These feats have been changed from their original rules to be more fun or more balanced.
This feat no longer has the prerequisite “wild shape ability”. It can be taken by anyone who has the ability to change shape.
The penalty to attacks from this feat is capped at -5.
The Spell Focus feat grants either a +1 bonus to save DCs for spells of that school, or +2 to Concentration checks when casting spells of that school. The effect must be chosen at the time the feat is acquired. The feat can be taken up to twice for each school to gain both benefits.
The Fortitude saving throw to avoid being stunned has its DC raised to 10 + full character level + Wis modifier.
The standard Toughness feat is awful, so it is being completely replaced by Improved Toughness.
Since creating spells, potions, and magical items work differently in this setting, their corresponding feats are also changed.
All classes that grant spell casting gain Scribe Scroll as a bonus feat at level 1. See Scroll Rules for how to use it.
All classes that grant spell casting gain Brew Potion as a bonus feat at level 3. See Potion Rules for how to use it.
This feat now allows the character to create magical weapons, armor, rods, staves, and wands.
This feat now allows the character to create magical wondrous items and rings. See Magic Item Creation rules for how to make these.
The items normally created with Craft Rod, Craft Staff, and Craft Wand now fall under Craft Magic Arms And Armor, making these three feats unavailable.
Rings fall under Craft Wondrous Item, making Forge Ring unavailable.
This game allows a bunch of off-core feats to be taken, along with a few new ones unique to the game.
Off-core Feats
New Feats
Prerequisite
None
Benefit
Choose a specific race. When fighting that race, you gain a +2 bonus on attack rolls and +1d6 bonus holy damage to weapon damage rolls. These benefits apply in full to a caster’s ranged touch attacks and to creatures summoned by a character with this feat. The bonus holy damage is not multiplied on a crit.
The power of the Crusader feat comes from a god, and requires a divine proclamation from the clergy or the god itself in order for a character to take it.
Prerequisite
Augment Summoning
Benefit
When using a summon spell to conjure multiple creatures from a lower-level summon list, your spell automatically summons the maximum number of creatures possible.
Prerequisite
Special
Benefit
When casting an arcane spell, you can use one ounce of holy water as an additional, optional spell component. The holy water so used is consumed to add +1 to your effective caster level for that spell. The higher effective caster level affects all aspects of the spell as though you were one full level higher in your arcane casting class.
The holy water for this sacrament must be prepared by a Blessed Cleric of Seredozhia using the Create Holy Water spell. The spell creates one pint of holy water, which is enough to use this feat 16 times before needing to acquire more holy water.
Knowledge of this sacrament is limited to the highest priests of the church of Seredozhia. To learn it, you must either prove your absolute devotion to the church, or gain Seredozia’s personal favor.
Reproduced from Complete Arcane page 82
Prerequisite
Spellcraft 4 ranks
Benefit
Your caster level for the chosen spellcasting class increases by +4. This can’t increase your caster level beyond your HD. A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells.
Special
You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class.