Post by streamofthesky on Jul 28, 2008 1:27:58 GMT -5
Synergy: Just as knowledge in one skill aids in performing another, so too can certain feats work together to open up new capabilities for a character. Some feats will list a "Synergy" heading, detailing what other feat is needed and what benefit is gained. Any benefit applies as long as the character meets the requirements to have any involved feats.
NEW FEATS
Alternating Current [Metamagic]: Ignore some electricity resistance/immunity.
Arcane Sneak [General]: Sneak attack constructs.
Corrosive Spell [Metamagic]: Ignore some acid resistance/immunity.
Dash Attack [Fighter]: Run past an opponent while charging.
Deadly Explosion [Wizard]: Your blasting spells are much harder to resist
Drop Cut [Fighter]: Double damage on falling attacks +2d6
Extensive Knowledge [Psionic]: Learn two powers from your class list.
Extra Discipline Weapon [Warblade]: Add a weapon to a discipline list.
Fiendish Link [Vile]: Gain limited telepathy like a fiend.
Fleet of Foot [Monk, Scout]: Extra burst of speed in combat.
Gadgetary Gambit [General]: Find a weak point in a foe's SR.
Holy Sneak [General]: Sneak attack corporeal undead.
Improved Pressure Point [General]: Improves Find Pressure Point.
Killer Rabbit [Fighter]: Bonus on Intimidate if smaller than opponent.
Master Shinobi [General]: Improved Ninjutsu Focus abilities.
Momentous Rush [Fighter]: Overrun a column of foes with a charge attack
Powerful Facade [Fighter]: +4 effective HD and temp HP
Scent [Racial]: Gain the Scent Ex quality.
Scurry [Racial]: Gain +10 ft base speed.
Thoughtweave [Exalted]: Gain limited telepathy with others who have Thoughtweave.
Wild Sneak [General]: Sneak attack plant creatures.
Alternating Current [Metamagic]
Your Electric spells run wild, damaging even the most insulated creature.
Benefit: You can only apply this metamagic feat to spells with the electricity descriptor. Alternating current spells are capable of damaging creatures normally unharmed by or resistant to electricity. Alternating current spells completely ignore any resistance to electricity a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to electricity at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).
Creatures normally immune to electricity can be damaged by alternating current spells as well. Alternating current spells deal half damage to these creatures(or one-quarter on a successful saving throw.)
Creatures with the air subtype can tell that an alternating current spell is abnormal, but their natural resistances or immunities are not bypassed. (Magical resistances, such a protection from energy spell, are ignored or halved by this affect normally).
An alternating current spell uses up a spell slot one level higher than the spell's actual level.
Arcane Sneak [General]
From your mixing of studies in arcane knowledge and precision damage, you have found a way to cause excessive harm to constructs which are off-guard. However, the attack isn’t as effective as a normal Sneak Attack.
Prerequisite: Knowledge: Arcana 2 ranks, Sneak Attack +1d6
Benefit: You may sneak attack constructs.
Normal: You cannot normally Sneak Attack creatures immune to critical hits.
I decided to allow this w/o a feat.
Corrosive Spell [Metamagic]
Your Acid spells are caustic enough to melt even those normally resistant.
Benefit: You can only apply this metamagic feat to spells with the acid descriptor. Corrosive spells are capable of damaging creatures normally unharmed by or resistant to acid. Corrosive spells completely ignore any resistance to acid a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to acid at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).
Creatures normally immune to acid can be damaged by corrosive spells as well. Corrosive spells deal half damage to these creatures (or one-quarter on a successful saving throw.)
Creatures with the earth subtype can tell that a corrosive spell is more acidic than normal, but their natural resistances or immunities are not bypassed. (Magical resistances, such a protection from energy spell, are ignored or halved by this affect normally).
A corrosive spell uses up a spell slot one level higher than the spell's actual level.
Dash Attack [Fighter]
Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +4
Benefit: When you use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your speed. You do not provoke an attack of opportunity from the opponent that you attack.
Deadly Explosion [General, Wizard]
Prerequisites: Duskblade level 1, Evoker Wizard level 1, Sorcerer level 1, or Warmage level 1
Benefit: Increase the saving throw DC by +3 for any evocation spell you cast that has no effect other than hit point damage. If a feat (including a metamagic feat), class feature, or other ability would add a condition, status effect, or "rider" (such as knocking someone prone, inflicting level drain, etc...) to such a spell, the benefit of this feat is lost.
Special: This feat counts as knowing Spell Focus AND Greater Spell Focus (Evocation) for the purposes of qualifying for other feats, prestige classes, and so on. If you have those feats as well, the benefits stack. A wizard may select this as a bonus feat.
Drop Cut [General, Fighter]
You can harness the power of gravity to deliver devastating attacks.
Prerequisites: BAB +3, Tumble 8 Ranks
Benefit: When delivering a falling attack from at least 20 feet up, your base weapon damage (d8 for a medium longsword, for example) is doubled in addition to falling damage.
Normal: A drop attack generally deals an extra 1d6 falling damage per 10 ft fallen to the enemy (the same amount of damage you take from the fall) if it hits.
Extensive Knowledge [Psionic]
You learn additional powers.
Prerequisites: Manifester level 1st.
Benefit: Add to your powers known two additional powers, up to the highest-level power you can manifest. You can must choose powers from your own class list, discipline list, or mantles.
Special: You can gain this feat multiple times. Each time, you learn two new powers of any level up to the highest-level power you can manifest from your class list.
Extra Discipline Weapon [General, Warblade]
You have fused your training with a weapon and training in a martial discipline to create a glorious harmony between them.
Prerequisites: Weapon Focus, knowledge of a martial maneuver
Benefit: Choose one weapon for which you have the Weapon Focus feat and add it to the weapons list of a discipline you know a maneuver in. Thus, the weapon would benefit from other feats and abilities dependant on using a discipline weapon, such as Shadow Blade or Blade Meditation.
Special: You may take this feat multiple times. Each time it is taken, choose a new weapon for which you have Weapon Focus to add to either the same discipline list or a new one.
Fiendish Link [Vile]
Prerequisites: Wis 13
Benefit: You gain telepathy out to 15 feet, but you can only use this telepathy to communicate with other creatures with the Fiendish Link feat. You may use Fiendish Link to communicate with any creature that has Fiendish Link within 15 feet of a creature that you can communicate with. (Thus, you can communicate with a creature with this feat 25 feet away as long as another creature with this feat is within 15 feet of both of you.)
Any Evil Outsider with telepathy may connect to the Fiendish Link as long as any part of his or her telepathy range overlaps with the range of someone with Fiendish Link. (So a Succubus with 100 ft of telepathy could communicate with someone with this feat from 110 feet away, or further if someone was acting as a conduit.)
This is a Supernatural ability.
Fleet of Foot [General, Scout, Monk]
You are capable of occasional bursts of speed or energy.
Benefit: Once per encounter, you may take an extra move action during your turn. Thus, you could walk up to an enemy and then unleash a full attack on him; move towards an enemy, attack, and move away in a similar fashion to Spring Attack; etc... A Scout with this feat can use a full attack action after using the extra move action to apply Skirmish damage to all attacks. Out of combat, this feat can effectively be used as often as a skill trick, ie, once every five minutes.
Special: A Scout may take this as a bonus feat, as can a Monk with her level 2 or level 6 bonus feat.
Gadgetary Gambit [General]
When you can catch your foes off guard, you are better able to pierce their spell resistance with spell trigger and completion items.
Prerequisite: Use Magic Device 8 ranks, Sneak Attack +3d6
Benefit: Whenever you use a magic item, the effective caster level is treated as being double the number of your sneak attack dice (unless this is lower than the item's caster level), but only for the purposes of overcoming Spell Resistance. To benefit from this feat, you must meet the conditions for a sneak attack (foe is flatfooted, flanked if it's a melee spell, etc...) even if the magic item does not do damage or the foe(s) are immune to precision damage.
Holy Sneak [General]
From your mixing of studies in religious knowledge and precision damage, you have found a way to cause excessive harm to corporeal undead which are off-guard. However, the attack isn’t as effective as a normal Sneak Attack.
Prerequisite: Knowledge: Religion 2 ranks, Sneak Attack +1d6
Benefit: You may Sneak Attack corporeal undead.
Special: You cannot normally Sneak Attack creatures immune to critical hits.
I decided to allow this w/o a feat.
Improved Pressure Point [General]
Through meditation and gruesome trial and error, you have honed your skills in bringing harm to anything you encounter.
Prerequisites: Find Pressure Point class feature
Benefit: The % chance of dealing SA/SS damage to creatures immune to critical hits increases by +25%. The value you reduce fortification-type protections likewise improves by this amount. You still cannot have a greater than 100% chance of success or reduce the protection from fortification below 0%.
Special: This feat cannot be taken more than three times.
Killer Rabbit [Fighter]
You quickly show foes not to judge you by your size.
Prerequisites: BAB +3, Charisma 13, Intimidate 5 ranks
Benefit: You gain a +5 bonus on Intimidate checks for each size category your are smaller than your opponent.
Normal: You take a -4 penalty on Intimidate checks for each size category your are smaller than your opponent. This is not negated, and it stacks with the benefit from this feat (So you get a total of +1 for each size category you are smaller than your opponent.)
Master Shinobi
You have mastered one or more of your Ninjutsu Focus abilities.
Prerequisite: Ninja of the Sublime Way level 11th
Benefit: Based on the Ninjutsu Focus abilities you have, you gain one or more special benefits described below. You gain the benefits for all Ninjutsu Focuses you have, even ones gained after taking this feat.
Crippling Strike: As the benefit from Savvy Rogue.
Death Attack: You gain a +2 competence bonus on the Death Attack save DC.
Defensive Roll: As the benefit from Savvy Rogue.
Find Pressure Point: Your chance of dealing SA/SS damage also applies to your chanes of delivering a critical hit, even if the creature is normally immune.
Harbinger of Death: You gain +1d6 to your Sudden Strike damage against any target that is suffering from fear (Shaken or worse), regardless of the source of fear.
Hide in Plain Sight: A number of times per day equal to your Wisdom modifier, after successfully hiding within a shadow, you can transfer to another shadow which you have line of effect to as a free action. The new location must be within 10 ft per Ninja level.
Opportunist: As the benefit from Savvy Rogue.
Running Climb: You can use Feather Fall as a spell-like ability a number of times per day equal to your Wisdom modifier, CL equal to your Ninja level.
Sniper's Eye: Once per day, you can reroll the attack roll of a ranged sneak attack that missed its target. You must take the result of the new roll, even if it is worse than the first one.
Springing Attack: You gain a +2 competence bonus on the attack roll when attacking with this ability.
Untraceable: When any power or effect takes hold over your mind, you can delay the effects for a short while. This protects against anything the Mind Blank spell would, except it merely delays the onset of such a condition, instead of blocking it outright. Use of this ability requires no concious effort and is automatic, at which point you become aware it is active, though not necessarily what caused it to become active. This ability can be used Wisdom modifer times per day, for a total number of rounds per day equal to your Ninja level, whichever runs out first.
Momentous Rush [Fighter]
Your muscles clench as you let our a ferocious roar, feet violently pushing off the ground as you plunge straight forward. No obstacle can halt you, as your mighty swing dazes your foe long enough to easily shoulder him to the ground. But your rampage has only begun, and toppling this meager domino merely gives you fuel to continue pushing past enemy lines.
Prerequisites: Strength 17, Power Attack, Improved Overrun*, size Large or larger (or Medium with Powerful Build)
Benefit: If you make an attack as part of a charge and transfer at least 1 point to damage using Power Attack, you get a free overrun attempt against the target if the attack hits. This attempt is unavoidable and does not provoke an attack of opportunity. Further, you gain a bonus on the check equal to the amount you Power Attacked for, or twice this amount if you used a two-handed weapon or a natural attack that deals 1.5x your Strength modifier to damage. If you succeed, you can continue the path of your charge, making overrun attempts against any new foe in your way. These additional attempts gain none of the benefits of the special overrun action on the initial target, and are subject to attacks of opportunity as normal. You can continue pushing forward until you reach your maximum charge distance or fail in an opposed overrun attempt.
Special: This feat can be taken without Improved Overrun. In this instance, in order for the feat to function the creature who takes it must serve as a mount, and its rider must have the Trample feat instead.
Powerful Facade [Fighter]
You are trained to seem much tougher than you actually are.
Prerequisites: Improved Toughness, Intimidate 5 ranks
Benefit: For all defensive opposed level checks (such as defending against the demoralization ability of intimidate) and against attacks using a comparison of your HD to some other value (such as blasphemy or sleep), your HD count as four higher than they are. This value can exceed your ECL. This ability does not increase your effective caster/manifester/initiator level for any purpose.
Also, you may use a swift action to gain a number of temporary HP for one round equal to 1/2 your HD (without the modifications from this feat).
Scent [Racial]
You have discovered and trained your inherent enhanced senses of smell, a long dormant trait in your race, and can now track and locate creatures by scent.
Prerequisite: Race: Orc, Half-orc, or any other race that specifies this as an option
Benefit: You gain Scent out to 30 feet as described in the Monster Manual. Depending on whether wind direction is blowing a scent towards or away from you, this range may be halved or doubled, see MM for details.
Scurry [Racial]
Prerequisite: Must be a Halfling
Benefit: Your base land speed increases by +10 feet in light or no armor and when carrying a light load. This feat replaces Dash for Halflings.
Normal: The Dash feat grants +5 feet base land speed.
Thoughtweave [Exalted]
Prerequisites: Wis 13
Benefit: You gain telepathy out to 15 feet, but you can only use this telepathy to communicate with other creatures with the Thoughtweave feat. You may use Thoughtweave to communicate with any creature that has Thoughtweave within 15 feet of a creature that you can communicate with. (Thus, you can communicate with a creature with this feat 25 feet away as long as another creature with this feat is within 15 feet of both of you.)
This is a Supernatural ability.
Wild Sneak [General]
From your mixing of studies in wilderness knowledge and precision damage, you have found a way to cause excessive harm to plant creatures which are off-guard. However, the attack isn’t as effective as a normal Sneak Attack.
Prerequisite: Knowledge: Nature 2 ranks, Sneak Attack +1d6
Benefit: You may Sneak Attack plant creatures.
Special: You cannot normally Sneak Attack creatures immune to critical hits.
I decided to allow this w/o a feat.
NEW FEATS
Alternating Current [Metamagic]: Ignore some electricity resistance/immunity.
Corrosive Spell [Metamagic]: Ignore some acid resistance/immunity.
Dash Attack [Fighter]: Run past an opponent while charging.
Deadly Explosion [Wizard]: Your blasting spells are much harder to resist
Drop Cut [Fighter]: Double damage on falling attacks +2d6
Extensive Knowledge [Psionic]: Learn two powers from your class list.
Extra Discipline Weapon [Warblade]: Add a weapon to a discipline list.
Fiendish Link [Vile]: Gain limited telepathy like a fiend.
Fleet of Foot [Monk, Scout]: Extra burst of speed in combat.
Gadgetary Gambit [General]: Find a weak point in a foe's SR.
Improved Pressure Point [General]: Improves Find Pressure Point.
Killer Rabbit [Fighter]: Bonus on Intimidate if smaller than opponent.
Master Shinobi [General]: Improved Ninjutsu Focus abilities.
Momentous Rush [Fighter]: Overrun a column of foes with a charge attack
Powerful Facade [Fighter]: +4 effective HD and temp HP
Scent [Racial]: Gain the Scent Ex quality.
Scurry [Racial]: Gain +10 ft base speed.
Thoughtweave [Exalted]: Gain limited telepathy with others who have Thoughtweave.
Alternating Current [Metamagic]
Your Electric spells run wild, damaging even the most insulated creature.
Benefit: You can only apply this metamagic feat to spells with the electricity descriptor. Alternating current spells are capable of damaging creatures normally unharmed by or resistant to electricity. Alternating current spells completely ignore any resistance to electricity a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to electricity at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).
Creatures normally immune to electricity can be damaged by alternating current spells as well. Alternating current spells deal half damage to these creatures(or one-quarter on a successful saving throw.)
Creatures with the air subtype can tell that an alternating current spell is abnormal, but their natural resistances or immunities are not bypassed. (Magical resistances, such a protection from energy spell, are ignored or halved by this affect normally).
An alternating current spell uses up a spell slot one level higher than the spell's actual level.
From your mixing of studies in arcane knowledge and precision damage, you have found a way to cause excessive harm to constructs which are off-guard. However, the attack isn’t as effective as a normal Sneak Attack.
Prerequisite: Knowledge: Arcana 2 ranks, Sneak Attack +1d6
Benefit: You may sneak attack constructs.
Normal: You cannot normally Sneak Attack creatures immune to critical hits.
I decided to allow this w/o a feat.
Corrosive Spell [Metamagic]
Your Acid spells are caustic enough to melt even those normally resistant.
Benefit: You can only apply this metamagic feat to spells with the acid descriptor. Corrosive spells are capable of damaging creatures normally unharmed by or resistant to acid. Corrosive spells completely ignore any resistance to acid a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to acid at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).
Creatures normally immune to acid can be damaged by corrosive spells as well. Corrosive spells deal half damage to these creatures (or one-quarter on a successful saving throw.)
Creatures with the earth subtype can tell that a corrosive spell is more acidic than normal, but their natural resistances or immunities are not bypassed. (Magical resistances, such a protection from energy spell, are ignored or halved by this affect normally).
A corrosive spell uses up a spell slot one level higher than the spell's actual level.
Dash Attack [Fighter]
Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +4
Benefit: When you use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your speed. You do not provoke an attack of opportunity from the opponent that you attack.
Deadly Explosion [General, Wizard]
Prerequisites: Duskblade level 1, Evoker Wizard level 1, Sorcerer level 1, or Warmage level 1
Benefit: Increase the saving throw DC by +3 for any evocation spell you cast that has no effect other than hit point damage. If a feat (including a metamagic feat), class feature, or other ability would add a condition, status effect, or "rider" (such as knocking someone prone, inflicting level drain, etc...) to such a spell, the benefit of this feat is lost.
Special: This feat counts as knowing Spell Focus AND Greater Spell Focus (Evocation) for the purposes of qualifying for other feats, prestige classes, and so on. If you have those feats as well, the benefits stack. A wizard may select this as a bonus feat.
Drop Cut [General, Fighter]
You can harness the power of gravity to deliver devastating attacks.
Prerequisites: BAB +3, Tumble 8 Ranks
Benefit: When delivering a falling attack from at least 20 feet up, your base weapon damage (d8 for a medium longsword, for example) is doubled in addition to falling damage.
Normal: A drop attack generally deals an extra 1d6 falling damage per 10 ft fallen to the enemy (the same amount of damage you take from the fall) if it hits.
Extensive Knowledge [Psionic]
You learn additional powers.
Prerequisites: Manifester level 1st.
Benefit: Add to your powers known two additional powers, up to the highest-level power you can manifest. You can must choose powers from your own class list, discipline list, or mantles.
Special: You can gain this feat multiple times. Each time, you learn two new powers of any level up to the highest-level power you can manifest from your class list.
Extra Discipline Weapon [General, Warblade]
You have fused your training with a weapon and training in a martial discipline to create a glorious harmony between them.
Prerequisites: Weapon Focus, knowledge of a martial maneuver
Benefit: Choose one weapon for which you have the Weapon Focus feat and add it to the weapons list of a discipline you know a maneuver in. Thus, the weapon would benefit from other feats and abilities dependant on using a discipline weapon, such as Shadow Blade or Blade Meditation.
Special: You may take this feat multiple times. Each time it is taken, choose a new weapon for which you have Weapon Focus to add to either the same discipline list or a new one.
Fiendish Link [Vile]
Prerequisites: Wis 13
Benefit: You gain telepathy out to 15 feet, but you can only use this telepathy to communicate with other creatures with the Fiendish Link feat. You may use Fiendish Link to communicate with any creature that has Fiendish Link within 15 feet of a creature that you can communicate with. (Thus, you can communicate with a creature with this feat 25 feet away as long as another creature with this feat is within 15 feet of both of you.)
Any Evil Outsider with telepathy may connect to the Fiendish Link as long as any part of his or her telepathy range overlaps with the range of someone with Fiendish Link. (So a Succubus with 100 ft of telepathy could communicate with someone with this feat from 110 feet away, or further if someone was acting as a conduit.)
This is a Supernatural ability.
Fleet of Foot [General, Scout, Monk]
You are capable of occasional bursts of speed or energy.
Benefit: Once per encounter, you may take an extra move action during your turn. Thus, you could walk up to an enemy and then unleash a full attack on him; move towards an enemy, attack, and move away in a similar fashion to Spring Attack; etc... A Scout with this feat can use a full attack action after using the extra move action to apply Skirmish damage to all attacks. Out of combat, this feat can effectively be used as often as a skill trick, ie, once every five minutes.
Special: A Scout may take this as a bonus feat, as can a Monk with her level 2 or level 6 bonus feat.
Gadgetary Gambit [General]
When you can catch your foes off guard, you are better able to pierce their spell resistance with spell trigger and completion items.
Prerequisite: Use Magic Device 8 ranks, Sneak Attack +3d6
Benefit: Whenever you use a magic item, the effective caster level is treated as being double the number of your sneak attack dice (unless this is lower than the item's caster level), but only for the purposes of overcoming Spell Resistance. To benefit from this feat, you must meet the conditions for a sneak attack (foe is flatfooted, flanked if it's a melee spell, etc...) even if the magic item does not do damage or the foe(s) are immune to precision damage.
From your mixing of studies in religious knowledge and precision damage, you have found a way to cause excessive harm to corporeal undead which are off-guard. However, the attack isn’t as effective as a normal Sneak Attack.
Prerequisite: Knowledge: Religion 2 ranks, Sneak Attack +1d6
Benefit: You may Sneak Attack corporeal undead.
Special: You cannot normally Sneak Attack creatures immune to critical hits.
I decided to allow this w/o a feat.
Improved Pressure Point [General]
Through meditation and gruesome trial and error, you have honed your skills in bringing harm to anything you encounter.
Prerequisites: Find Pressure Point class feature
Benefit: The % chance of dealing SA/SS damage to creatures immune to critical hits increases by +25%. The value you reduce fortification-type protections likewise improves by this amount. You still cannot have a greater than 100% chance of success or reduce the protection from fortification below 0%.
Special: This feat cannot be taken more than three times.
Killer Rabbit [Fighter]
You quickly show foes not to judge you by your size.
Prerequisites: BAB +3, Charisma 13, Intimidate 5 ranks
Benefit: You gain a +5 bonus on Intimidate checks for each size category your are smaller than your opponent.
Normal: You take a -4 penalty on Intimidate checks for each size category your are smaller than your opponent. This is not negated, and it stacks with the benefit from this feat (So you get a total of +1 for each size category you are smaller than your opponent.)
Master Shinobi
You have mastered one or more of your Ninjutsu Focus abilities.
Prerequisite: Ninja of the Sublime Way level 11th
Benefit: Based on the Ninjutsu Focus abilities you have, you gain one or more special benefits described below. You gain the benefits for all Ninjutsu Focuses you have, even ones gained after taking this feat.
Crippling Strike: As the benefit from Savvy Rogue.
Death Attack: You gain a +2 competence bonus on the Death Attack save DC.
Defensive Roll: As the benefit from Savvy Rogue.
Find Pressure Point: Your chance of dealing SA/SS damage also applies to your chanes of delivering a critical hit, even if the creature is normally immune.
Harbinger of Death: You gain +1d6 to your Sudden Strike damage against any target that is suffering from fear (Shaken or worse), regardless of the source of fear.
Hide in Plain Sight: A number of times per day equal to your Wisdom modifier, after successfully hiding within a shadow, you can transfer to another shadow which you have line of effect to as a free action. The new location must be within 10 ft per Ninja level.
Opportunist: As the benefit from Savvy Rogue.
Running Climb: You can use Feather Fall as a spell-like ability a number of times per day equal to your Wisdom modifier, CL equal to your Ninja level.
Sniper's Eye: Once per day, you can reroll the attack roll of a ranged sneak attack that missed its target. You must take the result of the new roll, even if it is worse than the first one.
Springing Attack: You gain a +2 competence bonus on the attack roll when attacking with this ability.
Untraceable: When any power or effect takes hold over your mind, you can delay the effects for a short while. This protects against anything the Mind Blank spell would, except it merely delays the onset of such a condition, instead of blocking it outright. Use of this ability requires no concious effort and is automatic, at which point you become aware it is active, though not necessarily what caused it to become active. This ability can be used Wisdom modifer times per day, for a total number of rounds per day equal to your Ninja level, whichever runs out first.
Momentous Rush [Fighter]
Your muscles clench as you let our a ferocious roar, feet violently pushing off the ground as you plunge straight forward. No obstacle can halt you, as your mighty swing dazes your foe long enough to easily shoulder him to the ground. But your rampage has only begun, and toppling this meager domino merely gives you fuel to continue pushing past enemy lines.
Prerequisites: Strength 17, Power Attack, Improved Overrun*, size Large or larger (or Medium with Powerful Build)
Benefit: If you make an attack as part of a charge and transfer at least 1 point to damage using Power Attack, you get a free overrun attempt against the target if the attack hits. This attempt is unavoidable and does not provoke an attack of opportunity. Further, you gain a bonus on the check equal to the amount you Power Attacked for, or twice this amount if you used a two-handed weapon or a natural attack that deals 1.5x your Strength modifier to damage. If you succeed, you can continue the path of your charge, making overrun attempts against any new foe in your way. These additional attempts gain none of the benefits of the special overrun action on the initial target, and are subject to attacks of opportunity as normal. You can continue pushing forward until you reach your maximum charge distance or fail in an opposed overrun attempt.
Special: This feat can be taken without Improved Overrun. In this instance, in order for the feat to function the creature who takes it must serve as a mount, and its rider must have the Trample feat instead.
Powerful Facade [Fighter]
You are trained to seem much tougher than you actually are.
Prerequisites: Improved Toughness, Intimidate 5 ranks
Benefit: For all defensive opposed level checks (such as defending against the demoralization ability of intimidate) and against attacks using a comparison of your HD to some other value (such as blasphemy or sleep), your HD count as four higher than they are. This value can exceed your ECL. This ability does not increase your effective caster/manifester/initiator level for any purpose.
Also, you may use a swift action to gain a number of temporary HP for one round equal to 1/2 your HD (without the modifications from this feat).
Scent [Racial]
You have discovered and trained your inherent enhanced senses of smell, a long dormant trait in your race, and can now track and locate creatures by scent.
Prerequisite: Race: Orc, Half-orc, or any other race that specifies this as an option
Benefit: You gain Scent out to 30 feet as described in the Monster Manual. Depending on whether wind direction is blowing a scent towards or away from you, this range may be halved or doubled, see MM for details.
Scurry [Racial]
Prerequisite: Must be a Halfling
Benefit: Your base land speed increases by +10 feet in light or no armor and when carrying a light load. This feat replaces Dash for Halflings.
Normal: The Dash feat grants +5 feet base land speed.
Thoughtweave [Exalted]
Prerequisites: Wis 13
Benefit: You gain telepathy out to 15 feet, but you can only use this telepathy to communicate with other creatures with the Thoughtweave feat. You may use Thoughtweave to communicate with any creature that has Thoughtweave within 15 feet of a creature that you can communicate with. (Thus, you can communicate with a creature with this feat 25 feet away as long as another creature with this feat is within 15 feet of both of you.)
This is a Supernatural ability.
From your mixing of studies in wilderness knowledge and precision damage, you have found a way to cause excessive harm to plant creatures which are off-guard. However, the attack isn’t as effective as a normal Sneak Attack.
Prerequisite: Knowledge: Nature 2 ranks, Sneak Attack +1d6
Benefit: You may Sneak Attack plant creatures.
Special: You cannot normally Sneak Attack creatures immune to critical hits.
I decided to allow this w/o a feat.