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Magic and Lore, Part 4
New Feats – Fighter Feats

Additional Stunning Fists [General] [Fighter]
You can attempt more stunning fist attacks each day.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +8.
Benefit: You can attempt a stunning fist attack four additional times each day.
Special: You can gain this feat multiple times, its effects stack.
Note: A monk that selected Stunning Fist at 1st level can gain this feat even if he does not meet the prerequisites.


Armor Mobility [General] [Fighter]
You retain more of your agility when wearing armor.
Prerequisites: Dex 13, Dodge.
Benefit: Your Maximum Dexterity bonus when wearing armor is improved by 1. You also reduce your armor check penalty by 1. You do not gain these benefits if you are wearing armor that you are not proficient with. These benefits only apply to armor, not to shields.


Fast Strike [General] [Fighter]
You can act with lightning speed when combat first breaks out.
Prerequisites: Dex 15, Combat Reflexes, Improved Initiative.
Benefit: Once per encounter, you gain a free attack action using your highest base attack bonus. However, you can only use this attack during your first round of actions.


Fast Withdrawal [General] [Fighter]
You can disengage from your opponents without lowering your defenses.
Prerequisites: Dex 13, Dodge, Mobility.
Benefit: You can withdraw from melee combat as a move action and move a distance up to your speed.
Normal: The withdraw action is a full-round action.


Fearless [General] [Fighter]
Very few things frighten you.
Benefit: You gain a +4 bonus to saving throws against fear effects.


Firm Grip [General] [Fighter]
You can keep hold of anything in your grasp.
Prerequisites: Str 13.
Benefit: You gain a +4 bonus to your opposed roll when someone attempts to disarm you. You gain a +4 bonus to grapple checks when you attempt to pin your opponent. Additionally, you only fall from a climb if your Climb check fails by 10 or more.
Normal: You fall from a climb if you fail your Climb check by 5 or more.


Firm Stand [General] [Fighter]
You are more difficult to move from the ground you hold.
Benefit: You gain a +4 bonus to opposed rolls when someone attempts to trip you, bull rush you, or overrun you.


Great Piercing Shot [General] [Fighter]
You can kill multiple targets with the same arrow.
Prerequisites: Base attack bonus +4, Piercing Shot, Point Blank Shot.
Benefit: This feat works just like Piercing Shot except that there is no limit to the number of times you can use it per round. You and all of the targets must be in a line (similar to a line spell). Additional range penalties may apply to each target.


Greater Armor Mobility [General] [Fighter]
You retain more of your agility when wearing armor.
Prerequisites: Base attack bonus +3, Dex 15, Armor Mobility, Dodge.
Benefit: Your Maximum Dexterity bonus when wearing armor is improved by 2. You also reduce your armor check penalty by 2. You do not gain these benefits if you are wearing armor that you are not proficient with. These benefits only apply to armor, not to shields. This replaces (does not stack with) the bonus gained from the Armor Mobility feat.


Greater Unarmed Strike [General] [Fighter]
You excel at dealing damage with unarmed strikes.
Prerequisites: Improved Unarmed Strike.
Benefit: Your unarmed strikes inflict 1d6 points of damage (or 1d4 points of damage if you are small).
Special: Monks effectively gain this feat automatically at 1st level. Thus a monk who selects this feat would gain no additional benefits.
Normal: Medium-sized characters inflict 1d3 points of damage with an unarmed strike. Small characters inflict 1d2 points of damage with an unarmed strike.


Impassable Stand [General] [Fighter]
You can make it difficult for opponents to get past you.
Prerequisites: Combat Reflexes, Firm Stand.
Benefit: You gain a +4 bonus to attack rolls against opponents that provoke an attack of opportunity while moving through a space that you threaten. In addition, opponents that attempt to tumble around you, or through you, have their Tumble DC increased by an amount equal to your base attack bonus, or the number of ranks that you have in the Tumble skill, whichever is greater.


Improved Demoralize Opponent [General] [Fighter]
You can quickly weaken the resolve of your opponent during combat.
Prerequisites: Cha 13.
Benefit: You can make an Intimidate check to demoralize an opponent in combat as a move action.
Normal: Demoralizing an opponent in combat is a standard action.


Improved Dodge [General] [Fighter]
You are very adept at dodging blows.
Prerequisites: Dex 13, Dodge.
Benefit: During your action, you designate an opponent and receive a +2 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. In addition, you gain a +1 dodge bonus to Armor Class against all other opponents. This replaces (does not stack with) the bonus gained from the Dodge feat.
Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose your dodge bonuses.


Improved Riposte [General] [Fighter]
You can counter-attack multiple times while in melee.
Prerequisites: Base attack +6, Int 13, Combat Expertise, Combat Reflexes, Riposte.
Benefit: This feat works just like Riposte except that there is no limit to the number of times you can use it per round.


Improved Total Defense [General] [Fighter]
It is very difficult to land a blow on you when you do nothing but defend yourself.
Benefit: When you use the total defense action, you gain an additional dodge bonus to Armor Class equal to your base attack bonus (up to a maximum of +6). Thus a character with a base attack bonus of +6 would gain a +10 dodge bonus to Armor Class when performing the total defense action. In addition, you can make attacks of opportunity while using the total defense action, albeit at a -4 penalty to your attack rolls.
Normal: You cannot make attacks of opportunity while using the total defense action.


Instant Stand [General] [Fighter]
You can get up from a prone position very quickly.
Prerequisites: Dex 13.
Benefit: You can stand up from a prone position as a free action instead of as a move action. Additionally, you no longer provoke an attack of opportunity when you stand up from a prone position.


Lighten Weapon [General] [Fighter]
You can treat a one-handed weapon as if it were a light weapon.
Prerequisites: Base attack bonus +3, Str 13, Dex 13, Firm Grip, Proficiency with weapon, Weapon Finesse.
Benefit: Choose a particular one-handed melee weapon (such as a longsword). You can use this weapon as if it were a light weapon.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.


Off-Hand Strength [General] [Fighter]
You can utilize your full strength with both hands.
Prerequisites: Base attack bonus +4, Str 13, Athletic, Firm Grip, Power Attack.
Benefit: When fighting with two weapons you gain your full Strength bonus to damage with your off-hand attacks. When wielding a weapon with two hands (other than a light weapon) you gain twice your Strength bonus to damage with your attacks.
Normal: When fighting with two weapons you gain your 1/2 Strength bonus to damage with your off-hand attacks. When wielding a weapon with two hands (other than a light weapon) you gain 1-1/2 your Strength bonus to damage with your attacks.


One-Handed Wield [General] [Fighter]
You can wield melee weapons one-handed that normally require two hands.
Prerequisites: Base attack bonus +3, Str 17, Firm Grip.
Benefit: You can wield two-handed melee weapons with one hand, however you suffer a -2 penalty to attacks rolls with the weapon while doing so. You also no longer gain 1-1/2 times your Strength bonus to damage rolls, instead you gain your normal Strength bonus. You cannot use this feat with weapons that you are not proficient with.


Piercing Shot [General] [Fighter]
You can hit multiple targets with the same arrow.
Prerequisites: Point Blank Shot.
Benefit: If you deal a creature enough damage with a ranged attack to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra ranged attack against another creature directly behind it. There must be a straight line between you, the creature you dropped, and the creature beyond (this works just like a line spell). The extra attack is with the same weapon or projectile and at the same bonus as the attack that dropped the previous creature. Additional range penalties may apply to the next target. You can use this feat once per round.


Quick Sheathe [General] [Fighter]
You can sheathe a weapon as fast as you can draw it.
Prerequisites: Base attack bonus +4, Quickdraw.
Benefit: You can sheathe a weapon as a free action instead of as a move action. In addition, you no longer provoke an attack of opportunity when you sheathe a weapon.
Normal: To sheathe a weapon is a move action that provokes an attack of opportunity.


Ramming Charge [General] [Fighter]
You are very dangerous when you charge an opponent.
Prerequisites: Base attack bonus +3, Str 13, Power Attack, Improved Bull Rush.
Benefit: When charging, you inflict an additional 1 point of damage for every 10 feet you ran during the charge. If you are wielding a two-handed weapon then you instead inflict an additional 1 point of damage for every 5 feet you ran during the charge. When performing a bull rush during a charge, you gain a +1 bonus to your opposed Strength check for every 10 feet you ran during the bull rush.


Reach Around Ally [General] [Fighter]
You are trained to use reach weapons while standing behind an ally.
Benefit: If you are wielding a weapon with reach and an ally is between you and your opponent, then your opponent only receives a +2 bonus to armor class against your attacks. You do not benefit from this feat if you are not proficient with the reach weapon that you are wielding.
Normal: An ally standing between you and an opponent grants that opponent a +4 bonus to armor class against your attacks.


Riposte [General] [Fighter]
You can counter-attack an enemy that misses you in melee.
Prerequisites: Base attack +3, Int 13, Combat Expertise, Combat Reflexes.
Benefit: You gain an attack of opportunity against a melee opponent who misses you while you are using the Combat Expertise feat. This attack must be made with a light weapon or a rapier that you can wield in one hand. This feat can only be used once per round.


Shield Focus [General] [Fighter]
You are an expert with shields.
Prerequisites: Shield Proficiency.
Benefit: When you use a buckler, a light shield, or a heavy shield, your shield bonus to armor class is increased by 1. If you have the Tower Shield Proficiency feat then you also gain this bonus when using a tower shield.


Shoot Under Pressure [General] [Fighter]
You can make ranged attacks while threatened.
Prerequisites: Dex 13, Dodge, Point Blank Shot.
Benefit: If you are threatened by an opponent whom you have designated with the Dodge feat, then you will not provoke an attack of opportunity from that opponent if you make a ranged attack. However, other opponents that threaten you can still take an attack of opportunity.


Single Weapon Fighting [General] [Fighter]
You can use your free hand for balance when fighting with a light weapon in your other hand.
Prerequisites: Base attack bonus +3, Dex 13, Int 13, Combat Expertise, Dodge, Weapon Finesse.
Benefit: While fighting with a light weapon or a rapier in one hand and your other hand is free, you gain a +1 bonus to attack rolls and a +1 dodge bonus to Armor Class.
Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


Split Manyshot [General] [Fighter]
You can shoot several targets when you unleash a multi-arrow volley.
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6, Manyshot.
Benefit: When using the Manyshot feat, you can fire your arrows at different targets as long as all of the targets are within a 30-foot cone.
Special: Just as with the Manyshot feat, only one arrow can benefit from precision based damage and critical hits.


Superior Two-Weapon Fighting [General] [Fighter]
You have reached the limits of the two-weapon fighting style.
Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16.
Benefit: You get a forth attack with your off-hand weapon, albeit at a -15 penalty.
Special: A ranger who chose the two-weapon fighting combat style can select this feat, even if he does not have a high enough Dexterity for it (though the other prerequisites must be met). But he can only use this feat when he is wearing light or no armor.


Tower Shield Specialization [General] [Fighter]
You can fight with a tower shield as easily as you could with any other shield.
Prerequisites: Shield Proficiency, Tower Shield Proficiency.
Benefit: When you employ a tower shield in combat, you no longer suffer a -2 penalty to attack rolls.
Normal: You suffer a -2 penalty to attack rolls when you employ a tower shield in combat.


Two-Weapon Opportunist [General] [Fighter]
You can rend oppoents who let their guard down.
Prerequisites: Dex 15, Combat Reflexes, Two-Weapon Fighting, Two-Weapon Strike.
Benefit: When an opponent provokes an attack of opportunity, you can attack that opponent once with your primary weapon and once with your off-hand weapon. The attack penalties for fighting with two weapons still apply. The two attacks count as a single attack of opportunity.


Two-Weapon Strike [General] [Fighter]
You can strike with two weapons when you normally could not.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: As a standard action, you can attack once with your primary weapon and once with your off-hand weapon. Additionally, you can attack once with your primary weapon and once with your off-hand weapon when you perform a charge (as long as both attacks are against the opponent you charge). If you have the Spring Attack feat, then you can strike your opponent once with your primary weapon and once with your off-hand weapon when you perform a spring attack. The attack penalties for fighting with two weapons still apply.


Weapon Generalization [General] [Fighter]
It is much easier for you to use weapons that you are not proficient with.
Prerequisites: Simple Weapon Proficiency.
Benefit: When you use a weapon that you are not proficient with, you only suffer a -2 penalty to attack rolls. You also only suffer a -2 penalty to attack rolls when you wield an improvised weapon, and you only suffer a -2 penalty to attacks rolls when you throw a melee weapon that normally is not a throwing weapon.
Normal: When you are using a weapon that you not proficient with, you suffer a -4 penalty on attack rolls. You suffer a -4 penalty to attack rolls with improvised weapons. You suffer a -4 penalty to attack rolls when you thrown a melee weapon that is not a throwing weapon.


Weapon Grand Mastery [General] [Fighter]
You have achieved ultimate mastery over your chosen weapon.
Prerequisites: Base attack bonus +16, Weapon Focus with weapon, Improved Critical with weapon, Weapon Mastery with weapon.
Benefit: Each round you can attack with your chosen weapon as a free action. This attack is made at your highest attack bonus, albeit at a -20 penalty. If you are wielding two such weapons then you can attack once with each as a free action as previously stated, though the penalties for attacking with two weapons still apply.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.


Weapon Mastery [General] [Fighter]
You choose one type of weapon, such as a longsword, that you already have with the feats Weapon Focus and Improved Critical. You have achieved a high degree of competence with this weapon.
Prerequisites: Base attack bonus +12, Weapon Focus with weapon, Improved Critical with weapon.
Benefit: When you score a critical hit with the weapon you selected, you do one extra multiplier of damage. For example, a longsword usually inflicts double damage (x2) on a critical hit, now it will inflict triple damage (x3) on a critical hit.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
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