D20r:Feats

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'''Normal:''' You do not have a power point pool, and your favored class is Ranger.
'''Normal:''' You do not have a power point pool, and your favored class is Ranger.
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=== Natural Weapon (Bite) [Investing] ===
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''Benefit'': You make attack rolls with bites normally.
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''Investing'': When biting, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.
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If you have at least seven points of prowess invested in this feat, then you can make an additional bite attempt at your full Base Attack Bonus when you make a full attack.
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If you have at least twelve points of prowess invested in this feat, then you can make a trip attack as a free action upon successfully dealing damage with a bite. Your opponent cannot react by tripping you in reaction.
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''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
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=== Natural Weapon (Claw/Talon) [Investing] ===
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''Benefit'': You make attack rolls with claw or talon attacks normally.
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''Investing'': When attacking with a claw or talon, you gain a competence bonus on attack and damage rolls equal to one-third the prowess you have invested in this feat.
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If you have at least six points invested in this feat, your claw/talon attacks have the ''Finesse'' property.
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If you have at least twelve points invested in this feat, your claw/talon attacks have the ''High Critical'' property.
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If you have at least eighteen points invested in this feat, your claw/talon attacks have the ''Bleeding'' property, dealing one-fourth your level or a relevant weapon enhancement bonus, whichever is higher, one round later.
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''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
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=== Natural Weapon (Gore) [Investing] ===
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''Benefit'': You make attack rolls with gore weapons (horns/tusks) normally.
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''Investing'': When making a gore attack, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.
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If you have at least seven points invested in this feat, your gore weapons are usable at no penalty as part of a full attack even if they are secondary attacks.
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If you have at least fourteen points invested in this feat, you can make a gore attack at your full Base Attack Bonus against an opponent whom you have just successfully bull-rushed.
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''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
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=== Natural Weapon (Slam) [Investing] ===
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''Benefit'': You make attack rolls with slam attacks normally.
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''Investing'': When making a slam attack, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.
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For every ten points invested in this feat, increase the damage of your slam attacks by one die size.
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''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
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=== Natural Weapon (Sting) [Investing] ===
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''Benefit'': You make attack rolls with sting attacks normally.
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''Investing'': When making a sting attack, you gain a competence bonus on attack and damage rolls equal to one-third the prowess you have invested in this feat.
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If you have at least eight points invested in this feat, any poisons that are added to your attack have their save DC increased by one.
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If you have at least 13 points invested in this feat, any poisons that are added to your attack have their damage raised by one die size.
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''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
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=== Natural Weapon (Tentacle) [Investing] ===
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''Benefit'': You make attack rolls with tentacle attacks normally.
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''Investing'': When using your tentacles, you gain a competence bonus on Grapple checks equal to one-third the prowess you have invested in this feat.
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If you have at least five points invested in this feat, your Tentacle can reach 5' further than it usually could.
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If you have at least ten points invested in this feat, you take only a -10 penalty on checks to maintain a hold with one tentacle.
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If you have at least fifteen points invested in this feat, you can use the tentacle to manipulate items as if it were a hand. It can grasp melee weapons and even fight with them (though it counts as an off-hand).
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''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
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==O==
==O==

Revision as of 22:08, 29 September 2010

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