Feats

All characters receive a feat every level instead of every 3 levels.

New or Revised Feats

Any feat that previously required choosing a single weapon (Improved Critical, Weapon Focus, Weapon Specialization, etc.) has been changed so that a weapon type (bludgeoning, piercing, slashing, or ranged) is chosen instead.

BLINDSIGHT, 5-FT.RADIUS [GENERAL]
Prerequisites: Base attack bonus +4, Blind-Fight, Wisdom 19.

Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern incorporeal beings.

COMBAT REFLEXES [GENERAL]
Benefit: A character with Combat Reflexes adds his Dexterity modifier to his base attack bonus for the purposes of determining how many Combat Reactions he may make per turn.
With this feat, you may also make Combat Reactions while flat-footed.

Normal: A character may make one Combat Reaction per round at BAB +1 and one additional Combat Reaction per round every +5 BAB thereafter. A character may not make a Combat Reaction while flat-footed.

DEADLY PRECISION [GENERAL]
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Prerequisite: Dex 15, base attack bonus +5.

Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1.

DIVINE VENGEANCE [DIVINE]
Prerequisites: Ability to turn undead, Extra Turning.

Benefit: As a free action, spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action. This is a supernatural ability.

DODGE [GENERAL;FIGHTER]
Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to Armor Class.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

EXTRA READY SPELL [GENERAL]
Prerequisite: Base magic bonus +1.

Benefit: You can ready one extra spell per rest. This extra spell can be chosen from any spell level you can cast.

EXTRA SPELL SLOT [GENERAL]
Prerequisite: Base magic bonus +1.

Benefit: You gain one extra spell slot per rest at the highest spell level you can cast.

FLEET OF FOOT [GENERAL]
Prerequisites: Dex 15, Run.

Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.

Normal: Without this feat, you can run or charge only in a straight line.

GREATER MANYSHOT [GENERAL]
You are skilled at firing many arrows at once, even at different opponents.

Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6.
B
enefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.

GREATER TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: Your penalty for fighting with two weapons is reduced by another 1 to -3/-3. If your offhand weapon is light, these penalties are reduced by another 2 each, to -1/-1. (See the table under Two Weapon Fighting for details.)

HOLD THE LINE [GENERAL;FIGHTER]
Prerequisites: Combat Reflexes, base attack bonus +2.

Benefit: You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.

Normal: You only get an attack of opportunity against a character that exits a square you
threaten.

MPROVED INTIMIDATE [GENERAL;FIGHTER]
Prerequisites: Intimidate 5 ranks.

Benefit: You can demoralize an opponent as a move action. Normal: Demoralizing an opponent is a standard action.

IMPROVED SHIELD BASH [GENERAL;FIGHTER]
While wielding a shield, you can make one shield bash attack each round in addition to your normal weapon attacks.

Prerequisite: Shield Proficiency.

Benefit: You can make one shield bash attack per round in addition to your normal attacks. With a heavy shield, you receive a -4 penalty to all your attacks that round. This penalty is reduced to -2 with a buckler or light shield. You cannot make a shield bash attack with a tower shield.
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

IMPROVED TWO-WEAPON FIGHTING [GENERAL;FIGHTER]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon when you make a full attack, you may make a second (iterative) attack with your off-hand weapon in addition to the iterative attack you gain with your primary weapon.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

MARTIAL WEAPON PROFICIENCY [GENERAL]
Benefit: You gain proficiency with all martial weapons, and make attack rolls with martial weapons normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
A cleric who chooses the War domain automatically gains proficiency with his deity’s favored weapon, if the weapon is a martial one.

Normal: Without this feat, a character who performs a shield bash must do so in place of his normal attacks and loses the shield’s shield bonus to AC until his or her next turn.

OPEN-MINDED [GENERAL]
You are naturally able to reroute your memory, mind, and skill expertise.

Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.

Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill
points.

POWER CRITICAL [GENERAL]
Prerequisites: Weapon focus (weapon type), base attack bonus +4

Benefit: When using the weapon type you selected, you gain a +4 bonus on the roll to confirm a threat.

Special: You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon type or the same weapon type. If you take it with the same weapon, the effects of the feats stack.

PLANT CONTROL [GENERAL]
Prerequisites: Plant Defiance, ability to cast speak with plants.

Benefit: You can rebuke or command plant creatures as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though it may do so mentally if desired. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your caster level to determine the level at which you rebuke plants.

PLANT DEFIANCE [GENERAL]
Prerequisite: Ability to cast detect animals or plants.

Benefit: You can turn (but not destroy) plant creatures as a good cleric turns undead. When determining the result of a turning attempt, treat all destruction results as normal turning. Treat immobile plant creatures as creatures unable to flee. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your caster level to determine the level at which you turns plants.

SIDESTEP CHARGE [GENERAL]
You are skilled at dodging past charging opponents and taking advantage when they miss.

Prerequisite: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, he provokes an attack of opportunity from you. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

SIMPLE WEAPON PROFICIENCY [GENERAL]

Benefit: You make attack rolls with simple weapons normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. They need not select this feat.

SUBDUAL SUBSTITUTION [METAMAGIC]
Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.

Benefit: When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage instead of the indicated type of energy damage. The altered spell works normally in all respects except the type of damage dealt.

The altered spell uses a spell slot of the spell’s normal level.

SUPERIOR EXPERTISE [GENERAL]
Prerequisites: Int 13, Combat Expertise, base attack bonus +6.

Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus.

This feat eliminates the +5 maximum for the Combat Expertise feat.

SUPERIOR TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two- Weapon Fighting, Two-Weapon Fighting, base attack bonus +16.

Benefit: Your penalty for fighting with two weapons is reduced by another 1 to -2/-2. If your offhand weapon is light, these penalties are reduced by another 2 each, to 0/0. (See the table under Two Weapon Fighting for details.)

SWIFT SPELL [METAMAGIC]
Benefit: A swift spell can be cast as a swift action. You may only apply this metamagic feat to a spell that has has a variable duration (1 round/level, 1 minute/level, 10 minutes/level, etc.) and a casting time of 1 standard action or less. The spell functions as normal but its duration is reduced to 1 round. A spell cast as a swift action does not provoke attacks of opportunity.

A swift spell uses a slot of the spell’s normal level.

TOUGHNESS [GENERAL]
Benefit: You gain +3 hit points at 1st level and +1 hit points each additional level.

Special: A character may gain Toughness multiple times. Its effects stack.

TWO-WEAPON FIGHTING [GENERAL]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons (not including shields) are reduced. The penalty for your primary and off hand is lessened by 4 each.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon when you make a full attack. When fighting in this way you suffer a –8 penalty with your regular attack or attacks with your primary hand and a –8 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

WEAPON KATA [GENERAL]
Choose one specific Simple or Martial weapon, or one Exotic Weapon with which you are already proficient.

Prerequisites: Monk level 2nd.

Benefit: You gain proficiency with one additional Simple or Martial weapon, and add this weapon to your list of “monk weapons.” When using this weapon, you remain centered. You cannot use this feat to gain proficiency with an exotic weapon, but if you are already proficient with an exotic weapon you may take this feat to add that weapon to your list of permitted monk weapons.
Special: You may not take this feat more than once. You may have only one weapon kata.

Feats

House of the Magus TheNeonKnight