Princess:Feats

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Player's Handbook

Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.

Armour Proficiency: You become proficient with all non-exotic armour.

Combat Expertise[F]: P: Int 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.

  • Canny Opportunist [F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting.
    • Exploit Adjustment[F]: You can make AoO against opponent who make 5 feet step from one square you threaten to another.
  • Defensive Opportunist [F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.
  • Daunting Nuisance[F]: P: BAB +4. B: AT=S, make a melee touch attack. If you hit, opponent is counted as a flat-footed by all your allies adjacent to him.
  • Improved Disarm[F]:
    • Double Weapon Disarm[F]: +4 on disarm with double weapons.

Dodge[F,S]: P: Dex 13. B: +1 dodge AC.

  • Mobility[F,S]:
  • Nimble Deflections[F]: When fighting with two-handed weapon, you gain +2 shield to AC.
  • Favored Dodge: P: Favored Enemy. B: Add one half your Favored Enemy bonus on AC against favored enemies.

Improved Unarmed Strike[F]:

  • Defensive Metered Foot: P: Concentration 3. B: Choose opponent as a free action. Each time this opponent misses you, you gain +1 dodge AC (max +5) against him, successful hit resets bonus.
  • Offensive Metered Foot: P: Concentration 3. B: Choose opponent as a free action. Each time you hit this opponent, you gain +1 insight (max +5) on attacks against him, miss resets bonus.
  • Deft Fist: P: Wis 13, Weapon Finesse, Weapon Focus:Unarmed. B: Ignore cover while making unarmed attacks.
  • Ring the Ear: P: Sneak Attack +2d6. B: When making unarmed Sneak Attack may reduce Sneak Attack bonus by d6 and render opponent deaf for 1m, FC +1/2 lvl +Str negates.
  • Improved Grapple
    • Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.

Combat Reflexes:

  • Backstab [F]: B: May make AoO against flanked opponent who attacks not you.
  • Close-Quarter Defence [F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.
  • Improved Combat Reflexes[F]: P: BAB +6. B: When making AoO may spend AoO to make additional AoO at -5 penalty.
    • Greater Combat Reflexes[F]: P: Dex 15, BAB +11. B: When making AoO may spend AoO to make additional AoO at -10 penalty.
  • Sneak Attack of Opportunity: P: Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack if it is not counted as Sneak Attack.

Power Attack[F]: P: Str 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.

  • Find the Flaw[F]: Ignore N hardness points, where N is your Power Attack reduction.
  • Painful Strike: P: Sneak Attack 3d6. When making a Sneak Attack may reduce your Sneak Attack by 2d6 to imply -2 on attacks, saves, checks and ability checks for 1 m.
    • Lacerate: P: Improved Disarm, Sneak Attack 4d6. B: May reduce Sneak Attack by 3d6 to cause one of opponents hands to cease function for 1m. FC +1/2 +Str negates.
  • Cleave[F]:
    • Quick Cleave[F]: +2 on cleave attacks.
  • Retribution: For each 5 damage you take from opponent you gain +1 on your first attack against this opponent in the following round.
  • Improved Bull Rush[F]:
    • Raging Bull Rush: +4 on Bull Rush while Raging.
  • Improved Overrun[F]:
    • Raging Overrun: +4 on Overrun while Raging.

Skill Focus: +5 on all checks with selected skill.

Spell Penetration: +2 on spell penetration.

  • Greater Spell Penetration: +2 on spell penetration.
    • Burning Focus: P: Cha 13. B: Each time you fail to penetrate creature's SR you gain +1 morale bonus on following attempts to penetrate it's SR. You loose this bonus if you penetrate is's SR or if you cease to penetrate its SR for 1 m.

Toughness: +1 hp per level.

  • Dwarf's Toughness: Prerequisite: Con 13, Fort +1. +2 hp per level.
    • Giant's Toughness: Prerequisite: Con 15, Fort +3. +3 hp per level.
      • Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.

Weapon Finesse: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.

Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group.

  • Weapon Specialization[F]: P: BAB 4. B: Add +2 on damage rolls with selected Weapon Group. Increase this damage to +3 if you using a two-handed weapon, and decrease it to +1 for off-hand weapons. If you have 12 or more Fighter levels you may instead add 1/4 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons).
    • Weapon Mastery[F]: P: Fighter level 4, BAB +8. B: +2 on attack rolls and damage rolls with selected Weapon Group.
    • Greater Weapon Focus[F]: P: BAB 8. B: +2 on attack rolls with chosen Weapon Group. Supersedes Weapon Focus.
      • Greater Weapon Specialization[F]: P: BAB 12. B: Add +4 on damage rolls with selected Weapon Group. Increase this damage to +6 if you using a two-handed weapon, and decrease it to +2 for off-hand weapons. If you have 6 or more Fighter levels you may instead add 1/2 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons). Supersedes Weapon Specialization.

Complete Arcane

All Sudden feats except for Empower, Maximize and Quicken may be used 3/day. No more than one Sudden Metamagic per spell may be used.

  • Sudden Empower: may be used 2/day.
  • Sudden Quicken: Remove all prerequisites except for Sudden Silent and Silent Still.

All Metamagic Spell-like Ability feats works without Spell-like level restrictions. No more than one Metamagic SLA per sla may be used.

  • Maximize Spell-like Ability: may be used 2/day. Prerequisite: CL 7.
  • Quicken Spell-like Ability: 1/day.

Complete Mage

Fiendish Legacy фиты переименовать в Demonic Legacy, в пререки дописать демоничность варлока.

Fey Legacy переименовать в Diabolic Legacy, дописать в пререки диаболичность варлока а в Diabolic Skin изменить ДР на Silver и без ограничений на простак.

Dragon Magazine

Flexible Mind [Anarchic]: Choose 2 skills. They become Class skills for you and receive +1 bonus. Wild Touch: When determining the random effect of a magic item, you may roll twice and choose the more appropriate of the two. 1/day.

Chaos Rage[Anarchic]: P: Rage, Intimidate 1. B: +4 (no more than HD) effective Barbarian level for purposes of Rage except for Rage Powers.

Chaos Music[Anarchic]: P: Bardic Music, Perform 1. B:+4 (no more than HD) effective Bard level for purposes of Bardic Music.

Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.

Hard to Fool: +2 WI, +2 Sense Motive.

Divine Inspiration: P: Turn Undead, Bardic Music. B: Bard and Cleric stacks to determine Bardic Music available to you.

Hymnist: P: divine spells, Bardic Music. B: +Wis on Perform.

Sacred Performer: P: Bardic Music, Turn Undead. B: Your Bard levels stacks with Divine Class levels for purposes of Bardic Music per day and Turn check and damage.

Elemental Theurgy: P: Divine and Arcane spells, Elemental Domain. B: Your CL for your elemental matching Domain descriptor is sum of your arcane and divine CL.

Swift Avenger[S]: P: Nature's Sense, Skirmish +d6. B: Your Druid and Scout levels stack for purposes of Skirmish and Wild Shape per day.

Polyglot: Speak Language is Class. +1 Language.

Suppress Presence: P: Dex 15, Skill Focus:Stealth. B: While having Cover may use Stealth against Blindsense.

Aura of Bravery: Allies (except for you) receive +2 morale against fear.

Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con 3, 3/day.

Inspired Master: Any Item you make have it's CL +1.

Orcus’ Bloodthirst Ritual: P: Worship Orcus. B: On a successful Sneak Attack or confirmed Critical Hit, you may Stun opponent for 1 r, FC DC +1/2 lvl Wis negate, 1/day. Foes that are immune to pain, or Sneak Attacks are immune to this ability.

Quiet Feet: P: Dex 15, Skill Focus:Stealth. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.

Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.

Stalwart: +4 vs Bull Rush, Overrun and Trip.

Two-Weapon Attack of Opportunity: P: Dex 17, Combat Reflexes, Multi-Weapon Combat. B: May make two attacks while making AoO with penalty for MWF. Must spend extra AoO.

Graceful Edge[F]: P: Weapon Finesse, Weapon Focus with single-handed bladed weapon. B: While fighting with single weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).

Battle Hardened[F]: P: BAB +1. B: +1 AC when threatened by two or more opponents.

Shield and Pyke Style[F]: May use Light Shield while using a polearm.

Mounted Fighting[F,S]: +1 attack and damage while mounted.

Concealed Ambush: P: Point Blank Shot, Precise Shot, Stealth 7. B: -10 penalty on Stealth after sniping.

Efficient Pull[F]: +2 Str for composite bows.

Ranged Threat[F]: P: BAB +6, Point Blank Shot, Precise Shot, Combat Reflexes. B: May make ranged AoO within 3 expending all AoO per round.

Occult Opportunist: P: Knowledge:Arcana 2, Spellcraft 2. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.

Opportunistic Tactician[F]: Combat Reflexes, Dodge, Mobility. B: May make extra 5-feet step after making AoO.

Improved Aid Another: Aid Another bonus is 1 more.

Pack Feint: P: BAB +3, Dex 13, Wis 13. B: Successfully feinted opponent looses Dex to AC against first attack each adjacent to him ally make until start of your next turn.

Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.

Improved Whirlwind Attack[F]: P: Whirlwind Attack. B: When making Whirlwind attack may make additional -5/-10 attacks one time each.

Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.

Earth Focus: +1 DC for earth spells, or if save is not allowed +1 CL.

Water Focus: +1 DC for water spells, or if save is not allowed +1 CL.

Radiant Spell[M+2]: Light spell that deals damage blinds target for CL/2 r.

Charming: P: Cha 13, Skill Focus:Persuasion. B: +3 on Cha checks to exert your control.

Combat Charm: P: Wis 13. B: Target threatened by your allies do not receive +5 bonus on it's save against your charm effects.

Puppet Master: P: Wis 13. B: +5 DC on Sense Motive checks to sense your magical influence on subjects.

Flash Casting: When you cast light spell you glow brightly for 1r. You cannot use stealth, but attacks relying on sight receives -2 against you.

Dragon's Rage: P: Dragon Totem Barbarian. B: +2 Str -2 AC while Raging, cannot end your Rage voluntary.

Speak to the Masses: P: Bardic Music, Perform 6. B: +2 DC for Fascinate and Suggeston Bardic music, Fascinate affect twice more targets.

Focused Performer: P: Bardic Music, Perform 1. B: May use Perform instead of Concentration to maintain Bard spell.

Undertone of Heresy: P: Bardic Music, Perform 1. B: While using Bardic Music may spend extra use to increase DC by +2.

  • Blasphemous Utterance: P: Perform 6. B: AT=S, A=12, spend your Bardic music, all who have more HD than you are shaken, equal HD - frightened, and less HD - panicked. WW DC +1/2 Bard +Cha negates. D=d4+Cha r. Aberrations are immune.
    • Sickening Sonata: P: Perform 9. B: AT=S, A=12, spend your Bardic music, all who have more HD than you are paralysed, equal HD - nauseated, and less HD - sickened. WW DC +1/2 Bard +Cha negates. D=d4+Cha r. Aberrations are immune.

Imbue Weapon: P: Turn, Extra Turning. B: AT=S, weapon gains +1+1/4 turning level on attacks and damage against specified creature.

Mystic Animal Companion: B: Animal Companion, Ability to cast Ranger spells, Nature 6. B: As long as you have line of sight to your Animal Companion, you receive +4 CL for your Ranger spells, no more CL than HD.

Elemental Fists: P: Elemental Shape: B: AT=S, Spend your Elemental Shape, D=1m. You gain d12 magical Ghost Touch Slam attack with following effect depending on your elemental affiliation. DC, if any, is +1/2 Drd +Cha: - Air - extra d12 electricity damage and opponent is deafened d4r FC negate. - Earth - extra d12 damage and ignore hardness. - Fire - extra d12 fire damage. - Water - extra d12 cold damage and opponent is fatigued d4m FC negate.

Photosynthesise: P: Plant Shape. B: AT=S, Spend your Wild Shape, D=24h. You are immune to suffocation, do not need to eat is spend 8 hours under direct sunlight and gain +10 inherent FC against thirst.

Savage Mobility: P: Dex 13, Wild Shape. B: Any your Wild Shape receive +2 to all movement modes.

Deflect Energy: P: Divine Spells, Resistance to Energy class ability. B: If targeted with target energy damage which deals your class ability Resistance to Energy, you may forego your saving throw and as immediate action redirect Energy Resistance+Divine Caster level +Cha back. You take all not redirected damage.

Energy Strike: P: Divine Spells, Resistance to Energy class ability. B: You receive pool of Divine Caster Level *d6 energy type you have class resistance. AT=S, R=6, you may spend any part of this pool as a ranged touch attack. If you have Energy Resistance to several energy types, you receive separate pool for each energy. Note: DM may disapprove Favored Souls of light throwing Bolts of Darkness and substitute some energy types.

Disabling Strike: P: Favored Enemy. B: When you make critical hit against your favored enemy, this enemy is stunned FC DC 15+Favored Enemy bonus negates.

Intimidate the Enemy: P: Favored Enemy. B: May demoralize favored enemies as a move action.

Tactical Advantage: P: BAB +5. B: May add half your Favored Enemy bonus against Trip, Bull Rush and Disarm attempts of your favored enemies.

Burning Link[A]: P: Sneak Attack 3d6. B: You may sacrifice 2d6 Sneak Attack damage to transfer remaining Sneak Attack dices to targets familiar/animal companion/special mount, etc.

Dazzling Strike[A]: P: Sneak Attack 2d6. B: May reduce your Sneak Attack damage by Nd6, target is dazzled for N r. Both of you must be in bright illumination area.

Deep Poisoning[A]: P: Sneak Attack, Poison Use. B: When making Sneak Attack with poisoned weapon may trade up to 5 +d6 for +1 Poison DC bonus each.

Precise Strike[A]: P: Dex 13, Sneak Attack. B: May reduce Sneak Attack damage by Nd6 to receive +2*N competence on attack roll. The target still must be susceptible to Sneak Attack for this ability.

Weaken the Heart[A]: P: Sneak Attack 3d6. B: May reduce Sneak Attack damage by 2d6, opponent must make FC +1/2Rog +Int save. If he fails within 10 m each time he makes Str, Dex, or Con check he becomes fatigued. If he is fatigued already, then he becomes exhausted.

Acrobatic Skirmisher[S]: P: Skirmish, Dex 13, Acrobatics 2. B: If you pass the opponents square using Acrobatics, you receive +d6 on your Skirmish damage.

  • Improved Acrobatic Skirmisher[S]: P: Skirmish, Dex 13, Acrobatics 7. B: If you pass the opponents square using Acrobatics, you receive +d6 on your Skirmish damage.

Hinder[S]: P: Skirmish 2d6, Improved Initiative. B: You may reduce your Skirmish damage by d6 to reduce opponents speed by 2 for 1 m. Successful uses do not stack but reset the duration.

Ranged Skirmisher[S]: Dex 13, Wis 13, Point Blank Shot, Precise Shot. B: +6 Skirmish range.

Superior Flanking: P: Improved Flanking. B: Additional +2 on flanking.

Birth Feats

Initial Birth Feats: Prerequisite: 1st level, must be naturally born, may not have any other birth feats.

Name Benefit
Born under the High Sun +1 Intimidate, +2 fire saves, +1 Fort
* Venegance of the Noon, P: Lvl 6, Power Attack. +3 against fire. AT=s, one your weapon deals extra [d] fire damage for Cha r, 1/day.
Born under the Rising Sun +1 Medicine, +2 fear saves, +1 Will
* Spirit of Dawn, P: Lvl 6. +3 against fear. AT=s, all allies gains +2 morale Will for Cha r, 1/day.
Born under the Setting Sun Concentration class, +1 on 2 Knowledges.
* Secrets of the Dusk, P: Lvl6, Skill Focus:Knowledge May take 10 on Concentration. May take 20 on any Knowledge with Skill Focus, 1/day.
Born under the Crescent Moon +1 Awareness, +1 Sense Motive, Detect Thoughts(Sp) 1/day
Born under the Full Moon +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day
Born under the Gibbous +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day
Born under the Half Moon +1 Acrobatics, +1 Concentration, Expeditious Retreat(Sp) 1/day
Born under the New Moon +1 Sleight of Hand, +1 Stealth, Disguise Self(Sp) 1/day

Hex feats

All Hex feats have Prerequisite Hexblade's Curse, some of the feats adds new curses, others improve existing.

Name Prereq Description Normal Improved Dire
Curse of Distraction 1 Hex feat Target must make Concentration checks at stated DC to cast a spell 15+SL*2 20+SL*2 25+Sl*2
Curse of Failure 1 Hex feat Anyone flanking target receives following bonus on his attack roll +1 +2 +4
Curse of Ignorance - Target receives stated penalty on two skills of your choice -5 -10 -15
Curse of Paranoia - Target receives penalty one one saving throw of your choice -2 -3 -6
Curse of Sloth 1 Hex Target has its movement reduced by following value 25% 50% 75%
Curse of the Softened Blade 2 Hex Target receives penalty on it's damage rolls -4 -8 -12
Curse of Stricken 2 Hex Target's Armour bonus reduced by following value -4 -8 -12
Empower Curse - Your Curse penalties are increased by 1 where appropriate. - - -
Extend Curse - Your Curse lasts for 1 d instead of 1 h. - - -
Extra Curse - +2 Curses per day - - -
Foe of Unlucky - Once per round may spend Hexblade's Curse to force opponent to reroll critical hit confirmation against you - - -

Purification feats

Purification feats are feats which improve Paladin's Remove Disease(Sp) class ability and have it as a prerequisite.

Name Benefit
Bane of Decay AT=S, any weapon you hold becomes +1 Undead Bane or +1 Aberration Bane for 10 m
Detoxifying Touch May produce Neutralize Poison(Sp) instead
Extra Remove Disease +2 Remove Disease per day
Smite Carrier May Smite creature who possess poisonous or infectional natural attack
Strengthen Resilience AT=S, you and two touched allies receive +4 on saves against desease and poison. D=1 h.
Wholesome Fare AT=f, you gain 5 uses of Purify Food and Drink for 24 h.