvest or to protect the village, but not to burn the granary. The latter would automaticly fail at the DM's discretion.
TORCH UNDEAD [Divine]
You can burn undead in an outbreak of holy flames.
Prerequisite
Turn or Rebuke Undead, Fire Domain
Benefit
You can spend one of your daily Turn or Rebuke Undead attempts to shoot out holy flames in a 60 foot cone. All Undead in the area are set on fire. They suffer 1d6 + Charisma bonus fire damage each round for a number of rounds equal to half your cleric level.
Combat Form Feats
COMBAT ANTIMAGIC [Combat Form]
Your intense concentration on the battle allows you to shake off magic.
Prerequisite
Combat Focus, Great Fortitude, BAB 12+
Benefit
While your Combat Focus is active you gain spell resistance equal to 5 + character level. You gain a +1 bonus to that SR for every Combat Form feat that you possess.
Special
A fighter may select Combat Antimagic as one of his fighter bonus feats.
HEIGHTENED COMBAT SENSE [Combat Form]
Your innate sense for combat let's you react quickly to any danger.
Prerequisite
Combat Focus, Innate Combat Focus
Benefit
You gain a +1 insight bonus to Initiative for each Combat Form feat that you possess. You are no longer flat-footed before your first action in combat. You still need to notice your enemies to be able to act during a surprise round.
Special
A fighter can select Heightened Combat Sense as one of his fighter bonus feats.
INNATE COMBAT FOCUS [Combat Form]
Your mind is always focused on battle.
Prerequisite
3 other Combat Form feats, Wis 15+, base attack bonus +9
Benefit
Your combat focus is always active, in and out of combat. If you willfully end your combat focus, you regain it after 1d10 rounds at the beginning of your action. If you have 6 or more Combat Form feats, this interval is reduced to 1d4 rounds.
Special
A fighter can select Innate Combat Focus as one of his fighter bonus feats.
YANG COMBAT FOCUS [Combat Form]
Your Combat Focus training enhanced your offensive Ki powers.
Prerequisite
Combat Focus, Monk 1st level
Benefit
While your Combat Focus is active, you gain a +1 insight bonus to unarmed attacks, and +5 ft. additional movement speed.
If you have four or more Combat Focus feats, including Yin Combat Focus, the attack bonuses increase to +2 and the movement bonus to +10 ft.
Special
A fighter may select Yin Combat Focus as one of his fighter bonus feats. A monk may select this feat as one of his bonus feats at first, second or sixth level, but only if he has the Combat Focus feat.
YIN COMBAT FOCUS [Combat Form]
Your Combat Focus training enhanced your defensive Ki powers.
Prerequisite
Combat Focus, Wisdom bonus to AC
Benefit
While your Combat Focus is active your Wisdom bonus to AC is increased by one. Additionally, your save bonus from Still Mind is increased by one, if you have that class ability.
If you have four or more Combat Focus feats, including Yang Combat Focus, those bonuses increase to +2.
Special
A fighter may select Yin Combat Focus as one of his fighter bonus feats. A monk may select this feat as one of his bonus feats at first, second or sixth level, but only if he has the Combat Focus feat.
TAIJI MASTERY [Combat Form]
You have mastered the Taiji circle.
Prerequisite
Combat Focus, Yin Combat Focus, Yang Combat Focus, Wholeness of body
Benefit
While your Combat Focus is active, you gain a +1 bonus to your effective monk level to determine the powers of your Unarmed Damage, Slow Fall, Wholeness of Body, Diamond Soul and Empty Body class features (if you have them).
If you have six or more Combat Form feats, the bonus increases to +2.
Special
A fighter may select Yin Combat Focus as one of his fighter bonus feats. A monk may select this feat as one of his bonus feats at first, second or sixth level, but only if he has the Combat Focus feat.
(Just giving a bonus to effective monk level is not really cool. There should be something really amazing a monk with lots of Combat Form feats should be able to do.)
Draconic Feats
DRACONIC SPELL FOCUS [Draconic]
Spells with the energy type of your heritage are more powerful.
Prerequisite
Draconic Heritage
Benefit
You gain a +1 Bonus to the save DC when casting spells of the energy type associated with your Draconic Heritage.
Special
If you have four or more Draconic feats, this bonus is increased to +2.
Item Creation Feats
IMPROVED BREW POTION [Item Creation]
You can create more powerful potions than other alchemists.
Prerequisite
Brew Potion, Craft (alchemy) 8 ranks
Benefit
You are not bound by a spell level limit when you brew potions. In all other respects, the standard rules for brewing potions apply.
Metamagic Feats
MASS TARGET SPELL [Metamagic]
You are able to increase the number of targets your spells affect.
Prerequisite
Twin Spell
Benefit
If a spell modified by this feat has a Target descriptor, the number of targets is increased by your caster level -1 (max. +15). Thus, if it originally targets one creature, this number is increased to your caster level. Spells that don't have a Target, but an Effect descriptor, are changed in the same way, the number of targets is increased by your caster level -1. If the spell neither has a Target nor an Effect descriptor, the feat cannot be used with it. If the spell only targets the caster himself, the feat is also not applicable. A mass targeted spell uses up a spell level four levels higher than the spell's actual level.
Note: All targets must be within range of the spell. If the range is Touch, the caster must touch one of the targets, and every other target must touch one other, already affected target.
(exists in NBoF)
Vile Feats
VILE TRAITOR'S BLADE [Vile]
Your sneak attacks gain the evil descriptor and weaken good-aligned foes.
Prerequisite
Evil alignment, Sneak Attack +3d6
Benefit
When tou attack an opponent that is denied his Dex bonus to AC, this attack is treated as if made with an evil-aligned weapon (i.e. for overcoming damage reduction). Your sneak attacks gain the evil descriptor. Against good-aligned enemies, your sneak attacks also deal 2 points of Constitution damage.
Spelltouched Feats
See [url]http://d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm[/url] for details.
BOND BEYOND [Spelltouched]
You passed over the river Styx once, and a part of you is still there.
Prerequisite
Brought back to life by Raise Dead or Ressurection, Wis 13+
Benefit
Your bond to the spirit world enables you to cast Detect Undead once per day and Speak with Dead once per week as a spell-like ability, at a caster level equal to your character level.
DRAIN RECOVERY [Spelltouched]
You have been energy drained so often you can shake it off more easily.
Prerequisite
Must have suffered from Energy Drain by spell or monster attack at least once.
Benefit
You can recover a negative level from energy drain in half the time, i.e. in 12 hours, and you automatically succeed at the fortitude save to avoid permanent level loss.
KARMIC INSIGHT [Spelltouched]
Your experience of reincarnation has enlightened you with deeper insight into the cycle of life.
Prerequisite
Brought back to life by Reincarnate spell.
Benefit
Your Wisdom score is permanently raised by 1 point.
LORD OF THE DANCE [Spelltouched]
The urge to dance lingers on you.
Prerequisite
Must have been exposed to Irresistible Dance spell.
Benefit
You gain a +2 competence bonus to Perform (dance) checks that stacks with Skill Focus. If you are ever hit by Irresistible Dance again, you are still compelled to dance, but you mastered dancing well enough so you don't suffer a penalty to AC and you can make Reflex saves normally. You can even try to make an attack while unter the spells effect, but still suffer a -4 penalty.
SHELL OF PURITY [Spelltouched]
Surviving the power of pure evil might strengthened your resilence.
Prerequisite
Harmed by an [Evil] spell such as Unholy Blight at least once, good alignment
Benefit
You gain energy resistance 5 against all spells with the [Evil] descriptor.
Racial feats
Changeling
CAMOUFLAGE SKIN [Racial (Changeling)]
You trained to imitate structures and surfaces with your shapechange.
Prerequisite
Minor Shapechange or Shapechange ability, Hide 5 ranks
Benefit
When wearing no visible armor, clothing or equipment (i.e. when you are naked), you can use your Shapechange ability to blend into the surroundings. This grants you concealment (attacks against you have a 20% miss chance and you don't need cover for Hide checks. When you use your Shapechange to conceal yourself, you can't use it to create a Disguise at the same time. You gain a +2 racial bonus to Hide checks.
CHANGELING DARKVISION [Changeling]
You inherited the ability to see in the dark from your Doppleganger ancestry.
Prerequisite
Changeling
Benefit
You gain Darkvision with a range of 60 ft.
DOPPEL-JOINTED [Racial / Changeling]
Your shapechange ability made your body flexible, allowing you to shake off bonds and sommersault with ease.
Prerequisite
Changeling, Dex 13
Benefit
You gain a +1 bonus to Tumble and Escape Artist checks. This bonus is increased by +1 for each Changeling feat you possess.
GROW TAIL [Racial / Changeling]
You are able to grow a tail with your minor shapechange.
Prerequisite
Changeling
Benefit
You are able to grow an appendage from your back, using your minor shapechange ability. This allows you to emulate humanoid-shaped races with a tail or a similar appendage, such as a cat people or lizardfolk. The tail can serve as a secondary natural weapon, a slam attack for 1d3 points of damage. It is not flexible enough to grab things or act as a useful help in climbing, but you gain a +2 circumstance bonus to tumble checks to avoid falling damage.
(Replaced by Changeling Beasthide)
IMPROVED MINOR SHAPECHANGE [Racial / Changeling]
Your minor shapechange ability is considerably more powerful.
Prerequisite
Any 3 changeling feats
Benefit
Your minor shapechange ability is based on the Alter Self spell instead of Disguise Self. As with the standard ability, you are unable to change your equipment with you, but otherwise you are able to duplicate the spell's effect.
Dwarf
DWARVEN HEART RAGE [Racial / Dwarf]
Your dwarven soul is stronger while in rage.
Prerequisite
Rage, Dwarf
Benefit
While Raging, your dwarven bonuses against magic and poison are doubled.
Elf
ELVEN SWORD DANCE [Racial / Elf]
You've mastered the elven way of swordplay.
Prerequisite
Combat Finesse, Elf
Benefit
Longsword and scimitar count as finessable weapons for you.
(exists in NBoF (more or less))
ELVEN GLAMOUR [Racial / Elf]
The magic of the elven ancients is strong in your veins.
Prerequisite
Elf (non-drow), Cha 13+
Benefit
You can cast the following spells as a spell-like ability once per day as a sorcerer of your character level: Charm Person, Daze, Dancing Lights.
Shifter
SHIFTER RAGE [Shifter]
When you rage your shifter nature takes control.
Prerequisite
Shifter, Rage
Benefit
You involuntarily shift when you fall into barbarian rage. You gain the attribute bonus and the shifter abilities (as far as they are usable during rage). You turn back to normal after the end of your rage. This shifting does not require an action and it does not count against your daily limit of shifting.
Yuan-Ti
SNAKE TONGUE [Racial / Yuan-Ti]
You can communicate with viperkind.
Prerequisite
Yuan-Ti (Pureblood or Tainted One), Wis 13+
Benefit
You may talk to snakes and vipers at will, as per Speak with Animals spell, cast by a sorcerer of your character level. This is a spell-like ability.
Psionic Feats
RAY ATTUNEMENT [Psionic]
You can shoot energy rays efficiently without expending to much of your power. Prerequisite: Energy Ray power Benefit: For every three manifester levels that you have, the power point cost of energy rays is reduced by one. The cost can be reduced to zero with this feat.