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Table of Contents

Feats

Feats are divided into categories: General, Fighter, Rogue, and Mage. General feats can be selected anytime that a character can select a non-class specific feat. Class specific feats can only be selected when gaining access to feats by adding an additional level of that class and must be drawn from the class specific category.

General Feats

Armor Proficiency Heavy

Armor Proficiency Light

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
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 Ride.

Armor Proficiency Medium

Prerequisite: Armor Proficiency Light.
Benefit: See Armor Proficiency Light.
Normal: See Armor Proficiency Light.

Cleave

Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Special: A fighter may select Cleave as one of his fighter bonus feats.

Combat Casting

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Combat Expertise

Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
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: A fighter may select Combat Expertise as one of his fighter bonus feats.

Combat Reflexes

Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also 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: A fighter may select Combat Reflexes as one of his fighter bonus feats. A rogue may select Combat Reflexes as one of his rogue bonus feats.

Deflect Arrows

Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit:You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.

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: A rogue may select Deflect Arrows as a rogue bonus feat. A fighter may select Deflect Arrows as one of his fighter bonus feats.

Diehard

Prerequisite: 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 deemed as strenuous, including some free actions, swift actions, or immediate 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.

Dodge

Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

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: A fighter may select Dodge as one of his fighter bonus feats.

Endurance

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 fighter may select Endurance as one of his fighter bonus feats.

Far Shot

Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.
Special: A fighter may select Far Shot as one of his fighter bonus feats.

Great Cleave

Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Special: A fighter may select Great Cleave as one of his fighter bonus feats.

Great Fortitude

Benefit: You get a +2 bonus on all Fortitude saving throws.

Improved Bull Rush

Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.

Improved Disarm

Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A fighter may select Improved Disarm as one of his fighter bonus feats. A rogue may select Improved Disarm as a bonus feat if his base attack bonus is +6.

Improved Feint

Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
Special: A fighter may select Improved Feint as one of his fighter bonus feats.

Improved Grapple

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 fighter may select Improved Grapple as one of his fighter bonus feats. A rogue may select Improved Grapple as one of his rogue bonus feats if his base attack bonus is +1.

Improved Initiative

Benefit: You get a +4 bonus on initiative checks.
Special: A fighter may select Improved Initiative as one of his fighter bonus feats.

Improved Overrun

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.
Special: A fighter may select Improved Overrun as one of his fighter bonus feats.

Improved Shield Bash

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 or her next turn.
Special: A fighter may select Improved Shield Bash as one of his fighter bonus feats.

Improved Sunder

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.
Special: A fighter may select Improved Sunder as one of his fighter bonus feats.

Improved Trip

Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At base attack bonus +6, a rogue may select Improved Trip as a bonus feat. A fighter may select Improved Trip as one of his fighter bonus feats.

Improved Two-Weapon Fighting

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. See the Two-Weapon Fighting special attack.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.

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

Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

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: A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.

Iron Will

Benefit: You get a +2 bonus on all Will saving throws.

Lightning Reflexes

Benefit: You get a +2 bonus on all Reflex saving throws.

Manyshot

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).

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 only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats.

Mobility

Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Special: A fighter may select Mobility as one of his fighter bonus feats.

Mounted Archery

Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
Special: A fighter may select Mounted Archery as one of his fighter bonus feats.

Mounted Combat

Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)
Special: A fighter may select Mounted Combat as one of his fighter bonus feats.

Point Blank Shot

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.

Power Attack

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.)

A fighter may select Power Attack as one of his fighter bonus feats.

Precise Shot

Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Special: A fighter may select Precise Shot as one of his fighter bonus feats.

Quick Draw

Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

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: A fighter may select Quick Draw as one of his fighter bonus feats.

Rapid Reload

Choose a type of crossbow (hand, light, or heavy).

Prerequisite: Weapon Proficiency Crossbows

Choose a type of crossbow (hand, light, or heavy).

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 attack 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. A fighter may select Rapid Reload as one of his fighter bonus feats.

Rapid Shot

Prerequisites: Dex 13, Point Blank Shot.
Benefit:You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
Special: A fighter may select Rapid Shot as one of his fighter bonus feats.

Ride-By Attack

Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Special: A fighter may select Ride-By Attack as one of his fighter bonus feats.

Run

Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Shield Proficiency

Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

Shot On The Run

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Special: A fighter may select Shot on the Run as one of his fighter bonus feats.

Skill Focus

Benefit: You gain a +2 bonus any two skills or a +3 bonus to one skill. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill or skills.

Snatch Arrows

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 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.

Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.

Snatch Arrows

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 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.

Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.

Stunning Fist

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +6.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A fighter may select Stunning Fist as one of his fighter bonus feats.

Toughness

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Tower Shield Proficiency

Prerequisite: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the standard penalties.
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: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

Trample

Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Special:A fighter may select Trample as one of his fighter bonus feats.

Two-Weapon Defense

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. See the Two-Weapon Fighting special attack.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

Two Weapon Fighting

Ability Type: (Ex)
Prerequisite: Dexterity 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. See Two-Weapon Fighting in Combat.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Uncanny Dodge

Ability Type: (Ex)
Benefit: You can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. You can no longer be flanked. This defense denies the ability to sneak attack the character by flanking, unless the attacker has at least four more character levels than the target.

Weapon Finesse

Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats. Natural weapons are always considered light weapons.

Weapon Focus

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

Weapon Proficiency Axes

You understand how to use axes and axelike weapons.

Benefit: You make attack rolls with the following weapons normally: handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Basic Weapons

You understand how to use a few basic weapons.

Benefit: You make attack rolls with the following weapons normally: club, dagger, and quarterstaff.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Bows

You understand how to use bows.

Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow.
Normal:When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Claw Weapons

You understand how to use weapons strapped to the hands.

Benefit: You make attack rolls with the following weapons normally: punching dagger, spiked gauntlet.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Crossbows

You understand how to use crossbows.

Benefit: You make attack rolls with the following weapons normally: heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Druid Weapons

You understand how to use weapons favored by druids.

Benefit: You make attack rolls with the following weapons normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Flails and Chains

You understand how to use flails and chain weapons.

Benefit: You make attack rolls with the following weapons normally: light flail and heavy flail.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Heavy Blades

You understand how to use large bladed weapons.

Benefit: You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar, and bastard sword (two-handed use).
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Light Blades

You understand how to use light bladed weapons.

Benefit: You make attack rolls with the following weapons normally: dagger, punching dagger, rapier, and short sword.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group Maces and Clubs

You understand how to use maces and clubs.

Benefit: You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, quarterstaff, and sap.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Monk Weapons

You understand how to use weapons normally favored by monks.

Prerequisite: Improved Unarmed Strike.
Benefit: You make attack rolls with the following weapons normally: kama, nunchaku, quarterstaff, sai, shuriken, and siangham.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Picks and Hammers

You understand how to use picks and hammers.

Benefit: You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, warhammer, and scythe.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Polearms

You understand how to use polearms.

Benefit: You make attack rolls with the following weapons normally: glaive, guisarme, halberd, and ranseur.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Slings and Thrown Weapons

You understand how to use slings and handheld thrown weapons.

Benefit: You make attack rolls with the following weapons normally: dart and sling.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Proficiency Spears and Lances

You understand how to use spears and javelins.

Benefit: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Whirlwind Attack [General]

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats.

Wild Empathy

Ability Type: (Ex)
Prerequisite: Handle Animal 1 Rank
Benefit: You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your character level and Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

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: Base Attack Bonus +3
Benefit: You have learned to be more maneuverable while wearing armor. Whenever you are wearing armor, the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by your armor by 1. In addition, you can also move at your normal speed while wearing medium armor. At Base Attack Bonus +6, the armor check penalty decreases by 1, the maximum Dexterity bonus allowed by your armor is increased by 1, and you can move at your normal speed while wearing heavy armor.

Bravery

Ability Type: (Ex)
Prerequisites: Base Attack Bonus +2
Benefit: You gain a +1 bonus on Will saves against fear. This bonus increases by +1 for when Base Attack Bonus becomes +6

Favored Enemy

Ability Type: (Ex)
Benefit: Choose a type of creature (or in the case of Humanoid or Outsider, also a subtype) from the following list: Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, Humanoid (aquatic), Humanoid (dwarf), Humanoid (elf), Humanoid (goblinoid), Humanoid (gnoll), Humanoid (gnome), Humanoid (halfling), Humanoid (human), Humanoid (orc), Humanoid (reptilian), Magical beast, Monstrous Humanoid, Ooze, Outsider (air), Outsider (chaotic), Outsider (earth), Outsider (evil), Outsider (fire), Outsider (good), Outsider (lawful), Outsider (native), Outsider (water), Plant, Undead, Vermin.

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: Punishing Strike
Benefit: Your Punishing Strike Improves to +2d6

Punishing Strike

Benefit: When the fighter makes an attack of opportunity, he receives a +4 bonus to the attack roll and adds +1d6 to the damage dealt.

Smite Evil

Ability Type: (Su)
Prerequisite: Good Alignment, Knowledge (Religion) 1 Rank, Base Attack Bonus +1
Benefit: Once per day, a you may attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per character level. If you accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At Character Level 5, you may smite evil one additional time per day.

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: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Training

Ability Type: (Ex)
Prerequisite: Base Attack Bonus +5
Benefit: Select a weapon group in which you have proficiency. Whenever you attack with a weapon from this group, you gain a +1 bonus on attack and damage rolls. You also add this bonus to combat maneuver checks made with weapons from this group. This bonus also applies to the Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Mage

Channel Energy

Ability Type: (Su)
Prerequisite: Knowledge (Religion) 1 Rank, Divine Spellcasting
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's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A character may channel energy a number of times per day equal to 3 + their Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A character can choose whether or not to include themselves in this effect. A character must be able to present their holy symbol to use this ability. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Energy Bolt

Ability Type: (Su)
Benefit: Using a standard action and at least one free hand, you blast a bolt of magical energy that inflicts 1d6 points of force damage + 1d6 points of force damage per three caster levels. To use this ability, you must succeed at a ranged touch attack. The bolt's range is 25 feet + 5 feet per 2 caster levels.

Familiar

Ability Type: (Ex) Prerequisites: Arcane Spellcasting.
Benefit: A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

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's level.

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's choice as a supernatural ability.

Familiar Basics: Use the basic statistics for a creature of the familiar's kind, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar's kind.

Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

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's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Master Class Level Natural Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master

Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.

Int: The familiar's Intelligence score.

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's type (magical beast).

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: Knowledge (Religion) 5 Ranks, Channel Energy, Improved Channel Energy, Divine Spellcasting
Benefit: Your channeled energy damage dice increases to +3d6.

Improved Channel Energy

Ability Type: (Su)
Prerequisite: Knowledge (Religion) 3 Ranks, Channel Energy, Divine Spellcasting
Benefit: Your channeled energy damage dice increase to +2d6.

Turn Undead

Ability Type: (Su)
Prerequisites: Channel Positive Energy
Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your caster level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

Wild Shape

Ability Type: (Su)
Prerequisites: Wild Empathy, Base Magic Bonus +4
Benefit: You gain the ability to turn yourself into any Small or Medium animal and back again once per day. Your options for new forms include all creatures with the animal type. This ability functions like the Beast Shape spell, except as noted here. The effect lasts for 1 hour per caster level, or until you change back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the character is familiar.

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: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 sp or less, otherwise scribing a scroll takes 1 day.

Spontaneous Casting

Ability Type: (Su)
Prerequisites: Divine Spellcasting
Benefit: A good character (or a neutral character of a good deity) can channel stored spell energy into healing spells that they did not prepare ahead of time. The character can “lose” any prepared spell that is not an 0 level spell or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

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's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the character channels positive or negative energy (see channel energy).

Rogue

Combat Tactics

Ability Type: (Ex)
Prerequisites: Sneak Attack
Benefit: You are more dangerous when combat conditions favor your fighting style. Your base attack bonus becomes equal to your level any time your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank an opponent.

Death Attack

Ability Type: (Ex)
Prerequisites: Sneak Attack, Stealth 5 Ranks, Disguise 2 Ranks
Benefit: If you study your victim for 3 rounds and then make a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + your class level + your Int modifier) against the kill effect, the target dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds.

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: Base Reflex Save +3
Benefit: You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful saving throw, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Greater Sneak Attack

Ability Type: (Ex)
Prerequisites: Stealth 5 Ranks, Improved Sneak Attack
Benefit: Your Sneak Attack damage increases to +3d6

Improved Evasion

Ability Type: (Ex)
Prerequisites: Evasion, Base Save Bonus +5
Benefit: This ability works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, you henceforth take only half damage on a failed save. You do not gain the benefit of improved evasion if you are helpless.

Improved Sneak Attack

Ability Type: (Ex)
Prerequisites: Stealth 3 Ranks, Sneak Attack
Benefit: Your Sneak Attack damage increases to +2d6

Improved Trap Sense

Ability Type: (Ex)
Prerequisites: Perception 1 Rank, Trap Sense
Benefit: Your Trap Sense improves the bonus on Reflex saves made to avoid traps to +2 and the dodge bonus to AC against attacks made by traps improves to +2.

Poison Use

Ability Type: (Ex)
Prerequisite: Dexterity 13
Benefit: You are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a blade.

Sneak Attack

Ability Type: (Ex)
Prerequisites: Stealth 1 Rank
Benefit: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for an extra 1d6 damage. You deal extra damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the you flank your target.

Trap Sense

Ability Type: (Ex)
Prerequisites: Perception 1 Rank
Benefit: You are exceptional at finding traps. You can use the Search skill to find traps with Difficulty Class greater than 20. You can also use the Disable Device skill to disarm magical traps. You gain a +1 Bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

basic20/feats/start.1354968548.txt.gz · Last modified: 2012/12/08 12:09 by cedwards

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