Legal Feats

The feats in the sourcebooks utilized in this campaign: i.e. the player’s handbook, oriental adventures, complete warrior, etc. , are all allowed. In addition to these feats, the following feats are also allowed.

(Feat/Prerequisite/Benefit)

  • A Monk’s Power | Wis 13, Improved Unarmed Strike | Your unarmed damage increase to 1D6. At level 5 1D8, and at level 10 1D10.
    1. You lose the benefit of this feat whenever you’re wielding a weapon. A shield counts as a weapon for this feat. Someone with the benefit of increased unarmed damage (such as a monk or the fighter – boxer varient) may not select this feat.
  • Ability Training | None | +1 bonus to an ability score
    1. This feat may be acquired multiple times. Each additional time acquired it applies to a different ability score. This feat may not be selected for the same ability score more than once.
  • Ability Advancement | Ability Training in a particular ability score | +1 bonus to that particular ability score
    1. This feat may not be selected for the same ability score more than once.
  • Alcohol Resistance | None | +3 bonus on Fortitude saves against drunkenness
    1. This feat may be acquired multiple times. It’s effects stack.
  • Ambidexterity | Two-Weapon Fighting, Str 13 | Reduces the penalties of two-weapon fighting by 1 and gains the full str bonus to damage in the off-hand.
  • Balance Drills | Dex 13, Lightning Reflexes | Base reflex save becomes 1/2 your character level while in light load.
    1. You lose this bonus when encumbered beyond light load.
  • Battle Cry | Cha 15 | When you use the charge attack and hit, allies within 60 ft. gain a +1 bonus on attacks until your next turn.
  • Bleeding Critical | Improved Critical, Base Attack Bonus +8 | During a critical hit, the creature also takes 1 point constitution damage.
    1. This damage may not be multiplied, even by the critical hit itself.
  • Bestial Regression | None | You gain a +4 bonus on all Handle Animal, Ride and Survival checks but take a -2 penalty on Bluff and Diplomacy checks.
    1. You may only take this feat once.
  • Blind | Permanently blind for at least three months | You gain +4 to all Listen checks, and the ability to take 10 on any Listen check, regardless of condition. Listen is considered a class skill for you. You also gain the feat Blind-Fight.
    1. If you ever recover your sight, you lose both the Blind and Blind-Fight feat.
  • Bloodletting | Weapon Focus (Weapon) | When dealing a critical hit with any weapon you have taken Weapon Focus for, your opponent begins bleeding, suffering 1 additional point of damage each round until the wound is treated. The wound can be closed with a successful Heal check (DC 15), or any magical healing. This effect is cumulative but a single Heal check or magical heal will stop all current effects from this feat on that target.
    1. Creatures immune to critical hits are immune to this ability.
  • Bodyguard | Combat Expertise, Dex 13 | You may assign some or all of your armor class bonus from Combat Expertise to one ally inside your reach.
  • Bonded Weapon | Base attack bonus +8, Improved Critical (with Weapon), Proficient With Weapon, Weapon Focus (with Weapon), Weapon Specialization (with Weapon) | Choose a single unique weapon. For one month you train exclusively with that weapon, learning how to best wield that specific weapon most effectively. During the training period, you may use no other weapons or you must repeat the process. After the month of training, give the weapon a name to symbolize your intimate knowledge of the weapon. You gain an additional +2 to all attack rolls and +1 to damage with your named weapon (this stacks with the weapon focus and weapon specialization bonuses). You do not gain the bonuses or penalties of this feat when wielding a weapon of the same type, and suffer a -2 to all attack rolls with all other weapons.
    1. If ever your named weapon is destroyed or taken from your possession for more than a week, you must repeat the process of naming a weapon and continue to suffer the -2 to attack rolls with all weapons of a different type. You may never have more than one bonded weapon.
  • Chain Bikini Chick | Cha 15, Female | 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. Anyone who does not find your race and gender attractive 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.
  • Combat Intimidation | Intimidate 5 ranks | You can make one Intimidate skill check each round as a free action, but only to demoralize an opponent in combat. As a move-equivalent action, you can try to demoralize all opponents you threaten in melee combat.
  • Concerted Attack | Base Attack Bonus +3, Must be the designated leader of the party | You can direct the efforts of your allies to gain an additional bonus to flanking efforts. When you are leading a flanking effort against a single opponent, your allies involved in the melee gain a +4 flanking bonus on the attack roll.
    1. You must be able to effectively communicate with the other flanking members. You lose the bonuses from this feat should you lose your designation.
  • Cover Your Pretty Ass! | Prerequisite: Cha 19 | A character who selects this feat uses their charisma modifier in place of their dexterity modifier for determining armor class.
    1. A character who has this feat is still subject to armor check penalties for dexterity based skills and an armor’s maximum dexterity bonus still limits the character’s maximum bonus to armor class, as well as the differences in encumberance.
  • Cross-Class Learning | None | Pick any two skills. The selected skills become class skills for all your classes from this point on
  • Cunning Dodge | Int 13 | You may choose to use your Intelligence modifier instead of your Dexterity modifier for Reflex saves
  • Defensive Expertise | Combat Expertise, Int 13, Dex 13 | By voluntarily reducing your own AC, you can provide a deflection bonus to the AC of one or more allies against nearby opponents. As part of the attack action or full attack action, or as a separate standard action, you designate one ally who must be within your threat range. You grant that ally a bonus to AC equal to the amount by which you lowered your own AC, but only versus the melee attacks of opponents who are also within your threat range. For every 5 points of BAB above 5, you may designate one more ally within reach to receive this bonus (two allies at BAB +6, three allies at BAB +11, etc.) to a maximum of four allies at BAB +16. The bonus (and penalty) to AC lasts until the start of your next initiative, but ends for a target ally if they leave your threat range. You may only use this feat to grant a bonus to allies which you can see, and they do not benefit from the AC bonus against opponents that you cannot see. The maximum amount of AC that you may take as a penalty and grant to allies is equal to your Dexterity bonus to AC plus two. This value is limited by the maximum dexterity limit of your armor, so for instance, a character with DEX 18 (+4 bonus) wearing full plate (maximum dexterity bonus +1) would have an effective Dexterity bonus of +1 for purposes of this feat, and could reduce his AC by a maximum of 3 points to grant a +3 deflection bonus to AC. The AC bonus granted to allies is a Deflection bonus. Using this feat requires physical action, so a paralyzed character may not use it.
    1. When using the attack or full attack action, you may use both this feat and Combat Expertise simultaneously.
  • Defensive Study | 2 ranks of Sense Motive, Alertness | Grants you the ability to substitute your Intelligence modifier for your Dexterity modifier when calculating armor class against a single opponent. To gain this benefit, you must be able to assess your opponent completely for at least three rounds of combat. During this period of study you are only able to take a partial action each round. Through the study of attack patterns you understand the best ways to avoid the attack methods used by your opponent.
  • Defensive Sunder | Str 13, Power Attack, Improved Sunder | If you are attacked with a melee weapon and missed, you may make a sunder attempt on the weapon as an attack of opportunity, subject to the standard restrictions on attacks of opportunity in a round.
    1. An opponent and their weapon count as the same target for determining eligibility to attacks of opportunity.
  • Deflect Attack | Int 13, Str 13, Combat Expertise, Improved Sunder, Power Attack | When you are fighting defensively, your opponent provokes an attack of opportunity just before attacking you. Since you are fighting defensively, your attack of opportunity has a -4 penalty to attack. If the opponent attacks you with a weapon, your Attack of Opportunity can only be used as a Sunder attack against the weapon that is used to attack you. If the opponent attacks you with an unarmed attack or a natural weapon, you attack the unarmed strike or natural weapon, effectively making an Attack of Opportunity against your opponent. If your attack actually damages the opponent’s weapon (or the opponent, in the case of an unarmed strike or natural weapon), subtract the damage dealt to the weapon or opponent from the damage you would sustain from their attack. In this way, it is possible to negate the damage from an opponent’s attack.
    1. You cannot use this feat if attacking with a piercing weapon or unarmed if your opponent is using a weapon to attack you, unless through an ability or feat you can make Sunder attacks with a piercing weapon or unarmed (as Sunder attacks generally require you to be using a slashing or bludgeoning weapon).
  • Deflecting Move | Dex 13, Dodge, Mobility | You can safely move through threatened squares. As part of a move action, you may avoid one attack of opportunity directed at you caused by your movement. This is increased to two attacks of opportunity at BAB +10, three at BAB +15, and four at BAB +20. These attacks may be from the same or different opponents.
  • Deft Lunge | Dex 13, Combat Expertise | When you use the attack action or full attack action in non-mounted melee combat, you may take as much as a -5 penalty to Armor Class to add the same number (up to +5) to a single attack roll in the same round. This number may not exceed your base attack bonus. Unless you also have the Mobility feat, this attack draws an Attack of Opportunity from the defender. The changes to Armor Class last until your next action. The bonus to your attack roll will stack with any other bonus.
  • Determined Soul | Iron Will | Add your Wisdom modifier to your Hit Points.
    1. This effect only applies once. This is not a bonus to hit points per level like Constitution.
  • Determined Soul, Improved | Iron Will, Determined Soul | Your Wisdom Modifier (If Any) replaces your Constitution Modifier (If Any) as a bonus to your Hit Points per level.
  • Devolution | Bestial Regression | You may permanently take a penalty to your Charisma to gain a bonus to your Fortitude saving throws.
    1. For every 2 points you take as a penalty to your Charisma score (Max -8) you gain a +1 bonus to your Fortitude saves. Also, for every 4 points you take as a penalty to your Charisma score (Max -8) you gain 1 point of natural armour.
  • Disrupting Attack | Base Attack Bonus +2 | Any creature that needs to make a Concentration check as a result of your action or attack does so with a -5 penalty.
  • Distracting Cleavage | Con 12, Chain Bikini Chick | When gaining the effects of Chain Bikini Chick, all nearby characters (friend or foe) who would normally find your character attractive must succeed on a Will save (10+ your total HD+ your Charisma modifier) or take a -5 penalty on spot checks, search checks, and initiative rolls as long as you remain within visual range.
    1. This feat also causes those who fail the will save to have to make listen checks (DC10) to pay attention to anything you say to them.
  • Double Cantrips | Ability to cast level-0 spells | Select one of your spellcasting classes. Your number of 0-level spell slots for that class is doubled. This feat only affects spell slots gained from the class itself, if you have another source for bonus spell slots add these separately.
  • Double Kick | Str 13, Dex 13 | This maneuver lets you jump in the air and kick a creature with both legs. You must make a successful Jump check against a DC equal to the target’s Armor Class, before making a normal attack roll. At success, you deliver a double kick and then fall prone. If you fail, you are considered to have made a 5-foot-step and fall prone. This is considered an unarmed strike that does double damage and lets the target make a Fortitude save against a DC of 10 + damage dealt or fall prone himself. If he succeeds in his save, the target is still pushed back 5 feet as per bull rush, unless he is at least both heavier than you and one size category larger than you. Creatures two or more size categories larger neither fall prone or are pushed back.
  • Double Step | Dex 15, Dodge, Mobility, Tumble 6 ranks, Jump 12 ranks | When in light or no armor and encumbrance, you can do a 10 ft. step instead of the usual 5 ft. step and still do a full action without provoking attacks of opportunity.
  • Dragon’s Nightmare | Int 15, Str 13, Con 13 | You gain +2 on both attack rolls and damage against dragons. In addition, you gain a +2 bonus on all your saves against a dragon’s breath weapon.
  • Enable Criticals | None | Choose one type of creature that is normally immune to critical hits (construct, elemental, ooze, plant, undead). You can score critical hits against that type of creature, despite that this is not generally allowed.
    1. If you choose constructs, you can also score critical hits against inanimate objects. If you choose undead and are using an attack that does not suffer a miss chance against incorporeal opponents (like a ghost touch weapon), you can score critical hits against incorporeal undead.
    2. This also allows you to use abilities and actions that only work against creatures subject to critical hits, such as Coup de Grace, Sneak Attack and the ranger’s Favored Enemy damage bonus. A construct, object, or undead need never make a Fortitude save to survive a coup-de-grace.
  • Energy Deflection | Shield Proficiency | While using a shield, you subtract your shield and shield enhancement bonus from energy damage.
  • Even the Girls want Her | Cha 18, Female | Every female (Humanoid, Monstrous Humanoid, Fey, Demon, Devil or appropriately shaped Outsider) who interacts directly with this character could be a viable target of a charm person spell must make a Will save (DC 20 + character’s Charisma modifier, or be affected as if this character had cast charm person on them.
  • Even the Guys want Him | Cha 18, Male | Every male (Humanoid, Monstrous Humanoid, Fey, Demon, Devil or appropriately shaped Outsider) who interacts directly with this character could be a viable target of a charm person spell must make a Will save (DC 20 + character’s Charisma modifier, or be affected as if this character had cast charm person on them.
  • Expert Aim | Precise Shot, Base Attack Bonus +6 | If you take the Full-Attack action when using a device missile weapon (e.g. bow, crossbow), you may choose to make a single attack with a range of 30 ft. or less using your Expert Aim. While you normally apply your Dexterity bonus only to attack, in this case you also apply your Dexterity bonus to damage. This feat is ineffective against creatures that are not subject to critical hits (e.g. constructs, elementals, oozes, plants and undead).
  • Expert Healing | Heal 6 ranks | You may treat recent injuries received by living, corporeal creatures, by expending one use of a Healer’s Kit and taking one minute (10 rounds) to treat the creature. The DC for this action is 20, and if successful heals 1d4 points of damage. You may heal an additional 1d4 for each 10 points by which you exceeded the target number on your skill check. You may not heal more damage than the target has taken in the last ten minutes. You may not attempt to use this action on a given target more than once in any ten-minute period.
    1. A full Healer’s Kit contains 10 uses.
  • Fast Mover | Dex 15, Run | d +5’ to your base movement rate when wearing light armor or less.
    1. You may gain this feat multiple times. It’s effects stack with itself and other bonuses to speed from others feats or abilities; such as the dash feat, and the barbarian’s and monks fast movement abilities.
  • Fateful Strike | Base Attack Bonus +8, Str 16, Con 15, Cha 14, Power Attack | Before making a melee attack, you can choose to take 1d6 points of damage (which is not subject to DR). You gain a +2 bonus to your attack roll. If you hit, you then inflict an extra +2d6 points of damage on your foe. You may use this feat once per round, and a number of times per day equal to your level.
    1. You may not use this feat if you are flat-footed or under the influence of a fear effect. This feat doesn’t stack with the benefit granted by a vicious weapon.
  • Favoured Weapon | Base Attack Bonus +4, Weapon Focus, Masterwork (or Better) Weapon | Choose one specific weapon in the character’s possession. That character is so familiar with that one specific weapon that the character is better at using it than with other weapons of the same type. The character receives a +1 to Hit and +2 to Damage when using that specific weapon. If the character loses the weapon, they lose this bonus unless they can get another weapon crafted exactly like it, including the same type of enchantment. The DC for someone other than the character to recreate the weapon is DC: 45, DC 40 if the smith made the previous weapon that was used, or DC 35 if the character is recreating the weapon. Also, if the weapon is improved magically or changed in any way, the bonus from the feat no longer applies.
    1. This feat can be taken multiple times, but each time is a different specific weapon.
  • Feeding Frenzy | rage class ability, Con 15, Missing Link, Devolution | When a creature within 50 feet takes any damage, you begin raging as an immediate action. You may make a will save to negate (10 + damage dealt to creature), but this acts in all ways as your normal raging ability in addition to the following: You gain an extra +2 bonus to Strength and Constitution, and a 10 foot increase to speed.
    1. If you begin raging before any damage is dealt to any creature within 50 feet, you do not gain the bonuses offered by this feat. You must be able to perceive the creature’s injury through any means (Sight, scent, hearing etc.).
  • Fencing Stance | Weapon Finesse | When employing a single weapon for which you have Weapon Finesse in one hand, and holding nothing in your off-hand, your defensive stance improves, granting you a +2 Dodge bonus to Armor Class.
  • Flashy Attack | Base attack bonus +6, Weapon Finesse | As a full-round action, you can add your Charisma modifier (in addition to all other modifiers) to your attack roll when wielding a weapon eligible for use with Weapon Finesse.
    1. This feat can be taken multiple times, each time it applies to a new weapon.
  • Fleet-Footed Two-Weapon Fighting | Dex 17, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Base attack bonus+12 | This feat reduces the penalties of two weapon fighting by two steps per category (For the off-hand only) when you’re wielding two weapons you’re proficient in and are wearing no armour.
    1. +4 (Two-Weapon Fighting with a light weapon)/+2 (Two-Weapon Fighting with a one-handed), -1 (Improved), -8 (Greater)
  • Flurry of Blades | Weapon Finesse, Weapon Focus (with Weapon), Base attack bonus +3, Dex 13 | Choose one weapon that you have Weapon Focus and Weapon Finesse for. When unencumbered, in light armor or less, and wielding this type of weapon, you may make one extra attack per round. The attack is at your highest base attack bonus, but each attack (the extra one and all the normal ones) suffer a -2 penalty. You must use the full attack action. This feat does not stack with other feats/abilities that grant extra attacks, such as Flurry of Blows, two weapon use, double weapons, or creatures that make multiple attacks. It does stack with the iterative attacks of a character with high base attack bonus.
  • Force against Force | Power Attack, Base Attack Bonus +12 | When striking an an inanimate object while using power attack, add an additional two points of damage for each point of BAB that you sacrifice.
    1. As a standard action or part of a full attack action, you may attempt to destroy a force effect. It the attack hits, treat this blow as if it were a disintegrate cast by a caster of level equal to your BAB. This ability may be used with a hurled weapon up to a distance of thirty feet.
  • Frenzied Attack | Str 13, Power Attack, Base Attack Bonus +6 | When you make a full-attack action with a melee weapon, you may take an additional attack at your highest base attack bonus. However, this additional attack and all others suffer a -4 penalty this round.
    1. When used with other feats or abilities allowing additional attacks, all penalties stack on all attacks made.
  • Grim Determination | Toughness, Iron Will | When you are reduced to ½ your full hit points or less you gain a +1 morale bonus to attack rolls, a +1 morale bonus to skill checks, and a +2 morale bonus to damage rolls.
  • Hate | Int 13 | The feat grants you the Favoured Enemy ability as if you were a 1st level Ranger.
    1. This feat may be selected multiple times. It’s effects do not stack. Each time you select it you may choose a new favoured enemy.
  • Improved Aid Another | None | When using the Aid Another action you grant whomever you are aiding a +4 bonus instead of a +2 bonus.
  • Improved Deflect Attack | Str 13, Int 13, Combat Expertise, Combat Reflexes, Deflect Attack | When using Deflect Attack, you ignore the -4 penalty to attack normally associated with fighting defensively. This does not affect any other attacks you make while fighting defensively.
  • Improved Power Attack | Str 15, Power Attack, Base Attacl Bonus +3 | You may select how much of your base attack bonus to use for each of your strikes in a single round.
  • Improved Weapon Finesse | Weapon Finesse, Weapon Focus (any finessed weapon), base attack bonus +4 | Select one finessed melee weapon with which you have Weapon Focus. When you wield that weapon, you may apply your Dexterity modifier instead of your Strength modifier to damage rolls made with it. You cannot apply your Dexterity bonus to damage rolls against creatures that are immune to critical hits.
    1. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of finessed melee weapon with which you have Weapon Focus.
  • Intelligent Strike | Int 15 | You may use your intelligence modifier for melee attacks.
  • Iron Skin | Con 15 | Grants: +3 Natural Armor. This bonus stacks with any existing Natural Armor.
    1. You cannot wear any form of armour.
  • Kick Up | Dex 16 | Getting up from a prone position is a swift action.
  • Lunatic | Cha 13 | If a person with this feat is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. On the downside, any confusion effect that does go through lasts as if the caster level was 1 higher, as the mental voices have difficulty sorting themselves back out.
  • Lycan Heritage | Shapechanger subtype | You gain a +3 Fort saving throws against transmutation effects.
  • Lycan Legacy | Lycan Heritage, 9th level | You gain the following spell-like abilities, each usable once per day: Sharptooth (Spell Compendium), Confusion, and Baleful Polymorph. You caster level equals your character level and save DCs are Charisma based.
  • Lycan Power | Lycan Heritage | You caster level and save DCs for transmutation spells and warlock invocations increase by 1.
  • Lycan Presence | Lycan Heritage, 6th level | You gain the following spell-like abilities usable once per day: Moon Lust (Spell Compendium), Rage, Bite of the Werewolf (Spell Compendium). Your caster level equals your character level and save DCs are Charisma based.
  • Lycan Skin | Lycan Heritage | You gain damage reduction (overcome by silver) equal to 1 + the number of feats you have that list Lycan Heritage as a prerequisite (including such feats that you take after gaining this one). For example, if you have Lycan Skin and Lycan Presence, you would have damage reduction 3/silver. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.
  • Master Feint | Int 13, Combat Expertise, Improved Feint, base attack bonus 3+ | You gain a further +2 bonus on Bluff checks to feint, and you can use your Dex bonus rather than your Cha bonus for the check. You deal an extra 1d6 damage on the first hit against a successfully feinted opponent, but only to those opponents who are not immune to critical hits.
  • Missing Link | Bestial Regression | You may permanently subtract up to 8 points from your Intelligence; you now add that to your Strength. After this feat takes effect, you recalculate your skill points and re-allocate them.
    1. If you add 4 or more points to your Strength, you gain a +1 competence bonus to attack rolls with natural or simple weapons for every 4 points of Strength (Max +2).
  • Mystic Tattoo | Caster level 1st. Benefit: You are able to tattoo yourself, and others with any spell that you know. Creating a Mystical Tattoo takes one hour for each 1,000 gp in its base price. The base price of a mystical tattoo is its spell level × its caster level × 25 gp. To create a mystical tattoo, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. You may have have up to four mystical tattoos on each of your arms.
    1. A character with the Use Magic Device skill may use a tattoo by making a skill check with DC of 20 + the spell’s level. A Mystic Tattoo has a number of uses equal to the crafters caster level.
  • Olympian | Acrobatic, Athletic, Agile, Run | You can always take 10 on skills you are granted bonuses from Acrobatic, Athletic, and Agile.
    1. You gain the benefits of Up the Walls but you don’t need to be psionically focused.
    2. You can spring off walls during a charge to change direction but you still count as if you are traveling in a straight line.
    3. You can kick off a wall during a high jump and add another high jump check to the height of your jump. If there are parallel walls, you can continue adding height to your high jump, but you get a -2 to each additional jump.
    4. You can take the run action while swimming.
  • Overbear | Power Attack | You gain a +1 shield bonus when you wield a two-handed or double weapon. This bonus increases to +2 when fighting defensively or using total defense. You also gain a +4 bonus to Strength checks made to resist being moved, bull rushed or overran when wielding such a weapon.
  • Oversized Weapon Finesse | Dex 15, Weapon Finesse | You become very proficient in the use of larger weapons including all one/two handed melee weapons. You may apply the Weapon Finesse feat on any weapon you wield.
  • Prone-Fight | Dex 15, Improved Trip, base attack bonus +6 | You are considered to be more ablebodied and can fight even when you are prone. You no longer suffer a penalty to your Armor Class against melee attacks when prone, but your +4 bonus to Armor Class against ranged attacks remains. When you are prone, you can make one unarmed strike with your leg or, with a -4 penalty, one trip attempt per round. Furthermore, you may use your body to move by rolling over the floor; this is the equivalent of a prone 5-foot-step and provokes no attack of opportunity. You however still provoke an attack of opportunity when trying to get up.
  • Reach Weapon Training | Base Attack Bonus +1, Proficiency with a particular reach weapon | Select a reach weapon you have a proficiency for. You may now use that reach weapon in one hand, treated as a one-handed weapon and gains all the effects of a one-handed weapon and loses all the effects of a two-handed weapon.
  • Resist Poison Damage | Con 17 | Choose a specific ability score. You gain resistance 5 to ability damage tied to that particular ability score. Every time your chosen ability is damaged by poison, subtract 5 points of damage from the total ability damage dealt. This feat can reduce both temporary and permanent ability damage dealt by poisons, but cannot reduce such damages below 0.
    1. You may take this feat multiple times. Its effects do not stack. You apply this feat to a different ability score each time.
  • Shape Surge | Wis 15 | Craft Shapesand as a Move Action
  • Shape Affinty | Wis 17 | Craft Shapesand as a Swift Action
    1. You may also make another craft by using your move action.
  • Shape Mastery | Wis 19 | Craft Shapesand as a Free Action
    1. You may also make another craft using your swift action.
  • Strength of a Warrior | Str 15 | You may choose to use your Strength modifier for determining your armour class instead of your Dexterity modifier.
    1. All penalties applying to dex for determining armour class or the like still apply to the bonus given by this feat.
  • Strength of Toughness | Con 15 | You may choose to use your Constitution modifier for determining your armour class instead of your Dexterity modifier.
    1. All penalties applying to dex for determining armour class or the like still apply to the bonus given by this feat.

Legal Feats

Laria Neenan KaorinSakura