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.
For the basic amount of damage dealt or healing caused with this, its 1d10+charisma mod per every 2 focus ranks, round down. You can use any element or energy itself to create your results. The duration or how low long it lasts, if any duration effect, then you have in melee or battle 1d6 rounds. Its unlimited outside of battle until you decide to stop the effect. Then it ceases. That means if you cause an ice effect, then for a 6 charisma mod and 15 focus rank it could do 7d10+6 freeze damage or 7x10+6 = 76% freezing in amount per each round, you roll a 1d6 to get the time it lasts since it is with a duration in battle. |
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. |
Side rules | any material or ideal by feel | So think then you can mix or match items to create a new item. |
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. |
Old El Paso | - | The Old El Paso is a feat where if a gun exists you create with energy the attackers gun to back itself up and being blocked, that's the point this will make it explode on the attacker with the gun. The damage dealt is 2d10+focus ranks in fire damage. |
The trick trigger | - | The trick is the trigger that the attacker will try to gun you down with, instead of the gun firing it explodes. Dealing 1d10+focus ranks in damage to the handler. |
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 in the area 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. |
The corkscrew | - | The trick is there if you can't fire your gun, instead of the gun firing you can hit them with the butt of the weapon. Dealing 1d8+focus ranks in damage to the target. This can be dodged, if they make the dodge roll. |
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. |
Extraction | - | The extraction technique is used on the person's spirit by needing them to answer and asking a question, as you say "wait" you get info from the target easily. The target suddenly feels the urge to write and share. This distracts them from attacking you as you get information. This works on people or beings that can talk to you. This distraction lasts 1d6+charisma mod in rounds in melee, and unlimitedly outside of battle until you don't need this effect. That is where you get free actions against the target effected if you wanted to attack for the amount of time they are distracted. If this technique is used on you, you are immune to its effects. |
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 | Agl 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 | Wis 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. |
Pure dragon racial feat | Any pure dragonborn race | The pure dragonborn character can cast a charm effect, that causes the foe or target to like and do what the character wants anytime the character uses this feat. They can use any element intuitively at half level rounded down d10 + half focus or concentration ranks damage/healing. Sorta like a charm, the character is level 15 with 14 focus ranks, so you're using 7d10+7 in amount you deal. Also, they get ability to transform their shape into something else with +5 strength that is there until they transform back. |
Were racial feat | Any were or werewolf race | You get +4 strength and +3 charisma, ability to alter things at will to become something else and can use any element at will for half level round down d10 + half focus ranks (rounded down) in amount. That means if they were level 20 with 18 focus ranks, they would get the amount of 10d10+9 damage or healing. |
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 | Wis 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. |
Gun handling | Must have a gun | Add a +3 marksmanship bonus for ranged weapons including any gun as a +3 to the ranged attack. |
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 | Agl 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, Agl 13 | You gain a +2 bonus to opportunity attack rolls with a heavy blade or a light blade. |
Burning Blizzard | Int 13, Wis 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, Wis 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 | - | 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 | Agl 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 | - | 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 | Agl 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 | Agl 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, Agl 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 | - | 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 | Agl 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 | Agl 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 Agl | 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 is based off reality where 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 allows that you can create elemental effects remotely by using air waves and trace elements nearby, this is using the psionics special ability 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. |
Driving | 12 Agl | This feat includes: Driving a vehicle and working the shift, you don't even have to own the vehicle and you know the stick. This uses agility to create with the point of driving, that you know succeeded by a 1d20+focus rank and the result is 10 or above. |
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. |
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 if diceless, using a focus check with a 15 or above as success otherwise that is using Diceless values. 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. |
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. Feel free to use Diceless value as success. |
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.
The 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 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. |
Instant soul clone feat | Focus skill | This is where you are telling your soul to clone you as an energy being. The point you think is what you create by the energy you think to use for some effect. The clone is immune to poison and diseases, can take your place if you die, uses the creator as a source, has your stats and attributes and has a copy of your equipment from mpo void copying, except it can unform or form as you think it's there. This feat is where your unnoticed and rendered unseen by the subconscious mind, that is until you 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. |
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 | Focus skill | 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. 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. |
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 | - | With this feat, you 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.. |
Unlimited energy | - | The effects are with use of the subconscious mind and metaphysics that causes it to exist, the process is simple; state what you intent as a thought is there to create. Then, the subconscious uses the body cells as energy and powers the effect with almost unlimited energy. You can ignore the mana points usage or place an infinity symbol on your character sheet where the mana is listed. |
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
Name | Prerequisites | Benefit |
---|---|---|
Action Recovery | Human | When you do an action, you can immediately roll a saving throw against each condition affecting you that a save can end. |
Combat Commander | Warlord, Combat Leader class feature | The bonus to initiative granted by your Combat Leader class feature is now equal to your Charisma modifier or your Intelligence modifier, whichever is higher. |
Dwarven Durability | Dwarf | Increase your number of healing surges by two and your healing surge value by your Constitution modifier. |
Empowered Dragon Breath | Dragonborn, dragon breath racial power | Use d10s for the damage roll of your dragon breath power instead of d6s. |
Feywild Protection | Eladrin, fey step racial power | When you use your fey step power, you gain a +2 bonus to all your defenses until the end of your next turn. |
Fiery Rebuke | Tiefling, infernal wrath racial power | When you use your infernal wrath power and hit with an attack, the target takes fire damage equal to 5 + one-half your level in addition to any other damage the attack deals. |
Running Shot | Elf | You don’t take any attack penalty to ranged attacks after you use the run action. |
Twofold Curse | Warlock, Warlock’s Curse class feature | When you use your Warlock’s Curse class feature, you can curse the two nearest enemies. |
Underfoot | Halfling | You can move through the space of a creature two or more sizes larger than you (Large or larger) without provoking opportunity attacks from that creature. You don’t provoke when you leave an adjacent area of 10' or 1 square to enter the target creature’s space, or when you leave the target creature’s space to enter an adjacent area. You still provoke attacks from other creatures. You can’t end your move in another creature’s space. |
cloning | Some ninja or tengu class | This is using an energy clone formed from some element and it looks like yourself that talks telepathically. They can think and it seems they talk with an illusionary mouth. They don't need to eat or drink as they absorb energy from the area or items to subsist. Yet they can manifest the illusion of eating or drinking as it is necessary. They never get tired, and always create using the creator what they think is necessary. They always seem to know what to do and can materialize themselves solidly or as an energy being if needed. The clone can shift or teleport at will, that's where either it's themselves or a group they shift. Any health they have or damage or healing they do is the same as your character.
They know every language due to the creator allowing them to know. They also appear to have what equipment that you have formed from energy. They can also learn new abilities and share them by energy transferrance. Only know this, you can create any results with one or many of them. That's by the creator making their thoughts they intended or what you needed at the moment. The max you can have in clones is 10+constitution mod or whatever is reasonable to the dm/gm as it is the dm/gm that plays them. They have the same sex and stats and abilities as yourself and upon 1d6 hits to themselves they disappear and dissolve into voided energy harmlessly. They have up to 6 actions per round, they can use to create what effect, healing or attack they desire. Because they're a clone, means they share telepathically their experiences and knowledge with you. This is info they happen to pick up and because of this, you know what they think all the time. You can unsummon by dismissing the clone and willing them to dissipate into energy at any time. Once gone they are gone and you know what they knew, so think and you know what to do. When they dissolve, they gift or give you the ability that they learned. Even their equipment, that's noticed or formed from energy seems to disappear. Yet know this, they are useful when you have them and when not needed they disappear as though unsummoned. |
Agile Athlete | Acrobatics or Athletics | When you make an Acrobatics check or an Athletics check, roll twice and use the higher result. |
Arcane Reach | Agl 15 | When using a close-up arcane attack, you can choose anywhere within 20' or 2 squares of you as the origin spot. |
Back to the Wall | - | Whenever you are adjacent to a wall, you gain a +1 bonus to melee attack rolls, melee damage rolls, and AC. |
Blood Thirst | - | You gain a +2 bonus to melee damage rolls against bloodied foes. |
Combat Anticipation | - | You gain a +1 feat bonus to all defenses against ranged, area, and close attacks. |
Danger Sense | - | When you make an initiative check, roll twice and take the higher of the two rolls. |
Deadly Axe | Str 17, Con 13 | You treat all axes as high crit weapons. |
Defensive Advantage | Agl 17 | When you have combat advantage against an enemy, you gain a +2 bonus to AC against that enemy’s attacks. |
Devastating Critical | - | When you score a critical hit, you deal an extra 1d10 damage. |
Distant Shot | - | You ignore the –2 penalty for making ranged attacks at long range. |
Evasion | Agl 15 | When an area or close attack targeting your AC or Reflex defense misses you but deals damage on a miss, you take no damage from the attack. |
Fleet-Footed | - | You gain a +4 feat bonus to your speed. |
Great Fortitude | - | You gain a +2 feat bonus to your Fortitude defense. |
Hammer Rhythm | Str 15, Con 17 | If you miss with a melee attack with a hammer or a mace and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Constitution modifier. This damage receives no modifiers or other benefits you normally gain to weapon damage. |
Heavy Blade Opportunity | Str 15, Agl 15 | When you make an opportunity attack with a heavy blade, you can use an at-will attack that has the weapon keyword instead of a basic attack. |
Improved Second Wind | - | When you use your second wind, you heal an additional 5 hit points. Also, you may do second wind many times, that is until you feel its unnecessary. Any race can use this feat and gain the second wind for themselves, if the GM/DM allows that idea. |
Inescapable Force | - | When you use a power or ability that has the force, electricity or mana keyword, you deal full damage (instead of half damage) against insubstantial creatures, and that power or ability deals an extra 1d10 damage to such creatures. |
Iron Will | - | You gain a +2 feat bonus to your Will defense. |
Lasting Frost | - | Any target you hit with a power or ability that has the air, ice or cold keyword gains vulnerable cold 5 until the end of your next turn. |
Light Blade Precision | Agl 13, Small or Medium size | You gain a +2 bonus to damage rolls with light blades against Large or larger targets. |
Lightning Arc | - | When you score a critical hit with a power or ability that has the lightning keyword, you can choose to treat the attack as a normal hit instead of a critical hit. If you do, choose another target within 100' or 10 squares of the original target that was not already targeted or affected by the power or ability. That target takes damage equal to the damage dealt to the original target. |
Lightning Reflexes | - | You gain a +2 feat bonus to your Reflex defense. |
Mettle | - | When an area or close attack targeting your Fortitude or Will defense misses you and still deals damage on a miss, you take no damage from the attack. |
Point-Blank Shot | - | If you make a ranged attack against a foe within 50' or 5 squares of you, your attack ignores cover and concealment, including superior cover but not total concealment. |
Polearm Gamble | Str 15, Wis 15 | When a nonadjacent enemy enters an area adjacent to you, you can make an opportunity attack with a polearm against that enemy, but you grant combat advantage to that enemy until the end of the enemy’s turn. |
Resounding Thunder | - | You can add 1 to the size of any blast or burst that has the thunder keyword. |
Scimitar Dance | Str 15, Agl 17 | If you miss with a melee attack with a scimitar and you wouldn’t otherwise still deal damage on the miss, you deal damage to your original target equal to your Agility modifier. This damage receives no modifiers or other benefits you normally gain on weapon damage. |
Secret Stride | - | You do not incur penalties to your Stealth checks if you move at full speed while hiding or sneaking. You still take the full penalty if you run. |
Seize the Moment | Agl 17 | During the first round of combat and during surprise rounds, you automatically gain combat advantage over a foe whose initiative result is lower than yours. |
Shield Specialization | Agl 15, Shield Proficiency (Heavy or Light) | You gain a +1 feat bonus to AC and Reflex when using a shield with which you are proficient. |
Sly Hunter | Wis 15 | You gain a +3 bonus to damage rolls with bow attacks against any target that has no creature within 30' or 3 squares of it. |
Solid Sound | Con 13 | Until the end of your next turn, you gain a +2 bonus to Fortitude, Reflex, or Will after you use any ability. Choose the defense when you use the ability. |
Spear Push | Str 15, Agl 13 | When you push a foe with a polearm or spear attack, you can add 10' or 1 square to the distance pushed. |
Steady Shooter | Con 15 | You gain a +3 bonus to damage rolls with crossbow attacks if you haven’t moved since the end of your last turn. |
Sweeping Flail | Str 15, Agl 15 | When making a melee attack with a flail against a foe carrying a shield, you gain a +2 bonus to the attack roll. |
Uncanny Dodge | Wis 15 | Enemies do not gain the normal +2 bonus to attack rolls against you when they have combat advantage. Any other benefits derived from combat advantage still apply. |
Doppleganger feat | - | This feat can create what you want by the intended target doing what you want and you appear like a ghost, this is within their minds as though their shadow self or themselves having them hear what you have to inform them of in spirit by feel. You can either control them or guide them by this feat. Think of what you need and use this ability to create what you want, that is including shapechanging to any form with your stats with the spirit. That means you create with the creator's energy what is desired. This effect is what can create any long range result by imagining the idea and needing it to form as an intention. Otherwise you know what they say, think or want by their soul or spirit telling you what is what. This can be useful to make use of as info, if you intend to do things by feel.
The dnd result in math is per each 3 focus ranks, round down, there's 1d10+charisma mod in amount of effect. Each amount is used for either healing, damages or other results. The point is this, you create the result as you need it using the doppleganger feat. That means most effects are instantaneous. For instantaneous results, you don't need a concentration or focus check. When you focus the idea into existance with actions taken up given by the Intensity special ability used in idea. A failed concentration or focus roll is the end of the effect. This is done to create your focused idea into being an becoming what exists. That means that if you use 3 actions in focus, you create with 3d10+charisma mod per each 3 focus ranks in amount. The creator or beings sustain the effect. Each action in melee or battle is 1 round of activity if effect. If outside of battle, then you would only need to summon the effect energy into existence from gates. The energy creates what you want sustained by the creator or beings, until you don't desire it. Example: Say you had a level 18 character. That would mean if you focused your need for water, giving 4 actions with focus. Then when you think to create it in focus, you would make a result of water for a length of time of 4 actions in melee or battle that is gated there. Otherwise the character would cast it without focus for an instant water gate summons, if outside of battle the effect of water lasts until you don't need it sustained by the creator or being. Example: Say the character was creating a fire, if you think of the effect and focus it for 3 actions. Then each successful focus or concentration check you ensure that you elongate the effect that much time. Each focused fire effect means things could catch fire. If the character that was level 21 had 16 focus ranks, and a 9 charisma mod thought to cause a fire. The damage done would be 5d10+9 in amount dealt to the target per 4 rounds or 20d10+9 total in amount done. Then the DM/GM would check if it caught fire. Each round in battle and each minute outside of battle. If there is a fire then the character does an additional 1d10+charisma mod or 1d10+9 damage until put out or it goes out. |
Detect enemies | - | This is a feat that lets you sense enemies, that are stealthed or invisible wherever they are in a 50' radius. This is done by detecting their energy traces, that you sense with your third eye and know by the feel they give off in vibes. |
Greater Energy body | Energy body | Greater Energy body; This is doing an energy body effect, that is where your body transforms or evolves into a greater energy lifeform, that is solid yet energy in form and created by will of the spirit. Making the form become solid or unsolid is done at will. You no longer need food nor water, that's unless you just want to eat or drink to improve your health or enjoy yourself and energy by each bite or ounce is treated like 5% improvement by recovery. You regenerate an added 2d20 HP per round. You absorb energy as you absorb the shape, that comes to you and anything can pass through you, when your unfocused in mind or at will. You also can assume the shape as you act the idea of the person, their spirit creates your body shape as you become energy again and solid afterward, that is temporary. That is done as if recreating the point of shaping, this is using an effect that creates where you think the shape if your that shape. You can appear like the person and act like him or her, that's in or out of prison, this is when sometimes your acting like what you want to act like by feel, if you need to act the person out for some reason. This is a known effect, that's cancelled out by acting right and otherwise the use of an "an if" or announcement of something you want to be thought. The if point is stimulated brain idea by stimulus for the right result and the correct thing to say. This is using a point you think and do or work with by feel. That creates what you need, then all you need to do is the right idea or things happen by the spirit. If punishment is needed, that's an action cancelled out by the creator doing things for you. So this is the ultimate lifeform, that's created by feel and made to do what you wanted or feel is important. If you don't need the form, you reshape yourself to be what you are normally, that happens if you unform and reform solidly as or before a point is done. This is a greater lifeform of energy, that can use the creator's energy and not be overwhelmed. This is done in the know. |
Greater Insanity blow | - | Forces greater trauma on those you hit. On one strike, the target is dazed for 1d10 rounds. On three strikes, they strike out at anything nearby or if noone, themselves. |
Martial Arts | 15 Agl, 14 Int | Martial arts is learned in any style you want as though you were a master. You learn it by example and intuition. You can get a natural strike on a critical area with a roll of a 19 or 20. Damage dealt is increased for the foot or hand/fist strike, to 2d10. You may add in the Strength and Agility mod to the damage total. |
Nightmare form | Size control Feat | Nightmare form is used at will for your character to psyche out and create terror in the opponent from a nightmarish visage. You can appear larger or smaller and more terrifying from it. This feat tricks the opponent into reacting as though you were the size projected and either making the enemy run in terror or be dazed for 1d6 rounds from fear. With use you gain the respective size bonus, even though you aren't the size you project. |
Constitution boost | - | You are not ever sick by this feat, and poison doesn't effect you because your poison immune with a +3 to bonus to fortitude checks. You also gain a +3 to your constitution, that acts as though an energy boost to your body. So you lessen your weight by 10 lbs, or don't gain weight by eating. |
Rememberance energy recovery | - | This is where you recover all your energy except lost weight, simply by causing the blood circulation to flow. That is where you swing your head from one side to the other as you remember by feel. Whatever you have as Stp or MP is what you energize yourself from the point, you recover your full Energy % and you make the total of 100% Stp or 100 MP. After that, you can create what you need with what you think to do. |
Friends | - | Friends; This feat adds +6 to charisma, this is making friendship a done deal with what you do. That is created by the spirit, and this uses the soul as energy. |
Imagination | Focus skill | This feat is a concept you imagine what you need and want the idea you think is intention, then you create the point by idea that you do. This is where you imagine an area and you watching things as you think of nothing and you feel relaxed and your working by the feel. You can get an effect of creating by magic what you intend through the imagination, this is based off with a focus roll and you work with the idea by getting a 10 or above. The effect you get with this is with the chance of many times per day, so you know the damage/healing/effect length is each 2 levels as a point d10 + focus rank. If effect length, then its how long an effect lasts in seconds for melee and minutes outside of melee or combat. However, if magic is needed, then the being or person does what you think, that is a point of idea you feel to create. Otherwise you do the actions and wherever you are, this is where you do it if you need to do it. This is a point there, so if you needed someone to chat then this will definitely do it. Think and you know what to do. |
Poison aura | Focus skill | You may think to use this feat every time you think to will it to exist and its efects wear off. This aura is where you think your body emanates poison, this uses poison essence and this is in harmony as a point you create with all things poisonous that effects what you need effected. Your poison immune by this feature, the idea is done by taking in the poision your immune to and you create by aura energy emanating the poison. The effect is used from poison making those you get near sick to their stomach, this causes the target to be out and stunned for 1d6 rounds in melee and 1d10 minutes outside combat.
This can cause nausea as a feel every time you cause it, that's with focusing the poison essence in your aura at a target. This is once per try and that is lasting until it wears off. Otherwise you can kill by amplified death and decay energy, that you focus from body cells and this is directed toward the target. The effects wear off by feel. This is decided by doing a focus check, that is done by what you use as a focus skill rank and a rolled 10 or above. That is with dead and decay damage of every 2 levels as a point + d12 + focus rank damage or for level 11 and 10 focus rank, this is 5d12+10 in total or 70 points. If you need to, you can even target disease with death and decay essence, or focus the disease energy outside the body to dissipates as energy and make yourself cured of illness. |
Spiritual understanding | Focus skill | You can use what language you are able to use, then the spirit knows what is there that is sometimes missing as back info and this source info comes from the soul. Then you know the spiritual idea of the information, this then works as you look at or speak the words. You always understand what is spoken, no matter the point. This is a +5 to intelligence. |
Owl's wisdom | - | This is where you get wiser and create by idea or result easier, as though an owl imparted its wisdom. Add +5 to wisdom and +3 to focus. |
Aglturious creation | - | This is where you create with a greater agility and freedom, that's from the point of focus and creation by idea to get better response. Add 5 to agility and use a +3 to reflex rolls. |
Improved Driving | Driving feat | This feat includes: Driving a vehicle and working the shift without incident. This uses agility to create with the point of driving. |
Ancient form | Focus skill | This uses the soul copying itself to a construct, think to work with it as though an ancient form and the construct acts as though your ancestor with what you think your ancestor has by feel. Your "ancestor" uses your damages, think and per each 2 focus ranks an additional 1d10+focus rank for effects and attack effects such as elemental. Otherwise duration is 1d8 rounds or 1d10 minutes outside of combat. His or her attack is +10 and the damage is 1d8+focus rank inflicted physical damage. That could seem like it's self-inflicted by feel. He or she absorbs all energy effects as a point to use for elemental effects and empowerment, that is done by the construct that exists as your construct. So think and you know what to do. This means the ancestor construct can not be effected by such as any elemental or effect damage. This ancient formation is there until the need is to have it not effect anything and then it disappears as though not there. Otherwise if the body dies, the construct can recreate the form from thin air using the heat of the area. If the character dies off, the soul construct disappears and so does the ancient form. |
Elemental manipulation | - | See this is using an effect of thinking of what you want or need and focusing your mind to create the effect with an element and sometimes feeling or speaking, that creates by feel and uses the third eye to create what effect you need by the element doing your thought, that exists with gating or focusing it into being and can even make influenced actions. You can make the creature or person do anything with this special ability, that's made by a 1d20+focus rank with a 10 or above success or use a drawn straw that is at a cut length that denotes success. This acts as if the person or creature does what you want by wanting to do things for themselves. This is using an art of control, that effects unless you don't need the idea to happen. Think and you know what to do.
The damage/healing possible are by level and per each 2 focus ranks round down. That's like you have 15 focus ranks and 6 charisma mod, then for a level 20 character, it would be 21d8+6. In amount, that's 174% health that's removed or given. The amounts are: 1d8+Charisma mod with every 2 focus ranks for the health of levels 1-9. 2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19. 3d8+Charisma mod with every 2 focus ranks for the health of levels 20-29. 4d8+Charisma mod with every 2 focus ranks for the health of levels 30+. |
Warp bubble | Focus skill | Warp bubble is useful to travel timewise somewhere else. You gain the ability of warp bubbles. This is where you think of intensity and the creator energy forming a bubble of space. That you can travel through and focus on relaxing by feel, this makes the knowledge flow to you. The deeper you are in the bubble, the farther you travel with time going faster by feel.
When you exit the bubble of space, you are in your own time again where you thought to travel to with idea given by feel. Although with this warp bubble, you can perceive the future by idea you think you are seeing with the 3rd eye pineal gland. |
Wormhole | - | Wormholes are when you gain the ability to make wormholes and shift by the power of the creator. It's as if they are there from the void of space and no time passes by as you travel somewhere instantly. Be sure to cause the wormhole to end by allowing the creator making it end. So you don't create the area you are from or going to to degrade or nullify itself. |
Golem making | - | <This feat creates a golem or animated being from materials or energy itself and that's including flesh. Whatever you use as a base material is what its called. Such as iron golem, formed from iron particles and otherwise iron scraps. Each golem formed has 100% hp, your character stats otherwise and is immune to energy assaults as it absorbs the energy damage as additional hp. The golem also has to have direction to get it to do things or otherwise it does nothing. It uses the point you make as direction, see with no point it creates with no activity. What it isn't is immune to physical assaults. This means you can cause it to do things for you, and you only need to watch and direct it by voice. It only responds to the creator's voice to make results happen. It has a long range assault of generating a beam of energy, that strikes its target and creates an effect you describe.
If damage or healing is done, then for level 11-19 its with a 5d10+focus or concentration rank, for levels 20-29 its 7d10+focus or concentration ranks and for levels 30+ its 9d10+focus or concentration ranks as a total in result. There is no duration results and that means you don't have an extended period of time for the effect. Each effect is instant, where the golem gathers the energy from the air heat energy and sends it beamed forth..that creates the effect it has. When defeated, it has -2% hp. So it either stops working if made of materials or disappears if made of particles. You can summon to life up to 2 golems at any given time. Any more and you risk losing control of the golems. If you do, they could strike out at anyone nearby on a 1d10 dice roll where 6 or above is beserk state. Each bezerk round or second, you can reroll the 1d10 and they can become sane and under your control again. This is what and how a golem works. |
Elemental creation | - | This feat allows you to create elementals out of energy from the elemental plane of energy. This can be any element that is used as a source from the elemental plane that it uses. This elemental is a living element in the shape of a humanoid. It absorbs energy from the air to exist, is immune to normal weapons as they pass right through it, and only can be defeated by hitting it with a magical effect or any element that is used against it. It starts at 100% hp, it's stats are your character stats. If hit by a magical weapon or element in use and its where you cause it to be a solid energy form at the moment, then it will be damaged.
If it is in non solid energy form at the moment, then the weapon passes right through it. The elemental can shift to anywhere you intend it to be, as it is energy in shaped formation. This elemental heals absorbing the energy of the element or energy attack used to attack it, if its non solidly formed. Its damages it can do to the target you decide to effect is (1/3 level as dice amount, round down)d10+character focus or concentration rank as though an instant result. So lets say you are level 15 and had 15 focus ranks, then at most it could deal 5d10+15 or 65 points of damage. It can cause effects on the target/s or hit, at 1d20+character focus rank and you have a 10 or above result. It can heal 1/4 the hp % each time healing is desired. You can summon 1d6 elementals at a time, this is without risking the elementals dissipating. Once too many, they dissipate harmlessly in the air and disappear from the area. They do what the character needs and upon unsummoning, can easily disappear and unform themselves at will. After level 20 you can summon a greater elemental instead of an elemental. This greater elemental has 200% hp, your character stats and cannot be effected by normal weapons. If it's in non solid energy shape, any element that is projected at it heals it instead by the amount that is dealt, also it's what can damage it if it's solidly formed. It's damage it can do is instant, and it can shift around the area to appear where it can effect the target/s. Its attack amount it can do is (1/3 level as number of dice, rounded down)d10+character focus or concentration rank in amount. So say you are level 30 with a 15 focus rank, then the damage amount would be 10d10+15 or 115 max in amount of points. It can heal 1/2 the hp % each time healing is desired. You can summon 1d10 of them without them dissipating harmlessly in the air or area. They do what you need, and disappear and unform themselves at your will. If it disappears, you can always summon another one and they will do what you need. |
Quarter shield | - | This feat alters your aura so your aura acts like a shield, that makes you reduce the amount of damage dealt to you reduced by 1/4 each round and each second outside of melee. 1/4 your hp % is restored by a fast regeneration effect 9+Con mod times per day. After level 20, 1/2 your hp % is restored by feel, possibly 10+Con mod times per day. |
Body switch | Focus skill | The body traits of the target are switched with yours and they switch back when you don't need the traits. This includes the toughness and resilience of the body. So add on use, the hp % of the target to your own. What attack ability they have is yours as well, that's recreated by energy and focus on the target. If you switch back, you lose the added hp % and the additional attack ability. |
Mirror summons | - | This feat summons whatever you want into existence by a mirror that serves your purpose, is directed by your will or does what you want. Thinking to dismiss it desummons it and it disappears to wherever you got it from, so if you don't need it its gone. Whatever form you intend it to be here is what it appears like. This feat doesn't summon the elements like earth, air, water, fire or void. |
Mirror effect | - | This effect is cast by statements to a mirror or mirror-like surface. What it is is an elemental effect or cast forth idea, that creates itself as a form of manifest. Sorta like a cast shift spell that you think to be in some dimension by the power and consciousness of the mirror energy, otherwise you cast a null effect or you cast an ice spell. The mirror elemental effect is with a 3d10+focus rank amount, like a 3d10+10 effect amount for a focus rank of 10. This can cause damage or healing by feel that is instant. |
Chaff ball | - | This feat summons a chi ball that does whatever you want as though it forms into existence by the energy consciousness that serves your purpose, this ball is directed by your will and does what you need. This chaff ball absorbs energy from the target and gives it to you as stamina or mana points and added health %. Thinking to dismiss it desummons it and it disappears to wherever you got it from, so if you don't need it its gone. This ball of energy creates an idea that it's you in the targets mind. Whatever form you intend it to be here is what it appears like. This chaff ball will distract the target from you, so you can sneak up behind the target and strike, you can attack, cast a spell effect or you can also get away. |
Mage smithing | - | This is done by the creator that made us all where you create with a point, then go and realize what you have. The point you think is done with each piece, so what you think is what you need, feel the point being created and imagine the result. You then did smithing things, that is with the right balance by the creator making it seem to occur. That's with the swings of a smithing hammer and hot metal, done in shaping the metal and cooling it afterwards with the right shape and balance.
This is done from the creator making things for you, as though giving you the right idea and things that are done by feel. When done, you'll know it, so think and you know what to do. You can repair any metal weapon or item by this means. Sending it to the recipient of the item is the easy part, its done by the spirit and this is the creator making it happen. Whatever you create, that's with similar traits of a weapon or item that you wanted to create. Otherwise it does what you decide it will do in effect. |
Youthful look | - | This is where you create things you think about, and your god or the creator makes you more youthful the more you do. The objects energy, that you have is used by your subconscious to maintain the look. This stops after the age you want to be is reached in appearance. You don't age after the age you intend to look is reached. Think about the age to appear as and you look like it. So you can also age by the feel, if you intend to look older. However, it doesn't mean that your internals aren't going to wear out sometime or you can't get wounded. Think about that point before you use this. |
Soul effect | - | The effect is what you think, so what you think and need is what the subconscious does. This can use the soul to create with easier as it is creating a result, and the effect is done using for energy the cells of the body or being nearby a source. If you use your soul, then you stay eternally youthful or young where you don't age after your an adult by the power of the creator. The results of this are to have instant effects, like cause a fire instantly and have duration with it or longer than one round of fire effect. So the duration or time it lasts is 1d10 rounds in melee or battle and outside of battle is unlimited, until decided not to have the effect. The damage/healing it can do is: For levels 1-9 is 1d12+charisma mod per each two focus ranks, round down. For levels 10-19 is 2d12+charisma mod per each two focus ranks, round down. For levels 20-29 is 3d12+charisma mod per each two focus ranks, round down. For levels 30 or above is 4d12+charisma mod per each two focus ranks, round down. |
Emperical effect | - | This feat allows you to use Emperical natural science to create results. So with emperical natural science, I think to those who observe facts they can make free standing thesis laws till disproven. Often getting nowhere in the end till added with those of scientific basis. The spiritual laws work with metaphysics or natural laws that underlie science. It works with set conditions or cluse as this is the clues you see and several cluse allows for a basis or how one thing reacts.
Science works with physical laws based on physical interaction and to not destroy unless necessary or to create something better. In combination its to use natural observance corrected by feeling and understanding in examples by theories and correct with philosophy for explaining why. In compliance to cluse of empirical laws of metaphysics, we can make a strict law of general observance with both sides to reflect. So this is the physical law with the empirical law for use as a point by example. A rule is a set example or law that can be gotten around by changing the conditions that were set for the law to work. With this rule in place you can use physical laws in spiritual lands. So to set the law of a varied conditioning representing a single effort with scientific and spiritual basis, makes it allowed in this case. Example 1: a clinical case cannot be founded on facts alone, the case has to have guidance by some philosophy to be correct. Example law 2 is where, "A setback of information can be reclaimed by doing things over or make use of the backup, but if no backup or hostile reactions to your claims, your not likely to succeed if consequences are against." Depictions of a theory or opinion is to claim information is true, with two or more similiar opinions, the basis is true unless the opposing view is to not accept. There is nothing in endless conclusions so empirical science fails in physical world but succeeds if combined with scientific basis as the fundemental reason how and for why as the Empirical reason and people quit for the wasted time of just Empirical. For Empirical laws tend to take months and working off rumours to create the cluses and clauses and then the basis for the factual law. One problem, the cluses are opinion until proved and some aren't, so most give up after moonthes or months. The nature of metaphysics is that it is set on three rules and the intertwining of such rules. If the rules don't combine, then think to use them separately and equally. That is unless you can't use them equally or in idea, then you know somethings up. What you can do with this is hold a person by feel, and with use of creative reasoning make whatever result you wish to create with the rules of metaphysics. How you use this in dnd is think of your need and state to the DM/GM, "I use Affinity to push away the enemy." Otherwise you can "I draw forth energy by affinity and use mind over matter to create with the energy an ice ball that shoots forth to hit the target." If you need money, then state out loud, "I use the law of attraction to cause lower prices and I find 1000 gp." This can work like an instant result, or like if freezing a foe with cold energy, last 1d6 rounds. Otherwise the damage or healing amount is 1d10+charisma mod, per each 2 levels of focus rank in effect. Round down. After level 12 the damage or healing is 1d12+charisma mod per each 2 focus ranks, round down. And any lasting effect or result is 1d10 rounds or until you decide to end it. This outside of battle is unlimited time for the effective result until its cancelled out. What follows after this is the rules themselves. Read them if you want to know what and how the rules work by feel. Rule number one is: Affinity The affinity of something, is an attraction and unattraction of objects or humans in and of a relation. Think about it as a magnet. Hold another magnet to the magnet with a negative to negative pole of force and one magnet will repulse the other without ever meeting in the middle. If the poles of force are positive to negative or positive to positive, they will attract each other and they will meet in the middle. Chemical actions/reactions are also good classification for this rule. The second rule is: Thaumaturgy Like actions that can control or manipulate like actions through linking actions, exerted force over an object, or visualization from a person. 'As above, so below. Make something happen on a small scale, and give it the energy to happen on a large scale.' Witchcraft is a very good example. The act of witchcraft is when the person visualizes an action, and does a moment of action to incur it, that is physical. Thus, making the imagined moment happen through that action. The ultimate goal of thaumaturgy, is to occur an action through exactly the same, or almost the same likenesses, by applied force. The third rule is: Mind over matter How much focus, and how much idea that you put into the moment, to occur the moment by instructing energy to make it happen. The amount of thought equals amount of energy. An approach is that you are on a project and the focus is on that project. The more energy you have, the more chance of manifesting or finishing it. If distracted, the project sometimes never gets done, because of sidetracking. The more will one has to occur the project to completion, the more power one puts into it. Eventually, the project is finished. Think of this as power equals amount of will, and focus of energy that gets transferred. What one is philisophically brought up in as beliefs, that will flavor the project and how it is achieved. The power of persuasion is based off this, as it is a sheer focus to convince people of your belief. The more will one has, this can seem to make the other person believe, that what is done by feel in what he or she has said, the more chance of it occurring an action from things. Observation is also keen to this rule of the mind. Think to observe and leave alone by what is there. Mixed rules: Since everything is in a state of change, this is only natural that these rules get mixed, or used in union with each other. Where one rule begins, sometimes another ends or works in conjunction with the first. Think of this like a chemistry experiment, where the reaction is equal to the other parts in balance to result in a product. Take one part this rule; and mix it with that rule, to equal the original rule. The objective is to get a reaction by appliance of the new rule. |
Ajin form | Focus skill | Ajin form; Basically, you die and come back to life. The creator revives you and gives you your full health percent an if needed. That is forming an ajin in the process. The ajin looks like it forms upon death and reviving of the body. Then, if you have a very very strong emotion. Like you want to slap a person, then you cause it to do that. If you really need it to do something. It will. Also an ajin, if in idea an your dead or its dead, it can bring you or itself back to life with full health.
They can also summon an extension of themselves that is invisible to others. This extension can vary upon the person. It can have wings, muscles galore or huge claws. Think of it as shadow come to life. Though, it can protect you in public with no one watching. It lives in the spirit realm, where it does things as you need it done. Its aware of everything you do, so if you need protection it will do it. If you don't need it do something and need it to stop, then it will stop and do something else. This means it wards away danger and idea comes to you. Attacks don't happen to you. The ajin takes the attack instead and uses it as energy. Think and you know what to do as it has your character's stats by idea, this can absorb any energy attack to form its own attack against targets you choose to attack. The attack damage is 1d12+focus ranks per each 2 levels of character in amount. Each amount is % of health removed from the target. They do things for themselves and yourself. The ajin can speak to you as you listen to it. It will respond to your will or idea that you think to it. An ajin can immobilize targets with their scream for 1d8 rounds in battle or 1d10 minutes outside of battle. |
The clicker | Focus skill | This feat allows you to cast an effect with a click or trigger of a pen or trigger itself. The thought of what you want and the click or trigger causes the effect by the subconscious mind making it exist by manifest with magic. So describe to the dm/gm what you want and state "this click causes it." The damage/healing it does is instant and the effects it does deal are (every 3 levels)d10+focus ranks in amount. |
Anti-bugs feat | Focus skill | This feat is created by energy that is safe to you and poison to the bugs radiating from yourself and your aura. You are bug free no matter what and they go out of their way to avoid you. This nulls all itches as well. That's as though all body itches are ignored and not sensed at all. |
Any feat in the following section is available to a character of 21st level or higher who meets the prerequisites