Feat HR
Catch Off-Guard
This feat can be used for normal weapons when they are being used in an unusual manner such as attacking with the shaft of a battleaxe instead of the blade. While doing so the weapon counts as an improvised weapon dropping it's critical threat range to 20 and multiplier to x2.
Craft Device
You can create teknology devices.
Prerequisite: Ability to cast 1st-level teknology spells.
Benefit: You can create a device containing any spell that you know. Crafting a device takes 2 hours if its base price is 250 gp or less, otherwise crafting a device takes 1 day for each 1,000 gp in its base price. To craft a device, you must use up raw materials costing half of this base price.
Prerequisite: Ability to cast 1st-level teknology spells.
Benefit: You can create a device containing any spell that you know. Crafting a device takes 2 hours if its base price is 250 gp or less, otherwise crafting a device takes 1 day for each 1,000 gp in its base price. To craft a device, you must use up raw materials costing half of this base price.
Destroy Undead
You annihilate undead with a focused burst of divine energy.
Prerequisites: Channel Positive Energy class feature, Turn Undead.
Benefit: As a standard action you can use two of your uses of channel positive energy to destroy all undead within 30 feet of you. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save are disintegrated by the positive energy. Undead with twice as many Hit Dice as you are unaffected by this ability. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Prerequisites: Channel Positive Energy class feature, Turn Undead.
Benefit: As a standard action you can use two of your uses of channel positive energy to destroy all undead within 30 feet of you. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save are disintegrated by the positive energy. Undead with twice as many Hit Dice as you are unaffected by this ability. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Monkey Grip
You are able to use a larger weapon than other people your size.
Prerequisites: Base attack bonus +1.
Benefit: You can use melee weapons one size category larger than you are with a –2 penalty on the attack roll, but the amount of effort it takes you to use the weapon does not change. For instance, a Large longsword (a one-handed weapon for a Large creature) is considered a two-handed weapon for a Medium creature that does not have this feat. For a Medium creature that has this feat, it is still considered a one-handed weapon. You can wield a larger light weapon as a light weapon, or a larger two-handed weapon in two hands. You cannot wield a larger weapon in your off hand, and you cannot use this feat with a double weapon.
Normal: You can use a melee weapon one size category larger than you are with a –2 penalty on the attack roll, and the amount of effort it takes to use the weapon increases. A larger light weapon is considered a one-handed weapon, a larger one-handed weapon is considered a two-handed weapon, and you cannot use a larger two-handed weapon at all.
Prerequisites: Base attack bonus +1.
Benefit: You can use melee weapons one size category larger than you are with a –2 penalty on the attack roll, but the amount of effort it takes you to use the weapon does not change. For instance, a Large longsword (a one-handed weapon for a Large creature) is considered a two-handed weapon for a Medium creature that does not have this feat. For a Medium creature that has this feat, it is still considered a one-handed weapon. You can wield a larger light weapon as a light weapon, or a larger two-handed weapon in two hands. You cannot wield a larger weapon in your off hand, and you cannot use this feat with a double weapon.
Normal: You can use a melee weapon one size category larger than you are with a –2 penalty on the attack roll, and the amount of effort it takes to use the weapon increases. A larger light weapon is considered a one-handed weapon, a larger one-handed weapon is considered a two-handed weapon, and you cannot use a larger two-handed weapon at all.