Misc > Extra Feats
This setting uses the same Feats as in standard Pathfinder but adds and removes some. To find a list of standard Pathfinder feats click here :
List of Pathfinder Feats
Check the racial entries if you are not sure if a prerequesite applies to your race. Ton'keena both have the catfolk and humanoid traits, so a player can take Human feats for their Ton'keenas.
Characters can be part of the local Nobility. The Noble status works like an alignment : it can be gained or lost depending on the player's actions. 1st-level Samurai and Yamabushi start out as Noble : they gain the Nobility feat in addition to their starting feat.
- Lost Nobility
If a character atones for the actions that caused them to lose their Nobility status, they may be reinstated. They regain the Nobility feat and lose the Lost Nobility one.
Magic Feats in Heibesu
Due to the different spellcasting system, some feats from the Pathfinder SRD are not appropriate for use in the game.
- Any feat that grants spell-like abilities or additional spells known is unavailable.
- The Spell Mastery Pathfinder feat and anything to its effect is unavailable. Anything that grants such a feat gains Rune Focus instead.
- The Brew Potion, Craft Magical Arms and Armour, Craft Staff, Craft Wand, Craft Wondrous Item, and Scribe Scroll feats are unavailable. See the Runed Item section to craft magical items. See the Scrolls section to craft scrolls (TBA). Alchemists can Brew Potions from level 1.
- Feats that refer to Spell Levels are either inapplicable or apply thusly: Levels 1 to 3 are first tier core runes, levels 4 to 6 are second tier core runes, and levels 7 to 9 are third tier core runes and up.
- Feats that apply to a certain school of magic apply to some runes instead (see here)
- Rune Focus [Rune] : Many Wizards find themselves drawn towards certain runes, seeking deeper mysteries behind them. Sorcerers discover their runes through the school of hard knocks, but find themselves coming back again and again to the rune at the core of their being. Spellcasters of all stripes find that they hold an affinity for their Runic Focus... whatever it may be. Anyone who takes that feat must choose a Foci below. Taking this Feat allows to choose Bonus Feats when applicable from the Metamagic feats with the [Rune] descriptor.
- Wind: When maintaining a Wind spell, the caster doubles the speed at which they travel.
- Earth: When maintaining a Earth spell, the caster has DR 2/-
- Fire: When maintaining a Fire spell, the caster adds their Casting Attribute Modifier to Craft checks.
- Water: When maintaining a Water spell, the caster adds their Casting Attribute Modifier to Diplomacy and Sense Motive checks.
- Motion: When maintaining a Motion spell, the caster gains half their Casting Attribute Modifier as a bonus to Dexterity.
- Gravity: When maintaining a Gravity spell, the caster gains their Casting Attribute Modifier as a bonus to Jump and Fly checks.
- Phantasm: When maintaining a Phantasm spell, the caster gains a +10 bonus to Disguise checks.
- Growth: When casting a Growth spell, the caster doubles the bonus granted.
- Negate: When casting a Negate spell, the caster gains Spell Resistance equal to 10 + the number of Chi points used to cast the spell.
- Light: When maintaining a Light spell, the caster gains their Casting Attribute Modifier as a bonus to their Armour Class against Undead and Evil Outsiders.
- Chaos: When casting a Chaos spell, the caster can choose to reroll the dice to determine which roll to use.
- Life: When maintaining a Life spell, the caster gains Fast Healing 3
Homebrew Metamagic Feats
As described in the Pathfinder Players Guide, with the following exceptions. Instead of raising the spells level, instead increase the casting DC by the normal level increase multiplied by two.
Chi Focus Feats
"Chi Focus feats" refer to feats with the Chi Focus descriptor. They pertain to non-magical usages of Chi, such as the abilities of martial artists who have learned to focus their spiritual power. A character spending Chi points to activate a Chi Focus feat is not limited in her Chi Point expenditure in the same way as a spellcaster, although certain feats may place additional limitations on them.
- Active Spirit [Chi Focus]
- Battle Frenzy [Chi Focus]
As long as the character has at least 1 Chi Point, they may use a move action to enter a Battle Frenzy. While in Battle Frenzy, the character gains +2 Strength and Dexterity, a +2 Deflection bonus to their armour class, and +10' base speed. They may make an additional attack each round at their maximum attack bonus, and ignore all penalties from Fatigue or Exhaustion. Maintaining Battle Frenzy is a free action that requires the character to expand 1 chi point. If a character in Battle Frenzy takes damage, they must make a Concentration check against a DC of 5 + damage taken or immediately end Battle Frenzy. Their bonus on this check is their character level + their constitution modifier. When Battle Frenzy ends, the character becomes Fatigued (or Exhausted if already Fatigued) for a number of rounds equal to the difference between their maximum Chi pool and their current Chi pool.
- Ancient Attention
- Chi Conversion [Chi Focus]
The character can convert Chi points into HP and vise versa on a 1:1 basis as a move action. They may convert as many points as they wish in a single action.
- Chi Healing [Chi Focus]
The character may use Chi Conversion to grant the HP gained by converting Chi Points to another character, up to their maximum normal HP. They must be able to touch the other character to do this.
- Chi Sensing [Chi Focus]
The character may attempt to sense out other Chi sources as a move action. When the character uses this ability, they automatically detect the size and location of any living creatures or plants within a radius of 10 feet + an additional 5 feet for each point of wisdom modifier they have. Walls do not block this ability.
- Dance of Blades [Rune]
When using Wind as both Core and Shape runes, the caster may cause the gust of wind to deal 1d4 slashing damage per 10 mph of windspeed to any character caught in the effect.
- Disrupting the Weave [Chi Focus]
As a full round action, the character can set up a sequence of disruptive waves in the leystream that makes harnessing or observing spiritual energy more difficult. For a number of rounds equal to the character's Constitution modifier, all Spellcraft checks made within 60 feet of the square this ability was activated suffer a penalty equal to the character's level.
- Earthward [Rune]
When using Earth as both Core and Shape runes, the caster may cause any character within range of the effect to gain a +1 Inherent bonus to their AC and Saves per CP spent to power the Core rune for as long as the spell is maintained.
- Firestrike [Rune]
When using Fire as both Core and Shape runes, the caster may cause any character caught in the effect to act as though caught in thick, heavy smoke. The save DC is based on the character's spellcasting DC.
- Great Reinforcement [Chi Focus]
The character may spend Chi points as a Reaction to gain a DR of 1/- at a ratio of 1:1
- Iron Cloth Technique [Chi Focus]
The character may spend 1 chi point to imbue up to fifteen feet of fabric with rigidity as a move action or as part of a move action to prepare wrapped or pocketed fabric. While holding the iron cloth, they may treat their Unarmed Strikes as a Reach Weapon up to the length of the longest single piece of fabric, and may decide whether their unarmed attacks deal Bludgeoning, Slashing or Piercing damage. Alternatively, they may use the cloth to protect themselves, spending up to 4 chi points to add a corresponding armour bonus to their AC.This effect lasts three rounds, or until the end of the turn the cloth leaves the character's hand.
- It's Not Over Yet [Chi Focus]
The character may use Chi Conversion immediately as a Reaction if their Hit Points drop below 0.
- Piercing Strike [Chi Focus]
The character may spend 2 chi points as a move action to increase their next attack bonus by 2 against a target wearing armour. Alternatively, they may apply the bonus to damage against a target with Damage Reduction.
- Rapid Deflection [Chi Focus]
The character may spend 1 chi point per projectile to use the Deflect Arrows and Snatch Arrows feats more than once per round. The character must still have enough free hands to use these feats.
- Restoration [Chi Focus]
The character may spend Chi points to heal ability damage suffered by themselves or another character at a rate of 4 Chi Points per point of ability damage.
- Spinning Cloth [Chi Focus]
A character holding a piece of fabric between one and two feet long affected by the Iron Cloth Technique may use it as a thrown weapon with a range increment of 10' per point of Strength Bonus, dealing damage as though using an unarmed strike.
- Stagnation [Rune]
When using Water as both Core and Shape rune, the caster may imbue the conjured water with a Contact Poison of their choice with an appropriate Craft (Alchemy) check.
- Step of the Wind [Chi Focus]
While the character has at least 1 Chi point in their pool, they increase their movement speed by 10'. By spending 1 Chi Point, they may always act as though they have a running start.
- Strength of Moutains/Still Waters Run Deep [Chi Focus]
When you choose this feat, you must choose one of the following benefits:
The character may spend Chi points as a Move Action to increase a physical ability score for 3 rounds at a ratio of 1:1
The character may spend Chi points as a Move Action to increase a mental ability score for 3 rounds at a ratio of 1:1
You may choose this feat twice, applying it to a different set of ability scores each time.
- Thousand Mountain Strike [Chi Focus]
As a swift action, the character may spend 2 Chi points to inflict an additional d6 blunt damage with their unarmed strikes for 3 rounds.
Special: At 10th level, the character may choose to instead spend 4 Chi Points to inflinct an additional 2d6 blunt damage with their unarmed strikes for 3 rounds.
- Thousand Ocean Fist [Chi Focus]
The character may spend 2 chi points to gain an additional attack at their highest attack bonus when making a full attack.
Special: A character with a Base Attack Bonus of +6 may spend 4 chi points to gain two additional attacks at their highest attack bonus when making a full attack. A character with a Base Attack Bonus of +11 may spend 6 chi points to gain three additional attacks at their highest attack bonus when making a full attack, and a character with a base Base Attack Bonus of +16 may spend 8 chi points to gain four additional attacks at their highest attack bonus.