General Chosen Feats

General Chosen Feats

Animal Template
Prerequisites: Animal Companion
Benefit: Apply one of the following templates to an animal companion.

Arcane Armor Paragon
Prerequisites: Arcane Armor Mastery, Heavy Armor Proficiency
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 30% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training and Arcane Armor Mastery.

Bane of Enemies
Prerequisites: Favored Enemy
Benefit: Any weapon you wield against one of your favored enemies is treated as a bane weapon for the creature type.

Blinding Speed
Prerequisites: None
Benefit: The Chosen acts as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

Bonus Domain
Prerequisites: Access to domain spells
Benefit: Choose an additional domain from your deity’s domain list. You now have access to that domain’s spells and granted powers as normal for your domain spells.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different domain.

Damage Reduction
Prerequisites: None
Benefit: The Chosen gains damage reduction 3/-.
Special: If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.

Elemental Resistance
Choose an elemental type. (acid, cold, electricity, fire, or sonic)
Prerequisites: None
Benefit: The Chosen gains resistance/30 to the chosen elemental type. This does not stack with resistance granted by magic items or non-permanent magical effects, but it does stack with any resistance granted by permanent magical effects or class features.

Exceptional Reaction
Prerequisites: None
Benefit: Once per day the Chosen may choose to have their next saving throw attempt automatically save. This must be used prior to rolling the dice for the save.

Ferocity
Prerequisites: None
Benefit: A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Flight
Prerequisites: None
Benefit: The Chosen gains a fly speed equal to its base speed. The Chosen’s maneuverability is average. If the creature has wings, flight is an extraordinary ability. Otherwise, it is spell-like or supernatural, and it is ineffective in an antimagic field; the creature loses its ability to fly for as long as the antimagic effect persists.

Flyby Attack
This creature can make an attack before and after it moves while flying.
Prerequisite: Fly speed or able to cast the spell Flight.
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.

Heroic Spell Focus
Prerequisites: Spell Focus
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus and Greater Spell Focus.

Heroic Spell Penetration
Prerequisites: Spell Penetration
Benefit: The Chosen gets a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration and Greater Spell Penetration.

Heroic Weapon Specialization
Prerequisites: Weapon Specialization
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization and Greater Weapon Specialization.
Special: You can gain Heroic Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Heroic Weapon Focus
Prerequisites: Weapon Focus
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus and Greater Weapon Focus.
Special: You can gain Heroic Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Improved Metamagic
Prerequisites: At least one metamagic feat
Benefit: Whenever the Chosen uses a metamagic feat, the feat’s level increase upon a spell is reduced by one (this cannot reduce an increase to less than one level, or less than zero levels if the increase is already +0).

Intensive Training
Prerequisites: None
Benefit: Add +1 to any ability score.

Perfect Reload
Prerequisites: Rapid Reload
Benefit: You are able to apply the Rapid Reload to all crossbow types and firearms. You also provoke no attacks of opportunity while reloading a crossbow or firearm.

Power Shot
Prerequisites: Str 13, base attack bonus +1, short-bow or longbow
Benefit: You can choose to take a –1 penalty on all ranged attack rolls and combat maneuver checks with a longbow to gain a +2 bonus on all ranged damage rolls. This bonus to damage is increased by half if you are making an attack with a composite longbow.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn for ranged attacks with a bow. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed.
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-Prerequisites: Dex 13, base attack bonus +1.

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-Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quickdraw Anything
Prerequisites: None
Benefit: You are able to quickdraw any item. This includes items from packs, potions, scrolls, wands, and any other item on your person.

Regeneration
Prerequisites: None
Benefit: The Chosen gains regeneration 1.

Sound Mimicry
Prerequisites: None
Benefit: The creature perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know.

Sword and Board
Prerequisites: None
Benefit: When wearing a shield in hand and wielding a one-handed weapon in the other you are granted a +1 attack bonus and an additional +1 shield bonus from your shield.

Telepathy
Prerequisites: None
Benefit: The creature can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Two-Handed Strike
Prerequisites: None
Benefit: Instead of dealing 1 + 1/2 Str damage when wielding a two-handed weapon the wielder deals 2 x Str damage instead.

Two-Weapon Perfection
Prerequisites: Two-Weapon Fighting
Benefit: The wielder is able to fight with two weapons at an additional +2. The following chart depicts the benefits.

(with Two-Weapon Perfection)
Circumstances: Primary Hand -4 Off Hand -8
Normal penalties: Primary Hand -2 Off Hand -6
Two-Weapon Fighting feat: Primary Hand -0 Off Hand -4
Off-hand weapon is light and Two-Weapon Fighting feat: Primary Hand 0 Off Hand 0

General Chosen Feats

Creation NathanVenturini