D20r:Feats

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(H)
(Suggestive Demeanor [Satyr])
 
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{{d20r}}
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TODO: Finish up Style Feats, Revise/finish up certain racial feat sets
 
== Overview ==
== Overview ==
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Feats are acquired at specific levels - one at 1st, then one each at 3rd, 6th, 9th, etc. for most characters. In addition, you gain an additional feat at every level ''of a class'' that is evenly divisible by 4 (4th, 8th, 12th, 16th, and 20th). When you reach an appropriate level, you take one feat. Certain classes grant additional feats at specific levels, as well. These feats provide various special abilities.
Feats are acquired at specific levels - one at 1st, then one each at 3rd, 6th, 9th, etc. for most characters. In addition, you gain an additional feat at every level ''of a class'' that is evenly divisible by 4 (4th, 8th, 12th, 16th, and 20th). When you reach an appropriate level, you take one feat. Certain classes grant additional feats at specific levels, as well. These feats provide various special abilities.
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=== Active Antennae [Ameena]===
=== Active Antennae [Ameena]===
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'''Requirements:''' Wisdom 15+, Ameena
'''Requirements:''' Wisdom 15+, Ameena
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'''Prerequisites:''' Cha 13+, Mind Over Body
'''Prerequisites:''' Cha 13+, Mind Over Body
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'''Benefit:''' The Anima Beacon feat provides the following benefits with enough prowess investiture.
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'''Benefit:''' The Anima Beacon feat provides the following benefits with enough prowess Investing.
''Anima Beacon (0 Prowess):'' You gain the ability to project an embodiment of your courage in a square adjacent to you as a swift action--an 'anima'. This anima isn't a creature, has no stats, and is able to communicate telepathically with you. Every turn, during your round, you may move your anima a distance equal to your highest movement speed in any direction, including vertically. When not in contact with solid ground, the anima hovers. Alternatively, instead of moving on your turn, you may direct your anima to remain in contact with a creature: your anima must share a square with the creature to be followed in order to move in this fashion.  
''Anima Beacon (0 Prowess):'' You gain the ability to project an embodiment of your courage in a square adjacent to you as a swift action--an 'anima'. This anima isn't a creature, has no stats, and is able to communicate telepathically with you. Every turn, during your round, you may move your anima a distance equal to your highest movement speed in any direction, including vertically. When not in contact with solid ground, the anima hovers. Alternatively, instead of moving on your turn, you may direct your anima to remain in contact with a creature: your anima must share a square with the creature to be followed in order to move in this fashion.  
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'''Special:''' Unlike most feats, Anima Beacon's abilities are supernatural rather than extraordinary.
'''Special:''' Unlike most feats, Anima Beacon's abilities are supernatural rather than extraordinary.
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==B==
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===Arcane Strike [Investing]===
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'''Prerequisites:''' Ability to cast 1st level arcane spells
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'''Benefit:''' As a swift action, you can grant your attacks a +1 enhancement bonus to attack and damage rolls (as if your weapon were enchanted).
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'''Investing:''' For each five prowess you invest in this feat, increase the enhancement bonus by 1.
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==B==
===Battlereaper [Style]===
===Battlereaper [Style]===
Two-handed weapon
Two-handed weapon
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''Lunatic High'' (4 Prowess): Lunatic High causes a character in a state of bloodwrath to feel pleasure in place of pain as well as increase their physical prowess proportional to the amount of physical harm they've taken. While under the effects of this ability, a character gains a bonus on damage rolls equal to one-half the damage they took in the preceding round. This ability is activated as part of activating bloodwrath.
''Lunatic High'' (4 Prowess): Lunatic High causes a character in a state of bloodwrath to feel pleasure in place of pain as well as increase their physical prowess proportional to the amount of physical harm they've taken. While under the effects of this ability, a character gains a bonus on damage rolls equal to one-half the damage they took in the preceding round. This ability is activated as part of activating bloodwrath.
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''Limit Fury'' (5 Prowess): Limit Fury allows a characer who is in a state of bloodwrath to forgo the penalty to Will saves. This ability also allows a character who is in bloodwrath to end its effects early. This ability is activated as part of activating bloodwrath.
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''Limit Fury'' (5 Prowess): Limit Fury allows a character who is in a state of bloodwrath to forgo the penalty to Will saves. This ability also allows a character who is in bloodwrath to end its effects early. This ability is activated as part of activating bloodwrath.
''Berserk'' (5 Prowess): Berserk increases the effects of bloodwrath. Rather than receiving +2 Strength from being in Bloodwrath, a character with the Berserk ability gains +6 Strength. This ability is activated as part of activating bloodwrath.
''Berserk'' (5 Prowess): Berserk increases the effects of bloodwrath. Rather than receiving +2 Strength from being in Bloodwrath, a character with the Berserk ability gains +6 Strength. This ability is activated as part of activating bloodwrath.
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''Mindwipe'' (5 Prowess): Mindwipe, mainly useful in a martyrdom situation, removes all thought and consciousness from the character, replacing it with fury and instinct. The character feels no pain and will continue to fight even long after a normal person would be dead. A character under the effects of this ability is not rendered unconscious at 0 HP, nor are they slain at -10 HP; instead, they are not ever rendered unconscious due to hit point damage and they die at negative hit points equal to double their Constitution score. If the character is at or below 0 HP when their bloodwrath ends, they immediately suffer the normal effects fro being in that status. This ability is activated as part of activating bloodwrath.
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''Mindwipe'' (5 Prowess): Mindwipe, mainly useful in a martyrdom situation, removes all thought and consciousness from the character, replacing it with fury and instinct. The character feels no pain and will continue to fight even long after a normal person would be dead. A character under the effects of this ability is not rendered unconscious at 0 HP, nor are they slain at -10 HP; instead, they are not ever rendered unconscious due to hit point damage and they die at negative hit points equal to double their Constitution score. If the character is at or below 0 HP when their bloodwrath ends, they immediately suffer the normal effects from being in that status. This ability is activated as part of activating bloodwrath.
''Sandworm's Soul'' (6 Prowess): Sandworm's soul inflicts the character with the frightening instincts of a sandworm: kill, feed, repeat. This ability grants a character under bloodwrath three natural attacks. Characters using this ability grow claws of bone and sharp fangs. The character gains two claw attacks that deal 1d6 damage (1d4 for Small races, 1d8 for Large) as well as a bite attack that deals 1d8 damage (1d6 for Small races, 2d6 for Large). This ability is activated as part of activating bloodwrath.
''Sandworm's Soul'' (6 Prowess): Sandworm's soul inflicts the character with the frightening instincts of a sandworm: kill, feed, repeat. This ability grants a character under bloodwrath three natural attacks. Characters using this ability grow claws of bone and sharp fangs. The character gains two claw attacks that deal 1d6 damage (1d4 for Small races, 1d8 for Large) as well as a bite attack that deals 1d8 damage (1d6 for Small races, 2d6 for Large). This ability is activated as part of activating bloodwrath.
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===Bearpaw Master [Shifter, Investing]===
===Bearpaw Master [Shifter, Investing]===
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'''Requirements:''' Strength 13+, Bearpaw shifter quality, Shifter Warrior
'''Requirements:''' Strength 13+, Bearpaw shifter quality, Shifter Warrior
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'''Benefits:''' You gain a +3 bonus on grapple checks while shifting.
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'''Benefit:''' You gain a +3 bonus on grapple checks while shifting.
You gain an additional shifting charge per day.
You gain an additional shifting charge per day.
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'''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat.
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'''Investing:''' You gain an additional +1 bonus for each four points of prowess invested in this feat.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Special:''' This feat can be used in place of Improved Grapple to qualify for feats and prestige classes.
'''Special:''' This feat can be used in place of Improved Grapple to qualify for feats and prestige classes.
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===Blacktalon Tribe [Shifter, Ritual, Tribe]===
===Blacktalon Tribe [Shifter, Ritual, Tribe]===
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'''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
'''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
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'''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
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'''Benefit:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
Any potential participants require at least one rank in Survival in order to be able to participate in a Blacktalon Tribe ritual.
Any potential participants require at least one rank in Survival in order to be able to participate in a Blacktalon Tribe ritual.
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'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
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===Blind-Fight [Investing]===
===Blind-Fight [Investing]===
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'''Prerequisites:''' None
 
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'''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, plus one additional reroll per four points of prowess invested in this feat.
'''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, plus one additional reroll per four points of prowess invested in this feat.
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'''Normal:''' Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
'''Normal:''' Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
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===Blistering Retribution [Phoe-Kun]===
===Blistering Retribution [Phoe-Kun]===
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===Blow to the Head [Goblin]===
===Blow to the Head [Goblin]===
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'''Prerequisites:''' Dexterity 15+, Eye Gouge, Goblin
'''Prerequisites:''' Dexterity 15+, Eye Gouge, Goblin
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''Agile Riposte'' (5 Prowess): This ability functions like Riposte, except that you may make a full attack rather than a single attack.
''Agile Riposte'' (5 Prowess): This ability functions like Riposte, except that you may make a full attack rather than a single attack.
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===Bright as the Sun===
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'''Prerequisites:''' Arcane Strike, Valiant Magic, Hero Value 3+
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'''Benefit:''' When you cast a spell or use an ability that measures its damage in d6s, you instead measure that damage in d8s.
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'''Special:''' If you also have Fierce as the Flame, you gain a +6 insight bonus to your Intelligence score.
===Brutal Precision [Investing]===
===Brutal Precision [Investing]===
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'''Benefit:''' On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus, nor may it exceed the maximum Strength bonus allowed by your weapon. The penalty on attacks and bonus on damage apply until your next turn.
'''Benefit:''' On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus, nor may it exceed the maximum Strength bonus allowed by your weapon. The penalty on attacks and bonus on damage apply until your next turn.
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'''Investiture:''' If you have at least five points of prowess invested in this feat, you may ignore the maximum Strength bonus allowed by of your weapon.
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'''Investing:''' If you have at least five points of prowess invested in this feat, you may ignore the maximum Strength bonus allowed by of your weapon.
If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls.
If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls.
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===Burst of Speed [Heroic]===
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'''Prerequisites:''' Fleet of Foot
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===Burst of Strength [Dromite]===
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'''Benefit:''' As a swift action, you may move up to your speed. This ability is usable a number of times per day equal to your Hero Value.
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'''Special:''' You may take this feat more than once. If you do, you may use it two additional times per day.
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===Burst of Strength [Dromite]===
'''Prerequisites:''' Str 15+, Con 15+, Earth-Caste Dromite
'''Prerequisites:''' Str 15+, Con 15+, Earth-Caste Dromite
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'''Investing:''' For each six points invested in this feat, you deal one additional point of damage per die.
'''Investing:''' For each six points invested in this feat, you deal one additional point of damage per die.
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'''Special:''' Decrease your hero value by 1.
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'''Special:''' Decrease your Hero Value by 1.
===Catfoot Master [Shifter, Investing]===
===Catfoot Master [Shifter, Investing]===
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'''Requirements:''' Dexterity 13+, Catfoot shifter quality, Shifter Warrior
'''Requirements:''' Dexterity 13+, Catfoot shifter quality, Shifter Warrior
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'''Benefits:''' You gain a +2 bonus on Reflex saving throws while shifting.
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'''Benefit:''' You gain a +2 bonus on Reflex saving throws while shifting.
You gain an additional shifting charge per day.
You gain an additional shifting charge per day.
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'''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat.
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'''Investing:''' You gain an additional +1 bonus for each four points of prowess invested in this feat.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
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===Cheetahpounce Master [Shifter, Investing]===
===Cheetahpounce Master [Shifter, Investing]===
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'''Requirements:''' Dexterity 13+, Cheetahpounce shifter quality, Shifter Warrior
'''Requirements:''' Dexterity 13+, Cheetahpounce shifter quality, Shifter Warrior
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'''Benefits:''' You gain a +1 dodge bonus to your Armor Class while shifting.
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'''Benefit:''' You gain a +1 dodge bonus to your Armor Class while shifting.
You gain an additional shifting charge per day.
You gain an additional shifting charge per day.
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'''Investiture:''' You gain an additional +1 bonus for each six points of prowess invested in this feat.
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'''Investing:''' You gain an additional +1 bonus for each six points of prowess invested in this feat.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
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===Clarion Crystal [Dromite]===
===Clarion Crystal [Dromite]===
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'''Prerequisites:''' Glimmer-Caste Dromite, Wis 15+
'''Prerequisites:''' Glimmer-Caste Dromite, Wis 15+
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'''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.
'''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.
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If you have at least five points of prowess invested in this feat, you gain Armor Class at a 2:3 ratio. If you have at least ten points of prowess invested in this feat, you can spend up to 10 points of BAB instead of your normal maximum of 5. If you have at least fifteen points of prowess invested in this feat, you gain spell resistance equal to three times the amount of BAB sacrificed. If you have at least 20 points of prowess invested in this feat, you gain Armor Class at a 1:2 ratio.
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If you have at least five points of prowess invested in this feat, you gain Armor Class at a 2:3 ratio. If you have at least ten points of prowess invested in this feat, you can spend up to 10 points of BAB instead of your normal maximum of 5. If you have at least fifteen points of prowess invested in this feat, you gain Spell Resistance equal to three times the amount of BAB sacrificed. If you have at least 20 points of prowess invested in this feat, you gain Armor Class at a 1:2 ratio.
'''Normal:''' A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
'''Normal:''' A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
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''Improved Shield Ward'' (6 prowess): When you use your shield ward ability, if you successfully deflect an attack, you may redirect it to any target within 30'.
''Improved Shield Ward'' (6 prowess): When you use your shield ward ability, if you successfully deflect an attack, you may redirect it to any target within 30'.
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''Spell-Shield'' (6 prowess): When a line, burst, emanation, or cone affect includes you within it, you may alter its shape to protect your allies. You willingly forgo your normal saving throw (if any) and your spell resistance (if any). You take the affect's full effects, but are treated as a wall or other obstructive object for the purposes of determining the spell's area. You create a cone originating in your square and directed immediately away from the origin of the triggering effect. Creatures in this area are not affected by the triggering effect. The size of this cone is determined by the number of abilities you are granted by this feat: the cone begins at 15' and increases by 5' per ability granted. You must be wielding a shield to use this ability.
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''Spell-Shield'' (6 prowess): When a line, burst, emanation, or cone affect includes you within it, you may alter its shape to protect your allies. You willingly forgo your normal saving throw (if any) and your Spell Resistance (if any). You take the affect's full effects, but are treated as a wall or other obstructive object for the purposes of determining the spell's area. You create a cone originating in your square and directed immediately away from the origin of the triggering effect. Creatures in this area are not affected by the triggering effect. The size of this cone is determined by the number of abilities you are granted by this feat: the cone begins at 15' and increases by 5' per ability granted. You must be wielding a shield to use this ability.
''Aura Suppression'' (6 prowess): If the target of your Marked Target ability has an aura ability (such as a warlord's aura of leadership), he halves that aura's area.
''Aura Suppression'' (6 prowess): If the target of your Marked Target ability has an aura ability (such as a warlord's aura of leadership), he halves that aura's area.
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A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. You gain an additional point of dodge bonus for each five points of prowess invested in this feat.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. You gain an additional point of dodge bonus for each five points of prowess invested in this feat.
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'''Investiture:''' You gain an additional point of dodge bonus and may designate an additional opponent for each four points of prowess invested in this feat.
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'''Investing:''' You gain an additional point of dodge bonus and may designate an additional opponent for each four points of prowess invested in this feat.
===Dogsnout Master [Shifter, Investing]===
===Dogsnout Master [Shifter, Investing]===
'''Requirements:''' Wisdom 13+, Dogsnout shifter quality, Shifter Warrior
'''Requirements:''' Wisdom 13+, Dogsnout shifter quality, Shifter Warrior
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'''Benefits:''' You gain a +3 bonus on Survival checks made to track while shifting. You also gain a +3 bonus on the following checks and saves: Athletics 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.
+
'''Benefit:''' You gain a +3 bonus on Survival checks made to track while shifting. You also gain a +3 bonus on the following checks and saves: Athletics 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.
You gain an additional shifting charge per day.
You gain an additional shifting charge per day.
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'''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat.
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'''Investing:''' You gain an additional +1 bonus for each four points of prowess invested in this feat.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
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'''Requirements:''' Constitution 15+, Draconic Inheritor
'''Requirements:''' Constitution 15+, Draconic Inheritor
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'''Benefits:''' Your natural attacks deal 1d6 additional damage of the energy type your breath weapon deals. You gain the subtype of the appropriate energy type.
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'''Benefit:''' Your natural attacks deal 1d6 additional damage of the energy type your breath weapon deals. You gain the subtype of the appropriate energy type.
You may spend a Natural Talent charge as an immediate action to deal damage to an adjacent opponent that has just struck you in melee. This ability deals equal damage to your breath weapon and is of the same energy type. Unlike your breath weapon, your opponent does not get a Reflex save to halve the damage: they take the full amount.
You may spend a Natural Talent charge as an immediate action to deal damage to an adjacent opponent that has just struck you in melee. This ability deals equal damage to your breath weapon and is of the same energy type. Unlike your breath weapon, your opponent does not get a Reflex save to halve the damage: they take the full amount.
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'''Requirements:''' Constitution 15+, Intelligence 15+, Draconic Inheritor
'''Requirements:''' Constitution 15+, Intelligence 15+, Draconic Inheritor
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'''Benefits:''' You may spend a Natural Talent charge as a standard action to make a special lore check with a bonus equal to one-half your character level + your Intelligence modifier + the number of Kobold or Lizardfolk racial feats you possess to see whether you knows some relevant information about local notable people, legendary items, or noteworthy places.
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'''Benefit:''' You may spend a Natural Talent charge as a standard action to make a special lore check with a bonus equal to one-half your character level + your Intelligence modifier + the number of Kobold or Lizardfolk racial feats you possess to see whether you knows some relevant information about local notable people, legendary items, or noteworthy places.
A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
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'''Requirements:''' Constitution 15+, Wisdom 15+, Draconic Inheritor
'''Requirements:''' Constitution 15+, Wisdom 15+, Draconic Inheritor
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'''Benefits:''' You gain darkvision, low-light vision, and scent. If you already have any of these abilities, your ranges for them double.
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'''Benefit:''' You gain darkvision, low-light vision, and scent. If you already have any of these abilities, your ranges for them double.
You may spend a Natural Talent charge as a move action to gain Blindsense 15' for an number of rounds equal to your Wisdom modifier.
You may spend a Natural Talent charge as a move action to gain Blindsense 15' for an number of rounds equal to your Wisdom modifier.
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'''Requirements: Strength 13+, Constitution 15+, Draconic Inheritor
'''Requirements: Strength 13+, Constitution 15+, Draconic Inheritor
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'''Benefits:''' You gain a natural attack: your tail. Treat this as a slam attack that deals 1d6 points of damage (for lizardfolk) or 1d4 points of damage (for kobolds). This natural attack is always a secondary natural attack.
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'''Benefit:''' You gain a natural attack: your tail. Treat this as a slam attack that deals 1d6 points of damage (for lizardfolk) or 1d4 points of damage (for kobolds). This natural attack is always a secondary natural attack.
You may spend a Natural Talent charge as a standard action to perform a tail sweep. Creatures adjacent to you must make a Reflex save (DC 10 + the number of kobold or lizardfolk feats you possess + your Strength modifier) or fall prone.
You may spend a Natural Talent charge as a standard action to perform a tail sweep. Creatures adjacent to you must make a Reflex save (DC 10 + the number of kobold or lizardfolk feats you possess + your Strength modifier) or fall prone.
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'''Requirements:''' Constitution 17+, Draconic Inheritor
'''Requirements:''' Constitution 17+, Draconic Inheritor
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'''Benefits:''' You gain Hit Points equal to your character level.
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'''Benefit:''' You gain Hit Points equal to your character level.
You may spend a Natural Talent charge as an immediate action to gain temporary hit points and resistance to the type of energy your breath weapon deals equal to twice your Constitution modifier. These temporary hit points and energy resistance last for a number of rounds equal to the number of Kobold or Lizardfolk feats you possess.
You may spend a Natural Talent charge as an immediate action to gain temporary hit points and resistance to the type of energy your breath weapon deals equal to twice your Constitution modifier. These temporary hit points and energy resistance last for a number of rounds equal to the number of Kobold or Lizardfolk feats you possess.
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==E==
==E==
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===Echoing Reverbations [Dromite]===
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===Echoing Reverberations [Dromite]===
'''Prerequisites:''' Voice-Caste Dromite, Cha 15+, Farvoice
'''Prerequisites:''' Voice-Caste Dromite, Cha 15+, Farvoice
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'''Benefit:''' You may spend a psionic charge to manifest ''control sound'' as a psi-like ability with a manifster level equal to your class level.
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'''Benefit:''' You may spend a psionic charge to manifest ''control sound'' as a psi-like ability with a manifester level equal to your class level.
You gain one psionic charge per day.
You gain one psionic charge per day.
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===Farvoice [Dromite]===
===Farvoice [Dromite]===
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'''Prerequisites:''' Voice-Caste Dromite, Cha 15+
'''Prerequisites:''' Voice-Caste Dromite, Cha 15+
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If you have at least ten prowess invested in this feat, you also gain a +1 bonus to spell, spell-like ability, and supernatural ability DCs when used against the chosen creature type.
If you have at least ten prowess invested in this feat, you also gain a +1 bonus to spell, spell-like ability, and supernatural ability DCs when used against the chosen creature type.
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If you have at least thirteen prowess invested in this feat, you also gain spell resistance against spells cast by the chosen creature type. This spell resistance is equal to 10 plus your Hit Dice.
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If you have at least thirteen prowess invested in this feat, you also gain Spell Resistance against spells cast by the chosen creature type. This Spell Resistance is equal to 10 plus your Hit Dice.
If you have at least eighteen prowess invested in this feat, you also gain an additional +2 on weapon damage rolls against the chosen creature type, as well as a +1 dodge bonus to AC against the chosen creature type. Further, the chosen creature cannot flank you or render you flat-footed. This feat's special line applies to each instance of the weapon damage roll's bonus.
If you have at least eighteen prowess invested in this feat, you also gain an additional +2 on weapon damage rolls against the chosen creature type, as well as a +1 dodge bonus to AC against the chosen creature type. Further, the chosen creature cannot flank you or render you flat-footed. This feat's special line applies to each instance of the weapon damage roll's bonus.
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|Humanoid (orc) || Vermin
|Humanoid (orc) || Vermin
|}
|}
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===Fierce as the Flame===
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'''Prerequisites:''' Heroic Strike, Power Attack, Hero Value 3+
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'''Benefit:''' When you take a penalty to attack rolls from any source greater than -2, you deal additional damage equal to your Hero Value. In addition, you increase the threat range of any weapon you wield by 1 when you take a penalty to attack rolls from any source greater than -4.
 +
 +
'''Special:''' If you also have Stalwart as the Mount, you gain a +6 insight bonus to your Strength score.
===Fire-Caste Foresight [Dromite]===
===Fire-Caste Foresight [Dromite]===
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===Firehook Tribe [Shifter, Ritual, Tribe]===
===Firehook Tribe [Shifter, Ritual, Tribe]===
-
 
'''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
'''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
-
'''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
+
'''Benefit:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual.
Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual.
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'''Normal:''' You may only spend your shifting charges for your racial features
'''Normal:''' You may only spend your shifting charges for your racial features
 +
 +
===Fleet of Foot [Investing] ===
 +
'''Prerequisites:''' Base land speed greater than 0'
 +
 +
'''Benefit:''' Increase your base land speed by 5'.
 +
 +
'''Investing:''' Increase your base land speed by an additional 5' per six prowess invested in this feat.
===Flick of the Wrist [Investing]===
===Flick of the Wrist [Investing]===
Line 803: Line 817:
'''Benefit:''' If you have not attacked in this round, you may spend a swift action to make a single attack with a light or natural weapon at your full Base Attack Bonus. This attack, and all other attacks you make this round (including attacks of opportunity), suffer a -2 penalty.
'''Benefit:''' If you have not attacked in this round, you may spend a swift action to make a single attack with a light or natural weapon at your full Base Attack Bonus. This attack, and all other attacks you make this round (including attacks of opportunity), suffer a -2 penalty.
-
'''Investiture:''' For each five points invested in this feat, the penalty on attack rolls decreases by one, to a minimum penalty of 0.
+
'''Investing:''' For each five points invested in this feat, the penalty on attack rolls decreases by one, to a minimum penalty of 0.
If you have at least eight points invested in this feat, you may use a one-handed weapon for your additional attack.
If you have at least eight points invested in this feat, you may use a one-handed weapon for your additional attack.
Line 847: Line 861:
'''Prerequisites:''' Lightning Reflexes
'''Prerequisites:''' Lightning Reflexes
-
'''Benefit:''' The Gale's Dance style feat provides the following abilities with appropriate prowess investiture:
+
'''Benefit:''' The Gale's Dance style feat provides the following abilities with appropriate prowess Investing:
http://img.photobucket.com/albums/v216/FaxCelestis/GalesDance.png
http://img.photobucket.com/albums/v216/FaxCelestis/GalesDance.png
Line 908: Line 922:
'''Requirements:''' Strength 13+, Goretusk shifter quality, Shifter Warrior
'''Requirements:''' Strength 13+, Goretusk shifter quality, Shifter Warrior
-
'''Benefits:''' When you strike at an object held or carried by an opponent (such as a weapon or shield) when shifting, you do not provoke an attack of opportunity. You also gain a +3 bonus on any attack roll made to attack an object held or carried by another character.
+
'''Benefit:''' When you strike at an object held or carried by an opponent (such as a weapon or shield) when shifting, you do not provoke an attack of opportunity. You also gain a +3 bonus on any attack roll made to attack an object held or carried by another character.
You gain an additional shifting charge per day.
You gain an additional shifting charge per day.
-
'''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat.
+
'''Investing:''' You gain an additional +1 bonus for each four points of prowess invested in this feat.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
Line 952: Line 966:
'''Requirements:''' Dexterity 13+, Hawkeye shifter quality, Shifter Warrior
'''Requirements:''' Dexterity 13+, Hawkeye shifter quality, Shifter Warrior
-
'''Benefits:''' You may make use of the following combat actions with ranged weapons while shifting: bull-rush, disarm, trip. You do not provoke attacks of opportunity for using these combat actions in this fashion from your target, but you still provoke from any enemies that threaten you in melee.
+
'''Benefit:''' You may make use of the following combat actions with ranged weapons while shifting: bull-rush, disarm, trip. You do not provoke attacks of opportunity for using these combat actions in this fashion from your target, but you still provoke from any enemies that threaten you in melee.
If your combat action requires a Strength check and you are using a missile (not thrown) weapon, use either your Strength modifier or the Strength rating on the weapon, whichever is lower.
If your combat action requires a Strength check and you are using a missile (not thrown) weapon, use either your Strength modifier or the Strength rating on the weapon, whichever is lower.
Line 958: Line 972:
You gain an additional shifting charge per day.
You gain an additional shifting charge per day.
-
'''Investiture:''' You gain a +1 bonus on bull-rush, disarm, and trip attacks made while using this feat for each four points of prowess invested in this feat.
+
'''Investing:''' You gain a +1 bonus on bull-rush, disarm, and trip attacks made while using this feat for each four points of prowess invested in this feat.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
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===Heroic Surge [Heroic]===
===Heroic Surge [Heroic]===
-
''Benefit:'' Once per day, as an immediate action, you may add your Hero Value as a destiny bonus to a saving throw. If you do so, you do not not automatically fail on a 1.
+
'''Benefit:''' Once per day, as an immediate action, you may add your Hero Value as a destiny bonus to a saving throw. If you do so, you do not automatically fail on a 1.
-
''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Hero of the People [Heroic]===
===Hero of the People [Heroic]===
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===Hill Giant Heritage [Half-Giant, Founding, Bloodline]===
===Hill Giant Heritage [Half-Giant, Founding, Bloodline]===
-
 
'''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats
'''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats
Line 1,017: Line 1,030:
'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
-
==I==
+
===Hushed as the Wood===
 +
'''Prerequisites:''' Legendary Ambush, Skewer, Hero Value 3+
-
===Icespur Tribe [Shifter, Ritual, Tribe]===
+
'''Benefit:''' A number of times per day equal to your highest ability modifier, you may become invisible and silent (as the ''greater invisibility'' and ''silence'' spells, except only affecting you) for one minute.
 +
You become a master of Awareness and Stealth.
 +
 +
'''Special:''' If you also have Bright as the Sun, you gain a +6 insight bonus to your Wisdom score.
 +
 +
==I==
 +
===Icespur Tribe [Shifter, Ritual, Tribe]===
'''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
'''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
-
'''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
+
'''Benefit:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual.
Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual.
Line 1,036: Line 1,056:
'''Normal:''' You may only spend your shifting charges for your racial features
'''Normal:''' You may only spend your shifting charges for your racial features
-
 
===Illusory Adept [Drow]===
===Illusory Adept [Drow]===
-
 
'''Prerequisites:''' Drow, Cha 17+, caster level 5th, Illusory Inclination
'''Prerequisites:''' Drow, Cha 17+, caster level 5th, Illusory Inclination
-
'''Benefit:''' You may spend a magical charge to cast minor image or mirror image as a spell-like ability.
+
'''Benefit:''' You may spend a magical charge to cast ''minor image'' or ''mirror image'' as a spell-like ability.
You gain one magical charge per day.
You gain one magical charge per day.
-
'''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire.
+
'''Normal:''' You may spend magical charges to cast ''dancing lights, darkness'', or ''faerie fire''.
-
 
+
===Illusory Inclination [Drow]===
===Illusory Inclination [Drow]===
-
 
'''Prerequisites:''' Drow, Cha 15+, caster level 3rd
'''Prerequisites:''' Drow, Cha 15+, caster level 3rd
-
'''Benefit:''' You may spend a magical charge to cast silent image as a spell-like ability.
+
'''Benefit:''' You may spend a magical charge to cast ''silent image'' as a spell-like ability.
You gain one magical charge per day.
You gain one magical charge per day.
-
'''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire.
+
'''Normal:''' You may spend magical charges to cast ''dancing lights, darkness,'' or ''faerie fire''.
-
 
+
===Improved Bull Rush [Investing]===
===Improved Bull Rush [Investing]===
-
''Prerequisites:'' Str 13, Power Attack
+
'''Prerequisites:''' Str 13, Power Attack
-
''Benefit:'' When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. Your bonus increases by +1 for each three points of prowess invested in this feat.
+
'''Benefit:''' When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
 +
 
 +
'''Investing:''' Your bonus increases by +1 for each three points of prowess invested in this feat.
===Improved Critical [Investing]===
===Improved Critical [Investing]===
-
''Prerequisites:'' Proficient with weapon, Base Attack Bonus +8
+
'''Prerequisites:''' Proficient with weapon, Base Attack Bonus +8
-
''Benefit:'' Your threat range with the selected weapon increases by one for each three points of prowess invested in this feat.
+
'''Benefit:''' Your threat range with the selected weapon increases by one for each three points of prowess invested in this feat.
-
''Special:'' You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
+
'''Special:''' You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
-
 
+
-
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
+
===Improved Disarm [Investing]===
===Improved Disarm [Investing]===
-
''Prerequisites:'' Intelligence 13, Combat Expertise
+
'''Prerequisites:''' Intelligence 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. Your bonus increases by +1 for each four points of prowess invested in this feat.
+
'''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.
-
''Normal:'' See the normal disarm rules.
+
'''Investing:''' Your bonus increases by +1 for each four points of prowess invested in this feat.
 +
 
 +
'''Normal:''' See the normal disarm rules.
===Improved Feint [Investing]===
===Improved Feint [Investing]===
-
''Prerequisites:'' Intelligence 13, Combat Expertise
+
'''Prerequisites:''' Intelligence 13, Combat Expertise
-
''Benefit:'' You can make a Bluff check to feint in combat as a move action. If you have at least eight points of prowess invested in this feat, you can make a Bluff check to feint in combat as a swift action. You also receive a +1 competence bonus on the Bluff check for each 3 points of prowess invested in this feat.
+
'''Benefit:''' You can make a Bluff check to feint in combat as a move action. If you have at least eight points of prowess invested in this feat, you can make a Bluff check to feint in combat as a swift action.  
-
''Normal:'' Feinting in combat is a standard action.
+
'''Investing:''' You also receive a +1 competence bonus on the Bluff check for each 3 points of prowess invested in this feat.
 +
 
 +
'''Normal:''' Feinting in combat is a standard action.
===Improved Grapple [Investing]===
===Improved Grapple [Investing]===
-
''Prerequisites:'' Dexterity 13, Improved Unarmed Strike
+
'''Prerequisites:''' Dexterity 13, Improved Unarmed Strike
-
''Benefit:'' You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Your bonus increases by +1 for each four points of prowess invested in this feat.
+
'''Benefit:''' You do not provoke an attack of opportunity when you attempt to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.  
-
''Normal:'' Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
+
'''Investing:''' Your bonus increases by +1 for each four points of prowess invested in this feat.
 +
 
 +
'''Normal:''' Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
===Improved Initiative [Investing]===
===Improved Initiative [Investing]===
-
''Benefit:'' You gain a +3 bonus on Initiative checks, +1 for each three points of prowess invested in this feat.
+
'''Benefit:''' You gain a +3 bonus on Initiative checks, +1 for each three points of prowess invested in this feat.
===Improved Overrun [Investing]===
===Improved Overrun [Investing]===
-
''Prerequisites:'' Strength 13, Power Attack
+
'''Prerequisites:''' Strength 13, Power Attack
 +
 
 +
'''Benefit:''' When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
-
''Benefit:'' When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. Your bonus increases by +1 for each three points of prowess invested in this feat.
+
'''Investing:''' Your bonus increases by +1 for each three points of prowess invested in this feat.
-
''Normal:'' Without this feat, the target of an overrun can choose to avoid you or to block you.
+
'''Normal:''' Without this feat, the target of an overrun can choose to avoid you or to block you.
===Improved Shield Bash [Investing]===
===Improved Shield Bash [Investing]===
-
''Prerequisites:'' Shield Proficiency
+
'''Prerequisites:''' Shield Proficiency
-
''Benefit:'' When you perform a shield bash, you may still apply the shield’s shield bonus to your AC. Further, you gain a +1 bonus on attack rolls made with a shield for each 4 points of prowess invested in this feat.
+
'''Benefit:''' When you perform a shield bash, you may still apply the shield's shield bonus to your AC.  
-
''Normal:'' Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.
+
'''Investing:''' You gain a +1 bonus on attack rolls made with a shield for each 4 points of prowess invested in this feat.
 +
 
 +
'''Normal:''' Without this feat, a character who performs a shield bash loses the shield's shield bonus to AC until his or her next turn.
===Improved Sunder [Investing]===
===Improved Sunder [Investing]===
-
''Prerequisites:'' Strength 13, Power Attack
+
'''Prerequisites:''' Strength 13, Power Attack
-
''Benefit:'' When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character. Your bonus increases by +1 for each four points of prowess invested in this feat.
+
'''Benefit:''' When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.  
-
''Normal:'' Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
+
'''Investing:''' Your bonus increases by +1 for each four points of prowess invested in this feat.
 +
 
 +
'''Normal:''' Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
===Improved Trip [Investing]===
===Improved Trip [Investing]===
-
''Prerequisites:'' Intelligence 13, Combat Expertise
+
'''Prerequisites:''' Intelligence 13, Combat Expertise
-
''Benefit:'' You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
+
'''Benefit:''' You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
-
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. You gain a bonus on your attack roll to a follow-up attack after a trip attack equal to +1 for every four points of prowess invested in this feat.
+
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.
-
''Normal:'' Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
+
'''Investing:''' You gain a bonus on your attack roll to a follow-up attack after a trip attack equal to +1 for every four points of prowess invested in this feat.
 +
 
 +
'''Normal:''' Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
===Improved Unarmed Strike [Investing]===
===Improved Unarmed Strike [Investing]===
-
''Benefit:'' You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. You gain a +1 enhancement bonus on attack and damage rolls for each five points of prowess invested in this feat.
+
'''Benefit:''' You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
-
''Normal:'' Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
+
'''Investing:''' You gain a +1 enhancement bonus on attack and damage rolls for each five points of prowess invested in this feat.
 +
 
 +
'''Normal:''' Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
===Intrepid Dodge [Heroic]===
===Intrepid Dodge [Heroic]===
-
''Benefit:'' A number of times per day equal to your highest ability modifier, as an immediate action when you are attacked, you may add your hero value to your Armor Class as a destiny bonus. This bonus lasts until the start of your next turn.
+
'''Benefit:''' A number of times per day equal to your highest ability modifier, as an immediate action when you are attacked, you may add your Hero Value to your Armor Class as a destiny bonus. This bonus lasts until the start of your next turn.
A destiny bonus to your armor class applies and stacks with other bonuses as if it were a deflection bonus, but still stacks with a deflection bonus to AC. If you do so, you are not automatically struck on a natural 20.
A destiny bonus to your armor class applies and stacks with other bonuses as if it were a deflection bonus, but still stacks with a deflection bonus to AC. If you do so, you are not automatically struck on a natural 20.
-
''Special:'' You may use this ability while flat-footed. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' You may use this ability while flat-footed. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Intrepid Future [Heroic]===
===Intrepid Future [Heroic]===
-
''Benefit:'' Increase your hero value by 1.
+
'''Benefit:''' Increase your Hero Value by 1.
===Intrepid Glory [Heroic]===
===Intrepid Glory [Heroic]===
-
''Benefit:'' Once per day, as an immediate action, you may regain one use of a class feature limited in uses per day.
+
'''Benefit:''' Once per day, as an immediate action, you may regain one use of a class feature limited in uses per day.
-
''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Intrepid Opportunity [Heroic]===
===Intrepid Opportunity [Heroic]===
-
''Benefit:'' A number of times per day equal to your highest ability modifier, as part of an attack of opportunity, you may add your hero value to your attack and damage roll. Should you miss, the use is still used up.
+
'''Benefit:''' A number of times per day equal to your highest ability modifier, as part of an attack of opportunity, you may add your Hero Value to your attack and damage roll. Should you miss, the use is still used up.
-
''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Iron Will [Investing]===
===Iron Will [Investing]===
-
''Benefit:'' You gain a +2 bonus on Will saving throws. This increases by +1 for each four points of prowess invested in this feat.
+
'''Benefit:''' You gain a +2 bonus on Will saving throws. This increases by +1 for each four points of prowess invested in this feat.
==J==
==J==
Line 1,162: Line 1,193:
===Leader's Obligation [Style]===
===Leader's Obligation [Style]===
{{GitP|127879}}
{{GitP|127879}}
-
''Prerequisites:'' Charisma 15
+
'''Prerequisites:''' Charisma 15
-
''Benefit:'' The Leader's Obligation feat allows the following options, with enough prowess expenditure:  
+
'''Benefit:''' The Leader's Obligation feat allows the following options, with enough prowess expenditure:  
http://img.photobucket.com/albums/v216/FaxCelestis/leadersobligation.png
http://img.photobucket.com/albums/v216/FaxCelestis/leadersobligation.png
Line 1,170: Line 1,201:
''Battle Commands'' (3 Prowess): As a move action, you may gain a number of command points equal to your level. You may divide these points as you choose to provide a competence bonus to any attack, damage, save, or skill check roll an ally (other than yourself) makes within 30' of you before the start of your next turn. You may divide this bonus as many times as you like, but the bonus cannot provide a larger bonus than your Charisma modifier to any one roll.
''Battle Commands'' (3 Prowess): As a move action, you may gain a number of command points equal to your level. You may divide these points as you choose to provide a competence bonus to any attack, damage, save, or skill check roll an ally (other than yourself) makes within 30' of you before the start of your next turn. You may divide this bonus as many times as you like, but the bonus cannot provide a larger bonus than your Charisma modifier to any one roll.
-
''Demoralizing Taunt'' (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make an Intimidate check against an opponent in an attempt do demoralize them (as described in the skill). You gain a bonus on this check equal to the number of abilities you have purchased from this feat.
+
''Demoralizing Taunt'' (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make an Intimidate check against an opponent in an attempt to demoralize them (as described in the skill). You gain a bonus on this check equal to the number of abilities you have purchased from this feat.
''Hit Them While They're Down'' (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make a single melee or ranged attack. You gain a bonus on your damage roll equal to one-half the number of abilities you have purchased from this feat.
''Hit Them While They're Down'' (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make a single melee or ranged attack. You gain a bonus on your damage roll equal to one-half the number of abilities you have purchased from this feat.
Line 1,197: Line 1,228:
===Legendary Ambush [Heroic]===
===Legendary Ambush [Heroic]===
-
''Benefit:'' A number of times per day equal to your highest ability modifier, as an swift action, you may gain a number of sneak attack dice equal to that of a rogue whose level equals your hero value until the end of your turn.
+
'''Benefit:''' A number of times per day equal to your highest ability modifier, as an swift action, you may gain a number of sneak attack dice equal to that of a rogue whose level equals your Hero Value until the end of your turn.
-
''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Legendary Lore [Heroic]===
===Legendary Lore [Heroic]===
-
''Benefit:'' You gain the bardic knowledge ability, except that you use your hero value to determine your bonus. If you already have the bardic knowledge or lore ability, instead add your hero value to determine your total bonus.
+
'''Benefit:''' You gain the bardic knowledge ability, except that you use your Hero Value to determine your bonus. If you already have the bardic knowledge or lore ability, instead add your Hero Value to determine your total bonus.
===Legendary Presence [Heroic]===
===Legendary Presence [Heroic]===
-
''Benefit:'' Once per day, as a standard action, enemies within 30' must make a will save (DC 10 + your hero value + your Charisma modifier) or be shaken for one minute.
+
'''Benefit:''' Once per day, as a standard action, enemies within 30' must make a will save (DC 10 + your Hero Value + your Charisma modifier) or be shaken for one minute.
-
''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Legendary Promise [Heroic]===
===Legendary Promise [Heroic]===
-
''Benefit:'' The next time you gain a level, you gain a bonus feat.
+
'''Benefit:''' The next time you gain a level, you gain a bonus feat.
-
Your hero value increases by one until you gain a level.
+
Your Hero Value increases by one until you gain a level.
===Lesser Hivemind [Dromite]===
===Lesser Hivemind [Dromite]===
-
 
'''Prerequisites:''' Ice-Caste Dromite, Wis 15+
'''Prerequisites:''' Ice-Caste Dromite, Wis 15+
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===Lightning Dodge [Investing]===
===Lightning Dodge [Investing]===
-
''Prerequisites:'' Dexterity 13, Dodge, Lightning Reflexes
+
'''Prerequisites:''' Dexterity 13, Dodge, Lightning Reflexes
-
''Benefit:'' If you are attacked by the target of your dodge feat in melee and still may make an attack of opportunity this round, you may forgo your attack of opportunity this round (or one of them for this round if you have the Combat Reflexes feat) and make a 5' step.
+
'''Benefit:''' If you are attacked by the target of your dodge feat in melee and still may make an attack of opportunity this round, you may forgo your attack of opportunity this round (or one of them for this round if you have the Combat Reflexes feat) and make a 5' step.
-
''Investiture:'' If you have at least 8 points of prowess invested in this feat, you may instead teleport to the other side of your attacker, directly into a position that would have provided flanking for your original space. When you do this, your body becomes like a living spark and you pass through your target, dealing 1d6 points of electricity damage per four points of prowess invested in this feat. A successful Reflex save (DC 10 + 1/2 the prowess invested in this feat + your Constitution modifier) negates this damage.
+
''Investing:'' If you have at least 8 points of prowess invested in this feat, you may instead teleport to the other side of your attacker, directly into a position that would have provided flanking for your original space. When you do this, your body becomes like a living spark and you pass through your target, dealing 1d6 points of electricity damage per four points of prowess invested in this feat. A successful Reflex save (DC 10 + 1/2 the prowess invested in this feat + your Constitution modifier) negates this damage.
-
''Special:'' You may only use this feat once per round.
+
'''Special:''' You may only use this feat once per round.
===Lightning Reflexes [Investing]===
===Lightning Reflexes [Investing]===
-
''Benefit:'' You gain a +2 bonus on Reflex saving throws. This increases by +1 for each four points of prowess invested in this feat.
+
'''Benefit:''' You gain a +2 bonus on Reflex saving throws. This increases by +1 for each four points of prowess invested in this feat.
-
 
+
===Luck of the Devil [Halfling]===
===Luck of the Devil [Halfling]===
-
 
'''Requirements:''' Charisma 15+, Aura of Unluck class feature
'''Requirements:''' Charisma 15+, Aura of Unluck class feature
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'''Normal:''' You may only spend your Natural Talent for your racial features.
'''Normal:''' You may only spend your Natural Talent for your racial features.
-
 
==M==
==M==
-
 
===Maddened Rage [Gnoll]===
===Maddened Rage [Gnoll]===
-
 
'''Requirements:''' Rage class feature, Rabid Bite, Constitution 15+, Charisma 13+
'''Requirements:''' Rage class feature, Rabid Bite, Constitution 15+, Charisma 13+
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===Manyshot [Investing]===
===Manyshot [Investing]===
-
''Prerequisites:'' Dexterity 17, Point Blank Shot, Rapid Shot, base attack bonus +6
+
'''Prerequisites:''' Dexterity 17, Point Blank Shot, Rapid Shot, base attack bonus +6
-
''Benefit:'' As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
+
'''Benefit:''' As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
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===Master of Illusion [Drow]===
===Master of Illusion [Drow]===
-
 
'''Prerequisites:''' Drow, Cha 19+, caster level 5th, Illusory Adept, Illusory Inclination
'''Prerequisites:''' Drow, Cha 19+, caster level 5th, Illusory Adept, Illusory Inclination
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===Mobility [Investing]===
===Mobility [Investing]===
-
''Prerequisites:'' Dexterity 13, Dodge
+
'''Prerequisites:''' Dexterity 13, Dodge
-
''Benefit:'' You get a +3 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. This bonus increases by +1 for each four points of prowess invested in this feat.
+
'''Benefit:''' You get a +3 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. This bonus increases by +1 for each four points of prowess invested in this feat.
===Mounted Combat [Investing]===
===Mounted Combat [Investing]===
-
''Prerequisites:'' Trained in Ride
+
'''Prerequisites:''' Trained in Ride
-
''Benefit:'' Once per round per five Prowess, when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it’s higher than the mount's regular AC.)
+
'''Benefit:''' Once per round per five Prowess, when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.)
Also, the penalty you take when using a ranged weapon while mounted is reduced by 1 for each four points of prowess invested in this feat.
Also, the penalty you take when using a ranged weapon while mounted is reduced by 1 for each four points of prowess invested in this feat.
===Mythic Moves [Heroic]===
===Mythic Moves [Heroic]===
-
''Benefit:'' A number of times per day equal to your highest ability modifier, as a swift action, you may gain a destiny bonus to your move speed equal to your hero value multiplied by 5. This bonus lasts until the start of your next turn.
+
'''Benefit:''' A number of times per day equal to your highest ability modifier, as a swift action, you may gain a destiny bonus to your move speed equal to your Hero Value multiplied by 5. This bonus lasts until the start of your next turn.
-
''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Mythic Parry [Heroic]===
===Mythic Parry [Heroic]===
-
''Benefit:'' A number of times per day equal to your highest ability modifier, as an immediate action when you are attacked, you may gain DR/- equal to your hero value. This lasts until the start of your next turn.
+
'''Benefit:''' A number of times per day equal to your highest ability modifier, as an immediate action when you are attacked, you may gain DR/- equal to your Hero Value. This lasts until the start of your next turn.
-
''Special:'' You may use this ability while flat-footed. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' You may use this ability while flat-footed. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Mythic Recovery [Heroic]===
===Mythic Recovery [Heroic]===
''Prerequisite:'' At least three other Heroic feats
''Prerequisite:'' At least three other Heroic feats
-
''Benefit:'' Once per day, as an immediate action, you may end a number of the following effects on you equal to your hero value: blinded, confused, dazed, dazzled, deafened, entangled, exhausted, fatigued, immobilized, paralyzed, or sickened.
+
'''Benefit:''' Once per day, as an immediate action, you may end a number of the following effects on you equal to your Hero Value: blinded, confused, dazed, dazzled, deafened, entangled, exhausted, fatigued, immobilized, paralyzed, or sickened.
-
''Special:'' If you cannot use this ability due to an effect you would end with this ability, you may instead activate this ability as a full-round action even if you normally would not be able to do so. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' If you cannot use this ability due to an effect you would end with this ability, you may instead activate this ability as a full-round action even if you normally would not be able to do so. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Mythic Senses [Heroic]===
===Mythic Senses [Heroic]===
''Prerequisite:'' At least one other heroic feat
''Prerequisite:'' At least one other heroic feat
-
''Benefit:'' You gain low-light vision and darkvision 60'. If you already have darkvision, instead add 60' to its effective area. If your hero value is greater than five, you gain tremorsense 5' times your hero value (so that someone with hero value 10 has tremorsense 50'). If your hero value is greater than twelve, you gain blindsense 5' times half your hero value (so that someone with hero value 14 has blindsense 35').
+
'''Benefit:''' You gain low-light vision and darkvision 60'. If you already have darkvision, instead add 60' to its effective area. If your Hero Value is greater than five, you gain tremorsense 5' times your Hero Value (so that someone with Hero Value 10 has tremorsense 50'). If your Hero Value is greater than twelve, you gain blindsense 5' times half your Hero Value (so that someone with Hero Value 14 has blindsense 35').
==N==
==N==
===Naturally Psionic [Ameena]===
===Naturally Psionic [Ameena]===
-
 
'''Requirements:''' Wis 13+, Ameena of 1 HD (only)
'''Requirements:''' Wis 13+, Ameena of 1 HD (only)
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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.
 +
 +
===Natural Leader [Aura, Investing]===
 +
'''Benefit:''' Allies within 10' of you gain a +1 competence bonus on attack rolls due to your direction.
 +
 +
'''Investing:''' Increase the competence bonus by 1 for each six prowess invested in this feat. Also increase this feat's area of effect by 5' per five prowess invested in this feat.
=== Natural Weapon (Bite) [Investing] ===
=== Natural Weapon (Bite) [Investing] ===
-
 
''Benefit'': You make attack rolls with bites normally.
''Benefit'': You make attack rolls with bites normally.
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=== Natural Weapon (Claw/Talon) [Investing] ===
=== Natural Weapon (Claw/Talon) [Investing] ===
-
 
''Benefit'': You make attack rolls with claw or talon attacks normally.
''Benefit'': You make attack rolls with claw or talon attacks normally.
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=== Natural Weapon (Gore) [Investing] ===
=== Natural Weapon (Gore) [Investing] ===
-
 
''Benefit'': You make attack rolls with gore weapons (horns/tusks) normally.
''Benefit'': You make attack rolls with gore weapons (horns/tusks) normally.
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=== Natural Weapon (Slam) [Investing] ===
=== Natural Weapon (Slam) [Investing] ===
-
 
''Benefit'': You make attack rolls with slam attacks normally.
''Benefit'': You make attack rolls with slam attacks normally.
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=== Natural Weapon (Sting) [Investing] ===
=== Natural Weapon (Sting) [Investing] ===
-
 
''Benefit'': You make attack rolls with sting attacks normally.
''Benefit'': You make attack rolls with sting attacks normally.
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=== Natural Weapon (Tentacle) [Investing] ===
=== Natural Weapon (Tentacle) [Investing] ===
-
 
''Benefit'': You make attack rolls with tentacle attacks normally.
''Benefit'': You make attack rolls with tentacle attacks normally.
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''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
''Normal'': When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
 +
===Noble as the Lady===
 +
'''Prerequisites:''' Legendary Presence, Natural Leader, Hero Value 3+
 +
 +
'''Benefit:''' You gain a [Gaze] attack with a range of 30'. Opponents that meet your gaze must make a Will save or take a -3 penalty to attacks and damage for one minute. Creatures that successfully save are immune to your gaze's effects for 24 hours.
 +
 +
You also add your Charisma bonus to your Armor Class as a deflection bonus.
 +
 +
'''Special:''' If you also have Bright as the Sun, you gain a +6 insight bonus to your Charisma score.
==O==
==O==
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===Pack Tactics [Gnoll]===
===Pack Tactics [Gnoll]===
-
 
'''Requirements:''' Base Attack Bonus +2
'''Requirements:''' Base Attack Bonus +2
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===Phoenix Inheritor [Phoe-Kun]===
===Phoenix Inheritor [Phoe-Kun]===
-
''Prerequisites:'' Charisma 15, BAB +3
+
'''Prerequisites:''' Charisma 15, BAB +3
-
''Benefit:'' Upon selecting this feat, choose one of the following options:
+
'''Benefit:''' Upon selecting this feat, choose one of the following options:
*Extra damage dealt from your class features (such as Ambush, Strafe, Lucky Shot, or Sneak Attack) is converted to fire damage. You may activate or deactivate this ability as a swift action.
*Extra damage dealt from your class features (such as Ambush, Strafe, Lucky Shot, or Sneak Attack) is converted to fire damage. You may activate or deactivate this ability as a swift action.
*Your melee and ranged weapon attacks deal an additional 1d6 fire damage.
*Your melee and ranged weapon attacks deal an additional 1d6 fire damage.
Line 1,431: Line 1,460:
You gain one natural talent charge per day.
You gain one natural talent charge per day.
-
''Special:'' You may select this feat multiple times. Each time you do, you gain an additional natural talent charge and select a different option.
+
'''Special:''' You may select this feat multiple times. Each time you do, you gain an additional natural talent charge and select a different option.
-
 
+
===Photosynthesis [Russiti]===
===Photosynthesis [Russiti]===
-
 
'''Prerequisites:''' Russiti, Con 15+, Rooted
'''Prerequisites:''' Russiti, Con 15+, Rooted
Line 1,443: Line 1,470:
'''Normal:''' You may only spend your psionic charges to manifest detect psionics and know direction and location.
'''Normal:''' You may only spend your psionic charges to manifest detect psionics and know direction and location.
-
 
===Pin Opponent [Investing]===
===Pin Opponent [Investing]===
 +
'''Prerequisites:''' Dexterity 13, Point Blank Shot, Brutal Precision
-
''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision
+
'''Benefit:''' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to pin your foe.
-
 
+
-
''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to pin your foe.
+
Your foe must be near a wall, tree, or solid object and must be within 30' of you for you to be able to use this feat. Instead of dealing damage, make a second attack roll at your highest base attack bonus and add your Strength modifier (limited by your weapon's maximum Strength bonus) and the bonus damage you would have received from your Brutal Precision feat. Your result is the Strength check DC needed for your opponent to break free from the pin.
Your foe must be near a wall, tree, or solid object and must be within 30' of you for you to be able to use this feat. Instead of dealing damage, make a second attack roll at your highest base attack bonus and add your Strength modifier (limited by your weapon's maximum Strength bonus) and the bonus damage you would have received from your Brutal Precision feat. Your result is the Strength check DC needed for your opponent to break free from the pin.
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Breaking free from this pin is a full-round action that provokes attacks of opportunity. While pinned, your foe can defend themselves as normal, but is unable to move from their current square. They also take a -4 penalty to Dexterity while pinned.  
Breaking free from this pin is a full-round action that provokes attacks of opportunity. While pinned, your foe can defend themselves as normal, but is unable to move from their current square. They also take a -4 penalty to Dexterity while pinned.  
-
''Investiture:'' You gain a +1 bonus on the Strength check DC for each three points of prowess invested in this feat.
+
''Investing:'' You gain a +1 bonus on the Strength check DC for each three points of prowess invested in this feat.
-
''Special:'' You may not utilize this feat in conjunction with Ranged Trip, Ranged Disarm, or Ranged Bull-Rush.
+
'''Special:''' You may not utilize this feat in conjunction with Ranged Trip, Ranged Disarm, or Ranged Bull-Rush.
===Point Blank Shot [Investing]===
===Point Blank Shot [Investing]===
-
''Benefit:'' You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet, and an additional +1 for each 4 points of prowess invested in this feat.
+
'''Benefit:''' You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet, and an additional +1 for each 4 points of prowess invested in this feat.
The penalty for firing into melee is reduced by 5 for each points of prowess invested in this feat.
The penalty for firing into melee is reduced by 5 for each points of prowess invested in this feat.
===Power Attack [Investing]===
===Power Attack [Investing]===
-
''Prerequisites:'' Strength 13
+
'''Prerequisites:''' Strength 13
-
''Benefit:'' On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
+
'''Benefit:''' On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls.
If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls.
-
You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks) unless you have at least five points of prowess invested in this feat, even though the penalty on attack rolls still applies.
+
You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks) unless you have at least five points of prowess invested in this feat, even though the penalty on attack rolls still applies.
==Q==
==Q==
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===Rabid Bite [Gnoll]===
===Rabid Bite [Gnoll]===
-
 
'''Requirements:''' Constitution 15+
'''Requirements:''' Constitution 15+
Line 1,489: Line 1,513:
===Ranged Bull-Rush [Investing]===
===Ranged Bull-Rush [Investing]===
 +
'''Prerequisites:''' Dexterity 13, Point Blank Shot, Brutal Precision
-
''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision
+
'''Benefit:''' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to bull-rush your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the bull-rush check equal to the extra damage you would have gained.
-
 
+
-
''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to bull-rush your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the bull-rush check equal to the extra damage you would have gained.
+
Resolve other modifiers on the bull-rush attempt (including size and Strength modifier) normally. Keep in mind that your bull-rush attempt is still limited by your weapon's maximum Strength bonus.
Resolve other modifiers on the bull-rush attempt (including size and Strength modifier) normally. Keep in mind that your bull-rush attempt is still limited by your weapon's maximum Strength bonus.
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Unlike a normal bull-rush, you do not move with your opponent when utilizing this feat.
Unlike a normal bull-rush, you do not move with your opponent when utilizing this feat.
-
''Investiture:'' You gain a +1 bonus on bull-rush attempts using this feat for each three points of prowess invested in this feat.
+
''Investing:'' You gain a +1 bonus on bull-rush attempts using this feat for each three points of prowess invested in this feat.
-
''Special:''You may not utilize this feat in conjunction with Pin Opponent, Ranged Trip, or Ranged Disarm.
+
'''Special:''' You may not utilize this feat in conjunction with Pin Opponent, Ranged Trip, or Ranged Disarm.
===Ranged Disarm [Investing]===
===Ranged Disarm [Investing]===
 +
'''Prerequisites:''' Dexterity 13, Point Blank Shot, Brutal Precision
-
''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision
+
'''Benefit:''' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to disarm your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the disarm check equal to the extra damage you would have gained.
-
 
+
-
''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to disarm your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the disarm check equal to the extra damage you would have gained.
+
Resolve other modifiers on the disarm attempt (including size and Strength modifier) normally. Keep in mind that your disarm attempt is still limited by your weapon's maximum Strength bonus.
Resolve other modifiers on the disarm attempt (including size and Strength modifier) normally. Keep in mind that your disarm attempt is still limited by your weapon's maximum Strength bonus.
-
''Investiture:'' You gain a +1 bonus on disarm attempts using this feat for each three points of prowess invested in this feat.
+
''Investing:'' You gain a +1 bonus on disarm attempts using this feat for each three points of prowess invested in this feat.
-
''Special:''You may not utilize this feat in conjunction with Pin Opponent, Ranged Bull Rush, or Ranged Trip.
+
'''Special:''' You may not utilize this feat in conjunction with Pin Opponent, Ranged Bull Rush, or Ranged Trip.
===Ranged Trip [Investing]===
===Ranged Trip [Investing]===
 +
'''Prerequisites:''' Dexterity 13, Point Blank Shot, Brutal Precision
-
''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision
+
'''Benefit:''' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to trip your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the trip check equal to the extra damage you would have gained.
-
 
+
-
''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to trip your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the trip check equal to the extra damage you would have gained.
+
Resolve other modifiers on the trip attempt (including size and Strength modifier) normally. Keep in mind that your trip attempt is still limited by your weapon's maximum Strength bonus.
Resolve other modifiers on the trip attempt (including size and Strength modifier) normally. Keep in mind that your trip attempt is still limited by your weapon's maximum Strength bonus.
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Unlike a normal trip attempt, your opponent cannot make a counter trip attempt.
Unlike a normal trip attempt, your opponent cannot make a counter trip attempt.
-
''Investiture:'' You gain a +1 bonus on trip attempts using this feat for each three points of prowess invested in this feat.
+
''Investing:'' You gain a +1 bonus on trip attempts using this feat for each three points of prowess invested in this feat.
-
''Special:''You may not utilize this feat in conjunction with Pin Opponent, Ranged Bull Rush, or Ranged Disarm.
+
'''Special:''' You may not utilize this feat in conjunction with Pin Opponent, Ranged Bull Rush, or Ranged Disarm.
===Rapid Shot [Investing]===
===Rapid Shot [Investing]===
-
''Prerequisites:'' Dexterity 13, Point Blank Shot
+
'''Prerequisites:''' Dexterity 13, Point Blank Shot
-
 
+
-
''Benefit:'' You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. Your penalty on attack rolls for using this feat reduces by 1 for each five points of prowess invested in this feat.
+
 +
'''Benefit:''' You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. Your penalty on attack rolls for using this feat reduces by 1 for each five points of prowess invested in this feat.
===Rooted [Russiti]===
===Rooted [Russiti]===
-
 
'''Prerequisites:''' Russiti, Con 15+
'''Prerequisites:''' Russiti, Con 15+
Line 1,543: Line 1,562:
'''Normal:''' You may only spend your psionic charges to manifest detect psionics and know direction and location.
'''Normal:''' You may only spend your psionic charges to manifest detect psionics and know direction and location.
-
 
===Run [Investing]===
===Run [Investing]===
-
''Benefit:'' When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +3 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. For each three points of prowess invested in this feat, your bonus on Jump checks increases by 1.
+
'''Benefit:''' When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +3 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
-
''Normal:'' You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
+
'''Investing:''' For each three points of prowess invested in this feat, your bonus on Jump checks increases by 1.
 +
 
 +
'''Normal:''' You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
==S==
==S==
===Sharkbite Master [Shifter, Investing]===
===Sharkbite Master [Shifter, Investing]===
-
 
'''Requirements:''' Strength 13+, Sharkbite shifter quality, Shifter Warrior
'''Requirements:''' Strength 13+, Sharkbite shifter quality, Shifter Warrior
-
'''Benefits:''' You gain a +2 bonus on Fortitude saves while shifting
+
'''Benefit:''' You gain a +2 bonus on Fortitude saves while shifting
You gain an additional shifting charge per day.
You gain an additional shifting charge per day.
-
'''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat.
+
'''Investing:''' You gain an additional +1 bonus for each four points of prowess invested in this feat.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Special:''' This feat can be used in place of Great Fortitude to qualify for feats and prestige classes.
'''Special:''' This feat can be used in place of Great Fortitude to qualify for feats and prestige classes.
-
 
===Sharp Vision [Ameena]===
===Sharp Vision [Ameena]===
-
 
'''Requirements:''' Wis 13+, Ameena
'''Requirements:''' Wis 13+, Ameena
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'''Normal:''' You only receive a +2 bonus to Spot checks and do not have low-light vision.
'''Normal:''' You only receive a +2 bonus to Spot checks and do not have low-light vision.
-
 
===Shifter Warrior [Shifter]===
===Shifter Warrior [Shifter]===
-
 
+
'''Benefit:''' Increase the damage of your natural attacks gained from your shifter qualities and the claw attacks possessed by every shifter by one die size (from 1d4 to 1d6, from 1d6 to 1d8, etc.).
-
'''Benefits:''' Increase the damage of your natural attacks gained from your shifter qualities and the claw attacks possessed by every shifter by one die size (from 1d4 to 1d6, from 1d6 to 1d8, etc).
+
You gain an additional shifting charge per day.
You gain an additional shifting charge per day.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
-
 
===Shot On The Run [Investing]===
===Shot On The Run [Investing]===
-
''Prerequisites:'' Dexterity 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4
+
'''Prerequisites:''' Dexterity 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4
-
''Benefit:'' 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.
+
'''Benefit:''' 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.
For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage.
For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage.
   
   
===Sidestep [Investing]===
===Sidestep [Investing]===
-
''Prerequisites:'' Dexterity 13
+
'''Prerequisites:''' Dexterity 13
-
''Benefit:'' Once per round, when you succeed on an attack against an opponent, you may immediately take a 5' step even if you have already used your 5' step for this round, have already moved in this round, or it is not currently your turn.
+
'''Benefit:''' Once per round, when you succeed on an attack against an opponent, you may immediately take a 5' step even if you have already used your 5' step for this round, have already moved in this round, or it is not currently your turn.
-
''Investing:'' For each six points invested in this feat, you may use it one additional time per round.
+
'''Investing:''' For each six points invested in this feat, you may use it one additional time per round.
''Normal:'' You may only 5' step once per round, and only on your turn.
''Normal:'' You may only 5' step once per round, and only on your turn.
===Silverclaw Tribe [Shifter, Ritual, Tribe]===
===Silverclaw Tribe [Shifter, Ritual, Tribe]===
-
 
'''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
'''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
-
'''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
+
'''Benefit:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
Any potential participants require at least one rank in Survival in order to be able to participate in a Silverclaw Tribe ritual.
Any potential participants require at least one rank in Survival in order to be able to participate in a Silverclaw Tribe ritual.
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===Skewer [Investing]===
===Skewer [Investing]===
-
''Prerequisites:'' Trained in Grapple; Sneak Attack +1d6 '''or''' Ambush +1d4 '''or''' Sneaky Tricks +1d4
+
'''Prerequisites:''' Trained in Grapple; Sneak Attack +1d6 '''or''' Ambush +1d4 '''or''' Sneaky Tricks +1d4
-
''Benefit:'' As a standard action, you may make a grapple check to grab an adjacent foe. If your roll beats their Grapple Defense, you immediately grab them and inflict damage as if you had struck them with a melee attack with a weapon you are currently wielding.
+
'''Benefit:''' As a standard action, you may make a grapple check to grab an adjacent foe. If your roll beats their Grapple Defense, you immediately grab them and inflict damage as if you had struck them with a melee attack with a weapon you are currently wielding.
In addition, you may make a single attack roll at your full Base Attack Bonus. If you beat your target's AC with your attack roll, add your Sneak Attack, Ambush, and Sneaky Tricks damage (if any) to the damage total. Your foe must also make a Fortitude save (DC 10 + the number of Sneak Attack, Ambush, and Sneaky Tricks dice you rolled + your Strength modifier) or be nauseated for one round. You and your foe are not considered grappling, and you cannot begin or maintain a grapple from this action, nor can you pin an opponent with this action.
In addition, you may make a single attack roll at your full Base Attack Bonus. If you beat your target's AC with your attack roll, add your Sneak Attack, Ambush, and Sneaky Tricks damage (if any) to the damage total. Your foe must also make a Fortitude save (DC 10 + the number of Sneak Attack, Ambush, and Sneaky Tricks dice you rolled + your Strength modifier) or be nauseated for one round. You and your foe are not considered grappling, and you cannot begin or maintain a grapple from this action, nor can you pin an opponent with this action.
-
''Investing:'' You deal additional damage when utilizing this feat equal to the amount of prowess invested in it.
+
'''Investing:''' You deal additional damage when utilizing this feat equal to the amount of prowess invested in it.
-
''Special:'' You must have at least one hand free to make use of this feat.
+
'''Special:''' You must have at least one hand free to make use of this feat.
-
''Normal:'' You must spend an action after initiating a grapple in order to secure a hold, and may then spend additional actions to further grapple them. Your attacks made while in a grapple do not add your Sneak Attack, Ambush, or Sneaky Tricks damage unless they would otherwise qualify for such abilities.
+
'''Normal:''' You must spend an action after initiating a grapple in order to secure a hold, and may then spend additional actions to further grapple them. Your attacks made while in a grapple do not add your Sneak Attack, Ambush, or Sneaky Tricks damage unless they would otherwise qualify for such abilities.
===Skill Knowledge [General]===
===Skill Knowledge [General]===
-
''Benefit:'' Choose a skill. This skill is now considered trained. If you already have this skill trained, you become a journeyman in that skill. If you are already a journeyman in that skill, you become a master in that skill.
+
'''Benefit:''' Choose a skill. This skill is now considered trained. If you already have this skill trained, you become a journeyman in that skill. If you are already a journeyman in that skill, you become a master in that skill.
-
''Special:'' You may select this feat multiple times. Its effects do not stack. Each time, select a different skill to apply the benefits of this feat to.
+
'''Special:''' You may select this feat multiple times. Its effects do not stack. Each time, select a different skill to apply the benefits of this feat to.
===Sniper's Eye [Style]===
===Sniper's Eye [Style]===
-
''Prerequisites:'' Point-Blank Shot, Dexerity 15+
+
'''Prerequisites:''' Point-Blank Shot, Dex 15+
-
''Benefit:'' The Sniper's Eye feat allows the following options, with enough prowess expenditure:  
+
'''Benefit:''' The Sniper's Eye feat allows the following options, with enough prowess expenditure:  
http://img.photobucket.com/albums/v216/FaxCelestis/SnipersEyeTree.png
http://img.photobucket.com/albums/v216/FaxCelestis/SnipersEyeTree.png
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===Sparknail Tribe [Shifter, Ritual, Tribe]===
===Sparknail Tribe [Shifter, Ritual, Tribe]===
-
 
'''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
'''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
-
'''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
+
'''Benefit:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
Any potential participants require at least one rank in Survival in order to be able to participate in a Sparknail Tribe ritual.
Any potential participants require at least one rank in Survival in order to be able to participate in a Sparknail Tribe ritual.
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'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
-
 
===Spiderfang Master [Shifter, Investing]===
===Spiderfang Master [Shifter, Investing]===
-
 
'''Requirements:''' Constitution 13+, Spiderfang shifter quality, Shifter Warrior
'''Requirements:''' Constitution 13+, Spiderfang shifter quality, Shifter Warrior
-
'''Benefits:''' When you damage a foe with your bite attack while shifting, you gain temporary hit points equal to half the damage dealt. These hit points last for one round.
+
'''Benefit:''' When you damage a foe with your bite attack while shifting, you gain temporary hit points equal to half the damage dealt. These hit points last for one round.
You gain an additional shifting charge per day.
You gain an additional shifting charge per day.
-
'''Investiture:''' The temporary hit points last for one extra round for each four points of prowess invested in this feat.
+
'''Investing:''' The temporary hit points last for one extra round for each four points of prowess invested in this feat.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.
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===Spring Attack [Investing]===
===Spring Attack [Investing]===
-
''Prerequisites:'' Dexterity 13, Dodge, Mobility, base attack bonus +4.
+
'''Prerequisites:''' Dexterity 13, Dodge, Mobility, base attack bonus +4.
-
''Benefit:'' When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
+
'''Benefit:''' When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.  
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.  
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For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage.
For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage.
-
===Stone Giant Apotheosis [Half-Giant, Bloodline]===
+
===Stalwart as the Mount===
 +
'''Prerequisites:''' Toughness, Valiant Constitution, Hero Value 3+
 +
'''Benefit:''' You gain 50% immunity to [Precision] effects and to critical hits.
 +
 +
You add your Constitution modifier as a bonus to resist trips, bull-rushes, overruns, and tramples.
 +
 +
'''Special:''' If you also have Swift as the Wind, you gain a +6 insight bonus to your Constitution score.
 +
 +
===Stone Giant Apotheosis [Half-Giant, Bloodline]===
'''Prerequisites:''' Constitution 15+, Half-Giant, Stone Giant Heritage, Stone Giant Legacy
'''Prerequisites:''' Constitution 15+, Half-Giant, Stone Giant Heritage, Stone Giant Legacy
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'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
-
 
===Stone Giant Heritage [Half-Giant, Founding, Bloodline]===
===Stone Giant Heritage [Half-Giant, Founding, Bloodline]===
-
 
'''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats
'''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats
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'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
-
 
===Stone Giant Legacy [Half-Giant, Bloodline]===
===Stone Giant Legacy [Half-Giant, Bloodline]===
-
 
'''Prerequisites:''' Constitution 15+, Half-Giant, Stone Giant Heritage
'''Prerequisites:''' Constitution 15+, Half-Giant, Stone Giant Heritage
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'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
-
 
===Storm Giant Apotheosis [Half-Giant, Bloodline]===
===Storm Giant Apotheosis [Half-Giant, Bloodline]===
-
 
'''Prerequisites:''' Constitution 15+, Half-Giant, Storm Giant Heritage, Storm Giant Legacy
'''Prerequisites:''' Constitution 15+, Half-Giant, Storm Giant Heritage, Storm Giant Legacy
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'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
-
 
===Storm Giant Heritage [Half-Giant, Founding, Bloodline]===
===Storm Giant Heritage [Half-Giant, Founding, Bloodline]===
-
 
'''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats
'''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats
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'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
'''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution.
-
 
===Storm Giant Legacy [Half-Giant, Bloodline]===
===Storm Giant Legacy [Half-Giant, Bloodline]===
-
 
'''Prerequisites:''' Constitution 15+, Half-Giant, Storm Giant Heritage
'''Prerequisites:''' Constitution 15+, Half-Giant, Storm Giant Heritage
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===Storm of Blades [Style]===
===Storm of Blades [Style]===
-
''Prerequisites:'' BAB +1, Two-Weapon Fighting
+
'''Prerequisites:''' BAB +1, Two-Weapon Fighting
-
''Benefits:''The Storm of Blades feat allows the following abilities, with enough prowess expenditure:
+
'''Benefit:''' The Storm of Blades feat allows the following abilities, with enough prowess expenditure:
http://img.photobucket.com/albums/v216/FaxCelestis/StormofBlades.png
http://img.photobucket.com/albums/v216/FaxCelestis/StormofBlades.png
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''Blazing Flurry (4 prowess):'' When making a full-attack and wielding two or more weapons, you may add additional fire damage to each attack equal to the number of successful attacks you've made in this round.
''Blazing Flurry (4 prowess):'' When making a full-attack and wielding two or more weapons, you may add additional fire damage to each attack equal to the number of successful attacks you've made in this round.
-
''Whirling Dervish (5 prowess):'' A a full round action, you may make one attack with each weapon you wield against all opponents within 5'. You deal additional fire damage equal half the number of abilities granted to you by this feat, rounded down.
+
''Whirling Dervish (5 prowess):'' As a full round action, you may make one attack with each weapon you wield against all opponents within 5'. You deal additional fire damage equal half the number of abilities granted to you by this feat, rounded down.
''Blistering Tornado (5 prowess):'' Increase the radius of your Whirling Dervish ability to 10'.
''Blistering Tornado (5 prowess):'' Increase the radius of your Whirling Dervish ability to 10'.
Line 1,836: Line 1,844:
''Overhand Undercut (3 prowess):'' If you successfully deal rending damage (such as through the Rend ability granted by this feat), you may also attempt to trip your opponent. Substitute your rending damage for your trip modifier.
''Overhand Undercut (3 prowess):'' If you successfully deal rending damage (such as through the Rend ability granted by this feat), you may also attempt to trip your opponent. Substitute your rending damage for your trip modifier.
-
''Incapacitate (4 prowess):'' If you successfully deal rending damage (such at through the Rend ability granted by this feat), your opponent must also make a Fortitude save (DC 10 + your Base Attack Bonus) or be stunned for one round.
+
''Incapacitate (4 prowess):'' If you successfully deal rending damage (such as through the Rend ability granted by this feat), your opponent must also make a Fortitude save (DC 10 + your Base Attack Bonus) or be stunned for one round.
''Decapitate (4 prowess):'' If you make two critical hits in one round against one opponent while wielding two or more weapons, you may make a supporting attack roll. If this attack roll would also hit the target's Armor Class, they must make a Fortitude save or die.
''Decapitate (4 prowess):'' If you make two critical hits in one round against one opponent while wielding two or more weapons, you may make a supporting attack roll. If this attack roll would also hit the target's Armor Class, they must make a Fortitude save or die.
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===Strong Wings [Ameena]===
===Strong Wings [Ameena]===
-
 
'''Requirements:''' Str 15+, Ameena of 5th HD or greater
'''Requirements:''' Str 15+, Ameena of 5th HD or greater
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===Sucker Punch [Goblin]===
===Sucker Punch [Goblin]===
-
 
'''Prerequisites:''' Strength 15+, Vicious Tricks, Goblin
'''Prerequisites:''' Strength 15+, Vicious Tricks, Goblin
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===Suggestive Demeanor [Satyr]===
===Suggestive Demeanor [Satyr]===
-
 
'''Prerequisites:''' Charisma 17+, Commanding Voice, Enthralling Voice, Satyr
'''Prerequisites:''' Charisma 17+, Commanding Voice, Enthralling Voice, Satyr
-
'''Benefit:''' You may spend a magic charge to cast charm monster or suggestion as a spell-like ability with a caster level equal to your character level.
+
'''Benefit:''' You may spend a magic charge to cast ''charm monster'' or ''suggestion'' as a spell-like ability with a caster level equal to your character level.
You gain one magic charge per day.
You gain one magic charge per day.
-
'''Normal:''' You may only spend your magic charges to cast charm animal, charm person, or prestidigitation.
+
'''Normal:''' You may only spend your magic charges to cast ''charm animal, charm person,'' or ''prestidigitation''.
-
==T==
+
===Swift as the Wind===
 +
'''Prerequisites:''' Fleet of Foot, Burst of Speed, Hero Value 3+
 +
'''Benefit:''' You may cast ''haste'' as a spell-like ability a number of times per day equal to your highest ability modifier. You must always include yourself as one of the targets.
-
===Tiny But Tough [Halfling]===
+
If you move at least 10' on your turn, attacks against you suffer a 20% miss chance for one round.
 +
'''Special:''' If you also have Hushed as the Wood, you gain a +6 insight bonus to your Dexterity score.
 +
 +
==T==
 +
 +
===Tiny But Tough [Halfling]===
'''Requirements:''' Constitution 15+
'''Requirements:''' Constitution 15+
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===Toughness [Investing]===
===Toughness [Investing]===
-
''Benefit:'' You gain bonus hit points equal to the points of prowess invested in this feat.
+
'''Benefit:''' You gain bonus hit points equal to the points of prowess invested in this feat.
-
===Two-Weapon Fighting [Investing===
+
===Two-Weapon Fighting [Investing]===
-
''Prerequisites:'' Dex 15
+
'''Prerequisites:''' Dex 15
''Benefit: '' Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack. If you have five points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -5 penalty. If you have ten points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -10 penalty. If you have fifteen points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -10 penalty. If you have twenty points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -15 penalty.
''Benefit: '' Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack. If you have five points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -5 penalty. If you have ten points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -10 penalty. If you have fifteen points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -10 penalty. If you have twenty points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -15 penalty.
Line 1,903: Line 1,915:
===Valiant Action [Heroic]===
===Valiant Action [Heroic]===
-
''Benefit:'' A number of times per day equal to your highest ability modifier, as part of using a skill, you may add your hero value to the roll as a destiny bonus.
+
'''Benefit:''' A number of times per day equal to your highest ability modifier, as part of using a skill, you may add your Hero Value to the roll as a destiny bonus.
-
''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Valiant Constitution [Heroic]===
===Valiant Constitution [Heroic]===
-
''Benefit:'' At the start of an encounter, you immediately gain temporary hit points equal to your hero value. These temporary hit points last for one minute before fading.
+
'''Benefit:''' At the start of an encounter, you immediately gain temporary hit points equal to your Hero Value. These temporary hit points last for one minute before fading.
===Valiant Magic [Heroic]===
===Valiant Magic [Heroic]===
-
''Benefit:'' Once per day, you may recover a used spell slot of a level equal to your hero value or less.
+
'''Benefit:''' Once per day, you may recover a used spell slot of a level equal to your Hero Value or less.
-
''Special:'' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
+
'''Special:''' You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
===Vicious Tricks [Goblin]===
===Vicious Tricks [Goblin]===
-
 
'''Prerequisites:''' Strength 15+, Goblin
'''Prerequisites:''' Strength 15+, Goblin
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'''Normal:''' You deal 1d4 Sneaky Tricks damage, and your Sneaky Tricks ability uses d4s.
'''Normal:''' You deal 1d4 Sneaky Tricks damage, and your Sneaky Tricks ability uses d4s.
-
 
==W==
==W==
===Weapon Finesse [Investing]===
===Weapon Finesse [Investing]===
-
''Prerequisites:'' Dex 15
+
'''Prerequisites:''' Dex 15
-
''Benefit:'' 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. You also gain a +1 bonus on damage rolls when using a finesse weapon for each four points of prowess invested in this feat.
+
'''Benefit:''' 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. You also gain a +1 bonus on damage rolls when using a finesse weapon for each four points of prowess invested in this feat.
-
''Special:'' Natural weapons and unarmed strikes are always considered light weapons.
+
'''Special:''' Natural weapons and unarmed strikes are always considered light weapons.
===Weapon Focus [Investing]===
===Weapon Focus [Investing]===
-
''Prerequisites:'' Proficiency with selected weapon, Base Attack Bonus +1
+
'''Prerequisites:''' Proficiency with selected weapon, Base Attack Bonus +1
-
''Benefit:'' Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.  You gain a +1 bonus on all attack rolls you make using the selected weapon, with an additional +1 for each five points of prowess invested in this feat
+
'''Benefit:''' Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.  You gain a +1 bonus on all attack rolls you make using the selected weapon, with an additional +1 for each five points of prowess invested in this feat
-
''Special:''  You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.  
+
'''Special:'''  You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.  
===Weapon Group (Axes) [Investing]===
===Weapon Group (Axes) [Investing]===
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===Weapon Group (Simple) [Investing]===
===Weapon Group (Simple) [Investing]===
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'''Benefit:''' You make attack rolls with the following weapons normally: blowgun, clawed gauntlet, club, dagger, gauntlet, light hammer, light pick, quarterstaff, shortspear, sickle, sling, and spiked gauntlet.
+
'''Benefit:''' You make attack rolls with the following weapons normally: blowgun, clawed gauntlet, club, dagger, gauntlet, light hammer, light pick, quarterstaff, short spear, sickle, sling, and spiked gauntlet.
'''Investing:''' When wielding a simple weapon (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-quarter the prowess you have invested in this feat.
'''Investing:''' When wielding a simple weapon (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-quarter the prowess you have invested in this feat.
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===Weapon Group (Spears) [Investing]===
===Weapon Group (Spears) [Investing]===
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'''Benefit:''' You make attack rolls with the following weapons normally: dwarven urgrosh, longspear, shortspear, spear, and trident.
+
'''Benefit:''' You make attack rolls with the following weapons normally: dwarven urgrosh, longspear, short spear, spear, and trident.
'''Investing:''' When wielding a spear (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.
'''Investing:''' When wielding a spear (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.
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'''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
'''Normal:''' When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
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===Weapon Specialization [Investing]===
===Weapon Specialization [Investing]===
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''Prerequisites:'' Proficiency with selected weapon, Weapon Focus with selected weapon, dreadnaught or warlord level 4th
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'''Prerequisites:''' Proficiency with selected weapon, Weapon Focus with selected weapon, dreadnaught or warlord level 4th
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''Benefit:'' Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus increases by 1 for each four points of prowess invested in this feat.
+
'''Benefit:''' Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus increases by 1 for each four points of prowess invested in this feat.
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''Special:'' You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
+
'''Special:''' You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
===Whirlwind Attack [Investing]===
===Whirlwind Attack [Investing]===
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''Prerequisites:'' Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4
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'''Prerequisites:''' Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4
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''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.
+
'''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.
You gain one additional attack per four points of prowess invested in this feat. This attack can be against any target threatened by this ability, even one you have already attacked.
You gain one additional attack per four points of prowess invested in this feat. This attack can be against any target threatened by this ability, even one you have already attacked.
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===Wolfbite Master [Shifter, Investing]===
===Wolfbite Master [Shifter, Investing]===
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'''Requirements:''' Strength 13+, Wolfbite shifter quality, Shifter Warrior
'''Requirements:''' Strength 13+, Wolfbite shifter quality, Shifter Warrior
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'''Benefits:''' If you trip an opponent in melee combat while shifting, you immediately get a melee bite attack against that opponent at your full base attack bonus.
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'''Benefit:''' If you trip an opponent in melee combat while shifting, you immediately get a melee bite attack against that opponent at your full base attack bonus.
You gain an additional shifting charge per day.
You gain an additional shifting charge per day.
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'''Investiture:''' You gain a +1 bonus on the attack roll for the follow-up attack for each four points of prowess invested in this feat.
+
'''Investing:''' You gain a +1 bonus on the attack roll for the follow-up attack for each four points of prowess invested in this feat.
'''Normal:''' You may only spend your shifting charges for your racial features.
'''Normal:''' You may only spend your shifting charges for your racial features.

Current revision as of 22:34, 28 October 2013

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