Any feat in the following section is available to a character of 1st level or higher who meets the prerequisites (characters start with at least 1 feat at first level).
Name | Prerequisites | Benefit |
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basic activity | any material or ideal by feel | The basic is of activity feat is the feat that is free and you can do anything with it or not do things as unallowed by DM/GM, by magic or normal activity this basically the point or using how you decide to do things. The ability is where you get results or you can let the dm or gm decide, as you choose one then work with what is the ideal to exist. This allows most feats by skill or area use. So think to translate then you focus your understanding or think to understand, then you understand what there is to know. Basically, if you think to do magic with this feat. You create with a point of the correct special ability, then for the magic type you want you don't have trauma for this effect. The damage or healing done is whatever your magic effect deals out as listed. |
reiki feat | any material or ideal to heal | The basic healing feat that is think or feel then think to heal then you if with the need will heal short range or long distance with a constitution mod d10 bonus to healing if short range over short or touching distance or constitution mod d6 for long range over long distance. Think of them pr yourself to heal then the subconscious heals by the chakra points being cleansed or unblocked. This is usually with the activity that is the wrong thing that shows up as a blocked chakra point, that gets cleared away to cause quicker healing.
This feat you can do anything if you think to use this right or not if you think not to do, this is counted as magic or normal activity where this basically is the point or using how you decide to do things. Then if you focus to create or do something you manifest sometimes with others or do them by yourself. The ability is where you get results or you can let the dm or gm decide. This allows most feats by skill or area use. This feat uses no trauma nor causes trauma as the trauma disappears on use of a feat. |
Side rules | any material or ideal by feel and focus skill | So think then you can mix or match items to create a new item. If you need to do this, make a focus skill roll that has a 10 or greater result. |
Created language feat | anything that is material or ideal to understand | Create a language that is all languages or you can understand all languages as though a creator's language, as though a created language by the creator that the creator helps you understand by realization. Add the language to your list of languages; Creator's language. |
Six rule | any material or ideal by feel that's like art to you | Create a point or ideal as any ideal that you paint, work or draw exists. Then what you think guides what you draw to create magic. If a work then you create by feeling the ideal as though a source is creating what you wish as you think to create when you speak, do a spell or make your ideal. This uses energy that the aura absorbs to create with so that you take energy or generate by physical activity, then you can cast an effect by the lack of energy that is heat otherwise. Where the spell effect uses energy by feel.
This uses the Six focus. Think a point then create what you wish, as though speaking things or thinking things. As you sometimes act or don't act creates, this is use by the creator to create as though you needed the ideal. This is by feel that you know the ideal is created or exists. Aka the gm tells you where or when you find things or if the ideal exists. Otherwise you can decide this if you are playing in a self game. |
Thought focus | any material or ideal to create by feel | Think a feat or ideal to try by a point you think, though thought that you think is used to create. When you are aware to the ideal result, then you can use what you think when that is where you are aware the creator created. |
The nasty | - | The attacker suddenly has to take a shit or piss and can't hold it any longer, so he or she either goes in their clothes or finds a bathroom area on the ground somewhere. No matter what, the attacker is distracted for 1d6 rounds and combat can end otherwise. If your a victim of this, you resist the urge and can wait till later. |
vegetible | - | The target is dumbnified and can't think to attack, otherwise called vegetablized and suddenly needs to eat. Then you get 1d6 extra attacks in melee or battle as they are distracted from attack, this is against the target that are free actions. This lasts 1d6 rounds in battle. |
control | - | With control, the target suddenly has been in control by yourself, and caused by spirit to attack themselves or do what you want. That is when attacking themselves, they're dealing to themselves the amount of damage normally dealt to you. This lasts in battle a 1d10 rounds, and unlimited amount of time outside of battle until not needed by yourself, then it fades away. You are immune to this effect. This can be resisted by them with a will save. |
Power basics | - | The process and idea of power is realized by the spirit making you know, that's of what the soul knows as a point in power usage and understanding. You understand how to make use and work with it. You can easily make, repair or rewrite a circuit or circuit board and it will work. You gain a +2 in all rolls related to power, magic and electricity. |
Psychic sense | - | Psychic sense is where you see with this feat so you know what is, when it is and how it is by your psychic nature where and when you need to know. |
Psychic vision | - | Psychic vision is the prophecy effect, where you see by visions what will come with this feat. You know what is by sight, when it is by intuition and how it is by your psychic nature.. |
Psychic guidance | - | Psychic guidance is where you see what is there and with this feat you know what is, when it is and how it is by your psychic nature where and when you need to know. That's used by the brain to create with a guiding force, that guides your targets into doing the right things. This is where you can guide the taregets into doing peaceful actions, instead of using warfare. There is a 1d100+luck to see if they do it by a 51 or more rolled result. |
Absorbing things feat | - | This feat allows your aura to absorb into your inner world, the area of interest or the things and people you want to erase from here and make appear in your mind world. THey literally disappear instantly, that's from where they are to appear on a planet in your inner universe. They can reappear when you want them here instantly. This idea came from the Doctor Who TV series. |
Action Surge | Human | You gain a +3 bonus to attack rolls you make during any action. |
Focused Meditation | Monk | Assume a sitting position to still the mind restoring 1/5 health and Mana every turn even in the midst of heated combat. Very confusing to attackers and gives a taunt effect to enemies. A Zen praticioner should be able to hear the drop of a pin across the room even in deep contemplation. |
Electrical absorber | Blue scaled dragonborn | Your scales automatically absorb the lightning strike doubling your maximum MP or STP. Your next spell shall deal twice damage and be doubly accurate. |
Agile Hunter | Dex 15, Ranger, Hunter’s Quarry class feature | When you score a critical hit with a melee attack against the target of your Hunter’s Quarry, you can shift as a free action, and the enemy takes a –2 penalty on attack rolls against you until the end of your next turn. |
Distracting Shield | Int 15, Fighter | If you hit a foe with an attack, the target is distracted from attacking you by the energy of the shield and receives a -2 to their rolls until the start of your next turn.
Special: You must have a shield equipped to benefit from this feat. |
Dodge Giants | Dwarf | +1 to AC and Reflex against attacks of Large or larger foes |
Dragonborn Frenzy | Dragonborn | +2 damage when bloodied |
Dragonborn Senses | Dragonborn | Low-light vision, +1 to Perception |
Dwarven Weapon Ability | Dwarf | +2 damage and proficiency with axes and hammers |
Eladrin Soldier | Eladrin | +2 damage and proficiency with longswords and spears |
Elven Precision | Elf | +2 to reroll with elven accuracy |
Enlarged Dragon Breath | Dragonborn, dragon breath racial power | Dragon breath becomes blast 5 with double the damage. |
Ferocious Rebuke | Tiefling, infernal wrath racial power | Push 20' or 2 squares with infernal wrath |
Group Insight | Half-Elf | Grant allies +1 to Insight and initiative |
Halfling Agility | Halfling, second chance racial power | Attacker takes a –2 penalty with second chance reroll |
Healing Hands | Paladin/Anti-paladin | When you use the lay on hands Feat power, the affected ally regains additional hit points equal to your Charisma modifier. |
Hellfire Blood | Tiefling | You gain a +1 feat bonus to attack rolls and damage rolls when you use a power or ability that has the fire or fear effect. |
Human Perseverance | Human | +1 to saving throws |
Improved Dark One’s Blessing | Con 15, Warlock, infernal pact | Pact boon grants 3 additional temporary hit points |
Improved Fate of the Void | Con 13 or Cha 13, Warlock, star pact | Pact boon grants additional +1 bonus to die roll |
Improved Misty Step | Int 13, Warlock, fey pact | Pact boon grants additional 20' or 2 squares of teleport |
Inspired Recovery | Warlord, Inspiring Presence class feature | When an ally who can see you spends an action point to gain an extra standard action, that ally can roll a saving throw as a free action, adding your Charisma modifier to the roll. |
Light Step | Elf | Add to overland speed of group, +1 to Acrobatics and Stealth |
Lost in the Crowd | Halfling | +2 to AC when adjacent to at least two larger enemies |
Potent Challenge | Con 15, Fighter | If you hit a foe with an attack, add your Constitution modifier to the damage roll. Special: This benefit applies only to attacks made with two-handed weapons. |
Precise Hunter | Int 15, Ranger, Hunter’s Quarry class feature | Allies gain +1 attack against target hit by critical hit |
Press the Advantage | Cha 15, Rogue | If you score a critical hit while you have combat advantage, you gain combat advantage against the target until the end of your next turn. |
Shield Push | Fighter | If you hit a foe with an attack granted by your Combat Challenge class feature, you push the
target 10' or 1 square after dealing damage. Special: You must carry a shield to benefit from this feat. |
Surprise Knockdown | Str 15, Rogue | If you score a critical hit while you have combat advantage, you knock the target prone. |
Tactical Assault | Warlord, Tactical Presence class feature | When an ally who can see you spends an action to make an attack, the attack’s damage roll gains a bonus equal to your Intelligence modifier. |
Armor Proficiency (Light) | Str 13 | You gain proficiency with any light armor. |
Armor Proficiency (Heavy) | Str 16 | You gain proficiency with any heavy armor. |
Shield Proficiency (Heavy) | Str 15, Shield Proficiency (Light) | You gain proficiency with heavy shields. |
Shield Proficiency (Light) | Str 13 | You gain proficiency with light shields. |
Weapon Proficiency (Accurate) | - | You gain an accuracy bonus of +3 in using Dagger, Rapier, etc. |
Weapon Proficiency (Normal) | - | You gain a normal bonus of +2 in using Longsword, Long Bow, etc |
Weapon Proficiency (Inaccurate) | - | You gain an innacurate bonus of +1 in using Axes and etc. |
Armor of Bahamut | Must worship Bahamut | You can invoke the power of your deity to use armor of Bahamut. |
Avandra’s Rescue | Must worship Avandra | You can invoke the power of your deity to use Avandra’s rescue. |
Corellon’s Grace | Must worship Corellon | You can invoke the power of your deity to use Corellon’s grace. |
Harmony of Erathis | Must worship Erathis | You can invoke the power of your deity to use harmony of Erathis. |
Ioun’s Poise | Must worship Ioun | You can invoke the power of your deity to use Ioun’s poise. |
Kord’s Favor | Must worship Kord | You can invoke the power of your deity to use Kord’s favor. |
Melora’s Tide | Must worship Melora | You can invoke the power of your deity to use Melora’s tide. |
Moradin’s Resolve | Must worship Moradin | invoke the power of your deity to use Moradin’s resolve. |
Pelor’s Radiance | Must worship Pelor | You can invoke the power of your deity to use Pelor’s radiance. |
Raven Queen’s Blessing | Must worship the Raven Queen | You can invoke the power of your deity to use Raven Queen’s blessing. |
Sehanine’s Reversal | Must worship Sehanine | You can invoke the power of your deity to use Sehanine’s reversal. |
Feat Power: Lay on Hands | Your divine touch instantly heals wounds.
At-Will (Special) Special: You can use this power 3 times per day, but only once per round. Minor Action Melee touch. Target: One creature or person Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power. |
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Channel Divinity: Armor of Bahamut Feat Power | Bahamut protects you or a friend from devastating harm.
Encounter ✦ Divine Immediate Interrupt Ranged 5 Trigger: An enemy scores a critical hit on you or an ally Effect: Turn a critical hit against you or an ally within range into a normal hit. Special: You must take the Armor of Bahamut feat to use this power. |
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Channel Divinity: Avandra’s Rescue Feat Power | Avandra smiles upon you and helps you rescue a friend in need.
Encounter ✦ Divine Move Action Melee 1 Target: One ally Effect: Shift into the space of an adjacent ally; that ally simultaneously shifts into your space. Your space and your ally’s space must be the same size. Special: You must take the Avandra’s Rescue feat to use this power. |
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Channel Divinity: Corellon’s Grace Feat Power | Corellon’s grace allows you to move when others take action.
Encounter ✦ Divine Immediate Interrupt Ranged 10 Trigger: Another creature within range does an action to take an extra action Effect: You take a move action. Special: You must take the Corellon’s Grace feat to use this power. |
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Channel Divinity: Harmony of Erathis Feat Power | Erathis brings harmony of purpose to like-minded allies.
Encounter ✦ Divine Minor Action Ranged 10 Target: One ally Effect: If you have at least three allies within range, grant one of those allies a +2 power bonus to the first attack roll he or she makes before the start of your next turn. Special: You must take the Harmony of Erathis feat to use this power. |
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Channel Divinity: Ioun’s Poise Feat Power | Ioun grants strength of will to those she favors.
Encounter ✦ Divine Minor Action Ranged 5 Target: You or one ally Effect: The target gains a +5 power bonus to Will defense until the start of your next turn. Special: You must take the Ioun’s Poise feat to use this power. |
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Channel Divinity: Kord’s Favor Feat Power | Kord favors a strong hit in combat with healing.
Encounter ✦ Divine, Healing Free Action Ranged 5 Trigger: You or an ally within range scores a critical hit with a melee attack Effect: You or the ally can spend a healing surge. Special: You must take the Kord’s Favor feat to use this power. |
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Channel Divinity: Melora’s Tide Feat Power | Melora sends a tide of healing energy to aid you or a bloodied friend.
Encounter ✦ Divine, Healing Minor Action Ranged 5 Target: You or one ally; bloodied target only Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied. If you are 11th level or higher, this power grants regeneration 4 instead. If you are 21st level or higher, this power grants regeneration 6 instead. Special: You must take the Melora’s Tide feat to use this power. |
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Channel Divinity: Moradin’s Resolve Feat Power | Moradin’s blessing puts the small on more equal footing with the large.
Encounter ✦ Divine Minor Action Personal Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large or larger creatures. Special: You must take the Moradin’s Resolve feat to use this power. |
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Channel Divinity: Pelor’s Radiance Feat Power | When undead creatures abound, Pelor’s radiance shines to aid the faithful.
Encounter ✦ Divine, Implement, Radiant Standard Action Close burst 1 (3 at 11th level, 5 at 21st level) Target: Each undead creature in burst Attack: Wisdom vs. Will Hit: 1d12 + Wisdom modifier radiant damage, and the target is stunned until the end of your next turn. Increase damage to 2d12 at 5th level, 3d12 at 11th, 4d12 at 15th, 5d12 at 21st, and 6d12 at 25th. Special: You must take the Pelor’s Radiance feat to use this power. |
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Channel Divinity: Feat Power Raven Queen’s Blessing | The Raven Queen grants a boon to those who send the dead on their way.
Encounter ✦ Divine, Healing Free Action Ranged 10 Trigger: Your attack drops an enemy within range to 0 hit points or fewer Effect: You or an ally within 50' or 5 squares of the enemy can spend a healing surge. Special: You must take the Raven Queen’s Blessing feat to use this power. |
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Channel Divinity: Sehanine’s Reversal Feat Power | Sehanine’s blessing turns the powers of your enemies against them.
Encounter ✦ Divine No Action Ranged 5 Trigger: You roll a natural 20 on a saving throw Effect: Choose an enemy within range; that creature gains the condition you just saved against. Special: You must take the Sehanine’s Reversal feat to use this power. |
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Divine ability: instant history | This is uses with the idea of the eoi god aspect of the creator, really he never had a name so this is where the creator revises things by changes and then knowable facts that create an instant change in time in the past. That means if you wanted to know something, you realize the point as a concept that was revealed to you sometime by feel. | |
Divine ability: instant credit | This god ability comes from the duin god creator aspect. that creates instant credit that is money by feel that you need money. this is up to the GM/DM so the money amount can be anything from 1-2000 gold or platinum pieces. | |
Divine ability: The creator's blessing | Whatever lesser lord or God you think to use or work with as though a separate self that disappears if not needed, they are aspects of the creator with angel stats and you can create things or effects with them that uses the creator as a source. This ability allows you to treat all Gods as a Lesser lord under the creator, and uses the creator as the source. See that comes from the creator and is a blessing of idea, what you intend and need will be created by feel. If you get this feat, rename your God "The creator" and then you can keep the ability you choose to keep from your God. | |
Divine ability: instant reversion | This is a point where you use the god aspect yoim of the creator and make a point that reverses the bad, that is including things like damage, pain or wounds to not happen as you get what is needed by intending to get an instant result. | |
Divine ability: Faith Healing | This can heal like laying of hands, except anywhere or anyway the spirit decides to do. This can be any distance, so think to cure someone of something? Then use this feat. This feat can be used up to 3 times per day. Energize a crystal by thinking energy goes into the gemstone, then you get 3 more times of use. This is a power using the creator to heal things and people or beings, that you can use anytime you want to heal yourself or others. This ability uses the creator to cure, remove illnesses and diseaes. | |
Temperature feat | - | The temperature, whatever it is, your not effected by it and it is not felt. How it works, this is where if your cold or hot, you can invert the temperature as you think and this makes the body not feel the temperature itself. This feat makes it so you don't even sweat after the fact, that's if you suggest to yourself that point. Otherwise its knowable, this is done by a point of delayed reaction and that is when your body sweats. |
The Sara Nider feat | - | This feat was perfected by Sara Freder, a famed psychic and seeress. The feat goes like this, you change your body as if by a candle flame or some fire in the area (maybe the air), that is where you create the change you think or state into existence with whomever you decide to change and this includes yourself. This effect is immediate and otherwise effects when you want the effect to happen. The idea is done, that is usually with an idea as intention and something spoken to create with the power of words. |
Divinations | - | 10% chance on any attack for the blow to miss, perhaps striking a nearby friend. 1d10 for blows to redirect on the character's target. |
Hyperlight | - | This is a point on your way of life and its a choice of yours, lets make certain that you know where your going and that means you should know of things before you go as revealed with insight by the soul and realized by the spirit. So think you go and you go there, otherwise if you don't think to go you won't and you end up back on earth or the planet you want to be on. Once you shift there, you can easily shift to places. What will occur is what you want to occur, this means what you feel should happen will happen.
Once you shift you aren't rememberred as you went hyperlight, this is using the light given off of our bodies aura with thought to end up somewhere or do something else. That is done by closing your eyes or leaving them open and think you go somewhere else. Seeing a picture of the place helps with what you do. Think of what you want and your subconscious does things, that is where the subconscious creates what you want by what you need. This uses any source of energy that you want to use, that is including your own body weight as a source. I am not in an afterlife, so I would know by the spirit what is there. This is advanced knowledge of the enlightened master, seeing that he or she ceased to live 800 years ago. Then remembering the area or place and thinking of the thing to do as you need to be there shifts you back or to where you need to be, this is just as you feel what you think the area was like. Think of the feel that was there or think of your feelings for the place or the family there to activate it. Then a natural light surrounds your body spreading through the aura, that erases the past point and you are of different intended results. Unless your recorded in doing something or on record then, if on record think to go hyperlight and they won't have a record. Seeing you can do the hyperlight shift while this can be done standing in place or going to somewhere, still doing things otherwise you can go anywhere you imagine, if you intend to, then you are in other places and times until you decide to return. This means you are remembered and yet you don't make the same mistakes. What is listed in the point thereafter, this won't happen to you unless you want things to occur. |
Transmute liquid | - | This is done by focus and thinking what you want, that's done to change fluids and make it by thought into something that's needed or anything else. This is a feat gained by anyone who needs it. |
Day tripper | - | This makes things so can identify consumables just by sampling them. The character knows how to handle his alcohol and basically and other chemical he can put into his mouth, or any other oriface for that matter. |
Alertness | - | You don’t grant enemies combat advantage in surprise rounds. You also gain a +2 feat bonus to Perception checks. |
Arcane Initiate | - | You gain ability in the Arcana skill (add +5 to the Arcana skill). You can use the scorching blast power once per encounter. |
Astral Fire | Dex 13, Cha 13 | You gain a +1 feat bonus to damage rolls when you use a power or abilty that has fire or radiant
effect.
At 11th level, this bonus increases to +2. At 21st level, it increases to +3. |
Backstab | Stealth Skill | This feat allows you to backstab as you sneak up behind a person or creature and attempt a sneak attack on them. The damage is 1d6 + normal weapon damage + Str Mod. |
Backstabber | Backstab Feat or have Sneak attack ability | Increase damage from Backstab and Sneak attack from 1d6 to 1d8 |
Blade Opportunist | Str 13, Dex 13 | You gain a +2 bonus to opportunity attack rolls with a heavy blade or a light blade. |
Burning Blizzard | Int 13, Int 13 | You gain a +1 feat bonus to damage rolls when you use a power or ability that has acid, ice or cold
effects. At 11th level, this bonus increases to +2. At 21st level, it increases to +3. |
Dark Fury | Con 13, Int 13 | You gain a +1 feat bonus to damage rolls
when you use a power or ability that has the death, necrotic or psychic
effect. At 11th level, this bonus increases to +2. At 21st level, it increases to +3. |
Defensive Mobility | - | +2 to AC against opportunity attacks |
Durable | - | Increase your number of healing surges by two. |
Escape Artist | Acrobatics | You can attempt to escape a grab as a minor action, instead of as a move action. You gain a +2 feat bonus to Acrobatics checks. |
Far Shot | Dex 13 | When you use a projectile weapon such as a bow or a crossbow, increase both the normal range and the long range by 50' or 5 squares. |
Far Throw | Str 13 | When you use a thrown weapon such as a dagger or a javelin, increase both the normal range and the long range by 20' or 2 squares. |
Fast Runner | Con 13 | You gain a +2 bonus to speed when you charge or run. |
Glibness | Bluff Skill | This makes believable lies, by a +3 to the Bluff Skill. |
Improved Initiative | - | +4 to initiative checks |
Inspired Recovery | - | This manifests a healing effect of 40 HP in your character and your party, at will. |
Jack of All Trades | Int 13 | You gain a +2 feat bonus to all untrained skill checks. |
Lethal Hunter | Hunter's Quarry class feature | Increases damage from Hunter's Quarry from 1d6 to 1d8 |
Linguist | Int 13 | Choose three languages. You can now speak, read, and write those languages fluently. Special: You can take this feat more than once. Each time you select this feat, choose three new languages to learn. |
Long Jumper | Athletics | You can make all long jumps as if you had a running start. You also gain a +1 feat bonus to Athletics checks. |
Mounted Combat | - | When you ride a creature, you gain access
to any special mount abilities it confers to its rider. Not
every creature has these abilities. The Dungeon Master’s
Guide has more information on mounts and mounted
combat.
While you are riding a creature, the creature can make any Athletics, Acrobatics, Endurance, or Stealth checks using your base skill check bonus rather than its own if yours is higher. |
Nimble Blade | Dex 15 | When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls. |
Power Attack | Str 15 | When making a melee attack, you can take a –2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon). This extra damage increases by level, as shown on the table below, but the attack penalty remains the same.
1st–10th +2 (+3) 11th–20th +4 (+6) 21st–30th +6 (+9) |
Powerful Charge | Str 13 | When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts. |
Quick Draw | Dex 13 | You can draw a weapon (or an object stored in a belt pouch, bandolier, or similar container, such as a potion) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks. |
Raging Storm | Con 13, Dex 13 | You gain a +1 feat bonus to damage rolls
when you use a power or ability that has the
lightning or thunder effect. At 11th level, this bonus increases to +2. At 21st level, it increases to +3. |
Skill Training | - | You gain ability in any one skill. This ability is 4e dnd, so you no longer need to use it. This skill doesn't have to be a class skill. This is +5 for ability. Special: Once you get the skill ability, you may attempt to train more skills with the feat (3 Skills per every 2 levels after 1st). |
Skill Focus | Training in chosen skill | Choose a skill in which you have ability. This is a defunct feat, used in 4e dnd and its no longer needed. You have a +3 feat bonus to checks with that skill. Special: You can take this feat more than once. Each time you select this feat, choose a different skill. |
Sure Climber | Athletics | A successful Athletics check allows you to climb at your normal speed, rather than half speed. You also gain a +1 feat bonus to Athletics checks. |
Tactical Assault | - | An ally can add your intelligence as a bonus to his attack roll. |
Toughness | - | When you take this feat, you gain additional hp equal to 40 HP. You also gain 1 additional hp every time you gain a level. |
Two-Weapon Defense | Dex 13, Two-Weapon Fighting | While holding a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex. |
Two-Weapon Fighting | Dex 13 | While holding a melee weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon. |
Weapon Focus | - | +1 attack |
Wintertouched | - | When attacking a creature that is vulnerable to cold, you gain combat advantage when you use a power or ability that has an Air, Ice or Cold effect. |
Dream Crusher | - | When an enemy scores a critical hit on you it does 25% less damage. |
Control II | - | This feat uses the pinneal gland to make your crown chakra do things in focus to dominate the targets, and this allows you to control them. That means if you want to control them you do for 1d8 rounds in battle. Otherwise its until you no longer desire it outside of battle..however, once controlled you can make them do what you want. Including killing themselves. |
Block | - | This is using an effect feat to block the target of being able to make effects, that's for 1d8 rounds in battle or until you no longer need this as an action. |
Workmen | - | This feat allows you to do what you want as long as you do work by feel. This cannot be used to hurt or heal some targets. |
Soul handling | - | This is where you think to reach out your hands, think and take the soul of the targets causing them to do what you want. Once done, the soul returns to the targets. |
Creativity | - | This feat allows you to control the crown chakra, that's done by focusing the blood energy to the pinneal gland, that's as you think of what you want done. Then it does what you want, thinking you know by feel until you stop focusing it. This cannot be used to hurt or heal some targets. |
Cleaning | 12 Dex | This feat includes: dust removal, broom use, cleaning up and keeping clean (yourself and environment). The cleaner feat makes the disease and poison potential eliminated. |
Education | - | Allows a character to understand things naturally, that isn't so easily understood. This is a +3 to intelligence and adds a language of your choice. |
Energy body | - | Transforms your body into an energy form that is solid, yet energy. Making the form become solid or unsolid at will. You will no longer need food or water, unless you feel you need it. You can control how you look and feel, at will or whim you can change yourself to appear anyway you want, including like another person. You regenerate 1d20 HP per round in solid form. You absorb energy as it comes to you and weapons can pass right through you, when unfocused in mind.
Basically.. So with energy body you absorb spell energy and use it as your own energy. Any attacks you can avoid by turning into energy. Your only acually effected by magic weapons. Think of this like a moment in time your attacked. You change into energy upon attacks, and are having the attacks pass right through you. Then you become solid again and do what you may. This is a very unique energy form. If your wondering what makes that feat possible.. its either your god or the creator. They transform you on demand or need. On transformation, any wounds or conditions you don't want disappear and your full health. |
Enhanced Regeneration | Regeneration special ability | Treat all damage dealt to you as nonlethal except fire and acid. Fire and Acid damage can be healed. When the damage dealt is greater than 50% or more in damage, then you can become dazed for 1d6 rounds. (A distractive headache.) This is decided by a constitution check. The nonlethal damage disappears at a rate of 20 subdual points per minute. You can regenerate or reattach lost limbs quicker. |
Flight | - | Flight is easy for you. You may fly at will, anytime you will the action. This flight is inertial and requires no wings. Your flight speed is 30'. |
Flyby Attack | Flight Feat or Ability to fly | You gain the following at-will feat power, which allows you to make a basic attack against a creature in your flight trajectory. You fly a number of feet up to your fly speed and make one melee basic attack at any point during that movement. You do not provoke opportunity attacks when moving away from the target of the attack. |
Hover | Flight Feat or Ability to fly | When flying, the character or creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability. If a character or creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so. |
Hyperphase | - | The hyperphase feat phases your effect to wherever you want it to be and it becomes as though it were cast there. The phase is done at will and anytime you want it to happen for magic. The range is unlimited and this is where you use a construct of magic to shift the effect and manifest it. |
Improved Energy Working | - | This feat makes is where you always get a result no matter the interruption. This is done by making concentration checks unnecessary. The effect is done in an instance and takes no time. This also adds a +10 to the effect total result. |
Improved Flight | Flight Feat or Ability to fly | You gain greater maneuverability when flying than you would normally have. Your maneuverability while flying improves by one grade. For example, if your normal maneuverability is poor, it becomes average. |
Lost in the Trees | - | +2 AC if you are adjacent (or in) to trees or shrubbery. |
Mechanics | 12 Int | Be able to use any device, magical or non-magical. With this feat, you can make the devices, if given enough time to study. In essence, you can create any item or device. |
Medicine | - | Know how to make any type of medice from just scrounging. This feat represents primal medicine knowledge and eliminates the need for healers kit, for it allows you to use anything to heal. |
Phase Step | - | With a step, you vanish from one place and appear in another through hyperspace travel. The effect is to teleport anywhere you can see or visualize. You may use this power at will and any number of times per day. |
Prescience | - | This feat enables the person to percieve events before they happen. Its limited to 6 minutes in advance, unless the character focuses and then its possible to percieve upto days in advance. It can get you outta lotsa trouble. It acts as a -10/- damage reduction per 2 levels. |
Rapid Flight | Ability to fly or Flight Feat | You are able to fly faster than others of your kind. Your flight speed increases by +20 feet. This does not affect your flight manueverability. |
Size control | - | Size control is used at will for your character to psyche out the opponent and appear larger or smaller. This feat tricks the opponent into reacting as though you were the size projected. With use you gain the respective size bonus, even though you aren't the size you project. |
Traumatic blow | - | Forces trauma on those you hit. It can leave the target/s dazed and unmoving for 1d10 rounds. |
Scrounge | - | Scrounging with things you create any result you need with the idea and work what you may to make an effect to the body that you use things to make the effect with by feel. For an effect: state your desire to create with materials and then you create with a 1d20+focus rank by getting a 10 or above. This sometimes doesn't make awareness of the dirt and mold, so think to use a perception check.. |
Remote viewing | Psionics Special ability | Remote viewing is where you create a point or make yourself know things, that is done by thinking the point and creating with breathing as you think you know by the spirit and you realize the idea that is there. This is where you think, make and create or think about the place and make by focusing on your vision to create what you need. You know you succeed and direct your mind or the area is directed, if you roll a focus check and get a 10 or above. The feat cancels out any trauma points by what you know. Also, you can create elemental effects remotely by using air waves and trace elements nearby, this is using the Psionics Elements values. |
Psychic ability | - | Psychic ability is there if you think it's there and this means you create more easily and work things better. The idea is a point you think to know, and your spirit has you realize what it knows by soul insights. What you know is known about by the third eye activated with pinneal gland blood flow, this blood flow happens naturally and you think to realize or work to get an effect easier. Add a +5 to your effect/attack rolls you think to do. This has an added +1d10 per each 2 levels of the character that applies to damage/healing amount, otherwise the effect length in rounds in melee and minutes outside the battle. This effect calms you down and removes all your trauma that you had. So whatever you get in effect, your always calm and able to do things without worry. |
Soul form | Focus skill | This is a work or make idea where the soul can cause a formation to appear like whatever you want, this uses whatever element you think to use so think to work with something or do what you need. The soul will copy itself into a construct and make that result where you think to create the effect. This is a very interesting result form that forms from thin air and you create by the feel. That is you focus and the soul creates your idea that you have as intent. This soul form can do what you want as though you. So the character is what is possible to replicate in construct form, that is formed from the air or area element. Whatever it can do by soul formed effects or items, your character can do normally. Meaning whatever special abilities and feats your character has, it can use as well. So this is a point done by feel. Although, what you can use the soul form to do things with your idea is where the soul naturally absorbs the energy directed to it, that is done without taking any damage, and it will create with that energy as though not touched by the effect. The soul formed construct can appear anywhere by the power of the creator, meaning if the creator of the construct dies the soul construct disappears, otherwise the soul construct can create until not needed and then it disappears as though it were'nt there. This soul form will absorb the trauma points by feel, that is done as though an idea is there and formed by the construct. |
Constructs | Psionics or Psychic ability | Psionics are a special ability, that is sometimes used in the ability needed and energy consciousness does what you think by idea. So these are energy effects that are formed and shaped by the power of the mind using energy to create a shape. This shape has attributes called programming, that you can use in idea or make by suggestion, alter by thought, need to cause with effect, destroy with thinking the construct or thing is destroyed and kill with the effect by feel to do things. This is using a point you create with by feel, so if you think of the moment and you make the effect by what is done you create the effect of desire by what you do.
Constructs are a feat of psionics that can emulate or create nearly anything, so if you think to use them you can make them by a concept you try out or suggest to the subconscious. This is done using a focus check with a 10 or above as success or use the Diceless value system. Making in duration 1d6+each 2 focus ranks as a point in rounds, and minutes outside of battle. Otherwise if instant, then you can create by 1d8+charisma mod per each 2 focus ranks. The power of the mind over the body or element that does what you think and need, this is the power of the idea you have by feel with using what you need or have. That's gotten by gating or creating with the use of what is there. This feat absorbs all trauma points and makes you traumaless. |
MPO Feat | Focus skill | The manipulated power of objects feat, except for bugs, this uses the void of space energy to create what you need through it's consciousness, that is a point you can copy anything that's there and make the idea become manifested here. Roll a 1d20+focus rank to create what you need with a 10 or above result or make use of the Diceless value system. |
Innate ability | - | This feat allows you to do what you need without getting into trouble. When you think of something to do or create, then you either can roll a focus skill check or use the no-dice system to determine your success. The spirit creates what you need as it's guided by the soul, directs away attackers from you and you can think and need to do what you desire. This can mimick any actual ability, spell or magic system innate ability skill. This cannot however, imitate other feats.
he effects are 1d10+cha mod per each 2 focus or concentration skill ranks. That's for damage or healing effects only. For duration that's non-instant, it's 1d6 + focus or concentration skill rank in rounds or minutes outside battle. That's unless the duration is unlimited, and the caster or effect maker decides when the effect ends. However there is save versus spell with this feat effect. This can end the effect as well, earlier than usual. This is especially true when the effect gains trauma and you go insane from this effect. The trauma points and insanity you have are cancelled out. So then, if your insane, your no longer insane and think of things normally. This is a known effect. |
The invisibility feat | Focus skill | This is where you stay still and possibly move slowly, then you are thinking your invisible and that means you think your unseen. The point you think is what you create by the energy you think to use for stealth. This feat is where your unnoticed, that is until you want to be seen. This feat renders you unseen and thus invisible by feel. The idea is where you can hide in plain sight, so hiding in shadows is what this emulates, except your not noticed when you don't want to be seen. This feat is done when you do a focus check and get 10 or above for success with a roll, otherwise you get the diceless system with 15 or above or drawing of straws with longest or shortest straw as success. |
An in idea | - | See this feat creates a point where there ain't things in idea that are done. So this feat allows you to think of the point, then use what is necessary to get the point done or dealt with by feel. This is instant dismissal, so you have no attack if there was one as though the concept doesn't happen to get an anger response or attack drawn to you. |
Gate weaving | - | Think of the place you want to be in and focus your energy by frequency and if you intend to be there your there, otherwise focus the frequency that your energy has by feel that is directed with the mind into becoming an oval that is big enough to see through if you want to use it as a viewport. Think to open it up to be as wide as your body size. Then, you can create with a point that is thought and step through in to a new place and time. You see, this can be a time portal, so think of the time to be there by feel. |
Circle Wards | - | Circle wards are where you draw a circle and think of what you want it to do as you state what it's for by feel. This can be a ward against evil, a ward against bad people and etc like ward away attacking..and its effects are to ward off or drive away the thing not wanted. They literally avoid you. |
Radiance effect | - | Radiance effects are when this feat allows you to cause what you wish, that's through the radiation of energy wherever it is by feel and statement to the gm that you "use a radiance effect of energy to [name the idea to do.]". The damage/Healing amount is (1/2 level as dice amount round down)d10+focus rank in amount. Such as a 10th level character with 15 focus ranks can get a 5d10+15 or 65% full amount. |
Unlimited stamina | - | Unlimited stamina; think to trick your body into no longer feeling tired..then you have unlimited stamina. The subconscious naturally chooses the energy of the cells in the body. If you think something else as your tired you think of that thing and are no longer tired. You can ignore the stamina uses as you have unlimited stamina, or place an infinity symbol on your character sheet where the stamina is listed.. |
Teleo port | - | You can teleport at will in an instant using a free action. This happens naturally using the energy as a source, as though you create yourself where you intend to be. Think to shift, as you focus on an energy source you think is a source of energy or focus on the aura. Then imagine yourself there where you intend to be or touch an item for its energy. Then the spirit uses the soul to shift you there by that energy source or object energy as a source. If you use an object to teleport, then you used a port key. The portkey can be anything.
So if too dangerous, you know it by danger sense and can always shift back by feel. So think your spirit shows you what is there. Then if you will the result, you can know by feel what is there via vision and what happens if you actually get there. The point is done when you think to realize what is there and you feel what it's like there. This can even shift you or let you know what is what to other planets. So think of the area and your there by feel. That's if you want to teleport. This is where there is phasing, the point that phasing occurs in teleportation is where you think about something and you do it in use of an idea with the blink of the eye by feel. If you want to remember it, then you can always remember in flashbacks or dreaming. In dreaming you can fall asleep and you dream of the moment that you experienced by what you do in idea. If you don't dream much, think about it or focus on your need to remember then you will see a flashback sometimes and remember for a short period of time. If you feel its a bad experience, then your mind might block it out if necessary or you can't bear the thought by idea. If you can bear the thought, then you won't block the recall of the memory. This matters because your aware of the moment an you might shift and want to remember where you were and you avoid going back there. |
Multidimensional feat | - | This makes use of the brain to manipulate or manifest effects in 10 dimensions at once. Think and the feat allows you to live up to 10 dimensions at once. You may leave any dimension to goto or be in another at any time. You can use another dimension to create effects where you want in yet another dimension. That's as you think to create the effect where you need it. THe healing/damage amount is using the dimensional energy. So you get (1 for levels 1-9, 2 for levels 10-19, 3 for levels 20-29 and 4 for levels 30+)+(d6 for levels 1-9, d8 for levels 10-19, d10 for levels 20-29 and d12 for levels 30+..)+charisma mod per every 2 focus ranks the character has in effect. So a character with 6 charisma mod and level 10 with 14 focus ranks would get 14d8+6 or a max of 118% in amount. |
Optimism feat | - | This is a feat that gives the entire party +2 morale for levels 1-9. +4 morale for levels 10-19. +6 morale for levels 20-29. +8 morale for levels 30-. This is done over the time of 1d6 minutes. It does that by causing you to do the right things with positive influence. Add +5 to your luck, so as your lucky you get the right idea of things done to get a good result..any negative impact by this is not occurred. Its as though the creator causes negative effects to be undone or the consequence doesn't happen. That's quickly done, so there's no learning of bad consequences. High morale means better fighting usually. Even in survival situations. If you have a high morale when things look bleak from the outside in, there isn't much stopping you from turning a survival situation into a thriving situation.. |
Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites
Any feat in the following section is available to a character of 21th level or higher who meets the prerequisites