Feats

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Feats

Post by Draxion on September 6th 2014, 10:26 am

Feat List

General Feats
Prerequisites
Benefits
Armor Proficiency (light)-Only standard penalties apply.
- Armor Proficiency (med)Armor Proficiency (light)Only standard penalties apply.
-- Armor Proficiency (heavy)Armor Proficiency (med)Only standard penalties apply.
Athletic-+2 to all Climb and Swim checks.
Blind-fight-Invisible attackers get no bonus when attacking you. Also, 3/4 speed in dark areas.
Combat Casting-+4 to Concentration for spells and spell-like abilities.
Combat ExpertiseInt 13+Can take a penalty to atk to gain an AC bonus.
- Improved Disarm-Combat Expertise
-Int 13+
Do not suffer AoO when you attempt to disarm an opponent. +4 to attack to oppose attack roll.
- Improved Feint-Combat Expertise
-Int 13+
You can make a bluff check to feint in combat as a move action instead of a standard action.
- Improved Trip-Combat Expertise
-Int 13+
You may trip an opponent and make an attack as though you haven't made the trip attempt and then you gain +4 to str checks to trip opponents.
Combat Reflexes-Dex bonus added to number of ApO per round.
Deceitful-+2 to all Disguise and Forgery checks.
Deft Hands-+2 to all Pick Pocket and Use Rope checks.
Diligent-+2 to all Appraise and Decipher Script checks.
DodgeDex 13++1 AC to a single opponent.
- Mobility-Dex 13+
-Dodge
+4 AC to AoO.
-- Spring Attack-Dex 13+
-Dodge
-Mobility
-Base Attack +4 or higher
When using the attack action with a melee weapon you can move both before and after the attack but not more than your speed. Does not provoke an AoO.
--- Whirlwind Attack-Dex 13+
-Int 13+
-Dodge
-Mobility
-Spring Attack
-Combat Expertise
-Base Attack +4 or higher
When you perform the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus at every opponent within reach. You also give up any extra attacks granted by other feats or abilities.
Endurance-+4 to Stamina base checks and some Fortitude saves. Can sleep in medium armor without fatigue.
- DiehardEnduranceYou remain conscious after being reduced to negative HP and act as if disabled. 
Eschew Materials-Can cast spells without needing material components. Spells without material costing 1 gp+ are not effected.
Exotic Weapon Proficiency*Base Attack +1 or higherCan use an exotic weapon without any penalty.
Extra Turning**Ability to turn and rebuke undeadAll turn and rebuke abilities gain +4 uses per day.
Great Fortitude-+2 to all Fortitude saving throws.
Improved Counterspell-For counterspelling you may use a spell of the same school that is at least one level higher.
Improved Critical*-Proficient with weapon
-Base attack +8 or higher
Doubles the critical range of one weapon.
Improved Initiative-+4 on all imitative checks.
Improved TurningAbility to turn or rebuke undeadYou turn or rebuke as if one level higher.
Improved Unarmed Strike-You are considered to be armed when not.
- Deflect Arrows-Dex 13+
-Improved Unarmed Strike
You can deflect any ranged weapon once per round, except for unusually massive weapons.
-- Snatch Arrows-Dex 15+
-Improved Unarmed Strike
-Deflect Arrows
You can grab incoming weapons and projectiles. Thrown weapons can be thrown back as an immediate free action. Projectiles can be shot back with the appropriate weapon next turn.
- Improved Grapple-Dex 13+
-Improved Unarmed Strike
You do not provoke an AoO when starting a grapple. +4 on all grapple checks.
- Stunning Fist-Dex 13+
-Wis 13+
-Improved Unarmed Strike
-Base attack +8 or higher
Foes damaged by the use of this feat (you must call before making unarmed the attack) can be stunned for one round. (DC 10 + 1/2 level + wis modifier).
Investigator-+2 to all Gather Information and Search checks.
Iron Will-+2 to all Will saving throws.
LeadershipCharacter Level 6You attract loyal companions and followers.
Lightning Reflexes-+2 to all Reflex saving throws.
Magical Aptitude-+2 to all Spellcraft and Use Magic Device checks.
Martial Weapon Proficiency*-Can use a type martial weapon without penalty.
Mounted CombatRide 1+ ranksCan make a Ride check to negate a hit to your mount.
- Mounted Archery-Ride 1+ ranks
-Mounted Combat
Your penalty is halved when using a ranged weapon from horseback.
- Ride-by Attack-Ride 1+ ranks
-Mounted Combat
When you charge an enemy you continued to move after the attack without provoking AoO.
-- Spirited -Charge-Ride 1+ ranks
-Mounted Combat
-Ride=by Attack
When you charge an enemy you deal double with a melee weapon (or x3 with a lance).
- Trample-Ride 1+ ranks
-Mounted Combat
An enemy may not avoid you when you attempt to knock them down when mounted.
Natural Spell-Wis 13+
-Ability to use Wildshape
You are able to use verbal and somatic components of spells while in Wildshape.
Negotiator-+2 to all Diplomacy and Sense Motive checks.
Nimble Fingers-+2 to all Disable Device and Open Lock checks.
Persuasive-+2 to all Bluff and Intimidate checks.
Point Blank Shot-+1 to attack with all ranged weapons within 30 feet.
- Far ShotPoint Blank ShotProjectile weapon's range increased by a half. Thrown ranged weapons is doubled.
- Precise ShotPoint Blank ShotDon't suffer -4 attack when shooting into melee.
-- Improved Precise Shot-Dex 19+
-Point Blank Shot
-Precise Shot
-Base attack +11 or higher
You ignore the AC bonus and the miss chance of your targets cover or concealment bonus when it is anything less than total. Also, you hit the target you were aiming when attacking into a grapple.
- Rapid Shot-Dex 13+
-Point Blank Shot
You get 1 extra attack (ranged weapon) per round. Each attack has -2 penalty.
- Manyshot-Dex 15+
-Point Blank Shot
-Rapid Shot
-Base attack 6+ or higher
Standard action, you can fire 2 arrows at a target within 30 ft. Every 5 points of base attack above +6, you gain an extra arrow (max. of 4 arrows). Cumulative -2 to attack with each arrows.
- Shot on the Run-Dex 13+
-Point Blank Shot
-Dodge
-Mobility
-Base attack +4 or higher
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.
Power AttackStr 13+Take a penalty to attack; add that to damage.
- Cleave-Str 13+
-Power Attack
Able to make an attack against another enemy (same bonus and weapon) after killing one.
-- Great Cleave-Str 13+
-Power Attack
-Cleave
-Base attack +4 or higher
Same as Cleave, but there is no limit to the amount of times you may use the feat in one round.
- Improved Bull Rush-Str 13+
-Power Attack
When performing a bull rush you do not provoke an AoO. +4 on opposed Str check.
- Improved Overrun-Str 13+
-Power Attack
When attempting an overrun, your target cannot avoid you. +4 to Str check to knock them down.
- Improved Sunder-Str 13+
-Power Attack
When striking a held or carried object you do not provoke an AoO. +4 to attack such objects.
Quick DrawBase attack +1 or higherDrawing a weapon is a free action.
Rapid Reload*Proficient with crossbowReload time of chosen crossbow type is reduced.
Run-Running is now x5. +4 on a running jump.
Self-Sufficient-+2 on all Heal and Survival/Wilderness Lore checks.
Shield Proficiency-Only standard penalties apply with shields.
- Improved Shield BashShield ProficiencyRetain shield AC bonus during a shield bash.
- Tower Shield ProficiencyShield ProficiencyOnly standard penalties apply when using a tower shield.
Simple Weapon Proficiency-Without this feat suffer a -4 penalty to attack.
Spell Focus*-+1 DC to a single school of magic.
- Augment SummoningSpell Focus (Conjuration)All creatures conjured with any Summon spell gain +4 enchantment bonus to Str and Con.
- Greater Spell Focus*Spell FocusAdditional +1 to DC of chosen school of magic.
Spell Mastery*Wizard level 1+Spells equal to Int don't need memorization.
Spell Penetration-+2 to caster level checks to beat spell resistance.
- Greater Spell PenetrationSpell PenetrationAdditional +2 to caster level checks to beat SR.
Stealthy-+2 on all Hide and Move Silently checks.
Toughness**-Gain +3 HP
Track-Able to find tracks using the Survival/Wilderness Lore skill.
Two-Weapon FightingDex 15+Penalties are lowered when using 2 weapons.
- Improved Two-Weapon Fighting-Dex 17+
-Two-Weapon Fighting
-Base attack +6 or higher
You receive a second attack when your off-hand weapon at a -5 penalty.
-- Greater Two-Weapon Fighting-Dex 19+
-Two-Weapon Fighting
-Improved Two-Weapon Fighting
-Base attack +11 or higher
You get a 3rd attack with your off-hand weapon at a -10 penalty.
- Two-Weapon Defense-Dex 15+
-Two-Weapon Fighting
With two weapons gain +1 shield AC bonus. This increases to +2 while fighting defensively.
Weapon Finesse*-Proficiency with weapon
-Base attack +1 or higher
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.
Weapon Focus*-Proficiency with weapon
-Base attack +1 or higher
+1 to attack using a particular weapon.
- Greater Weapon Focus*-Fighter level 8+
-Proficient with weapon
-Weapon Focus
Additional +1 to attack using same weapon as with Weapon Focus.
- Weapon Specialization-Fighter level 4+
-Proficient with weapon
-Weapon Focus
+2 damage with same weapon used in the feat Weapon Focus
-- Greater Weapon Specialization-Fighter level 12+
-Proficient with weapon
-Weapon Focus
-Greater Weapon Focus
-Weapon Specialization
Additional +2 damage with same weapon used in the feat Weapon Focus.
Item Creation Feats
Prerequisites
Benefits
Brew PotionSpell Caster level 3+Able to put up to 3rd level spells into potions.
Craft Magic Arms and ArmorSpell Caster level 5+Able to mend and make magic arms and armor.
Craft RodSpell Caster level 9+Able to create magic rods.
Craft StaffSpell Caster level 12+Able to craft magic staffs with many effects.
Craft WandSpell Caster level 5+Able to create wands, which cast spells.
Craft Wondrous ItemSpell Caster level 3+Able to create miscellaneous magic items.
Forge RingSpell Caster level 12+Able to forge a magic ring with varied magics.
Scribe ScrollSpell Caster level 1+Able to scribe any spell known to be used later.
Metamagic Feats
Prerequisites
Benefits
Empower Spell-Spell effects increased by 1/2 (2 slots higher).
Enlarge Spell-Spell range doubled (1 slot higher).
Extend Spell-Spell Duration doubled (1 slot higher).
Heighten Spell-Spell used as a higher level (same slot as used).
Maximize Spell-Spell gains max on all rolls (3 slots higher).
Quicken Spell-Spell cast as a free action (4 slots higher).
Silent Spell-Spell cast silently, non bardic (1 slot higher).
Still Spell-Spell cast without gestures (1 slot higher).
Widen Spell-Spell area doubled (3 slots higher).
Requested FeatsPrerequisitesBenefits
Penetrating Strike-Weapon Focus
-Base attack bonus +1
-12th-level Fighter
-Proficiency with weapon
Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).
-Greather Penetrating Strike-Penetrating Strike
-Weapon Focus
-16th-level Fighter
Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).
Bloody Assault-Str 13
-Power Attack
-Base attack bonus +6
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
Spear Dancer-Weapon Focus (any two-handed reach weapon)
-Perform (dance) 4 ranks
Each time you hit a creature with a two-handed reach weapon that you have Weapon Focus in, the creature is dazzled for 1 round.
Vital StrikeBase attack bonus +6When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
- Improved Vital Strike-Vital Strike
-Base attack bonus +11
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
-- Greater Vital Strike-Improved Vital Strike
-Vital Strike
-Base attack bonus +16
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
- Devastating Strike-Vital Strike
-Base attack bonus +9
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.
-- Improved Devasating Strike-Devastating Strike
-Vital Strike
-Base attack bonus +13
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage rolls you gain from Devastating Strike.
- Furious Finish-Rage class feature
-Vital Strike
-Base attack bonus +6
While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).
Word of HealingLay on Hands class feature.You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benefits of your mercies as normal.
Wind Stance-Dex 15
-Dodge
-Base attack bonus +6
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
- Lighting Stance-Dex 17
-Dodge
-Wind Stance
-Base attack bonus +11
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
Chain SpellAny metamagic feat.Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.

If the chained spell deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don't deal damage, the save DCs against arcing effects are reduced by 4. For example, if a 10th-level wizard normally casts cause fear at DC 14, a chained cause fear could target a goblin chieftain at DC 14 and up to ten of his nearby guards at DC 10.
A chained spell uses up a spell slot three levels higher than the spell's actual level.
Special: +3 level to existing spell
Transdimensional Spell-A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the area of effect. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole. You must be able to perceive a creature to target it with a spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. A transdimensional spell uses up a spell slot one level higher than the spell's actual level.

Special:Allows a spell to affect an incorporeal creature, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space within the spell's area.
Monkey Grip-You can wield weapons up to one size larger than normal with a -2 penalty to attack rolls.
Draxion
Head Dungeon Master
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"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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