Phantasy Star: Eternal Story - Feats
A special luxury one has as one gains levels is the acquisition of new feats. These abilities can mean life, death, or extremely efficient kills in certain situations. They can mean a new use of an old skill, or just plain old pumping up.
NOTES: Item Creation
Using Item Creation feats costs 1/25 of the created item's price in EXP.
- Raw Materials
- Rather than costing 1/3 to create an item with a Feat, it costs 1/2 the price.
- Cost
- When inducing an item with spells and spell-like effects, remember that they produce these effects as though cast by a spellcaster of your level. Remember 0 level spells are determined as a spell level of 1/2 for this purpose.
- Scrolls
- Spell level x caster level x 40
- Potions
- Spell level x caster level x 20
- Wands and other items
- Spell level x caster level x 625 (These have 50 charges)
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NOTES: Metamagic and Metapsionics
A spell or technique modified by a metamagic or metapsionic feat has an inflated EP cost. The cost is expanded by +2 for each star.
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Metamagic Feats
| Feat | Effect | TP/SP Increase |
|---|---|---|
| Chain Spell | Spell hits primary target once, then arcs and strikes a number of secondary targets equal to the caster's Magician levels. Secondary targets take half damage, saving throws are at -4 DC for secondary targets. | +6 |
| Cooperative Spell | You and another adjacent caster can cast the spell simultaneously as one spell. Adds +2 to the DC of the spell and +1 to caster level checks. Adds +1 to each bonus for each additional caster. | +0 |
| Delay Spell | Activates 1-5 rounds after use. Decisions about where the spell goes are made at time of activation. | +6 |
| Empower Spell | Spell's variable numeric effects are increased by 50% | +4 |
| Energy Admixture | Adds an equal amount of an energy type (see energy substitution) to a spell. A 6d6 electric fireball would thusly deal 6d6 fire damage PLUS 6d6 electric damage. Requires Energy Substitution. | +8 |
| Energy Substitution | If a spell is of an elemental alignment, that alignment can be changed to one of the following: Fire, Ice, Acid, Sonic, Electric, Light, Dark. Each time this feat is taken, pick one of these. | +0 |
| Enlarge Spell | Spell's range is doubled. | +2 |
| Extend Spell | Spell lasts twice as long as normally. | +2 |
| Heighten Spell | Spell level is treated as higher than usual. | +2 for each level increased. |
| Maximize Spell | Spell's variable numeric effects of spell are maximized. | +6 |
| Persistent Spell | Spell has duration of 24 hours. | +8 |
| Quicken Spell | Spell is cast as a free action. | +8 |
| Sculpt Spell | Spell's shape is changed; select an area type: Cylender (10 meters high, 3 meters wide), Cone (8 meters), Ball (6 meters), four 3 meter cubes. | +2 |
| Silent Spell | Spell is cast without verbal components. | +2 |
| Split Ray | Ray spells and affects are split in half and can affect two targets. Damage is halved between the two targets. | +0 |
| Innate Spell | Requires Silent, Still, and Quickened spells. Allows one to cast a spell as a spell like ability once each round at a permanent cost. | Permanent SP/TP drain: Spell's plus 16 SP/TP. |
| Subdual Substitution | Substitutes an energy type for subdual damage. | +0 |
| Still Spell | Spell is cast without movement. | +2 |
| Twin Spell | Spell is cast a second time simultaneously. | +8 |
| Widen Spell | Spell's area is widened by 50%. | +6 |
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Epic Metamagic/Metapsionics
| Feat | Effect | TP/SP Increase |
|---|---|---|
| Enhance Spell | Damage cap increases by 5 or 10 dice, as appropriate for the spell. Can be taken several times to further heighten the damage cap. | +8 |
| Improved Heighten Spell | There is no limit to which you can heighten the spell. | +2 for each level increased. |
| Intensify Spell | Spell's effects are maximized and then doubled. | +14 |
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Item Creation Feats
| Feat | Effect |
|---|---|
| Craft Special Arms and Armor | Build particularly complex armaments. |
| Craft Magical Arms and Armor | Build armaments with magical components. |
| Craft Psionic Arms and Armor | Build armaments with psionic components. |
| Craft Technique Weapon | Allows the building of a device that is powered by TP rather than ammunition. |
| Craft Powered Armor | Allows use of a number of craft checks to create powered armor. |
| Record Technique | Allows recording of a technique onto a disk. |
| Craft Rod | Craft a rod with 830 Meseta base price. |
| Craft Staff | Craft a Staff with 830 Meseta base price. |
| Craft Wand | Craft a Wand with 830 Meseta base price. |
| Craft Wondrous Item | Craft a Wondrous Item (of technological, magical, or psionic nature) with 830 Meseta base price. |
| Forge Ring | Create a magical ring with 830 Meseta base price. |
| Scribe Scroll | Allows the creation of one-shot spell scrolls with 830 Meseta base price. |
| Brew Potion | Allows the creation of magical and psionic potions. |
| Craft Epic Arms and Armor | Layered on top of any of the other craft arms and armor feats, you can make a weapon or an armor with up to +10 total enhancement bonus. |
| Craft Epic Wonderous Item | Wondrous items can be particularly powerful; a +6 or greater enhancement bonus is now available and epic spells are now open. |
| Craft Epic Rod | Craft a rod of exceedingly great strength; Epic spells or a +6-10 enhancement bonus are now available. |
| Craft Epic Staff | As rod, but with staves. |
| Craft Epic Wand | As rod, but with staves. |
| Attune Gem | Store a spell in a gem as per fixing it upon a scroll. |
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General Feats
| Feat | Effect |
|---|---|
| Acrobatic | +2 bonus to Jump and Tumble checks. |
| Agile | +2 bonus to Balance and Escape Artist checks. |
| Alertness | +2 bonus to Listen and Spot checks. |
| Animal Affinity | +2 bonus to Handle Animal and Ride checks. |
| Athletic | +2 bonus to Climb and Swim checks. |
| Deceitful | +2 bonus to Disguise and Forgery checks. |
| Deft Hands | +2 bonus to Sleight of Hand and Use Rope. |
| Diligent | +2 bonus to Appraise and Decipher Script checks. |
| Investigator | +2 to Gather Information and Search checks. |
| Magical Aptitude | +2 bonus to Spellcraft and Use Artifact checks. |
| Psionic Aptitude | +2 bonus to Psycraft and Use Psionic Device checks. |
| Negotiator | +2 to Diplomacy and Sense Motive checks. |
| Nimble Fingers | +2 to Disable Device and Use Computer checks. |
| Persuasive | +2 to Bluff and Intimidate checks. |
| Self-Sufficient | +2 bonus to Heal and Survival. |
| Skill Focus | +3 bonus to all checks on chosen skill. |
| Augment Summoning | Summoned monsters gain a +4 bonus to STR and CON for the duration of the summoning. |
| Blind Fighting | You can re roll the percentile to see if you miss because of concealment; invisible attackers get no advantages to hitting you except when making a ranged attack; you lose only a fourth of your speed when blinded. |
| Cleave | If you kill something with a melee attack, you may select another nearby target and attack it. You may not move a meter to get within range of this target, and you may do this only once. |
| Great Cleave | As Cleave, but you may do it as long as you continue to drop enemies. Requires Cleave, Power Attack, and a Base Attack Bonus of +4. |
| Combat Casting | +4 bonus to Concentration checks to casting spells, techniques, and other abilities while on the defensive, in a grapple, or when pinned. |
| Combat Expertise | When you attack, you can apply a penalty from -1 to -5 and add the same number to your Armor Class until your next turn. Otherwise you can only elect to take a -4 penalty and add a +2 bonus. |
| Combat Reflexes | Allows you to make a number of additional attacks of opportunity equal to your dexterity bonus. Also allows you to make attacks of opportunity while flatfooted. |
| Deflect Bolts | If you've got a barrier or shield of some sort, you may elect to, once per round, not receive damage from a ranged attack, such as that from a pistol, a ray, or some other such attack. Lines, cones, and other area affects do not apply. Requires Improved Unarmed Strike. |
| Diehard | When reduced to -1 to -9 HP, you automatically become stable; you may elect to act as disabled as opposed to dying; when reduced to -10 HP, you will die. |
| Dodge | You may select one opponent against which you have a +1 dodge bonus to Defense. |
| Endurance | +4 bonus to the following checks: Swim checks to resist nonlethal damage, CON checks to keep running, CON checks to avoid nonlethal damage from forced march, CON checks to hold breath, CON checks to avoid nonlethal damage from starvation and thirst, Fortitude saves to avoid nonlethal damage from cold and heat, and Fortitude saves to avoid suffocation. You can sleep in light to medium armor without fatigue. |
| Far Shot | Ranged weapons have 1.5x range for you. Thrown weapons (slashers) have 2x range. Requires Point Blank Shot |
| Great Fortitude | +2 bonus to Fortitude saves. |
| Greater Spell/Tech Penetration | You gain a +2 bonus to caster level checks made to overcome a creature's spell/tech resistance. This bonus stacks with Spell Penetration. |
| Greater Two-Weapon Fighting | You gain a third attack with an off-hand weapon, albeit at a -6 penalty. |
| Greater Weapon Focus | You get a +1 bonus to all attack rolls made with selected weapon. Bonus stacks with Weapon Focus, but not with itself. |
| Greater Weapon Specialization | You gain a +2 bonus to damage with selected weapon. Stacks with Weapon Specialization, but not with itself. |
| Improved Bull Rush | You can make a bull rush without provoking an attack of opportunity from the defender. +4 bonus to the STR check made to push back the defender. Requires Power Attack. |
| Improved Counter Spell | Instead of using the exact same spell to counter a spell, you can use a spell of the same school that is one or more levels higher. |
| Improved Critical | Choose a type of weapon. Your critical threat with such weapons is doubled. Requires Base Attack Bonus +8. |
| Improved Disarm | You don't provoke an attack of opportunity when you try to disarm an enemy, and your opponent doesn't have a chance to disarm you. You have a +4 bonus to the disarm attack roll. |
| Improved Feint | You can make a bluff check to feint as a move action. Requires Combat Expertise. |
| Improved Grapple | You won't provoke an attack of opportunity when making a touch attack to begin grappling. You gain a +4 bonus to grapple checks, regardless as to whether you started it. Requires Improved Unarmed Strike. |
| Improved Initiative | +4 bonus to Improved Initiative. |
| Improved Overrun | When you try to overrun a target, the target cannot choose to avoid you. You get a +4 bonus to the STR check to knock down an enemy. |
| Improved Precise Shot | Your ranged attack ignores the AC bonus granted by anything less than total cover. Requires 19 DEX, Point Blank Shot, Precise Shot, and Base Attack Bonus +11. |
| Improved Sunder | When you strike an object held by a target, you don't provoke an attack of opportunity. +4 bonus to such attacks. Requires Power Attack. |
| Improved Trip | You don't provoke attacks of opportunity when you attempt to trip while unarmed. You gain a +4 bonus to the STR check to trip. If you successfully trip, you gain a free melee attack as though you hadn't used the attack to trip. Requires Combat Expertise. |
| Improved Two-Weapon Fighting | You are granted a second extra attack with an off-hand weapon, albeit at a -4 penalty. |
| Improved Unarmed Strike | You don't provoke attacks of opportunity against armed opponents whom you attack unarmed. Your strikes deal lethal or nonlethal damage at your option. |
| Iron Will | +2 bonus to Will saves. |
| Lightning Reflexes | +2 bonus to Reflex saves. |
| Manyshot | As a standard action, you can fire two shots at once from one barrel. You have a -4 penalty to hit and to damage. Only the first shot is eligible for critical damage. For every five points of base attack bonus you have over +6, you can add an additional shot, to a maximum of four shots. For each arrow after the second there's a cumulative -2 penalty. Requires 17 DEX, Point Blank Shot, Rapid Shot, and base attack bonus +6. |
| Mobility | You gain a +4 bonus to Defense against attacks of opportunity caused when you move through enemy space. |
| Mounted Gunnery | The penalty for ranged attacks when mounted on a vehicle or mount is halved, making it -2, or -4 if the vehicle or mount is moving at a run. Requires Mounted Combat. |
| Mounted Combat | Once per round when your mount or vehicle is hit in combat, you can make a ride/pilot check to negate the hit. The hit is negated if the ride/pilot result is greater than the attacker's attack roll. |
| Point Blank Shot | +1 to attack and damage rolls to any target within 10 meters. |
| Power Attack | You may elect to subtract an amount from a melee attack and add that same amount to the damage of that attack. |
| Precise Shot | Ranged attacks against targets engaged in melee don't have the standard -4 penalty. |
| Quick Draw | You may draw a weapon as a free action. |
| Rapid Reload | Reloading a weapon is a free action, but still provokes an attack of opportunity. |
| Rapid Shot | You may take an extra attack with a ranged weapon. The attack is at your highest attack bonus, but all attacks made in the round are at a -2 penalty. A full attack action must be made to use this. Requires Point Blank Shot. |
| Ride-By Attack | If you're on a vehicle or mount and use the charge action, you can move and attack as if with a standard charge and then continue moving. Your total movement can't exceed double the vehicle's speed. You don't provoke an attack of opportunity for this. Requires Mounted Combat |
| Run | You can run at 5X your normal speed instead of 4X. If you make a jump at this run, you get a +4 bonus to Jump. |
| Shot on the Run | When you attack with a ranged weapon, you can move both before and after the attack, provided that total distance moved doesn't exceed total speed. Can't be done with weapons greater than medium size. |
| Spell/Tech Penetration | +2 bonus to caster level checks to overcome spell resistance. |
| Spirited Charge | When mounted and charging, you can double damage with a melee weapon. |
| Spring Attack | When attacking with a melee weapon, you can move before and after the attack provided that your total distance isn't greater than your speed. Moving in such a way doesn't provoke an attack of opportunity from the defender of the attack. Each movement must be at least 2 meters. Requires Dodge and Mobility. |
| Stealthy | +2 to Hide and Move Silently checks. |
| Stunning Fist | When you declare a Stunning Fist attack, an enemy is forced to make a saving throw vs. DC 10+1/2 char level+WIS mod. Should the enemy fail the throw, it will be stunned for a round. This can happen no more than once per round. Creatures immune to critical hits can't be stunned. |
| Toughness | +3 HP. You may take this several times. |
| Track | You may use the survival skill to track things. |
| Trample | When trying to overrun a target while mounted, the target can't avoid you. Anyone knocked down suffers damage as though hit by an object falling from a distance equal to the vehicle's speed, or, alternatively, if you are using a mount, your mount can make an attack of the appropriate type against the opponent knocked down at a +4 bonus. |
| Two-Weapon Defense | When wielding a double weapon or two weapons, you gain a +1 bonus to defense. Requires Two-Weapon Fighting |
| Two-Weapon Fighting | The penalty for fighting with two weapons is reduced to -2 for all the normal attacks made in the round and -2 to the additional attack with the off-hand weapon. |
| Weapon Finesse | You may use your DEX mod instead of your STR mod on attack rolls with the melee weapon of choice. |
| Weapon Focus | You gain a +1 bonus to all attacks with the chosen weapon. |
| Weapon Specialization | Choose a weapon which you have Weapon Focus selected for. You add a +2 bonus to all damage rolls with the selected weapon. |
| Whirlwind Attack | You can give up all regular attacks and make one melee attack at your highest base attack bonus against every opponent in reach. Requires INT of 13 at least, Combat Expertise, Dodge, Mobility, and Spring Attack. |
| Slide Rush | You can make an attack of opportunity at a -2 penalty when moving through enemy space. Only one such attack can be made. Requires Dodge, Mobility, Spring Attack, and Base Attack Bonus +3 |
| Roundhouse Kick | On a successful critical hit with an unarmed strike, you may make an extra attack at the same attack bonus used to make the critical. Requires Improved Unarmed Strike and Base Attack Bonus +2. |
| Impact Kick | You can spend 1 TP to perform a powerful, leaping kick that deals d10 damage in addition to unarmed damage during a charge attack. STR bonus applies to this damage. Requires Improved Unarmed Strike and Base Attack Bonus +4 |
| Walking Death | After dropping an enemy, you can take a 2 meter step before performing a cleave. You can make only one such step. Requires Power Attack, Cleave, Great Cleave, and Base Attack Bonus +5 |
| Wake of Blood | As Walking Death, except that you can take several such steps as long as total movement doesn't exceed your speed. Requires Power Attack, Cleave, Great Cleave, Walking Death, and Base Attack Bonus +6. |
| Quick Trigger | The use of burstfire and rapid fire penalties are reduced by 2. |
| Dead Aim | Requires Far Shot. You can take a full round action to line up a shot and receive a +2 bonus to a ranged attack roll. |
| Strafe | Requires Shot on the Run and Combat Expertise, as well as 16 DEX. Allows you to, while making a shot on the run, sacrifice up to -5 of your attack bonus to add +5 to defense bonus, plus an extra +2 for the movement. Like Shot on the Run, it can't be performed with large weapons. |
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