Feats

 
Feats

Feats


"Fixes"


Improved Feint [General, Fighter]
PrerequisiteInt 13, Combat Expertise.
BenefitYou can make a Bluff check to Feint in combat as a Swift action, without Provoking an Attack of Opportunity, and with a +4 Bonus to the Bluff Check.
NormalYou can make a Bluff check to Feint in combat as a Move Action.
SpecialA fighter may select Improved Feint as one of his Fighter bonus feats.


Power Attack [General]
Prerequisite Str 13
Benefit On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
SpecialEvery character can perform this feat if they have +1 BAB
Those who take the Feat, gain a +3 bonus on her melee damage rolls for every –2 penalty they take on their melee attack rolls when using the Power Attack feat (or +3 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.
A fighter may select this Feat as one of his fighter bonus feats.


Point Blank Shot [General]
Prerequisite +4 BAB
BenefitYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
SpecialEvery character can perform this feat if they have +4 BAB.
Those who take this feat double the bonus and double the ranges.
A fighter may select this Feat as one of his fighter bonus feats.


Precise Shot [General]
Prerequisite +4 BAB
BenefitYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
SpecialEvery character can perform this feat if they have +4 BAB.
Those who take this feat received a +2 bonus to hit with ranged or thrown weapons.
A fighter may select this Feat as one of his fighter bonus feats.


Two-weapon Defense [General, Fighter]

With an unprecedented display of skill, Alex's rapier and shortsword's ring the blue skull's surface with sonic damage, leaving hairlike cracks across the enforced bone.

Prerequisite
Dex 15, Two-weapon Fighting
Benefit
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes or shields), you gain a shield bonus to your AC equal to the number of main-hand attacks you can make derived from your Base Attack Bonus.
When you are fighting defensively or using the total defense action, this shield bonus increases to include the number of off-hand attacks that can be made from Two-Weapon Fighting.
Special
A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

Combat Related


Rhino Charge[Fighter, General]
Prerequisites Power Attack, Improved Bull Rush, base attack bonus +5.
Benefit You may ready a charge, though you may only move up to your speed on the charge.
Normal Charging is a full-round action and allows you to move twice your speed.
Special A Fighter may select Rhino Charge as one of his Fighter bonus feats.


Weapon of Choice [General, Fighter]
Choose a specific weapon, as in "my father's battleaxe" or "Scorchblade, my flaming longsword +2." You are particularly familiar with that weapon's unique weight and balance, making you that much more efficient.
Prerequisites: Weapon Specialization Feat with the type of weapon selected, +8 BAB, weapon chosen must be masterwork and in your possession.
Benefit: You gain a +4 bonus to opposed attack rolls when someone attempts to sunder the weapon you have chosen or disarm you of it. You also gain a +1 bonus to damage rolls with that weapon; this bonus stacks with those granted by Weapon Specialization and the Greater and Epic versions of that feat.
Special:
After learning this feat, whenever your fighter level increases, you may choose to switch the benefit to a different weapon you own (you must still meet all the prerequisites for that new weapon). You may not select this feat more than once.
Source: GiantITP.com's Gaming Articles by The Giant himself.

Esoteric Weapon Training [Fighter, General]
You are trained in a monastic tradition that uses nontraditional weapons, not commonly found among monastic orders
Prerequisite Flurry of Blows or Decisive Strike class ability
Benefit Select a one-handed, light or ranged weapon, other than a crossbow, that requires martial weapon proficiency, or any simple weapon, other than a crossbow. You gain proficiency with this weapon, and it is considered a special monk weapon for you and may perform Flurry or Decisive Strikes with it. You cannot choose an exotic weapon unless you already have proficiency with that weapon.

Ranged

Ranged Power Attack[General]
Choose one type of bow or thrown weapon for purposes of this feat. Crossbows cannot be chosen.
Prerequisite 16 Strength, 16 Dexterity, Point Blank Shot
Benefit While wielding a chosen bow or throwing weapon with which they are proficient, the character may subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls before making attack rolls for a round. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
NormalYou cannot Power Attack with Ranged Weapons.
SpecialA fighter may select Ranger Power Attack as one of his fighter bonus feats.
Source: Extraordinary Ability from Circle of Life's The Archer Homebrew on GitP.


Sharpshooter[General]
Choose one type of bow or thrown weapon for purposes of this feat.
Prerequisite16 Strength, 16 Dexterity, Point Blank Shot, Precise Shot
Benefit While wielding a chosen bow or thrown weapon, the character may add their Dexterity bonus to damage, to a maximum of twice their Strength bonus. While wielding a chosen crossbow, the character may add half their Dexterity modifier to damage.
SpecialA fighter may select Sharpshooter as one of his fighter bonus feats.
Source: Extraordinary Ability from Circle of Life's The Archer Homebrew on GitP.


BRUTALITY!


Accidents Happen [General, Fighter]
The more opponents you fight, the more likely they are to injure each other.
Prerequisite Dex 13, Wis 13, Combat Reflexes, Dodge, Interference*, Mobility, base attack bonus +8.
BenefitIf the creature to which you have selected to apply the benefits of the Dodge feat attacks you in melee and misses, you may choose to force it to make an immediate extra attack against any other creature of your choice within its reach that also threatens you. This free attack is at the same attack bonus as the one that missed, and any effects that applied to the original attack against you remain in effect. This feat does not apply if the attack that missed was an attempt to disarm, grapple, sunder, or trip you, nor if it was an attack of opportunity you provoked. This attack counts as one of your attacks of opportunity for the round; you may use this feat no more than once per round, even if entitled to multiple attacks of opportunity per round.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Combat Momentum [General, Fighter]
Your attacks gain in power the as you cut through your enemies' ranks.
Prerequisites:Str 16, Cleave, Great Cleave, Power Attack, base attack bonus +12
Benefit: If you deal a creature enough damage to drop a creature below 0 hit points in melee combat, you gain a cumulative +1 circumstance bonus to damage for all melee weapon attacks until the end of your current action.
Source: Extraordinary Ability from Circle of Life's The Archer Homebrew on GitP.

Finishing Move [General, Fighter]
You are brutally efficient at making sure your dispatched opponents never get up again.
Prerequisites: Int 13+, Dex 13+, Combat Expertise, Combat Reflexes, base attack bonus +5.
Benefit: If you deal a creature enough damage to drop a creature below 0 hit points in melee combat (but do not kill them), you may, as a free action, twist your weapon in such a way to ensure their death. The opponent suffers additional damage equal to the base damage of your weapon. You may only take one such free action per turn, and you do not gain a Cleave attack (if you are entitled to one) for dropping that foe if you choose to take such an action.
Source: GiantITP.com's Gaming Articles by The Giant himself.

Disarming Builds

Disarming Expert [General, Fighter]
You are an expert at disarming.
Prerequisites: Int 13+, Combat Expertise, Improved Disarm, base attack bonus +7.
Benefit: If you roll a natural 20 during an attempt to disarm a foe, your disarm attempt succeeds, regardless of the final modified attack roll of your foe. You do not suffer any penalty for using a light weapon when attempting to disarm a foe or when a foe attempts to disarm you.
Normal: Disarm attempts are not automatically successful on a natural roll of 20. Wielders of a light weapon suffer a -4 penalty to make or resist disarm attempts.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Touchι [General, Fighter]
You may attack a foe after disarming him.
Prerequisites: Int 13+, Combat Expertise, Disarming Expert*, Improved Disarm, base attack bonus +11.
Benefit: If you make a successful disarm attempt, you immediately get a melee attack against that opponent as if you hadn't used your attack for the disarm attempt, using the same attack bonus. This additional attack may not be a trip, disarm, or sunder attempt.
Source: GiantITP.com's Gaming Articles by The Giant himself.

Dodge Builds

Flipping Attack [General, Fighter]
You may make a powerful somersaulting attack.
Prerequisites: Dex 13+, Dodge, Mobility, Spring Attack, Tumble skill, base attack bonus +4.
Benefit: When you take the charge action, you may continue to move after making the attack portion of the charge. The movement must continue in a straight line, up to a maximum total movement of twice your move speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures if possible.
Normal: Using the Spring Attack feat does not normally gain the benefits of the charge action, namely a +2 bonus to the attack roll and the ability to move twice your speed while attacking.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Interference [General, Fighter]
The more opponents you fight, the more likely they are to get in each other's way.
Prerequisites: Dex 13+, Dodge, Mobility.
Benefit: When you are not flat-footed, you gain a +1 dodge bonus to your Armor Class for every two opponents within 5 feet that are threatening you (maximum bonus of +4 if you are completely surrounded).
Source: GiantITP.com's Gaming Articles by The Giant himself.

Whirling Defense [General, Fighter]
You spin so quickly when attacking that you nimbly avoid your enemies' counterattacks.
Prerequisites: Dex 13+, Int 13+, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack bonus +11.
Benefit: Whenever you make a whirlwind attack, you gain a +2 dodge bonus to your armor class until the beginning of your next turn.
Source: GiantITP.com's Gaming Articles by The Giant himself.

Shields

Shield Charge [General, Fighter]
Choose one type of shield with which you have learned Shield Focus. You have mastered using that shield to protect yourself while charging.
Prerequisites: Str 13+, Improved Shield Bash, Shield Focus with selected shield, proficiency with selected shield.
Benefit:You suffer no penalty to your Armor Class when charging while wielding the selected shield. You also gain a +2 increase to the shield bonus granted to your Armor Class against any attacks of opportunity made during your charge by the creature you are charging.
Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different shield type for which you have learned Shield Focus.
Source: GiantITP.com's Gaming Articles by The Giant himself.

Shield Deflection [General, Fighter]
Choose one type of shield with which you have learned Shield Focus. You have mastered using that shield to bat away attacks that normally need only touch you.
Prerequisites: Dex 13+, proficiency with selected shield, Shield Focus with selected shield, Dodge.
Benefit: When wielding the selected shield, you may add the shield bonus to your Touch Armor Class. Include any increases to the shield bonus from feats or magical enhancement.
Normal: Touch and ranged touch attacks ignore shield bonuses to Armor Class.
Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different shield type for which you have learned Shield Focus.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Unarmed Strike Builds


Weakening Touch [Fighter, General]
You can temporarily weaken an opponent with your unarmed strike.
Prerequisite Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2
Benefit Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). Expend a use of Stunning Fist and make a touch attack with your unarmed strike. If you hit, you deal no damage but your target takes a -6 penalty to Strength. This penalty lasts for 5 minutes, and does not stack with itself. The Fortification ability offers protection against this attack. If you have at least three feats that require Improved Unarmed Strike, the target is also fatigued. If you have at least six feats that require Improved Unarmed Strike, the target is also exhausted. Creatures with immunity to stun effects cannot be affected by this feat.
NormalDeclare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You can make an unarmed attack that deals no damage, but instead applies a -6 penalty to the target's Strength score for 1 minute. Multiple weakening touches delivered on the same target are not cumulative. Each attempt to deliver a weakening touch counts as one of your Stunning Fist attacks for the day. Creatures with immunity to stun effects cannot be affected by this feat.
SpecialA fighter may select this Feat as one of his fighter bonus feats.
Source: The Jiriku Monk Remix


Mental Ki Strike [Fighter, General]
Undeterred by the Giant's thick hide, Marros flows from stance to stance, raining precision strikes at the Giant's chakras, nerve clusters, and tendons.
Prerequisite Wis 15, Improved Unarmed Strike, Stunning Fist, base attack +2
BenefitVictims of your stunning attack are subjected to such debilitating series of attacks that leaves them dazed. Victims are dazed for 1d4 rounds. Creatures that are immune to stunning attacks are also immune to the effect of this feat, as are any creatures that are more than one size category larger than the feat user. This dazed condition lasts 1 round for every feat you have which requires Improved Unarmed Strike as a prerequisite (including this one).
SpecialA fighter may select this Feat as one of his fighter bonus feats.


Pain Touch [Fighter, General]
You cause intense pain in an opponent with a successful stunning attack.
Prerequisite Wis 15, Improved Unarmed Strike, Stunning Fist, base attack +2
BenefitVictims of your stunning attack are subjected to such debilitating pain that they are nauseated following the round they are stunned. Creatures that are immune to stunning attacks are also immune to the effect of this feat, as are any creatures that are more than one size category larger than the feat user. This nauseated condition lasts 1 round for every feat you have which requires Improved Unarmed Strike as a prerequisite (including this one).
NormalDeclare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You can make an unarmed attack that deals no damage, but instead applies a -6 penalty to the target's Strength score for 1 minute. Multiple weakening touches delivered on the same target are not cumulative. Each attempt to deliver a weakening touch counts as one of your Stunning Fist attacks for the day. Creatures with immunity to stun effects cannot be affected by this feat.
SpecialA fighter may select this Feat as one of his fighter bonus feats.
Source: The Jiriku Monk Remix

Mount Builds

Mount of Choice [General, Fighter]
Choose a specific mount, such as "Happy, my pet griffon" or "Solosar, my gold dragon ally." You have mastered the art of fighting in perfect cooperation with this creature.
Prerequisites: Mounted Combat, Mount Specialization with the type of creature selected, Greater Mount Specialization with the type of creature selected, Ride skill, +15 BAB
Benefit: You gain a +2 bonus to all Ride and Handle Animal skill checks with regards to the specific creature chosen. If you begin combat already mounted, you may roll Initiative twice (adding your Initiative bonus to one roll and that of your mount to the other) and use the higher of the two rolls as your Initiative score.
Normal: Mounts act on their rider's Initiative, even if the mount has a higher Initiative modifier.
Special: After learning this feat, whenever your fighter or paladin level increases, you may choose to switch the benefit to a different creature (you must still meet all the prerequisites for that new mount). You may not select this feat more than once.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Mount Specialization [General, Fighter]
Choose one type of mount, such as heavy warhorse or griffon. You are specially trained to fight from the back of such a creature.
Prerequisites: Mounted Combat, Ride skill, +6 BAB
Benefit: You gain a +1 bonus to all weapon attack rolls while mounted on the type of creature chosen. Your mount also gains a +1 bonus to its attack rolls while you are riding it.
Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different type of creature.
Source: GiantITP.com's Gaming Articles by The Giant himself.



Greater Mount Specialization [General, Fighter]
Choose one type of mount, such as heavy warhorse or griffon, with which you have learned the Mount Specialization feat. You are specially trained to fight from the back of such a creature.
Prerequisites: Mounted Combat, Mount Specialization, Ride skill, +12 BAB
Benefit: You gain a +2 bonus to all weapon damage rolls while mounted on the type of creature chosen. Your mount also gains a +2 bonus to its damage rolls while you are riding it.
Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different type of creature with which you have learned the Mount Specialization feat.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Epic Mount Specialization [Epic, Fighter]
Choose one type of mount, such as heavy warhorse or griffon, with which you have learned the Greater Mount Specialization feat. You are specially trained to fight from the back of such a creature.
Prerequisites: Mounted Combat, Mount Specialization, Greater Mount Specialization, Ride skill, +20 BAB
Benefit: You gain a +1 bonus to all weapon attack rolls and a +2 bonus to all weapon damage rolls while mounted on the type of creature chosen. Your mount also gains a +1 bonus to attack rolls and a +2 bonus to its damage rolls while you are riding it. These bonuses stack with those of Mount Specialization and Greater Mount Specialization.
Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different type of creature with which you have learned the Greater Mount Specialization feat.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Shield Mount [General, Fighter]
You are adept at protecting the life of your mount with your shield.
Prerequisites: Mounted Combat, proficient with shields.
Benefit: While mounted and wielding a shield, your mount gains the same shield bonus to its Armor Class that you do (including increases due to Shield Specialization).
Source: GiantITP.com's Gaming Articles by The Giant himself.

Metamagic

Bane Spell [Metamagic]
Choose one creature type from the list of available favored enemies for the ranger class. You can tune your spells to be more effective against that creature type.
Benefit:A bane spell gains a +2 bonus to the DC for any saving throw for any creature of the appropriate type, but suffers a –1 penalty for any creature of a different type. If the spell inflicts one or more dice of damage, every creature of the right type suffers and additional +2d6 points of the same type of damage. A bane spell uses a spell slot of the same level as the spell’s actual level.
Source: GiantITP.com's Gaming Articles by The Giant himself.


Vicious Spell [Metamagic]
Your spells are particularly devastating, but at a cost to your own health.
Benefit: You may make any spell that heals or inflicts one or more dice of damage with an instantaneous duration into a vicious spell. The total damage caused or healed by the spell is increased by one-quarter; apply this multiplier after all other metamagic effects. However, when you cast the spell, you suffer backlash damage equal to the amount by which the spell’s damage is increased. This damage cannot be avoided, prevented, mitigated, or redirected by any means. You suffer the full amount of damage regardless of whether or not the spell’s targets make or fail their saving throw (or take any damage whatsoever) or whether the spell is blocked by spell resistance. A vicious spell uses a spell slot one level higher than the spell’s actual level.
Source: GiantITP.com's Gaming Articles by The Giant himself.

Knowledge (Tactics) [Tactical]
Information can be as important a weapon in battle as the troops themselves.
Prerequisite
13 Intelligence, 8 Ranks of Knowledge (History)
Benefit
The character gains new uses for the Knowledge (History) Skill.

Answering a question within your field of study has a DC of 15 (for really easy questions), 20 (for basic questions), or 25 to 35 (for really tough questions), in Knowledge (Tactics), ranging from, "Is this a good place for us to be ambushed" to "How can I turn this rout into a decisive victory?"

Military History: A character with the Knowledge (tactics) Feat will be well versed in military history and know something of military tactics used in past wars. A DC 20 Knowledge check enables you to provide a strategic advantage for your side in a battle (see Strategic Advantages, page 70, Heroes of Horror). Use the guidelines in that section to determine which situations are appropriate for each area of knowledge. As always, the DM is the final arbiter of this issue. Using Knowledge (Tactics) to gain a strategic advantage for a battle requires 1 hour of planning during the planning stage.

Identify: A character with Knowledge (Tactics) observing another character in uniform can identify the country and branch of service (DC 15), the character’s rank (DC 20) and unit (DC 25), what service medals the character has won by her or his ribbons (DC 30), and that at least one of the ribbons is fake because the character couldn’t possibly have been present in the theatre of operations to receive it (DC 35).

Military Study: A character using Knowledge (tactics) studying documents of a military origin can identify that the nature of the documents and determine their purpose (DC 15), and support and objective (DC 20) as well as strength and leadership(DC 25).

Plan: Prior to an encounter or skirmish, a character using Knowledge (tactics) can develop a plan of action to handle the situation. Creating a plan requires 1 minute. After creating the plan the character makes an Intelligence check (DC 10) with a bonus equal to his or her character level. The result of the check provides the character and allies with a circumstance bonus. A character can’t take 10 or 20 when making this check.

Check Result/Bonus
9 or lower/-1 (Check Failed)
10 to 14/+0
15 to 24/+1
25 to 29/+2
30 or higher/+3

This bonus can be applied to all skill checks and attack rolls made by the character and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.

The check represents how your knowledge applies to the situation, and thinking about it a second time doesn't grant you any additional insight.

White-robed [Reserve]
Balls of light fly from Quin's hands, bringing Moradin's blessings to his allies.
Prerequisite Ability to cast 3rd-level divine spells, turn undead, Touch of Healing
Benefit As long as you have an Healing spell of 3rd level or higher available to cast, you can throw an orb of Healing as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level Healing spell you have available to cast and deals ld6 points of damage per level of that Healing spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting Healing spells

Greater Toughness [General]
A creature with this feat is incredibly tougher than normal.

Prerequisite
Base Fortitude save bonus +4, Toughness, Improved Toughness

Benefit
The creature's Hit Die values advance one step. d4s become d6s become d8s becomes d10s become d12s become 2d8s. This change in value in no way whatsoever changes the creature in relation to caster level and consideration of number of hit dice. Only the creature's number of hit points are changed.
The feat may not be be taken twice or its benefits applied in anyway to stack with itself.

White-robed[Reserve]
Flavor Text

Prerequisite Ability to cast 3rd-level Conjuration (Healing) spells, Touch of Healing
Benefit As long as you have an Conjuration (Healing) spell of 3rd level or higher available to cast, you can throw an orb of positive energy as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level conjuration (healing) spell you have available to cast and deals 1d6 points of damage per level of that conjuration (healing) spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting Conjuration (Healing) spells.
If your BAB is high enough to get multiple attacks, you can split the damage healed between multiple attacks.
When used offensively, the target gets a Will Save to halve damage.
Special
When initially proposed and designed, this feat was designed with the willful intent to replace the Touch of Healing Feat, without my knowledge. With the Touch of Healing Feat's existence now known to me, it has been adjusted to reflect that truth.





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