D20r:Feat Indexes

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(Archery/Ranged Investing Feats)
(Investing Feats)
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!Feat Name !!Prerequisites !!Effects !!Investiture
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!colspan="3"|Feat Name !!Prerequisites !!Effects !!Investiture
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|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
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|colspan="3"|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
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|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
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|colspan="3"|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.
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|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.
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| ||colspan="2"|Improved Disarm ||INT 13, Combat Expertise || No AoO on Disarm, +4 on Disarm check ||Additional +1 to Disarm check per 3 Prowess.
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|Combat Reflexes ||None ||Take additional Attacks of Opportunity equal to DEX mod, can use while flat-footed || +1 AoO per four points
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| ||colspan="2"|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.
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|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
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|colspan="3"|Combat Reflexes ||None ||Take additional Attacks of Opportunity equal to DEX mod, can use while flat-footed || +1 AoO per four points
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|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
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|colspan="3"|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
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|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.
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|colspan="3"|Dodge ||DEX 13 ||Pick an opponent, gain +1 Dodge AC against them. ||+1 to bonus per 5 Prowess
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|Dodge ||DEX 13 ||Pick an opponent, gain +1 Dodge AC against them. ||+1 to bonus per 5 Prowess
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| ||colspan="2"|Mobility ||DEX 13, Dodge ||+3 Dodge AC against AoOs for moving within/out of threatened area ||+1 per 4 Prowess
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|Endurange ||None ||+4 to various endurance-related saves/checks, may sleep in light/medium armor unpenalized || +1 to saves/checks per 3 Prowess.
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|colspan="2"| ||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
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|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.
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|colspan="2"| ||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
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|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.
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|colspan="3"|Endurange ||None ||+4 to various endurance-related saves/checks, may sleep in light/medium armor unpenalized || +1 to saves/checks per 3 Prowess.
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|Great Fortitude ||None ||+2 to all Fort saves ||+1 per 4 Prowess
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| ||colspan="2"|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.
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|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
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|colspan="3"|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.
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|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
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|colspan="3"|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.
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|Improved Critical ||Specify weapon type you are proficient with, BAB +8 ||-- ||+1 to critical hit range with selected weapon per 3 Prowess
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| ||colspan="2"|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
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|Improved Disarm ||INT 13, Combat Expertise || No AoO on Disarm, +4 on Disarm check ||Additional +1 to Disarm check per 3 Prowess.
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|colspan="3"|Great Fortitude ||None ||+2 to all Fort saves ||+1 per 4 Prowess
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|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.
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|colspan="3"|Improved Critical ||Specify weapon type you are proficient with, BAB +8 ||-- ||+1 to critical hit range with selected weapon per 3 Prowess
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|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
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|colspan="3"|Improved Initiative ||None || +3 to Initiative Checks || +1 to Initiative checks per 3 Prowess
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|Improved Initiative ||None || +3 to Initiative Checks || +1 to Initiative checks per 3 Prowess
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|colspan="3"|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
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|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
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|colspan="3"|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  
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|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
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| ||colspan="2"|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
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|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
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| ||colspan="2"|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
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|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  
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|colspan="3"|Iron Will ||None ||+2 to Will saves ||+1 to Will saves per 4 Prowess
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|Iron Will ||None ||+2 to Will saves ||+1 to Will saves per 4 Prowess
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|colspan="3"|Lightning Reflexes ||None ||+2 to Reflex Saves ||+1 to Reflex Saves per 4 Prowess
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|Lightning Reflexes ||None ||+2 to Reflex Saves ||+1 to Reflex Saves per 4 Prowess
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|colspan="3"|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.
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|Mobility ||DEX 13, Dodge ||+3 Dodge AC against AoOs for moving within/out of threatened area ||+1 per 4 Prowess
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|colspan="3"|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
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|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.
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| ||colspan="2"|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
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|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
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| ||colspan="2"|Improved Bull Rush ||STR 13, Power Attack || No AoO on Bull Rush, +4 to STR check for Bull Rush. ||Additional +1 to STR check per 3 Prowess
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|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
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| ||colspan="2"|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
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|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
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| ||colspan="2"|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
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|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
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|colspan="2"| ||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
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|Toughness ||None ||-- ||+1 HP per Prowess
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|colspan="2"| ||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
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|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)
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|colspan="3"|Toughness ||None ||-- ||+1 HP per Prowess
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|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
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|colspan="3"|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)
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|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
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|colspan="3"|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
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|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
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|colspan="3"|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
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|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
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| ||colspan="2"|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
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!Feat Name !!Prerequisites !!Effects !!Investiture
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!colspan="3"|Feat Name !!Prerequisites !!Effects !!Investiture
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|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
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|colspan="3"|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
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|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)
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|colspan="3"|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)
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|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
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|colspan="3"|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
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Revision as of 19:03, 29 September 2010

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