On a side note, these are some ideas I haphazardly think of from time to time. As they are not everything I can think of, they are the ones that stuck in memory.
Type of Feat: General
Feat Restriction: Cannot choose Beckon the Frost, Beckon the Stone, Beckon the Flame.
Creatures you summon are infused with electric energy and have the electric subtype.
Prerequisites: Augment Summoning, Spell Focus (Conjuration)
Benefit: When you summon a creature using any summon spell, the summoned creature gained the electric subtype (100% electricity immunity, 50% crush/slash/pierce vulnerability, and its natural attacks deal an additional 1d6 points of electricity damage).
Use: Automatic.
Affected Spells: Animate Dead, Create Undead, Epic Gate, Gate, Glass Doppleganger, Greater Create Undead, Greater Planar Binding, Lesser Planar Binding, Mordenkainen's Sword, Palemaster's Animated Dead, Palemaster's Summon Undead, Planar Ally, Planar Binding, Shadow Simulacrum, Summon Creature I-IX, Summon Fiendish Servant, The Dead Walk.
Beckon the Stone
Type of Feat: General
Feat Restriction: Cannot choose Beckon the Frost, Beckon the Storm, Beckon the Flame.
Prerequisites: Augment Summoning, Spell Focus (Conjuration)
Benefit: When you summon a creature using any summon spell, the summoned creature gained the stone subtype (+5 deflection AC and 5/ adamantine damage resistance, running and attack speed cut in half, natural attacks deal an additional 1d6 points of crushing damage).
Use: Automatic.
Affected Spells: Animate Dead, Create Undead, Epic Gate, Gate, Glass Doppleganger, Greater Create Undead, Greater Planar Binding, Lesser Planar Binding, Mordenkainen's Sword, Palemaster's Animated Dead, Palemaster's Summon Undead, Planar Ally, Planar Binding, Shadow Simulacrum, Summon Creature I-IX, Summon Fiendish Servant, The Dead Walk.
Beckon the Flame
Type of Feat: General
Feat Restriction: Cannot choose Beckon the Frost, Beckon the Stone, Beckon the Storm.
Prerequisites: Augment Summoning, Spell Focus (Conjuration)
Benefit: When you summon a creature using any summon spell, the summoned creature gained the fire subtype (100% fire immunity, 50% cold vulnerability, and its natural attacks deal an additional 1d6 points of fire damage).
Use: Automatic.
Affected Spells: Animate Dead, Create Undead, Epic Gate, Gate, Glass Doppleganger, Greater Create Undead, Greater Planar Binding, Lesser Planar Binding, Mordenkainen's Sword, Palemaster's Animated Dead, Palemaster's Summon Undead, Planar Ally, Planar Binding, Shadow Simulacrum, Summon Creature I-IX, Summon Fiendish Servant, The Dead Walk.
***ALL ABOVE IS REPLACED
Cannibalism
Type of Feat: General
Prerequisites: Any non-good, +15 Constitution, +8 Fortitude
Benefit: You delve into the hunger burrowing into the back of your mind. A hunger of another, to sate it, you bite into a target and gain in strength. You gain the ability to use Cannibalism as a melee-touch spell-like ability which deals 20 piercing damage (no save) to any single target unlimited times per day, with a cooldown of 5 minutes. If the target is killed with this attack, the user gains +2 regeneration for (1d4+CON modifier) minutes.
Use: Selected.
*Edited for utilization
**Edited for a spell-like ability
***Edited to attributes
### I suggest to make it free to orcs, along with the blooded feat.
Type of Feat: General
Prerequisites: 12 appraise
Benefit: You now pay 10% less to merchants for their wares and sell 10% more.
Use: Automatic.
Type of Feat: General
Prerequisites: 12 intimidate
Benefit: You may now intimidate targets into giving you their gold. Much like pick-pocketing, but drawing attention to yourself.
Use: Selected
Type of Feat: Spellcasting
Prerequisites: any-Orc, +16 Wisdom, ability to cast 1st-level arcane or divine spells
Benefit: You have learned to take your knowledge with a grain of salt. You may now use Wisdom instead of Intelligence as your modifier to determine wizard spell bonuses.
Use: Automatic.
Improved Blood Magic
Type of Feat: Spellcasting
Prerequisites: Caster level 14, Blood Magic and/or Thicker Than Water
#((This is to differentiate between spirit shamans and blood magus'))
Specifics: You have learned how to improve upon your skills using blood magic and can now utilize the power of yours and others' blood to a more potent end. You now deal no longer damage to yourself when using either Blood Component, and/ or Blood Seeking Spell and 1d6 damage when using Blood Magic. Note that this does not allow you to remain undetected when using blood magic under watchful eyes, but only improve upon your profane arts.
Use: Automatic
**removed CL increase and half damage converted to no damage and blood magic damage to d6
Type of Feat: Spellcasting
Prerequisites: Ability to cast 1st-level arcane or divine spells
Specifics: You may cast spells from the spell level 0 without end.
#((Always thought it was strange how level 0 spells, known as cantrips, behaved like every other spell. This will change that.))
Use: Automatic
**Removed due to purpose
Type of Feat: Spellcasting
Prerequisites: Ability to cast 7th-level arcane or divine spells
Specifics: You may select 2 spells that may, why you cast Sequencer, fire off at the same time. You can only use this ability once per day. No meta-magic feats may be used in tandem with Sequencer.
Use: Selected.
**Removed for balance issues
Type of Feat: Reserved
Prerequisite: ability to cast 3rd-level spells.
You can channel magical energy into runes of necrotic energy.
Benefit: As long as you have a negative energy spell of 3rd level or higher available to cast, you can throw a negative rune. The rune affects a 10-foot-radius burst and deals 2d4 points of damage per level of that negative spell. A successful Fortitude save halves the damage. The rune lasts 30 seconds if no targets enter it's area of effect and this feat has a 30 second cooldown. Only one rune can be active (including runes from the other Rune of X feats).
Use: Selected
*Edited for balance
Rune of Righteousness
Type of Feat: Reserved
Prerequisite: ability to cast 3rd-level divine spells.
You can channel magical energy into runes of divine energy.
Benefit: As long as you have a divine energy spell of 3rd level or higher available to cast, you can throw a divine rune. The rune affects a 10-foot-radius burst and deals 2d4 points of damage per level of that divine spell. A successful Fortitude save halves the damage. The rune lasts 30 seconds if no targets enter it's area of effect and this feat has a 30 second cooldown. Only one rune can be active (including runes from the other Rune of X feats).
Use: Selected
*Edited for balance
Heaven's Glare
Type of Feat: Reserved
Prerequisite: ability to cast 3rd-level divine spells.
You channel your virtuous energies into a bolt divine energy.
Benefit: As long as you have a divine energy spell of 3rd level or higher available to cast, you can cast a vertical ray from above a target to inflict 1d4 per spell level. A successful Fortitude save halves the damage.
Use: Selected
*Edited for balance
Type of Feat: Epic
Prerequisite: Level 21, 24 spellcraft, At least 1 reserve spell feat (Rune or otherwise)
Benefit: The effects of reserve spells are now cast as if effected by the Empower Spell Metamagic feat.
**Simplified but not changed
Type of Feat: Epic
Prerequisite: level 21, Cleave, Greater Cleave, +16 Intelligence
Benefit: You have learned the best ways to take down multiple foes using a combination of tact and force. You may now add your intelligence modifier to your attack and damage of Cleave, in addition to whatever effects are currently in-place.
Use: Automatic.
Type of Feat: Epic
Prerequisite: level 21, ability to cast 9th-level arcane or divine spells, 28 spellcraft, Sequencer
Benefit: You may now select 3 spells instead of 2.
Use: Automatic.
**Removed due to balance
Type of Feat: Epic
Prerequisite: level 21, 22 Consititution, Cannibalism
Benefit: You have learned how to eat the better parts of each corpse, now for each consumption, your Death-Knell spell-like ability can now be used infinite times per day with a cooldown of 5 minutes.
***Removed for redundancy
Type of Feat: Epic
Prerequisites: Caster level 21, Improved Blood Magic, Greater spell focus (any), Silent Spell
Specifics: You have reached a level of near-perfection using your ultimate knowledge of the blooded arts and may now cast spells using Blood Magic, Blood Component, and/ or Blood Seeking Spell without a sound and without losing health. Note that this does not allow you to remain undetected when using blood magic under watchful eyes, but only improve upon your profane arts.
Use: Automatic
*Edited for balance
**Removed due to redundancy
Type of Feat: Epic
Prerequisite: Level 21, 26 spellcraft, ability to cast 9th level spells
Class Prerequisite: Cleric
Specifics: The character can cast the Epic Spell Conflicted Domain.
School: Abjuration
Descriptors: Mind-effecting
Components: Verbal, Somatic
Range: touch
Area of Effect/ Target: single target
Duration: 10 rounds
Save: Will (DC+5)
Spell Resistance: Yes
Use: Selected
The caster locks their eyes upon a single target, if the target holds an opposite value to the cleric's domain, they must make a will save or die. If they succeed, they are fatigued severely from resisting such a powerful effect. An example would be a Water domain against a fire gensai or elemental. Or a Healing domain against undead. Should the cleric not possess a domain of an opposing value to the target, this spell would have no effect.
**Removed due to vagueness
##To be fair, it sounded better in theory than when I typed it out.
Epic Spell: Mortal Coil
Type of Feat: Epic
Prerequisite: Level 21, 26 spellcraft, ability to cast 9th level spells
Specifics: The character can cast the Epic Spell Mortal Coil.
School: Necromancy
Descriptors: death, evil, transformation
Components: verbal, somatic
Range: personal
Area of Effect/ Target: self
Duration: 1 round per caster level
Save: none (harmless)
Spell Resistance: no (harmless)
Use: selected
The caster extends dark magical energies around their extremities, coiling like snakes, and constricting until blood leaks. The snakes bestow the user unrelenting power for a price. For each round, the user loses 2+1d6 points of health (dealt as magic damage) but receives a thirst of unstable blood lust. Granting +8 to strength, dexterity, and constitution, a damage reduction of 20 / magic, and their spells sap life from their target equal to 1/4 of the damage they deal. Should the user die using this spell, the energy that consumed them, seeks the nearest individual within 20 feet and continues unto them for the remainder of the spell. The use of this spell is forbidden and shunned by any whom see it used, as its nature is parallel to that of demons.
**Reduced life drain to 2+1d6, removed vampiric regeneration
Epic Spell: Blood Lances
Type of Feat: Epic
Prerequisite: Level 21, 24 spellcraft, ability to cast 9th level spells
Class Prerequisite: Spirit Shaman, Blood Magus, or DM approval if outside the class requirement.
Specifics: The character can cast the Epic Spell Blood Lances.
School: Transmutation
Descriptors: blood
Components: verbal, somatic
Range: long (Ranged touch attack)
Area of Effect/ Target: single
Duration: instant
Save: Fortitude (+5)
Spell Resistance: no
Use: Selected
The user opens a wound from their hand, siphoning a pint of blood, and launches 3 large blood lances at the target from the siphoned blood. Each lance deals 15d10 points of damage to the target. Those hit with a lance must make a fortitude save versus a random disease. The damage dealt to one's self as they siphon their own blood is equal to 1/10 of their maximum health (as there are 10 pints of blood in the body).
**Edited to one target and removed custom DC
Epic Spell: Shrouded Haze
Type of Feat: Epic
Prerequisite: Level 21, 28 spellcraft, ability to cast 9th level spells
Specifics: The character can cast the Epic Spell Shrouded Haze
School: Illusion
Descriptors: dark, mind-effecting
Components: verbal, somatic
Range: personal
Area of Effect/ Target: all targets within 20 feet
Duration: 10 rounds
Save: Will (+5)
Spell Resistance: no
Use: selected
The user plants their feet into the ground and spreads forth a cloud of bewildering miasma, locking anyone foolish enough to enter the cloud (save for the one whom cast it) into a momentary haze. Effectively stunning those whom fail their will save for the duration of the spell.
**Removed sleep, nightmare, and fatigue effects; effects replaced with a stun
Type of Feat: Heritage
Prerequisite: 1st level Heritage trait, any non-evil
Required for: Winged Grace, Heartfelt Warmth, Angelic Power, Angelic Legacy.
Specifics: You are one of the rare descendants of a mortally born angel. Your natural nature to remain pure and genuine was most likely due to your higher birth.
Effect: +2 to saves versus those of evil alignment.
Use: Automatic
**edited to 2 saves vs evil
Winged Grace (^)
Type of Feat: Heritage
Prerequisite: Angelic Heritage
Effect: You have taught yourself to utilize the natural healing powers of your birth, you gain the Vigor spell-like ability usable 3 times per day, the caster level equals the character level.
Use: Selected.
**Added caster level/character level effect
Angelic Power (^)
Type of Feat: Heritage
Prerequisite: Angelic Heritage
Effect: Your desire to aid others grows as you become more in-tune with your birth, allowing you to cast Restoration as per the cleric spell as a spell-like ability a number of times equal to (half the number of Angelic Heritage Feats+1) per day, with a caster level equal to your character level.
Use: Automatic.
**Replaced effect with Restoration spell-like ability
Heartfelt Warmth (^)
Type of Feat: Heritage
Prerequisite: Angelic Heritage and 6th level or higher
Effect: You cannot withhold your desire to help others, granting you the spell-like ability Cure Mass Serious Wounds, usable a number times equal to the number of Angelic Heritage feats you possess per day.
Use: Selected.
*Edited to switch Critical Wounds with Serious Wounds
**Edited casts per day
Angelic Legacy (^)
Type of Feat: Heritage
Prerequisite: Angelic Heritage and 9th level or higher
Effect: You have learned what it means to help others, and at the same time, what it means to protect them, Granting the Aura of Courage and Natural Leader persistent effects.
Use: Automatic
**Replaced effects with Aura of Courage and Natural Leader
Psychonically Gifted
Type of Feat: Heritage
Prerequisite: 1st level Heritage trait, +16 intelligence.
Required for: Inertial Barrier, Forceful Power, Hypnotic Gaze, Mental Legacy.
Specifics: You are one of the few of your race whose control of their mind is much higher than others. Perhaps of birth or perhaps of experimentation. Those granted this boon are typically a descendant of mindflayers or other psych-like creatures. As a result, you have access to some abilities those without this gift might not have.
Effect: +2 will saves versus mind effecting effects.
Use: Automatic
**Set will save to 2
Inertial Barrier (^)
Type of Feat: Heritage
Prerequisite: Psychonically Gifted
Effect: You put up a barrier of magical energy around yourself. Protecting you for 15/ magic DR to a maximum of 20 per number of feats listed with the Psychonically Gifted heritage + 5 points per character level. The barrier lasts for 5 rounds per Psychonically Gifted Feats. Damage caused by pure magic damage bypasses this resistance. This ability can be used a number equal to 1+0.5(number of Psychonically Gifted heritage feats rounded down) a day.
Use: Selected
Forceful Power (^)
Type of Feat: Heritage
Prerequisite: Psychonically Gifted
Effect: Your mind has sharpened beyond the point others may understand. Your caster level and DCs for mind effecting spells increase by 1
Use: Automatic
##I'll add effected spells later
Hypnotic Gaze (^)
Type of Feat: Heritage
Prerequisite: Psychonically Gifted and 6th level or higher
Effect: You force a single target to look deep into your eyes. Dampening their senses and manipulating their body. You gain the Dominate Person spell-like ability, usable three times per day. The caster level equals your character level.
Use: Selected
Mental Legacy (^)
Type of Feat: Heritage
Prerequisite: Psychonically Gifted and 14th level or higher
Effect: You gain complete and utter control of your mind and in addition, a power over the minds of others. Granting you the spell Weird as per the spell usable a number of times equal to (Half the number of Psychonically Gifted feats + 1) times per day, with a caster level equal to your character level.
Use: Automatic
*Edited for balance
**Increased requirements and replaced Mass Hold Person with Weird.
Type of Feat: Background
Prerequisite: Any non-good
Class Prerequisite: Warlock
Effects: +2 to saves vs poison. +2 to Bluff, -4 to diplomacy. (Since many invocations are generally relating to demons anyway, this will serve as a base. But in order for this system to work, Warlocks must be REQUIRED to select one of 3 pacts to access spells. Warlocks already created will still be able to cast, but will eventually have to ask a DM to add one of these to their character.) As you use your spells, your alignment will shift towards chaotic evil.
*Edited to fit RP
Devilish Pact
Type of Feat: Background
Prerequisite: Any non-good
Class Prerequisite: Warlock
Effect: +2 to saves vs poison. +2 to Bluff, -4 to diplomacy. (Since many invocations are generally relating to demons anyway, this will serve as a base. But in order for this system to work, Warlocks must be REQUIRED to select one of 3 pacts to access spells. Warlocks already created will still be able to cast, but will eventually have to ask a DM to add one of these to their character.) As you use your spells, your alignment will shift towards lawful evil. ((As I cannot think of proper differences between the standard warlock, Demon pact Warlocks, and Devil Pact Warlocks, I'll leave them the same, save for the alignment shift.
*Edited to fit RP
Unseelie Feyish Pact
Type of Feat: Background
Prerequisite: Any non-lawful, non-good
Class Prerequisite: Warlock
Effects: +2 to saves vs mind-effecting affects. +2 to spellcraft, -4 appraise. Warlock invocations relating to demons are instead changed to fey spells. The Dead Walk converts into Pixie Springs, which would summon a Pixie in place of an undead. And Hellspawn Grace would become Dryad Grace, which would turn the user into a Dryad for the duration of the spell. Granting qualities much like Dryads. As you use your spells your alignment will slowly shift towards chaotic evil.
*Edited to fit RP
Seelie Feyish Pact
Type of Feat: Background
Prerequisite: Any non-lawful, non-evil
Class Prerequisite: Warlock
Effects: +2 to saves vs mind-effecting affects. +2 to spellcraft, -4 appraise. Warlock invocations relating to demons are instead changed to fey spells. The Dead Walk converts into Pixie Springs, which would summon a Pixie in place of an undead. And Hellspawn Grace would become Dryad Grace, which would turn the user into a Dryad for the duration of the spell. Granting qualities much like Dryads. As you use your spells, your alignment will slowly shift toward chaotic good. ((The difference between Unseelie and Seelie will just be a difference of alignment as I am not the most familiar with the Fey as others may be. But I will have others comment what they think Unseelie and Seelie will get. For now, its the same on both))
*Edited to fit RP
Astronic Pact
Type of Feat: Background
Prerequisite: +16 intelligence
Class Prerequisite: Warlock
Effects: +2 to saves during the night, -2 to saves during the day. Warlock invocations relating to demons are instead changed to star spells. The Dead Walk converts into Contact of Night, which would summon a greater shadow in place of an undead. And Hellspawn grace would become Midnight Grace, which would turn the user into a Night Walker. Granting qualities much like a Night Walker. As you use your spells, your alignment will shift slowly towards chaotic evil.
*Edited to fit RP
#((Thank metaquad4 for these changes, very interesting points if I must say