Ashes of Freedom Feats
This section collects the various Feats found in the PHB and PHB2. Any alterations under 3.6 rules are illuminated in bold and detailed further - the rules here replace the rules given in the PHB and PHB2.
There are a number of new feats, given at the end.
|Item Creation||Metamagic||Ceremony||Combat Form|
From the Players Handbook and Players Handbook 2.
- 1 Descriptions
- 1.1 Acrobatic
- 1.2 Acrobatic strike
- 1.3 Agile
- 1.4 Alertness
- 1.5 Animal Affinity
- 1.6 Arcane Accompaniment
- 1.7 Arcane Flourish
- 1.8 Arcane Thesis
- 1.9 Athletic
- 1.10 Combat Acrobat
- 1.11 Cunning Evasion
- 1.12 Diehard
- 1.13 Elven Spell Lore
- 1.14 Endurance
- 1.15 Eschew Materials
- 1.16 Fade Into Violence
- 1.17 Intimidating Strike
- 1.18 Investigator
- 1.19 Keen-eared Scout
- 1.20 Leap of the Heavens
- 1.21 Magical Aptitude
- 1.22 Master Manipulator
- 1.23 Mounted Archery
- 1.24 Mounted Combat
- 1.25 Negotiator
- 1.26 Nimble Fingers
- 1.27 Persuasive
- 1.28 Ride-By Attack
- 1.29 Self-Sufficient
- 1.30 Spirited Charge
- 1.31 Stealthy
- 1.32 Track
- 1.33 Trample
- 1.34 Trophy Collector
- 1.35 Tumbling Feint
- 1.36 Vatic Gaze
- 1.37 Wanderer's Diplomacy
- 2 New Feats
You get a +2 bonus on all Acrobatic Skill checks.
Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe’s defenses and deliver an accurate strike against him.
Prerequisite: Acrobatics +12.
Benefit: If you succeed in using Tumble to avoid an opponent’s attack of opportunity, you gain a +4 bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn.
Special: A fighter can select Acrobatic Strike as one of his fighter bonus feats.
This feat has been removed.
You get a +2 bonus on all Perception checks.
You are good with animals.
Benefit: you get a +2 Bonus on all Handle Animal and Ride checks.
You infuse your performance with magical energy, allowing its effects to continue even as you attend to other tasks.
Prerequisites: Perform +4, Arcane Flourish, arcane caster level 1st, bardic music.
Benefit: As a swift action, you can expend a prepared spell or a spell slot to extend the duration of your bardic music ability after you stop performing. You extend the duration a number of rounds equal to the level of the spell used in this manner. This extension is in addition to the normal duration of the effect after you stop your performance.
You can expend only one spell slot to extend the duration of your bardic music.
The slot can come from any of your arcane caster classes, not just bard.
This has no effect on bardic music or similar abilities with a duration of instantaneous or permanent.
You use your magical abilities to improve your performance talents. By bleeding magical energy into your singing, oratory, or other abilities, you enhance the pitch and sound, project your voice with a more commanding tone, and so forth.
Prerequisites: Perform 4 ranks, arcane caster level 1st.
Benefit: As a swift action, you can expend a prepared spell or spell slot to grant your next Perform check a competence bonus equal to 1 + the level of the spell or slot. You must make a check within 1 minute of using this feat, or the energy you expend dissipates with no effect.
You have studied a single spell in-depth. Your expertise grants you formidable though narrowly focused arcane mastery.
Prerequisites: Arcana +9 , ability to cast arcane spells.
Benefit: Choose one arcane spell that you can cast to be your thesis spell. When casting that spell, you do so at +2 caster level.
When you apply a metamagic feat other than Heighten Spell to that spell, the enhanced spell uses up a spell slot one level lower than normal. For example, an empowered thesis spell uses up a spell slot one level higher than the spell's actual slot (rather than the normal two levels higher).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.
You get a +2 bonus on all Athletics skills checks.
Your acrobatics and agility in combat allow you to maneuver across the battlefield with ease. You stay on your feet and speed over difficult terrain due to your superior athleticism and acrobatic talents.
Prerequisites: Acrobatics +9.
Benefit: You gain several benefits from this feat to reflect your overall athletic ability and training in the skills vital to an acrobat.
Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Acrobatics check to remain on your feet.
Sure Footed Maneuver: With a DC 15 Acrobatics check, you can ignore up to 4 squares of difficult terrain while moving. You treat these squares as normal terrain. You still endure any effects or hazards associated with the terrain. For example, a shallow pool of boiling water might deal fire damage and count as difficult terrain. You would still take damage from the water even if your Acrobatic check allowed you to move through it at full speed.
Special: A fighter can select Combat Acrobat as one of his fighter bonus feats.
When an area attack detonates around you, you use the chaos and flash of energy to duck out of sight.
Prerequisites: Stealth +9, Evasion.
Benefit: If you are caught within an area attack whose damage you avoid completely due to your evasion or improved evasion ability, you can make a combined Stealth check and a 5-foot step as an immediate action. You can attempt this check only if there is cover suitable for a Hide check, and you can take your 5-foot step into cover before making your Stealth attempt.
Special: If you have the Hide in plain sight class feature, you do not need cover near you to attempt the Stealth check allowed by this feat.
Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.
Elven Spell Lore
You have studied the mighty arcane traditions of the elves, granting you insight into the intricate workings of magic and the theoretical structures behind spells.
Prerequisites: Int 17 , Arcana +12
Benefit: Your understanding of the elven secrets of magic grants you two benefits. When you cast dispel magic or greater dispel magic, you gain a +2 bonus on your caster level check. Your understanding of magic allows you to more easily unravel the power that sustains a foe’s spell.
In addition, your knowledge of magic grants you rare insights into forgotten spell lore. Choose a single spell in your spellbook when you take this feat. When preparing that spell, you can alter the type of damage it deals to a single type of your choice. You must make this choice when preparing the spell (those who do not prepare spells cannot benefit from this aspect of the feat). You can prepare the spell multiple times, selecting the same or a different energy type for it with each preparation.
You can gain this feat multiple times. The caster level bonus does not stack, and each time you take the feat, a different spell must be chosen.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. You gain a +4 Bonus to the Fortitude saving throw to avoid becoming fatigued during combat.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
Minor spell components are not required, so this Feat has been removed.
Fade Into Violence
While the chaos of battle swirls around you, you rely on your ability to slip into the background to avoid your enemy’s notice. Your frightened demeanour and pitiable appearance causes your opponents to seek out other targets.
Prerequisites: Bluff 6, Stealth 6.
Benefit : When you wear no armor or light armor and carry nothing in your hands, your opponents might assume that you are an ineffectual fighter. As an immediate action, choose a single target for this feat. If that opponent threatens both you and one of your allies, that foe strikes your ally rather than you unless he succeeds on a Sense Motive check opposed by your Bluff check. If your foe is larger than you, you gain a +4 bonus on your Bluff check. You lose this benefit if you attack any opponent or target an opponent with a spell. This benefit does not apply to ranged attacks or attacks of opportunity that you provoke.
Once you choose a target for this feat, you cannot switch to a new target for the rest of the encounter.
You make a display of your combat prowess designed to strike terror in your foe. Your stance, attack method, and demeanor demonstrate to your foe that you are capable of defeating him with little effort. Your intent is clear—if you decide to hit your foe, you could easily slay him.
Prerequisites: Intimidate +4.
Benefit: As a standard action, you make a single melee attack against your foe. You subtract a number from this attack equal to or less than your base attack bonus. If your attack hits, you can make an Intimidate check against the foe you struck, with a bonus equal to the number you subtracted from your attack roll. If this check succeeds, your opponent is shaken for the rest of the encounter. You cannot use this feat to worsen an opponent’s fear condition beyond shaken.
Special: A fighter can select Intimidating Strike as one of his fighter bonus feats.
Benefit: You get a +2 bonus on all Streetwise checks and Search checks.
Your sharp sense of hearing allows you to determine much more about your surroundings.
Prerequisites: Perception 6, Alertness
Benefit: When you make a Perception check, you might learn more than normal about a source of noise.
If you beat the Perception DC by 5 or more, you determine the size, speed, and direction of the source of noise.
If you beat the DC by 10 or more, you determine the precise, current position of the creature or object that caused the sound.
If you beat the DC by 15 or more, you determine the type of armor the creature wears and what it carries, if anything.
If you beat the DC by 20 or more, you learn the creature’s type and subtypes.
The information you learn is cumulative. For example, if you got a Perception check result of 35 against a DC of 23, you gain the information for beating the check by 10 and by 5. These benefits apply to both standard and opposed Perception checks.
Also, you gain a +5 bonus on Listen checks to pinpoint invisible creatures.
Leap of the Heavens
Your excellent athletic ability and superior conditioning allow you to make near-superhuman leaps.
Prerequisite: Acrobatics 8.
Benefit: When making a Acrobatic check, the DC for the check doesn’t double if you fail to move 20 feet in a straight line prior to jumping. If you do move 20 feet in a straight line before attempting a jump, you gain a +5 competence bonus on your check.
Normal: All Acrobatic checks require a 20-foot running start to avoid doubling the DC of the check.
Benefit: You get a +2 bonus on all Arcana checks.
Your words are your weapons. You confuse others with your speech, luring them into giving up vital secrets and leaving them dumbfounded with your carefully constructed,conversational static.
Prerequisites: Cha 13, Diplomacy 9
Benefit: This feat grants two new uses for the Diplomacy skill. You must share a language with a creature to use these options against it. Neither ability functions during combat.
Captivating Speech: You can distract a creature with your compelling delivery and witticisms. With a successful Diplomacy check opposed by the target’s own Diplomacy check or Will save, you can impose a –4 penalty on the target’s Perception and Insight checks so long as you continue speaking.
You can affect a number of targets equal to 1 + your Cha bonus (if any), as long as they are all within 20 feet.
Trap of Words: If a creature attempts and fails to successfully to use Bluff to lie to you, you skilfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your Insight check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a Diplomacy check opposed by the target’s Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it.
Prerequisites: Ride +1 or greater, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
Special: A fighter may select Mounted Archery as one of his fighter bonus feats.
Prerequisite: Ride +1 or greater
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)
Special: A fighter may select Mounted Combat as one of his fighter bonus feats.
Benefit: You get a +2 bonus on all Diplomacy checks and Insight checks.
Benefit: You get a +2 bonus on all Thievery checks and Disable Device checks.
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.
Prerequisites: Ride +1 or greater, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Special: A fighter may select Ride-By Attack as one of his fighter bonus feats.
Benefit: You get a +2 bonus on all Heal checks and Nature checks.
Prerequisites: Ride +1 or greater, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Special: A fighter may select Spirited Charge as one of his fighter bonus feats.
Benefit: You get a +2 bonus on all Stealth checks.
Benefit: To find tracks or to follow them for 1 mile requires a successful Nature check. You must make another Nature check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.
Table: Track DC
|Very Soft Ground:Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.||5|
|Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.||10|
|Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.||15|
|Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).||20|
Several modifiers may apply to the Nature check, as given on Table: Track DC Modifiers.
Table: Track DC Modifiers
|Condition||Nature DC Modifier|
|Every three creatures in the group being tracked||-1|
|Size of creature or creatures being tracked*|
|Every 24 hours since the trail was made||+1|
|Every hour of rain since the trail was made||+1|
|Fresh snow cover since the trail was made||+10|
|Overcast or moonless night||+6|
|Fog or precipitation||+3|
|Tracked party hides trail (and moves at half speed)||+5|
|* For a group of mixed sizes, apply only the modifier for the largest size category.
** Apply only the largest modifier from this category.
If you fail a Nature check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Nature skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.
Prerequisites: Ride +1 or greater, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Special: A fighter may select Trample as one of his fighter bonus feats.
A belt of minotaur fur, a hood of cloaker wing-skin, and an amulet fashioned from a petrified dragon’s eye — these are the intimidating symbols of your trade. You are skilled in preserving portions of defeated enemies and turning them into trophies. The memory of your past accomplishments drives you onward, instilling in you the confidence needed to face still greater foes.
Prerequisite: Craft (Taxidermy) +6.
Benefit: When you defeat a foe in combat, you can preserve a part of its body and create a trophy that you can wear or brandish. In order to be worthy of your efforts, the opponent must have a CR greater than your current level.
A trophy has a value equal to the defeated creature’s CR × 100 gp. You must spend time using the Craft (Taxidermy) skill to create the trophy as normal. Once you create a trophy, you can sell it for its market price or wear it. When you create a trophy, you must design it to occupy space on your body as one of these kinds of magic items: amulet, belt, boots, or cloak. You cannot gain the benefit of both a magic item and a trophy if both occupy the same space on your body; in such a case, the object you donned last becomes functional and the other object does not work.
While wearing a trophy, you gain a +2 bonus on Intimidate checks per trophy against creatures of the same type as the trophy, except for outsiders and humanoids. In these two cases, the target must share the same subtype as the creature from which you crafted the trophy. You take a -4 penalty on Diplomacy checks against creatures of the same type or subtype as one or more of your worn trophies.
For each trophy you wear, you gain a +1 bonus on saves against fear effects.
Once per day, you gain a morale bonus on a single Will save equal to the number of trophies you wear. In this case, you draw upon the memories of past victories to strengthen your resolve. If you choose to take this morale bonus on a save against a fear effect, it stacks with the usual +1 bonus on saves per trophy worn.
Special: You can only craft trophies from corporeal creatures that you actively helped defeat. You cannot craft trophies from oozes.
When you move near an opponent, your acrobatic maneuvers leave him confused and unable to properly defend himself.
Prerequisites: Bluff +4, Acrobatics +4.
Benefit: As a swift action at the start of your turn, you designate a single opponent as the target of this feat. If you successfully use your Acrobatics skill to avoid provoking an attack of opportunity from that opponent, you gain a +5 bonus on your next Bluff check to feint against him. You must use this benefit on or before your next turn.
For example, Lidda designates a nearby ogre as the target of this feat. She tumbles into the ogre’s threatened area and continues to tumble past the creature, moving to a square from which she plans to make a melee attack against the ogre. Lidda succeeds on her Acrobatics check to avoid provoking an attack of opportunity from the ogre, and she moves into her destination square. She can now use a standard action to feint the ogre, applying the benefit of this feat on her Bluff check, or she can take any other sort of standard action, including making a normal melee attack against the ogre. If she chooses not to feint immediately, she can wait until her next turn and still gain this feat’s benefit.
Special: A fighter can select Tumbling Feint as one of his fighter bonus feats.
Your arcane studies have brought forth your nascent talent to sense magical auras and the power that others are capable of wielding. Prerequisite: Arcane caster level 9th.
Benefit: You can use detect magic at will.
Also, as a swift action, you can attempt to determine an opponent’s spellcasting ability. You make a Insight check (DC 5 + target’s caster level). If this check succeeds, you learn the highest-level spells the target is capable of casting. This benefit grants you no insight into spell-like or supernatural abilities.
Many halflings journey far and wide across the world, spending no more than a few months in one place. You have spent time among the halflings, or you are a halfling yourself. Your exposure to that race’s nomadic way of life has taught you several useful methods of dealing with strangers.
Prerequisites: Halfling or +4 in Bluff, Diplomacy, and Insight.
Benefit: You excel in using your words and wit to make your way in the world. This feat grants you three separate abilities.
Canny Merchant: You can make a Diplomacy check to track down an item that is normally too expensive to be purchased in the town or settlement where you are currently located. The DC of this check is 10 + (the item’s gp cost minus the community’s gp limit, divided by 1,000). If this check succeeds, you learn of a merchant who can supply the item to you. You must still purchase it as normal.
Intuitive Communication: When you are faced with a creature whose language you do not understand, you can attempt to communicate with it by making a successful Sense Motive check. This check requires that you spend at least 1 minute listening to the creature and watching its gestures and demeanor. The check’s base DC is 20. If the creature is not the same type as you, the DC is 30. With a successful check, you learn the basic gist of the creature’s speech. This ability gives you no special talent to speak the creature’s tongue.
Social Agility: You can temporarily alter a creature’s attitude toward you. You can use Bluff against an unfriendly or less hostile creature in the same way you use Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target’s attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than where it started for 10 minutes
Hard to Kill
Benefit: The character gains one additional use of their Second Wind.
Prerequisite: Improved Initiative
Benefit: Once per round you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally's stead. Until the start of your next turn, any attack made against the protected ally effects you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made.
Last Man Standing
Benefit: The character can go double the number of rounds of being Bloodied before making the Fortitude save to see if they are suffering from Fatigue.