Feats
The following list of feats are available to PCs in a Lankhmar
campaign. The list is organized by category, so that specializations
can be identified easily.
General Feats
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Armor Proficiency (Heavy)
Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium)
Description: Suffer no armor check penalty on attack rolls when wearing Heavy Armor
Armor Proficiency (Light)
Prerequisites: -
Description: Suffer no armor check penalty on attack rolls when wearing Light Armor
Armor Proficiency (Medium)
Prerequisites: Armor Proficiency (Light)
Description: Suffer no armor check penalty on attack rolls when wearing Medium Armor
Armor Specialization
Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy)
Description: Add +2 to all of your Damage Reduction from armor.
Diehard
Prerequisites: Endurance
Description: Automatically stabilize at negative hit points and may act as disabled
Endurance
Prerequisites: -
Description: +4 bonus to various checks and saves, may sleep in light or medium armor with no fatigue.
Exotic Weapon Proficiency
Prerequisites: Base Attack +1
Description: Suffer no penalty from use of exotic weapon
Improved Initiative
Prerequisites: none
Description: +4 bonus to initiative checks
Improved Unarmed Strike
Prerequisites: -
Description:
Unarmed character is considered armed and provokes no attacks of
opportunity from armed foes; can deal normal or nonlethal damage.
Special: This creature's unarmed damage is increased to 1d6 if Medium Size.
Martial Weapon Proficiency
Prerequisites: -
Description: Suffer no penalty on attack rolls
Quick Draw
Prerequisites: Base Attack +1
Description: May draw a weapon as a free action. May sheath a weapon as a move action.
Run
Prerequisites: -
Description: Move at speed ×4 or ×5 while running; +4 bonus to running jumps; retain active defense bonus while running
Shield Proficiency
Prerequisites: -
Description: Suffer only standard penalties while using a shield
Simple Weapon Proficiency
Prerequisites: -
Description: Suffer no penalty on attack rolls with simple weapons
Skill Focus
Prerequisites: -
Description: +3 bonus to checks involving selected skill
Tower Shield Proficiency
Prerequisites: Shield Proficiency
Description: Suffer only standard penalties while using a tower shield
Weapon Feats
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Two-weapon fighting
Prerequisites: Weapon Proficiency
Description: Your penalties on attack rolls for fighting with two weapons or a double weapon are reduced. The penalty
for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal:
If you wield a second weapon in your off hand, you can get one extra
attack per round with that weapon. When fighting in this way you suffer
a –6 penalty with your regular attack or attacks with your primary hand
and a –10 penalty to the attack with your off hand. If your off-hand
weapon is light the penalties are reduced by 2 each. (An unarmed strike
is always considered light.)
Two-weapon defense
Prerequisites: Two-weapon fighting, proficiency with both weapons wielded
Description: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you
enjoy a +1 shield (passive) bonus to your defense. When you are fighting defensively or using the full defense action,
this shield bonus increases to +2.
Improved Two-weapon fighting
Prerequisites: Two-weapon fighting, proficiency with both weapons wielded, base attack +6
Description: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack
with it at a –5 penalty to hit.
Special: This feat can be taken more than once, but each additional attack suffers an additional -5 penalty to hit.
(ex. third attack at -10 to hit, fourth attack at -15 penalty).
Perfect Two-weapon defense
Prerequisites: Two-weapon defense, Two-weapon fighting, proficiency with both weapons wielded.
Description: When you fight with two weapons or with a double weapon, you cannot be flanked. You use both ends of your
weapon, or your two weapons, to ward off attacks from multiple directions.
Superior Two-weapon fighting
Prerequisites: Two-weapon defense, Two-weapon fighting, proficiency with both weapons wielded.
Description:
When you use a full attack action, you confuse your opponent with a
flurry of attacks from your weapon. For each one that hits, you gain a
+1 bonus to hit to your remaining attacks. This bonus, which stacks
with each successful hit, lasts until the end of your current action.
Weapon Focus
Prerequisites: Weapon Proficiency
Description: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: This feat may be taken multiple times, and the bonus applied to a new weapon. A fighter may take this multiple times
and apply the bonus to any wepaon, even one already focussed on.
Weapon Specialization
Prerequisites: Weapon Focus, fighter level 4
Description: You gain a +2 bonus on all weapon damage rolls you make using the selected weapon.
Special: This feat is only available to fighters. This feat may be taken multiple times, and the bonus
applied to any weapon, including weapons already specialized in.
Improved Critical
Prerequisites: Weapon Focus, Base Attack +8
Description: When using the weapon you selected, your threat range is doubled.
Razor Fiend
Prerequisites: Weapon Proficiency: Dagger, Weapon Focus: Dagger, Weapon Specialization: Dagger, fighter level 4
Description:
When using a dagger in a full-round ranged or melee attack, you may
make one additional attack with any single dagger at your highest base attack
bonus. You suffer -2 penalty to all attack rolls and may only apply
half of your strength bonus to damage when attacking in this manner.
These penalties last until the beginning of your next turn.
Special: This feat may be taken multiple times, allowing you to make an additional attack for an additional -2 penalty to attack rolls.
Hafted Weapon Mastery
Prerequisites: Weapon Proficiency: Polearm or Spear, Weapon Focus: Polearm or Spear
Description:
You can shift your weapon’s reach as a free action once per round. This
allows you to attack with it as normal (or as a dual weapon, normal
penalties apply) against foes adjacent to you.
Special: When a polearm is used as a double weapon, its blunt end is considered a staff and is considered light.
Trident Mastery
Prerequisites: Weapon Proficiency: Trident, Weapon Focus: Trident
Description:
As a full attack action, you may make an attack at your best base
attack bonus to catch your foe's flesh on the barbs of your weapon. If
you hit, he is considered held immobile on your trident and suffers a
–2 penalty to attacks, defense, and Reflex saves. To free himself, he
may make a Strength check opposed by your Strength check as a move
action. If you and your opponent are different sizes, the larger
character gains a +4 bonus to this check for each size category
difference. If your foe succeeds, he may act as normal but suffers 1d4
points of damage as the trident tears loose. Should he fail, he may not
move from his current space—you hold him in place with your trident. To
keep him Immobilized, you must remain in place and hold onto your
trident without using it to attack. If you drop the trident or take any
action that prevents you from holding it fast, your foe breaks free.
You may twist and thrash the trident in place, inflicting 1d4 points of
damage as a standard action. If you continue to hold him in place each
round, he may attempt another opposed Strength check as a move action
to break free.
Foe Hammer
Prerequisites: Weapon Proficiency: Any Blunt weapon, Weapon Focus: Any Blunt Weapon
Description: Successful called shots
and critical strikes with your blunt weapon have additional effects.
You gain the benefits of this feat only when fighting with a weapon
that has the cudgel identifying descriptor and that you are proficient
with. In the case of a critical, you may choose one of the following
effects to add to your attack.
- Head: Your foe must succeed at a Fortitude
save (DC 10 + half damage inflicted) or suffer a –2 injury penalty to
attacks for a number of rounds equal to your Strength bonus. This
ability does not affect creatures immune to pain.
- Legs:
Your opponent must succeed at a Fortitude save (DC 10 + half damage
inflicted) or move at half speed on his next action. This ability does
not affect creatures immune to critical hits.
- Gut: Your target is sickened
(incapacitated) for a number of rounds equal to your Strength bonus.
This ability does not affect creatures immune to critical hits.
Unarmed Feats
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Improved Grapple
Prerequisites: Dex 13, Improved Unarmed Strike
Description: +4 bonus on grapple checks and suffer no attack of opportunity when starting a grapple
Deflect Arrows
Prerequisites: Dex 13, Improved Unarmed Strike, or Weapon Focus, or Improved Shield Block
Description:
You must have at least one hand free (holding nothing) to use this
feat. Once per round when you would normally be hit with a ranged
weapon, you may deflect it so that you take no damage from it. You must
be aware of the attack and not flatfooted. Attempting to deflect a
ranged weapon doesn’t count as an action. Unusually massive ranged
weapons and ranged attacks generated by spell effects can’t be
deflected.
Special: If taken with Weapon Focus or Improved Shield Block instead of Improved Unarmed Strike, then this feat is only usable when equipped with the applicable weapon or shield instead of when unarmed.
Snatch Arrows
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Description: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown
weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.
Flying Kick
Prerequisites: Dexterity 13, Strength 13, Improved Unarmed Strike, Base Attack +6
Description: You may make an unarmed attack at the completion of a charge that deals 1d12
damage.
Stunning Fist
Prerequisites:Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8
Description:
You must declare that you are using this feat before you make your
attack roll (thus, a failed attack roll ruins the attempt). Stunning
Fist forces a foe damaged by your unarmed attack to make a Fortitude
saving throw (DC 10 + 1/2 your character level + your Wis modifier), in
addition to dealing damage normally. A defender who fails this saving
throw is stunned for 1 round (until just before your next action). A
stunned character can’t act, loses any active defense bonus, and takes
a –2 penalty to defense. You may attempt a stunning attack once per day
for every four levels you have attained, and no more than once per
round. Constructs, oozes, plants, undead, incorporeal creatures, and
creatures immune to critical hits cannot be stunned.
Martial Throw
Prerequisites: Dexterity 13, Improved Unarmed Strike, Improved Grapple, Base Attack +8
Description:
A successful grapple allows you to optionally throw your opponent for a
distance in squares and deal 1d6 damage equal to your strength bonus
(minimum of 1, or 5'). This ends the grapple and the thrown foe must
also make a successful reflex save (DC 10 + 1/2 your character level +
your Wis modifier) or be knocked prone in the square they land in. If
the creature grappled and thrown is larger than you, the distance you
can throw them is reduced by 1 square per size category larger than you
they are (no minimum, you cannot throw things that are too big for your
strength).
Standard: You may not throw an incapacitated or unconscious opponent as if they were an object.
Death Strike
Prerequisites: Dexterity 13, Wisdom 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +10
Description:
You must declare that you are using this feat before you make your
attack roll (thus, a failed attack roll ruins the attempt). Death
Strike forces a foe damaged by your unarmed attack to make a Fortitude
saving throw (DC 10 + 1/2 your character level + your Wis modifier), in
addition to dealing damage normally. A defender who fails this saving
throw or dies. You may attempt a death strike once per day for every
four levels you have attained (but see Special), and no more than once
per round. Constructs, oozes, plants, undead, incorporeal creatures,
and creatures immune to critical hits are unaffected by death strike.
Shield Feats
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Martial Weapon Proficiency: Shield
Prerequisites: none
Description: You suffer no penalties for wielding a shield as a weapon. A regular attack with your shield is a shield bash.
Normal:
A shield is a martial bludgeoning (standard) or piercing (spiked)
weapon. You are not considered proficient with it as a weapon if you
have the non-weapon shield proficiency. Wielding a shield as a weapon
is not considered dual wielding unless you attack with your off-hand
weapon.
Improved Shield Bash
Prerequisites: Martial Weapon Proficiency: Shield
Description: When you attack with a shield, you may still apply the shield’s defense
bonus to your active defense.
Normal: When you use a shield as a weapon, you lose the shield's defense bonus when attacking
with it.
Improved Shield block
Prerequisites: Shield Proficiency
Description: You gain a +1 active (not passive) bonus to defense when you wield a shield.
Special: You do not gain a +1 active bonus to defense for each shield you wield; this bonus is
applied once.
Note: You may take this feat more than once.
Deflection
Prerequisites: Shield Proficiency, Improved Shield Block, base attack bonus +4
Description: Determine your defense with and without your shield. If an opponent
melee attacks and misses you but would have hit your shieldless defense, he strikes your shield. Each
time this happens, your opponent provokes an attack of opportunity from you.
Shield Slam
Prerequisites: Martial Weapon Proficiency: Shield, Improved Shield Bash, Base Attack +6
Description: As a standard action, you may bash a foe with your shield and your foe must succeed at a Reflex
save (DC 10 + half damage inflicted) or be knocked prone.
Shield Wall
Prerequisites: Shield Proficiency, Improved Shield Block, Deflection, base attack bonus +4
Description: You may use a standard action to defend yourself with your shield to gain a
+4 active bonus to defense. You may use a move action to defend yourself with your shield to gain
a +2 active bonus to defense.
Ranged Feats
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Mounted Archery
Prerequisites: Ranged Weapon Proficiency, Ride 1 rank
Description: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your
mount is taking a double move, and –4 instead of –8 if your mount is running.
Point Blank Shot
Prerequisites: Ranged Weapon Proficiency
Description: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Shot
Prerequisites: Point Blank Shot, Dex 13
Description: You can get one extra attack per round with a ranged weapon. The attack is at your highest base
attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must
use the full attack action to use this feat.
Special: You may use this feat with thrown weapons if you have quick draw.
Precise Shot
Prerequisites: Point Blank Shot
Description: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the
standard –4 penalty on your attack roll.
Far Shot
Prerequisites: Precise Shot, Point Blank Shot
Description: When you use a projectile weapon, its range increment increases by one-half (multiply by 1-1/2). When
you use a thrown weapon, its range increment is doubled.
Sniper
Prerequisites: Precise Shot, Point Blank Shot
Description: You may add 1/2 of your dexterity bonus to damage on any ranged attack.
Disarming Shot
Prerequisites: Precise Shot, Far Shot, Point Blank Shot
Description: You may make a disarm attack with your ranged weapon.
Manyshot
Prerequisites: Rapid Shot, Point Blank Shot, Base attack bonus +6
Description: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use
the same attack roll (with a –4 penalty) to determine success and deal damage normally.
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a
maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty
on the attack roll (for a total penalty of –6 for three arrows and –8 for four).
Shot on the Run
Prerequisites: Rapid Shot, Precise Shot, Point Blank Shot, Base Attack Bonus +6
Description: When using the standard attack action with a ranged weapon, you can move both before and after the attack,
provided that your total distance moved is not greater than your speed.
Melee Power Feats
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Improved Bull Rush
Prerequisites: Str 13
Description: When you perform a bull rush, you do not provoke an attack of opportunity
from the defender. You also gain a +4 bonus on the opposed Strength check you make to push him back.
Improved Overrun
Prerequisites: Str 13
Description: When you attempt to overrun an opponent, the target may not choose to avoid you. You
also gain a +4 bonus on your Strength check to knock down your opponent.
Improved Sunder
Prerequisites: Str 13
Description: When you strike at an object held or carried by an opponent (such as a weapon
or shield), you provoke no attack of opportunity.
Power Attack
Prerequisites: Str 13
Description: On your action, before making attack rolls for a round, you may choose
to subtract a number from all melee attack rolls and add the same number to all melee damage
rolls. This number may not exceed your base attack bonus. Once you set the penalty to attacks
and bonus on damage, you may not change it until your next action.
Special: If you attack with a two-handed weapon or with a one-handed weapon wielded in
two hands you may add twice the number subtracted from your attack rolls to damage.
Throw Anything
Prerequisites: Str 15
Description: Throw any melee weapon without the normal -4 penalty for throwing an improvised weapon as a ranged weapon with a range increment of 10 feet.
Normal: Weapons without a listed range increment get a -4 penalty when thrown
Improved Charge
Prerequisites: Base Attack +4, Improved Bull Rush, Improved Overrun, Str 13
Description: You may charge through a square with a creature in it for each point of strength
bonus you have. Each creature bypassed in this way is considered to be the target of an overrun attack
and, if successful or if the creature moves out of your way, your charge continues as if unhindered.
For every five points of base attack bonus you have above +6, you may charge through one additional square
occupied by a creature when charging, to a maximum of four at a base attack bonus of +16.
Concussive Blow
Prerequisites: Improved Sunder, Str 13
Description: When performing a sunder, you inflict half your normal damage with the attack (determine
damage as normal, then divide by two) to the object's wielder.
Cleave
Prerequisites: Power Attack, Str 13
Description: If you deal a creature enough damage to make it fall (typically by dropping
it to below 0 hit points or killing it), you get an immediate, extra melee attack against another
creature within reach. You cannot take a 5-foot step before making this extra attack, and you must
make it 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.
Vorpal Hurricane
Prerequisites: Improved Charge, Improved Bull Rush, Improved Overrun, Str 13, Base Attack Bonus +6
Description: As a full-round action, you may whirl a heavy weapon about you in a deadly
pattern that lasts until the beginning of your next turn. If an opponent begins or ends his action
in an area you threaten or in a square adjacent to you, you gain an immediate attack against him
at your highest base attack bonus. You may attack a given opponent in this manner only once per
round. Resolve these attacks at the beginning or end of your foe’s action, as appropriate. When you use the
Vorpal Hurricane feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Sweeping Strikes
Prerequisites: Concussive Blow, Improved Sunder, Str 13, Base Attack Bonus +6
Description: You may sunder as many items as you threaten with a sunder attack as a full attack
action.
Great Cleave
Prerequisites: Cleave, Str 13, Base Attack Bonus +4
Description: There is no limit to the number of Cleave attacks you can make in a round.
Melee Finesse Feats
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Weapon Finesse
Prerequisites: Dex 13
Description: With a light weapon, rapier, whip, or spiked chain made for a creature
of your size category, you may use your Dexterity modifier instead of your Strength modifier
on attack rolls.
Dodge
Prerequisites: Dex 13
Description: During your action, you designate an opponent and receive a +1 dodge bonus to
Defense against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you
lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of
bonuses.
Mobility
Prerequisites: Dex 13
Description: You get a +4 dodge bonus to Active Defense against attacks of opportunity
caused when you move out of or within a threatened area. A condition that makes you lose
your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. Dodge
bonuses stack with each other, unlike most types of bonuses.
Improved Disarm
Prerequisites: Weapon Finesse, Dex 13
Description: You do not provoke an attack of opportunity when you attempt to disarm an
opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the
opposed attack roll you make to disarm your opponent.
Improved Trip
Prerequisites: Weapon Finesse, Dex 13
Description: You do not provoke an attack of opportunity when you attempt to trip an
opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your
opponent. In addition, if you trip an opponent in melee combat, you immediately get a melee
attack against that opponent as if you hadn’t used your attack for the trip attempt.
Combat Reflexes
Prerequisites: Dodge, Dex 13
Description: You may make a number of additional attacks of opportunity equal to your
Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Spring Attack
Prerequisites: Mobility, Dex 13, base attack bonus +4
Description: When using the attack action with a melee weapon, you can move both before
and after the attack, provided that your total distance moved is not greater than your speed.
Moving in this way does not provoke an attack of opportunity from the defender you attack, though
it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this
feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make
your attack in order to utilize the benefits of Spring Attack.
Bait and switch
Prerequisites: Dodge, Mobility, Dex 13
Description: Feint against one opponent. If the bluff attempt succeeds,
their next melee attack against you strikes an ally within their reach and not you.
Whirlwind Attack
Prerequisites: Spring Attack, Mobility, Dex 13, Base attack bonus +4
Description: When you use the full attack action, you can give up your regular attacks and instead
make one melee attack at your full base attack bonus against each opponent within reach. When you use the
Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Reflexive Defense
Prerequisites: Combat Reflexes, Dodge, Dex 13, base defense bonus +4
Description: During your action, you designate an opponent in your threatened area and apply
your active defense against all attacks from that opponent, even if not directed at
targets other than yourself. You can select a new opponent on any action. A condition
that makes you lose your Dexterity bonus to Defense (if any) also removes this benefit.
Elusive Strike
Prerequisites: Reflexive Defense, Improved Trip, Improved Disarm, Combat Reflexes, Dodge, Weapon Finesse, Dex 13, Base defense bonus +4
Description:
If any opponent fails an attack against your active defense (even if
not directed at you, as in Reflexive Defense above) and you threaten
them, you immediately get a free trip or disarm attack (your choice)
against that opponent.
Melee Expertise Feats
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Expertise
Prerequisites: Int 13
Description: When you use the attack action or the full attack action in melee, you can
take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a
dodge bonus to your Active Defense. This number may not exceed your base attack bonus. The
changes to attack rolls and Active Defense last until your next action.
Improved Feint
Prerequisites: Int 13
Description: You can make a Bluff check to feint in combat as a move action.
Improved Called Shot
Prerequisites: Int 13
Description: You do not provoke an attack of opportunity when making a called shot.
Tactics of the Mind
Prerequisites: Expertise, Int 13
Description: You may use Intelligence instead of your key ability for attack rolls (but not damage)
with ranged (Dexterity) and melee weapons (Strength).
Blind-Fight
Prerequisites: Improved Called Shot, Wis 13, Int 13
Description: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your
Dexterity bonus to Defense, and the attacker doesn’t get the usual +2 bonus for being invisible. The
invisible attacker’s bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in
general reduces your speed to three-quarters normal, instead of one-half.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Disarming Feint
Prerequisites: Improved Feint, Int 13, Base Attack Bonus +6
Description: Whenever you successfully feint against an opponent, you force them to lose their active
defense bonus against an ally of your choice. This does not compel him to move in any way.
Defensive Awareness
Prerequisites: Tactics of the Mind, Blind Fight, Disarming Feint, Improved Called Shot, Wis 13, Int 13, Base Attack +6
Description: Your knowledge of combat conditions and the current tactical situation allow you to better
defend yourself. You gain your Intelligence bonus as an active bonus to defense. This applies in addition to your
Dexterity and other active bonuses to defense.
Mounted Feats
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Mounted Archery
Prerequisites: Ranged Weapon Proficiency, Ride 1 rank
Description: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your
mount is taking a double move, and –4 instead of –8 if your mount is running.
Mounted Combat
Prerequisites: Martial Weapon Proficiency, Ride 1 rank
Description: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate
the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride
check result becomes the mount’s Defense if it’s higher than the mount’s regular Defense.)
Mounted Overrun
Prerequisites: Ride 1 rank
Description: When you attempt to overrun a foe while mounted, he may not choose to avoid you. Your mount
may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against
prone targets.
Ride-by attack
Prerequisites: Ride 1 rank, Mounted Combat, Martial Weapon Proficiency: Any
Description: When you are mounted and use the charge action, you may move and attack as if with a standard
charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t
exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent
that you attack.
Mounted Mobility
Prerequisites: Ride 1 rank, Mounted Combat, Martial Weapon Proficiency: Any
Description: While mounted, you can guide your horse to better evade enemy attacks. You and your mount enjoy
a +2 bonus to defense when your mount double moves and a +4 bonus when it runs.
Spirited Charge
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack, Martial Weapon Proficiency: Any
Description: When mounted and using the charge action, you deal double damage with a melee weapon
(or triple damage with a lance).
Mounted flurry
Prerequisites: Ride 1 rank, Mounted Combat, Mounted Mobility, Martial Weapon Proficiency: Any
Description: While mounted, you can use a full-round action to make a full attack while
completing a move action to control your mount.
Social Feats
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Leadership
Prerequisites: Character level 6th
Description: Having this feat enables the character to attract loyal companions and devoted
followers, subordinates who assist her. See the table below for what sort of cohort and how many
followers the character can recruit.
Improved Feint
Prerequisites: Int 13
Description: You can make a Bluff check to feint in combat as a move action.
Disarming Feint
Prerequisites: Improved Feint, Int 13, Base Attack Bonus +6
Description: Whenever you successfully feint against an opponent, you force them to lose their active
defense bonus against an ally of your choice. This does not compel him to move in any way.
Devious Distraction
Prerequisites: Bluff 1 Rank, Cha 13
Description: As a standard action, you can impose a +1 bonus to attacks
against your target or impose a –1 penalty to his attacks against you for each point of charisma bonus you
possess. These benefits apply only to attacks from or against your chosen target. They last until your next
turn, and you can choose a mixture of bonuses and penalties.
Devious Manipulation
Prerequisites: Devious Distraction, Bluff 1 rank, Cha 13
Description: In a noncombat situation you can use Bluff to gain temporary control of a target’s actions.
Make a Bluff check as normal. As part of this bluff, give the target an order of one sentence (no more than
20 words). This command cannot be dangerous, suicidal, or harmful to the target or his allies. Should your
Bluff check succeed, the target obeys this command for a number of rounds equal to your Charisma bonus. If
the target encounters any violent resistance to his actions, your control over him immediately ends.
Menacing Demeanor
Prerequisites: Intimidate rank 1, Cha 13
Description: At the start of an encounter, you may use a move action to adopt a menacing demeanor. Doing
so grants you your Charisma bonus as an active bonus to defense. You do not gain this bonus against creatures
that are immune to fear. The bonus stops at the end of the encounter.
Overwhelming Presence
Prerequisites: Menacing Demeanor, Intimidate rank 1, Cha 13
Description: You may use an intimidate action once per round as a free action.
Normal: "Browbeating" or "Demoralizing" Intimidate actions are normally standard actions.
Intimidating Presence
Prerequisites: Overwhelming Presence, Menacing Demeanor, Intimidate rank 1, Cha 13
Description: Your intimidating presence causes others to grow tentative and nervous when they face you
in battle. Any opponent in your threatened area must attempt a Will save (DC 10 + half your level + your Charisma
modifier). Those who fail suffer a penalty to attacks against you equal to your Charisma bonus. A foe must save
against this ability only once per combat. Its effects last until the end of the encounter. To keep the game
flowing, it’s usually best to make a save before the creature attacks.
Terrifying Presence
Prerequisites: Overwhelming Presence, Menacing Demeanor, Intimidate rank 1, Cha 13
Description: Successfully "Demoralizing" a shaken opponent makes them panicked.
Favors
Prerequisites: Cha 13, Diplomacy 1 rank
Description: You may use Diplomacy to beg favors from a favorable target. The better your target's attitude,
the grater the favor you may beg with a successful diplomacy check:
- Indifferent: favor or action that requires some effort on the target’s
part but does not go against his nature, interests, or goals. For example,
asking a warlord to give you shelter and food in his fortress.
- Friendly: A favor or action that demands intense focus, work, and resources,
but one that does not violate his nature, interests, or goals. For example, asking
the warlord to fund an expedition to the unexplored forests to the north.
- Helpful: A minor favor or action that works against the target’s ideals, interests,
or goals. For example, asking the warlord to fund an expedition while his realm teeters
on the edge of bankruptcy.
Popularity
Prerequisites: Favors, Cha 13, Diplomacy 1 rank
Description: You may choose an entire city or district as the target for an extended
diplomacy check to improve the attitude of everyone within the target area towards you. you
work to create a broad range of contacts among common folk, merchants, and so forth. Each
day you may attempt a Diplomacy check after spending four hours of work. The Difficulty
Class derives from the city’s size. Reduce the Difficulty Class by 5 if you target only one
district in town. See the table below for Diplomacy DC by city size:
| Size | DC |
| Tiny (village) | 15 |
| Small (town) | 20 |
| Medium (city) | 25 |
| Large (metropolis) | 30 |
Each day that your check succeeds, you gain 1 popularity token. While you remain within
the city or district, you can spend 1 popularity token to change an indifferent person to helpful.
This benefit lasts for one hour and conveys the idea that the subject is someone you met at a
bar, an old friend from your childhood, or someone else that you interacted with and won over
while canvassing the city.
Brilliant Orator
Prerequisites: Popularity, Favors, Cha 13, Diplomacy 1 rank
Description: You can control large groups of people with a carefully composed oration. You
might incite fear, anger, or calm. You may make a Diplomacy check as a full-round action, provided
that the crowd is not hostile to you. The Difficulty Class of this check equals the number of people
in the crowd divided by 5. On a success you alter the group’s attitude toward you by one category.
If the members of the group become helpful, you can coax them into one of the states described
below.
- Anger: The crowd grows ugly. They may attack a single person or group of your choice, though
they stop attacking if the target slays or drops more than 10 percent of the crowd. In this case, the
crowd reacts according to the fear response below. Otherwise, they riot and smash windows, loot, start
fires, and otherwise spread destruction. Once a crowd is angry, you can only attempt to calm it.
- Calm: The crowd peacefully disperses. Once calmed, all Diplomacy attempts to incite it to further
action face a +10 modifier to the Difficulty Class.
- Fear: The crowd panics and flees. It is now impossible to use Diplomacy to change the crowd’s
attitude unless escape is impossible. In that case, the people in the crowd try to find cover and
hide. Otherwise, the crowd disperses.
- Motivated: The crowd takes a course of action of your choice. You could motivate the group to
help repair a leaky dam, douse a fire, man the walls against attackers, and so forth. The crowd
takes any action you request, provided that it is not obviously suicidal.
Anyone in the crowd with Hit Dice that exceed half your level proves immune to this effect.
Political Mastermind
Prerequisites: Popularity, Devious Manipulation, Devious Distraction, Favors, Cha 13, Diplomacy 1 rank, bluff 1 rank
Description: With an extended Diplomacy check, you can attempt to make a single individual
your thrall. First, you must raise their attitude to helpful. After that, for each day that you
interact with the target for more than an hour and succeed at a Diplomacy check (DC 10 + creature’s
Will save modifier) you gain a thrall token for that individual. At any point, you may spend 10
thrall tokens to make an individual you have manipulated into your thrall. You may keep any thrall
tokens you have earned in influencing other individuals until you wish to use them.
You can exercise greater control over your thrall. You may direct the actions of a target who
has become your thrall 5/week. To keep a thrall, you must spend at least two hours per day with
the target. There are no real limits to the control you exercise — it is near complete. However,
your target may attempt a Will save once per week, opposed by your Diplomacy check. If this save
succeeds, the target regains his own mind but remains subject to your other abilities. In addition,
he does not become suspicious or angry toward you unless you give him an obvious reason to do so.
Your attempts at control are not enough to rouse his ire. Others can attempt to break your control
once per week with an opposed Diplomacy check. You cannot have more than one thrall at any given
time.
Lore Feats
[Back to the Top]
Beast Slaying
Prerequisites: Knowledge: History 5 ranks, 13 intelligence
Description: Choose a favored prey as a Hunter would. Against this prey, your knowledge
of how to slay it grants you a number of sneak attack dice equal to your intelligence bonus that
you may use to damage that prey in combat if it is flanked, surprised, or would otherwise lose
active defense bonus.
Healing Mastery
Prerequisites: Heal 5 ranks, 13 wisdom
Description: You may heal more intense conditions with a heal check than normal. You can
perform additional functions as a healer:
- Cure temporary ability score damage: You administer herbs and other drugs to help your patient, set
an injured limb, or bind a wound in such a way that the injury no longer inhibits motion. Make a Heal check (DC 20)
that takes one hour to complete. On a success, you heal 1 point of ability score damage, regardless of how the damage
was inflicted. A patient can receive only one Heal check per day to treat ability score.
- Purge Venom:
You can try to purge the venom from a creature’s system to immediately
heal any damage the creature has suffered. You must attempt to treat
the victim within 3 rounds after he suffered damage from the poison.
Make a Heal check as full-round action (DC 5 + poison’s save DC). Your
patient suffers 1d4 points of damage as you open up a vein to draw out
the poison. If your check succeeds, you eliminate the damage she has
suffered from one successful poisoning attempt. In addition, the victim
avoids the poison’s secondary effects; she need not attempt a save
against them.
- Resuscitation: You can try to resuscitate a
dead ally if you make a Heal check within 2 rounds of her death. You
may attempt this procedure only if your patient died after entering the
dying state and subsequently failing a Fortitude save to survive the
loss of 1 hit point per round. Allies slain in any other manner are
beyond your help. You must make a H eal check (DC 20 + character’s
negative hit point total [treat the negative value as positive when
adding]) to bring your patient back from the brink. A success means you
increase her hit points to –9 and stabilize her. Using Heal in this
manner is a full-round action.
Poison Proficiency
Prerequisites:
Description: You do not risk poisoning yourself when applying a poison to a weapon or using a poisoned weapon.
Craft Venom
Prerequisites: Poison Proficiency
Description: You have access to the new craft skill, Craft Venom. This is a trained only skill that allows you to
craft poisons.
If you spend four hours during a day seeking out ingredients for a
poison and working to create a toxin, you gain 1 venom token. You may
hurry your foraging along (4 hours is considered taking 20) by making a
craft poison check. In general it is a DC 20 challange to gain a token
in 1 hour, and increasing in difficulty with further time contraints.
In addition, when you slay a creature that has a poison special attack,
you gain 1 venom token after you make a successful Craft Poison check
(DC 15) to extract the poison from it. You can gain only 1 token from a
creature in this manner, and you must collect it within one hour of its
death. You may carry as many venom tokens at one time as you have ranks
in Craft Poison.
You can spend one hour, 2 venom tokens, and a
successful craft venom check DC 10 to create a poison that inflicts 1d2
points of temporary Strength, Dexterity, Intelligence, Wisdom, or
Charisma damage (pick one) as its initial and secondary damage. The
Fortitude DC for this poison is the result of your craft venom result.
You can apply the toxin to a weapon or place it in a victim’s food.
Creating poisons carries no gold-piece cost; the tokens reflect the
time you’ve spent gathering raw materials for your brews but you may
purchase ingredients if you do not wish to forage and prepare them.
Remember that those who sell these items are usually not Lawful and
almost never good. You must use a standard action to apply poison to a
weapon or piece of ammunition. It remains fresh and usable for one
hour. After that time, it dries out and loses all effectiveness. You
need to have vials or other containers for your poisons. A newly
created venom remains fresh for a number of days equal to 1 + half your
level. After that, it spoils and loses all effectiveness.
You may spend additional venom tokens to obtain
better results when crafting poisons. For each poison token spent in
this way, the DC of the craft check increases by 5.
- When you create a poison, you can spend
additional venom tokens before your check to make it more potent than
normal. For each token you spend in this manner, you increase the
poison’s save DC by 1.
- In place of causing temporary ability score damage,
your poison can inflict hit point damage. For every venom token spent
(you must spend the initial 2 as normal), to a maximum equal to your
level, the poison inflicts 1d6 points of damage. On a successful save,
the victim of your poison suffers half damage. This form of poison has
no secondary effect.
- If you spend 1 additional venom token when creating a poison, you increase its temporary ability score damage to 1d4.
- When
you spend an additional 2 venom tokens in its creation, your poison
causes paralysis for 1d10 rounds instead of causing ability score
damage. This poison has no secondary effect and a successful save
prevents all effects.
- For every 2 additional venom tokens you spend in a
poison’s creation, you grant it a +1 bonus to its ability score damage
and adds 5 to the difficulty to craft the poison insted of 1 per token
as normal.
- You can spend twice the venom tokens you would need
to create a poison to create a poison that inflicts temporary
constition damage instead of other ability score damage. For each token
beyond the initial 2 you spend in this way, the inital DC to craft the
poison increases by 5.
Synergy Bonuses: You recieve a +2 to
your foraging check in natural areas if you have 5 or more ranks in
Knowledge: Nature. You recieve a +2 to your check to extract poison
from a slain creature you have 5 or more ranks in Heal.
Alertness
Prerequisites: Spot rank 1, Listen rank 1, 13 Charisma
Description: On a successful spot or listen check during a surprise round of cambat, you may warn your allies
of impending danger. You may remove the flat-footed state from as many allies as you have intelligence bonus.
Metamagic Feats
[Back to the Top]
Empower Spell
Prerequisites: Spellcasting ability
Description:
All variable, numeric effects of an empowered spell are increased by
one-half. Saving throws and opposed rolls are not affected, nor are
spells without random variables. An empowered spell uses up a 2
additional mana or uses up a spell slot 2 levels higher than the
spell’s actual level.
Enlarge Spell
Prerequisites: Spellcasting ability
Description:
You can alter a spell with a range of close, medium, or long to
increase its range by 100%. An enlarged spell with a range of close now
has a range of 50 ft. + 5 ft./level, while medium-range spells have a
range of 200 ft. + 20 ft./level and long-range spells have a range of
800 ft. + 80 ft./level. An enlarged spell requires 1 additinal mana to
cast or uses up a spell slot one level higher than the spell’s actual
level. Spells whose ranges are not defined by distance, as well as
spells whose ranges are not close, medium, or long, do not have
increased ranges.
Extend Spell
Prerequisites: Spellcasting ability
Description:
An extended spell lasts twice as long as normal. A spell with a
duration of concentration, instantaneous, or permanent is not affected
by this feat. An extended spell requires 1 additinal mana to cast or
uses up a spell slot one level higher than the spell’s actual level.
Heighten Spell
Prerequisites: Spellcasting ability
Description:
A heightened spell has a higher spell level than normal (up to a
maximum of 9th level). Unlike other metamagic feats, Heighten Spell
actually increases the effective level of the spell that it modifies.
All effects dependent on spell level (such as saving throw DCs and
ability to penetrate a lesser globe of invulnerability) are calculated
according to the heightened level. The heightened spell is has the same
mana cost or uses up a spell slot its effective level.
Maximize Spell
Prerequisites: Spellcasting ability
Description:
All variable, numeric effects of a spell modified by this feat are
maximized. Saving throws and opposed rolls are not affected, nor are
spells without random variables. A maximized spell requires 3 additinal
mana to cast or uses up a spell slot three levels higher than the
spell’s actual level. An empowered, maximized spell gains the separate
benefits of each feat: the maximum result plus one-half the normally
rolled result.
Quicken Spell
Prerequisites: Spellcasting ability
Description:
Casting a quickened spell is a free action. You can perform another
action, even casting another spell, in the same round as you cast a
quickened spell. You may cast only one quickened spell per round. A
spell whose casting time is more than 1 full round action cannot be
quickened. A quickened spell requires 4 additinal mana to cast or uses
up a spell slot four levels higher than the spell’s actual level.
Casting a quickened spell doesn’t provoke an attack of opportunity.
Silent Spell
Prerequisites: Spellcasting ability
Description: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell
requires 1 additinal mana to cast or uses up a spell slot one level higher than the spell’s actual level.
Still Spell
Prerequisites: Spellcasting ability
Description: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled
spell requires 1 additinal mana to cast or uses up a spell slot one level higher than the spell’s actual level.
Widen Spell
Prerequisites: Spellcasting ability
Description:
You can alter a burst, emanation, line, or spread shaped spell to
increase its area. Any numeric measurements of the spell’s area
increase by 100%. A widened spell requires 3 additinal mana to cast or
uses up a spell slot three levels higher than the spell’s actual level.
Spells that do not have an area of one of these four sorts are not
affected by this feat.
Spell Focus
Prerequisites: Spellcasting ability
Description: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Spell Penetration
Prerequisites: Spellcasting ability
Description: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Spell Mastery
Prerequisites: Spellcasting ability
Description: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know.
From that point on, you use these spells without studying your spellbook each day.
Energy Substition
Prerequisites: neutral alignement
Description: When you cast a spell, choose one type of energy: acid, cold, electricity, fire, or sonic. You modify
the spell cast with this energy designator to use the choen type of energy instead.
Sanctum Spell
Prerequisites: Lawful alignment, mana pool
Description:
Once per day, you designate an area as your sanctum. Within 10 ft
radius/level of your sanctum, all the spells you cast have an effective
spell level one higher than normal for the purposes of penetration,
save DCs and dispelling for each point of intelligence bonus you
possess. (This means, for example, that you could affect a Marshal of
20th level with a lower level spell within your sanctum). It does not
cost any more or less mana to cast a spell in your sanctum. Spells cast
outside your sanctum are cosidered one effective level less for the
purposes of penetration, save DCs, and dispelling.
Spell Specialization
Prerequisites: weapon focus (ray or energy missile spells), spellcaster level 4th or higher
Description: Your damage-dealing spells that make a ranged touch attack of the particular type (ray or
energy missile) gain a +2 damage modifier.
Taint of Corruption
Prerequisites: Evil Alignment, mana pool
Description: Your Necromantic and negative energy spells cost one less mana for each point of intelligence
bonus you have, with a minimum cost of 1. In addition, you may perform elemental subsitition with negative energy on any spell for an additional
mana point. You may never reduce the cost of any spell to less than 1 mana point using this feat.
Weird
Prerequisites: Chaotic alignment
Description: Your spells have a base 5 + (your int bonus)% chance of producing a weird effect in addition
to its normal effect. This effect always adheres to the intent of the spellcaster when the spell was cast. The
DM chooses an additional spell of the same mana cost as the orginal spell and that spell is cast in addition to the
original spell.
Votishal's Favor/Issek's Mercy/Skama's Guidance
Prerequisites: Good alignment
Description: All of your healing spells heal +2 Hit Points per spell level.
Item Creation Feats
[Back to the Top]
Item creation feats are dependant upon possessing the spells and skills
necessary to create the items in question. This requires the caster
himself to create the item so that it is magical, not enchant an item
after it is created. The combination of skills and resources prevents
most magicians from making many magical items. Here are the items and
their associated skills:
- Brew Potion: Craft Alchemy
- Forge Magic Arms and Armor: Craft Armorsmithing and Craft Weaponsmithing
- Forge Rod: Craft Blacksmthing
- Carve Staff: Craft Woodworking
- Carve Wand: Craft Woodworking
- Carve Wonderous Item: Craft Engineering
- Forge Ring: Craft Jewelcrafting
- Scribe Scroll: Literate
In addition, the formulae, schematics, designs, and patterns for making
a magical item is sought after in much the same way as spells. Thus,
you will only find the feats here to craft expendable items. To create
permanent magics requires specialized processes that are usually
discovered through research or by experimentation.
Brew Potion
Prerequisites: Craft Alchemy Rank 1, Caster level 3rd.
Description:
If you spend four hours during a day seeking out ingredients for a
potion and working to create a concoction, you gain 1 potion token. You
may hurry your foraging along (4 hours is considered taking 20) by
making a craft alchemy check. In general it is a DC 20 challange to
gain a token in 1 hour, and increasing in difficulty with further time
contraints.
You can spend one hour, 2 potion tokens, and a
successful craft alchemy check to create a potion of any 3rd-level or
lower spell that you know and that targets one or more creatures. When
you create a potion, you set the caster level, which must be sufficient
to cast the spell in question and no higher than your own level. The
craft alchemy difficulty of a potion is its spell level x its caster
level. When you create a potion, you make any choices that you would
normally make when casting the spell. Whoever drinks the potion is the
target of the spell. Any potion that stores a spell with a costly
material component or an XP cost also carries a commensurate cost.
Additional supplies are often necessary as with any alchemical
concoction, most notably a suspension to provide a base for the potion.
Scribe Scroll
Prerequisites: Arcane Caster level 1st, literacy
Description: You can scribe spells from one source to another without error. In addition, you can create
a scroll of any spell that you know. If you spend four hours during a day meticulously and uninteruptedly scribing, you
gain 1 scroll token. You can spend 2 scroll tokens per spell level to scribe a scroll. Any scroll
that stores a spell with a costly material component or an XP cost also carries a commensurate cost.
As noted in the Magic
section, anyone can use a magical spell if they have the instructions (a scroll constitutes instructions)
with a blind roll. Those with the "Use Magical Device" skill can use that skill instead of the blind roll
to use a scroll (but not a spellbook). Arcane Spellcasters can use the spell on a scroll without penalty and
at no mana cost. A scroll is consumed when it is used in any of these ways, even if the spell did not activate
or produced negative results.
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