Feats

An impressive display, if I may be allowed to say! Certainly a feat worthy of many a song and tale! Now where is my pen and notebook…

Baron Algust von Shleppinstein

Given our use of the E6 rules variant feats are even more important to characters than normally. Any feat out of the PHB is fine, although I have modified some of them below. Use of Action Points also introduces some new feats, again below. Some other feats are also listed here. If you want to take a feat from some other source, just let me know ahead of time. Recall when choosing feats that each time you gain 5,000xp after 6th level, you get to choose a new feat.

Modified Feats (from the PHB)

Greater Spell Focus [General]
No longer exists.
Spell Focus [General]
Choose a school of magic, such as illusion. Your spells of that school are more potent than normal.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Toughness [General]
You are tougher than normal
Benefit: You gain +3 hit points at 1st level, and +1 hit point at every level thereafter.

Action Point Feats

Action Boost [General]
You have the ability to alter you luck drastically in dire situations.
Benefit: When spending an action point to modify a d20 roll, roll a d8 instead of a d6
Action Surge [General]
By spending 2 action points, you can perform an additional action in a round.
Prerequisite: Base attack bonus +3
Benefit: You can spend 2 action points to take an extra move or standard action in a round, either before or after your regular actions.
Heroic Spirit [General]
You have a larger reservoir of luck than the average hero.
Benefit: Your action point maximum per level is increased by 3. Thus, you now gain a number of action points equal to 8+1/2 your character level at each new level you attain. This number also represents the total number of action points you can have at each level.
Pursue [General]
You have the ability to follow in an opponent’s wake.
Benefit: In combat, when an opponent in an adjacent square takes a 5-foot step to a square that you do not threaten, you can spend 1 action point to move into the square the opponent just left. This movement occurs immediately after the 5-foot step, before any other actions. It does not provoke an attack of opportunity.
Raging Luck [General]
When raging, you have a greater ability to alter your luck than most others do.
Prerequisite: Ability to Rage or Frenzy.
Benefit: You gain 1 temporary action point while raging. If you don’t use it while raging, it disappears when your rage ends.

Class-Specific Feats

Double Steel Strike [General]
Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the two-bladed sword.
Prerequisites: Exotic Weapon Proficiency (two-bladed sword), Weapon Focus (two-bladed sword), Flurry of Blows class ability.
Benefit: You can treat a two-bladed sword as a special monk weapon, allowing you to perform a flurry of blows with it.
Monastic Training [General]
You are part of an order that combines the monastic discipline of the monk class with another form of training.
Benefit: Pick one class. Taking levels in this class does not prevent you from taking monk levels.
Special: Monks can take this as their bonus feat at 1st or 2nd level.
Serpent Strike [General]
Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the longspear.
Prerequisites: Simple Weapon Proficiency (longspear), Weapon Focus (longspear), Flurry of Blows class ability.
Benefit: You can treat a longspear as a special monk weapon, allowing you to perform a flurry of blows with it.
Whirling Steel Strike [General]
Through monastic weapon training, you have mastered a fighting style that makes use of an unusual monk weapon: the longsword.
Prerequisites: Martial Weapon Proficiency (longsword), Weapon Focus (longsword), Flurry of Blows class ability.
Benefit: You can treat a longsword as a special monk weapon, allowing you to perform a flurry of blows with it.
Knight Training [General]
You are part of a knightly order that combines the divine calling of the paladin class with another form of training.
Benefit: Pick one class. Taking levels in this class does not prevent you from taking paladin levels.
Extra Music [General]
You can use your Bardic Music more often than you otherwise could.
Prerequisites: Bardic Music class ability.
Benefit: You can use Bardic Music 4 extra times per day.
Special: A character can gain this feat multiple times.
Song of the Heart [General]
Your Bardic Music reaches the depths of its listener’s hearts.
Prerequisites: Bardic Music class ability, Inspire Competence class ability, Perform 6 ranks.
Benefit: When you use Inspire Courage or Inspire Competence, the bonus granted by your music increases by +1. Also, when you use Fascinate, Suggestion, or Haunting Melody, the saving throw DC increases by +1.
Expanded Spell Knowledge [General]
You have a particularly large catalogue of spells from which to choose.
Prerequisite: Ability to cast spells as a Bard or Sorcerer.
Benefit: You gain a number of new spells known equal to half your caster level (rounded down). Thus, a sixth level Sorcerer could learn one 3rd level spell, one 1st and one 2nd level spells, three 1st level spells, or six 0th level spells (treat 0th level spells as 1/2 level).

First-level Feats

Education [General]
Do to an exceptional education, you are very knowledgeable.
Prerequisites: You can only take this feat at 1st-level.
Benefit: All Knowledge skills become class skills for you. You also receive a +1 bonus to skill checks with any two Knowledge skills.
Mind Over Body [General]
The people of some lands have learned to overcome the frailty of the body with the unyielding power of the mind.
Prerequisites: You can only take this feat at 1st-level.
Benefit: At 1st-level, you may use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points.
Spellcasting Prodigy [General]
You have an exceptional gift for magic.
Prerequisites: You can only take this feat at 1st-level.
Benefit: For the purposes of determining Bonus Spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.

General Feats

Ability Training [General]
You spend time honing one of your abilities.
Benefit: Choose one Ability, you now qualify for the Ability Advancement feat for that ability.
Special: You can take this feat multiple times, but its effects do not stack. Each time you take this feat it applies to a new ability.
Ability Advancement [General]
Your training pays off, and you are now much more capable in one of your abilities.
Prerequisites: Ability Training in the specified ability.
Benefit: Choose one ability, you gain a permanent +2 bonus to that ability score.
Special: You can take this feat multiple times, but its effects do not stack. Each time you take this feat it applies to a new ability.
Expanded Caster Stamina [General]
You can cast a larger number of spells per day than normal.
Prerequisites: Character level 6th.
Benefit: You gain 1 or more new spell slots whose level equals half of your caster level (rounded down). Thus, a 6th level Wizard could gain one 3rd level slot, one 1st and one 2nd level slots, three 1st level slots, or six 0th level slots (treat 0th level slots as 1/2 level).
Legendary Artisan [Item Creation]
You have mastered the method of creating magic items.
Prerequisites: Any item creation feat.
Benefit: When determining your XP cost for creating any magic item, reduce the base cost by 25%.
Extraordinary Artisan [Item Creation]
You are an expert at creating magic items at a lower cost than usual.
Prerequisites: Any item creation feat.
Benefit: When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%.
Powerful Charge [General]
You can charge with extra force.
Prerequisites: Medium or larger size, base attack bonus +1.
Benefit: When you charge, if your attack hits, you deal an extra 1d8 points of damage. For Large creatures, you deal an extra 2d6 points of damage. For Huge creatures, you deal an extra 3d6 points of damage.
Special: A Fighter may select Powerful Charge as one of her bonus feats.
Greater Powerful Charge [General]
Your charges become truly terrifying.
Prerequisites: Medium or larger size, Powerful Charge, base attack bonus +4
Benefit: As Powerful Charge, but treat yourself as one size category larger than you are.
Special: A Fighter may select Greater Powerful Charge as one of her bonus feats.
Precise Swing [General]
You can ignore most obstacles when making a melee attack against an opponent.
Prerequisites: Base attack bonus +5.
Benefit: You ignore all effects of cover (but not total cover) when making a melee attack, including a melee attack with a reach weapon.
Special: A Fighter may select Precise Swing as one of her bonus feats.
Restoration [General]
You gain the ability to cast Restoration, as per the spell, but with some restrictions.
Prerequisites: Ability to cast 3rd level Divine spells, Wisdom 18, Healing 9 ranks.
Benefit: You can cast Restoration as per the spell, but with a casting time of 1 hour.
Stone to Flesh [General]
You gain the ability to cast Stone to Flesh, as per the spell, but with some restrictions.
Prerequisites: Ability to cast 3rd level Arcane spells, Intelligence 18, Craft(Alchemy) 9 ranks.
Benefit: You can cast Stone to Flesh as per the spell, but with a casting time of 1 day and requiring an expensive and secret alchemical substance that costs 1,000 gp.
Wondrous Rings [Item Creation]
You can craft incredible magical rings.
Prerequisites: 6th level, Create Wondrous Item.
Benefit: You treat rings as wondrous items for the purposes of meeting item creation prerequisites. You must still meet caster level prerequisites for any ring you create.

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Feats

The Dungeon & Dragon Shleppinstein