Aurelian Special Feats
Special feats are limited to characters with at least a certain minimum level in a particular class, or characters belonging to a particular race, template, creature type, or subtype. Other characters cannot take them, not even by polymorphing or otherwise shapeshifting into an appropriate race or type. Special feats often have other prerequisites as well. A few Special feats have no special requirements but are instead limited by DM approval for each individual character or campaign.
This is only a handful of the Special feats in Aurelia, the others are currently in need of more detail or tweaking for balance. I still need to finish tweaking my Leadership rules, for instance.
Armor Familiarity (Special)
Your training and practice has given you an extra degree of comfort and skill in using a certain variety of armor, allowing you to maximize its defensive uses while avoiding some of the usual discomfort or restrictiveness of that armor. Choose one particular type of armor to apply this feat to, such as scalemail, chain shirt, studded leather, full plate, or breastplate. Shields are not armor. This is a new feat.
Prerequisites: Proficient with the armor chosen, Fighter level 4th+, BAB +4 or higher, Dodge.
Benefit: The benefits of this feat all apply only when you wear the chosen variety of armor. Firstly, you treat the armor check penalty of that armor as though it were 2 points lower, to a minimum penalty of 0. In addition, you treat the maximum Dexterity bonus to AC allowed by that armor as though it were 2 points higher. Thirdly, you increase its armor bonus to AC by +1, as you know how best to position yourself before an attack and allow the thickest armor to take any blow. However, this increased armor bonus does not apply when you are immobilized or denied a Dexterity bonus to AC, whether or not your Dexterity modifier is actually positive.
Special: This feat is only available to the basic Fighter class, the Guardian variant Fighter, and the Slayer variant Fighter. You may take this feat multiple times, but it must be for a different type of armor each time.
Broad Weapon Mastery (Special)
Perfecting your skills with a few weapons, you have learned to apply some aspects of that mastery to many other weapons. This is a new feat.
Prerequisites: Fighter level 20th+, BAB +20 or higher, Grandmaster (any bludgeoning weapon, and one other piercing or slashing weapon).
Benefit: You gain the benefits of Weapon Focus and Weapon Specialization for all weapons you are proficient with, as well as all natural weapons and unarmed strikes. This only applies to weapons or improvised weapons you are not proficient in if, by some other means, you have eliminated the nonproficiency penalties for using those weapons. This does not spread any increased benefits of Weapon Focus or Weapon Specialization, as granted by other feats or abilities (such as the Grandmaster feat). Furthermore, with any weapons you actually possess Weapon Specialization for, you may apply the increased benefits of the Grandmaster feat regarding Weapon Focus and Weapon Specialization (this is the only exception to the aforementioned restriction).
Special: This feat is only available to the basic Fighter class.
Combat Versatility (Special)
You have mastered the basic and intermediate techniques for wielding a variety of different weapons, allowing you to adapt easily with unfamiliar kinds. This is a new feat.
Prerequisites: Fighter level 6th+, BAB +6 or higher, Weapon Focus (three different weapons, each a different size category, at least one bludgeoning weapon, at least one piercing weapon, at least one slashing weapon, one must be a throwing weapon, one other must be a projectile weapon, and the other must be a melee weapon that is neither a throwing weapon nor a projectile weapon).
Benefit: Reduce the nonproficiency penalty you suffer by 1 point, for all weapons and improvised weapons you wield, whether manufactured weapons or not. This does not grant proficiency, even if you reduce the nonproficiency penalty to -0 by some means.
Special: This feat is only available to the basic Fighter class. You may take this feat up to three times in total, and its benefits stack, but each copy of this feat beyond the first has increased prerequisites. For each additional copy of Combat Versatility, the character must possess one more Weapon Focus feat than the previous copy of Combat Versatility had required. Thus, the second copy of Combat Versatility requires four Weapon Focus feats, and the third copy requires five. These additional Weapon Focus feats must be applied to weapons of different general shapes from those already used for the first Combat Versatility's prerequisites, but need not follow the other Weapon Focus requirements of that Combat Versatility.
Extra Turning (Special)
You can make more turning attempts than normal. This is exactly like the original feat.
Prerequisite: Cleric, Paladin, Shaman, Cleric sub-class, Paladin sub-class, or Shaman sub-class.
Benefit: You can make 4 more turning or rebuking attempts per day with one turning or rebuking ability you possess, such as Turn Undead for a Paladin or Turn or Rebuke the Chosen for a Cleric.
Special: You may take this feat multiple times, gaining 4 additional daily turning attempts each time. You may choose a different turning ability each time.
Grandmaster (Special)
Your mastery of a particular type of weapon is unmatched, allowing you to wield such weapons with supreme skill. Choose a single weapon each time you take this feat, such as the morningstar, longsword, or hand crossbow. You may even choose a natural weapon or the unarmed strike. This is a new feat.
Prerequisites: Fighter level 14th+, BAB +14 or higher, Weapon Expertise (chosen weapon), Weapon Focus (chosen weapon), Weapon Specialization (chosen weapon).
Benefit: With the chosen weapon, you gain a further +2 bonus on attack rolls from Weapon Focus, and to damage from Weapon Specialization. Furthermore, you may re-roll any natural 1 on attack rolls or threat rolls with the chosen weapon, and may re-roll any natural 1s on base damage dice with the chosen weapon.
Special: This feat is only available to the basic Fighter class. You may take this feat multiple times, but it must be for a different weapon each time.
Inspiring Leader (Special)
Circumstances and leadership experience, combined with natural talent, have made you quite effective at motivational speaking and inspiring your comrades. This is a new feat.
Prerequisites: Leadership, Cha 13+.
Benefit: You gain a +1 bonus to your Leadership Score. In addition, you may spend a full-round action giving motivational words to all allies that can hear you, inspiring them to work or fight harder. This does not provoke attacks of opportunity. Make a Charisma check against DC 10, and if successful, you provide all affected allies (excluding yourself) a +1 morale bonus on attack rolls, ability checks, and skill checks. For every 5 points by which you exceed the check's Difficulty Class, the morale bonus is increased by +1. One-half of the bonus, rounded down, also applies to Will saving throws, weapon damage, unarmed strike damage, and natural weapon damage. However, the morale bonus does not apply to Intelligence, Wisdom, or Charisma checks, nor on checks that are based on those ability scores, except for Craft, Handle Animal, and Profession. Skill checks that normally require minutes, hours, or days to make still benefit from this feat, but only once per check. The benefits last for 1 round per point of Charisma bonus you possess. This effect may be used once per day, and no creature may benefit from the motivation of Inspiring Leader feats more than three times per day.
Special: This feat may be taken multiple times, but no more than once each character level, and each time it grants +1 to the character's Leadership Score and one extra daily use of the motivating effect. The limit still applies, however, regarding how many times per day an individual may be inspired. Mundane motivation just can't be effective all day long, unlike magical or psionic motivating effects.
Landlord (Special)
By knowing the right nobles, making contacts with masons and artisans, or performing great deeds for a liege lord, you have resources that help you build and expand your stronghold. This is a similar but slightly different version of the feat from Stronghold Builder's Guidebook.
Prerequisites: Character level 9th+, Leadership, Cha 13+, DM's approval.
Benefit: This feat gives you a small allowance that you can use to build or expand a stronghold. It's not cash, so it only applies to stronghold purchases (you can't cash it out and spend it on something else). In addition, the feat provides matching funds for expenditures made from your own purse of gold. For example, if you spend 50,000 gp of your own (beyond the allowance) to purchase stronghold components, walls, or wondrous architecture, the feat provides a bonus allowance of the same amount. The exact nature of the resources depends on your campaign; you and your DM should decide on this beforehand. If you have performed missions successfully for a noble, rich merchant, or other power group, perhaps they have willed the land to you. If you're a cleric, maybe the church sends supplicants to provide free labor. Regardless of your class or social standing, you might inherit a keep from a long-lost relative. Refer to the following table to determine how much you can spend.
Code:
[COLOR="Blue"][B]Character Stronghold Additional
[U]Level Allowance Funds Gained[/U][/B][/COLOR]
9 20,000 gp N/A
10 40,000 gp 20,000 gp
11 60,000 gp 20,000 gp
12 100,000 gp 40,000 gp
13 140,000 gp 40,000 gp
14 180,000 gp 40,000 gp
15 260,000 gp 80,000 gp
16 340,000 gp 80,000 gp
17 420,000 gp 80,000 gp
18 580,000 gp 160,000 gp
19 740,000 gp 160,000 gp
20 900,000 gp 160,000 gp
21+ +160,000 gp per level beyond 20 160,000 gp
When you first select the Landlord feat, you receive the amount listed under Stronghold Allowance. At each successive level, you get an additional allowance equal to the amount listed under Additional Funds Gained (which is equal to the difference between the Stronghold Allowance of your new level and the previous level). For example, if you take the Landlord feat at 9th-level, you get 20,000 gp to spend on a stronghold. When you attain 10th-level, you receive an additional 20,000 gp (40,000 - 20,000) to spend on your stronghold. Characters can save their allowance from level to level if they wish.
Special: This feat may only be taken with the Dungeon Master's approval, and the DM may require characters to form the necessary contacts in an appropriate region. Multiple characters can take this feat and pool their resources to construct a stronghold together. However, the feat only provides matching funds for your own contributions (that is, if one character from a group of four contributes 10,000 gp to the construction of the group's stronghold, the feat provides matching funds for that character (10,000 gp), not for all four characters (40,000 gp), even if all four have the feat). If all four characters have the feat and each contributes funds to the cause, they each receive matching funds equal to their contribution.
Lethal Blow (Special)
Long and difficult training has allowed you to make full use of a weapon's deadly potential, precisely controlling your attacks to inflict the most grievous wounds possible. Choose a single weapon each time you take this feat, such as the morningstar, longsword, or hand crossbow. You may even choose a natural weapon or the unarmed strike. This is a new feat.
Prerequisites: Fighter level 12th+, BAB +12 or higher, Weapon Focus (chosen weapon), Weapon Specialization (chosen weapon).
Benefit: When you wield the weapon chosen for this feat, increase that weapon's total multiplier for critical hit damage by 1 point. For example, a weapon that normally deals double damage on a critical hit would, with this feat, instead deal triple damage on a critical hit.
Special: This feat is only available to the basic Fighter class and the Skirmisher variant Fighter. You may take this feat multiple times, but it must be for a different weapon each time.
Lightning Fists (Special)
Your skill and agility allow you to attempt a series of blindingly fast blows. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: Monk level 4th+, Flurry of Blows, Dex 15+.
Benefit: When using any Flurry of Blows ability, you may gain an additional attack by accepting an extra -2 penalty to your attacks until the beginning of your next turn. On any round in which you use a Flurry of Blows ability, you may make an extra attack of opportunity, and this one extra attack of opportunity may target the same foe as a previous attack of opportunity that round, but only if that foe has provoked a separate attack of opportunity from you.
Mantis Leap (Special)
You deliver a powerful attack after making a jump. This is a similar but slightly different version of the feat from Sword & Fist.
Prerequisites: Monk level 7th+, Jump 5+ ranks, Str 13+.
Benefit: You may jump as part of the movement for a charge attack. If you jump as part of a charge, you may deal extra damage with your weapon, unarmed strike, or natural weapon. Make a Jump check, and if you leap at least 5 feet over to your enemy (that is, covering the last 5 feet or more between you and the enemy), or leap at least 5 feet high before coming down next to the enemy, you deal 1d4 extra damage with your charge attack for every 5 feet that you leaped, either horizontally or vertically, one or the other.
Natural Domain (Special)
Your divine patron has given you extra power over a particular aspect of nature, similar to clerics of that deity. The extra time you spend in devotions or contemplation slightly infringes on your physical and mental training, however. This is a new feat.
Prerequisites: Druid level 1+, ability to cast at least one spell as a druid, Knowledge (Nature) or Knowledge (Religion) 5+ ranks, Wis 13+, Cha 13+.
Benefit: Choose a cleric domain from amongst Air, Animal, Earth, Fire, Plant, and Water. The chosen domain must be one that your patron deity, spirits, or ideology could grant to clerics. You may prepare and cast the spells of that domain using your druid spell slots (those domain spells are considered part of your spell list). Any of those spells that are already on your druid spell list are cast at +1 effective caster level when cast as druid spells, or +2 effective caster levels with the Animal or Plant domains. You also gain the chosen domain's granted power, with an effective cleric level equal to your druid level. However, in exchange for these benefits, you suffer a -2 penalty to Fortitude and Will saving throws. You also must spend one additional hour each day in supplication or contemplation, though it need not be at the same time as your spell preparation and can be done at any time each day. Failure to complete this extra hour of devotions denies you access to this feat's benefits (but not its penalties) on the following day.
Shield Familiarity (Special)
You have grown very familiar with the use of various shields, and know how best to apply them for personal defense. This is a new feat.
Prerequisites: Proficient with all shields, BAB +6 or higher, Dodge.
Benefit: When you attack in melee with a shield, you retain its AC bonuses. Likewise, when you attack with the same arm on which you carry a buckler, you do not lose the buckler's AC bonuses. Wearing a buckler does not incur the buckler's armor check penalty against your attack rolls with the same arm nor with any other arm, which may aid certain feats such as Weapon Finesse. You may use two shields simultaneously and benefit from both. In addition, you gain a +1 dodge bonus to Armor Class from each shield you use, and you gain this dodge bonus multiple times if you use multiple shields at once. Dodge bonuses stack. Like other dodge bonuses, this one is lost if the character is denied a Dexterity bonus to AC, whether or not their Dexterity modifier is actually positive, and this dodge bonus is lost when immobilized.
Special: This feat is only available to the basic Fighter class and the Guardian variant Fighter.
Weapon Expertise (Special)
Choose a weapon with which you have both Weapon Focus and Weapon Specialization. You may choose an unarmed strike or a natural weapon if you have Weapon Focus and Weapon Specialization with it. The type of weapon you select must normally be a melee or throwing weapon, not a projectile weapon. You are exceptionally good at using the chosen weapon to parry and block attacks, and to assist in your dodging movements, such as using a quarterstaff to briefly pole-vault around. This is a new feat.
Prerequisites: Proficient with weapon, BAB +8 or higher, Fighter level 8th+, Weapon Focus (chosen weapon), Weapon Specialization (chosen weapon).
Benefit: You gain a +2 dodge bonus to Armor Class when wielding the selected weapon. Dodge bonuses stack. Like other dodge bonuses, this one is lost if the character is denied a Dexterity bonus to AC, whether or not their Dexterity modifier is actually positive, and this dodge bonus is lost when immobilized. If you wield more than one weapon of the chosen sort, multiply this feat's dodge bonus with that weapon appropriately. If the chosen weapon is a double weapon and is being wielded as such, then instead double this feat's dodge bonus with that weapon.
Special: This feat is only available to the basic Fighter class, the Guardian variant Fighter, the Skirmisher variant Fighter, and the Slayer variant Fighter. You may take this feat multiple times, but it must be for a different weapon each time.
Weapon Specialization (Special)
Choose a weapon with which you have Weapon Focus. You may choose an unarmed strike or a natural weapon if you have Weapon Focus with it. You know the most effective techniques of striking with that weapon, and thus can deal more damage with it than normal. This is exactly like the original feat.
Prerequisites: Proficient with weapon, BAB +4 or higher, Weapon Focus (chosen weapon).
Benefit: You add +2 to damage with the selected weapon. This damage is multiplied as normal on a critical hit, when applicable.
Special: This feat is only available to the basic Fighter class, the Guardian variant Fighter, the Skirmisher variant Fighter, and the Slayer variant Fighter. You may take this feat multiple times, but it must be for a different weapon each time. However, this feat is also available once (and only once) to the Zealot variant Cleric at 1st-level if he or she takes the War Domain with a simple or martial favored weapon. Likewise, it is available once (only) to the basic Psychic Warrior class at 8th-level if they already have Weapon Focus in their Signature Weapon. Similarly, the basic Samurai class gains Weapon Specialization at 7th-level but only for his or her Ancestral Daisho weapons.