Monster Feats

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Different from regular feats, Monster Feats all share a similar prerequisite: they cannot be taken by player characters. Most of these feats could be "potentially useful" in the hands of PCs, but some of the stronger ones--in particular, the "Improved" and "Greater" versions of these feats--could prove gamebreaking in their hands.

Contents

Momentum

Prerequisites: Dexterity 13+

Benefit: At the end of each combat round, increase your Initiative score (not your modifier) by 1, and act on your new initiative count.

Normal: Your initiative score does not change.

Improved Momentum

Prerequisites: Dexterity 17+, Momentum

Benefit: At the end of each combat round, increase your Initiative score (not your modifier) by an amount equal to your Dexterity modifier and act on your new initiative count. This overwrites the effects of the Momentum feat.

Should your initiative score minus twenty result in a positive number, you act on that initiative count as well.

Normal: Your initiative score does not change, and you act only on your regular initiative count.

Greater Momentum

Prerequisites: Dexterity 21+, Momentum, Improved Momentum

Benefit: You gain the ability to combine a full-attack with a move action. As a full-round action, you may make a number of attacks equal to the amount you normally could, based upon your Base Attack Bonus, while moving up to a maximum distance of twice your speed.

Further, should your initiatve score minus ten result in a positive number, you can act on that initiative count as well. You gain an additional turn for each additional ten below as well. For example, a creature with an initiative of 41 would act on 41, 31, 21, 11, and 1, gaining a full set of actions on each initiative count.

Resistance

Prerequisites: Charisma 13+, deflection bonus to AC

Benefit: At the end of each combat round, increase your deflection bonus to AC by 1.

Normal: Your deflection bonus to AC does not grow.

Improved Resistance

Prerequisites: Charisma 17+, deflection bonus to AC, Resistance

Benefit: At the end of each combat round, increase your deflection bonus to AC by an additional point--this stacks with the Resistance feat. You also gain Spell Resistance equal to 10+HD+Charisma modifier, and DR/magic equal to your Charisma modifier. If you are undead, add your Charisma modifier to your Turn Resistance score (minimum +1).

Greater Resistance

Prerequisites: Charisma 21+, deflection bonus to AC, Resistance, Improved Resistance

Benefit: Your deflection bonus to AC, normally a supernatural effect, becomes an extraordinary effect and is therefore unaffected by effects such as an antimagic field. Add five to your Spell Resistance and Turn Resistance scores, and your DR/magic gained from the Improved Resistance feat becomes DR/-.

Brute Force

Prerequisites: Str 13+

Benefit: You add your Strength score, not your Strength modifier, to damage rolls for any melee attacks.

Normal: You add your Strength modifier to damage rolls for melee attacks.

Improved Brute Force

Prerequisites: Str 13+, Brute Force

Benefit: You add twice your Strength score, not your Strength modifier, to damage rolls for melee attacks.

Normal: You add your Strength modifier to damage rolls for melee attacks.

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