D20r:Style Feats

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Style feats provide new combat options while using a particular fighting style. All Style feats are Investing feats and are therefore legitimate sources to use prowess on.

Contents

Battlereaper [Style]

Two-handed weapon

Berserk Sandworm [Style]

footprint.jpg This article has a related thread on the Giant in the Playground forums that may contain more up-to-date information than what is provided here.

Prerequisites: BAB +1, Power Attack

Benefit: The Berserk Sandworm feat allows the following options, with enough prowess expenditure:

berserksandworm.png

Bloodwrath (3 Prowess): Bloodwrath taps into the well of fury in any soul and brings it to the surface. Activating bloodwrath is a swift action. Similar to a barbarian's rage, a character in a state of bloodwrath falls into an instinct-driven fervor and gains +2 Strength, +2 Constitution, and damage reduction 1/-. This damage reduction increases by 1 for each three abilities granted by this feat (so that a character who knows Bloodwrath, Fever Pitch, and Bone to Blade would have DR 2/-). They cannot perform any action or use any skill that requires concentration (such as spellcasting). A character in a state of bloodwrath is also more susceptible to mind-affecting effects during a bloodwrath as their higher conscious is subverted by base instinct. As such, a character in bloodwrath takes a -2 penalty to Will saves during its effects. Bloodwrath lasts for a number of rounds equal to the character's Constitution modifier and cannot be ended early.

Fever Pitch (4 Prowess): Fever Pitch increases and augments the power of a character's bloodwrath when they are near death. When a character has 1/3 of their total maximum hit points remaining or less and they are currently in a state of bloodwrath, they gain an additional +4 Strength and a +2 dodge bonus to AC. 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.

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.

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.

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.

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.

Bone to Blade (4 Prowess): This ability allows the character to change their physical bone structure. This is usually rather disturbing to watch as well as effective in combat. By shaping their hands into blades of bone, the character is always effectively armed. As a standard action, the character may shape one of their hands into a blade of bone. Treat this as a longsword of the appropriate size for the character. The blade is considered masterwork and gains an enhancement bonus equal to one-fifth the number of abilities this feat grants you (so that if you have purchased four abilities, the blade is only masterwork; if you have purchased ten, it is a +2 weapon). This ability lasts for one minute before reverting back to normal.

Blood to Bile (4 Prowess): This ability changes the character's blood to the highly-acidic bile-blood of a sandworm. This makes the character's blood capable of dissolving through flesh, bone, metal, and a variety of other materials. Any time the character is damaged by a melee slashing or piercing attack, the attacker takes 1d4 points of acid damage per five abilities this feat grants (minimum 1d4). Activating this ability is a move action that lasts for a number of rounds equal to your character level. The character is immune to their own blood.

Regeneration (5 Prowess): This ability causes the character to rapidly heal damage they've taken. When this ability is active, the character gains Fast Healing equal to one-fifth the number of abilities provided by this feat. This ability can be activated as a standard action and lasts a number of rounds equal to your Constitution modifier.

Skin to Stone (5 Prowess): This ability transforms the character's flesh into a tough, leathery material, which--while certainly not stone--is close enough. The character's skin is now tough enough to repel arrows and dull blades. They gain a +4 enhancement bonus to their natural Armor Class for a number of rounds equal to their Constitution score. This ability is activated as a standard action.

Greater Regeneration (5 Prowess): This ability functions like Regeneration, but is activated as a swift action.

Shape to Sandstorm (6 Prowess): This ability transforms your body into a coruscating, swirling mass of sand. You threaten squares around you as if you were one size category larger and any opponent you threaten is considered flanked. You are not immune to damage, nor do you gain any special defenses from this ability. This ability lasts for a number of rounds equal to your Constitution modifier and is activated as a move action.

Blindside (4 Prowess): Blindside allows the caster to distract an opponent, whether it be with a flash of light, a sound, or a sudden movement just outside their range of vision. As a swift action, you force a target within 15' to make a Will save (DC 10 + 1/2 the number of abilities this feat gives you). If they fail the save, they are flat-footed until their next turn.

Blindfight (4 Prowess): As a move action, you may render yourself blind. In exchange, you gain blindsight out to 30'. This ability lasts for a number of rounds equal to your Constitution modifier.

Blindstrike (5 Prowess): As a standard action, make a single melee attack against an opponent. If you hit and successfully deal damage, you revoke a sense from your target for a period of one minute. Roll on the following table to determine the effect:

Roll Effect
1 Target is blinded
2 Target is deafened
3 Target is muted and cannot cast spells with verbal components
4 Target receives a 50% miss chance in combat
5 Target receives a -5 penalty to skill checks
6 Roll twice more, ignoring rolls of six

The effects of this ability last for 1d3 rounds. The name "blindstrike" stems from the fact that the most-frequently denied sense is sight, though multiple applications of this ability can strip an opponent of all their senses.

Pitfall (5 Prowess): As a move action, you become invisible, as the spell. You remain invisible until the end of your next turn or until you attack an opponent, whichever comes first.

Ambush (5 Prowess): Ambush grants the character the burrowing power of the sandworms, allowing them to attack their opponent, unseen and unheard, from an unexpected angle. You can activate this ability as a standard action to gain a 30' burrow speed. This ability lasts for a number of minutes equal to your Constitution modifier.

Mindcrush (6 Prowess): After successfully dealing damage with a melee attack, you may activate this ability as an immediate action. The opponent to whom you just dealt damage must make a Will save (DC 10 + 1/2 the number of abilities granted to you by this feat) or be rendered permanently blind and suffer a 1d4 Intelligence damage.

Bloodworm's Corruption (6 Prowess): This ability transforms you into a mighty sandworm, thirsty for blood. You may activate this ability as a full-round action. Your shape changes to that of a Stormseeker Sandworm. You gain all abilities of the new form, but lose all benefits of your equipment as it merges with your new form. You cannot cast spells while in this form, nor can you use abilities granted by style feats other than this feat.

You retain your base attack bonus, skills, hit dice, feats, and base saving throws, but use your new forms racial ability modifiers (+14 Strength, +24 Constitution, -6 Intelligence, +8 Wisdom, +6 Charisma), size, and reach. This ability lasts for a number of rounds equal to your Hit Dice, after which point you revert to your regular form.

When this ability ends, you are exhausted for fifteen minutes and fatigued for a further hour. Unlike other abilities granted by [Style] feats, this ability is only usable once per day.

Brave Fencer [Style]

footprint.jpg This article has a related thread on the Giant in the Playground forums that may contain more up-to-date information than what is provided here.

Prerequisites: BAB +1, Weapon Finesse

Benefit: The Brave Fencer feat allows the following options, with enough prowess expenditure:

bravefencer.png

Salute (2 Prowess): At the beginning of combat, you may choose one foe who you have not acted against and who has not yet acted. As a standard action, you may salute them. You gain a +1 bonus on Will saves and on attack rolls against that opponent, plus an additional +1 for each additional ability granted to you by this feat. This ability lasts until either you or your opponent are rendered unconscious, or the encounter ends.

Lunge (3 Prowess): You may lunge forwards to temporarily increase your reach. As part of an attack action, you may increase your reach by 5' for that attack. This ability may be used in conjunction with other attack options (such as a fencer's Tactical Strike ability) or as part of a full attack.

In Quartata (3 Prowess): You may twist your body so as to present a smaller target. As a swift action, once per encounter, you may gain a dodge bonus to your Armor Class equal to half the abilities granted you by this feat, rounded down. This bonus lasts for a number of rounds equal to your Dexterity modifier.

Riposte (3 Prowess): When an opponent misses you with a melee attack, you may activate this ability as an immediate action to make an attack at your full base attack bonus. This does not count against your number of attacks of opportunity each round.

Fleche (3 Prowess): In a fleche, a fencer transfers his weight onto his front foot and extends his arm. He makes an exaggerated running stride towards his opponent, attempting to skewer them as he runs past to avoid counterattack. You may activate this ability as a standard action. Upon doing so, move up to your speed in a straight line that moves you past an opponent. You do not provoke attacks of opportunity from one opponent of your choice during this movement (generally the target you are attacking, but not always). When you pass an opponent during this attack, you may make an attack at your full base attack bonus, gaining all benefits and penalties as normal for charging. After making this attack you may continue moving past your opponent, up to a total movement (before and after the attack) of your maximum moving distance.

Feint (3 Prowess): As a swift action, you may make a Bluff check against one opponent's Sense Motive check. If successful, the opponent is flat-footed until the end of your turn. The targeted opponent must be within your threatened area.

Redoublement (4 Prowess): This ability functions as the lunge ability, except that after your initial attack, you may move 5' and then attempt a second attack at the same attack bonus and with the same 5' reach extension.

Prise de Fer (4 Prowess): When successfully striking an armed opponent, you may activate this ability as an immediate action to initiate a disarm attempt. This ability and the subsequent disarm attempt does not provoke attacks of opportunity.

Moulinet (5 Prowess): As a standard action, you may make a single attack at all creatures within your melee reach at your full base attack bonus. If you possess the Tactical Strike ability, you may apply one Base, one Multiplier, and one Special to each attack made in this fashion--use the same Base, Multiplier, and Special for every attack.

Passata Soto (5 Prowess): When a creature at least one size category larger than you attempts to strike you in combat, you may activate this ability as an immediate action. You gain a +4 dodge bonus to your AC as you duck low to move under their attack. If they miss, you may make an attack of opportunity. If you hit, you deal 5d6 extra points of damage.

Agile Riposte (5 Prowess): This ability functions like Riposte, except that you may make a full attack rather than a single attack.

Daggerfighter [Style]

Dagger fighting


Deadshot Sniper [Style]

PROTOTYPE: Prowess costs and progression may be subject to massive revisions!

Prerequisites: BAB +1, Brutal Precision

Benefit: The Deadshot Sniper feat allows the following options, with enough prowess expenditure: (Represented here as a bullet layout for ease of writing)

  • Sniper's Calm
    • Untouched Calm
      • Controlled Breath
        • Steady Hand
          • Sensory Slowdown
            • Dead-Eye Target
    • Perfect Flick
      • Lightning Reload
        • Enhanced Call
          • Bounce Shot
            • Spin Shot
    • Portable Armory
      • Weapons Encyclopedia
        • Blindshooting
          • Hypnotic Calm
            • Out of the Sky

Chilled Emotion (3 Prowess): The Deadshot Sniper can temporarily deaden their emotions, entering a state of merciless calm. Chilled Emotion can be entered as a swift action. The logical inverse of a Barbarian's rage, Chilled Emotion eliminates all instinct in favor of, for one minute, a disturbing calm that grants +2 to all ranged attack rolls, +1 to all ranged damage rolls, and +2 to Will saves. They cannot use any abilities that inhibit concentration, such as a Barbarian's rage, while in Chilled Emotion. Chilled Emotion lasts a number of rounds equal to the character's Intelligence modifier, and can be ended at will. When Chilled Emotion ends, the user experiences a temporary emotional high, and becomes vulnerable to emotional manipulations (-2 to Will saves) for a number of rounds equal to the rounds spent in Chilled Emotion. They cannot return to Chilled Emotion during this surge.

Untouched Calm (2 Prowess): As long as the Sniper is not threatened and is at full health, their ability to control their emotional highs and lows rises a little - they only suffer from emotional highs for half the usual time (minimum one round).

Controlled Breath (4 Prowess): During each turn of Chilled Emotion, the Deadshot Sniper gains Fast Healing at a rate equal to one-third the number of abilities provided by this feat.

Steady Hand (5 Prowess): Some of the Deadshot Sniper's calm persists outside of their Chilled Emotion state, steadying their hand at alll times. They gain a +1 to all ranged attack rolls, except while in an emotional high.

Sensory Slowdown (6 Prowess): The Deadshot Sniper's Chilled Emotions slow their perception of time, allowing them to react faster and move more precisely - +4 to Dexterity while in Chilled Emotions.

Dead-Eye Target (6 Prowess): On the round the Deadshot sniper activates Chilled Emotions, they attain a single second of perfect understanding of all that is around them, Allowing them to take 20 on the first attack roll they make as a free action (automatically hitting and threatening a critical hit). When they do so, however, their Chilled Emotions is immediately timed out, and they enter an emotional high for four rounds; Untouched Calm does not reduce the time this is in effect.

Perfect Flick (5 Prowess): The Deadshot Sniper can literally flick crossbow bolts at enemies, their fingernails becoming tough enough to not be cut by doing so. They are considered armed with a Light Crossbow of appropriate size to that character - or a Heavy Crossbow if in Chilled Emotions. The crossbow is considered masterwork and gains an enhancement bonus equal to one-fifth the number of abilities this feat grants you. "Reloading" involves balancing a bolt on your thumb, and is still a move action that provokes attacks of opportunity.

Lightning Reload (5 Prowess): The Deadshot Sniper reloads faster than should normally be possible - any load that would normally qualify as a move action is now a swift action, and any load that would normally qualify as a full-round action is now a move action. If reloading is a free action (as with bows), then their full attack lets them fire one additional arrow at full attack bonus.

Enhanced Call (4 Prowess): The Deadshot Sniper can make called shots, but aim a little 'inwards' from the target point. They make the called shot as usual, but if they miss, roll at the same penalty to see if they get a normal hit in.

Bounce Shot (5 Prowess): The Deadshot Sniper can bounce arrows or bolts off of walls, pipes, or the like to try and hit targets that are behind cover. The target still gets concealment, and the attack roll is made at a -4 penalty per bounce, -1 for every five abilities this feat provides.

Spin Shot (5 Prowess): The Deadshot Sniper knows how to fire their shots with a twist, giving them a little more momentum. All their ranged weapons gain the Vicious 1 property (reroll on a 1).

Portable Armory (3 Prowess): The Deadshot Sniper's ranged weapons (and ammo) are always at hand for them. They still must own the weapons, but the weapons always count as on their person, effectively weighing nothing, unless explicitly locked out of their reach... And they gain a +4 circumstance bonus to Disable Device checks related directly to getting rid of any locks between them and their weapons.

Weapons Encyclopedia (4 Prowess): The Deadshot Sniper can tell the properties of a ranged weapon and it's ammo at a glance. Looking at any ranged weapon, they can make a Knowledge check at a bonus equal to the number of abilities granted by this ability, against a DC of 10 + 3 for each point of bonus on the weapon, to recognize its properties - and any immediate surrounding lore if they beat the DC by at least 5. (For example, if a group uses +3 Icy Touch Crossbows as their signature weapon, the Deadshot Sniper would remember that on a successful check.) They can also use this to remember details about how a property works (such as remembering whether it's silver or cold iron that is super-effective against demons or devils).

Blindshooting (5 Prowess): The Deadshot Sniper learns how to use senses besides seeing to aim their attacks. Halve all penalties related to blind firing of ranged attacks. Further, they gain Blindsense out to 5' for every three abilities this feat grants.

Hypnotic Calm (6 Prowess): The Deadshot Sniper's Chilled Emotion becomes chillingly cold. They gain a Gaze Attack that forces anyone who looks at them while in Chilled Emotion to make a Will Save (DC 10 + half the abilities granted by this ability) or become fascinated as if by a hypnotic pattern spell. Victims so hypnotized must make an additional Will Save at the same DC to break out of it due to the Sniper aiming at them.

Out Of The Sky (6 Prowess): A Deadshot Sniper in Chilled Emotion gains the ability to (with a little preparation) attack other attacks, by making a Full Attack and specifying which attacks they are forgoing out of it. Until the start of their next turn, they can use any foregone attack against a ranged attack (at an AC equal to the user's) to shoot the attack halfway between the attacker and their target. Explosives or other on-hit area effects go off halfway between.

Defender's Gambit [Style]

Benefit: The Defender's Gambit feat allows the following options, with enough prowess expenditure:

Guardianship (X prowess): When an ally of yours is targeted by a melee attack (including a spell that must make an attack roll), you may move up to 10' as an immediate action, such that your new position would be that of your ally's. If you do, move your ally 5' into an empty square and the attacker must treat you as the target of the attack or effect, making attack rolls and checks against you instead of your ally. However, he makes any attack rolls against your touch AC. If his attack roll hits your touch AC but not your full AC, the attack bounces off harmlessly. If it hits both AC values, or if the original attack is a touch attack, you are affected as if you were the original target.

When using this ability, you cannot willingly accept an attack.

For each two abilities you have purchased from this feat, increase the range you may move by 5'.

Interposition (X prowess): When an ally of yours is targeted by a ranged attack (including a spell that must make an attack roll), 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 rest on the attacker's line of sight or line of effect upon your ally. 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. However, he makes any attack rolls against your touch AC. If his attack roll hits your touch AC but not your full AC, the attack bounces off harmlessly. If it hits both AC values, or if the original attack is a ranged touch attack, you are affected as if you were the original target.

Should the attack miss you completely, your opponent makes a second attack roll at the original target; however, you provide soft cover when determining the results of such attacks (even if the original attack is not one that typically allows for soft cover).

If your attacker willingly fails the attack roll against you, they also forfeit their ability to make a follow-up attack roll on the ally you are protecting.

When using this ability, you cannot willingly accept an attack.

For each two abilities you have purchased from this feat, increase the range you may move by 5' and increase the AC bonus provided by your soft cover when using this ability by 1.

Counterattack (X prowess): If an ally of yours is attacked by an enemy you threaten, you may spend an immediate action to make a single ranged or melee attack at your full base attack bonus. If you hit, you deal an extra 1d6 damage for each two abilities you have purchased from this feat.

Doublestriker [Style]

Two-weapon fighting

Fists of Iron [Style]

Unarmed combat

Graceful Breeze [Style]

Fans

Leader's Obligation [Style]

footprint.jpg This article has a related thread on the Giant in the Playground forums that may contain more up-to-date information than what is provided here.

Prerequisites: Charisma 15

Benefit: The Leader's Obligation feat allows the following options, with enough prowess expenditure:

leadersobligation.png

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.

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.

Leading the Charge (5 Prowess): Once per encounter, you may activate this ability as a free action while charging. If you strike the foe you charge, allies who were within 30' of you when you started the charge gain a +4 bonus on attack rolls against that foe until the start of your next turn.

Lead by Example (5 Prowess): Once per encounter, you may automatically succeed on a saving throw or automatically force an incoming attack roll to miss. Allies within 30' of you when you activate this ability gain a +1 morale bonus on saving throws and to Armor Class until the start of your next turn.

Fearless (4 Prowess): You become immune to fear.

Fearless Presence [Aura] (4 Prowess): Allies within 30' gain a morale bonus on Will saves versus mind-affecting effects equal to the number of abilities you have purchased from this feat.

Broad Influence (5 Prowess): Your [Aura] effects add 10' to their effective radius.

Bolstered Auras (5 Prowess): Any ally affected by one of your [Aura] effects also gains a +1 bonus on attack and damage rolls.

Combat Tactics (4 Prowess): Once per encounter, you may take a move action to allow all allies within 30' to immediately take a 5' step.

Shield Ally (4 Prowess): You provide adjacent allies a +1 dodge bonus to AC as long as you are not flat-footed. If you wield a shield, as an immediate action you may subtract an amount from your own Armor Class less than or equal to your shield's AC bonus and add that same amount to your ally's AC until you move, your ally moves, or your next turn begins.

Defensive Tactics [Aura] (5 Prowess): Allies within 30' of you gain one additional attack of opportunity per round.

Leader's Challenge (5 Prowess): Once per encounter, as a standard action, you may challenge an opponent with more than 3 Intelligence. They must make a Will save (DC 10 + ½ your level + your Charisma modifier) or be forced to include you in any attack they make. If they make a melee attack, you must be a target. If they make a ranged attack, you must be a target. If they cast a spell, you must be the spell's target or be included within its area of effect. The creature receives a new saving throw each round to resist the effect, but the ability persists until the creature makes a save.

Legendary Reputation (6 Prowess): Once per encounter as a free action, you may add your class level to Diplomacy or Intimidate checks for a number of rounds equal to your Charisma modifier. Further, whenever you activate your Battle Commands ability, double the number of points it provides.

Mounted Mauler [Style]

mounted combat

Phalanx Warrior [Style]

spears

Speed Demon [Style]

Agility

Streetfighter [Style]

Dirty fighting

Wandstriker [Style]

wands

Wild Companion [Style]

Animal companion

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