Form Feats:Form feats are a new sub-category of feat dependent not just on qualifying as a member of a race, but on actually having that race's physical form. Simply taking another race's form, however, (through shapechange or the like) is still not enough to allow you to qualify for a Form feat; you must still also be able to be counted as a member of that race.
General Feats:Stunning Fist [General, Fighter]: You know how to strike opponents in vulnerable areas.
Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +4
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per encounter for every 8 levels you have attained (minimum 1), as often per round as you desire. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per encounter equal to half her monk level, plus one more time per encounter for every eight levels she has in classes other than monk.
Superior Unarmed Strike [General, Fighter]: Your unarmed attacks have become deadlier than most weapons.
Prerequisite: Improved Unarmed Strike, base attack bonus +3
Benefit: Your unarmed damage is equal to a Monk of your total Effective Character Level.
Special: This feat will allow a multiclassed Monk to boost their damage like any other character, but does not provide any benefit if your unarmed damage is already the same as a Monk of your total Effective Character Level.
Improved Natural Attack [General, Fighter]: Your natural attacks are more dangerous and than your size would otherwise dictate.
Prerequisite: Natural weapon, base attack bonus +2
Benefit: The damage for all your natural weapons increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
For numbers not in this range, use the table on page 43 of SS.
Intuitive Attack [General, Fighter]: You fight by faith or understanding more than brute strength or agility.
Prerequisite: Base attack bonus +2
Benefit: You may use your Wisdom modifier instead of your Strength modifier on melee attack rolls and instead of your Dexterity modifier on ranged attack rolls.
When confirming a critical hit, you can make a Spot check in place of an attack roll.
Special: A Fighter may select Intuitive Attack as one of his fighter bonus feats.
Two-Weapon Fighting [General, Fighter]: You can fight with two weapons as well as most fight with one.
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls when using two weapons is reduced; the penalty for your primary hand lessens by 2 and the penalty for your off hand lessens by 6. Additionally, when making a full attack, you can make as many attacks with your off hand weapon as your BAB allows you to make with your primary hand.
Special: If you possess more than two arms (or other appendages able to proficiently wield a weapon), you gain the benefits of this feat for each of your off-hand attacks, though doing so limits you to a number of off-hand attack progressions equal to your number of arms (or other appendages able to proficiently wield a weapon) that could be used for primary attacks minus one. For example, a Thri-Kreen is limited to one primary hand and three off hand attack progressions, even if he wields four kukris, a mouthpick weapon, armor spikes, and improved unarmed strikes.
Two-Weapon Defense [General, Fighter]: You can defend yourself better when fighting with two weapons.
Prerequisite: Dex 15, Two-Weapon Fighting
Benefit: When wielding more than one weapon (not including natural weapons or unarmed strikes), you gain a +1 dodge bonus for each off-hand attack you can make, even if you do not actually make those attacks.
Vow of Poverty [General]: You have taken a vow to forswear most material possessions.
Prerequisite: Must be 1st level or have recently given away all material possessions.
Benefit: The benefits listed in the BoED are changed as follows:
Exalted Strike starts at level 2 as a +1 enhancement bonus. It increases by +1 for every two levels, to max of +10 at level 20. You can apply any weapon special ability, but must still follow all applicable rules. It takes 24 hours of rest to change the bonuses you cause. Any weapons you wield (as long as it does not break your vow), gain the same bonuses.
At 10th level Exalted Strike makes weapons you wield overcome DR as aligned with both aspects of your alignment (choose one extreme of the axis for a neutral aspect) instead of as good.
AC Bonus grants a +4 exalted bonus at level 1. On top of this exalted bonus, it grants a +1 enhancement bonus for every two levels, to max of +9 at level 19. You can apply any armor special ability, but must still follow all applicable rules. It takes 24 hours of rest to change the bonuses you gain.
Damage Reduction is DR X/-.
Bonus feats are gained at level 5, 8, 11, 13, 15, 17, 19, but can be any feat you meet the prereqs for.
Special: The restrictions listed in the BoED are changed as follows:
Holy Symbols (but not expensive or magical ones) are allowed.
If you break the vow, you lose all benefits until you Atone and follow vow for three months.
Adopted Clan [General]: Through upbringing, research, or simply training, you act and think more like a member of another Clan than your own.
Prerequisite: Able to speak the chosen Clan's language
Benefit: Select a Clan other than Wolf and other than your own. For the purpose of fulfilling all class, prestige class, and feat prerequisites (with the exception of Form feats) and determining favored class, you count as that Clan in addition to your own.
Special: This feat may only be taken at first level.
Clan Familiarity [General]: Your familiarity with your Clan goes beyond birthrights. You are trained in the intricacies of their traditions.
Prerequisite: Must be a member of the Chosen clan.
Benefit: Select a Clan. You are proficient with all exotic weapons or armors associated with that Clan, can speak and write any secret languages that Clan uses, and gain a +2 bonus on all Knowledge (History) and Knowledge (Local) checks about that Clan.
Animal Aspect [General, Form]: Your Human form gains aspects of your Animal, altering your appearance slightly and providing some secondary benefit, and your Animal form gains greater resilience.
Prerequisite: Knowledge (Nature) 4 ranks
Benefit: When in Animal form, you regain one hit point per round.
When in Human form, you gain one of the following benefits depending on your Clan.
Wolf: Your face elongates into the maul of a Wolf. You gain a bite attack for 1d4 damage.
Bear: You gain the stocky frame of a Bear. This increases your weight by 40% and your Natural Armor by 2.
Boar: You grow the tusks and shaggy mane of a Boar. You gain a gore attack for 1d3 damage.
Fox: You sprout the distinctive red tail and ears of a Fox. You gain a +2 to Listen and Balance checks.
Viper: Your skin becomes the smooth scales of a Viper and your poison drips more freely. Your natural armor increases by 1, and you can deliver your poison with a bite (though the bite itself is harmless).
Ferret: Your back and nose stretch like that of a Ferret. You gain Scent and a +2 bonus on Escape Artist checks.
Rats: You grow the whiskers and familiar tail of a Rat. You gain a +2 bonus on Balance and Climb checks.
Tiger: Your eyes become slits, giving you the piercing stare of a Tiger. You gain a +1 to attack rolls.
Ravens: Your face and nose stretch, and you gain tufts of a Raven's feathers. You gain a +2 on Spot Checks and Initiative.
Coyotes: You gain the lean frame and large ears of a Coyote. This reduces your weight by 20% and gives you a +1 dodge bonus to Armor Class.
Python: You grow the thick scales of a Python. Your Natural Armor increases by 2.
Cranes: Feathers like a Cranes sprout from the tip of your fingers and around your face. You gain a +2 to Balance checks and your Natural Armor increases by 1.
Special: If you take this feat at 1st level, you need not meet the Knowledge (Nature) prerequisite. If you can take a Hybrid form, you instead gain half the Fast Healing provided by your Hybrid Form when in your Animal Form (provided that value is higher).
Hybrid Recovery [General]: You have rediscovered how to take on your Hybrid form, though still only in a reduced state.
Prerequisite: Animal Aspect, Knowledge (History) 6 or Survival 9, Wis 12 or Cha 14, non-Wolf
Benefit: For every two character levels you posses, you can assume Hybrid form for a total number of minutes equal to your base Con mod + your character level. This time can be divided into individual rounds as you see fit, but each change into and out of Hybrid form takes a standard action.
Additionally, while you remain in hybrid form, you regain one hit point per round.
Hybrid Strength [General]: You have unlocked the full potential of your Hybrid form, but by now have also likely brought attention to your abilities.
Prerequisite: Hybrid Recovery, Animal Aspect, Knowledge (History) 6 or Survival 9, Wis 14 or Cha 16, non-Wolf
Benefit: For every character level you posses, you can assume Hybrid form for a total number of minutes equal to your base Con mod + your character level. This time can be divided into individual rounds as you see fit, but each change into and out of Hybrid form takes a standard action.
Additionally, while you remain in hybrid form, you regain one hit point per round for every four levels that you possesses (minimum one).
Extended Aura [General]: The area of your aura is pushed outwards by your great strength of will.
Prerequisite: Cha 16
Benefit: The range of your aura and all affects caused by it increases by 5' per point of Cha bonus you have.
Special: This feat affects any auras you may have, whether they be from class levels, special abilities, magic items, or alignment.
Familiar Companion [General, Wizard]: You are able to call an Aether Companion by giving up a Familiar instead of an Animal Companion or Special Mount.
Prerequisite: Familiar class feature.
Benefit: In place of your Familiar, you gain an Aether Companion.
Dark Moon's Light [General, Wizard, Hexblade, Divine]: You do not simply create darkness, you change the light present to be more conducive to your worship.
Prerequisite: Must be a member of the Dark Moon Cult
Benefit: Any affect, spell, or ability you use which creates darkness or lowers the light in an area causes the area to count as moonlight.