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After a couple of days of testing, I've now introduced a forums part and a new Player Menu. I've also updated the House Rules section with information on Feats and Skills, and my campaign now approaches 3.5 rules. All user accounts have also been enabled again.

The forums contain an open section where anyone can view posts and all registered users can submit new posts, and a player section where only registered players can view and post new content. The player menu is only available to registered players (obviously) and gives them game information from each session, npcs encountered and places of interest.

07

Feb

2009

Feats PDF Print E-mail
Written by Tor Martin Pedersen   
Friday, 06 February 2009 01:56
New and modified (marked with *) feats, mostly additions from the 3.5 ruleset.

Acrobatic [general]
You have an excellent body awareness and coordination.
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

Agile [general]
You are particularly flexible and poised.
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

* Ambidexterity [general]
You are equally adept at using either hand.
Prerequisite: Dex 15+, 1st level only
Benefit: You ignore all penalties for using a weapon or tool off hand. You are neither left-handed nor right-handed. You also recieve a +2 bonus to Sleight of Hand (Pick Pocket).
Modification: This feat no longer affects the Two-Weapon Fighting feat.

Animal Affinity [general]
You are good with animals.
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

Athletic [general]
You have a knack for athletic endeavors.
Benefit: You get a +2 bonus on all Climb checks and Swim checks.

Augment Summoning [general]
Your summoned creatures are more powerful than normal.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enchantment bonus to Strength and Constitution for the duration of the spell that summoned it.

Deceitful [general]
You have a knack for disguising the truth.
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.

Deft Hands [general]
You have exceptional manual dexterity.
Benefit: You get a +2 bonus on all Sleight of Hand (Pick Pocket) checks and Use Rope checks.

Diehard [general]
You can remain conscious after attacks that would fell others.
Prerequisites: Endurance.
Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action the DM deems as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying, as described in Chapter 8: Combat.

Diligent [general]
Your meticulousness allows you to analyze minute details that others miss.
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

* Endurance [general]
You are capable of amazing feats of stamina.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

Eschew Materials [general]
You can cast spells without relying on material components.
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

Greater Spell Focus [general]
Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are now even more potent than before.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

Greater Spell Penetration [general]
Your spells are remarkably potent, breaking through spell resistance more readily than normal.
Prerequisite: Spell Penetration
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

Greater Two-Weapon Fighting [general]
You are a master at fighting two-handed.
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11
Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.
Special: An 11th level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Greater Weapon Focus [general]
Choose one type of weapon, for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are especially good at using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.

Greater Weapon Specialization [general]
Choose one type of weapon, for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Improved Counterspell [general]
You understand the nuances of magic to such an extent that you can counter your opponent's spells with great efficiency.
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

Improved Grapple [general]
You are skilled at grappling opponents.
Prerequisites: Dex 13, Improved Unarmed Strike
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Special: A monk may select Improved Grapple at 1st level, even if he does not meet the prerequisites.

Improved Overrun [general]
You are skilled at knocking down opponents.
Prerequisites: Str 13, Power Attack
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.

Improved Precise Shot [general]
Your ranged attacks can ignore the effects of cover or concealment.
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Normal: See the PHB rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Improved Shield Bash [general]
You can bash with a shield while retaining its shield bonus to your Armor Class.
Prerequisite: Shield Proficiency
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Normal: Without this feat, a character who performs a shield bash loses the shield's shield bonus to AC until his next turn.

Improved Sunder [general]
You are skilled at attacking your opponents' weapons and shields, as well as other objects.
Prerequisites: Str 13, Power Attack.
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Improved Turning [general]
Your turning or rebuking attempts are more powerful than normal.
Prerequisite: Ability to turn or rebuke creatures.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

* Improved Two-Weapon Fighting [general]
You are an expert in fighting two-handed.
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Investigator [general]
You have a knack for finding information.
Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

Magical Aptitude [general]
You have a knack for magical endeavors.
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magical Device Checks.

Manyshot [general]
You can fire multiple arrows simultaneously against a nearby target.
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special, below).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage, all others deal regular damage.

Natural Spell [general]
You can cast spells while in a wild shape.
Prerequisites: Wis 13, wild shape ability.
Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Negotiator [general]
You are good at gauging and swaying attitudes.
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Fingers [general]
You are adept at manipulating small, delicate objects.
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

Persuasive [general]
You have a way with words and body language.
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

* Power Attack [general]
You can make exceptionally powerful melee attacks.
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.
Special: 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.)

Rapid Reload [general]
Choose a type of crossbow (hand, light, or heavy). You can reload a crossbow of that type more quickly than normal.
Prerequisite: Weapon Proficiency (crossbow type chosen).
Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.

Self-Sufficient [general]
You can take care of yourslf in harsh environments and situations.
Benefit: You get a +2 bonus on all Heal checks and either Wilderness Lore or Urban Lore checks.

* Skill Focus [general]
Choose a skill, such as Move Silently. You have a special knack with that skill.
Benefit: You get a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Snatch Arrows [general]
You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.

* Spell Focus [general]
Choose a school of magic, such as illusion. Your spells of that school are more potent than normal.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Stealthy [general]
You are particularly good at avoiding notice.
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

** Sunder [general]
Replaced by the Improved Sunder feat, see above.

Two-Weapon Defense [general]
Your two-weapon fighting style bolsters your defense as well as your offense.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

* Two-Weapon Fighting [general]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Widen Spell [metamagic]
You can increase the area of your spells.
Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. For example, a fireball spell (which normally produces a 20-foot-radius spread) that is widened now fills a 40-foor-radius spread. A widened spell uses up a spell slot three levels higher than the spell's actual level.
Spells that do not have an area of one of these four sorts are not affected by this feat.
Last Updated on Saturday, 07 February 2009 05:04
 

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