Feats [Notes & Reference]
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For the Glory of Beer.
List of Feats -
0_1497397760076_DND Feat Index.pdf -
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Vorpal Critical
[Combat, Horrifically Overpowered]Your critical hits behead things. Even jabberwocks.
Prerequisites: Critical Focus, base attack bonus +19.
Benefit: When you score a critical hit with a slashing
weapon, the weapon severs your opponent’s head (if it has
one) from its body. Some creatures, such as many aberrations
and all oozes, have no heads. Others, such as golems and
undead creatures other than vampires, are not affected by
the loss of their heads. Most other creatures, however, die
when their heads are cut off. Alternatively, if you wish, you
may slice off some other extremity when you score a critical
hit.
Additionally, all your attacks count as vorpal damage for
purposes of bypassing DR (normally only relevant if you are
facing a jabberwock, but if your GM lets you take this feat,
obviously all bets are off).[Reference: The Genius Guide to More Horrifically Overpowered Feats.pdf; Super Genius Games, Page. 11]
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Full Casting Action
[Horrifically Overpowered]
You can cast multiple spells as a fullround
action, much like a warrior can make
multiple attacks if his base attack bonus is
high enough.Prerequisite: Caster level 6.
Benefit: As a full-round action, you can
cast two spells that have a casting time of
1 standard action or less. The first spell is
cast normally, while the second spell uses a
caster level 5 lower than your normal caster
level, and the DC of any saving throw it
requires is reduced by 2.[Reference: The Genius Guide to Horrifically Overpowered Feats; Super Genius Games; Page 7]
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Greater Full Casting Action
[Horrifically Overpowered]
You can cast up to 3 spells as a full-round
action, much like a warrior can make multiple
attacks if his base attack bonus is high enough.
Prerequisite: Caster level 11, Full Casting
Action.
Benefit: This functions as Full Casting
Action, except you can also cast a third spell
with a casting time of 1 standard action or less.
The third spell uses a caster level 10 lower
than your normal caster level, and the DC of
any saving throw it requires is reduced by 5.[Reference: The Genius Guide to Horrifically Overpowered Feats.pdf; Super Genius Games, Page. 8]
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Ultimate Full Casting Action
[Horrifically Overpowered]
You can cast up to 4 spells as a fullround
action, much like a warrior can make
multiple attacks if his base attack bonus is
high enough.Prerequisite: Caster level 16, Full Casting
Action, Greater Full Casting Action.Benefit: This functions as Greater Full
Casting Action, except you can also cast a
fourth spell with a casting time of 1 standard
action or less. The forth spell uses a caster
level 15 lower than your normal caster level,
and the DC of any saving throw it requires
is reduced by 7.[Reference: The Genius Guide to Horrifically Overpowered Feats.pdf; Super Genius Games, Page. 11]
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Prestigious
[Horrifically Overpowered]
You are practically a member of a specific
prestige class.Prerequisites: Character level 6, no levels in
selected prestige class.Benefit: Select one prestige class. You gain
all the class features (proficiencies and abilities
listed in the “special” column of the class writeup)
of that prestige class other than spellcasting.
Your effective level for the prestige class (to
determine both what powers you receive, and
any level-dependent effects of those powers) is
one-half of (your HD -5), with a minimum of 1.[Reference: The Genius Guide to Horrifically Overpowered Feats.pdf; Super Genius Games, Page. 10]
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/me slaps bob around for posting such silly shit to a legit game forum…
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Fuse With Item [Eldritch]
Using your skill with magic, you absorb a magic item into your body, taking on its essence and powers.Prerequisite: Charisma 19, caster level 10th
Benefit: You can absorb a magic item and make its powers inherent within you. You cannot fuse with magic weapons or armor, nor can you fuse with potions or scrolls. You can fuse with any other item. Activating or using an item that’s fused with you works the same as for a normal item. A fused wand of wall of ice allows you to cast wall of ice as a spell-like ability (using the item’s caster level) 50 times, or however many charges it had left at the time of the fusing. Bonus types do not change. A fused amulet of health +4 grants you a permanent enhancement bonus (not an inherent bonus) of +4. Fusing with an item first requires an XP cost equal to half the item’s gold-piece value. Then, you must make a Spellcraft check with DC 20 + the item’s caster level for each of the item’s separate abilities. Failure means that you cannot use that power. You may try only once per ability. Even if you are unable to use any of the powers of a fused item, the item is consumed and the experience points lost. Once consumed, a fused item cannot be taken away from you. It does not need to be drawn or wielded, and it is not visible in any way. It takes up no space on your body, so if you have fused with an amulet you can wear another amulet without problems. Like all spell-like abilities, using the fused item requires no components and draws no attack of opportunity.
Items that logically grant no benefit from being absorbed— mainly because their power comes from being independent of the user, such as a figurine of wondrous power or dust of tracelessness—cannot be fused.
Mord’s disjunction removes the item from you, restoring it to its normal state.Intelligent Items: Fusing with an intelligent item forces you to make a Will save at the beginning of each day (DC 10 + item’s level + item’s Charisma bonus). If you succeed, you are in control for the day and can use the item’s abilities, skills, and feats (if applicable). If you fail, the item remains in control of you for the day and can use your abilities, skills, and feats. Items fused with a character cannot gain levels as described on page 63.
[Reference: The Complete Book of Eldritch Might; Page 20-21; Sword & Sorcery]
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Feat Leech
[Clairsentience]Level: Psion/wilder 2, psychic warrior 2
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 3You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target’s psionic and metapsionic feats, if any, and you can choose a number of these feats to “leech” equal to your Wisdom modifier (minimum one).
While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the power’s duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target.
If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is killed before the duration expires, you immediately lose the benefit of the stolen feats.
You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as the prerequisite for another stolen feat.
Augment
For every 2 additional power points you spend, this power’s save DC increases by 1.