Modified Feats

Home Campaign – Feats
Restricted Feats
Diehard: banned
Eschew Materials: available to sorcerers only
Natural Spell: banned

Altered Feats
Acrobatic [General]
Benefit: You get +2 bonus to all jump checks and tumble checks. These skills are always considered class skills.

Alertness [General]
Benefit: You get +2 bonus to all listen checks and spot checks. These skills are always considered class skills.

Animal Affinity [General]
Benefit: You get +2 bonus to all handle animal checks and ride checks. These skills are always considered class skills.

Athletic [General]
Benefit: You get +2 bonus to all climb checks and swim checks. These skills are always considered class skills.

Deceitful [General]
Benefit: You get +2 bonus to all disguise checks and forgery checks. These skills are always considered class skills.

Deft Hands [General]
Benefit: You get +2 bonus to all sleight of hand checks and use rope checks. These skills are always considered class skills.

Diligent [General]
Benefit: You get +2 bonus to all appraise checks and decipher script checks. These skills are always considered class skills.

Improved Bull Rush [General, Fighter]
You know how to push people back and avoid being pushed around.
Prerequisite: Str 13, Power Attack
Benefit: You gain a +4 bonus to your armour class against the attacks of opportunity provoked by attempting to bull rush an opponent. You also gain +4 to the opposed strength check you make to push back the defender and a +4 to resist being pushed back by an opponent.
Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.

Improved Disarm [General, Fighter]
You know how to disarm opponents in melee combat and avoid being disarmed.
Prerequisite: Int 13, Combat Expertise
Benefit: You gain a +4 bonus to your armour class against the attack of opportunity provoked by attempting to disarm an opponent, and the opponent does not have a chance to disarm you. You also gain +4 to the opposed attack roll you make to disarm your opponent, and +4 to your opposed attack roll to resist being disarmed by an opponent.
Special: A fighter may select Improved Disarm as one of his fighter bonus feats.

Improved Sunder [General, Fighter]
You are skilled at attacking your opponent’s weapons and shields, as well as other objects.
Prerequisite: Str 13, Power Attack
Benefit: You gain a +4 bonus to your armour class against the attack of opportunity provoked by attempting to strike an object held or carried by an opponent (such as a weapon or shield). You also gain a +4 on any attack roll made to attack an object held or carried by another character and opponents receive a -4 penalty to strike and object you hold or carry.
Special: A fighter may select Improved Sunder as one of his fighter bonus feats.

Improved Trip [General, Fighter]
You are trained in tripping opponents safely and avoid being tripped.
Prerequisite: Int 13, Combat Expertise
Benefit: You gain a +4 bonus to your armour class against the attack of opportunity provoked by attempting to trip an opponent while unarmed. You also gain +4 to your strength check to trip your opponent and +4 to resist being tripped by an opponent.
Special: At 6th level a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats.

Investigator [General]
Benefit: You get +2 bonus to all gather information checks and search checks. These skills are always considered class skills.

Magical Aptitude [General]
Benefit: You get +2 bonus to all spellcraft checks and use magic device checks. These skills are always considered class skills.

Negotiator [General]
Benefit: You get +2 bonus to all diplomacy checks and sense motive checks. These skills are always considered class skills.

Nimble Fingers [General]
Benefit: You get +2 bonus to all disable device checks and open locks checks. These skills are always considered class skills.

Persuasive [General]
Benefit: You get +2 bonus to all bluff checks and intimidate checks. These skills are always considered class skills.

Power Attack [General, Fighter]
You can make exceptionally powerful melee attacks
Prerequisite: Str 13
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or 5, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn.
Special: You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks) even though the penalty on attack rolls still applies (you treat a double weapon as a one-handed weapon and a light weapon). A fighter may select Power Attack as one of his fighter bonus feats.

Self-Sufficient [General]
Benefit: You get +2 bonus to all heal checks and survival checks. These skills are always considered class skills.

Stealthy [General]
Benefit: You get +2 bonus to all hide checks and move silently checks. These skills are always considered class skills.

New Feats
Armour Optimization [General, Fighter]
You have trained extensively in your preferred armour, and you have learned to minimize its restrictions on your movements.
Prerequisite: Armour proficiency (chosen class), base attack bonus +4
Benefit: When you are wearing armour of the chosen class (light, medium, or heavy), lessen the armour check penalty of the armour by 1.
Special: You may gain Armour Optimization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new class of armour. A fighter may select Armour Optimization as one of his fighter bonus feats.

Greater Armour Optimization [General, Fighter]
You have mastered the use of your preferred armour, moving easily in it.
Prerequisite: Armour proficiency (chosen class), Armour Optimization (chosen class), base attack bonus +8
Benefit: When you are wearing armour of the chosen class (light, medium, or heavy), lessen the armour check penalty of the armour by 1. This effect stacks with the benefit of the Armour Optimization Feat, for a total lessening of the armour check penalty by 2.
Special: You may gain Greater Armour Optimization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new class of armour. A fighter may select Greater Armour Optimization as one of his fighter bonus feats.

Greater Power Attack [General, Fighter]
You may focus devastating power into your melee attacks.
Prerequisite: Str 17, Improved Power Attack, Power Attack, base attack bonus +11
Benefit: You may choose to subtract up to 15 from your melee attack rolls and add the same number to your damage rolls.
Special: A fighter may select Greater Power Attack as one of his fighter bonus feats.

Improved Power Attack [General, Fighter]
You may focus even greater power into your melee attacks.
Prerequisite: Str 15, Power Attack, base attack bonus +6
Benefit: You may choose to subtract up to 10 from your melee attack rolls and add the same number to your damage rolls.
Special: A fighter may select Improved Power Attack as one of his fighter bonus feats.

Precise Strike [General, Fighter]
Taking advantage of your foe’s lowered guard, you slip the point of your weapon through a chink in his armor.
Prerequisite: Dex 13
Benefit: If your opponent is flat-footed or denied their dexterity bonus, your piercing melee weapons bypass one point of your opponent’s armour-based damage reduction.
Special: A fighter may select Precise Strike as one of his fighter bonus feats.

Sanctity of the Mind [General]
Your previous subjugation has strengthened your sense of self and hardened your mind against further domination.
Prerequisite: Base Will Save +4, Special: Must have been subject to an ongoing, long-term compulsion effect.
Benefit: You gain a +4 bonus to Will saves to resist compulsion spells or effects. In addition, once you have passed a Will save against a particular compulsion effect, you are immune to future exposure to this effect from all similar sources for 24 hours, so long as the saving throw DC of the new source is equal to or lower than the original (example: A character passing a saving throw against a vampire’s gaze attack. That character is not affected by further gaze attacks from vampires of similar or lesser power for 24 hours. The character would still be required to make a Will save as normal if targeted by the gaze attack of a more powerful vampire or if subjected to the Dominate Person spell).
In addition, your effective charisma score increases by 4 for purposes of opposed charisma checks associated with mental control (such as those resulting from the Charm Person spell) and calculating ego.

Modified Feats

The Stone-Hearted mepeterson