Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. In d20 humans gain an extra feat at first level, however, in this Rp all races gain an extra feat at first level. Humans instead gain this additional feat at first level and one for each 5 character levels it has. Some feats have prerequisites that must be met in order to qualify for the feat, thus making certain abilities require a progression of feats. There are two types of feats; General and Epic Feats. Epic feats set a character apart from others, enabling it to do things beyond the normal scope of one's capabilities. A character cannot use Epic Feats until it has reached level 25.

Note: If a prerequisite feat is not found on this page, it can be found on the d20 site in the feat index.

## General Feats

As the d20 system is the backbone of this Rp and much of its mechanics are employed, the basic d20 feats are also used in this Rp.

**Counter Feats**

* Improved Counterspell: This lets the user counter the spell of an additional target if they decide to ready an action during their turn. This second target must be a character other than the one chosen first, and the spell they use must be one that is cast before the countering user's next turn. If a second target does not cast a jutsu before the start of the countering character's turn, this feat does not give any benefit.

* Reactive Counterspell: Requires Improved Counterspell and Improved Initiative. This feat allows a character to, once per round, attempt to counter a single jutsu without readying an action to do so on their turn. This means that a character can take both actions on their turn, and still counter a single jutsu that is being cast. However, doing so will take the place of the standard action for that character's next round. Upon taking this feat, a character may also use their jutsu to counter an incoming attack that would otherwise hit them (bypass their AC, touch AC, etc). The mechanics work the same, a Reflex save is required to avoid the attack.

**Demon Feats**

* Demonic Evolution: Tier II - Requires Minor Demon. This feat enables a Minor Demon to evolve into a Lesser Demon.

* Demonic Evolution: Tier III - Requires Lesser Demon. This feat enables a Lesser Demon to evolve into a Demon.

**Ambidexterity**

* Requires Dex 15. You ignore all penalties for using an off hand. You are neither left-handed or right-handed.

**Single Weapon Fighting**

* When fighting with a single weapon (one handed melee weapon, nothing in the off-hand) you gain a +1 bonus to attack and damage rolls

**Improved Single Weapon Fighting**

* Requires Single Weapon Fighting, 20 Dex. When fighting with a single weapon, you gain an additional +2 bonus to attack and damage. You also add an extra 25% of your ability bonus to damage rolls with the weapon (you add 1.25x your strength score, rounded down, for example)

**Greater Single Weapon Fighting**

* Requires Improved Single Weapon Fighting, 25 Dex. When fighting with a single weapon, you gain an additional +3 bonus to your attack and damage (for a total of +6). You add an additional 50% of your ability score to the damage roll (1.5 times your strength, rounded down).

**Weapon Finesse**

* With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

**Know the Angles**

* Requires: Weapon Finesse. You may use your int modifier for damage instead of your strength modifier, though you still use dexterity to hit. This feat only applies to weapons which can be used with Weapon Finesse.

**Insightful Strikes**

* Requires: Weapon Finesse. You may use your Wis modifier for damage instead of your strength modifier, though you still use dexterity to hit. This feat only applies to weapons which can be used with Weapon Finesse.

**Rapid Strikes**

* Requires: Weapon Finesse. You may use your Dex modifier for damage, instead of your strength modifier, as well as using dexterity to hit. This feat only applies to weapons which can be used with Weapon Finesse.

## Epic Feats

Here is the list of Epic Feats in the d20 system. A character is unable to acquire and use Epic Feats until it progresses to level 25.

**Counter Feat**

* Epic Counterspell: Requires Combat Reflexes, Improved Counterspell, Improved Initiative, Quicken Spell and Reactive Counterspell. Your character can counter any number of spells per round. You do not need to prepare a specific action to do so, and it does not count against the character's actions during the next round. You can even use this feat while flat-footed or any situation where you would be denied your dexterity bonus to AC. Upon taking this feat, a character may also use their spells to counter an incoming attack that would otherwise hit them (bypass their AC, touch AC, etc). The mechanics work the same, a Reflex save is required to avoid the attack.

**Demon Feats**

* Demonic Evolution: Tier IV - Requires Demon. This feat enables a Demon ro evolve into a Major Demon.

* Demonic Evolution: Tier VI - Requires Major Demon. This feat enables a Major Demon to evolve into a Greater Demon.

* Demonic Evolution: Tier VII - Requires Greater Demon. With this feat a Demon reaches the pinnacle of its race, the Greater Demon evolves into an ArchDemon.

**Devil Feats**

* Fiendish Trade - This feat enables a devil to use their Deal With The Devil racial ability.

**Druid Feats**

* Greater Wild Shape: Requires Wisdom 30, Improved Animal Companion & 20th Level Druid. Druids learn to improve their wild shape just as it has trained its animal companion to become stronger. This feat lets Druids use the Improved Animal Companion Feat on their new form granted through wild shape. This is applied to a single animal form the Druid can assume. Druid’s cannot use this for other forms granted through wild shape. This feat can be taken multiple times, each time for a different animal form.

* Epic Wild Shape: Requires Wis 50 & Greater Wild Shape. This feat enables the Druid to use the effects of Greater Wild Shape for any form its wild shape grants it. This can be taken multiple times, where each time the druid applies its effects to a single form it can change to.

**Divine Feats**

* Spark of Creation: Requires Con 50. With this feat a character houses within them the spark, a relic used to convert the mortal races into Gods. Its origins are unknown and little is known about it, except for its appearance after the disappearance of the Old Gods. A creature with the spark is unaware of it, until it becomes active. The spark remains inactive, making no alteration to the character possessing it. This can also be obtained through killing a character with it, granting a character this feat for free if such an event occurs.

* Intermediate Awakening: Requires Spark of Creation and a DC 80 Check, where the character makes an opposed check (D20 + Character Level + Con Modifier). Upon taking this feat, the character’s spark awakens, placing a great deal of stress on them as it attempts to determine if conversion is possible.

* Divine Awakening: Requires Spark of Creation and Intermediate Awakening. This feat enables a character to become a God, granting all the abilities that come with it.

**Monk Feats**

* Perfectly Flurry of Blows: Requires: Dex 30, Ambidexterity and Level 20 Monk. Your character may make up to their base attack bonus' number of extra attacks per round with a flurry of blows. (a character with a BaB of 20/15/10/5 may make up to 4 extra attacks, granting them 20/20/20/20/20/15/10/5). Flurry of blows also becomes a standard action, instead of a full-round action, meaning you can make one extra attack per turn after moving. This feat may be taken multiple times, each time adding another one extra attack to your action, taking this feat twice allows the character to attack 3 times after moving, etc. etc.

**Improved Animal Companion**

* Requires 15th Level Druid or Ranger. This allows a Druid/Ranger to train its animal beyond the limit of a normal animal of its type. Their animal companion has a pool of improvement points equal to the Druid/Ranger’s Wisdom modifier times 5. (A Druid with 20 wisdom would have a companion with 25 improvement points 5 \* 5). These points can be used to modify the animals in several ways: Two points can grant your companion an additional 1 HD, increasing the animal's base attack bonus, saves, health, and caster level of any spells or abilities it has. One point can increase base attack bonus, or a save by 2. One point can increase any stat by 2.

**Occult Practitioner**

* The character possessing this feat becomes one step closer to harnessing the chaotic forces of the Lower Realm. You are able to become a Witch, Warlock or Necromancer. Each of these disciplines’ requirements must be met, to use their abilities.

**Cursed One**

* This feat enables the character to become a Vampire, Were or Wendigo. The character cannot choose more than one curse and must meet the requirement of it to use its abilities.

**Witch Feats**

* Curse Creation: Requires Master of Curses. With this feat a witch can create her own curses. She must have spell slots available or space in her Book of Shadows in-order to do so. If not, she can replace an already known spell to acquire the curse she has created.

* Seal Creation: Requires Magic Circles. The witch can now create her own magic circles. She must have spell slots available or space in her Book of Shadows in-order to do so. If not, she can replace an already known spell to acquire the curse she has created.

**Fiendish Pact**

* Warlock can now summon any creature that is of the Outsider type as a minion to do their bidding. The summoned creature’s HD is equal to the Warlock’s HD. The summon creature is able to perform saves instead of the Warlock and vice versa. The creature remains summoned until dismissed or its eventual death.

**Perfect Single Weapon Fighting**

* Requires Greater Single Weapon Fighting, Dex 30. While fighting with a single weapon, you expand your critical range by one, as well as getting a vorpal strike on a roll of 19-20. This expansion of the critical range is applied before feats or effects such as keen.

**Epic Weapon Finesse**

* Requires Weapon Finesse, Greater Weapon Focus. For the weapon chosen for weapon focus, you are able to use it with weapon finesse, even if it is not a light weapon. This applies only to one handed weapons, or a weapon you are able to use one-handed.

**Epic Rapid Strikes**

* Requires Rapid Strikes, Greater Weapon Focus. You are able to use your dexterity modifier in addition to your primary attack stat when attacking with a weapon which you can use with your Weapon Finesse ability. If this is dexterity, you add 1.5 of your dexterity score as well.

**Epic Know the Angles**

* Requires Know the Angles, Greater Weapon Focus. You are able to use your intelligence modifier in addition to your primary attack stat when attacking with a weapon which you can use with your Weapon Finesse ability.

**Epic Insightful Strikes**

* Requires Insightful Strikes, Greater Weapon Focus. You are able to use your wisdom in addition to your primary attack stat when attacking with a weapon which you are able to use with your Weapon Finesse ability.

**Ascendant Spell**

* Requires Epic Spellcasting. Instead of using the stat modifier for casting, you instead use the ability itself, for example instead of using +20 for an int of 50, you can use 50.

**Innate Spellcasting**

* You select a spell and treat it as an innate ability. It does not occupy a spell-slot, but is still casted through your casting class as the highest level of spell you can cast. Innate spells have a caster level equal to your character level.

**Improved Spellcasting Capacity**

* You gain a bonus to the maximum spell level of techniques you can manifest based on this table. You gain double the capacity of spells from 1st to 9th, as well as doubling the capacity of spells you may gain from a high Int bonus. This feat can be taken multiple times, though each time after the first, you gain only 2 spells per level, and 2 bonus spells per level learned. Taking this feat also lets you add your caster level to the DC of spells for the appropriate classes.

**Spellcasting Mastery**

* Each Feat grants a +10 to the caster level of each specific spellcasting school. The feat can be taken more times, but the second time taken and each time after it grants +5 to the caster level.

**Spell Weaver**

* Requires: Knowledge Check 30 (Arcane), Epic Spellcasting and Improved Spellcasting Capacity. You have mastered the art of magecraft and are able to research and develop your own unique spells. You are able to use spells that lies outside the normal bounds of magic, incredibly powerful spells that are attainable only by those at the pinnacle in magical attainments. Such spells are not counted towards your spells known. Your character can learn or develop a number of spells equal to 1/4 of their Int modifier. Each spell developed lies beyond 10th Level and can have a maximum Spell Level of that indicated by Improved Spellcasting Capacity (Max Spell Level). The user has Character Level \* 2 number of casts, with each of these spells consuming 10. With this feat, you may add 1.5 of your casting stat to your DC instead of just the casting stat on jutsu.