Feats
General
Arctic Skin
You have developed a natural resistance against cold.
Prerequisites: Con 14+.
Benefit: You gain a +2 bonus to all saving
throws against cold effects. You also gain +2 bonus to any check
related to surviving intense cold (such as surviving in the
arctic).
Chi Gung
Through a series of physical and mental training, your skin has
toughened so as to improve your AC.
Prerequisites: Base attack +5 or higher,
Toughness.
Benefit: You gain a +2 natural armor bonus to
Armor Class.
Double Strike
You are able to make a "flurry of blows" with a
particular double weapon such as a quarterstaff, two-bladed
sword, and orc double axe.
Prerequisites: Dex 15+, Proficiency with exotic
double weapon.
Benefit: This feat is specific to each double
weapon, allowing it to be used to its full effect. You can make
an additional attack with the off-hand end of the quarterstaff,
suffering -2 to all attacks made that round. This is as if you
had two-weapon fighting and ambidexterity feats, but it only
applies to this weapon.
Note: This takes two feats to achieve (one for
the exotic weapon, one for this skill), which is one less feat
than purchasing the two-weapon and ambidextrous feats in addition
to the exotic weapon. It is balanced because it is useful only
for the weapon chosen - you cannot use any other double weapon or
any paired weapons. If "Improved two weapon fighting"
feat is subsequently taken it still only gives the benefit while
wielding the quarterstaff.
Eight Horse Stomp
You are able to hit the ground with enough force to knock people
down.
Prerequisites: Base attack bonus +6, Improved
Unarmed Attack, Str 18+.
Benefit: When this feat is used outside on any
hard surface, packed sand or dirt, or inside on stone floors, the
character is able to create a small tremor All those standing
within a 50 foot area of the character using this feat must make
a Balance check (DC 18) to remain standing. Those who fail their
check are considered knocked-down and take 1D6 damage for
falling. You may use Eight Horse Stomp once per day for every
four levels.
Horse Stance
You are more difficult to move from the ground you hold.
Benefit: You gain a +4 bonus to opposed rolls
when someone attempts to trip or bull rush you.
Flying Kick
You can make an unarmed strike while jumping.
Prerequisites: Improved Unarmed Strike, Jump
skill.
Benefit: If you pass within 5 feet of an
opponent while you are in the air from a jump (either a long jump
or a high jump) you gain a free unarmed strike against that
opponent at your highest base attack bonus. Of course, moving
through a threatened area may provoke attacks of opportunity.
Your legs do the actual striking so you do not have to be unarmed
to use this feat. You can only use this feat once per round.
Improved Grapple
You are trained in the art of grappling.
Benefit: You do not provoke an attack of
opportunity when attempting to grapple an opponent
Normal: See the normal grapple rules, page 137.
Improved Rapid Shot
Like Rapid Shot, you may fire up to four ranged shots with a
weapon.
Prerequisite: Dex 13+, Point Blank Shot, Rapid
Shot, Base attack bonus +6 or higher
Benefit: As with Rapid Shot, you may fire
additional attacks up to four shots total. Like Rapid Strike, the
attack is the highest base attack bonus, but each attack (the
extras and normal ones) suffer a -4 penalty. The character must
also use the full attack action to use this feat.
Normal: A character without this feat can only
fire one arrow per attack.
Improved Shield Proficiency
You are especially good with shields.
Prerequisites: Shield Proficiency and Shield
Expert.
Benefit: You get a +2 AC bonus when using a
shield. You also receive no attack penalties or lose your
shield's AC bonus when using shield bash attacks. The Shield side
opponent gains no bonuses for flanking attacks.
Normal: See shield bash attacks, page 106.
Improved Staff Fighting
Prerequisite: Dex 12+, Proficiency with
Quarterstaff.
Benefit: When using a Quarterstaff in combat
user can make a normal attack using his regular melee bonuses, or
he can make an extra attack, with a -2/-2 penalty on all attacks
with the staff that round.
Jack Rabbit
You can move with greater speed.
Prerequisites: Run
Benefit: Your base speed is increased by 10
feet.
Leaping Stand
Prerequisites: Dex 13+
Benefit: This feat allows you to
"leap" back up to your feet from a prone position as a
free action on your turn.
Nimble Monkey
You are naturally agile and flexible.
Benefit: You gain a +3 bonus on all Tumble and
Jump checks.
Ranged Disarm
You're able to disarm opponents from a distance with a ranged
weapon.
Prerequisites: Dex 13+, Precise Shot.
Benefit: You can perform the disarm action with
a ranged weapon.
Riposte
You are trained to make counter-attacks with light weapons when
an enemy makes a mistake during combat.
Prerequisites: Base attack +6 or higher, Combat
Reflexes, Expertise.
Benefit: You gain an attack of opportunity
against any melee opponent wh o misses you while you are using
the Expertise feat. Your counter-attack must be made with a light
weapon (or a rapier). If you are not wielding a light weapon then
you do not benefit from this feat.
Salamander Skin
You have developed a natural resistance against heat.
Prerequisites: Con 13+.
Benefit: You gain a +2 bonus to all saving
throws against fire effects. You also gain +2 bonus to any check
related to surviving intense heat (such as surviving in a
desert).
Underwater Fighting
You can fight effectively underwater
Prerequisites: Con 15+, Swim 5+ ranks
Benefit: All penalties for fighting underwater
are halved.
Wrestling
You are more likely to have the upper hand during a grapple.
Prerequisites: Improved Grapple.
Benefit: You gain a +4 attack bonus to all
opposed grapple checks.
Metamagic Feats
Armor Casting
You are especially good at spell casting while wearing armor.
Prerequisites: Dex 13+, Armor Proficiency.
Benefit: Arcane failure chances from wearing
armor are reduced by 10%.
Note: You may take this feat again when another
Armor Proficiency is taken. This feat only applies to the type of
Armor Profiency taken.
Delay Spell (Reprinted from Dragon Magazine
275)
You can cast spells that take effect after a set amount of time.
Prerequisites: Spellcaster, Any other metamagic
feat.
Benefit: A delayed spell does not activate until
1 to 5 rounds after you finish casting it. You determine the
delay when casting the spell and it cannot be changed once set.
The spell activates just before your turn on the round you
designate. Only ar ea, personal, and touch spells may be affected
by this feat. Any decisions you would make about the spell,
including attack rolls, designating targets, or determining or
shaping an area, are decided when the spell is cast. Any effects
resolved by those affected by the spell, including saving throws,
are decided whe n the spell triggers. If conditions change
between casting and effect in such a fashion as the make the
spell impossible - for example, the target you designate leaves
the spell\rquote s maximum range or area of effect before it goes
off - the spell fails. A delayed spell may be dispelled normally
during the delay, and can be detected normally in the area or on
the target with spells such as detect magic. A delayed spell uses
up a spell slot three levels higher than the spell\rquote s
actual level.
Special Feats
Armor Mobility
You are able to move more agily when wearing armor.
Prerequisites: Fighters only
Benefit: Your maximum Dexterity bonus when
wearing armor is improved by 1. You also reduce your armor check
penalty by 1.
Dragon Bond (1.0)
A feat usuable only by dragons, they may choose one humaniod to
share their life force with. From then on, they share each
other's pain and powers.
Prerequisites: "True" Dragons only;
minimum age Young Adult
Benefits: A special feat, available to only
young adult dragons and those who are older, the Dragon is able
to share their life force with a humanoid of the same alignment
by giving them half their heart through a ritual. On recieving
the dragon heart, the recipient then ages at the same rate the
dragon does. When the dragon dies, so does the recipient of the
dragon heart. Whenever the recipient is hurt or takes damage,
it's transfered to the dragon as if they had been hurt. (Damage
dealt to the dragon in this fashion does include any damage
reduction they get from a hit). The recipient also gains the
abilities similiar to that of the Half-Dragon. The dragon, will
always know where the recipient is within a hundred miles, gains
access to the recipient's feats and abilities, and spell
knowledge.
Note: Recipient of the Dragon's heart must be
the same alignment as the Dragon. Half-Dragons, Fairie Dragons
and others not "True" dragons, cannot use this feat.
"Half my heart to make you whole. It's strength to purify your weakness." Draco, Dragonheart
Weapons Mastery
You are extremely skilled with one particular kind of weapon.
Prerequisites: Fighter 4th+, Weapon Focus and
Weapon Specialisation.
Benefit: Your familiarity with a particular
weapon is so great that you gain an additional +2 hit and +1
damage with it, taking your total to +3 hit +3 damage when the
prerequisite feats are included.
Note: You can take this more than once, but it
must be with a different weapon each time.