basic20:feats:start
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| basic20:feats:start [2012/12/08 12:16] – cedwards | basic20:feats:start [2015/01/01 17:00] (current) – cedwards | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ====== Feats ====== | ====== Feats ====== | ||
| - | Feats are divided into categories: General, | + | ===== Prerequisites ===== |
| + | Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. | ||
| + | |||
| + | A character can’t use a feat if he or she has lost a prerequisite. | ||
| + | |||
| + | ===== Types of Feats ===== | ||
| + | Feats are divided into categories: General, | ||
| ===== General Feats ===== | ===== General Feats ===== | ||
| Line 12: | Line 18: | ||
| ==== Armor Proficiency Light ==== | ==== Armor Proficiency Light ==== | ||
| - | **Benefit: | + | **Benefit: |
| - | **Normal:** A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including | + | **Normal:** A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including |
| ==== Armor Proficiency Medium ==== | ==== Armor Proficiency Medium ==== | ||
| Line 20: | Line 26: | ||
| **Benefit: | **Benefit: | ||
| **Normal:** See [[#Armor Proficiency Light]]. | **Normal:** See [[#Armor Proficiency Light]]. | ||
| + | |||
| + | ==== Blind-Fight ==== | ||
| + | **Benefit: | ||
| + | |||
| + | An invisible attacker gets no bonus to hit the character in melee. That is, the character doesn' | ||
| + | |||
| + | The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character' | ||
| ==== Cleave ==== | ==== Cleave ==== | ||
| Line 25: | Line 38: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Combat Casting ==== | ==== Combat Casting ==== | ||
| Line 36: | Line 49: | ||
| **Benefit: | **Benefit: | ||
| **Normal:** A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.\\ | **Normal:** A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.\\ | ||
| - | **Special: | + | **Special: |
| ==== Combat Reflexes ==== | ==== Combat Reflexes ==== | ||
| Line 44: | Line 57: | ||
| **Normal:** A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. | **Normal:** A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. | ||
| - | **Special: | + | **Special: |
| ==== Deflect Arrows ==== | ==== Deflect Arrows ==== | ||
| Line 51: | Line 64: | ||
| Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. | Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. | ||
| - | **Special: | + | **Special: |
| ==== Diehard ==== | ==== Diehard ==== | ||
| Line 69: | Line 82: | ||
| A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. | A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. | ||
| - | **Special: | + | **Special: |
| ==== Endurance ==== | ==== Endurance ==== | ||
| Line 76: | Line 89: | ||
| **Normal:** A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. | **Normal:** A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. | ||
| - | **Special: | + | **Special: |
| ==== Far Shot ==== | ==== Far Shot ==== | ||
| **Prerequisite: | **Prerequisite: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Great Cleave ==== | ==== Great Cleave ==== | ||
| **Prerequisites: | **Prerequisites: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Great Fortitude ==== | ==== Great Fortitude ==== | ||
| Line 94: | Line 107: | ||
| **Prerequisites: | **Prerequisites: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Improved Disarm ==== | ==== Improved Disarm ==== | ||
| Line 100: | Line 113: | ||
| **Benefit: | **Benefit: | ||
| **Normal:** See the normal disarm rules.\\ | **Normal:** See the normal disarm rules.\\ | ||
| - | **Special: | + | **Special: |
| ==== Improved Feint ==== | ==== Improved Feint ==== | ||
| Line 106: | Line 119: | ||
| **Benefit: | **Benefit: | ||
| **Normal:** Feinting in combat is a standard action.\\ | **Normal:** Feinting in combat is a standard action.\\ | ||
| - | **Special: | + | **Special: |
| ==== Improved Grapple ==== | ==== Improved Grapple ==== | ||
| Line 113: | Line 125: | ||
| **Benefit: | **Benefit: | ||
| **Normal:** Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.\\ | **Normal:** Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.\\ | ||
| - | **Special: | + | **Special: |
| ==== Improved Initiative ==== | ==== Improved Initiative ==== | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Improved Overrun ==== | ==== Improved Overrun ==== | ||
| Line 123: | Line 135: | ||
| **Benefit: | **Benefit: | ||
| **Normal:** Without this feat, the target of an overrun can choose to avoid you or to block you.\\ | **Normal:** Without this feat, the target of an overrun can choose to avoid you or to block you.\\ | ||
| - | **Special: | + | **Special: |
| ==== Improved Shield Bash ==== | ==== Improved Shield Bash ==== | ||
| Line 129: | Line 141: | ||
| **Benefit: | **Benefit: | ||
| **Normal:** Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.\\ | **Normal:** Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.\\ | ||
| - | **Special: | + | **Special: |
| ==== Improved Sunder ==== | ==== Improved Sunder ==== | ||
| Line 137: | Line 149: | ||
| You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.\\ | 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.\\ | **Normal:** Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.\\ | ||
| - | **Special: | + | **Special: |
| ==== Improved Trip ==== | ==== Improved Trip ==== | ||
| Line 146: | Line 158: | ||
| **Normal:** Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.\\ | **Normal:** Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.\\ | ||
| - | **Special: | + | **Special: |
| ==== Improved Two-Weapon Fighting ==== | ==== Improved Two-Weapon Fighting ==== | ||
| **Prerequisites: | **Prerequisites: | ||
| - | **Benefit: | + | **Benefit: |
| **Normal:** Without this feat, you can only get a single extra attack with an off-hand weapon.\\ | **Normal:** Without this feat, you can only get a single extra attack with an off-hand weapon.\\ | ||
| - | **Special: | + | **Special: |
| - | A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor. | ||
| ==== Improved Unarmed Strike ==== | ==== Improved Unarmed Strike ==== | ||
| **Benefit: | **Benefit: | ||
| Line 161: | Line 172: | ||
| **Normal:** Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.\\ | **Normal:** Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.\\ | ||
| - | **Special: | + | **Special: |
| ==== Improved Uncanny Dodge ==== | ==== Improved Uncanny Dodge ==== | ||
| + | **Prerequisite: | ||
| **Benefit: | **Benefit: | ||
| Line 180: | Line 192: | ||
| Damage reduction and other resistances apply separately against each arrow fired. | Damage reduction and other resistances apply separately against each arrow fired. | ||
| - | **Special: | + | **Special: |
| ==== Mobility ==== | ==== Mobility ==== | ||
| Line 188: | Line 200: | ||
| Dodge bonuses stack with each other, unlike most types of bonuses. | Dodge bonuses stack with each other, unlike most types of bonuses. | ||
| - | **Special: | + | **Special: |
| ==== Mounted Archery ==== | ==== Mounted Archery ==== | ||
| **Prerequisites: | **Prerequisites: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Mounted Combat ==== | ==== Mounted Combat ==== | ||
| **Prerequisite: | **Prerequisite: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Point Blank Shot ==== | ==== Point Blank Shot ==== | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Power Attack ==== | ==== Power Attack ==== | ||
| Line 209: | Line 221: | ||
| **Special: | **Special: | ||
| - | A fighter | + | A warrior |
| ==== Precise Shot ==== | ==== Precise Shot ==== | ||
| **Prerequisite: | **Prerequisite: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Quick Draw ==== | ==== Quick Draw ==== | ||
| Line 224: | Line 236: | ||
| **Normal:** Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action. | **Normal:** Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action. | ||
| - | **Special: | + | **Special: |
| ==== Rapid Reload ==== | ==== Rapid Reload ==== | ||
| Line 239: | Line 251: | ||
| **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.\\ | **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: | + | **Special: |
| ==== Rapid Shot ==== | ==== Rapid Shot ==== | ||
| **Prerequisites: | **Prerequisites: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Ride-By Attack ==== | ==== Ride-By Attack ==== | ||
| **Prerequisites: | **Prerequisites: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Run ==== | ==== Run ==== | ||
| Line 262: | Line 274: | ||
| **Prerequisites: | **Prerequisites: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Skill Focus ==== | ==== Skill Focus ==== | ||
| Line 273: | Line 285: | ||
| You must have at least one hand free (holding nothing) to use this feat. | You must have at least one hand free (holding nothing) to use this feat. | ||
| - | **Special: | + | **Special: |
| ==== Snatch Arrows ==== | ==== Snatch Arrows ==== | ||
| Line 281: | Line 293: | ||
| You must have at least one hand free (holding nothing) to use this feat. | You must have at least one hand free (holding nothing) to use this feat. | ||
| - | **Special: | + | **Special: |
| ==== Stunning Fist ==== | ==== Stunning Fist ==== | ||
| Line 287: | Line 299: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Toughness ==== | ==== Toughness ==== | ||
| Line 296: | Line 308: | ||
| **Benefit: | **Benefit: | ||
| **Normal:** A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.\\ | **Normal:** A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.\\ | ||
| - | **Special: | + | **Special: |
| + | |||
| + | ==== Track ==== | ||
| + | **Ability Type:** (Ex)\\ | ||
| + | **Prerequisitie: | ||
| + | **Benefit: | ||
| ==== Trample ==== | ==== Trample ==== | ||
| **Prerequisites: | **Prerequisites: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Two-Weapon Defense ==== | ==== Two-Weapon Defense ==== | ||
| Line 309: | Line 326: | ||
| When you are fighting defensively or using the total defense action, this shield bonus increases to +2. | When you are fighting defensively or using the total defense action, this shield bonus increases to +2. | ||
| - | **Special: | + | **Special: |
| ==== Two Weapon Fighting ==== | ==== Two Weapon Fighting ==== | ||
| Line 325: | Line 342: | ||
| **Prerequisite: | **Prerequisite: | ||
| **Benefit: | **Benefit: | ||
| - | **Special: | + | **Special: |
| ==== Weapon Focus ==== | ==== Weapon Focus ==== | ||
| Line 333: | Line 350: | ||
| **Special: | **Special: | ||
| - | A fighter | + | A warrior |
| ==== Weapon Proficiency Axes ==== | ==== Weapon Proficiency Axes ==== | ||
| Line 426: | Line 443: | ||
| **Normal:** When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. | **Normal:** When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. | ||
| - | ==== Whirlwind Attack | + | ==== Whirlwind Attack ==== |
| **Prerequisites: | **Prerequisites: | ||
| **Benefit: | **Benefit: | ||
| Line 432: | Line 449: | ||
| When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. | When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. | ||
| - | **Special: | + | **Special: |
| ==== Wild Empathy ==== | ==== Wild Empathy ==== | ||
| Line 445: | Line 462: | ||
| You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. | You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. | ||
| - | ===== Fighter ===== | ||
| - | ==== Armor Training ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | ==== Bravery ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | ==== Favored Enemy ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Benefit: | ||
| - | |||
| - | You gain a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against creatures of the selected type. Likewise, you gets a +2 bonus on weapon damage rolls against such creatures. May be chosen multiple times. If chosen again for the same type (or subtype in the case of Humanoid or Outsider), increase the bonus by 2. | ||
| - | |||
| - | ==== Improved Punishing Strike ==== | ||
| - | **Prerequisite: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Punishing Strike ==== | ||
| - | **Benefit: | ||
| - | receives a +4 bonus to the attack roll and adds +1d6 to the damage dealt. | ||
| - | |||
| - | ==== Smite Evil ==== | ||
| - | **Ability Type:** (Su)\\ | ||
| - | **Prerequisite: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Weapon Specialization ==== | ||
| - | |||
| - | Choose one type of weapon for which you have already selected the Weapon Focus feat. 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: | ||
| - | **Benefit: | ||
| - | **Special: | ||
| - | |||
| - | ==== Weapon Training ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisite: | ||
| - | **Benefit: | ||
| - | |||
| - | ===== Mage ===== | ||
| - | |||
| - | ==== Channel Energy ==== | ||
| - | **Ability Type:** (Su)\\ | ||
| - | **Prerequisite: | ||
| - | **Benefit: | ||
| - | Regardless of alignment, you can release a wave of energy by channeling the power of your faith through your holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. | ||
| - | |||
| - | A good character (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil character (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral character who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether to channel positive or negative energy once this feat is taken. Once this choice is made, it cannot be reversed. | ||
| - | |||
| - | Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the character. The amount of damage dealt or healed is equal to 1d6 points of damage. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric' | ||
| - | |||
| - | ==== Energy Bolt ==== | ||
| - | **Ability Type:** (Su)\\ | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Familiar ==== | ||
| - | **Ability Type:** (Ex) | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. | ||
| - | |||
| - | Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master' | ||
| - | |||
| - | If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 sp per wizard level. The ritual takes 8 hours to complete. | ||
| - | |||
| - | ^ Familiar ^ Special Ability ^ | ||
| - | |Bat | Master gains a +3 bonus on Fly checks| | ||
| - | |Cat | Master gains a +3 bonus on Stealth checks| | ||
| - | |Hawk | Master gains a +3 bonus on sight-based and opposed Perception checks in bright light| | ||
| - | |Lizard | Master gains a +3 bonus on Climb checks| | ||
| - | |Monkey | Master gains a +3 bonus on Acrobatics checks| | ||
| - | |Owl | Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness| | ||
| - | |Rat | Master gains a +2 bonus on Fortitude saves| | ||
| - | |Raven* | Master gains a +3 bonus on Appraise checks| | ||
| - | |Viper | Master gains a +3 bonus on Bluff checks| | ||
| - | |Toad | Master gains +3 hit points| | ||
| - | |Weasel | Master gains a +2 bonus on Reflex saves| | ||
| - | |*A raven familiar can speak one language of its master' | ||
| - | |||
| - | **Familiar Basics:** Use the basic statistics for a creature of the familiar' | ||
| - | |||
| - | //Hit Dice:// For the purpose of effects related to number of Hit Dice, use the master' | ||
| - | |||
| - | //Hit Points:// The familiar has half the master' | ||
| - | |||
| - | // | ||
| - | |||
| - | Damage equals that of a normal creature of the familiar' | ||
| - | |||
| - | //Saving Throws:// For each saving throw, use either the familiar' | ||
| - | |||
| - | //Skills:// For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master' | ||
| - | |||
| - | **Familiar Ability Descriptions: | ||
| - | |||
| - | ^ Master Class Level ^Natural Armor Adj. ^ Int ^Special^ | ||
| - | |1st–2nd | ||
| - | |3rd–4th | ||
| - | |5th–6th | ||
| - | |||
| - | //Natural Armor Adj.:// The number noted here is in addition to the familiar' | ||
| - | |||
| - | //Int:// The familiar' | ||
| - | |||
| - | //Alertness (Ex):// While a familiar is within arm's reach, the master gains the Alertness feat. | ||
| - | |||
| - | //Improved Evasion (Ex):// When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. | ||
| - | |||
| - | //Share Spells:// The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar' | ||
| - | |||
| - | //Empathic Link (Su):// The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. | ||
| - | |||
| - | //Deliver Touch Spells (Su):// If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. | ||
| - | |||
| - | //Speak with Master (Ex):// If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. | ||
| - | |||
| - | ==== Greater Channel Energy ==== | ||
| - | **Ability Type:** (Su)\\ | ||
| - | **Prerequisite: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Improved Channel Energy ==== | ||
| - | **Ability Type:** (Su)\\ | ||
| - | **Prerequisite: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Turn Undead ==== | ||
| - | **Ability Type:** (Su)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Wild Shape ==== | ||
| - | **Ability Type:** (Su)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | You lose the ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) | ||
| - | |||
| - | An additional use per day is permitted at caster level 6. | ||
| - | |||
| - | ==== Scribe Scroll (Item Creation) ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Spontaneous Casting ==== | ||
| - | **Ability Type:** (Su)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | An evil character (or a neutral character who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). | ||
| - | |||
| - | A character who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player' | ||
| - | |||
| - | ===== Rogue ===== | ||
| - | |||
| - | ==== Combat Tactics ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | actually has a Dexterity bonus or not), or when you flank an opponent. | ||
| - | |||
| - | ==== Death Attack ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack. | ||
| - | |||
| - | ==== Evasion ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Greater Sneak Attack ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Improved Evasion ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Improved Sneak Attack ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Improved Trap Sense ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Poison Use ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisite: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Sneak Attack ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
| - | |||
| - | ==== Trap Sense ==== | ||
| - | **Ability Type:** (Ex)\\ | ||
| - | **Prerequisites: | ||
| - | **Benefit: | ||
basic20/feats/start.1354968970.txt.gz · Last modified: 2012/12/08 12:16 by cedwards