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This page is for indexes of the different feats, by approximate type. Please make sure there is an index for a feats page's content ''before'' finishing the merging of that page into [[d20r:Feats]] by deleting it. (That said, go ahead and copy the feats over any time you please.) The end result should be that this page has handy tables for every group of feats, with every last feat in [[d20r:Feats]]. Note that a feat may show up in multiple indexes if it suits multiple categories; for example, [[d20r:Feats#Mounted_Combat| Mounted Combat]] is in both the general Investing Feats and the Ranged-specific Investing Feats categories, as it is suited to both melee and ranged use. == General Feats == {|border=1px !Feat Name !!Prerequisites !!Effects |- |Skill Knowledge ||None ||Upgrade training in a skill by one grade |} == Heroic Feats == Remember, your base Hero Value is half your level (round up). {|border=1px !Feat Name !!Prerequisites !!Effects |- |Heroic Surge ||None ||+1 to Hero Value, gain +HV to one saving throw per day |- |Heroic Destiny ||None ||+1 to Hero Value, recover HVd4 HP once per day (including as a reaction to a hit that would kill you) |- |Heroic Focus ||1st-level psionic powers ||+1 to Hero Value, recover focus and HV power points once per day. |- |Heroic Strike ||None ||+1 to Hero Value, may declare heroic strike once per day, raising attack by highest stat modifier OR to overcome SR, dealing +HV damage. |- |Hero of the People ||None ||+1 to Hero Value, gain one charge for racial features with a charge limit |- |Intrepid Dodge ||None || +1 to Hero Value, +HV to AC for +(highest ability modifier) turns per day, used as reaction to being attacked |- |Intrepid Future ||None || +2 to Hero Value |- |Intrepid Glory ||None ||+1 to Hero Value, may recover one use of a class ability with limited uses per day, once per day |- |Intrepid Opportunity ||None ||+1 to Hero Value, may add HV to attack and damage roll for an AoO a number of times per day equal to highest stat modifier |- |Legendary Ambush ||None ||+1 to Hero Value, gain sneak attack as a Rogue of level equal to your HV a number of times per day equal to highest stat modifier |- |Legendary Lore ||None ||+1 to Hero Value, may add Hero Value to Bardic Knowledge checks (and make them if you don't have the ability) |- |Legendary Presence ||None ||+1 to Hero Value, shake all enemies within 30' once per day (Will save DC 10+HV+CHA negates) |- |Legendary Promise ||None ||+1 to Hero Value; on next level, replace this feat with another feat. |- |Mythic Moves ||None ||+1 to Hero Value; +5*HV' to move a number of times per day equal to highest stat modifier |- |Mythic Parry ||None ||+1 to Hero Value, gain DR HV/- a number of times per day equal to highest stat modifier, as a reaction to being attacked |- |Mythic Recovery ||Three Heroic feats ||+1 to Hero Value, remove HV effects from you once per day as a swift action (or full-round if you can't take a swift action) |- |Mythic Senses ||One Heroic Feat ||+1 to Hero Value; increase low-light vision and darkvision by 60'; increase tremorsense by 5'*HV if HV is above 5; increase blindsense by 5'*HV/2 if HV is above 12; gain all 'increased' senses if you lack them |- |Valiant Action ||None ||+1 to Hero Value, add HV to skill checks a number of times per day equal to highest stat modifier |- |Valiant Constitution ||None ||+1 to Hero Value, gain HV temporary HP (for one minute) at the start of any encounter |- |Valiant Magic ||Ability to cast magic ||+1 to Hero Value, regain one used magic slot of value up to your HV once per day. |} == Investing Feats == {|border=1px !Feat Name !!Prerequisites !!Effects !!Investiture |- |Blind Fight ||None ||Get a reroll on miss chances, invisible attackers get no melee advantage, halve blindness penalties || +1 rerolls per miss-chance per 4 Prowess |- |Cleave ||STR 13, Power Attack ||Gain a bonus melee attack after KO or killing blow || +1 5-foot step OR one additional cleave attempt per KO for every 5 Prowess |- |Combat Expertise ||INT 13 || Take up to -5 on attacks this turn to gain up to +5 Dodge AC || At 5, -2 ATK = +3 AC. At 10, up to -10. At 15, gain +3 SR per -1 ATK. At 20, -1 ATK = +2 AC. |- |Combat Reflexes ||None ||Take additional Attacks of Opportunity equal to DEX mod, can use while flat-footed || +1 AoO per four points |- |Defender's Gambit ||DEX 13 || Step 5' to change ranged attack target to you - if it misses you, original target has soft cover. ||+1 uses per round per 3 points |- |Deflect Arrows ||DEX 13, Improved Unarmed Strike ||Deflect one arrow per round so that it doesn't hit you || +1 uses per round per 3 points |- |Diehard ||Endurance ||Automatically stabilize at -1 to -9 HP, may act as if disabled instead of dying (with limitations), die at -CON HP || Die at -10 -Prowess HP. |- |Dodge ||DEX 13 ||Pick an opponent, gain +1 Dodge AC against them. ||+1 to bonus per 5 Prowess |- |Endurange ||None ||+4 to various endurance-related saves/checks, may sleep in light/medium armor unpenalized || +1 to saves/checks per 3 Prowess. |- |Favored Enemy ||BAB +1 ||+2 to Awareness, Bluff, Sense Motive, Survival, weapon damage against a selected creature type, +1 for every time this feat is taken after you gained this one. || At 5, +2 on attack rolls against creature. At 8, +1 to saves against creature's abilities. At 10, +1 to DC of your abilities when used on creature. At 13, SR 10+HD against creature. At 18, +2 damage, +1 Dodge AC, can't be FF'd or flanked by creature. |- |Flick of the Wrist ||DEX 13 ||Swift Action for attack with light weapon; -2 to all attacks this turn if used || At 5, penalty is -1. At 8, may use one-handed weapon. At 10, penalty is -0. At 13, may make two attacks in same action. |- |Great Fortitude ||None ||+2 to all Fort saves ||+1 per 4 Prowess |- |Hamstring ||DEX 15, Flick Of The Wrist, Sneak Attack +1d6 ''or'' Ambush +1d4 ''or'' Sneaky Tricks +1d4 ||Successful uses of prerequisite abilities reduces victim's move speed by 10' for one round ||At 13, reduce by 20' instead |- |Improved Bull Rish ||STR 13, Power Attack || No AoO on Bull Rush, +4 to STR check for Bull Rush. ||Additional +1 to STR check per 3 Prowess |- |Improved Critical ||Specify weapon type you are proficient with, BAB +8 ||-- ||+1 to critical hit range with selected weapon per 3 Prowess |- |Improved Disarm ||INT 13, Combat Expertise || No AoO on Disarm, +4 on Disarm check ||Additional +1 to Disarm check per 3 Prowess. |- |Improved Feint ||INT 13, Combat Expertise ||Feint as a move action ||At 8, Feint as a swift action. +1 to Bluff check per 3 Prowess. |- |Improved Grapple ||DEX 13, Improved Unarmed Strike ||No AoO on starting a grapple, +4 bonus to all grapple checks || +1 to grapple checks per 4 Prowess |- |Improved Initiative ||None || +3 to Initiative Checks || +1 to Initiative checks per 3 Prowess |- |Improved Overrun ||STR 13, Power Attack ||Target can't choose to avoid you on Overrun, +4 to STR check to knock down || +1 to STR check to knock down per 3 Prowess |- |Improved Shield Bash ||Shield Proficiency ||Still gain Shield bonus to AC when making a shield bash || +1 to attack rolls for a shield bash per 4 Prowess |- |Improved Sunder ||STR 13, Power Attack||No AoO on striking at a held object, +4 to attack rolls on held objects. || +1 to attack rolls on held objects per 4 Prowess |- |Improved Unarmed Strike ||None || No AoO for attacking armed foes while unarmed, can deal lethal OR nonlethal damage with unarmed attacks. || +1 to attack and damage for unarmed attacks per 5 Prowess |- |Iron Will ||None ||+2 to Will saves ||+1 to Will saves per 4 Prowess |- |Lightning Reflexes ||None ||+2 to Reflex Saves ||+1 to Reflex Saves per 4 Prowess |- |Mobility ||DEX 13, Dodge ||+3 Dodge AC against AoOs for moving within/out of threatened area ||+1 per 4 Prowess |- |Mounted Combat ||Trained in Ride ||-- ||Once per round per 5 Prowess, may replace AC with ride check (unless AC turns out higher); also reduce penalty for mounted ranged weapon use by 1 per 4 Prowess. |- |Power Attack ||None ||-X to attack rolls, +X to damage rolls where X doesn't exceed BAB ||At 5 Prowess, can use with light weapons; At 10 Prowess, double damage bonus |- |Run ||None ||Run at 5x normal speed (or 4x if heavy armor/load), don't lose DEX to AC while running, +3 to Athletics checks made with a running start ||+1 to Athletics checks per 3 Prowess |- |Skewer ||Trained in Grapple, Sneak Attack +1d6 ''or'' Ambush +1d4 ''or'' Sneaky Tricks +1d4 ||On successful grab, may make one immediate attack at full base attack bonus, dealing damage of prerequisite ability, and nauseating enemy (Fort save DC 10 + STR mod + bonus damage dice negates); does NOT initiate or maintain grappling || +1 damage per Prowess on use |- |Spring Attack ||DEX 13, Dodge, Mobility, BAB +4 ||Can move before ''and'' after a melee attack, no AoO from the attacked creature ||+1d4 damage during such attacks per 4 Prowess |- |Toughness ||None ||-- ||+1 HP per Prowess |- |Two-Weapon Fighting ||DEX 15 ||Two-weapon penalties drop by 2 for main hand, 6 for off-hand, +1 shield bonus to AC (+2 if fighting defensively/total defense) ||+1 Shield AC per 4 Prowess; at 5, additional off-hand attack (at -5); at 10, ''another'' additional (at -10); At 15, ''another'' additional (-10); At 20, one more additional (-15) |- |Weapon Finesse ||DEX 15 ||If using a Finesse weapon (or unarmed strike or natural weapon), DEX may replace STR for attack rolls. ||+1 damage per 4 Prowess if using a Finesse weapon |- |Weapon Focus ||Proficiency with weapon, BAB +1 ||Choose one type of weapon (or unarmed strike, grapple, or ray); +1 to attack with that weapon ||Additional +1 to attack with that weapon per 5 Prowess |- |Weapon Specialization ||Weapon Focus in same weapon (cannot use with Ray), dreadnaught/warlord 4th ||+2 to damage rolls with selected weapon ||Additional +1 to damage rolls with that weapon per 4 Prowess |- |Whirlwind Attack ||DEX 13, INT 13, Combat Expertise, Dodge, Mobility, Spring Attack, BAB +4 ||May use full attack to hit all enemies within reach at full BAB (but no feat, spell, or ability bonuses) ||Additional attack against any one enemy within reach per 4 Prowess |} === Archery/Ranged Investing Feats === {|border=1px !Feat Name !!Prerequisites !!Effects !!Investiture |- |Brutal Precision ||DEX 13, Point Blank Shot ||-X to ranged attack rolls, +X to ranged damage rolls, up to BAB or weapon-allowed STR bonus, whichever is lower ||At 5, up to BAB (only); at 10, double damage bonus |- |Far Shot ||Point Blank Shot ||Increase range of projectile weapons by half, double range of thrown weapons || Add another half to range per 5 Prowess |- |Manyshot ||DEX 17, Point Blank Shot, Rapid Shot, BAB +6 ||Shoot one arrow per 5 BAB above 1 at once (all are at -4 and -2 per arrow after 2nd), crit and precision damage only applies to first ||At 15, penalty is -1 per arrow, and all arrows get crit and precision damage. |- |Mounted Combat ||Trained in Ride ||-- ||Once per round per 5 Prowess, may replace AC with ride check (unless AC turns out higher); also reduce penalty for mounted ranged weapon use by 1 per 4 Prowess. |- |Pin Opponent ||DEX 13, Point Blank Shot, Brutal Precision ||If taking -3 penalty to attack roll, can forgo damage to pin opponent at (attack roll + STR mod + bonus damage) DC to break ||+1 to DC to break per 3 Prowess |- |Point blank Shot ||None ||+1 to attack/damage rolls for ranged attacks within 30 feet ||+1 to such rolls per 4 Prowess, reduce penalties for firing into a melee by 1 per 5 Prowess |- |Ranged Bull Rush ||DEX 13, Point Blank Shot, Brutal Precision ||If taking -3 penalty to attack roll, can forgo bonus damage to bull rush opponent within 30' at +bonusDamage bonus ||+1 to check per 3 Prowess |- |Ranged Disarm ||DEX 13, Point Blank Shot, Brutal Precision ||If taking -3 penalty to attack roll, can forgo bonus damage to disarm opponent within 30' at +bonusDamage bonus ||+1 to check per 3 Prowess |- |Ranged Trip ||DEX 13, Point Blank Shot, Brutal Precision ||If taking -3 penalty to attack roll, can forgo bonus damage to trip opponent within 30' at +bonusDamage bonus ||+1 to check per 3 Prowess |- |Rapid Shot ||DEX 13, Point blank Shot ||+1 attacks per full attack with a ranged weapon; Attack at max BAB, but all are at -2 ||Reduce penalty by 1 per 5 Prowess |- |Shot On The Run ||DEX 13, Dodge, Mobility, Point Blank Shot, BAB +4 ||Can move before ''and'' after a ranged attack ||+1d4 damage during such attacks per 4 Prowess |} === Mobility Investing Feats === {|border=1px !Feat Name !!Prerequisites !!Effects !!Investiture |- |Evasive Dodge ||DEX 13, Dodge ||May take a 5' step instead of an AoO ||May take one additional 5' step instead of the same one AoO per 10 Prowess |- |Lightning Dodge ||DEX 13, Dodge, Lightning Reflexes ||If attacked by dodge target, may take 5' step by sacrificing AoO for turn ||At 8, can teleport to opposite side of victim, dealing 1d6 electricity damage per 4 Prowess (Reflex save DC 10+1 per 2 Prowess+CON modifier negates) |- |Sidestep ||DEX 13 ||May make a bonus 5' step after one successful attack each round ||May take one more bonus 5' step on a successful attack per 6 Prowess |} == Racial Feats == {|border=1px !Name !!Prerequisites !!Effects |- |Active Antennae ||WIS 15, Ameena ||Gain Scent to 30', and one psionic charge per day |- |Naturally Psionic ||WIS 15, Ameena, must take at 1st level ||Gain one reserve power point and one psionic charge per day, you're considered naturally psionic, and Psychic Warrior is your favored class |- |Sharp Vision ||WIS 13, Ameena ||+2 to sight-based Awareness checks, gain low-light vision, can manifest the ''synesthete'' at half HD, and gain one psionic charge per day |- |Strong Wings ||STR 15+, Ameena, 5th level ||Can fly up to 6 hours per day, while carrying a medium load (but at only 15' and poor maneuverability), and gain one psionic charge per day.
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