|Magic and Lore, Part 2
The feats below have different rules which pertain to this campaign, from those listed in the PH. Please read this section carefully if you plan on taking any of the following for your character.
Feat Descriptions (in alphabetical order)
You are limber and dexterous, allowing you to move gracefully.
Benefit: You gain a +2 competence bonus to Balance and Tumble.
All-Around Sight [special martial arts feat]
You cannot be flanked under normal circumstances.
Prerequisite: Martial Arts Style, Blind-fighting, Listen Skill 5 ranks or higher.
Benefit:You have honed your awareness to surround you in all directions. Opponents on opposite side of you do not flank you. This does not apply to times when you are deprived of your dexterity bonus. This is a extraordinary ability and a special martial arts feat.
Armor Focus [general]
You are trained in the expert donning and using of a particular type of armor.
Prerequisite: Armor Proficiency of the appropriate type for the chosen armor type.
Benefit: You may choose one particular kind of armor to focus in. You are particularly skilled at putting it on and using it to its best advantage. You gain a +1 competence bonus to your armor class, skill check penalty is lowered by one, and your chance of arcane failure is lowered by 5%.
Special: If you hastily don your armor you do not gain this bonus. You may gain this feat multiple times, but its effects do not stack; each time you choose a different kind of armor.
You can deflect incoming arrows, along with crossbow bolts, spears and other thrown weapons.
Prerequisite: Intelligence 13+, Expertise
Benefit: Once per round, when you would normally be hit by a missile weapon, you may make a Reflex Save against DC 20 to knock it out of the way with your weapon, if it drawn. You must be aware of the attack and not flat-footed. If the missile is magical, the magical plus is added to the DC. Sling bullets/stones and arquebus fire cannot be deflected; nor can exceptional missiles, such as boulders thrown by a giant or spells like Melf’s Acid Arrow. The weapon must be medium or large, and you must be proficient in its use, or suffer a -4 penalty to your save.
Special: If you have the All-Around Sight feat, you can knock away missiles thrown at you from behind by making a Reflex Save against DC 25.
You use your physique and agility to their utmost.
Benefit: You gain a +2 competence bonus to Swim and Jump checks.
Backward Kick [special martial arts feat]
You can make a kick attack on an opponent directly behind you.
Prerequisite: Martial Arts Style, All-Around Sight, Improved Unarmed Strike, Base Attack +3 or higher.
Benefit: When flanked by opponents you may use one of your attacks to make a backward kick attack on one opponent, which deprives him of his dexterity bonus to armor class.
You gain an extra parry attempt each round.
Prerequisite: Elf, Dexterity 15+, Base Attack +1 or higher, Must be taken at character creation.
Benefit: You must select a specific weapon she can perform this feat with. By declaring a ready action you may parry an incoming blow and gain an immediate counterattack with your selected weapon if you succeed. There is a total of -5 penalty to this maneuver, but the character may break up between the parry and the counterattack as she likes. For example, she may take a -1 to the parry and a -4 to the counterattack, or any other combination.
Normal: Parrying is the only action allowed in a round.
Special: May only be taken with single-handed weapons, and only used with the off-hand free. Teaching this feat to a non-elf is a harshly punished crime in elven society.
Brew Potion [item creation]
This feat is as listed on page 80 of the 3E PHB, except that the Prerequisite is waived for clerics of Hurishta. Additionally, the XP cost for potions is 1/25th the base cost in gold pieces
Circle Kick [special martial arts feat]
You may kick multiple opponents with the same attack action.
Prerequisite: Dex 13+, Martial Arts Style, Improved Unarmed Strike, Base Attack +3 or higher.
Benefit: A successful unarmed attack roll allows you to make a second attack roll (at full bonus) against a different opponent in your threatened. If this second attack hits you may continue, and so on, until you miss or you have attacked a number of opponents equal to 1 + you Dexterity modifier.. You must attack in one direction or the other in order. This counts as a full attack action.
Concentrated Push [special martial arts feat]
You may bull rush an opponent from afar.
Prerequisite: Martial Arts Style, Cha 13+, Base Will Save +5 or higher
Benefit: You may take a full action to make a bullrush attack from a distance, using pure force of will. The range is 1’ per character level rounded down to the nearest 5’. A range of 0 indicates that only adjacent opponents may be affected. You must make a successful ranged touch attack against the opponent. If successful, you make a Charisma check against the opponent’s Strength, and it is not modified for size. Otherwise, it functions as a normal bull rush.
Normal: A character must normally enter into an opponent’s square, and an opposed Strength check is made.
Special: The chance of knockdown with Concentrated Push is a die type equal to 6, plus your Charisma modifier (rounded down). Thus, a +2 Cha modifier would mean your Concentrated Push would have a knockdown of d8.
Craft Wondrous Item [item creation]
You can create miscellaneous magical items.
Prerequisite: Spellcaster 5th+
Benefit: This functions as listed on page 81 of the 3E PHB, however, note the change in the prerequisite, and the method for creating some wondrous items has been lost to time-Just as how to craft all rods has been lost.
Death Blow [general]
You waste no time in dealing with downed foes.
Prerequisites: Base Attack +2 or higher, Improved Initiative.
Benefit: You can perform a coup de grace attack against a helpless foe as a standard action.
Normal: Performing a coup de grace is a full action.
Deflect Arrows [general]
This functions as described on page 81 of the 3E PHB, except that this cannot be used to defect sling bullets/stones.
Deflect Ranged Attack [general]
Choose one type of bow in which you are already proficient.
Prerequisite: Point Blank Shot, Precise Shot, Ranged Disarm, Dex 13+, Base Attack +5 or higher.
Benefit: You can attempt to deflect ranged weapons that are already in flight. To do so, ready an action against an opponent with a ranged weapon. When that opponent fires, you attack AC 21 (for spears and javelins), AC 23 (for thrown daggers), AC 25 (for arrows) or AC 28 (for crossbow bolts). A successful roll against all except medium or larger weapons deflects the opponent’s weapon and deals normal damage to it. For spears and other larger thrown weapons, it applies a -4 to the opponent’s attack roll.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Dual Strike [general]
Your combat teamwork makes you a more dangerous foe.
Prerequisite: Base Attack +3, Combat Reflexes
Benefit: If you and an ally both have this feat and are flanking an opponent, you both get a +4 flank bonus on your attack roll.
Normal: The standard flanking attack roll bonus is +2.
Extra Spell [special]
You may learn an extra spell.
Benefit: You gain the ability to learn one extra spell of any level up to one spell level lower than your current highest possible level spell. For example: a 4th level bard could learn an extra 0 level or 1st level spell.
Special: This feat may be taken multiple times, each time you may learn one extra spell of a level up to one spell level lower than your current highest possible level spell.
You move more quickly in combat situations.
Prerequisite: Str 13+ or Dex 13+
Benefit: Your speed is increased by 5 feet (one box) if you are small-sized or 10 feet (2 boxes) if medium-sized or larger. This is added to your base speed - when doubling your speed for a hustle, this bonus is added after the multiplier.
Special: This does not apply to running. You may take this feat multiple time, but your total bonus from this feat cannot exceed your actual base speed.
Flowing Water [special martial arts feat]
You are adept at flowing around and dodging attacks.
Prerequisite: Dex 13+, Martial Arts Style, Perform (dancing) skill 2 ranks or higher.
Benefit: Your ability to flow and move in combat gives you a +2 dodge bonus to your armor class. This only functions as long as you are not flat-footed, but you do not have to necessarily be aware of the attack.
Special: No style teaches both this and the Iron Skin feat.
Flying Kick [special martial arts feat]
You can make a running and flying kick at an opponent.
Prerequisite: Martial Arts Style, Improved Unarmed Strike, Jump Skill 5 ranks or higher, Dexterity 13+
Benefit: You may make a full action and make a spectacular leaping kick at an opponent. You may charge up to your full speed in a straight line (with no obstacles) towards the opponent (which cannot be farther away than that). Your opponent must be at least 10 feet away. The kick does three times the normal dice of damage and has an effective knockdown die of d8. If the character misses, she must make a Reflex save against DC 15 or fall to the ground adjacent to her opponent. You still suffer the -2 penalty to AC while charging.
Special: This feat cannot be accomplished in medium or heavy armor, or if more than lightly encumbered. This is a special martial arts feat.
Foreign Environment Fighting [general]
You are trained in fighting under specific unusual conditions.
Prerequisite: Base Attack +1 or higher, Intelligence 11+
Benefit: You may take full round actions when in the chosen foreign environment are halved. Examples of foreign environments are Underwater, or Zero-Gravity conditions.
Normal: In foreign environments you may only take a partial action each round, in addition to whatever other penalties the environment itself might incur.
Great Hug [special martial arts feat]
You can crush opponents in a grapple.
Prerequisite: Str 15+, Martial Arts Style, 250 lbs or heavier, Base Attack Roll +4 or higher.
Benefit: If you initiate a grapple with a full attack action, every round that you succeed an opposed grappling check, you may do increasing damage (if you choose to do damage (see Grapple 3E PHB - p.137). Each round you may roll your unarmed strike damage an extra time. Thus, if in the first round of a grapple you do 1d3 hit points of damage, the next round you do 2d3, 3d3 in the round after that, and so forth. You may choose to do real or subdual damage with no penalty. But the choice must be made at the beginning of the grapple.
Normal: You may choose to do subdual damage each time you win an opposed grapple check equal to your unarmed strike damage. If you choose to do real damage, the grapple check is made at -4.
Special: You may not use this feat upon a creature two or more size categories larger than you are.
Great Throw [special martial arts feat]
You may use the momentum of a charging opponent to hurl him a great distance.
Prerequisite: Martial Arts Style, Str 13+, Base Reflex Save +1 or higher.
Benefit: You may declare a readied action to perform a great throw. You may target any foe moving to a square adjacent to you and use his momentum to fling him over your head and past you. First you must make a successful unarmed touch attack. If this succeeds, make an opposed reflex roll against the foe (+2 circumstance bonus if the opponent is charging), if it succeeds the foe is hurled five feet, +1 foot per point higher than the opponent’s attack roll your roll was (rounded down to the nearest 5 feet) - a tie goes in the attacker’s favor. If the opponent is changing, the distance is doubled. The attacker takes falling damage from the equal to the distance thrown, and lands prone. In addition, if thrown any interrupted action is lost.
Special: If the opponent is charging, the great hurl fails and the attacker hits you, you are automatically knocked down. Great throw does not function on an attacker one or more size categories larger than you are. This is a special martial arts feat.
Hold the Line [General]
You are trained in defensive techniques against charging opponents.
Prerequisites: Base attack +2 or higher, Combat Reflexes.
Benefit: You may make an attack of opportunity against an opponent who charges you when he enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.
Hurl [special martial arts feat]
You may grab an opponent and throw him.
Prerequisite: Str 15+, Martial Arts Style, Base Attack +5 or higher
Benefit: This martial arts throw relies more on pure strength than leverage. By taking a full attack action you may grab and hurl an opponent that is the same size category as you or smaller. This functions like a specialized version of bull rush, drawing an attack of opportunity as you must enter the opponent’s box to accomplish this. A touch attack unarmed attack roll is made. The opponent is allowed an opposed Strength or Dexterity check (their choice) to avoid the effect. If you win the opposed roll, the opponent has been thrown two boxes in a direction of your choosing, plus one box per size category smaller than you he is. For example, a medium-sized character could throw a tiny creature four boxes away. The box the creature lands is counted. The throw does subdual damage equal to your unarmed strike damage (even if you have the improved unarmed strike feat), and the opponent must make a Fortitude save against a DC equal to 10 + the number of boxes thrown or be stunned for a number of round equal to what he failed by.
Special: If you have the Improved Bull Rush feat the opponent does not gain an attack of opportunity. An opponent with the Immovability may resist being hurled. You must actually be able to lift a weight equal to the opponent and his equipment for this feat to function. This is a special martial arts feat.
Immobilizing Hold [special martial arts feat]
You may immobilize an opponent by striking a pressure point
Prerequisite: Martial Arts Style, Incapacitator, Knowledge (anatomy) 1 rank or higher, Wis 15+
Benefit: You may attack and grip an opponent in such a way that keeps her from taking any actions. You must make a successful attack roll at -4 to grab the opponent, but the attack does no damage. The opponent may take no actions. She cannot move, attack or cast spells, and can only speak with great difficulty. The opponent is considered flat-footed. Those with psionic powers or innate spell-like abilities may attempt to activate them by making a successful Will check against DC 15. An immobilizing hold may not be made on an opponent one or more size categories larger than you. The opponent may attempt to break free each round by winning an opposed level check. You may still act normally with remaining hands and feet.
Special: If you take any damage you must make a Concentration check against a DC of 10 + the damage dealt or let go of the hold. This feat cannot be performed upon undead, non-corporeal creatures constructs, plant-life or creatures that are not basically humanoid. This is a special martial arts feat.
Immovability [special martial arts feat]
You become almost impossible to move or knock down.
Prerequisite: Str 13+, Cha 13+, Martial Arts Style
Benefit: By carefully positioning yourself you can use this feat to avoid being knocked down, pulled from your feet or moved from your position. Using immovability is a full action the first round it is used (and the 5’ move may only be take before the action, not after), and allows no movement in subsequent rounds when it is in effect. The immovability feat allows you to automatically win any Strength contest for a bull rush for opponents with a Strength score equal or less than yours. In addition, you gain a +4 on all rolls against those with a greater Strength score. In addition, you automatically save against all saves vs. knockdown, and are allowed a save against any automatic knockdown effects.
Special: You may not make any kick attacks while using this feat. You are considered flat-footed while using this feat. This is a special martial arts feat.
Improved Arrow-Cutting [general]
You may deflect more than one missile a round with your weapon.
Prerequisite: Int 13+, Dex 13+, Expertise, Arrow-Cutting, Combat Reflexes
Benefit: You may deflect an additional number of missiles equal to your Dexterity modifier.
Normal: Arrow-Cutting only allows one missile a round to be deflected.
Improved Critical [general]
Choose one specific type of weapon. You know how to use that weapon to more deadly effect.
Prerequisite: Proficient with Weapon, Base Attack +8 or higher.
Benefit: When using the weapon you selected your percent chance for a critical hit is doubled.
Special: You may take this feat multiple times, but its effects do not stack. You must select a different weapon each time.
Improved Deflect Arrows [general]
You may deflect more than one missile a round.
Prerequisite: Dex 13+, Deflect Arrows, Combat Reflexes
Benefit: You may deflect an additional number of missiles equal to your Dexterity modifier.
Normal: Deflect Arrow only allows one missile a round to be deflected.
Improved Knockdown [general]
You gain an immediate attack of opportunity upon a successful knockdown upon an opponent.
Prerequisite: Combat Reflexes, Base Attack +4 or higher.
Benefit: Upon successfully knocking down a foe with a blow, you may take an attack of opportunity with all the benefits of attacking a prone foe.
Special: This only effects foes knocked down by normal blows, not adjacent foes who fall due to fumbles or trip attacks.
Improved Toughness [general]
You are even tougher than normal.
Prerequisite: Toughness, Greater Fortitude, Base Fortitude Save of +4 or better.
Benefit: You gain +3 hit points, and gain +1 hit points for each additional level after the one the feat is gained at.
Incapacitating Blow [special martial arts feat]
You can strike a strong blow to knock out opponents.
Prerequisite: Dex 13+, Wis 13+, Improved Unarmed Strike, Sunning Fist, Base Attack +8 or higher.
Benefit: You may take a full attack action to make a incapacitating unarmed blow, which does triple dice damage.
Incapacitator [special martial arts feat]
You may grab and incapacitate an opponent’s limb.
Prerequisite: Martial Arts Style, Locking Block
Benefit: After successfully employing a locking block, you may take a full attack action to twist the held opponent’s joints causing the limb in question to become useless for 24 hours, and causes double normal unarmed damage. The victim is allowed a Fortitude save against a DC equal to 10 + the amount of damage done to avoid the incapacitating effect (but not the damage itself). If an arm is incapacitated it cannot be used to make attacks, may not hold up a shield for defense, and the spells with somatic components have a 30% chance of failure. If a leg is incapacitated, the victim’s speed is reduced to one-fourth normal (rounded down to nearest 5’). This does not function on creatures one or more size categories larger than you.
Special: A cure light or moderate wounds spell can heal the limb incapacitation if used solely for purpose (curing no damage). A cure serious or critical wounds spell can heal the limb incapacitation if used solely for that purpose, curing half the normal amount. This is a special martial arts feat.
Instant Stand [special martial arts feat]
You may stand up as a free action.
Prerequisite: Dex 13+, Martial Arts Style, Base Reflex +3 or higher.
Benefit: Whenever knocked down for any reason you may make a Reflex Save against DC 15 get up immediately as a free action.
Normal: Getting up from a prone position is a move equivalent action.
Special: You may add your ranks in the tumbling skill to the Reflex save to get back up. Stunned characters may not use this feat. This is a special martial arts feat.
Iron Fist [general]
Your unarmed fist attacks do more damage.
Prerequisite: Str 11+, Improved Unarmed Strike
Benefit: Your unarmed strike damage die increases by one step. Thus, if your unarmed strike damage is 1d3, it becomes 1d4, 1d6 would become 1d8, and so on.
Normal: Medium-sized character’s unarmed strikes do 1d3 hit points of damage, and small character’s do 1d2 hit points of damage.
Special: Monks unarmed strike still improves at the normal rate, simply determine what the next die would be when the normal time for unarmed damage to improve comes. This feat may only be taken once.
Iron Jaw [general]
You can absorb subdual damage well.
Prerequisite: Con 13+
Benefit: You may subtract an amount subdual damage from from unarmed attacks equal to your Constitution modifier. You still take a minimum of 1 point of damage from per blow from unarmed sources..
Iron Skin [special martial arts feat]
Your skin is tougher and withstand attacks.
Prerequisite: Martial Arts Style, Con 13+
Benefit: Through trial and suffering you have toughened your skin gaining a +2 natural armor bonus to your armor class. This is an extraordinary ability and a special martial arts feat.
Large and in Charge [general]
You can prevent opponents from closing inside your reach.
Prerequisites: Reach (Large-size or larger), Str 17+
Benefit: When you make a successful attack of opportunity against an opponent who is moving inside your threatened area, you can force the opponent back to the square he was in before he provoked the attack and end their movement. After you hit with your attack of opportunity, make an opposed Strength check against your opponent with a +4 bonus for each size category larger than your opponent you are, and an additional +1 for every 5 points of damage you dealt with your attack. If you win the opposed check, your opponent is pushed back 5 feet into the square he just left and his movement is ended.
Leap of the Clouds [special martial arts feat]
Your leap is not limited by your height.
Prerequisite: Str 13+, Jump Skill 2 ranks or more
Benefit: You maximum jumping distance is not limited by your height. (see Jump Skill 3E PHB - p. 70).
Normal: Maximum jumping distances are determined by a multiplier and your height.
Locking Block [special martial arts feat]
Grab and lock and opponent’s attacking limb.
Prerequisite: Martial Arts Style, Improved Disarm
Benefit: By declaring a ready action, when an opponent attacks you may make an opposed parry roll with no adjustment for differences in weapon size (see Parrying). The roll is modified by your size as a grapple attack is (see Grapple - 3E PHB p.137), but cannot be used on creatures more than one size category larger than you. A successful roll indicates that not only is the attack parried, but the weapon and arm are locked. The opponent cannot attack with the locked appendage, but may break free with either an opposed attack roll, strength roll or escape artist check (against the character’s attack roll). The opponent is considered flat-footed while held. You may keep the appendage held from round to round. However, the opponent may still attack with weapons (or with a fist or natural weapon) in the other hand.
Special: Kick attacks made while holding someone in a locking block are made with a +2 circumstance bonus. If the opponent has a light weapon in the other hand he may take an immediate attack of opportunity. If used against an opponent attacking with a touch attack spell there is 50% chance that the spell goes off as normal. This is a special martial arts feat.
Martial Arts Style [special]
You have access to special martial arts feats from the list taught by the style you are taught.
Prerequisite: Improved Unarmed Strike, Base Attack +1 or higher
Benefit: You gain access to the feats from the list taught by the chosen style. However, learning a martial arts feat from outside of the style’s list takes finding a special teacher and training time is tripled. You gain one feat taught by the style for free when you take the Martial Arts Style Feat. As long as you have the Prerequisites for it. Feats on the style list(s) that also appear on the general list may be gained as normal.
Normal: Characters may normally not gain special martial arts feats.
Special: Only monks and characters from Nippon may begin with this feat. Monks do not gain the free feat. You may gain this feat more than once, each time you gain access to a different style list, but a free feat is only gained the first time it is ever taken.
Meditation [special martial arts feat]
You may enter a meditative state that is more alert and just as restful than sleep.
Prerequisite: Wis 14+
Benefit: You may enter a meditative state where while resting and recuperative mental and physical energies, she is aware of her surroundings. You suffer no penalties to your Listen skill while meditating. One hour of meditation is as restful as 1.5 hours of sleep. This is a special martial arts feat.
The creature is adept at using all its natural weapons at once.
Prerequisite: Monster, Three or more natural weapons.
Benefit: The creature's secondary attacks with natural weapons suffer only a -2 penalty.
Normal: Without this feat, the creature's secondary natural attacks suffer a -5 penalty.
Special: Arjunion and Khajiit are the only PCs with access to this feat. Their claw attacks are considered their primary attack, and their bite is their secondary. They only gain half of their strength bonus (rounded down) for their secondary attack.
Nimble Fingers [General]
You have dexterous fingers and good hand-to-eye coordination.
Benefit: You gain a +2 competence bonus to Disable Device and Pick Locks checks.
Off-Hand Parry [general]
You can use your off-hand weapon to defend againts melee attacks.
Prerequisites: Base attack +3 or higher, Ambidexterity, Dex 13+, Two- Weapon Fighting, Proficiency in weapon.
Benefit: When fighting with two weapons (or a weapon and a shield) by using a full attack action, you may take your normal attacks with your primary weapon and ready a parry action with your off-hand.
Special: If you have Improved Two-Weapon Fighting your extra off-hand attack may be used as an extra parry or as an attack, which must be declared at the beginning of your turn.
You are trained particularly well for life in the wild.
Benefit: You gain a +2 competence bonus to Intuit Direction and Wilderness Lore
You are skilled at taking advantage of any nearby opponent’s vulnerability.
Prerequisite: Dex 13+, Combat Reflexes, Improved Knockdown, Improved Trip, Base Attack Bonus: +9
Benefit: Whenever an opponent falls prone for any reason within reach of your weapon you may use an attack of opportunity to make an attack on them, gaining all the benefits for attacking someone who is prone.
Pain Touch [special martial arts feat]
You can apply a touch to a pressure point to cause your opponent great pain.
Prerequisite: Int 13+, Martial Arts Style, Knowledge (anatomy) +2 ranks or more.
Benefit: By making an unarmed attack upon your opponent you apply pressure to a vulnerable point, causing great pain. The touch attack roll is made at a -4 penalty, and does no damage. You must then make an anatomy check against a DC of 15 modified by the opponent’s Constitution score. If successful the opponent is considered flat-footed and may only make a partial action in this and the following round.
Special: Pain Touch does not function on non-humanoids or on creatures two or more size-categories larger than you. Nor does it work on undead, constructs, non-corporeal creatures or plant-life. This must be performed with an unarmed strike. This is a special martial arts feat.
You are a natural at learning a particular skill or ability.
Prerequisite: Must be taken before taking the particular class (see below).
Benefit: Training time in a chosen field is shortened by one-third. You may choose one class that you plan to gain or have just adopted with this current character level, training time for all class abilities, class skills and related feats is lowered by one-third. This is particularly useful for the extended training time required for multi-classing.
Special: This feat may be taken multiple times, but its effects do not stack; a different class must be chosen each time. You may not have gained any levels in the chosen class before this feat is chosen.
Prone Fighting [special martial arts feat]
You may attack from normal from a prone position and retain your Dexterity bonus to armor class.
Prerequisite: Dexterity 13+, Martial Arts Style, Base Attack +1 or higher
Benefit: If knocked or fall down you may attack from a prone position, and may move up to 5’ per round. You retain your Dexterity modifier to AC, and opponents’ bonus to strike a prone opponent is lowered to +2 against you. Large weapons cannot be used with prone-fighting.
Normal: Prone attackers suffer a -4 penalty to attack rolls, and opponents gain +4 to their attack rolls against them.
Special: Most special attacks (disarm, bull rush, flying kick, etc…) are impossible from the prone position. While prone you gain a +2 circumstance bonus to trip maneuvers. This is a special martial arts feat.
Ranged Disarm [general]
Choose one type of bow with which you are already proficient.
Prerequisite: Dex 13+, Point Blank Shot, Precise Shot, Base Attack +5 or higher.
Benefit: You can perform a disarm action with a missile from this weapon.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Ranged Pin [general]
You can make a ranged attack to pin an opponent to an nearby surface.
Prerequisite: Dex 13+, Point Blank Shot, Precise Shot, Base Attack +5 or higher
Benefit: You can pin an opponent to a nearby surface (no more than 5’ away), such as a wall, tree or other surface that an arrow or bolt can stick into. The opponent must have some form of loose clothing, and a ranged touch attack at -4 must be made to succeed. To break free the victim must take a partial action to perform a Strength check or Escape Artist Check against DC 15 to break free. Or a full action to automatically pull free.
Special: If the opponent has no clothing, a hand or foot can be targeted instead (armor class may apply if gauntleted) by taking a -12 penalty to the attack roll. The opponent takes the arrow damage again if a full action is not taken to remove the arrow.
Ranged Sunder [general]
You are proficient with dealing damage to objects with ranged attacks.
Prerequisites: Dex 13+, Point Blank Shot, Base Attack +5 or higher.
Benefit: When attacking objects you deal normal damage with ranged weapons. See item hardness and toughness ratings on page 136 of the 3E PHB.
Normal: Ranged weapons only deal half damage to objects.
Scissors Kick [special martial arts feat]
You can make kick attacks against two adjacent opponents at once.
Prerequisite: Martial Arts Style, Improved Unarmed Strike, Flying Kick, Dexterity 13 +
Benefit: You may take a full attack action to make a leaping kick attack against two opponents in adjacent to one another, and to you. Both attacks occur simultaneously with a penalty of -2 each attack roll. The kicks do normal damage.
Special: If both attack miss the attacker automatically falls prone. This is a special martial arts feat.
Scribe Scroll [item creation feat]
This feat functions as described on page 84 of the 3E PHB, however, the base cost for a spell scroll is 50 crowns times the spell level times the caster level. The minimum time to scribe a scroll is 1 hour per spell level. Bards may never gain this feat.
You may use a long rigid weapon with a shaft as a double weapon.
Prerequisite: Base Attack +1 or higher.
Benefit: You may use a large-sized shaft-weapon as a double weapon, using the haft as a blunt weapon that does 1d4 damage. The normal penalties for fighting with a double weapons apply, and the benefits of the ambidexterity and two-weapon fighting feats may apply. Examples of weapons that this can be used with are the short or long spear, or halberd.
Special: This may only be accomplished with weapons you are proficient in, and weapons with reach greater than 5’ have it limited to 5’.
Silent Spell [metamagic]
This functions as described on p.85 of the 3E PHB, however, spells with only verbal components may not be cast this way. In addition, bards cannot gain this feat.
Skill Focus [general]
Skill Focus gives a +3 bonus in the chosen skill.
Still Spell [metamagic]
This functions as described on p.85 of the 3E PHB, however, spells with only somatic components may not be cast this way. In addition, spells with material components still require that the components be taken out and manipulated to some degree, severely limiting the use of this feat in situations in which the caster is tied up or otherwise held.
Stunning Fist [special martial arts feat]
You gain the stunning fist ability of monks.
Prerequisite: Dex 13+, Wis 13+, Improved Unarmed Strike, Base Attack +8 or higher.
Benefit: See 3E PHB -p. 85
Special: This is a special martial arts feat in Andurin.
Stunning Touch [special martial arts feat]
You can stun an opponent with a slight slap of your fingers.
Prerequisite: Int 13+, Martial Arts Style, Pain Touch, Knowledge (anatomy) 8 ranks or higher, Base Attack +5 or higher.
Benefit: This functions as a monk’s stunning attack, but does no damage, as it affects a vulnerable pressure point. The attack roll is made at -4, and if successful you must make a successful anatomy check against DC 15 modified by the opponent’s Constitution score. In addition, the opponent gains a Fortitude save against DC 10 + one-half the character’s level (rounded down) + your number of ranks in anatomy skill to avoid the stunning effect. The stunning effect lasts a number of rounds equal how much the FORT save was failed by.
Special: Stunning Touch does not function on non-humanoids or on creatures two or more size-categories larger than you. Nor does it work on undead, constructs, non-corporeal creatures or plant-life. This must be performed with an unarmed strike. This is a special martial arts feat.
You have a wider range of available class skills
Prerequisite: Int 11+
Benefit: You may choose one cross-class skill and treat it as a class skill from now on (points already spent on it cannot be converted) no matter what your current class is.
Normal: Cross-class skills cost 2 points to raise in rank.
Zen Archery [special martial arts feat]
Your intuition guides your hand when you use a ranged weapon.
Prerequisite: Base Attack: +3 or higher, Wis 13+
Benefit: You may use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack upon a target within 30 feet.
Special: This is a special martial arts feat.