View source
From Fax Encyclopedicus
for
Monster Feats
Jump to:
navigation
,
search
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. ===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.
Return to
Monster Feats
.
Views
Article
Discussion
View source
History
Personal tools
Log in
Navigation
Main Page
Community portal
Forum
Current events
Recent changes
Random page
Help
Donations
Google AdSense
Search
Toolbox
What links here
Related changes
Special pages