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<blockquote data-quote="Arkhandus" data-source="post: 4740580" data-attributes="member: 13966"><p><strong>Aurelian General Feats: A-C</strong></p><p></p><p><strong><span style="color: Red">Ability Focus (General)</span></strong></p><p>Choose an extraordinary, supernatural, or spell-like ability you possess (but not spells, psionic powers, or other abilities). You have developed greater potency with that ability. This is a similar but slightly different version of the original feat from the Monster Manual II.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Possession of the chosen ability.</p><p><strong><span style="color: blue">Benefit:</span></strong> Add +2 to the Difficulty Class for all saving throws against the extraordinary, spell-like, or supernatural ability you select to focus on.</p><p><strong><span style="color: blue">Special:</span></strong> You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new ability.</p><p></p><p><strong><span style="color: red">Alertness (General)</span></strong></p><p>You have finely tuned senses. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You get a +2 bonus on all Listen checks and Spot checks.</p><p><strong><span style="color: blue">Special:</span></strong> The master of a familiar gains the Alertness feat whenever the familiar is within arm’s reach.</p><p></p><p><strong><span style="color: red">Ambidexterity (General)</span></strong></p><p>You are equally adept at using either hand. This is exactly like the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Dex 15+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You ignore all penalties for using an off hand. You are neither left-handed nor right-handed. Apply your full Strength bonus to damage with off hand attacks, whenever Strength would apply to their damage, instead of applying only half of your Strength bonus.</p><p><strong><span style="color: blue">Normal:</span></strong> Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with his left hand suffers a -4 penalty to attack rolls with that weapon. Also without this feat, you would normally apply only half of your Strength bonus to damage with off hand attacks.</p><p><strong><span style="color: blue">Special:</span></strong> This feat helps offset the penalty for fighting with two weapons. See the PHB or Aurelia Combat Rules for details.</p><p></p><p><strong><span style="color: red">Animal Control (General)</span></strong></p><p>You can channel the power of nature to gain mastery over animals. This is exactly like the original feat from Masters of the Wild.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Animal Defiance, ability to cast Animal Friendship and Speak With Animals as divine spells.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can rebuke or command animals in the same manner that an evil cleric rebukes and commands undead, although this does not channel negative or positive energy. You may rebuke or command animals a number of times per day equal to 3 + your positive Charisma modifier. You rebuke and command them as per your highest divine caster level.</p><p><strong><span style="color: blue">Special:</span></strong> Any animals you command through this ability count against the number of HD worth of animals you can befriend through Animal Friendship.</p><p></p><p><strong><span style="color: red">Animal Defiance (General)</span></strong></p><p>You can channel the power of nature to drive away animals. This is exactly like the original feat from Masters of the Wild.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Ability to cast Detect Animals or Plants as a divine spell.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can turn (but not destroy) animals in the same manner that a good cleric turns undead, although this does not channel positive or negative energy. You may turn animals a number of times per day equal to 3 + your positive Charisma modifier. You turn them as per your highest divine caster level.</p><p></p><p><strong><span style="color: red">Armor Proficiency (Heavy) (General)</span></strong></p><p>You are proficient with heavy armor. This is exactly like the original feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Armor Proficiency (Light), Armor Proficiency (Medium).</p><p><strong><span style="color: blue">Benefit:</span></strong> See Armor Proficiency (Light).</p><p><strong><span style="color: blue">Normal:</span></strong> See Armor Proficiency (Light).</p><p><strong><span style="color: blue">Special:</span></strong> Fighters, paladins, sohei, and psychic warriors have this feat for free. However, some variants of these classes do not.</p><p></p><p><strong><span style="color: red">Armor Proficiency (Light) (General)</span></strong></p><p>You are proficient with light armor. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.</p><p><span style="color: blue"><strong>Normal:</strong></span> A character who is wearing armor with which he is not proficient suffers its armor check penalty on attack rolls and all skill checks that involve moving, including Ride.</p><p><strong><span style="color: blue">Special:</span></strong> All classes except wizards, sorcerers, shugenja, and monks have this feat for free.</p><p></p><p><strong><span style="color: red">Armor Proficiency (Medium) (General)</span></strong></p><p>You are proficient with medium armor. This is exactly like the original feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Armor Proficiency (Light).</p><p><span style="color: blue"><strong>Benefit:</strong></span> See Armor Proficiency (Light).</p><p><strong><span style="color: blue">Normal:</span></strong> See Armor Proficiency (Light).</p><p><strong><span style="color: blue">Special:</span></strong> Fighters, barbarians, paladins, rangers, clerics, druids, bards, samurai, sohei, and psychic warriors have this feat for free. However, some variants of these classes do not.</p><p></p><p><strong><span style="color: red">Arterial Strike (General)</span></strong></p><p>Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss. This is exactly like the original feat from Song & Silence.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +4 or higher, Sneak Attack ability.</p><p><strong><span style="color: blue">Benefit:</span></strong> If you hit with a sneak attack, you may choose to forgo one of your d6 sneak attack dice to deliver a wound that won’t stop bleeding. Each wound so inflicted does an additional 1 point of damage per round. Wounds from multiple arterial strikes result in cumulative blood loss; that is, two successful arterial strikes cause a total of 2 extra damage per round. Blood loss from each such wound stops when the victim receives a successful Heal check, any Cure spell, or any other form of magical or psionic healing. Each such wound requires a separate Heal check to stop its bleeding, and whenever the creature receives magical or psionic healing, each every two points of such healing (rounded up) stops the bleeding of one such wound. Creatures not subject to sneak attacks are immune to the effects of an arterial strike. If the creature also suffers from caltrop wounds, hamstring wounds, wounds from a weapon with the Wounding special ability, or similar wounds, then it takes separate Heal checks or separate points of magical or psionic healing to end the effects of each wound.</p><p></p><p><span style="color: red"><strong>Athletic (General)</strong></span></p><p>You're physically fit and adept at outdoor sports. This is exactly like the original feat from Song & Silence.</p><p><strong><span style="color: blue">Benefit:</span></strong> You get a +2 bonus on all Climb and Swim checks.</p><p></p><p><strong><span style="color: Red">Augment Summoning (General)</span></strong></p><p>Your summoned creatures are more powerful than normal. This is a similar but slightly different version of the original feat from Tome & Blood.</p><p><strong><span style="color: Blue">Prerequisites:</span></strong> Caster level 3rd+, ability to cast at least 2nd-level spells, must know at least one Summon Monster spell.</p><p><span style="color: blue"><strong>Benefit:</strong></span> Creatures you summon with the Summon Monster spells gain +1 hit point per hit die, and each of these creatures you summon has its natural armor bonus to AC improved by +1. In addition, whenever you cast a Summon Monster spell, each creature you summon receives a +1 competence bonus on attack rolls, and to damage with weapons, unarmed strikes, natural weapons, and grapple checks.</p><p></p><p><strong><span style="color: red">Beguiling Presence (General)</span></strong></p><p>Through greater mastery over enchantment magic, you have developed a magical talent for charming others who merely enter your august and inspiring presence. This is a new feat.</p><p><strong><span style="color: Blue">Prerequisites:</span></strong> Caster level 8th+, ability to cast at least 4th-level spells, must know at least one 1st-level or higher spell of the Charm descriptor, Enchanting Personality, Mystic Defense (Enchantment), Spell Focus (Enchantment).</p><p><strong><span style="color: blue">Benefit:</span></strong> You acquire the supernatural, magical ability to influence others with ease. You may activate this supernatural ability once per day as a standard action, which does not provoke attacks of opportunity, and the effect remains for 4 hours. Creatures within 30 feet of you have their attitude towards you improved by one degree (for instance, unfriendly people become indifferent, indifferent people become friendly, and so on and so forth).</p><p></p><p>Beguiling Presence has no effect on creatures who are already hostile toward you, or creatures who have a number of Hit Dice exceeding 6 or half your character level, whichever is higher. This attitude change lasts for the duration of Beguiling Presence, even if those creatures leave the 30 foot area of effect. Creatures do not remember this activation of your ability if they become affected by it. Each creature only has its attitude changed once by each use of this ability; being exposed to your Beguiling Presence again has no further effect if the creature is still under the effects from earlier exposure to your Beguiling Presence.</p><p></p><p>Also, this ability does not prevent a creature's attitude toward you from worsening as normal, if anything causes them to grow less friendly toward you. However, as long as a creature is affected by your Beguiling Presence and has an attitude of friendly or better towards you, that creature suffers a -1 penalty on saving throws against your magical spells and spell-like abilities of the Enchantment school.</p><p></p><p>When the duration of your Beguiling Presence expires, any creatures that had just been affected by it experience a one-degree reduction in their attitude toward you, unless already hostile toward you (thus, if nothing has influenced them to like or dislike you more than previously, they return to the attitude they had possessed before this effect changed it). They do realize that they were more amiable towards you, but do not know the reason why (unless something else makes it obvious to them). Beguiling Presence has no effect on other individuals who possess this feat or the Enchanting Personality feat. This ability is a mind-affecting effect, belonging to the Enchantment school and the Charm descriptor. As such, certain creatures may be immune.</p><p></p><p></p><p><strong><span style="color: Red">Blind-Fight (General)</span></strong></p><p>You know how to fight in melee without being able to see your foes. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> In melee, every time you miss because of concealment, you can reroll your miss chance one time to see if you actually hit. Also, invisible attackers get no bonus to hit you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, if any, and the attacker doesn’t get the usual +2 bonus. The invisible attacker’s bonuses do still apply for ranged attacks, however. In addition, you suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half.</p><p>Normal: Without this feat, regular modifiers for invisible attackers trying to hit you apply, as does the speed reduction for darkness or poor visibility.</p><p><strong><span style="color: blue">Special:</span></strong> This feat is of no use against a character who is the subject of a Blink spell.</p><p></p><p><span style="color: red"><strong>Brachiation (General)</strong></span></p><p>You move through trees like a monkey. This is a similar but slightly different version of the feat from Masters of the Wild.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Climb 6+ ranks, Jump 6+ ranks, Str 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You move through trees at your normal land speed by using your arms to swing from one branch to another. You cannot run in this manner, but may charge. To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farther apart than 15 feet, unless there are sufficient strong vines to swing from. You may not use this ability while holding an item in either hand, or while wearing heavy armor, or while carrying a heavy load.</p><p></p><p><span style="color: red"><strong>Broadened Skills (General)</strong></span></p><p>You have trained and studied to expand your range of skills. This is a new feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain 3 extra skill points when you take this feat. You gain another 1 skill point at every fourth level gained hereafter. These extra skill points are not multiplied at 1st-level, and are not modified by Intelligence.</p><p></p><p><strong><span style="color: red">Charmed (General)</span></strong></p><p>You live a charmed life, whether it begins as one of poverty, or one of wealth and status. Wealth, popularity, and lucky events all just fall into your lap. Though misfortune may find you on occasion, you come out of it okay more often than not. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Str 7+, Con 7+, Int 7+, Cha and two other scores 13+, any ability score 15+.</p><p><span style="color: blue"><strong>Benefit:</strong></span> You seem to be unusually lucky and gifted, despite whatever mishaps may occur, and regardless of whatever minor flaws you may suffer. You gain a +2 luck bonus on a single saving throw each day, or a +2 luck bonus to Armor Class for 1 round each day (you may apply this luck bonus immediately after learning whether or not your saving throw failed or whether or not an attack hit you, and it may change the result if the +2 is sufficient for your saving throw or AC to resist that attack or effect).</p><p></p><p>You also gain a +2 luck bonus on a single skill check or ability check each day (this applies even if taking 10 or taking 20 on the check; however, the luck bonus does not apply to other ability-based checks, only normal ability checks and skill checks). The luck bonus is +3 if you apply it to a Charisma check or Charisma-based skill check. You may even apply these benefits if caught unawares.</p><p></p><p>Lastly, your good luck provides an extra 50 gold pieces at character creation, whether it is from an inheritance, a gift, a lucky find, or other such free source. If you possess enough starting gold, you may purchase masterwork or special items, even magical or psionic items, at character creation. You get another 50 gold, somehow, within one week of gaining each new character level beyond 1st (the DM determines how).</p><p><span style="color: blue"><strong>Special:</strong></span> You may only select this feat at your 1st character level. If you start at a level higher than 1st, the only extra gold you start with from this feat is the 50 extra gold from your current level.</p><p></p><p></p><p><strong><span style="color: Red">Chink in the Armor (General)</span></strong></p><p>You are an expert at slipping a weapon between armor plates or into seams. This is exactly like the original feat from Song & Silence.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Expertise.</p><p><strong><span style="color: blue">Benefit:</span></strong> If you take a standard action to study an opponent, you can ignore half of his or her armor bonus to AC (rounded down) during your next single attack. Only bonuses from actual armor (including natural armor) are halved, not those from shields, enhancement bonuses, magic or psionic items that provide an armor bonus without actually creating material armor, or spells or powers that provide an armor bonus without actually creating material armor.</p><p></p><p><span style="color: red"><strong>Circle Kick (General)</strong></span></p><p>You kick multiple opponents. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><span style="color: blue"><strong>Prerequisites</strong></span>: BAB +2 or higher, Improved Unarmed Strike, Dex 15+.</p><p><strong><span style="color: blue">Benefit:</span></strong> When performing a standard attack action, you may make two unarmed strikes with that action, each targeting a different enemy within the area you threaten unarmed. Both attacks are made at your highest base attack bonus, but you suffer a -2 penalty to AC until the start of your next turn, as though from a lowered Dexterity, as you are unable to resume a solid defense right away.</p><p></p><p>You may also use this feat with a full-attack action, in which case you get your usual number of attacks for the action, plus one additional attack at your highest base attack bonus. In that case, each attack must target a different enemy within your unarmed threatened area; if you have more attacks than enemies within reach, those extra attacks from your base attack bonus are lost. You suffer the same penalty when using the full-round action, -2 to AC as though from a lowered Dexterity.</p><p></p><p>You may use the Flurry of Blows ability or a similar ability with this feat, if you have such an ability. Likewise with the Whirlwind Attack feat, Spring Attack feat, and others like them. When using this feat with Whirlwind Attack, you get just one extra attack from Circle Kick and it only targets one opponent (though it may be an opponent stricken by the Whirlwind Attack). All attacks you make in the same action as this feat must be unarmed strikes, though your attacks of opportunity for the round do not suffer this restriction.</p><p></p><p><strong><span style="color: Red">Cleave (General)</span></strong></p><p>You can follow through with powerful blows. This is exactly like the original feat.</p><p><strong><span style="color: Blue">Prerequisites:</span></strong> Power Attack, Str 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature within reach. You may not take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature, but note that this is a separate attack and thus certain bonuses or effects may not apply, such as sneak attack. This ability is useable once per round.</p><p></p><p><strong><span style="color: red">Clever Wrestling (General)</span></strong></p><p>You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin. This is a similar but slightly different version of the feat from Masters of the Wild.</p><p><strong><span style="color: Blue">Prerequisites:</span></strong> Improved Unarmed Strike, between Tiny and Large in size.</p><p><strong><span style="color: blue">Benefit:</span></strong> When grappling an opponent who is larger than yourself, you receive a +2 circumstance bonus for each size category larger they are, only on grapple checks to avoid a grapple, avoid a pin, escape a grapple, or escape a pin by that opponent.</p><p></p><p><strong><span style="color: red">Close-Proximity Blindsight (General)</span></strong></p><p>You sense opponents in the darkness, or in similar conditions. This is a similar but slightly different version of the Blindsight 5-foot Radius feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +4 or higher, Blind-Fight, Wis 19+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You make use of finely-honed hearing, sensitivity to vibrations in the air and ground, acutely-trained sense of smell, and keen instincts to detect the location of creatures within 10 feet of you, almost as though you can see them, though not quite. Darkness, concealment, and invisibility are irrelevant to you when it comes to fighting effectively, although you cannot detect incorporeal or ethereal beings in this way unless they are producing some noise, scent, or feeling that could give away their position.</p><p></p><p>However, conditions of darkness, invisibility, and concealment still hinder your movement and other actions normally, they just do not affect your attacks, damage, targeting of special abilities, and personal defense. You usually do not need to make Spot or Listen checks to notice creatures within range of this ability. While relying on this ability to replace your sight (or lack thereof), you cannot use abilities that require targeting of specific or precise locations on a foe, such as Sneak Attack, Favored Enemy bonuses to attack and damage, and so on.</p><p></p><p>You also cannot attempt to strike at an opponent's equipment, nor to disarm them, or perform any other such activities that require aiming for a particular part of your foe; you can only detect their general position, size, and shape, very vaguely. You may, however, make trip attempts. Any activities that would be limited, prevented, or negated by your target having concealment suffer as though the target had three-quarters concealment, except that it does not hinder your attack rolls and the like. The benefits of this feat are otherwise like the Blindsight extraordinary ability described in the Monster Manual.</p><p></p><p></p><p><strong><span style="color: red">Close-Quarters Fighting (General)</span></strong></p><p>You are skilled at fighting at close range and resisting grapple attacks. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> BAB +3 or higher.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you are engaged in a grapple, you gain a +3 bonus on Escape Artist checks to escape the grapple. When an enemy attempts to grapple you, any damage you inflict with a successful attack of opportunity, provoked by the grapple attempt, is added to your ensuing grapple check to avoid being grappled. Further, you are entitled to make an attack of opportunity even if the attacking creature has the improved grab ability or the Improved Grapple feat. This feat does not itself provide you with additional attacks of opportunity in a round.</p><p></p><p><strong><span style="color: Red">Combat Agility (General)</span></strong></p><p>Training and natural talent allow you to move around more nimbly while focusing on other activities, especially in the heat of battle. This is a new feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Dodge, Mobility, 5+ ranks in Balance, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You may take one additional 5-foot step on your turn, if your only other movement for the round is from 5-foot steps. The total AC bonus you gain from the Mobility feat (at any time) is increased by +1.</p><p></p><p><span style="color: red"><strong>Combat Mystic (General)</strong></span></p><p>You are adept at casting spells, manifesting powers, or activating spell-like abilities in combat. This is a similar but slightly different version of the original feats Combat Casting and Combat Manifestation.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Caster level 1+ or manifester level 1+ or possession of any spell-like ability that provokes attacks of opportunity when activated.</p><p><strong><span style="color: blue">Benefit:</span></strong> You get a +6 bonus on Concentration checks made to cast a spell, manifest a power, or activate a spell-like ability, on the defensive.</p><p></p><p><span style="color: red"><strong>Combat Reflexes (General)</strong></span></p><p>You can respond quickly and repeatedly to opponents who let their defenses down. This is exactly like the original feat.</p><p><span style="color: blue"><strong>Benefit:</strong></span> You may make attacks of opportunity even when surprised or otherwise flat-footed. Also, when foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round - the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character’s threatened area, he could make attacks of opportunity against three of the four, assuming he did not already use up all his attacks of opportunity for the round. You still only make one attack of opportunity per enemy per round.</p><p><strong><span style="color: blue">Normal:</span></strong> A character lacking this feat can make only one attack of opportunity per round.</p><p><strong><span style="color: blue">Special:</span></strong> A rogue with the Combat Reflexes feat still can only make one attack of opportunity with the benefit of his Opportunist ability in a round (likewise for anyone else possessing Opportunist).</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4740580, member: 13966"] [b]Aurelian General Feats: A-C[/b] [B][COLOR="Red"]Ability Focus (General)[/COLOR][/B] Choose an extraordinary, supernatural, or spell-like ability you possess (but not spells, psionic powers, or other abilities). You have developed greater potency with that ability. This is a similar but slightly different version of the original feat from the Monster Manual II. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Possession of the chosen ability. [B][COLOR="blue"]Benefit:[/COLOR][/B] Add +2 to the Difficulty Class for all saving throws against the extraordinary, spell-like, or supernatural ability you select to focus on. [B][COLOR="blue"]Special:[/COLOR][/B] You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new ability. [B][COLOR="red"]Alertness (General)[/COLOR][/B] You have finely tuned senses. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You get a +2 bonus on all Listen checks and Spot checks. [B][COLOR="blue"]Special:[/COLOR][/B] The master of a familiar gains the Alertness feat whenever the familiar is within arm’s reach. [B][COLOR="red"]Ambidexterity (General)[/COLOR][/B] You are equally adept at using either hand. This is exactly like the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Dex 15+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You ignore all penalties for using an off hand. You are neither left-handed nor right-handed. Apply your full Strength bonus to damage with off hand attacks, whenever Strength would apply to their damage, instead of applying only half of your Strength bonus. [B][COLOR="blue"]Normal:[/COLOR][/B] Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with his left hand suffers a -4 penalty to attack rolls with that weapon. Also without this feat, you would normally apply only half of your Strength bonus to damage with off hand attacks. [B][COLOR="blue"]Special:[/COLOR][/B] This feat helps offset the penalty for fighting with two weapons. See the PHB or Aurelia Combat Rules for details. [B][COLOR="red"]Animal Control (General)[/COLOR][/B] You can channel the power of nature to gain mastery over animals. This is exactly like the original feat from Masters of the Wild. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Animal Defiance, ability to cast Animal Friendship and Speak With Animals as divine spells. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can rebuke or command animals in the same manner that an evil cleric rebukes and commands undead, although this does not channel negative or positive energy. You may rebuke or command animals a number of times per day equal to 3 + your positive Charisma modifier. You rebuke and command them as per your highest divine caster level. [B][COLOR="blue"]Special:[/COLOR][/B] Any animals you command through this ability count against the number of HD worth of animals you can befriend through Animal Friendship. [B][COLOR="red"]Animal Defiance (General)[/COLOR][/B] You can channel the power of nature to drive away animals. This is exactly like the original feat from Masters of the Wild. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Ability to cast Detect Animals or Plants as a divine spell. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can turn (but not destroy) animals in the same manner that a good cleric turns undead, although this does not channel positive or negative energy. You may turn animals a number of times per day equal to 3 + your positive Charisma modifier. You turn them as per your highest divine caster level. [B][COLOR="red"]Armor Proficiency (Heavy) (General)[/COLOR][/B] You are proficient with heavy armor. This is exactly like the original feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Armor Proficiency (Light), Armor Proficiency (Medium). [B][COLOR="blue"]Benefit:[/COLOR][/B] See Armor Proficiency (Light). [B][COLOR="blue"]Normal:[/COLOR][/B] See Armor Proficiency (Light). [B][COLOR="blue"]Special:[/COLOR][/B] Fighters, paladins, sohei, and psychic warriors have this feat for free. However, some variants of these classes do not. [B][COLOR="red"]Armor Proficiency (Light) (General)[/COLOR][/B] You are proficient with light armor. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. [COLOR="blue"][B]Normal:[/B][/COLOR] A character who is wearing armor with which he is not proficient suffers its armor check penalty on attack rolls and all skill checks that involve moving, including Ride. [B][COLOR="blue"]Special:[/COLOR][/B] All classes except wizards, sorcerers, shugenja, and monks have this feat for free. [B][COLOR="red"]Armor Proficiency (Medium) (General)[/COLOR][/B] You are proficient with medium armor. This is exactly like the original feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Armor Proficiency (Light). [COLOR="blue"][B]Benefit:[/B][/COLOR] See Armor Proficiency (Light). [B][COLOR="blue"]Normal:[/COLOR][/B] See Armor Proficiency (Light). [B][COLOR="blue"]Special:[/COLOR][/B] Fighters, barbarians, paladins, rangers, clerics, druids, bards, samurai, sohei, and psychic warriors have this feat for free. However, some variants of these classes do not. [B][COLOR="red"]Arterial Strike (General)[/COLOR][/B] Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss. This is exactly like the original feat from Song & Silence. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +4 or higher, Sneak Attack ability. [B][COLOR="blue"]Benefit:[/COLOR][/B] If you hit with a sneak attack, you may choose to forgo one of your d6 sneak attack dice to deliver a wound that won’t stop bleeding. Each wound so inflicted does an additional 1 point of damage per round. Wounds from multiple arterial strikes result in cumulative blood loss; that is, two successful arterial strikes cause a total of 2 extra damage per round. Blood loss from each such wound stops when the victim receives a successful Heal check, any Cure spell, or any other form of magical or psionic healing. Each such wound requires a separate Heal check to stop its bleeding, and whenever the creature receives magical or psionic healing, each every two points of such healing (rounded up) stops the bleeding of one such wound. Creatures not subject to sneak attacks are immune to the effects of an arterial strike. If the creature also suffers from caltrop wounds, hamstring wounds, wounds from a weapon with the Wounding special ability, or similar wounds, then it takes separate Heal checks or separate points of magical or psionic healing to end the effects of each wound. [COLOR="red"][B]Athletic (General)[/B][/COLOR] You're physically fit and adept at outdoor sports. This is exactly like the original feat from Song & Silence. [B][COLOR="blue"]Benefit:[/COLOR][/B] You get a +2 bonus on all Climb and Swim checks. [B][COLOR="Red"]Augment Summoning (General)[/COLOR][/B] Your summoned creatures are more powerful than normal. This is a similar but slightly different version of the original feat from Tome & Blood. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] Caster level 3rd+, ability to cast at least 2nd-level spells, must know at least one Summon Monster spell. [COLOR="blue"][B]Benefit:[/B][/COLOR] Creatures you summon with the Summon Monster spells gain +1 hit point per hit die, and each of these creatures you summon has its natural armor bonus to AC improved by +1. In addition, whenever you cast a Summon Monster spell, each creature you summon receives a +1 competence bonus on attack rolls, and to damage with weapons, unarmed strikes, natural weapons, and grapple checks. [B][COLOR="red"]Beguiling Presence (General)[/COLOR][/B] Through greater mastery over enchantment magic, you have developed a magical talent for charming others who merely enter your august and inspiring presence. This is a new feat. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] Caster level 8th+, ability to cast at least 4th-level spells, must know at least one 1st-level or higher spell of the Charm descriptor, Enchanting Personality, Mystic Defense (Enchantment), Spell Focus (Enchantment). [B][COLOR="blue"]Benefit:[/COLOR][/B] You acquire the supernatural, magical ability to influence others with ease. You may activate this supernatural ability once per day as a standard action, which does not provoke attacks of opportunity, and the effect remains for 4 hours. Creatures within 30 feet of you have their attitude towards you improved by one degree (for instance, unfriendly people become indifferent, indifferent people become friendly, and so on and so forth). Beguiling Presence has no effect on creatures who are already hostile toward you, or creatures who have a number of Hit Dice exceeding 6 or half your character level, whichever is higher. This attitude change lasts for the duration of Beguiling Presence, even if those creatures leave the 30 foot area of effect. Creatures do not remember this activation of your ability if they become affected by it. Each creature only has its attitude changed once by each use of this ability; being exposed to your Beguiling Presence again has no further effect if the creature is still under the effects from earlier exposure to your Beguiling Presence. Also, this ability does not prevent a creature's attitude toward you from worsening as normal, if anything causes them to grow less friendly toward you. However, as long as a creature is affected by your Beguiling Presence and has an attitude of friendly or better towards you, that creature suffers a -1 penalty on saving throws against your magical spells and spell-like abilities of the Enchantment school. When the duration of your Beguiling Presence expires, any creatures that had just been affected by it experience a one-degree reduction in their attitude toward you, unless already hostile toward you (thus, if nothing has influenced them to like or dislike you more than previously, they return to the attitude they had possessed before this effect changed it). They do realize that they were more amiable towards you, but do not know the reason why (unless something else makes it obvious to them). Beguiling Presence has no effect on other individuals who possess this feat or the Enchanting Personality feat. This ability is a mind-affecting effect, belonging to the Enchantment school and the Charm descriptor. As such, certain creatures may be immune. [B][COLOR="Red"]Blind-Fight (General)[/COLOR][/B] You know how to fight in melee without being able to see your foes. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] In melee, every time you miss because of concealment, you can reroll your miss chance one time to see if you actually hit. Also, invisible attackers get no bonus to hit you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, if any, and the attacker doesn’t get the usual +2 bonus. The invisible attacker’s bonuses do still apply for ranged attacks, however. In addition, you suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half. Normal: Without this feat, regular modifiers for invisible attackers trying to hit you apply, as does the speed reduction for darkness or poor visibility. [B][COLOR="blue"]Special:[/COLOR][/B] This feat is of no use against a character who is the subject of a Blink spell. [COLOR="red"][B]Brachiation (General)[/B][/COLOR] You move through trees like a monkey. This is a similar but slightly different version of the feat from Masters of the Wild. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Climb 6+ ranks, Jump 6+ ranks, Str 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You move through trees at your normal land speed by using your arms to swing from one branch to another. You cannot run in this manner, but may charge. To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farther apart than 15 feet, unless there are sufficient strong vines to swing from. You may not use this ability while holding an item in either hand, or while wearing heavy armor, or while carrying a heavy load. [COLOR="red"][B]Broadened Skills (General)[/B][/COLOR] You have trained and studied to expand your range of skills. This is a new feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain 3 extra skill points when you take this feat. You gain another 1 skill point at every fourth level gained hereafter. These extra skill points are not multiplied at 1st-level, and are not modified by Intelligence. [B][COLOR="red"]Charmed (General)[/COLOR][/B] You live a charmed life, whether it begins as one of poverty, or one of wealth and status. Wealth, popularity, and lucky events all just fall into your lap. Though misfortune may find you on occasion, you come out of it okay more often than not. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Str 7+, Con 7+, Int 7+, Cha and two other scores 13+, any ability score 15+. [COLOR="blue"][B]Benefit:[/B][/COLOR] You seem to be unusually lucky and gifted, despite whatever mishaps may occur, and regardless of whatever minor flaws you may suffer. You gain a +2 luck bonus on a single saving throw each day, or a +2 luck bonus to Armor Class for 1 round each day (you may apply this luck bonus immediately after learning whether or not your saving throw failed or whether or not an attack hit you, and it may change the result if the +2 is sufficient for your saving throw or AC to resist that attack or effect). You also gain a +2 luck bonus on a single skill check or ability check each day (this applies even if taking 10 or taking 20 on the check; however, the luck bonus does not apply to other ability-based checks, only normal ability checks and skill checks). The luck bonus is +3 if you apply it to a Charisma check or Charisma-based skill check. You may even apply these benefits if caught unawares. Lastly, your good luck provides an extra 50 gold pieces at character creation, whether it is from an inheritance, a gift, a lucky find, or other such free source. If you possess enough starting gold, you may purchase masterwork or special items, even magical or psionic items, at character creation. You get another 50 gold, somehow, within one week of gaining each new character level beyond 1st (the DM determines how). [COLOR="blue"][B]Special:[/B][/COLOR] You may only select this feat at your 1st character level. If you start at a level higher than 1st, the only extra gold you start with from this feat is the 50 extra gold from your current level. [B][COLOR="Red"]Chink in the Armor (General)[/COLOR][/B] You are an expert at slipping a weapon between armor plates or into seams. This is exactly like the original feat from Song & Silence. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Expertise. [B][COLOR="blue"]Benefit:[/COLOR][/B] If you take a standard action to study an opponent, you can ignore half of his or her armor bonus to AC (rounded down) during your next single attack. Only bonuses from actual armor (including natural armor) are halved, not those from shields, enhancement bonuses, magic or psionic items that provide an armor bonus without actually creating material armor, or spells or powers that provide an armor bonus without actually creating material armor. [COLOR="red"][B]Circle Kick (General)[/B][/COLOR] You kick multiple opponents. This is a similar but slightly different version of the feat from Sword & Fist. [COLOR="blue"][B]Prerequisites[/B][/COLOR]: BAB +2 or higher, Improved Unarmed Strike, Dex 15+. [B][COLOR="blue"]Benefit:[/COLOR][/B] When performing a standard attack action, you may make two unarmed strikes with that action, each targeting a different enemy within the area you threaten unarmed. Both attacks are made at your highest base attack bonus, but you suffer a -2 penalty to AC until the start of your next turn, as though from a lowered Dexterity, as you are unable to resume a solid defense right away. You may also use this feat with a full-attack action, in which case you get your usual number of attacks for the action, plus one additional attack at your highest base attack bonus. In that case, each attack must target a different enemy within your unarmed threatened area; if you have more attacks than enemies within reach, those extra attacks from your base attack bonus are lost. You suffer the same penalty when using the full-round action, -2 to AC as though from a lowered Dexterity. You may use the Flurry of Blows ability or a similar ability with this feat, if you have such an ability. Likewise with the Whirlwind Attack feat, Spring Attack feat, and others like them. When using this feat with Whirlwind Attack, you get just one extra attack from Circle Kick and it only targets one opponent (though it may be an opponent stricken by the Whirlwind Attack). All attacks you make in the same action as this feat must be unarmed strikes, though your attacks of opportunity for the round do not suffer this restriction. [B][COLOR="Red"]Cleave (General)[/COLOR][/B] You can follow through with powerful blows. This is exactly like the original feat. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] Power Attack, Str 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get an immediate, extra melee attack against another creature within reach. You may not take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature, but note that this is a separate attack and thus certain bonuses or effects may not apply, such as sneak attack. This ability is useable once per round. [B][COLOR="red"]Clever Wrestling (General)[/COLOR][/B] You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin. This is a similar but slightly different version of the feat from Masters of the Wild. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] Improved Unarmed Strike, between Tiny and Large in size. [B][COLOR="blue"]Benefit:[/COLOR][/B] When grappling an opponent who is larger than yourself, you receive a +2 circumstance bonus for each size category larger they are, only on grapple checks to avoid a grapple, avoid a pin, escape a grapple, or escape a pin by that opponent. [B][COLOR="red"]Close-Proximity Blindsight (General)[/COLOR][/B] You sense opponents in the darkness, or in similar conditions. This is a similar but slightly different version of the Blindsight 5-foot Radius feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +4 or higher, Blind-Fight, Wis 19+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You make use of finely-honed hearing, sensitivity to vibrations in the air and ground, acutely-trained sense of smell, and keen instincts to detect the location of creatures within 10 feet of you, almost as though you can see them, though not quite. Darkness, concealment, and invisibility are irrelevant to you when it comes to fighting effectively, although you cannot detect incorporeal or ethereal beings in this way unless they are producing some noise, scent, or feeling that could give away their position. However, conditions of darkness, invisibility, and concealment still hinder your movement and other actions normally, they just do not affect your attacks, damage, targeting of special abilities, and personal defense. You usually do not need to make Spot or Listen checks to notice creatures within range of this ability. While relying on this ability to replace your sight (or lack thereof), you cannot use abilities that require targeting of specific or precise locations on a foe, such as Sneak Attack, Favored Enemy bonuses to attack and damage, and so on. You also cannot attempt to strike at an opponent's equipment, nor to disarm them, or perform any other such activities that require aiming for a particular part of your foe; you can only detect their general position, size, and shape, very vaguely. You may, however, make trip attempts. Any activities that would be limited, prevented, or negated by your target having concealment suffer as though the target had three-quarters concealment, except that it does not hinder your attack rolls and the like. The benefits of this feat are otherwise like the Blindsight extraordinary ability described in the Monster Manual. [B][COLOR="red"]Close-Quarters Fighting (General)[/COLOR][/B] You are skilled at fighting at close range and resisting grapple attacks. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] BAB +3 or higher. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you are engaged in a grapple, you gain a +3 bonus on Escape Artist checks to escape the grapple. When an enemy attempts to grapple you, any damage you inflict with a successful attack of opportunity, provoked by the grapple attempt, is added to your ensuing grapple check to avoid being grappled. Further, you are entitled to make an attack of opportunity even if the attacking creature has the improved grab ability or the Improved Grapple feat. This feat does not itself provide you with additional attacks of opportunity in a round. [B][COLOR="Red"]Combat Agility (General)[/COLOR][/B] Training and natural talent allow you to move around more nimbly while focusing on other activities, especially in the heat of battle. This is a new feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Dodge, Mobility, 5+ ranks in Balance, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You may take one additional 5-foot step on your turn, if your only other movement for the round is from 5-foot steps. The total AC bonus you gain from the Mobility feat (at any time) is increased by +1. [COLOR="red"][B]Combat Mystic (General)[/B][/COLOR] You are adept at casting spells, manifesting powers, or activating spell-like abilities in combat. This is a similar but slightly different version of the original feats Combat Casting and Combat Manifestation. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Caster level 1+ or manifester level 1+ or possession of any spell-like ability that provokes attacks of opportunity when activated. [B][COLOR="blue"]Benefit:[/COLOR][/B] You get a +6 bonus on Concentration checks made to cast a spell, manifest a power, or activate a spell-like ability, on the defensive. [COLOR="red"][B]Combat Reflexes (General)[/B][/COLOR] You can respond quickly and repeatedly to opponents who let their defenses down. This is exactly like the original feat. [COLOR="blue"][B]Benefit:[/B][/COLOR] You may make attacks of opportunity even when surprised or otherwise flat-footed. Also, when foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round - the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character’s threatened area, he could make attacks of opportunity against three of the four, assuming he did not already use up all his attacks of opportunity for the round. You still only make one attack of opportunity per enemy per round. [B][COLOR="blue"]Normal:[/COLOR][/B] A character lacking this feat can make only one attack of opportunity per round. [B][COLOR="blue"]Special:[/COLOR][/B] A rogue with the Combat Reflexes feat still can only make one attack of opportunity with the benefit of his Opportunist ability in a round (likewise for anyone else possessing Opportunist). [/QUOTE]
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