As a part of using the E6 system, the Daydream rules also approve a number of third party feats by default.
Feats are not cross-listed on this page. All feats will only appear once.
As a reminder, "A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself." In general, err toward allowing players to take feats they cannot normally access (such as if they want a flying feat, but may only fly for a few minutes per day), but emphasise this point.
Spellcasting & Manifesting
Swift Metamagic (General, Metamagic)
Prerequisite: Ability to cast spells.
Benefit: When you take this feat, select a metamagic feat with a level increase equal to or below the number of Swift Metamagic or Swift Metapsionic feats you’ve taken minus one. As a swift action once per day, you may apply the chosen feat to a spell you cast with no adjustment to the level of the spell cast. (You don’t need to have taken the original metamagic feat.)
Special: You may take this feat multiple times, choosing a new metamagic feat each time (or the same feat up to 2 total times per metamagic feat). Its effects stack. (For example, Empower Spell, which boosts the level of a spell by 2, has a prerequisite of 1 Swift feat. Extend Spell, which has a level increase of 1, would have no prerequisite.)
Swift Metapsionic (General, Metapsionic)
Prerequisite: Ability to manifest powers.
Benefit: When you take this feat, select a metapsionic feat with a power point increase equal to or below the number of Swift Metamagic or Swift Metapsionic feats you’ve taken divided by two. As a swift action once per day, you may apply the chosen feat to a power you manifest with no adjustment to the level of the power manifested and without expending psionic focus. (You don’t need to have taken the original metapsionic feat.)
Special: You may take this feat multiple times, choosing a new metapsionic feat each time (or the same feat up to 2 total times per metapsionic feat). Its effects stack. (For example, Empower Power, which boosts the power point cost of a power by 2, has a prerequisite of 1 Swift feat. Extend Power, which has a power point cost increase of 0, would have no prerequisite.)
Conviction feats can only be taken by characters with a Conviction points pool.
General
Harden Conviction (General, Conviction)
Prerequisite: Charisma 15.
Benefit: Add 1 to your daily pool of Conviction points.
Special: You may take this feat multiple times. Its effects stack. Every time you take this feat, the Charisma prerequisite to take it again increases by 2.
Combat
Heroic Strikes (Combat, Conviction)
Prerequisite: BAB +1.
Benefit: You may spend 1 Conviction point to gain an additional standard action which can only be used to take the attack action with a manufactured weapon, natural weapon, or unarmed strike. (Mind blades and call weaponry weapons are manufactured weapons.)
Infusion of Power feats empower character concepts which are traditionally limited, bringing classic archetypes closer to par with more typical fare.
Combat
Cutting Finesse (Combat, Infusion of Power)
Prerequisite: Dexerity 13+.
Benefit: You may use your Dexterity modifier in place of your Strength modifier for attack and damage rolls on finesse weapons.
Special: Though this benefit applies to two-handed finesse weapons, like the elven curve blade, they are treated as a one-handed weapon for the purposes of Dexterity-based damage multiplier and Power Attack.
Discipline Unification (Combat, Infusion of Power)
Prerequisite: Ability to manifest powers or cast spells or create extracts.
Benefit: Choose two mental ability scores. You may use the ability score modifier of the lower of the two ability scores for attack and damage rolls on attacks with manufactured weapons, natural weapons, and unarmed strikes in place of Dexterity and/or Strength.
Special: The mental ability scores are Intelligence, Wisdom, and Charisma. Off-hand attacks still deal halve their damage bonus from attributes, and two-handed attacks still deal one-and-a-half-times their damage bonus from attributes. Ranged attacks may deal damage this way under any circumstance.
Einhander (Combat, Infusion of Power)
Prerequisite: Dexterity 13+, have not taken Improved Unarmed Strike.
Benefit: When you are wielding a light or one-handed manufactured weapon in one hand and are wielding no other manufactured weapons or shields and have no natural attacks, the critical multiplier of your manufactured weapon increases by one.
Fist of the Deadly Current (Combat, Infusion of Power)
Prerequisite: Strength 15+, have not taken Fist of the North Star.
Benefit: You may apply 2x your Strength modifier for damage rolls on unarmed strikes. In addition, you may treat unarmed strikes as a two-handed weapon for the purpose of Power Attack.
Fist of the North Star (Combat, Infusion of Power)
Prerequisite: Wisdom 15+, have not taken Fist of the Deadly Current.
Benefit: You may use your Wisdom modifier in place of your Strength modifier for attack and damage rolls on unarmed strikes.
Throwing Lives Away (Combat, Infusion of Power)
Prerequisite: BAB +1.
Benefit: You may use your Strength or Dexterity modifier (whichever is higher) for attack and damage rolls on ranged attacks with thrown weapons, including improvised weapons. In addition, double the range increment of all thrown weapons you use.
Conviction
Class-Specific
Skin the Teeth (Combat, Infusion of Power)
Prerequisite: Rogue 1, do not have a glory pool, do not have the finesse training feature.
Benefit: Once per round, if you have the ability to make an attack of opportunity that round, when you miss an attack with a manufactured weapon, natural weapon, or unarmed strike, you may make a Bluff or Sleight of Hand skill check (DC 5 + enemy AC). If you succeed, you may treat your attack as a hit, but this cannot apply sneak attack damage and is treated as consuming one attack of opportunity attempt this round.
Psionic
Focused Intent (Psionic, Conviction, Infusion of Power)
Prerequisite: Have a power point reserve.
Benefit: You may spend 1 Conviction point to gain psionic focus as a free action. In addition, if you have Psionic Meditation, and you have a psicrystal which can maintain psionic focus, you may choose to psionically focus your psicrystal as well when doing so.
Epic feats can only be taken after 6th level. (They cannot be taken as part of levelling up to 6th, but can be taken as a feat thereafter.)
General
Ability Advancement (General, Epic)
Prerequisite: Ability Training in the same ability.
Benefit: You gain a permanent +2 bonus to an ability you have previously taken Ability Training in. This bonus does not stack with the benefit from Ability Training.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to another ability.
Ability Training (General, Epic)
Benefit: Choose one Ability; treat that Ability as having a +2 bonus to its score for the purposes of Ability Checks and Skill Checks. This bonus does not count for any other use of that ability.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to another ability.
Spellcasting & Manifesting
Mental Talent (General, Epic)
Prerequisite: Ability to cast spells or having a power point reserve.
Benefit: Choose one gestalt side. Treat your ability scores as being 4 points higher for that side for the purposes of determining bonus spell slots and bonus power points from high ability scores. (If psionic, you get 1 power point per manifester level. If arcane or divine, you get an extra 1st level spell slot at ability scores 12, 20, 28, 36, etc.; you get an extra 2nd level spell slot at ability scores 14, 22, 30, 38, etc.; you get an extra 3rd level spell slot at ability scores 16, 24, 32, 40, etc.)
Special: You may take this feat multiple times. Its effects stack.
Magic Training (General, Epic)
Prerequisite: Ability to cast 1st level spells.
Benefit: You gain an extra 1st level spell slot. If you have more than one spellcasting class, you must choose which class gains this feat’s effect.
Special: You may take this feat multiple times. Its effects stack.
Epic Expanded Knowledge (General, Epic)
Prerequisite: Ability to spontaneously cast spells or ability to manifest powers.
Benefit: Choose one gestalt side. You gain one or more new spells or powers known, with spell levels or power levels totaling to half your caster level or manifester level (as appropriate, rounded down). All such spells or powers must be spells or powers available for the chosen class to choose as they otherwise would, and become spells known or powers known for that class. Treat a new 0th-level spell or psionic talent as having one half of one level. (For example, a sixth-level sorcerer could learn one new 3rd level spell, or one new 2nd level and one new 1st level spells, or three new 1st level spells, etc. This feat cannot provide spells known or powers known of a level higher than you can already cast or manifest.)
Special: You can take this feat multiple times. Its effects stack.
Martial
Divine
Healer of the Dying (General, Epic)
Prerequisite: Ability to cast 3rd level spells, can cast cure moderate wounds, have not taken Healer of the Mortal.
Benefit: Healing magic you apply to creatures for the purpose of healing wound points heals 1 additional wound point. For example, cure moderate wounds would normally heal 2 wound points, but now heals 3.
Healer of the Mortal (General, Epic)
Prerequisite: Ability to cast 3rd level spells, can cast cure moderate wounds, have not taken Healer of the Dying.
Benefit: Healing magic you apply to creatures for the purpose of healing vigor points heals twice the number of dice rolled in additional vigor points. For example, cure moderate wounds might normally heal 2d8+6 vigor points, but now heals 2d8+10.
Capstone feats can only be taken after 6th level and can only be taken once for each gestalt side. (They cannot be taken as part of levelling up to 6th, but can be taken as a feat thereafter. The list of capstone feats below is not exhaustive.)
Alchemist
Mad Bomber (Epic, Capstone)
Prerequisite: Alchemist 6, have not taken another alchemist Capstone feat.
Benefit: You can throw one additional bomb per round (as the Fast Bombs discovery).
Special: Throwing the second bomb still incurs a -5 penalty to the attack roll.
Barbarian
Rage Mastery (Epic, Capstone)
Prerequisite: Barbarian 6, have not taken another barbarian Capstone feat.
Benefit: You are considered a level 8 barbarian for the purpose of gaining new rage powers.
Superstitious Brute (Epic, Capstone)
Prerequisite: Barbarian 6, have not taken another barbarian Capstone feat.
Benefit: You gain one additional class hit die. Raise your hit points, base attack bonus, and saving throws accordingly. Additionally, you gain a +2 untyped bonus to your Will save.
Bard
Beacon of Inspiration (Epic, Capstone)
Prerequisite: Bard 6, have not taken another bard Capstone feat.
Benefit: You gain the use of the Inspire Greatness bardic performance. This ability can only be used once per day, regardless of how many rounds of bardic performance you have left.
Cavalier
Knight of the Order (Epic, Capstone)
Prerequisite: Cavalier 6, have not taken another cavalier Capstone feat.
Benefit: You gain your order's 8th level ability.
Cleric
Divine Mastery (Epic, Capstone)
Prerequisite: Cleric 6, have not taken another cleric Capstone feat.
Benefit: You may prepare one 4th level spell every day.
Special: You do not gain access to 4th level spells. For example, this spell slot can be filled with heightened spells or other spells that have had metamagic applied to them.
Extra Domain (Epic, Capstone)
Prerequisite: Cleric 6, have not taken another cleric Capstone feat.
Benefit: Choose a Domain in the portfolio of your god that you do not already have access to. You have access to this Domain, including its granted power.
Druid
Natural Mastery (Epic, Capstone)
Prerequisite: Druid 6, have not taken another druid Capstone feat.
Benefit: You may prepare one 4th level spell every day.
Special: You do not gain access to 4th level spells. This spell slot can be filled with lower-level spells or spells that have had metamagic applied to them.
Voice of the Wild (Epic, Capstone)
Prerequisite: Druid 6, have not taken another druid Capstone feat.
Benefit:
Fighter
Martial Training (Epic, Capstone)
Prerequisite: Fighter 6, have not taken another Fighter Capstone feat.
Benefit: You are treated as having BAB +8 and Fighter 8 for the purpose of qualifying for feats. In addition, you are treated as qualifying for the Penetrating Strike feat. Finally, you gain a bonus feat from the feats listed as combat feats.
Diverse Mastery (Epic, Capstone)
Prerequisite: Fighter 6, have not taken another Fighter Capstone feat.
Benefit: Your weapon training and armour training bonuses increase to +2, exactly as if the respective class feature were gained again. Additionally, your weapon training applies to all weapons as if they were in your chosen weapon group. Finally, you are proficient with all weapons except firearms and siege weapons.
Magus
Knowledge Pool (Epic, Capstone)
Prerequisite: Magus 6, have not taken another magus Capstone feat.
Benefit: You gain the knowledge pool class ability.
Armoured Casting (Epic, Capstone)
Prerequisite: Magus 6, have not taken another magus Capstone feat.
Benefit: You gain proficiency in medium armor, and can cast magus spells in medium armor without suffering arcane spell failure chance.
Monk
Perfected Flurry (Epic, Capstone)
Prerequisite: Monk 6, have not taken another monk Capstone feat.
Benefit: Your flurry of blows increases to +6/+6/+1/+1. In addition, your unarmed damage increases to 2d6. Finally, you qualify for feats that a Monk could take as 6th level bonus feats.
Normal: A 6th level Monk has a flurry of blows +4/+4/-1/-1, unarmed damage 1d8, and only qualifies for monk bonus feats when gaining bonus feats from class levels.
Combat Flow (Epic, Capstone)
Prerequisite: Monk 6, have not taken another monk Capstone feat.
Benefit: Whenever you enter a monk fighting style, choose 3 squares. You do not provoke attacks of opportunity for moving out of those squares this round. In addition, when charging or taking the attack action, you may make a third attack if you make all attacks with a monk weapon or an unarmed strike, but you take a -2 penalty to these attacks. (You can change weapons between attacks.) Finally, you qualify for feats that a Monk could take as 6th level bonus feats.
Normal: A monk may make two attacks with monk weapons or unarmed strikes as part of the charge action or the attack action, and only qualifies for monk bonus feats when gaining bonus feats from class levels.
Oracle
Mastery of Mystery (Epic, Capstone)
Prerequisite: Oracle 6, have not taken another oracle Capstone feat.
Benefit: You gain one 4th level spell per day.
Special: Do not add a 4th level spell to your spells known. This spell per day can be used to cast a lower-level spell, or a spell that has had metamagic applied to it.
Paladin
Holy Strikes (Epic, Capstone)
Prerequisite: Paladin 6, have not taken another paladin Capstone feat.
Benefit: Your attacks with manufactured weapons, natural weapons, and unarmed strikes are considered Good-aligned for the purpose of overcoming damage reduction.
Rogue
Deadly Striker (Epic, Capstone)
Prerequisite: Rogue 6, have not taken another rogue Capstone feat.
Benefit: You gain +1d6 sneak attack dice.
Ranger
Gilded by the Wild (Epic, Capstone)
Prerequisite: Ranger 6, have not taken another ranger Capstone feat.
Benefit: You gain the Woodland Stride and Swift Tracking abilities as per the Ranger class description.
Tooth and Claw (Epic, Capstone)
Prerequisite: Ranger 6, Boon Companion, have not taken another ranger Capstone feat.
Benefit: Your animal companion gains your choice of evolution as if granted by Evolved Companion, except that the evolution can also be the reach evolution or the pounce evolution.
Special: This stacks with Evolved Companion.
Sorcerer
Mastery of Sorcery (Epic, Capstone)
Prerequisite: Sorcerer 6, have not taken another sorcerer Capstone feat.
Benefit: You gain one 4th level spell per day.
Special: Do not add a 4th level spell to your spells known. This spell per day can be used to cast a lower-level spell, or as a spell that has had metamagic applied to it.
Soulknife
Honed Blade (Epic, Capstone)
Prerequisite: Soulknife 6, have not taken another soulknife Capstone feat.
Benefit: Your mind blade is treated as having an additional point of enhancement bonus, which can be traded for special abilities as normal. Your mind blade’s maximum enhancement bonus increases by 1.
Dynamic Blade (Epic, Capstone)
Prerequisite: Soulknife 6, have not taken another soulknife Capstone feat.
Benefit: As a swift action, you may expend your psionic focus to reconfigure your mind blade with no penalty. In addition, you gain a +1 capstone bonus to damage rolls with your mind blade.
Timesharp
Potent Timebender (Epic, Capstone)
Prerequisite: Timesharp 6, have not taken another timesharp Capstone feat.
Benefit: Your motes of time insight mote power adds an additional +1d4. You are treated as having this bonus die for all purposes.
Witch
Patronage Mastery (Epic, Capstone)
Prerequisite: Witch 6, have not taken another witch Capstone feat.
Benefit: You may prepare one 4th level spell every day.
Special: Do not add a 4th level spell to your spellbook. This spell slot can be filled with lower-level spells or spells that have had metamagic applied to them.
Wizard
Arcane Mastery (Epic, Capstone)
Prerequisite: Wizard 6, have not taken another wizard Capstone feat.
Benefit: You may prepare one 4th level spell every day.
Special: Do not add a 4th level spell to your spellbook. This spell slot can be filled with lower-level spells or spells that have had metamagic applied to them.
Prestige feats can only be taken after 6th level. Most Prestige feats require a base feat which is incompatible with any other such base feats. (They cannot be taken as part of levelling up to 6th, but can be taken as a feat thereafter. Note that Prestige Training is not a Prestige feat.)
Superlative feats can only be taken once when the character has 12 feats gained from epic advancement (i.e. feats gained after 6th level), and once more for every 12 further such feats. (They can be taken as one’s 12th, 24th, etc feat.)
Combat
Utter Resilience (Combat, Epic, Superlative)
Prerequisite: d10 HD or higher, qualify for a Superlative feat.
Benefit: You gain +12 hit points, a +2 superlative bonus to natural armour AC, and a +2 superlative bonus to all saves. Once per day, you may ignore damage from a single effect or treat a failed save as successful after you know the results.
Fighter
Weapon Mastery (Epic, Superlative)
Prerequisite: Fighter 6, BAB +6, qualify for a Superlative feat.
Benefit: You gain an additional iterative attack at your BAB -5.
Soulknife
Perfect Blade (Epic, Superlative)
Prerequisite: Soulknife 6, Honed Blade or Dynamic Blade, qualify for a Superlative feat.
Benefit: Your mind blade is treated as having 2 additional points of enhancement bonus, which can each be traded for special abilities as normal. Your mind blade’s maximum enhancement bonus increases by 1.
Special: This feat stacks with Honed Blade.