Ultimate War Feats
Name - Prerequisites - Benefits
- Aquatic Traveler - HG (seas), survival 6 ranks - hold breath longer, +2 on attack rolls against aquatic creatures
- Bog Dweller - HG (swamps), survival 6 ranks - weight less when pressure is concerned, +2 on attack rolls against swamp creatures
- Desert Strider - HG (deserts), survival 6 ranks - +3 on saves vs. fire effects, +2 on attack rolls against desert creatures
- Echoying Yell - Shouts - +1d6 rounds of shout's duration and +1 DC
- Extreme Diversity - BAB +15, diversity - your feats apply to most weapons
- Grizzled Veteran - BAB +9, veteran - use veteran 2 more times per day
- Highlander - HG (mountains), survival 6 ranks - you can fight while climbing normally, +2 on attack rolls against moutain creatures
- Legendary Bull Totem - Bull totem, epic - double damage on charge
- Nocturnal - Survival 4 ranks - you need only 4 hours of sleep, +2 on initiative and +1 on reflex saves in darkness
- Northerner - HG (arctics), survival 6 ranks - +3 on saves vs. cold effects, +2 on attack rolls against arctic creatures
- Protective Tattoos - BAB +4, tattoo 2/day - +2 AC when not using tattoos
Aquatic Traveler [Ranger]
You are accomplished diver.
- Prerequisites: Hunting Grounds (seas) ability, Survival 6 ranks.
- Benefit: You can hold your breath for a number of minutes equal to your Constitution score. In addition, you gain +2 competence bonus on attack rolls against aquatic creatures.
Bog Dweller [Ranger]
You feel at home on the swamps.
- Prerequisites: Hunting Grounds (swamps) ability, Survival 6 ranks.
- Benefit: You are treated as one size smaller (or having half body weight, whichever is more beneficial) when applying pressure to the surface (to determine if you sink, spring a trap, and the like). In addition, you gain +2 competence bonus on attack rolls against creatures that normally inhabit swamps.
Desert Strider [Ranger]
You feel at home in the desert.
- Prerequisites: Hunting Grounds (deserts) ability, Survival 6 ranks.
- Benefit: Yoou gain +3 bonus on saving throws against fire and heat-related spells and effects (including all spells causing fire damage, spells with fire descriptor, saves to resist hot weather, lava, and so on) and +2 competence bonus on attack rolls against creatures that normally inhabit deserts.
Echoing Yell [Barbarian]
Your shouts affect enemies for longer than usual.
- Prerequisites: Shouts ability.
- Benefit: Each of the uses of your dragon roar, shouts, and howl abilities lasts an additional 1d6 rounds beyond its normal duration. Increase DC of those abilities by +1.
- Special: A barbarian can take this feat as a bonus barbarian feat.
Extreme Diversity [Fighter]
You have knack for mastering many different weapons.
- Prerequisites: Base Attack Bonus +15, diversity ability.
- Benefit: Each feat that works with only one weapon the fighter has now applies to all simple and martial weapons.
- Special: A fighter can take this feat as a bonus fighter feat.
Grizzled Veteran [Fighter]
You have seen the worst of war and know what to do in most of circumstances.
- Prerequisites: Base Attack Bonus +9, veteran ability.
- Benefit: You can use veteran ability (this includes alternative uses from art of battle) two more times per day.
- Special: A fighter can take this feat as a bonus fighter feat.
Highlander [Ranger]
You are at home in the mountains.
- Prerequisites: Hunting Grounds (mountains) ability, Survival 6 ranks.
- Benefit: You suffer no ill effects from high altitude and can fight while climbing at no penalty on attack rolls. In addition, you gain +2 competence bonus on attack rolls against creatures that normally inhabit mountains.
Legendary Bull Totem [Barbarian, Epic]
Your charge is ultimately devastating and deadly.
- Prerequisites: Bull totem ability.
- Benefit: You deal double damage on a successful charge attack.
- Special: A barbarian can take this feat as a bonus barbarian feat.
Nocturnal
You are a creature of the night.
- Prerequisites: Survival 4 ranks.
- Benefit: You need only 4 hours a day of sleep (elves do not benefit from this effect) and you gain a +2 bonus on initiative rolls and a +1 bonus on reflex saves during nighttime.
Northerner [Ranger]
You feel at home in the frozen north.
- Prerequisites: Hunting Grounds (arctics) ability, Survival 6 ranks.
- Benefit: You gain +3 bonus on saving throws against cold and frost-related spells and effects (including all spells causing cold damage, spells with cold descriptor, saves to resist cold weather, frostbite, and so on) and +2 competence bonus on attack rolls against creatures that normally inhabit arctic regions.
Protective Tattoos [Barbarian]
Your tattoos grant you limited protection all the time.
- Prerequisites: Base attack bonus +4, tattoo ability 2/day.
- Benefit: Whenever you are not using the tattoo ability, you gain +2 luck bonus to AC. You lose this bonus if you wear armor.
- Special: A barbarian can take this feat as a bonus barbarian feat.