D20r:Investing Feats

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Investing Feats are an effort to make feats that are available in the early-game still useful in the late-game by altering how they fundamentally function

Each class receives an amount of "prowess" each level, in a fashion similar to skill points. This prowess must be invested in an applicable feat before completing the level-up process or it is lost: prowess cannot be stored from level to level. The maximum capacity for a Investing feat is your Base Attack Bonus + 3.

Unless otherwise specified, Investing Feats are considered fighter bonus feats.

Contents


A

B

Blind-Fight [Investing]

Prerequisites: None

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.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

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.

C

Cleave [Investing]

Prerequisites: Strength 13, Power Attack

Benefit: If you deal a creature enough damage to make it drop (that is, render it unconscious or dead), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

For each five points of prowess invested in this feat, you may either take a five-foot step before making your cleave attempt, or take additional cleave attempt at -2. These options may be selected more than once if your martial rank is high enough, and the effect is chosen at each activation.

Combat Expertise [Investing]

Prerequisites: Intelligence 13

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.

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.

Combat Reflexes [Investing]

Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. You also gain an additional attack of opportunity per round for each four points of prowess invested in this feat.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

D

Defender's Gambit [Investing]

Prerequisites: Dexterity 13

Benefit: When an ally of yours is targeted by a ranged attack, you may move up to 5' into an attacker's line of sight or line of effect as an immediate action, such that your new position would provide cover to that ally within that same line of sight or line of effect. If you do, the attacker must treat you as the target of the attack or effect, making attack rolls and checks against you instead of your ally. Should the attack miss you, your opponent makes a second attack roll at the original target; however, you provide soft cover when determining the results of such attacks.

Investiture: For each five prowess you invest in this feat, increase the range you may move by 5'.

Deflect Arrows [Investing]

Prerequisites: Dexterity 13, Improved Unarmed Strike

Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.

You gain an additional use of this ability per round for each three points of prowess invested in this feat.

Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.

Diehard [Investing]

Prerequisites: Endurance

Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act.

In addition, you do not die when you reach -10, as you normally would. You now die when your negative hit points equals the number of points of prowess invested in this feat plus ten, or your Constitution score, whichever is more.

Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying, and dies upon reaching -10.

Dodge [Investing]

Prerequisites: Dexterity 13

Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

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.

E

Endurance [Investing]

Benefit: You gain a +4 bonus on the following checks and saves: Swim 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. Also, you may sleep in light or medium armor without becoming fatigued.

Your bonus on checks and saves increases by +1 for each three points of prowess invested in this feat.

Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

F

Far Shot [Investing]

Prerequisites: Point Blank Shot

Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.

For each five points of prowess invested in this feat, your ranges multiply by another .5. For instance, if you have five martial ranks, your ranges for projectile weapons is multiplied by 2, and your thrown weapons are multiplied by 2.5.

Favored Enemy [Investing]

Prerequisites: BAB +1

Benefit: Select a type of creature from among those given on the table below. You gain a +2 bonus on Awareness, Bluff, Sense Motive, and Survival checks when using these skills against creatures of this type. Likewise, you get a +2 bonus on weapon damage rolls against such creatures.

If a specific creature falls into more than one category of favored enemy, the bonuses do not stack; you simply use whichever bonus is higher.

Investing: If you have at least five prowess invested in this feat, you also gain a +2 bonus on attack rolls against the chosen creature type.

If you have at least eight prowess invested in this feat, you also gain a +1 bonus on saving throws against the chosen creature type's spells, spell-like abilities, and supernatural abilities.

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 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.

Special: You may take this feat more than once. If you do so, an instance of this feat that you have had prior increases its bonuses by 1.

Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous Humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

G

Great Fortitude [Investing]

Benefit: You gain a +2 bonus on fortitude saving throws. This increases by +1 for each four points of prowess invested in this feat.

Flick of the Wrist [Investing]

Prerequisites: Dexterity 13

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.

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 thirteen points invested in this feat, you may make an additional attack with this swift action at the same attack bonus.


H

I

Improved Bull Rush [Investing]

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.

Improved Critical [Investing]

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.

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]

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.

Normal: See the normal disarm rules.

Improved Feint [Investing]

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.

Normal: Feinting in combat is a standard action.

Improved Grapple [Investing]

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.

Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Improved Initiative [Investing]

Benefit: You gain a +3 bonus on Initiative checks, +1 for each three points of prowess invested in this feat.

Improved Overrun [Investing]

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. 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.

Improved Shield Bash [Investing]

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.

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]

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.

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]

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.

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.

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]

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.

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.

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.

J

K

L

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.

M

Manyshot [Investing]

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).

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).

Damage reduction and other resistances apply separately against each arrow fired. Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

If you have at least fifteen points of prowess invested in this feat, the penalty decreases to -1 per arrow, and you may apply precision damage and critical hits to each arrow, instead of just the first.

Mobility [Investing]

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.

Mounted Combat [Investing]

Prerequisites: Ride 4 Ranks

Benefit: Once per round per five martial ranks, 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.

N

O

P

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.

The penalty for firing into melee is reduced by 1 for each points of prowess invested in this feat.

Power Attack [Investing]

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.

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.

Q

R

Rapid Shot [Investing]

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.

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.

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

Shot On The Run [Investing]

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.

For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage.

Spring Attack [Investing]

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.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage.

T

Toughness [Investing]

Benefit: You gain bonus hit points equal to the points of prowess invested in this feat.

Two-Weapon Fighting [Investing

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.

Further, when wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. This bonus increases by 1 for each four points of prowess invested in this feat.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

U

V

W

Weapon Finesse [Investing]

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.

Special: Natural weapons and unarmed strikes are always considered light weapons.

Weapon Focus [Investing]

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

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 Specialization [Investing]

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, dreadnaught or warlord level 4th

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.

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]

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4

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.

X

Y

Z

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