Feats

Revised Feats


Agile Maneuvers (Combat)

You learned to use your quickness in place of brute force when performing combat maneuvers.

Benefit

You add your Dexterity bonus –2 to your base attack bonus and size bonus when determining your offensive combat maneuver (OCM) bonus (see the Combat chapter) instead of your Strength bonus.
You gain a +2 agility bonus to your defensive combat maneuver (DCM) bonus.

Normal

You add your Strength bonus to your base attack bonus and size bonus when determining your offensive combat maneuver (OCM) bonus.


Blind-Fight

You are skilled at attacking opponents that you cannot clearly perceive.

Prerequisites

Dex 13

Benefit

Concealment miss chances you roll to hit opponents are halved (10% instead of 20%, and 25% instead of 50%).
Invisible attackers do not deprive you of your Dexterity bonus when attacking you in melee combat, unless they are also silent.
You do not need to make Acrobatics skill checks to move at full speed while blinded, though you do still need to make checks to double move or run.

Normal

Invisible attacks deprive you of your Dexterity bonus to AC, concealment rules are as normal, and speed reduction rules for poor visibility and darkness apply.

Special

This feat has no effect on the effects of a blink spell.


Catch Off-Guard (Combat)

Foes are surprised by your use of unorthodox weapons.

Prerequisites

Base attack bonus +4.

Benefit

You take a –1 penalty for using an improvised melee weapon. Unarmed opponents are flat-footed to the first attack you make against them with an improvised melee weapon.

Normal

You take a –4 penalty on attack rolls made with an improvised weapon.


Combat Casting (Combat)

You are skilled at casting spells when threatened or distracted.

Benefit

You get a +4 bonus on defensive combat maneuver checks made to cast a spell or use a spell-like ability while casting on the defensive or while grappled.


Combat Reflexes (Combat)

You can make additional attack of opportunity.

Benefit

You may make a number of additional attacks of opportunity equal to either your Dexterity bonus or your Intelligence bonus, whichever is lower. Every additional attack of opportunity is made at a cumulative -2 penalty to hit.
You may make a single attack of opportunity in a round where you are flat-footed.


Deadly Aim (Combat)

You can make exceptionally deadly ranged attacks by pinpointing a target’s weak spot, at the expense of making the attack less likely to succeed.

Prerequisite

Dex 13, base attack bonus +1.

Benefit

Add an amount less than or equal to your Dexterity modifier (or your base attack bonus, whichever is lower) to your ranged damage rolls for 1 round (in addition to the normal damage modifier from a high Strength or Wisdom score, if applicable).
Subtract the same amount from your ranged attack rolls for 1 round.


Defensive Combat Training (Combat)

You have been trained to defend yourself from a variety of combat maneuvers.

Benefit

You gain a +2 competence bonus to your defensive combat maneuverability bonus.


Disruptive (Combat)

Your training makes it difficult for enemies to accomplish noncombattive actions near you.

Prerequisites

6th-level fighter.

Benefit

You gain a +4 competence bonus to your combat maneuverability class to disrupt defensive actions taken by opponents in squares you threaten.


Greater Disarm (Combat)

You can knock weapons far from an enemy’s grasp.

Prerequisites

Improved Disarm or Improved Expertise Maneuvers, base attack bonus +6.

Benefit

You receive an additional +2 bonus on checks made to disarm a foe. Whenever you successfully disarm an opponent, the weapon lands a distance equal to your strength score in feet away, in a random direction.

Normal

Disarmed weapons and gear land at the feet of the disarmed creature.


Improved Grapple (Combat)

You are skilled at grappling opponents.

Prerequisites

Dex 13, Improved Unarmed Strike

Benefit

You do not provoke an attack of opportunity when performing a grapple combat maneuver, or any combat maneuver that can be performed during a grapple. In addition, you receive a +2 bonus on checks made to perform such maneuvers. You also receive a +2 bonus to your Combat Maneuver Class whenever an opponent uses such a maneuver on you.

Normal

You provoke an attack of opportunity when performing any offensive combat maneuver.


Vital Strike (Combat)

By taking one less attack, you can focus your remaining attacks to deal more damage.

Prerequisites

Base attack bonus +6, Powerattack.

Benefit

When performing a full-attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for all such attacks twice, but do not multiply damage bonuses from Strength, weapon abilities, such as flaming, or precision-based damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. You must choose to use this ability before rolling any of your attacks.


Weapon Finesse (Combat)

You are training in using your agility in melee combat, as opposed to brute strength.

Benefit

With a light weapon, rapier, quarterstaff, whip, or spiked chain made for a creature of your size category, you may use one and a half your Dexterity modifier instead of your Dexterity modifier plus your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special

Natural weapons are always considered light weapons.


New Feats


Animal Instincts

Though your wits aren't quick, your inherited instincts take over when trouble strikes.

Benefit

Add your wisdom modifier instead of your intelligence modifier to initiative and reflex saves

Normal

Normally your dexterity modifier and intelligence modifier are added to reflex saves and initiative rolls.


Brute Force (Combat)

You have trained to take advantage of your brute strength to connect your blows, rather than depending on the finesse of your agility.

Benefit

With a two-handed weapon, heavy club, battleaxe, shield, spiked shield, or dwarven waraxe made for a creature of your size category, you may use one and a half your Strength modifier instead of your Dexterity modifier plus your Strength modifier on attack rolls.

Special

Slam attacks are always considered two-handed weapons.


Critical Spellstrike

With a well-timed and well-aimed strike to your opponent, you are able to take advantage of the opportunity to cast an offensive spell through your weapon.

Prerequisites

Spellstrike, base attack bonus +6, ability to cast 4th-level spells

Benefit

Whenever you confirm a critical hit on a melee attack with a weapon you have weapon focus in, you may choose, as a free action, to cast a spell with a range of touch from your spell list and deliver it through your weapon, instead of dealing the increased damage as per a normal confirmed critical hit.


Dangerously Disruptive (Combat)

Your training makes it dangerous for enemies to accomplish non-combative actions near you.

Prerequisites

Disruptive, 12th-level fighter.

Benefit

Whenever you successfully disrupt a defensive action taken by an opponent in a square you threaten, you may make an attack of opportunity against that opponent.

Normal

Defensive actions do not provoke attacks of opportunity, unless the creature taking the action occupies a square threatened by an opponent the creature cannot see.


Defensive Mobility (Combat)

You can move easily through a dangerous melee.

Prerequisites

Dex 13, Defensive Combat Training

Benefit

You may roll a defensive combat maneuver check when moving out or through a threatened square to avoid provoking an attack of opportunity from a single opponent.


Evanescent Channel

Your Channel Energy range is increased, but its effect is evanescent.

Prerequisites

Channel Energy 3d6

Benefit

The radius of your channel energy burst is increased by 5 feet for every d6 of damage you heal or deal minus 1. However, the number of d6 that affect any given creature is decreased by 1 for every 5 feet beyond 30 of range. Thus, a cleric with this feat who deals 5d6 of damage channeling energy would deal only 3d6 of damage to a zombie at a range of 40 feet. To roll the damage dealt or healed when channeling with this feat, start by rolling the number of dice for the furthest creature affected, and then add dice for closer creatures in order until the channel is resolved.

Normal

The channel energy feature is a 30-foot radius burst.


Hack (Combat)

Prerequisites

Str 13, Power Attack.

Benefit

If you deal a creature enough damage to render it unconcious, 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. You may not use this feat with any attacks using the Cleave or Great Cleave feats.


Hack and Slash (Combat)

Prerequisites

Str 13, Hack, Power Attack, base attack bonus +4.

Benefit

This feat works like Hack, except that there is no limit to the number of times you can use it per round.


Higgler

Benefit

You gain a +4 competence bonus to diplomacy checks made to barter when buying or selling goods.


Improved Combat Training (Combat)

You have been trained to skillfully execute a vaiety of combat maneuvers.

Prerequisites

Offensive Combat Training, Defensive Combat Training

Benefit

You may roll a defensive combat maneuver check to then make an offensive combat maneuver without drawing an attack of opportunity. Both rolls must be successful for the combat maneuver to be successful. In addition, you receive a +2 bonus to your Combat Maneuver Class.


Improved Critical Spellstrike

With a well-timed and well-aimed strike to your opponent, you are able to take advantage of the opportunity to cast an offensive spell through your weapon.

Prerequisites

Critical Spellstrike, base attack bonus +12, ability to cast 6th-level spells

Benefit

This feat functions exactly as Critical Spellstrike, except that you deal full critical hit damage in addition to casting your spell.


Improved Expertise Maneuvers (Combat)

You are skilled at knocking weapons from a foe's grasp and sending yoru opponents to the ground.

Prerequisites

Int 13, Combat Expertise

Benefit

You do not provoke an attack of opportunity when performing a disarm, trip, or similar combat maneuver. In addition, you receive a +2 bonus on checks made to perform such maneuvers. You also receive a +2 bonus to your Combat Maneuver Class whenever an opponent uses such a maneuver on you.

Normal

You provoke an attack of opportunity when performing any offensive combat maneuver.


Improved Overpowering Maneuvers (Combat)

You are skilled at pushing your foes around, running them down, and damaging their weapons and armour.

Prerequisites

Str 13, Power Attack, base attack bonus +1

Benefit

You do not provoke an attack of opportunity when performing a bull rush, overrun, sunder, or similar combat maneuver. In addition, you receive a +2 bonus on checks made to perform such maneuvers. You also receive a +2 bonus to your Combat Maneuver Class whenever an opponent uses such a maneuver on you.

Normal

You provoke an attack of opportunity when performing any offensive combat maneuver.


Improved Parry (Combat)

You are able to deftly attack and parry.

Prerequisites

Dex 17, base attack bonus +6

Benefit

You may use the Parry combat maneuver as a move action at a -5 penalty to your DCM

Normal

Parrying is a standard action.


Improved Spell Combat

You are skilled at casting a spell with your off-hand while you wield your weapon.

Prerequisites

Spell Combat, base attack bonus +9, ability to cast 3rd-level spells

Benefit

This feat functions exactly as Spell Combat, but the penalty on your attack rolls is reduced to –2 and the penalty on your defensive maneuver checks is reduced to 0.


Indomitable Personality

Your force of personality and fortune are the root of your willpower.

Benefit

Add double your charisma bonus -2 to your base will save instead of your charisma bonus plus your wisdom bonus.

Normal

Add your charisma bonus plus your wisdom bonus to your base will save.


Offensive Combat Training (Combat)

You have been trained in a variety of combat maneuvers.

Benefit

You gain a +2 competence bonus to your offensive combat maneuverability bonus.


One-Handed Casting

You have learned to cast arcane spells with somatic components using only one hand.

Benefit

Your arcane spell failure chance imposed by using a shield is reduced by 5%, and your DC to cast defensively is not increased by 5. To cast an arcane spell with somatic and material components, you must still have at least one hand completely free.

Normal

You suffer the normal arcane spell failure chances listed for shields, and your DC to cast defensively is your opponent's offensive maneuver class + spell level of the spell you are casting +5 for using both hands.


Pick up the Pace (Combat)

You thrive in combat, gaining energy and speed as combat continues, as well as the upper hand.

Prerequisites

Dex 13, Improved Initiative

Benefit

In the second round of combat, and every successive combat round thereafter, your initiative pass increases by +1.

Special

You may take this feat more than once. Its effects stack.


Ready for Anything (Combat)

Your experience and training has taught you to expect the unexpected in combat.

Prerequisites

Int 15, Improved Initiative

Benefit

When you ready an action, you may wait to declare the action at any point in the round.

Normal

When you ready an action, you must declare what action you are readying at the time you ready the action.


Spell Combat

You can cast a spell with your off-hand while you wield your weapon.

Prerequisites

Dex 15, base attack bonus +6, ability to cast 2nd-level spells, One-Handed Casting (sometimes)1

Benefit

This feat functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this feat, you must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with his melee weapon at a –4 penalty. You can also cast any spell with a casting time of 1 standard action from your spell list. You must cast this spell defensively, and take a –2 penalty on the defensive maneuver check. If the check fails, the spell is wasted, but the attacks still suffer the –4 penalty. You can choose to cast the spell first or make the weapon attacks first, but you cannot cast the spell between weapon attacks if you have more than one attack. Casting a spell in this manner does not provoke an attack of opportunity from the opponent you are attacking. You must have one hand free to use this ability, even if the spell being cast does not contain somatic components.


Spellstrike

You have learned to channel your magic through your weapon of focus.

Prerequisites

Weapon Focus, base attack bonus +3, ability to cast 2nd-level spells.

Benefit

Whenever you cast a spell with a range of touch from your spell list, you can deliver the spell through a weapon in which you have weapon focus you are wielding as part of a melee attack. If successful, this attack deals its normal damage as well as the effects of the spell. This ability does not grant you a free melee attack—such attacks must be made normally. Alternatively, you can make a free touch attack with your free hand instead of delivering the spell through your weapon, as normal.

Normal

You may only normally deliver touch attacks with your hand.


Stouthearted

You rely on your strength of heart and body for your willpower.

Benefit

You add your Constitution modifier -2, to your will save instead of your wisdom or charisma.

Normal

Your will save is calculated by adding your wisdom and charisma modifiers to your base will save.


Unarmed Slam (Combat)

You make a single unarmed strike attack using more than one limb.

Prerequisites

Improved Unarmed Strike, Base attack bonus +5, Improved Overpowering Manoeuvers

Benefit

You gain an unarmed slam attack (this is not a natural attack) whose damage dice is one step greater than your unarmed strike, and you add 1.5 your strength bonus to damage. You may not use this attack as part of a flurry.


Racial Feats

Animated Sentinel (Drughu)

Prerequisites: Craft Sentinel, Craft (woodwork) or Craft (stonework) expertise, Caster level 3rd.
Benefit: A drughu with the Animated Sentinel feat has the ability to imbue their creations with a powerful magic that allows them to come to life in an emergency. The drughu can enter a state of motionless contemplation (as described in their racial description), and if they make a character level + wisdom modifier check against DC 10 + 1 per every mile in distance between the drughu and their sentinel, then the sentinel becomes animated, and the drughu can act through the sentinel (though the sentinel cannot speak or otherwise communicate information) for a number of rounds equal to ¼ the drughu’s character level + wisdom modifier. The sentinel can attack with the base attack bonus of the drughu, and gains the touch AC of the drughu for defense. If the sentinel is damaged while animated this way, the drughu takes sympathetic damage the same as the sentinel. If the sentinel is destroyed while animated this way, the drughu must make a will save DC 15 or die. If the drughu is attacked during their motionless contemplation, the link is broken immediately. The drughu can choose to break the link at any time as a swift action. Once the link is broken, the sentinel returns to being inanimate in whatever position or pose it is in at the time.


Craft Sentinel (Drughu)

Prerequisite: Craft (woodwork) or Craft (stonework) proficiency.
Benefit: A drughu with the craft sentinal feat has the ability to craft extremely life-like statues of themselves out of stone or wood. A drughu can use a craft(woodwork) DC 15 or craft(stonework) DC 20 skill check to create a sentinel statue of themselves. A wooden sentinel weighs about 500 lbs and has a base cost of 65G, and a stone sentinel weighs about 2000 lbs and has a base cost of 675G. A wooden sentinel has a hardness of 5 and 60 hit points; a stone sentinel has a hardness of 8 and 90 hit points. The sentinel is an exact replica of the drughu’s self, and is painted and decorated to be entirely lifelike. An observer must pass a perception check DC equal to 10 + the drughu’s craft skill modifier at the time of creating the sentinel to be able to distinguish by observation alone the sentinel from the drughu who created it. The drughu has an empathic link to the immediate area around the statue, within a 60-foot area, and if an enemy enters the area, or a friend is injured within the area, the drughu can sense it.


Prehensile Tail (Farrugh)

Through careful practice, you have trained yourself to grip items reliably with your tail.

Prerequisites

Farrugh race, Dex 15

Benefit

You are able to pick up and hold items, including weapons, with your tail. As normal, only half of the character's strength modifier applies.

Normal

Farrux are only able to carry items with their tails that are firmly attached or tied to them, and unable to wield weapons that are not specifically designed to be attached to a tail.


Prohibited Feats

  • Eschew Materials (Metamagic)
  • Spellbreaker (Combat)

Hack and Hack and Slash feats are based on the classic Cleave and Great Cleave feats, these versions are written by Tim (Maugan22Maugan22) for use in his Tusk Mountain campaign


General Campaign Rules

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License