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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.

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