Feats

The feats available in the Weird West are any feats corresponding to E6 rules. Additional “capstone” feats are available once a character reaches sixth level and gains enough experience to select a new bonus feat. These feats allow a character to increase ability scores, learn new spells, improve class abilities, and so on. There are additional race-restricted feats that can be found under the races chapters already posted, including Tireless Flight, Rend, Tail Slap, and Tail Sweep.

Affinity Substitution

Prerequisites: Energy Affinity
Benefit: A drake with this feat is able to tap into an energy affinity other than his own, selected when he takes this feat. He gains a second energy resistance, and can use each breath weapon interchangeably (though still no more than once per 5 rounds). You can take this feat multiple times, each time selecting a different energy affinity.

Alternate Breath Weapon

Prerequisites: Energy Affinity
Benefit: A drake who takes this feat gains a new type of breath weapon chosen from the following list. The save DC for a drake’s alternate breath weapon is 10 + ½ the drake’s level + the drake’s constitution modifier. You can take this feat multiple times, each time taking a different alternate breath weapon.
Poison: Deal 1d4 constitution damage, fortitude save for half.
Sleep Gas: Will save or fall unconscious for a number of rounds equal to the drake’s character level.
Weakening: Deal 1d4 constitution damage, fortitude save for half.

Force Affinity

Prerequisites: Energy Affinity, character level 1
Benefit: A drake who takes this feat gains an affinity to force energy rather than acid, cold, electric, fire, or sonic. This grants the drake a breath weapon which deals force damage, and damage reduction 1 (which increases to 2 if he has the spellscale template). Force damage is not subject to energy resistance, but is subject to damage reduction.
Special: A drake may take this feat only at character level 1.

Rend

Prerequisites: Two claw attacks.
Benefit: When a lizardfolk attacks and hits with both claw attacks, he can pull and tear at the flesh as a free action, dealing 1d4+1.5*strength modifier in additional damage.

Shape Breath Weapon

Prerequisites: Energy Affinity
Benefit: A drake who takes this feat can choose one of the following breath weapon shapes that it can use in addition to the 5-foot wide line. You can take this feat multiple times, selecting a different shape each time.
Cloud: Your breath weapon becomes a cloud with a radius of 10 feet per hit die.
Cone: Your breath weapon becomes a cone 10 feet long per hit die.
Line: Your breath weapon becomes a line 10 feet wide and 10 feet long per hit die.

Tail Slap

Prerequisites: Lizardfolk.
Benefit: Gain a tail slap as a secondary natural attack, dealing damage equal to 1d4 + ½ strength modifier.

Tail Sweep

Prerequisites: Tail Slap, Improved Trip.
Benefit: As a full-round action, a lizardfolk can spin in a circle, making an attack check against each creature that he threatens with his tail. If he chooses, he can instead use this ability to make a trip check against each threatened creature instead.

Tireless Flight

Prerequisites: Flight racial ability.
Benefit: You have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A raptoran with flight can make a dive attack. A dive attack works like a charge, but the raptoran must move a minimum of 30 feet and descend at least 10 feet. A raptoran can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A raptoran with flight can use the run action while flying, provided she flies in a straight line.

Capstone Feats

Capstone feats are a new category of feats available in E6 to characters who have progressed beyond ECL 6. For every 5000 experience points after reaching level 6, a character gains a bonus feat, to an upper limit of 20 bonus feats (ECL +1 per five feats). He may select any feat for which he qualifies, including capstone feats. All capstone feats have a prerequisite of effective character level 6, but may have other requirements as well.

Ability Boost [Capstone]

Your training pays off, and one of your Abilities increases.
Benefit: Choose one ability score. You gain a permanent +1 bonus to that ability.
Special: You can gain this feat multiple times, but its effects do not stack. Each time you select this feat it applies to a different ability score.

Barbaric Resilience [Capstone]

Prerequisite: Barbarian 6
Benefit: You gain DR 1/-.

Bardic Inspiration [Capstone]

Prerequisite: Bard level 6
The bonus granted by your inspire courage ability increases to +2.

Chakra Bind [Capstone]

You can bind soulmelds to a new chakra.
Prerequisites: Incarnate, Totemist, or Soulblade level 6, consititution 19.
Benefit: Choose one chakra (arms, brow, or shoulders) to which you can bind soulmelds.

Discipline Focus [Capstone]

Prerequisite: Swordsage 6
Benefit: You gain a +2 bonus on all saving throws whenever you adopt a stance from the chosen discipline.

Epic Spell Slot [Capstone]

You are more effective at manipulating your spells with metamagic.
Prerequisites: Caster level 6.
Benefit: You gain a single spell slot one higher than the highest-level spells you can cast. This spell slot does not give you access to spells of that level, but does allow you to improve spells you can already cast with metamagic beyond your highest-level spells. This feat can be taken multiple times, but does not stack with itself (the maximum spell slot is one higher than your highest-level spells known).

Excelling Flurry [Capstone]

Prerequisites: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus. In addition, you qualify for feats that a Monk may take as 6th level bonus feats.

Evasion [Capstone]

Prerequisite: Swordsage 6
Benefit: If you make a successful Reflex save against an attack that normally deals partial damage on a successful save, you instead take no damage.

Expanded Casting [Capstone]

Prerequisite: Character Level 6th
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast.

Expanded Knowledge [Capstone]

Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell known at any level you can cast from that class's spell list.

Extensive Armor Training [Capstone]

Prerequisite: Fighter 6
Benefit: For any armor worn, reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum dexterity bonus by 1. In addition, you may move your normal speed in heavy armor.

Extensive Gun Training [Capstone]

Prerequisite: Gunslinger 6
Benefit: You can choose a second type of firearm to which your Gun Training class feature applies.

Extensive Weapon Training [Capstone]

Prerequisite: Fighter 6
Benefit: Choose one additional weapon group to which your Weapon Training class feature applies. In addition, the bonus from Weapon Training increases to +2.

Extra Domain Access [Capstone]

Prerequisities: Wis 18 +, Cleric level 6, Knowledge (religion) 9 ranks, Extra Domain Power, Skill Focus: Knowledge (religion)
Benefit: You gain access to the domain spell list of one additional domain assciated with your deity. This domain must be the same one as that chosen for the Extra Domain Power feat. You may only take this feat once.

Extra Domain Power [Capstone]

Prerequisites: Wis 18 +, Cleric level 6, Knowledge (religion) 9 ranks, Skill Focus: Knowledge (religon)
Benefit: You gain the domain power of one additional domain associated with your deity. You may only take this feat once.

Familiar Focus [Capstone]

Prerequisite: Familiar
Benefit: The bonus granted by your familiar type doubles.

Great Deeds [Capstone]

You are able to use one extra gunslinger deed.
Prerequisites: Gunslinger level 6, Wisdom 13+.
Benefit: Choose one gunslinger deed normally available at level 7. You can now use this deed.

Great Power [Capstone]

You have more power points than normal.
Prerequisites: Manifester level 6.
Benefit: You gain 2 additional power points.

Grittier [Capstone]

Prerequisite: Gunslinger 6.
Benefit: Increase your maximum number of Grit points by 1 and receive 1 extra Grit at the start of each day.

Holy Strikes [Capstone]

Prerequisite: Paladin 6
Benefit: Your melee attacks are considered good for the purpose of overcoming damage reduction.

Magical Talent [Capstone]

Prerequisites: Ability to cast spells.
Benefit: Treat your key casting ability score as though it were two higher for the purpose of bonus spells. This applies to only a single class that you choose when you take this feat.
Special: You can take this feat multiple times. It stacks with itself.

Major Hex [Capstone]

Prerequisite: Witch 6
Benefit: Choose one major hex. You may use this hex once per day. You may select this capstone feat more than once, each time adding one daily use of the hex or choosing another hex to use once per day.

Martial Veteran [Capstone]

Prerequisites: Fighter level 6th.
Benefit: You may select feats with a requirement of up to fighter level 8, and with a Base Attack Bonus requirement of up to +8. If chosen at 6th level, you may apply this to your level 6 feat.

Mental Domination [Capstone] (NPC only)

You're able to subjugate certain people's mind.
Prerequisite: Having charmed humanoid with HD equal or less than your caster level.
Benefit: Choose a humanoid with HD equal your caster level or less, you have currently charmed. Treat charm person as dominate person against this person.
Special: This feat can be taken several times. It applies to a different humanoid each time.

Mighty Wild Shape [Capstone]

Prerequisite: Druid level 6
Choose 1 Large animal. You can wildshape into that animal.

New Discovery [Capstone]

You discover a new alchemical secret.
Prerequisites: Alchemist level 6, intelligence 19, caster level 6, craft (alchemy) 9 ranks.
Benefit: You learn one new alchemical discovery.

Psionic Ritual [Capstone]

You’re able to manifest one particularly powerful ritual.
Prerequisites: Manifester level 6; able to manifest highest-level powers for one class, primary manifesting ability score 19, psicraft 9 ranks.
Benefit: Choose one power of the level above the highest-level power which you can manifest. You can now manifest this power once per day with an increased manifesting time based on the duration. The ritual requires that you be psionically focused and expend your focus when you begin meditating on this ritual.

Duration - Manifesting Time
1 round per level or less (including instantaneous) - 1 full round
1 minute per level - 1 minute
10 minutes per level - 10 minutes
1 hour per level - 1 hour
1 day or greater (including permanent) - 1 day
Other - If a duration falls between two categories, use the higher manifesting time (for instance, a spell with duration 2 minutes per level would have a casting time of 10 minutes).

Ritual [Capstone]

You’re able to cast one particularly powerful ritual.
Prerequisites: Caster level 6; able to cast highest-level spells for one class, primary spellcasting ability score 19, spellcraft 9 ranks.
Benefit: Choose one spell of the level above the highest-level spell or power which you can cast. You can now cast this spell once per day with an increased casting time based on the duration. The ritual also has a material component cost of 1000 gp. If the spell already has a material component, use the original value or 1000 gp, whichever is higher.

Duration - Casting Time
1 round per level or less (including instantaneous) - 1 full round
1 minute per level - 1 minute
10 minutes per level - 10 minutes
1 hour per level - 1 hour
1 day or greater (including permanent) - 1 day
Other - If a duration falls between two categories, use the higher casting time (for instance, a spell with duration 2 minutes per level would have a casting time of 10 minutes).

Roguish Ability [Capstone]

Prerequisite: Rogue 6
Benefit: You learn one rogue special ability.
Special: This feat may be taken only once.

Second Patron [Capstone]

Prerequisite: Witch 6
Benefit: Choose one patron other than the one you currently have. You gain the spells this patron would normally grant as spells stored in your familiar.

Sense Magic [Capstone]

Prerequisite: Swordsage 6
Benefit: By spending 10 minutes concentrating on a magical weapon or suit of armor, you can make a level check (DC 10 + the caster level of the item) to determine its magical properties.

Skill Beyond Your Years [Capstone]

Prerequisites: Character Level 6
Benefit: Your maximum ranks in all your class skills for one of your classes increase by 1.

Skill Knowledge [Capstone]

Benefit: Choose any two skills that are not currently class skills for you. You now know these skills as class skills.

Step of the Wild Lands [Capstone]

Prereq: Ranger 6
Benefit: You gain the Woodland Stride and Swift Tracking class abilities.

Talkative Familiar [Capstone]

Prerequisite: Spellcaster level 6, Familiar
Benefit: Your familiar gains the ability to speak with animals of its kind.

Wondrous Rings [Capstone]

Prerequisites: Caster level 6, Craft Wondrous Item
Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.

Other capstone feats may be added based on character class. At most, these feats should offer a single 7th-level ability with limitations.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License