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Feats and Abilities

All characters begin play with 3 feats, and gain an additional feat every level.  Humans receive an additional feat at first level and another every four levels after that.  These feats may be used to purchase the abilities below, or Techniques.  Special rules concerning Techniques as well as descriptions for all of them can be found here.  Unlike skill points, which must be spent as soon as they are gained, a feat may be saved up and spent at a later point.

You may now also buy feats with experience points. Feats cost 300 exp multiplied by your level. For example, at level two, purchasing a feat would only cost 600 exp. This can only be done once per a level and can be used on anything but self improvement.

Epic Feats:
These feats may only be aquired once your character has risen above level 20. Anything Epic may only be gotten after level 20.

 Feat Descriptions

Advanced Combat Training: You receive a +1 competence bonus on all attack rolls.
|Prerequisite: Base Attack Bonus +3 or higher|

Agile Reposte: You have learned to strike when your opponent is most vulnerable-at the instant your opponent strikes you. Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity with a melee weapon against that opponent. Resolve and apply the effects from both attacks simultaneously. Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.
|Prerequisite: Dexterity 13+, Dodge|

Akodo: If you succeed on a melee attack roll by an amount greater than the amount needed to succeed you may spend five power points to gain half the differance (round down) as a bonus to your next attack roll against the same opponent in the same round. If you have no more attacks this round this bonus is lost.
|Prerequisite: base attack bonus +8 or higher, Strength 15+|

Ambidexterity: You are equally adept at using either hand. Your off-hand is just as strong as your primary hand. You are neither right-handed nor left-handed. This allows you to deal your full Strength bonus instead of half your Strength bonus in damage with your off-hand.
|
Prerequisite: Dexterity 15+|

Attack Finesse: Instead of using your Strength modifier as a bonus to hit for melee attacks, Dexterity modifier would be employed as the main attack bonus. 
|Prerequisite: Base Attack +1 or higher|

Attack Focus: You are especially skilled with a certain type of attack and receive a +2 bonus to hit with it.  Each time this feat is selected it applies to a different form of attack (for example, unarmed strike, a specific Ki technique, a specific spell, etc). 
|Prerequisite: Base Attack +1 or higher|

Attack Focus, Greater: You are especially skilled with a certain type of attack and receive an additional +2 bonus to hit with it.  Each time this feat is selected it applies to a different form of attack that the character already has Attack Focus in (for example, unarmed strike, a specific Ki technique, a specific spell, etc). 
|Prerequisite: Base Attack +5 or higher|

Attack Specialization: You are especially skilled with a certain type of attack and receive a +3 bonus damage with it.  Each time this feat is selected it applies to a different form of attack that the character already has Attack Focus in (for example, unarmed strike, a specific Ki technique, a specific spell, etc). 
|Prerequisite: Base Attack Bonus +4, Attack Focus|

Attack Specialization, Greater: You are especially skilled with a certain type of attack and receive an additional +3 bonus damage with it.  Each time this feat is selected it applies to a different form of attack that the character already has Attack Specialization and Greater Attack Focus in (for example, unarmed strike, a specific Ki technique, a specific spell, etc). 
|Prerequisite: Base Attack Bonus +8, Attack Specialization, Greater Attack Focus|

Blind Fighting: You are more proficient at fighting with your senses, having trained yourself to be able to fight with eyes closed if need be.  Whenever you miss an opponent in melee combat due to concealment, you can re-roll the miss chance.
|Prerequisite: 2+ ranks in Listen and Sense Ki|

Blind Sight: Using your other sences you are able to see with out seeing the area just around you. Gaining blind sight in a ten foot area around you.
|Prerequisite: 5+ ranks in Listen and Sense Ki|

Blinding Speed: You can trigger short bursts of great speed.  You can act as if hasted for 5 rounds each day.  The duration of this effect need not be consecutive rounds, and activating this power is a free action.
|Prerequisite: Dexterity 25+|

Body Fuel: You may burn hp gaining one power point for every two hit point you burn. 
|Prerequisite: Ki 13+, Energy Adept|

Cleave: If during melee combat you are able to drop an opponent, you can immediately follow up and attack an adjacent opponent as a free action.
|Prerequisite: Strength 13+, Power Attack|

Cleave, Great: Upgraded version of cleave, allows you to keep making more attacks as long as you drop your opponents in one hit after the first.  This does not allow you to move in-between attacks. 
|Prerequisite: Strength 13+, Base Attack +4 or higher, Cleave, Power Attack|

Combat Reflexes: When opponents leave themselves open you capitalize on their mistake quickly. Whenever an opponent would provoke an attack of opportunity, you can now perform up to 1+ Dexterity modifier instead of 1 as normal.  However more than one attack of opportunity can still not be made against a single opponent in a round. 
|Prerequisite: Dexterity 13+|

Combat Manifestation: This enhances a character's Concentration check by +8 when manifesting or casting spells defensively.  Manifesting or casting defensively prevents you from provoking an attack of opportunity while using Ki attacks or casting spells.  A failed Concentration check means the attack fails and results in lost power points or spell slots.

Counteractive Technique: When making an attack of opportunity, you may use an offensive technique to attack the offending combatant.  The MT of the technique must 1 action or faster and the attack costs an additional 2 power points to execute.  Attacks used in this manor cannot be charged. 
|Prerequisite: Ki 13+, Base Attack +3 or higher|

Cross Training: You enhance a statistic that you have already taken improved self in. Gaining a +3 to one stat and -1 to two others.
|Prerequisite: Self improvment in a stat|

Defensive Strike: You can turn a strong defense into a powerful offense.  This is called Musubi.  If an opponent attacks you while you are using the total defense action, you can attack that opponent on your next turn with a +5 bonus.  Martial Artists gain this feat as a class ability at 7th level.
|Prerequisite: Dexterity 13+, Intelligence 13+, Dodge, Expertise|

Deflect Missiles: This is used to attempt and deflect incoming missiles such as arrows, bullets, missiles, and most importantly, energy attacks.  The defender must make a successful opposed attack roll to deflect the attack.  You must be aware of the attack and not flat footed to use this feat.  Martial Artists gain this feat as a class ability at 2nd level.
|Prerequisite: Dexterity 13+|

Different Schools: Specilizing in two diffrent schools of combat you are able to combine there benifits though much training.
|Prerequisite: 10
levels in two styles, Cost 3,000 exp|

Difficulty Focus: You gain a +2 to all saves you make others make.
|Prereqs: Ki-Craft 10+ ranks, Int 15+|

Dire Charge: If you charge an opponent during the first round of combat (or the surprise round, if you are allowed to act in it) you can make a full attack against the opponent you charge.  You are normally allowed only a single attack as part of a charge.
|Prerequisite: Improved Initiative|

Dirty Fighting: Through various means you're able to manipulate your opponent and get a slight edge in on combat through dishonorable means. When you make a melee attack, you do an extra 1d4 damage on a successful hit. You may only gain this bonus damage once per round.
|Prerequisite: Base Attack Bonus +2 or higher|

Dodge: A defensive ability allowing you to dodge easier away from opponents.  You receive a +2 dodge bonus to Armor Class.  Note: Any condition that would force you to lose your Dexterity bonus to Defense if any, also makes you lose dodge bonuses. 
|Prerequisite: Dexterity 13+|

Dodge, Improved: You gain 2 more dodge bonus to ac but must keep one power point in your pool.
|Prerequisite: Dodge|

Dual Strike: Your combat teamwork makes you a more dangerous foe. If both you and an ally have this feat and are flanking an opponent, you both get a +4 bonus to your attack roll.

Energy Adept: Slightly more skilled in channeling energy, someone with this ability receives 2 extra power points each level.  You gain a base number of power points equal to your level and forever more gain 2 additional power points every level. 
|Prerequisite: Ki 13+|

Energy Adept, Improved: Highly more skilled in channeling energy, someone with this ability receives an additional 2 extra power points each level.  You gain a base number of power points equal to twice your level and forever more gain an additional 2 power points every level. 
|Prerequisite: Ki 13+, Base Will save 7+, Energy Adept|

Expert Tactician: You gain one extra partial action per round whenever a melee opponent is denied his Dexterity modifier to Defense.  If you attack however, it must be the person currently denied his Dexterity bonus. 
|Prerequisite: Intelligence 13+, Base Attack +3 or higher|

Expertise: This defensive ability allows you to take a penalty of up to -5 on your attack roll and add it to your defense for the remainder of that combat round. 
|Prerequisite: Intelligence 13+|

Far Shot: When using a ranged attack, this increases the range increment by one half.  Whether it be an enhanced plasma rifle, or a Kame Hame Ha.  The range of missile attacks and thrown weapons is instead doubled. 
|Prerequisite: Point Blank Shot|

Fast Arms: You can attempt a series of blindingly fast unarmed blows that grants two extra attacks in a round.  All attacks are at a -2 negative however.
|Prerequisite: Dexterity 15+, Base Attack +4 or higher|

Frightful Presence: Your mere presence can terrify those around you. When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action. A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
|Prerequisite: Charisma 15+, Intimidate 9 ranks or higher|

Gorilla Grip: Allows you to use even larger weapons, instead of one your size. You can use a melee weapon two sizes larger then you are in two hands. For example, halfling with the Gorilla Grip feat can use a greatsword in two hands. You suffer a -4 penalty on your attack roll when using this feat. This feat can be taken multiple times, each time with a different weapon.
|Strength 17+, Weapon Focus with appropriate weapon, base attack bonus +6|

Great Fortitude: You are tougher than normal.  Your base Fortitude save increases by +2, effectively giving you a +2 bonus to Fortitude saving throws and increasing your physical damage reduction by 2.

Great Fortitude, Improved: You are even tougher than normal.  Your physical damage reduction increases by 1 as does your damage reduction defense, effectively giving you a 1/+1 damage reduction bonus.

Hit and Run: Whenever attacking you can move before and after the attack, provided that your total distance does not exceed your speed. 
|Prerequisite: Dexterity 13+, Dodge, Mobility|

Hyper Fists: You can attempt a series of blindingly fast unarmed blows that grants four extra attacks in a round.  All attacks are at a -2 negative however.  (Note: The extra attacks overlap those gained from Fast Arms and Lightning Fists, they do not stack.) 
|Prerequisite: Dexterity 19+, Base Attack +12 or higher, Lightning Fists|

Improved Critical: The critical range of the selected weapon is increased by 1.  Improved Critical can also be taken for unarmed attacks, spells and Ki attacks.  In the case of the latter two, a specific technique or spell must be chosen from one the character already knows.
|Prerequisite: Base Attack +8 or higher|

Improved Disarm: You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. 
|Prerequisite: Intelligence 13+, Expertise|

Improved Initiative: Who's faster?  Initiative determines who goes first in combat or other important actions.  This feat gives you a +4 bonus to that check.  In an Iaijutsu duel, you also gain this bonus on top of your Iaijutsu check to determine who strikes first, however this does not increase the amount of damage you did with the attack.

Improved Sneak Attack: You can make exceptionally precise and lethal sneak attacks.  Your sneak attack damage die increases from d6 to d8. 
|Prerequisite: Base Attack +2 or higher, ability to sneak attack|

Improved Trip: If you succeed in making a trip attack against an opponent, you may immediately follow up with a free melee attack.  (Note: Trip is a normal combat action that anyone can execute.)  Martial Artists gain this feat as a class ability at 6th level.
|Prerequisite: Intelligence 13+, Expertise|

Improved Wild Boar Attack: When you perform a wild boar attack, an attack of opportunity is not granted to your opponent like normal. (Wild Boar Attack is an attack action that anyone can do, basically doing a small amount of damage and attempting to throw them off their feet or off balance.) 
|Prerequisite: Strength 13+, Power Attack|

Iron Will: You have a stronger will than normal.  Your base Will save increases by +2, effectively giving you a +2 bonus to Will saving throws and increasing your Ki damage reduction by 2.

Iron Will, Improved: You have an even stronger will than normal.  Your Ki damage reduction increases by 1 as does your damage reduction defense, effectively giving you a 1/+1 damage reduction bonus.

Karmic Strike: You can make an attack of opportunity against an opponent that has hit or touched you this round in melee.  You take a negative 5 penalty to your AC, in exchange for the ability to make an attack of opportunity against any creature that makes a successful melee attack against you.  This does not grant you extra attacks of opportunity beyond the one that everyone normally gets.  However, Combat Reflexes does work with this.  This skill is known as Ai Uchi. 
|Prerequisite: Dexterity 13+, Dodge|

Knife Fighter: When using two small bladed weapons in combat, the character receives a +2 competence bonus to all attack and damage rolls with said weapons.
|Prerequisite: Base Attack Bonus +5, Dexterity 19+, Two Weapon Fighting|

Knockdown: Your hits are so strong they have a chance of knocking your opponent backwards or down.  After successfully doing 10 points of damage in melee attack, a free trip attack is made and if successful the enemy falls down or loses a partial action if flying. 
|Prerequisite: Strength 15+, Base Attack +2 or higher, Improved Trip|

Knockdown, Improved: If you succeed in a knockdown attempt against an opponent, you may immediately follow up with a free melee attack.
|Prerequisite: Base attack +5, Strength 17+, Knockdown|

Leadership: Used to garner followers and necessary for certain highly skilled henchman.
|Prerequisite: Charisma 13+|

Lightning Fists: You can attempt a series of blindingly fast blows that grants three extra attacks in a round. All attacks are at a -2 negative however. (Note: The extra attacks overlap those gained from Fast Arms, they do not stack.) 
|Prerequisite: Dexterity 17+, Base Attack +8 or higher, Fast Arms|

Lightning Reflexes: You have faster than normal reflexes.  Your base Reflex save increases by +2, effectively giving you a +2 bonus to Reflex saving throws.  Additionally you gain a +1 dodge bonus to your Defense.

Lightning Reflexes, Improved: You have even faster than normal reflexes.  You gain a +1 dodge bonus to your Defense and a +1 competence bonus to initiative checks.

Lightning Stealth: You can move at normal speed with no penalty to Hide or Move Silently checks.  Also you may run with a negative 10 to both checks. 
|Prerequisite: Rouge level 3 or higher, Hide 6+, Move Silently 6+|

Mirror Life: Your tenacity is remarkable and it takes quite a bit more to finish you off in battle.  Normally a character is dead at -10 hp.  With this your Constitution is added in a reverse fashion to the -10, so if you were a character with a 15 Constitution, the enemy would need to reduce you to -25 hit points to drop you. 
|Prerequisite: Constitution 15+, Toughness|

Mobility: You get a +4 dodge bonus against attacks of opportunity you provoke due to moving in or out of someone else's threatened area. 
|Prerequisite: Dexterity 13+, Dodge|

Monkey Grip: Allows you to hold a weapon in one hand that normally takes two with a -2 penalty to hit. 
|Prerequisite: Strength 13+, Base Attack +3 or higher, Weapon Focus with the weapon|

One Slice Two Cuts: As a standard action, the character is able to turn one weapon attack into two effectively doubling their damage.  This attack is made with a -2 penalty to the attack roll.
|Prerequisite: Base Attack +6 or higher|

Point Blank Shot: When within 30 feet of you opponent, you receive a +2 bonus to hit due to your skill with making well placed shots at close range.

Power Attack: When used, replaces to hit bonus from base attack and with a damage bonus. 
|Prerequisite: Strength 13+|

Power Lunge: A successful attack roll during a charge allows you to inflict double your Strength bonus to damage, however an attack of opportunity is provoked.  When used in conjunction with Improved Wild Boar Attack, you still provoke an attack of opportunity.
|Prerequisite: Base Attack +3 or higher, Power Attack|

Precise Shot: You are skilled at firing into melee, and do not suffer the normal negatives when attempting to do so.  (If you miss due to the negative, normally you fry the wrong person). 
|Prerequisite: Point Blank Shot|

Quick Draw: You can draw weapons as a free action instead of a move action.
|Prerequisite: Base Attack +1 or higher|

Quickness: You are unusually fast.  With this feat you gain an additional +2 to initiative checks, and a +1 permanent dodge bonus to your armor class. 
|Prerequisite: Dexterity 15+, Dodge, Improved Initiative|

Quick Strike: You can make a rapid additional melee attack as a follow up to a successful sneak attack.  The damage bonus for the sneak attack does not apply to the extra attack.  You can use this ability once per round. 
|Prerequisite: Base Attack +2 or higher, ability to sneak attack|

Rapid Metabolism: You heal faster than normal. When resting to regain Hit Points and Power Points, your Constitution modifier or Ki modifier for Power Points is added on per day of rest.
|Prerequisite: Constitution 13+, Ki 13+|

Rapid Shot: You can get one extra attack with a ranged weapon.  The attack is at your highest bonus, but each attack in that round suffers a -2 penalty to hit.  This cannot be used in conjunction with Ki attacks.
|Prerequisite: Dexterity 13+,  Point Blank Shot|

Remain Conscious: When your hp is reduced to 0, you may still take one partial every action each round until you are reduced to -10.  This feat also automatically stabilizes the character when his or her hit points drop below 0.  Characters with this feat who also possess the Mirror Life feat, are able to take one partial every action each round until you are reduced to the end of their mirror.
|Prerequisite: Constitution 13+|

Ryoku: After striking a target that is denied dex to ac you can give up your sneak attack damage to spend any amount of your power points to activate this feat. Your opponent is forced to immediately expend an equal number of power points without effect. If your opponent loses more power points than he currently has in reserve, then the extra points are wasted.
|Prerequisite: Ability to sneak attack, base attack +8|

Self Improvement: The character gains +2 to a stat of their choice.  This feat may only be taken once per level.

Silent Talon: When catching an opponent flat-footed with a melee attack you have the Attack Focus feat in, you deal triple your Strength modifier as a bonus to damage for that attack.
|Prerequisite: Base attack +5 or higher, Dexterity 15+, Strength 17+, Attack Focus (any melee attack)|

Skill Focus: Choose a skill, you receive a +3 bonus to all checks for that skill from now on.  This feat may be taken multiple times, however each time must be in a different skill.  You cannot take Skill Focus twice in the same skill.

Snake Bite: You gain +1 damage per sneak attack die.
|Prerequisite: levels in snake style, +6 base attack, ability to sneak attack|

Snatch Missile: When deflecting missiles, you may choose to catch it rather than knock it away. Depending on the weapon in question, throwing it back is definitely an option.  This works with Ki techniques as well.
|Prerequisite: Dexterity 15+, Deflect Missile|

Spell Focus: You gain a +2 on all Spell DCs
|Prerequisite: Ability to casts spells, ki-craft 4+ ranks|

Spell Focus, Improved: You gain a +4 bonus on all Spell DCs, this bonus over laps with Spell Focus.
|Prerequisite: Ability to casts spells, ki-craft 8+ ranks|

Stone Skin: You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 2.  (Special: A character can gain this feat multiple times, its effects stack.) 
|Prerequisite: Constitution 15+, Base Attack +8 or higher|

Stunning Blade: When you make a successful sneak attack against your opponent, you may choose to have your sneak attack damage die total set to the DC for the Fortitude save.  If the victim fails the save, he is stunned for 1d4 rounds.  (Note: If you choose to use this ability, you don't deal the normal sneak attack damage.) 
|Prerequisite: ability to sneak attack|

Sunder: You are skilled at attacking other's weapons.  With a successful attack, you have the chance at destroying someone's weapon. 
|Prerequisite: Strength 13+, Power Attack|

Sunder, Improved: You deal double damage when attacking an opponents weapon. 
|Prerequisite: Base Attack +2 or higher, Sunder|

Technique Emphasis: The character has studied their technique beyond the point or proficiency. The channel DC for the chosen technique is lowered by 1, you may take this feat multiple times, but each time it aplies to a diffrent Tech.
|Prerequisite: Ki Craft 10+ ranks, any Ki technique|

The Mountain Does not Move: Whenever you recieve melee damage, you may spend 10 Power Points and make a fortitude saving throw (DC is equal to damage dealt). If this save is successful, all damage from the blow is is halfed.
|Prerequisite: BAB +8 or higher, Con 19+, Great Fortidude|

Tread on the Blade: If your initiative is higher than your opponents by 10 or more, you may spend a power point to gain an additional attack against that opponent at your highest attack bonus. This ability may be used only once per round.
|Prerequisite: Levels in Crane Style, +8 base attack|

Toughness: You are tougher than normal and receive a hit point bonus.  You gain a base number of hit points equal to twice your level and forever more gain 2 additional hit points every level.

Toughness, Improved: You are tougher than normal and receive a hit point bonus.  You gain a base number of hit points equal to twice your level and forever more gain 2 additional hit points every level.  These bonus hit points stack with those gained from Toughness.
|Prerequisite: Base Fortitude Save 7+, Toughness|

Twist the Knife: When using a small bladed weapon, the damage is increased by one die, and the critical range is increased by 1.  
|Prerequisite: ability to sneak attack, Attack Focus in weapon|

Two Weapon Fighting: You are neither left, nor right handed, and suffer reduced penalties when fighting with two weapons.  When using two weapons, all attacks made with either weapon suffer a -2 penalty to attack.
|Prerequisite: Dexterity 15+|

Way of the Scorpion: You gain your int mod to your initive rolls.
|Prerequisite: Levels in Scorpion style|


 Epic Feats

Epic Attack Focus: You are especially skilled with a certain type of attack and receive an additional +2 bonus to hit with it. Each time this feat is selected it applies to a different form of attack that the character already has Attack Focus in (for example, unarmed strike, a specific Ki technique, a specific spell, etc).
|Prerequisite: Base Attack +12 or higher|

Epic Attack Specialization: You are especially skilled with a certain type of attack and receive an additional +2 bonus damage with it. Each time this feat is selected it applies to a different form of attack that the character already has Attack Specialization and Greater Attack Focus in (for example, unarmed strike, a specific Ki technique, a specific spell, etc).
|Prerequisite: Base Attack Bonus +12, Attack Specialization, Greater Attack Focus, Improved Attack Specialization|

Epic Combat Training: You receive a +3 competence bonus on all attack rolls.
|Prerequisite: Base Attack Bonus +10 or higher|

Epic Dodge: You gain a +4 dodge bonus to AC.
|Prerequisite: Dex 19+|

Epic Energy Adept: Highly more skilled in channeling energy, someone with this ability receives an additional 2 extra power points each level. Forever more gain an additional 2 power points every level.
|Prerequsite: Improved Energy Adept|

Epic Fortitude: You gain a +4 to DR amount and deffence.
|Prerequisite: Improved Great Fortitude|

Epic Iron Will: You gain a +4 to DR amount and deffence.
|Prerequisite: Improved Iron Will|

Epic Skill Focus: +10 to a skill of your choice, this bonus to the skill over laps with the bonus from skill focus.
|Prerequisite: Skill focus in skill|

Epic Touphness: You are tougher than normal and receive a hit point bonus. You gain a base number of hit points equal to Three times your level and forever more gain 3 additional hit points every level. These bonus hit points stack with those gained from Toughness and Improved Touphness.
|Prerequisite: Base Fortitude Save 12+, Improved Toughness|

Extra Quicken: You gain the ability to get off one extra free action in a round.
|Prerequisite: Ki: 21+, Quicken Power|

The feats represented on this page are considered Open Gaming Content under the OGL License which can be found here.  Any product identity including all names, images, and likenesses associated with Dragonball, Dragonball Z, and Dragonball GT are copyrights of Bird Studios and TOEI Animation. In the U.S., Dragonball, Dragonball Z, and Dragonball GT are licensed to FUNimation. All rights reserved.  Such product identity is not considered Open Gaming Content.