Feats

Here are links to homebrew feats you may utilize.

Ancestral Relic:
Prerequisites: Any good alignment, character level 3rd.
Benefit: Choose an item you own. The item must be of masterwork quality, and it must be an item that once belonged to a member of your family. Alternatively, the item may have belonged to another person to whom you are somehow connected, such as another member of your religious order. At any time, you may retreat to a consecrated or hallowed location and spend time in prayer in order to awaken the spirits in your ancestral relic. This requires a sacrifice of valuable items worth the difference between the market price of the magic item your relic will become and the market price of your current relic. This sacrifice does not have to be gold—you can sacrifice magic items or other goods worth the required amount, rather than selling your goods (at half \ value) to pay for the sacrifice. You must spend 1 day per 1,000 gp value you sacrifice. During this time, you must spend at least 8 hours each day in prayer or meditation, not stopping to eat or rest. For example, a 4th-level paladin has a masterwork bastard sword she inherited from her grandfather. She makes sacrifices worth 2,000 gp and spends two days in prayer and fasting in the temple of Heironeous. When she emerges, her devotion has awakened the magic inherent in the blade, making it a +1 bastard sword. When she reaches 7th level, she once again retreats to the temple for 6 days, sacrificing items worth an additional 6,000 gp to make her weapon a +2 bastard sword (market price 8,000 gp). When she reaches 11th level, she can make it a +2 holy bastard sword by making sacrifices worth 24,000 gp (the difference between 32,000 and 8,000 gp)
and spending 24 days in prayer. A character’s level dictates the maximum value of his or her ancestral relic. No character may have more than one ancestral relic.

Command Deathless:
Prerequisites: Channel positive energy class feature, be a Vast.
Benefit: As a standard action, you can use one of your uses of channel negative energy to sever the connection between an undead and its negative energy within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. If any undead fail their saves, the negative energy ceases to flow through them, and you, instead, channel positive energy through their bodies, converting the creatures to a lesser form of deathless. These deathless fall under your control, obeying your commands to the best of their ability, as if under the effects of control deathless. Intelligent undead receive a bonus to their saving throw equal to their hit dice. You can control any number of deathless with this feat, so long as their total Hit Dice do not exceed your Void level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check against the controller to see whose energy dominates.

Consecrate Spell
Prerequisites: Any good alignment.
Benefit: A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can’t be reduced by resistance or immunity to energy-based attacks. For example, if a consecrated lightning bolt cast by a 7th-level wizard deals 24 points of damage, 12 points of that is electricity damage and the other 12 points is not. Thus, a nongood creature immune to electricity still takes 12 points of damage if it fails its Reflex save. A consecrated spell uses up a spell slot one level higher than the spell’s actual level.

Dragon Hunter
Prerequisite: Wis 13.
Benefit: You gain a +2 dodge bonus to Armor Class against attacks made by dragons and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Likewise, you gain a +2 competence bonus on any opposed check (such as a bull rush attempt or a grapple check) you make against a dragon.

Dragon Hunter Bravery
Prerequisites:Wis 13, Dragon Hunter.
Benefit: You and all allies within 30 feet who can see you are treated as having +4 HD for the purposes of determining your resistance to the frightful presence of dragons. All creatures so affected also gain a +4 morale bonus on Will saves made to resist a dragon’s frightful presence. Your animal companion, familiar, or special mount automatically succeeds on its Will save to resist the dragon’s frightful presence if you succeed on yours (or if your effective Hit Dice total makes you immune).

Dragon Hunter Defense
Prerequisites:Wis 13, Dragon Hunter.
Benefit: You gain the evasion ability against the breath weapons of dragons. (If a dragon’s breath weapon allows a Reflex save for half damage, a successful save indicates that you take no damage.) Also, you gain a bonus equal to 1/2 your character level on all saving throws you make against the supernatural or spelllike abilities of dragons.

Dragonbane
Prerequisites: Int 13, Dragonfoe, base attack bonus +6.
Benefit: You may use a full-round action to make a single attack (melee or ranged) against a dragon with a +4 bonus on the attack roll. Such an attack deals an extra 2d6 points of damage if it hits. For a ranged attack, the dragon must be within 30 feet to gain the bonus to hit and the extra damage.
Special: The bonus on the attack roll and the extra damage stack with the benefits provided by a weapon with the bane (dragons) special ability. In the case of a critical hit, the extra damage dice aren’t multiplied.

Dragoncrafter
Prerequisite: Knowledge (arcana) 2 ranks.
Benefit: You can create any dragoncraft item whose prerequisites you meet. Creating a dragoncraft item follows the normal rules for the Craft skill.

Dragondoom
Prerequisites: Int 13, Dragonbane, Dragonfoe, base attack bonus +10.
Benefit: When you attack a dragon, the critical multiplier of your weapon improves. If your weapon was x2, it acts as x3. If your weapon was x3, it acts as x5. If your weapon was x4, it acts as x7.
Special: The benefit of this feat does not stack with any other ability or effect that alters a weapon’s critical multiplier.

Dragonfoe
Prerequisite: Int 13.
Benefit: You gain a +2 bonus on attack rolls against dragons and a +2 bonus on caster level checks made to overcome a dragon’s spell resistance. Also, dragons take a –2 penalty on saving throws against your spells, spell-like abilities, and supernatural abilities.

Dragonfriend
Prerequisites: Cha 11, Speak Language (Draconic).
Benefit: You gain a +4 bonus on Diplomacy checks made to adjust the attitude of a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. In addition, you gain a +4 bonus on saves against the frightful presence of good dragons.
Special: You can’t select this feat if you have already taken the Dragonthrall feat.

Dragonsong
Prerequisites: Cha 13, Knowledge (arcana) 4 ranks, Perform 6 ranks, Speak Language (Draconic).
Benefit: You gain a +2 bonus on Perform checks involving song, poetics, or any other verbal or spoken form of performance. In addition, the DC of any saving throw required by mind-affecting effects based on your song or poetics (such as bardic music) is increased by +2.

Dragonthrall
Prerequisite: Speak Language (Draconic).
Benefit: You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a –2 penalty on saves against enchantment spells and effects cast by dragons.
Special: You can’t select this feat if you have already taken the Dragonfriend feat.

Empower Utterance
Prerequisites: Truespeak 9 ranks, ability to speak utter-ances.
Benefit: If the utterance is successful, all the variable,numeric effects of the utterance are increased by one-half.Saving throws and opposed rolls are not affected, nor arespells without random variables. An empowered utterancehas a Truespeak DC 10 higher than normal.

Enlarge Utterance
Prerequisites: Truespeak 6 ranks, ability to speak utter-ances.
Benefit: If the utterance is successful, you can increaseits range by 100%. For most utterances, this means the range becomes 120 feet. This feat has no effect on utterances witha range of touch. An enlarged utterance has a Truespeak DC5 higher than normal.

Exalted Smite
Prerequisites: Smite evil class ability.
Benefit: When you use your smite evil ability, your weapon is considered good-aligned for purposes of bypassing damage reduction.

Exalted Turning
Prerequisites: Ability to turn undead.
Benefit: Any undead creature that you turn takes 3d6 points of damage in addition to the normal turning effect.

Extend Utterance
Prerequisites: Truespeak 6 ranks, ability to speak utter-ances.
Benefit: An extended utterance lasts twice as long asnormal. An utterance with a duration of concentration orinstantaneous is not affected by this feat. An extended utter-ance has a Truespeak DC 5 higher than normal.

Focused Lexicon
Prerequisites: Truespeak 6 ranks, ability to speak utter-ances.
Benefit: When you take this feat, choose a creature type(such as aberrations or monstrous humanoids). The DCs of your utterances are increased by 1 whenever you use themagainst creatures of the chosen type.
Special: You can take this feat more than once. Its effectsdo not stack. Each time you take this feat, it applies to a newcreature type.

Gift of Grace
Prerequisites: Divine grace class ability.
Benefit: You can give up some of your saving throw bonus granted by divine grace and share it with one or more other characters. You can sacrifice any amount of your own divine grace, up to your full Charisma bonus. You can divide that bonus among allies that you touch, to a maximum of one ally per character level you possess. For example, if you are a 5th-level paladin with a +3 Charisma bonus, you can give three characters each a +1 bonus on their saving throws, one character a +3 bonus, two characters a +1 bonus (keeping a +1 bonus for yourself), or any similar division of your +3 bonus. This shared divine grace lasts for one day or until you revoke it (as a free action).

Holy Radiance
Prerequisites: Cha 15, Nimbus of Light.
Benefit: At will, as a free action, you can empower the radiance surrounding you into a blazing glow that sheds bright light in a 10-foot radius (and shadowy illumination out to 20 feet). Undead within 10 feet of you take 1d4 points of damage per round they remain within your halo.

Minor Utterance of the Evolving Mind
Prerequisites: Truespeak 6 ranks.
Benefit: You learn one 1st-level utterance from the Lexi-con of the Evolving Mind.
Special: You can take this feat more than once.

Nemesis
Prerequisites: Favored enemy class ability.
Benefit: Choose one of your favored enemies. You can sense the presence of creatures of this type within 60 feet, as well as pinpoint their exact location (distance and direction) relative to you. Normal barriers and obstructions do not block this supernatural ability, allowing you to sense the presence and location of creatures behind doors or walls, for example. This feat does not allow you to see an invisible or hidden creature (although you can still discern its location). In addition to sensing the presence of your favored enemy, you deal +1d6 points of damage on weapon attack rolls made against evil representatives of the favored enemy creature type.
Special: You can choose this feat multiple times. Its effects do not stack. Each time you select this feat, it applies to a different favored enemy.

Nimbus of Light
Benefit: Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures. Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action.

Obscure Personal Truename
Benefit: The DC to speak your personal truename increases by 4 (this stacks with the +2 bonus that normallyapplies to a DC to speak a personal truename). Your normaltruename—the one a truenamer would use if he didn’t knowyour personal truename—is unaffected by this feat. In addi-tion, those attempting to research your personal truenamefind doing so much more difficult. The DC of any check madeto research your personal truename increases by 4.
Normal: The Truespeak DC to say a personal truename is 15 + (2 x CR) + 2.

Personal Truename Backlash
Prerequisites: Obscure Personal Truename, 15 Hit Dice.
Benefit: Whenever a creature fails by 5 points or more inan attempt to speak your personal truename, it immediatelytakes 1d6 points of damage for every Hit Die you have.
Normal: The consequence for failing a Truespeak checkto say someone’s personal truename is that the utterance,truename spell, or other ability fails as well

Quell the Profane
Prerequisites: Str 13, Power Attack, Resounding Blow, base attack bonus + 8.
Benefit: Whenever you deal a critical hit to an evil creature using a melee weapon with which you are proficient, your opponent must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Cha modifier) or take 1d4 + 1 points of temporary Strength damage. A monk’s unarmed strike is considered a melee weapon for purposes of this feat.

Quicken Utterance
Prerequisites: Truespeak 12 ranks, ability to speakutterances.
Benefit: Speaking a quickened utterance is a swift action. You can perform another action, even speaking another utterance, in the same round as you speak a quickenedutterance. A quickened utterance has a Truespeak DC 20 higher than normal

Ranged Smite Evil
Prerequisites: Smite evil class ability.
Benefit: Your smite evil ability can be channeled through a missile that you fire. This counts as one use of your smite evil ability.

Resounding Blow
Prerequisites: Str 13, Power Attack, Intimidate 7 ranks.
Benefit: Whenever you deal a critical hit using a melee weapon with which you are proficient, your opponent must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or cower for 1 round. A monk’s unarmed strike is considered a melee weapon for purposes of this feat.
Special: A fighter may select Resounding Blow as one of her fighter bonus feats.

Sacred Vow
Benefit: You gain a +2 perfection bonus on Diplomacy checks.
Special: This feat serves as the prerequisite for several other feats, including the Vow of Abstinence, Vow of Chastity, Vow of Nonviolence, Vow of Obedience, Vow of Peace, Vow of Poverty, and Vow of Purity.

Stigmata
Prerequisite: Nimbus of Light.
Benefit: You can heal the wounds and ailments of others using your own life energy. When you activate this ability, as a free action, you immediately take at least 2 points of temporary Constitution damage. You can take as many points of Constitution damage as you wish, as long as you remain alive and conscious. Once you have activated your stigmata, you can touch your allies to heal them of 1 point of damage per level they possess for every 2 points of Constitution damage you take. In addition, any character you touch who is suffering from a disease can immediately make a new saving throw against that disease with a sacred bonus equal to the number of points of Constitution damage you took. If the character succeeds on that saving throw, she is freed from the disease. You can use this touch on one ally per point of Constitution damage you take. As with delivering a touch spell, you can touch up to six allies as a full-round action. A single person can only benefit once from each activation of your stigmata, but
each activation lasts for 1 hour. For example, if you sacrifice 4 points of Constitution, you can grant four allies a number of hit points of healing equal to twice their level. Each ally who was suffering from a disease would make a new saving throw with a +4 sacred bonus. If only two of your allies were wounded at the time you activated the stigmata, you could “save” the other two uses for up to 1 hour, in case other characters become wounded within that time. Even if the characters you originally healed were injured again, however, they could not benefit from the same activation of your stigmata. When you use this ability, the wounds on your body bleed in proportion to the Constitution damage you take. The bleeding persists for 1 hour, and the Constitution damage cannot be restored by any means until the bleeding has stopped. Once the bleeding has stopped, you can freely activate the stigmata again, whether or not you have recovered your lost Constitution, as long as you have enough Constitution left to use the ability and survive.

Truename Rebuttal
Prerequisite: Ability to speak utterances.
Benefit: You gain a +4 bonus on Truespeak checks madeto counter or dispel the utterances of other truespeakers.
Normal: Countering and dispelling attempts use opposed Truespeak checks between the original truenamer and theone trying to end the utterance.

Truename Research
Prerequisite: Truespeak 9 ranks.
Benefit: You gain a +2 bonus on Knowledge checks madeto discover a creature’s personal truename (as describedin Truename Research, page 196). In addition, the cost toresearch a personal truename is reduced by half.

Truename Training
Benefit: The Truespeak skill is considered a class skillfor you, no matter what class you actually choose. If youpurchased ranks in Truespeak as a cross-class skill, youimmediately gain additional ranks in Truespeak as if it hadalways been a class skill for you.
Normal: The Truespeak skill is a class skill only for truenamers.

Utterance of the Evolving Mind
Prerequisites: Truespeak 9 ranks, ability to speak twoutterances.
Benefit: You learn one 2nd-level utterance from theLexicon of the Evolving Mind.
Special: You can take this feat more than once.

Utterance of the Crafted Tool
Prerequisites: Truespeak 12 ranks, Truename Training,ability to speak three utterances.
Benefit: You learn one 1st-level utterance from the Lexi-con of the Crafted Tool.
Special: You can take this feat more than once.

Utterance of the Perfected Map
Prerequisites: Truespeak 15 ranks, Truename Training,ability to speak four utterances.
Benefit: You learn one 1st-level utterance from the Lexi-con of the Perfected Map.
Special: You can take this feat more than once.

Utterance Focus
Prerequisite: Ability to speak utterances.
Benefit: Add 1 to the Difficulty Class for all saving throwsagainst a specific utterance you know (such as the eldritch attraction utterance). This benefit also applies to the reverseof your favored utterance, if applicable.
Normal: The DC to resist your utterances is usually 10 +1/2 truenamer level + Cha modifier.
Special: You can gain this feat multiple times. Its effect do notstack. Each time you take the feat, it applies to a new utterance.

Vow of Abstinence
Prerequisites: Sacred Vow.
Benefit: You gain a +4 perfection bonus on Fortitude saving throws against poisons and drugs (as long as you are subjected to a drug unwillingly).
Special: To fulfill your vow, you must not consume intoxicating, stimulating, depressant, or hallucinogenic substances, including alcohol, caffeine, and other drugs. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, or otherwise unintentionally (a drug slipped into your drink, for example), you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell.

Vow of Chastity
Prerequisites: Sacred Vow.
Benefit: You gain a +4 perfection bonus on Will saving throws against charm and phantasm spells and effects.
Special: To fulfill your vow, you must abstain from any sexual contact with any other creature. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell.

Vow of Nonviolence
Prerequisites: Sacred Vow.
Benefit: The saving throw DC for spells you cast or other special abilities you use against humanoid or monstrous humanoid targets is increased by +4 if the spell does not deal damage(including ability damage but not nonlethal damage), bestow negative levels, or cause death. Spells affected by this feat include most Abjuration, Enchantment, and Illusion spells (though not phantasmal killer, for example), those few Divination spells that have targets and require saving throws (including detect thoughts and discern lies), and even Necromancy spells such as waves of fatigue and ray of exhaustion. It does not affect most Evocation, Conjuration, and Transmutation spells. The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat. It affects only saving throw DCs, not caster level checks or other elements of a spell. The benefit of this feat extends to special abilities other than spells that allow a saving throw, but only if the ability does not deal damage and is not dependent on dealing damage. For example, a character with the Stunning Fist feat can increase the saving throw DC to avoid being stunned by +4 if she deals nonlethal damage, rather than regular damage, with her stunning attack. A couatl’s venom would not become more virulent because of this feat, however,
because it deals ability damage and requires the couatl to deal hit point damage in order to deliver it.
Special: To fulfill your vow, you must not cause harm or suffering to humanoid or monstrous humanoid foes. You may not deal real damage or ability damage to such foes through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, pain effects, or other spells that have the immediate potential to cause death, suffering, or great harm. Your purity is so great that any ally of yours who slays a helpless or defenseless foe within 120 feet of you feels great remorse. Your ally takes a –1 morale penalty on his attack rolls for 1 hour per your character level. For each helpless foe slain, the attack penalty increases by 1, to a maximum equal to your character level. The duration of the increased penalty starts from the latest slaying. You may ask your allies to give you an oath that a helpless foe will not be slain. If the oath is sworn, an ally who later breaks the oath takes the penalty for doing so as if you were present. If you leave a helpless foe to be killed by your allies, you have broken your vow. You may ask a defeated creature to give you an oath of surrender or noninterference in exchange for its life. If the creature breaks this oath
to you, you can allow your allies to deal with the creature as they see fit without breaking their oaths or your vow of nonviolence. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell.

Vow of Obedience
Prerequisites: Sacred Vow.
Benefit: You gain a +4 perfection bonus on Will saving throws against compulsion spells and effects.
Special: To fulfill your vow, you must unquestioningly obey your superior and live according to the rules of your organization. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell.

Vow of Peace
Prerequisites: Sacred Vow, Vow of Nonviolence.
Benefit: This sacred vow grants significant supernatural benefits, but its cost is high. First, you are constantly surrounded by a calming aura to a radius of 20 feet. Creatures within the aura must make a successful Will save (DC 10 + one-half your character level + your Cha modifier) or be affected as by the calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, supernatural compulsion. Second, you gain a +2 natural armor bonus to your AC, a +2 deflection bonus to your AC, and a +2 exalted bonus to your AC. This exalted bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore it. It does not stack with an armor bonus. If you also have the Vow of Poverty feat, the natural armor, deflection, and exalted Armor Class bonuses granted by that feat all increase by +2. If a creature strikes you with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 10 + one-half your character level + your Con modifier) or shatter against your skin, leaving you unharmed. Finally, you gain a +4 exalted bonus on all Diplomacy checks.
Special: To fulfill your vow, you must not cause harm to any living creature (constructs and undead are not included in this prohibition). You may not deal real damage or ability damage to such creatures through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, or other spells that have the immediate potential to cause death or great harm. You also may not use nondamaging spells to incapacitate or weaken living foes so that your allies can kill them—if you incapacitate a foe, you must take him prisoner. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion or otherwise unwittingly, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell.

Vow of Poverty
Prerequisites: Sacred Vow.
Benefit: You gain bonuses to your Armor Class, ability scores, and saving throws, as well as bonus exalted feats, all depending on your character level. See Voluntary Poverty in Chapter 2 for details.
Special: To fulfill your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use ordinary (neither magic nor masterwork) simple weapons, usually just a quarterstaff that serves as a walking stick. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals) with no magical
properties. You may carry enough food to sustain you for one day in a simple (nonmagic) sack or bag. You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf—you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll, or staff, or ride
on your companion’s ebony fly. You may not, however, “borrow” a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff. If you break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it.

Vow of Purity
Prerequisites: Sacred Vow.
Benefit: You gain a +4 perfection bonus on Fortitude saving throws to resist disease and death effects.
Special: To fulfill your vow, you must avoid all contact with dead creatures, including meat cooked for food. You may not touch fallen foes. You may fight undead foes, but must purify yourself as soon as possible afterward. You may touch dead characters in order to restore them to life (by way of a raise dead or similar spell that requires you to touch the corpse), but for no other purpose. If you fight undead creatures or accidentally touch dead flesh, you must purify yourself in a special ritual that requires 1 hour and a flask of holy water. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell.