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)

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.

Metamagic Feats

FeatEffectTP/SP Increase
Chain SpellSpell 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 SpellYou 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 SpellActivates 1-5 rounds after use. Decisions about where the spell goes are made at time of activation.+6
Empower SpellSpell's variable numeric effects are increased by 50%+4
Energy AdmixtureAdds 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 SubstitutionIf 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 SpellSpell's range is doubled.+2
Extend SpellSpell lasts twice as long as normally.+2
Heighten SpellSpell level is treated as higher than usual.+2 for each level increased.
Maximize SpellSpell's variable numeric effects of spell are maximized.+6
Persistent SpellSpell has duration of 24 hours.+8
Quicken SpellSpell is cast as a free action.+8
Sculpt SpellSpell'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 SpellSpell is cast without verbal components.+2
Split RayRay spells and affects are split in half and can affect two targets. Damage is halved between the two targets.+0
Innate SpellRequires 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 SubstitutionSubstitutes an energy type for subdual damage.+0
Still SpellSpell is cast without movement.+2
Twin SpellSpell is cast a second time simultaneously.+8
Widen SpellSpell's area is widened by 50%.+6

Epic Metamagic/Metapsionics

FeatEffectTP/SP Increase
Enhance SpellDamage 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 SpellThere is no limit to which you can heighten the spell.+2 for each level increased.
Intensify SpellSpell's effects are maximized and then doubled.+14

Item Creation Feats

FeatEffect
Craft Special Arms and ArmorBuild particularly complex armaments.
Craft Magical Arms and ArmorBuild armaments with magical components.
Craft Psionic Arms and ArmorBuild armaments with psionic components.
Craft Technique WeaponAllows the building of a device that is powered by TP rather than ammunition.
Craft Powered ArmorAllows use of a number of craft checks to create powered armor.
Record TechniqueAllows recording of a technique onto a disk.
Craft RodCraft a rod with 830 Meseta base price.
Craft StaffCraft a Staff with 830 Meseta base price.
Craft WandCraft a Wand with 830 Meseta base price.
Craft Wondrous ItemCraft a Wondrous Item (of technological, magical, or psionic nature) with 830 Meseta base price.
Forge RingCreate a magical ring with 830 Meseta base price.
Scribe ScrollAllows the creation of one-shot spell scrolls with 830 Meseta base price.
Brew PotionAllows the creation of magical and psionic potions.
Craft Epic Arms and ArmorLayered 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 ItemWondrous items can be particularly powerful; a +6 or greater enhancement bonus is now available and epic spells are now open.
Craft Epic RodCraft a rod of exceedingly great strength; Epic spells or a +6-10 enhancement bonus are now available.
Craft Epic StaffAs rod, but with staves.
Craft Epic WandAs rod, but with staves.
Attune GemStore a spell in a gem as per fixing it upon a scroll.

General Feats

FeatEffect
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 SummoningSummoned monsters gain a +4 bonus to STR and CON for the duration of the summoning.
Blind FightingYou 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.
CleaveIf 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 CleaveAs 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 ExpertiseWhen 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 ReflexesAllows 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 BoltsIf 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.
DiehardWhen 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.
DodgeYou 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 ShotRanged 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 PenetrationYou 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 FightingYou 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 SpecializationYou gain a +2 bonus to damage with selected weapon. Stacks with Weapon Specialization, but not with itself.
Improved Bull RushYou 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 SpellInstead 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 CriticalChoose a type of weapon. Your critical threat with such weapons is doubled. Requires Base Attack Bonus +8.
Improved DisarmYou 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 FeintYou can make a bluff check to feint as a move action. Requires Combat Expertise.
Improved GrappleYou 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 OverrunWhen 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 ShotYour 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 SunderWhen 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 TripYou 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 FightingYou 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.
ManyshotAs 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.
MobilityYou gain a +4 bonus to Defense against attacks of opportunity caused when you move through enemy space.
Mounted GunneryThe 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 CombatOnce 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 AttackYou may elect to subtract an amount from a melee attack and add that same amount to the damage of that attack.
Precise ShotRanged attacks against targets engaged in melee don't have the standard -4 penalty.
Quick DrawYou may draw a weapon as a free action.
Rapid ReloadReloading a weapon is a free action, but still provokes an attack of opportunity.
Rapid ShotYou 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 AttackIf 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
RunYou 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 RunWhen 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 ChargeWhen mounted and charging, you can double damage with a melee weapon.
Spring AttackWhen 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 FistWhen 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.
TrackYou may use the survival skill to track things.
TrampleWhen 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 DefenseWhen wielding a double weapon or two weapons, you gain a +1 bonus to defense. Requires Two-Weapon Fighting
Two-Weapon FightingThe 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 FinesseYou may use your DEX mod instead of your STR mod on attack rolls with the melee weapon of choice.
Weapon FocusYou gain a +1 bonus to all attacks with the chosen weapon.
Weapon SpecializationChoose a weapon which you have Weapon Focus selected for. You add a +2 bonus to all damage rolls with the selected weapon.
Whirlwind AttackYou 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 RushYou 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 KickOn 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 KickYou 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 DeathAfter 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 BloodAs 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 TriggerThe use of burstfire and rapid fire penalties are reduced by 2.
Dead AimRequires Far Shot. You can take a full round action to line up a shot and receive a +2 bonus to a ranged attack roll.
StrafeRequires 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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