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Feats

Feats

Acrobatic Attack
Requires: Dex 13+, Dodge
If you make an attack by jumping at least 5 feet toward you opponent, jumping down at least 5 feet onto your opponent, or swinging on a rope or similar object into your opponent, you gain a +2 to attack and damage rolls. Make a Jump check; if the result is less than 5 feet, you cannot use this ability on the attack. If the distance is greater than the amount between you and your opponent, you can limit the distance to that of the opponent as a free action.
(Source: dndresources.com (external link))

Alert
Character gains +2 on Alertness checks

Back to Back
By fighting back to back with an ally, you are able to mount a more effective defense against multiple opponents. When flanked, if an ally is in an adjacent square to you, you gain a +2 alliance bonus to your AC.
(Source: dndresources.com (external link))

Blade Stop*
Stop a single melee attack against user each day with successful dexterity check. Must be invoked after hit is rolled but before damage is rolled.

Brutal Stealth*
Requirements: Ability to sneak attack
Adds an additional d6 of damage to sneak attacks.

Catlike
Requirements: Dex 16
Lowers falling damage by one die.

Combined Attack
You work well with others in combat
Prerequisites: Int 12+, Dual Strike
Benefit: As a full-round action, choose an ally within 5 feet. That ally now gains your base attack bonus to hit. You may not take a full action this round; if a half-action would allow you to make an attack, you may take this partial movement. If your ally hits, he deals damage according to his weapon.

Cover Fire
You can provide cover for your allies, making their own assault stronger.
Prerequisites: Rapidshot, Dual Strike
Benefit: On the next two rounds immediately following your Rapidshot attack, any allies attacking your target gain a +4 circumstance bonus to hit.

Dangerous
Requirements: Improved Critical
Declare one attack per day a critical hit before rolling to hit. Feat is expended even if the resulting hit roll is a natural critical.

Dedication
You have aligned yourself with a god or pantheon of gods.
Requirements: Knowledge (Religion) 1+ ranks
Whenever a variable-number divine healing spell is cast on you by a cleric of the god(s) you worship, you receive at least 50% of the effective bonus.
Special: If you ever renounce your god or commit an act against the god's doctrine, you cannot use this ability until you atone for the deed. (Source: Dungeon Master's Guild (external link))

Dual Strike
Benefit: If you and an ally attack the same foe on the same round, he or she gains a +2 circumstance bonus to hit in exchange for a -1 penalty to AC on both yourself and your ally until your next turn. No further effect applies to other attackers in the round.


Exceptional Devotion
Requirements: Ability to cast Divine spells
+2 bonus to Effective Caster Level
Elusive
You take great pains to remain unseen.
Benefit: The difficulty to track you is increased by 2. You also gain a +2 bonus to Hide and Move Silently rolls. (Source: Dungeon Master's Guild (external link))

Fight beyond Death
You can summon the strength to fight even where lesser warriors would go to their graves.
Requirements:Diehard General
Benefit: You are considered "dying" (and not dead) until -15 HP, and until -5 you do not lose a point of HP from movement or not being treated.

Focus Chi
You can use your inner strength to perform astounding feats.
Requirements: Improved Unarmed Attack, Monk 5+ level
By taking a full-round action to focus your "inner breath", you gain a +2 competence bonus to any one ability score, skill roll, saving throw or to your base attack bonus. The bonus lasts for one minute. Once you have chosen which attribute will gain the bonus, you cannot change it for the remainder of the enhancement. You may use this ability once per day per 5 levels. (Source: Dungeon Master's Guild (external link))

Harmony
Requirements: Ranger, Druid or Monk Level 4, Neutral Alignment
+4 bonus to any single Heal, Swim, Diplomacy or Handle Animal check per day

Heartening Presence
Requirements: CHA 18
Your presence gives your allies courage. All allies within sight of you get a +4 morale bonus to saves against fear and fear-effects.
(Source: earthdawn (external link))


Interpose
Requirements: Improved Parry, Alertness
You are able to parry attacks made against an ally. If an ally is within reach of your weapon, and you have Parry active on yourself, you may grant your bonus to AC from Parry to the ally instead for as long as you are adjacent.


Magnetic Divine
Requirements: Charisma 16, ability to cast Divine spells
You use your Charisma score in place of your Wisdom score for the purposes of spells known, spells per day, and highest level of spells usable. You must also assess a -4 circumstance penalty on all rolls for supernatural or spell-like abilities based on Charisma (such as Turn Undead and Lay On Hands.)
Normal: A character uses Wisdom for spells and many class features of the Cleric class.


Parry
Requirements: Weapon Finesse, Lightning Reflexes, Base Attack +3
If you have the ability to attack with a melee weapon (one with which you have Weapon Finesse) on the same phase as someone who attacks you with a melee weapon (either through held action or because they have invoked an attack of opportunity), you may trade that attack for a parry. You may choose to do so after it is determined that the opponent will hit you.

When parrying, roll attack as you would normally (using the appropriate attack bonus) for this attack; if you beat (not meet) the attacker's roll, the attack is parried and does not land. If you have multiple attacks available to you, you may do this multiple times (only once per attack, however), e.g., a +6 base attack bonus would allow you to parry one attack at +6 and another attack at +1, and using an offhand weapon would allow you to parry with each weapon, etc. If you would have attacks still left after a series of parry attempts, however, you cannot take them (a parry on at +11 and +6 does not allow you to then attack at +1).

If the size class of the attacker's weapon is one class greater than yours, you may still parry, but you suffer a -6 penalty.

If the size class of your attacker's weapon is greater than one class greater than yours, you cannot parry that weapon.
(Source: dndresources.com (external link))


Sacrificial Strike
You put all your energy into one final blow in an attempt to cleanse the earth of your vile foe even if you might not survive.
Requirements: Smite Evil Class Feature, Base Attack Bonus +5.
Any time you have less than 20 hit points remaining, you may use one of your smite evil uses per day to activate a sacrificial strike. You draw all your energy into your attack against your foe. You gain 3 times your charisma modifier to attack, and double your paladin level in damage. You are then brought down to -7 hit points. You must target an evil foe. If you use sacrificial strike on a non-evil enemy, you still are dropped to -7 hit points but don't get the bonus damage.
(Source: dndresources.com (external link))


Set-Up
Requirements: Base attack bonus +4, Dex 13+, Dodge, Mobility
You're skilled at maneuvering opponents in combat. If you take the total defense action in combat, any opponent in an area threatened by you that fails to hit you that round is "set-up". They lose any Dexterity bonus to AC against you in the following round and are subject to sneak attacks from you.
(Source: earthdawn (external link))

Spot Flaw
Requirements: Base attack bonus +4, Int 13+, Dex 13+, Alertness, Expertise
You can pick out the weak points in an opponent's armor. You can determine the best spot to strike to overcome your opponent's armor. Make a Spot roll as a standard action against a DC equal to your foe's AC. If your check exceeds the DC, reduce your foe's armor bonus by 2 against you for the duration of the combat. This only affects your foe's armor bonus, not dodge, deflection, or any other kind of AC bonus. You can only make one Spot Flaw check per opponent per combat.
(Source: earthdawn (external link))

Stuff of Legend
You are the relative of a famous hero or villain.
Benefit: You gain a permanent +1 bonus to your class's primary ability score. If your class has more than one primary ability, choose one that gains the bonus.
Special: This feat may only be chosen at 1st level. You gain a +2 energy bonus to reputation recognition checks. (Source: Dungeon Master's Guild (external link))

Trickshot Spell (Metamagic)
You can twist the precise direction and area of your spell.
Benefit: Once per day, you can prevent any one spell you cast from hitting one creature or object of your choice. Thus, you could prevent a Fireball from hitting you while still hitting the enemies surrounding you, or you could save an ally from damage who would otherwise be caught in Burning Hands.
Special: This spell can be taken multiple times in order to allow more uses per day.



Contributors to this page: Kerin .
Page last modified on Saturday 23 of February, 2008 19:08:52 CST by Kerin.