Potestas: a D&D3E supplement

Feats

Feats are special features that either give your character a new ability or improve an existing ability. A character either has a feat or does not. They are divided into three groups: Combat feats, General feats, and Magic feats.

Characters acquire feats in two ways.

1. All characters gain one feat at 1st character level, plus one feat at every character level divisible by three (that is, 3rd, 6th, 9th, and so on). These feats can come from any group.

2. all characters gain bonus feats according to their character class and class level. These bonus feats must come from the class feat list available to that class (combat for warriors, general for experts, magic for spellcasters).

Combat Feats

Combat feats enhance a character's skill at fighting. They are on the class feat list for Warriors.

Feats without a hyperlink are unchanged from the description in the 3.5 PHB.

Feat Prerequisites Benefit
Armour Proficiency (Light) none no armour check penalty to most skills
Armour Proficiency (Medium) Armour Proficiency (light) no armour check penalty to most skills
Armour Proficiency (Heavy) Armour Proficiency (medium) no armour check penalty to most skills
Armour Proficiency (Shield) none no armour check penalty to most skills
Improved Shield Bash Armour Proficiency (Shield) retain shield bonus to defence when shield bashing
Blind-Fight none reroll miss chance for concealment
Combat Expertise Int 13 trade attack bonus for defence (up to base attack bonus)
Exploit Weakess Int 15, Combat Expertise add Int bonus to attacks against one opponent
Improved Disarm Int 13, Combat Expertise +4 bonus on disarm attempts, no attack of opportunity
Improved Feint Int 13, Combat Expertise feint in combat as a move action
Improved Trip Int 13, Combat Expertise +4 bonus on trip attempts, no attack of opportunity
Parry Int 13, Combat Expertise add Int bonus to defence against one opponent
Whirlwind Attack Dex 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4 one melee attack against every opponent within reach
Combat Reflexes none additional attacks of opportunity
Rapid Strike Dex 13, Combat Reflexes hurried melee full attack at -2 instead of -4
Damaging Attack Str 13 for one-handed and two-handed weapons,
Dex 13 for light weapons and ranged weapons
trade attack bonus for damage (up to base attack bonus)
Cleave Str 13, Damaging Attack extra melee attack after dropping target
Improved Cleave Str 13, Damaging Attack, Cleave, base attack bonus +4 no limit to number of cleave attacks each round
Improved Bull Rush Str 13, Damaging Attack +4 bonus on bull rush attempts, no attack of opportunity
Improved Charge Str 13, Damaging Attack double damage with a charge
Improved Demoralise Str 13, Damaging Attack demoralise in combat as a move action
Improved Overrun Str 13, Damaging Attack +4 bonus on overrun attempts, no attack of opportunity
Improved Sunder Str 13, Damaging Attack +4 bonus on sunder attempts, no attack of opportunity
Defensive Stance Dex 13 +1 dodge bonus to defence against all melee attacks
Agile Riposte Dex 13, Defensive Stance attack of opportunity against opponent who misses with a melee attack
Deflect Missile Dex 13, proficient with weapon deflect one ranged attack per round
Improved Deflect Missile Dex 13, Deflect Missile, proficient with weapon no limit to ranged attacks that can be deflected per round
Dodge Dex 13 +4 dodge bonus to defence against all ranged attacks when moving or using cover
Improved Dodge Dex 15, Dodge, base defence bonus +7 Dodge feat cannot be negated by Precise Shot
Mobility Dodge +4 dodge bonus to defence against some attacks of opportunity
Spring Attack Mobility, base attack bonus +4 move before and after melee attack
Improved Critical proficiency with weapon, base attack bonus +8 increase threat range of weapon
Improved Initiative none +4 bonus on initiative checks
Improved Grapple proficiency with unarmed strikes, base attack bonus +1 +4 bonus on grapple attempts, no attack of opportunity
Mounted Combat Ride 1 rank negate one attack on mount each round
Improved Mounted Combat Ride 9 ranks no limit to number of attacks negated each round
Mounted Archery Mounted Combat half penalty for ranged attacks while mounted
Ride-By Attack Mounted Combat move before and after a mounted charge
Spirited Charge Mounted Combat, Ride-By Attack double damage with a mounted charge
Trample Mounted Combat target cannot avoid mounted overrun
Multi-Weapon Fighting Dex 15 reduces multi-weapon fighting penalties, gives +1 shield bonus to defence
Multi-Weapon Defence Dex 15, Multi-Weapon Fighting gives +2 shield bonus to defence
Point Blank Shot none +1 bonus on ranged attack and damage within 30 feet
Far Shot Point Blank Shot increase range increment
Dead Aim Point Blank Shot, Far Shot full round action for +2 circumstance bonus on attack
Manyshot Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 shoot two or more arrows simultaneously
Precise Shot Point Blank Shot no -4 penalty for shooting into melee
Improved Precise Shot Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11 ignore less than total cover or concealment with ranged attacks
Rapid Shot Dex 13, Point Blank Shot hurried ranged full attack at -2 instead of -4
Shot on the Run Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4 move before and after ranged attack
Quick Draw base attack bonus +1 draw weapon as a free action
Rapid Reload proficiency with weapon reload weapon more quickly
Stunning Attack proficiency with weapon, base attack bonus +1 bludgeoning attack may stun opponent
Paralysing Attack proficiency with weapon, Stunning Attack, base attack bonus +6 bludgeoning attack may paralyse opponent
Uncanny Dodge base attack bonus +2, base reflex save +3 retain Dex bonus to defence when flat-footed or attacked by invisible creature
Improved Uncanny Dodge Uncanny Dodge, base attack bonus +5, base reflex save +4 cannot be flanked unless attacker has Improved Uncanny Dodge and at least +3 more base attack bonus
Weapon Focus proficiency with weapon, base attack bonus +1 +1 bonus on attack rolls with weapon
Weapon Specialisation Weapon Focus with weapon, base attack bonus +4 +2 damage on damage rolls with weapon
Improved Weapon Focus Weapon Focus with weapon, base attack bonus +8 total +2 bonus on attack rolls with weapon
Improved Weapon Specialisation Improved Weapon Focus with weapon, Weapon Specialisation with weapon, base attack bonus +12 total +4 damage on damage rolls with weapon
Greater Weapon Focus Improved Weapon Focus with weapon, base attack bonus +16 total +3 bonus on attack rolls with weapon
Greater Weapon Specialisation Improved Weapon Focus with weapon, Improved Weapon Specialisation with weapon, base attack bonus +20 total +6 damage on damage rolls with weapon
Weapon Group (Axes) none proficient with battleaxe, greataxe, handaxe and waraxe (two-handed)
Weapon Group (Bows) none proficient with bows and composite bows
Weapon Group (Crossbows) none proficient with heavy crossbow, light crossbow, and can fire pistols and rifles
Weapon Group (Cutting Blades) none proficient with bastard sword (two-handed), falchion, greatsword, longsword and scimitar
Weapon Group (Exotic) base attack bonus +1 proficient with all exotic weapons for existing weapon proficiencies
Weapon Group (Maces & Flails) none proficient with flails, maces, hammers and greatclub
Weapon Group (Picks & Scythes) none proficient with picks, sickle and war scythe
Weapon Group (Piercing Blades) none proficient with punching dagger, rapier and shortsword
Weapon Group (Polearms) none proficient with glaive, guisarme, halberd and ranseur
Weapon Group (Slings & Thrown Weapons) none proficient with dart, sling and throwing dagger
Weapon Group (Spears & Lances) none proficient with javelin, lance, spears and trident
Weapon Group (Unarmed Strikes) base attack bonus +1 proficient with spiked gauntlets. shield bashes and lethal unarmed strikes, do not provoke attacks of opportunity

General Feats

General feats enhance a character's abilities, either in breadth or depth. They are on the class feat list for Experts.

Feats without a hyperlink are unchanged from the description in the 3.5 PHB.

Feat Prerequisites Benefit

Additional Magic Item Space

none wear two magic items in the one body slot

Animal Empathy

none use Diplomacy skill on animals
Devout Belief none divine spells are more effective
Divine Grace Devout Belief add Charisma bonus to all saving throws
Durable none +1 on Fortitude saves against injury
Eldritch Mark none arcane spells are more effective, know your true name
Endurance none +4 bonus on checks and saves to resist nonlethal damage
Diehard Endurance remain conscious on negative hit points
Evasion base Reflex save +3 take no damage on a successful Reflex save
Defensive Roll Evasion, base Reflex save +7 take half damage from an attack and fall prone
Improved Evasion Evasion, base Reflex save +7 take half damage on an unsuccessful Reflex save
Favoured Environment none bonuses to several skills while in favoured environment
Inner Strength none +1 Power point
Talented Inner Strength cast 3 additional 0 Power point spells for free per day
Body Fuel Inner Strength, Talented trade ability damage for Power points
Inner Spell Inner Strength, Talented, reserve Power points one spell with a range of personal and a target of you works continuously while you have reserve power points
Longevity Inner Strength, Talented, mortal race you are long-lived
Timeless Inner Strength, Talented, Longevity, mortal race your body does not age
Trigger Spell Inner Strength, Talented, reserve Power points one spell can be activated for free with a Charisma check while you have reserve power points
Low Profile none -2 Reputation bonus, doesn't stack with Renown
Increased Power 4 ranks in appropriate Knowledge skill +2 Magic Power bonus, cannot increase to higher than total Hit Dice
Renown none +2 Reputation bonus, doesn't stack with Low Profile
Run none run at 5 times normal speed
Improved Run Run make one turn of up to 90 degrees while charging or running
Save Focus none bonus on one type of save
Improved Save Focus Save Focus with save additional bonus on one type of save
Greater Save Focus Improved Save Focus with save, Save Focus with save further additional bonus on one type of save
Skill Focus 4 ranks in skill or skills bonus to one or more skills
Improved Skill Focus Skill Focus, 12 ranks in skill or skills increased bonus to one or more skills
Greater Skill Focus Improved Skill Focus, 20 ranks in skill or skills increased bonus to one or more skills
Skill Mastery none take 10 when using 3 + Int bonus number of skills even when distracted or threatened
Slippery Mind Will save +3 second saving throw against enchantments after 1 round
Improved Slippery Mind Slippery Mind, base Will save +7 spell resistance (11 + level) against enchantments after 1 round
Sneak Attack Sneak 4 ranks +4 bonus damage from sneak attack (stacks, additional +2 damage for every additional rank in Sneak)
Crippling Strike Sneak 13 ranks, Sneak Attack sneak attack also causes 2 Str damage
Opportunist Sneak 13 ranks, Sneak Attack take attack of opportunity when ally hits opponent
Surgery Treat Injury 4 ranks use Treat Injury skill to perform surgery without penalty
Tinker with Magic Tinker 4 ranks use Tinker skill to disable and bypass magic traps
Track Search 4 ranks use Search skill to follow tracks
Trail Gather Information 4 ranks use Gather Information skill to find people
Trick Magic Device Bluff 4 ranks use Bluff skill to activate magic items that could not normally be used
Tumble Acrobatics 4 ranks use Acrobatics skill to move in combat without provoking attacks of opportunity
Versatile Int 13 any two skills are class skills at every character level

Magic Feats

Magic feats enhance a character's skill with magic. They are on the class feat list for Spellcasters. The Spellcasting feat is a prerequisite for all other magic feats, and is not listed in the tables below as a prerequisite.

Feat Prerequisites Benefit
Spellcasting none cast spells of one type of magic (arcane, divine, innate)
Spell Focus none spells of one school of magic receive +1 bonus Power point when cast
Improved Spell Focus Spell Focus with school of magic, magic power 10 spells of one school of magic receive +2 bonus Power points when cast
Spell Specialisation Spell Focus with school of magic, magic power 6 spells of one subschool or descriptor receive +1 bonus to save DC and +2 bonus to defeat spell resistance when cast
Improved Spell Specialisation Improved Spell Focus with school of magic, Spell Specialisation with subschool or descriptor of magic, magic power 15 spells of one subschool or descriptor receive +2 bonus to save DCs and +4 bonus to defeat spell resistance when cast
Spell Penetration none +2 bonus to defeat spell resistance
Improved Spell Penetration Spell Penetration +4 bonus to defeat spell resistance

Item Creation Feats

Item creation feats allow spellcasters to create lasting magic items using permanent spells. All item creation feats have the following features in common.
Permanent Spell: The spellcaster must cast a spell with a duration of permanent or enhanced with the Permanent Spell metamagic feat. Casting this spell costs Power points and XP as described in the spell and feat description. Remember that the 4 Power points used to cast a permanent spell do not increase the spell's Magic Power.
Raw Materials: Creating a lasting magic item requires a masterwork mundane item plus costly materials. The purchase DC of the raw materials is equal to the item's purchase DC -2.
XP Cost: Creating a lasting magic item is much more draining than creating a permanent spell effect. In addition to the cost of the permanent spell, the caster or a willing creature must spend XP equal to the spell's Magic Power x (Magic Power divided by 2 and rounded up) x the purchase DC of the raw materials.

Feat Prerequisites Benefit
Create Charged Item none create charged spell-trigger items (such as magic wands)
Create Constant Item none create constant magic items (such as magic rings, weapons, armour)
Create Single-Use Item none create single-use magic items (such as magic potions)
Create Spell-Completion Item none create spell-completion magic items (such as magic scrolls)
Magical Artisan any Item Creation feat create cheaper magic items

Metamagic Feats

Metamagic feats allow spellcasters to change the properties of a spell without having to learn a new version of the spell. Unless otherwise indicated in the feat description, metamagic feats have the following features in common.
Increased Casting Time: A spell that normally takes 1 standard action to cast now takes 1 round, while a spell that normally takes 1 round to cast now takes 1 round plus 1 standard action in the following round. Spells that take a 1 free action to cast and spells that take 1 minute or longer to cast are unaffected. (Exception: Quicken Spell.)
Minimum Power Cost: You must expend at least 1 Power point on the base spell before you can apply a metamagic feat or feats.
Increased Power Points: Power points expended to use a metamagic feat or feats on a spell count towards all other spell effects based on Power points expended, such as duration, area, damage, save DC, and other heightened effects. (Exception: Contingent Spell and Permanent Spell.)
Mulitple Metamagic Effects: You can apply multiple metamagic feats to one spell. The power point costs are cumulative. You usually get no benefit from applying the same metamagic feat twice. (Exception: Enlarge Spell, Extend Spell, Hide Spell, Meld Spell, Quicken Spell and Widen Spell.)
Dependent Effects: While metamagic feats have no prerequisites other than Spellcasting, they may depend on other spell effects to function (for example, Widen Spell only affects spells with areas). See individual feat descriptions for any dependent effects.

Feat Prerequisite Benefit
Power Cost
Area Spell none spell affects an area around the target
+2
Aura Spell none spell becomes aura that affects creatures who touch you
+4
Contingent Spell none one personal spell can be triggered by preset condition, lasts until dispelled, costs XP
+4
Damage Substitution none convert all spell damage to nonlethal damage
+0
Delay Spell none spell activates 1 or more rounds after spell is cast
+2
Element Substitution none change any energy spell to one type of energy
+0
Energy Substitution none change any energy spell to one type of energy
+0
Enlarge Spell none increases spell's range
+2
Extend Spell none increases spell's duration
+2
Gaze Spell none spell becomes a gaze attack
+2
General Spell none spell that works on one type of creature works on all creatures
+6
Hide Spell none removes one casting component
+2
Mass Spell none spell affects additional targets
+6
Meld Spell none cast two spells at once, must have same target and expend Power for both
+2
Permanent Spell none spell duration becomes permanent, lasts until dispelled, costs XP
+4
Quicken Spell none reduces spell's casting time
+2
Ray Spell none touch spell becomes close range ray spell
+2
Split Spell none spell splits into smaller, equally-sized spells
+0
Touch Spell none personal spell becomes touch spell
+2
Wall Spell none spell creates a wall of energy or element
+6
Widen Spell none increases spell's area
+6

maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 13 October 2006