Tuesday, June 25, 2013

5. Feats

General Feats
These feats involve a large array of various talents and proficiencies at the most basic level. Anyone may take general feats, but no classes gain them as bonus feats.  Many classes start with some of these feats for free.

Able Learner
      Benefit: You gain 4 more skill points at 1st level and 1 additional skill point each level thereafter. If you take this feat after 1st level, you immediately gain any skill points that would have been gained from previous levels.

Armor Proficiency, Heavy
      Prerequisite: Armor Proficiency (Medium).
      Benefit: You may cast spells while wearing heavy armor. Furthermore, the armor check penalty for that armor applies only to Acrobatics, Athletics, Escape Artist, Sleight of Hand, and Stealth checks.

Armor Proficiency, Light
      Benefit: You may cast spells while wearing light armor.

Armor Proficiency, Medium

      Prerequisite: Armor Proficiency (Light)
      Benefit: You may cast spells while wearing medium armor. Furthermore, the armor check penalty for that armor applies only to Acrobatics, Athletics, Escape Artist, Sleight of Hand, and Stealth checks.

Diehard
      Prerequisite: Endurance.
      Benefit: When reduced to negative hit points hit points, as long as you still live, you automatically become stable.
      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.

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.

Fast Movement
     Benefit: Your land speed increases by 10.

Improved Saving Throw
      Benefit: Choose a saving throw (Fortitude, Reflex, or Will). You get a +2 bonus on all saving throws of the chosen type.
      Special: You may choose Improved Saving Throw up to three times, choosing a new saving throw each time.

Shield Proficiency
      Benefit: You can gain a shield bonus from using a shield.

Skill Focus
      Benefit: Choose a skill. You get a +3 bonus on all checks involving that skill.
      Special: You can gain this feat multiple times choosing either a new skill or the same one again. Its effects stack.

Tower Shield Proficiency
      Prerequisite: Shield Proficiency
      Benefit: You can use a tower shield and suffer only the standard penalties.

Weapon Proficiency, Martial
     Prerequisite: Weapon Proficiency: Simple
     Benefit: You make attack rolls with martial weapons normally.

Weapon Proficiency, Simple
     Benefit: You make attack rolls with simple weapons normally.




Casting Feats
These feats focus on magical aptitude. Mages may choose casting feats as bonus feats.

Augment Summoning
     Prerequisite: Spell Focus (Conjuration)
     Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

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

Natural Spell
     Benefit: You can complete the verbal and somatic components of spells while polymorphed or in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
     You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Spell Focus
     Benefit: Choose a school of magic.  Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
     Special: You may choose this feat multiple times, choosing a new school each time.

Spell Focus, Greater
     Prerequisite: Spell Focus of the chosen school
     Benefit: The bonus gained from Spell Focus increases to +2.
     Special: You can choose this feat multiple times choosing a new school of magic each time.





Expertise Feats
These feats focus on speed, and mobility as well as various maneuvers in melee combat. Fighters and Monks may choose expertise feats as bonus feats.
Blind-Fight
     Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
     An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
     You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
     This feat is of no use against a character who is the subject of a blink spell.

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.

Combat Reflexes
     Benefit: You may make any number of attacks of opportunity a round. You may also make attacks of opportunity while flat-footed. You may make no more than one attack of opportunity against a single opponent each round.

Deflect Arrows
     Prerequisite: Dex 13
     Benefit: Any time you would normally be hit with a ranged weapon, you may attempt to deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Roll a reflex save. If your roll is higher than the opponent’s attack roll, you successfully deflect the attack.
     Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, projectiles from firearms, and ranged attacks generated by spell effects can’t be deflected.

Improved Combat Maneuvers
     Benefit: You gain a +4 bonus to your Combat Maneuver Defense and to all Combat Maneuver checks. Furthermore, if you trip an opponent in melee, you may immediately make an attack against that opponent at your highest base attack.

Improved Disarm
     Prerequisite: 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.

Improved Feint
     Prerequisite: Int 13, Combat Expertise
     Benefit: If you make a Bluff check to feint in combat you may make a single melee attack immediately afterwards.

Improved Initiative
     Benefit: You get a +4 bonus on initiative checks.
     Special: Fighters may choose this as a bonus feat.

Mobility
     Prerequisite: Dex 13, Dodge.
     Benefit: You gain an additional +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.

Run
     Benefit: When you take the run action, you move four times your normal speed. Furthermore, you do not suffer the -2 AC penalty while running and If you make a jump after a running start, you gain a +4 bonus on your Acrobatics check.

Snatch Arrows
     Prerequisite: Deflect Arrows
     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 to use this feat.

Stunning Fist
     Prerequisite: Dex 13, Wis 13, Base Attack Bonus +1
     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 level you have, but no more than once per round. Constructs, oozes, plants, undead, and incorporeal creatures cannot be stunned.

Whirlwind Attack
     Prerequisite: Combat Expertise, Spring Attack
     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.
 





Melee Feats
These feats focus on brute force and efficiency in melee combat. Fighters may choose melee feats as bonus feats.

Cleave

     Prerequisite: 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.



Cleave, Greater

     Prerequisite: Cleave, 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.



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.



Power Attack

     Prerequisite: Str 13, Base Attack Bonus +1

     Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +1 bonus on all melee damage rolls. This bonus to damage is doubled if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds double your Strength modifier on damage rolls.

     When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +1.

      You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.



Tower Shield Specialization

     Prerequisite: Tower Shield Proficiency, Base Attack Bonus +4

     Benefit: The character is more familiar and comfortable with Tower Shields.  He no longer suffers a -2 penalty to attack rolls while using one.



Two-Weapon Defense

     Prerequisite: Dex 13, Two-Weapon Fighting.

     Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.  When you are fighting defensively or using the total defense action, this shield bonus increases to +2.





Ranged Feats
These feats focus on precision and efficiency with ranged weapons. Fighters and Rangers may choose ranged feats as bonus feats.

Explosive Arrows
     Benefit: You can create explosive arrows, crossbow bolts, or sling bullets.  The cost of creating such items is usually negligible, only a gold or two for materials.  You may light and fire one as an action.  If the projectile hits, it deals normal damage as well as an additional 1d6 of fire damage.  Every 4 character levels, this fire damage increases by 1d6.  Furthermore, you may roll a special combat maneuver check using your Intelligence modifier rather than your strength.  If you beat the enemy's CMD, you knock it prone.
     Anything within 5 ft of the point of detonation takes the minimum of the direct hit fire damage (Dice of Damage + your Intelligence modifier) and may make attempt a Reflex save DC 10 + 1/2 your class level + your Intelligence modifier for half damage.
     If the arrow misses, randomly roll for the square in which it landed as per the rules for missing with a splash weapon.   

Explosive Arrows, Improved
     Prerequisite:Explosive Arrows, BaB +4
     Benefit: You count as being 4 levels higher than you actually are for purposes of the damage and reflex save DC of your explosive arrows or bolts.

Far 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.

Precise Shot
     Benefit: The character's target does not gain a cover bonus for standing behind combatants hostile to it. It can still take cover behind characters or creatures friendly to it.

Precise Shot, Improved
     Prerequisite: Precise Shot, Base Attack Bonus +11
     Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment.

Rapid Reload
     Benefit: Your exceptionally quick hands give you an advantage in combat allowing you to  reload a weapon in the blink of an eye.  Slings, hand crossbows, and light crossbows do not count as slow loading weapons in your hands.

Rapid Shot
     Prerequisite: Dex 13
     Benefit: You may make one extra attack while using an attack action with a ranged weapon, but each attack you make this action receives a -2 penalty.




Weapon Feats
These feats focus on training with specific weapons or groups of weapons. Fighters and Rangers may choose weapon feats as bonus feats.

Exotic Weapon Proficiency
     Prerequisite: Base attack bonus +1
     Benefit:  Choose a type of exotic weapon. You are proficient with it.
     Special: You may choose this feat multiple times, choosing a new weapon each time.

Oversized Weapon Specialization
     Prerequisite: Str 13, Base Attack Bonus +1
     Benefit: The penalties for fighting with an oversized weapon are reduced by 2.

Oversized Weapon Specialization, Improved
     Prerequisite: Oversized Weapon Specialization, Base Attack Bonus +11
     Benefit: The penalties for fighting with an oversized weapon are negated.

Weapon Focus
     Prerequisite: Proficiency with selected weapon, Base Attack Bonus +1.
     Benefit: Choose a weapon.  You gain a +1 bonus on all attack rolls you make using the selected weapon.
      Special: You may choose this feat multiple times, choosing a new weapon each time. 

Weapon Focus, Greater
     Prerequisite: Weapon Specialization with selected weapon, Base Attack Bonus +8
     Benefit: You gain an additional +1 bonus on all attack rolls you make using the selected weapon.
      Special: You may choose this feat multiple times, choosing a new weapon each time. 

Weapon Specialization
     Prerequisite: Weapon Focus with the selected weapon, Base Attack Bonus +4
     Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
      Special: You may choose this feat multiple times, choosing a new weapon each time. 

Weapon Specialization, Greater
     Prerequisite: Greater Weapon Focus with the selected weapon, Base Attack Bonus +12
     Benefit: You gain an additional +2 bonus on all damage rolls you make using the selected weapon.
      Special: You may choose this feat multiple times, choosing a new weapon each time.





Feat Trees 
A Feat Tree is a series of feats which must be taken in a specific order. Each combat tree has 5 feats; Basic, Improved, Greater, Perfect, and Epic. Each feat can be taken as long as the character meets the prerequisites listed below.

Feat Tree Prerequisites
     Basic: None
     Improved: Level 6 and the Basic feat from the same tree. 
     Greater: Level 11 and the Improved feat from the same tree.
     Perfect: Level 16 and the Greater feat from the same tree.
     Epic: Level 21 and the Perfect feat from the same tree.



Dodge
     Basic: You gain a +1 Dodge bonus to your AC.
     Improved: The AC bonus increases to +2.
     Greater: The AC bonus increases to +3.
     Perfect: The AC bonus increases to +4.
     Epic: The AC bonus increases to +5.



One-Handed Fighting
     Basic: The character is skilled in using a weapon one handed, leaving the other free to distract the opponent or switch weapon hands in a flash.  The character gains a +1 to attack and damage, as well as a +1 Shield bonus to AC while using a weapon in one hand and keeping the other hand free.  "Unarmed" cannot count as a One Handed Weapon for the purposes of this feat.
     Improved: All three of the bonuses increase to +2.
     Greater: All three of the bonuses increase to +3.
     Perfect: All three of the bonuses increase to +4.
     Epic: All three of the bonuses increase to +5.



Spell Penetration
     Basic: You get a +2 bonus on caster level checks made to overcome a creature’s spell resistance.
     Improved: The caster level check bonus increases to +4.
     Greater: The caster level check bonus increases to +6.
     Perfect: The caster level check bonus increases to +8.
     Epic: The caster level check bonus increases to +10.



Toughness
     Basic: Your receive +1 additional HP per level
     Improved: The HP bonus increases to +2.
     Greater: The HP bonus increases to +3.
     Perfect: The HP bonus increases to +4.
     Epic: The HP bonus increases to +5.



Two-Handed Fighting
     Basic: The character has learned how to swing his mighty weapon for the most devastating effect.  He receives a +2 bonus to damage while using a one-handed or heavier weapon in both hands.
     Improved: The damage bonus increases to +4.
     Greater: The damage bonus increases to +6.
     Perfect: The damage bonus increases to +8.
     Epic: The damage bonus increases to +10.


Two-Weapon Fighting
     Basic: Your penalties on attack rolls for fighting with two weapons are reduced by 2.
     Improved: If you have a BaB of +6 or higher, you gain a second attack with your off-hand weapon.
     Greater: If you have a BaB of +11 or higher, you gain a third attack with your off-hand weapon.
     Perfect: If you have a BaB of +16 or higher, you gain a fourth attack with your off-hand weapon.
     Epic: If you have a BaB of +21 or higher, you gain a fifth attack with your off-hand weapon.


Weapon and Shield Fighting
     Basic: The character is particularly efficient when fighting with a weapon and a shield. While equipped with such, the character gains an additional +1 shield bonus to AC. If the character makes a Shield Bash attack he loses this bonus until his next turn, even if he has Improved Shield Bash. At any time before the character attacks, he may exchange this bonus for a +1 to all melee attacks. The AC bonus is lost until the character's next turn.
     Improved: The AC bonus increases to +2.  Any part or all of it may be traded at any time for a bonus to attack rolls.
     Greater: The AC bonus increases to +3.
     Perfect: The AC bonus increases to +4.
     Epic: The AC bonus increases to +5