An Epic

Farland Feats

Table of Contents

Individual Feats
Mass Combat Feats
Steam Weaponry Feats

Individual Feats

ARCANE THRIFTINESS [Metamagic]

    You have learned how to save money when it comes to casting spells.
    Benefit: You need only spend one half the amount listed when casting Identify. Item creation costs are also reduced by 10 percent, and costs to scribe scrolls into spell books are reduced by 20 percent. The cost in time and experience are unchanged.

ARMOR FOCUS [General]

    You are at home in armor.
    Prerequisite: Proficiency in light armor.
    Benefit: You can sleep in armor with which you are proficient with no ill effect. You can also don and doff armor in half the time, and you never need help donning armor. Further, your armor check penalty is reduced by one. This feat has no effect on shields.
   Special: A fighter may select Armor Focus as one of his fighter bonus feats.

CLASS MASTERY [General]

    You have trained so that you are an expert in a class in which your race is not naturally skilled.
    Benefit: You may take this feat at any time. You pick any one class, and that class replaces your race's favored class as your new favored class.

DEXTEROUS CLIMB [General]

    You are a climber who relies on agility rather than brute strength.
    Benefit: You use your dexterity score rather than your strength score when making climb checks. You also get a +2 bonus to climb checks. If your strength becomes higher than your dexterity, you can still choose to use it instead, retaining the +2 bonus. This bonus stacks with the Athletic feat.

EXCEPTIONAL HEALER [General]

    Your powers of healing are amazing.
    Benefit: You can heal as normal during the night even though you have undertaken strenuous activity the day before. Moreover, if you have not undertaken strenuous activity, you heal at twice the normal rate. From magical healing you also gain one extra hitpoint per hit dice of healing. For example, if a 2d8 +5 cure moderate spell is cast upon you, you get 2d8 +7 hit points back.

GREAT WHIRLWIND ATTACK [General]

    You can capitalize on the confusion left by a successful whirlwind attack.
    Prerequisites: Dex 13, Int 13, Cleave, Combat Expertise, Dodge, Great Cleave, Mobility, Power Attack, Spring Attack, Whirlwind Attack, base attack bonus +12.
    Benefit: After using Whirlwind attack, if you have dealt a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra whirlwind attack against each remaining creature within reach. You cannot take a 5-foot step before making this extra whirlwind attack. The extra attack is with the same weapon but counts as the second attack in a round, i.e. it is at a -5 penalty. You can use this ability once per round; in no case can you make more than one great whirlwind attack, even if you drop another creature. If you use the Great Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
   Special: A fighter may select Great Whirlwind Attack as one of his fighter bonus feats.

GREATER IMPROVED CRITICAL [General]

    You can use your chosen weapon to focus a powerful strike at your enemies.
    Prerequisites: Improved Critical, base attack bonus +12.
    Benefit: As a standard action, you may make a single attack. For this attack, the critical threat range of your weapon is increased by 4; this increase stacks with Improved Critical but doesn’t stack with any other effect that expands the threat range of a weapon. If you do score a critical hit, your critical damage multiplier is increased by 1 (for example X 2 becomes X 3). You must attack with the weapon you chose for the Improved Critical feat.
   Special: A fighter may select Greater Improved Critical as one of his fighter bonus feats.

IMPROVED DODGE [General]

    You are good at dodging all attacks.
    Prerequisite: Dex 13, Dodge.
    Benefit: You receive a +1 dodge bonus to your Armor Class against all melee and missile attacks. A condition that would make you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
   Special: A fighter may select Improved Dodge as one of his fighter bonus feats.

MAGICAL RESERVES [Metamagic]

    You can call upon your own inner strength to cast spells.
    Prerequisite: Ability to cast arcane spells without preparing them ahead of time.
    Benefit: You may sacrifice one or more points of constitution to cast an arcane spell that you know. For each point sacrificed, you may cast a spell of an equivalent level. For example, if you sacrifice 3 points of constitution, you may cast a 3rd level spell you know. Spells cast this way do not count against the number of spells you may cast per day. Sacrificed constitution is treated as ability damage and thus returns naturally at the rate of 1 point per day.

QUICKSTEP [General]

    You are adept at moving quickly on the battlefield, though you lose precision.
    Prerequisite: Dex 13, Run.
    Benefit: When charging, you may move up to triple your speed. Also, whenever you could take a 5 foot step, you may instead move 10 feet in a straight line. This movement provokes attacks of opportunity as normal, and counts as your 5 foot step for the round.
   Normal: You can only move up to twice your speed when charging.
   Special: When moving using this feat (either to charge or to 10 foot step), you may not use precision-based attacks in the same round. A fighter may select Quickstep as one of his fighter bonus feats.

RANGED ACCURACY [General]

    Your sharp eyes allow you to make your ranged attacks more deadly.
    Benefit: You may deliver precision-based damage (such as sneak attack or skirmish damage) from 15 feet farther away from your target than normal. For example, a rogue with this feet could deliver ranged sneak attack damage from 45 feet away, as opposed to the normal 30 feet.

RECKLESS STRIKE [General]

    You are capable of ignoring your personal safety in order to injure your opponent.
    Prerequisite: Con 13.
    Benefit: On your action, before making attack rolls for a round, you may choose to take a penalty of as much as -5 on your armor class and add the same number (+5 or less) to all melee attack rolls. This number may not exceed your base attack bonus. The penalty to armor class and bonus on attacks apply until your next turn. You may not use this feat in conjunction with power attack.
   Special: A fighter may select Reckless Strike as one of his fighter bonus feats.

SHIELD MASTER [General]

    You have learned how to hide behind your shield for maximum protection.
    Prerequisite: BAB +3 , Shield Proficiency
    Benefit: When taking the total defense action and using a shield, you may gain cover from a single opponent of your choice for 1 round in addition to the normal benefits derived from total defense.
   Special: A fighter may take this as one of his fighter bonus feats.

SHIELD GRAND MASTER [General]

Your skills with a shield are amazing to behold.
    Prerequisite: Shield Master
    Benefit: When taking the total defense action and using a shield, you may gain cover from a single opponent of your choice and damage reduction equal to the shield bonus provided by the shield against that opponent's attacks. Both bonuses last for 1 round and are in addition to the normal benefits derived from total defense.
   Special: A fighter may take this as one of his fighter bonus feats.

SKILLFUL [General]

You are skilled where members of your profession usually are not.
    Benefit: Choose any two skills. Those skills become class skills for all of your classes. The effect is not retroactive.

STUDIED SNEAK ATTACK [General]

    You have special knowledge of how to injure undead beings or creatures with abnormal anatomies.
    Prerequisite: 3 ranks of a knowledge skill (see below), sneak attack +3d6
    Benefit: You may choose one of the following creature types: constructs, oozes, plants, or corporeal undead. When a creature of your chosen type would be denied a Dexterity bonus to AC or when you flank a creature of that type, you may sneak attack it for 50% of your normal sneak attack damage. You must have three ranks of knowledge (architecture and engineering) to choose constructs, three ranks of knowledge (dungeoneering) to choose oozes, three ranks of knowledge (nature) to choose plants, or three ranks of knowledge (religion) to choose corporeal undead.
   Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of creature.
   Normal: Constructs, oozes, plants, and corporeal undead cannot be sneak attacked.

TOUGHNESS [General]

    You can take a beating.
    Benefit: You gain an additional maximized hit die according to your class. For example, if you are a fighter, you get 10 hit points. If you have more than one class, you get a maximized hit die from the class that would provide you the most hit points. If your class has a d4 hit die, you get 6 hit points.
    Special: A character may gain this feat multiple times, but he may only take it once per level. Its effects stack.

TOWER SHIELD ADAPTATION [General]

    You have learned how to handle your tower shield particularly well.
    Prerequisite: Tower Shield Proficiency
    Benefit: The encumbrance penalty you take to attack when using a tower shield is reduced by 1.
    Special: A fighter may take this as one of his fighter bonus feats.

TOWER SHIELD ADAPTATION, GREATER [General]

    You have learned how to expertly handle your tower shield.
    Prerequisite: Tower Shield Adaptation
    Benefit: You no longer take the encumbrance penalty to attack when using a tower shield in melee. In addition, the armor check penalty you suffer for using a tower shield is reduced by 2.
    Special: A fighter may take this as one of his fighter bonus feats.

Mass Combat Feats

Mass combat feats can only be used by a commander who commands a unit of twenty or more troops. No mass combat feat can be taken more than once, except by certain prestige classes like the Warlord. Mass combat feats are general feats. Here is an example of these Mass Combat feats in action during the Battle of King's Field.

CHARISMATIC LEADERSHIP [General]

    You are skilled at motivating troops and armies to fight harder.
    Prerequisites: Chr 13+, Leadership, leadership score of 8+
    Benefit: Troops that you command get a +1 to their combat rolls when determining mass combat.
    Special: A fighter may take this as one of his fighter bonus feats.

EMPLOY ARTILLERY [General]

    You specialize in employing anti-infantry artillery successfully.
    Prerequisites: Chr 13+, Leadership, leadership score of 9+
    Benefits: After succeding at using anti-infantry artillery through a Knowledge: warfare check, you gain an additional +1 on your attack dice.
    Special: A fighter may take this as one of his fighter bonus feats.

EMPLOY SPECIAL TROOPS [General]

    You are skilled at employing your troops effectively in special combat situations.
    Prerequisites: Chr 13+, Leadership, Charismatic Leadership, Leadership score of 11+
    Benefit: When ten percent or more of your troops qualify as "special troops" (i.e. they can fly, burrow, possess innate magical attacks, etc.) you gain an additional +1 to your combat roll when employing them.
    Special: A fighter may take this as one of his fighter bonus feats.

LIMIT CASUALTIES [General]

    You know how to limit the amounts of casualties sufferred in an assault.
    Prerequisites: Chr 13 +, Leadership, Leadership score of 10+
    Benefits: When victorious in combat, add +1 to your die roll when determining casualties.
    Special: A fighter may take this as one of his fighter bonus feats.

TROOP MOTIVATION [General]

    You are skilled at motivating tired troops to continue fighting.
    Prerequisites: Chr 13+, Leadership, Charismatic Leadership, Leadership score of 10+
    Benefit: Troops (groups of more than ten people) that you command add a +1 when making FORT saves against fatigue.
    Special: A fighter may take this as one of his fighter bonus feats.

WAGE SIEGE [General]

    You know how to effectively besiege an opponent.
    Prerequisites: Chr 13+, Leadership, Leadership score of 12+
    Benefit: While attacking a besieged opponent, you get +1 to your attack roll.
    Special: A fighter may take this as one of his fighter bonus feats.

Steam Weaponry Feats

CRAFT STEAM WEAPONS [General]

    You have learned how to create steam-powered, hand held weapons.
    Prerequisites: Int 12+, Craft Weapon
    Benefits: You may craft hand held steam weapons, including the Alchemist Cannon and the Bessy Mauler using the craft weapons skill. You may not craft steam weapons without this feat.

CRAFT STEAM WEAPONS, GREATER [General]

    You have learned how to create steam-powered siege weapons.
    Prerequisites: Int 12+, Craft Weapon, Craft Steam Weapons
    Benefits: You may craft steam siege weapons, including the Steam Driven Ballista, Mangonel, Capapult and Trebuchet using the craft weapons skill. You may not craft steam siege weapons without this feat.

EMPLOY GREATER STEAM WEAPONS [General]

    You have knowledge of how to effectively employ steam siege weapons.
    Using the Farland Mass Combat Rules:
    Prerequisites: Chr 13+, Leadership, leadership score of 9+
    Benefits: After succeding at using anti-infantry artillery through a Knowledge: warfare check, you gain an additional +2 on your attack dice. This assumes you have possession of Steam Siege weapons and is NOT cumulative with the Employ Artillery Feat.
    Special: A fighter may take this as one of his fighter bonus feats.

EMPLOY GREATER STEAM WEAPONS [General]

    You have knowledge of how to effectively employ steam siege weapons.
    NOT Using the Farland Mass Combat Rules:
    Prerequisites: Base Attack Bonus +3
    Benefits: You have proficiency in the use of all Steam Siege Weapons, including Steam Driven Ballista, Mangonel, Capapult and Trebuchet. Without this feat, the user receives a -4 to attack rolls and suffers a misfire on any roll of a natural 1,2, or 3.
    Special: A fighter may take this as one of his fighter bonus feats.

EXOTIC WEAPON PROFICIENCY, HAND HELD STEAM WEAPONS [General]

    You have learned how to operate hand held steam weapons.
    Prerequisites: Base Attack Bonus +1
    Benefits: You have learned how to operate all hand held steam weapons, including the Alchemist Cannon and the Bessy Mauler. Without this feat, the user receives a -4 to Attack rolls and suffers a misfire on any roll of a natural 1,2, or 3.
    Special: A fighter may take this as one of his fighter bonus feats.