Feats And Traits

Feats

General Feats

Animal Cohort (General)
You have attracted a loyal animal companion to accompany you on your adventures.
Benefit: You gain an animal companion as a druid, with an effective druid level equal to your level -3 (minimum 1st). If your animal companion is killed or lost, you can replace them within 24 hours of searching for another animal companion. Classes that already have an animal companion may gain a second animal companion by use of this feat.

Improved Animal Companion (General)
Your animal companion is a strong as can be.
Prerequisite: Having an animal companion
Benefit: Your effective druid level for the purpose of determining the strength of your animal companions increases by 4, to a maximum of your character level. This applies to all animal companions (including rangers and those gained from the Animal Cohort feat).

Empowered Channeling (General)
Your channel energy class feature is more powerful.
Prerequisites: Channel Energy class feature.
Benefit: When using your Channel Energy class feature, increase the amount of damage and/or healing done by +1 per die; so 5d6 becomes 5d6+5.
Special: This feat may be taken multiple times. Its effects stack.

Extra Smite (General)
You're able to draw upon your power to smite more often.
Prerequisites: BAB +5, Smite ability (such as Smite Evil).
Benefit: You increase the number of times per day you can use your smite ability by 2.

Increase Energy Damage (General)
When casting a spell or manifesting a power with an energy descriptor, you deal extra damage.
Prerequisites: The ability to cast spells or manifest powers
Benefit: When you take this feat, choose one of the following energy descriptors: Acid, Cold, Electricity, Fire, Negative, Positive, or Sonic. When casting a spell or manifesting a power with that descriptor, you increase all damage or healing effects +1 per die (so 5d6 becomes 5d6+5).
Special: This feat may be taken multiple times. Each time it applies to a different energy descriptor.

Combat Feats

Oversized Weapon Training (Combat)
You've trained yourself to wield weapons that would be impossible for most people to use effectively.
Prerequisite: BAB +1
Benefit: You may choose to treat your size category as one size larger for the purposes of determining weapons you may wield; however doing so imposes a -2 penalty on attack rolls with weapons intended for a different size category than your actual size. You gain no other benefits for the effective size increase (such as bonuses on grappling, disarm, trip, or similar actions).

Necromancy Feats

Augment Undead (General)
Undead you create are more potent than normal.
Prerequisites: Caster level 5th, ability to cast animate dead.
Benefit: Undead you create increase increase their Strength and Charisma scores by +2. In addition, you increase the number of HD worth of undead you can control via animate dead by an amount equal to one half your Charisma bonus per caster level (so a 5th level caster with a +2 Charisma could control +5 HD worth of undead).
Special: Necromancer wizards can take this feat as a wizard bonus feat if they meet the prerequisites. Sorcerers with the undead bloodline may take this feat as a bloodline feat if they meet the prerequisites.

Undead Mastery (General)
Your knowledge of undead has made you a master of the undead.
Prerequisites: Caster level 7th, Augment Undead, ability to cast animate dead.
Benefits: Undead you create increase their Strength and Charisma scores by +4. In addition, you increase the number of HD worth of undead you can control via animate dead by an amount equal to your Charisma bonus per caster level (so a 7th level caster with a +2 Charisma could control +14 HD worth of undead). These benefits overlap (do not stack with) the benefits for Augment Undead.
Special: Necromancer wizards can take this feat as a wizard bonus feat if they meet the prerequisites. Sorcerers with the undead bloodline may take this feat as a bloodline feat if they meet the prerequisites.

Lord of the Dead (General)
Your mastery of the undead has grown to the point where you are an undead lord.
Prerequisites: Caster level 9th, Augment Undead, Undead Mastery, ability to cast animate dead.
Benefits: Undead you create increase their Strength and Charisma scores by +6. In addition you gain the ability to cast command undead as a spell-like ability once every 5 rounds. The caster level is equal to your Hit Dice. The saving throw is DC 13 + your Charisma modifier.
Special: Necromancer wizards can take this feat as a wizard bonus feat if they meet the prerequisites. Sorcerers with the undead bloodline may take this feat as a bloodline feat if they meet the prerequisites.

Bolster Undead (General)
You can create especially potent undead infused with negative energy.
Benefit: When you cast animate dead via a spell or spell-like ability, you may increase the hit dice of creatures you animate, up to your caster level (thus a 14th level caster could create a 14 HD human skeleton). You must pay any material components (if necessary) based on this new hit dice total as appropriate (thus if you had to spend 25 gp per hit dice in material components, it would cost you 25 gp to animate a 1 HD creature or 250 gp to animate a 10 HD creature). In addition, you may create Skeletons with more than 20 hit dice. The CR for skeletons higher than 20 HD is equal to 8 + 1 for every 3 HD above 20. Their statistics are otherwise identical to normal skeletons.

Corpseshaper (General)
You can make special modifications to undead you create.
Benefit: When you create undead (with spells, rituals, or other abilities) you may grant the undead one of the following special qualities, chosen at the time of creation. Once chosen the choice cannot be changed.
Dread Resistance (Ex): The undead creature has energy resistance 5 against one type of energy (acid, fire, cold, electricity, or sonic).
Dread Swiftness (Ex): The undead creature gains a +2 racial bonus to Initiative checks and increases one of its movement speeds (including burrow, climb, or swim) by +10ft.
Enchanted Body (Su): The undead creature's natural attacks are treated as having an enhancement bonus equal to 1/5th the undead's HD (minimum +1, maximum +5).
Enduring Body (Ex): The undead creature gains a +2 resistance bonus to all saving throws.
Negative Burst (Ex): The undead creature explodes when it is destroyed, dealing 1d6 negative energy damage per 2 HD of the undead creature (minimum 1d6) to everything within 10ft of the creature. Undead are instead healed by this burst. Creatures are allowed a Reflex save (DC 10 + 1/2 the undead's HD + undead's Charisma modifier) to take half damage. You cannot apply this trait to the same undead creature multiple times.
Regenerating (Ex): The undead creature gains fast healing 1.
Sentience (Ex): The undead creature gains a +2 inherent modifier to its Intelligence score. If it was mindless, it instead gains Intelligence 3 and its alignment matches your own. It immediately gains a number of skill points as appropriate for its Intelligence and Hit Dice which you may allocate as desired. The newly sentient undead has class skills appropriate for its type.
Strength of the Dead (Ex): The undead creature gains a +2 inherent modifier to its Strength and Charisma scores.
Unbreakable (Ex): The undead creature gains damage reduction 2/-.
Unnatural Toughness (Ex): The undead creature increases its natural armor by +2.
Special: You may take this feat multiple times. Each time you do, you may apply an additional special quality to the undead (or the same special quality again). The effects of special qualities stack with two exceptions: Negative Burst does not stack, and inherent modifiers cannot exceed +5 (so an undead with Strength of the Dead three times only gains +5 strength instead of +6). The Challenge Rating of undead with these special qualities increases by +1 for every 3 special qualities added.

Written by J. Scott Mohn

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