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<blockquote data-quote="Arkhandus" data-source="post: 4749147" data-attributes="member: 13966"><p><strong>Aurelian General Feats: G-J</strong></p><p></p><p><strong><span style="color: Red">Great Cleave (General)</span></strong></p><p>You can wield a melee weapon with such power that you can strike multiple times when you fell your foes. This is exactly like the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +4 or higher, Power Attack, Cleave, Str 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> As Cleave, except that you have no limit to the number of times you can use it per round.</p><p></p><p><strong><span style="color: red">Greater Fists of Iron (General)</span></strong></p><p>You have grown accustomed to empowering your fists, feet, and other unarmed striking points with <em>ki</em>. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +4 or higher, Fists of Iron, Wis 19+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You may use the Fists of Iron feat an additional 3 times per day, and the extra damage from that feat increases to 2d4.</p><p></p><p><strong><span style="color: red">Greater Resiliency (General)</span></strong></p><p>Your extraordinary resilience to damage increases. This is a similar but slightly different version of the feat from Masters of the Wild.</p><p><span style="color: blue"><strong>Prerequisite:</strong></span> Damage Reduction as a class feature or innate ability.</p><p><strong><span style="color: blue">Benefit:</span></strong> The amount of damage your Damage Reduction negates is increased by 1 point, if it is not limited by the attacker's enhancement bonus, material, or other quality. If your Damage Reduction is limited by such a factor, such as DR 15/+3 or DR 5/silver, then instead the amount of damage your DR negates when such qualities are not used is increased by 4 points. For instance, if you have Damage Reduction 2/- as a Barbarian class feature, this feat increases it to DR 3/-. Or if you have Damage Reduction 20/+1 for example, this feat would increase it to DR 24/+1. This feat may only be applied to a single type of Damage Reduction, chosen at the time you acquire the feat.</p><p></p><p></p><p><span style="color: red"><strong>Greater Spell Focus (General)</strong></span></p><p>Choose a school of magic, such as Illusion, to which you have already applied the Spell Focus feat. Your spells of that school are even more potent than before. This is exactly like the original feat from Tome & Blood.</p><p><span style="color: blue"><strong>Prerequisite:</strong></span> Spell Focus in the chosen school of magic.</p><p><strong><span style="color: blue">Benefit:</span></strong> Add +4 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on. This feat supersedes (does not stack with) the benefits of Spell Focus in the chosen school.</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 school of magic to which you have already applied Spell Focus.</p><p></p><p><strong><span style="color: red">Greater Spell Penetration (General)</span></strong></p><p>Your spells are especially potent, breaking through spell resistance more readily than normal. This is exactly like the original feat from Tome & Blood.</p><p><span style="color: blue"><strong>Prerequisite:</strong></span> Spell Penetration.</p><p><strong><span style="color: blue">Benefit:</span></strong> You get a +4 bonus to caster level checks (1d20 + caster level) to beat a creature’s spell resistance. You also get a +2 bonus on dispel checks, when they are allowed. This feat supersedes (does not stack with) the benefits of Spell Penetration.</p><p></p><p><span style="color: red"><strong>Greater Toughness (General)</strong></span></p><p>You have exceptionally strong bones and uncanny pain resistance. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Toughness twice, Improved Toughness.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain 4 additional hit points for each feat you have with the word Toughness in its name, including this one, when you first acquire this feat. Henceforth, whenever you gain another feat with Toughness in its name, you gain an additional 4 hit points.</p><p></p><p><strong><span style="color: red">Greater Two-Weapon Fighting (General)</span></strong></p><p>You are a master at fighting two-handed. This is exactly like the original feat from Masters of the Wild.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +15 or higher, Ambidexterity, Improved Two-Weapon Fighting, Two-Weapon Fighting.</p><p><span style="color: blue"><strong>Benefit:</strong></span> When making a full-attack action and wielding two melee weapons or a double weapon, you get a third attack with the off-hand melee weapon, at your highest base attack bonus but suffering a -10 penalty.</p><p><span style="color: blue"><strong>Normal:</strong></span> Without this feat, you can only get a single extra attack with an off-hand melee weapon, or two attacks with the Improved Two-Weapon Fighting feat.</p><p></p><p><strong><span style="color: red">Great Fortitude (General)</span></strong></p><p>You are tougher than normal. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain a +2 bonus to all Fortitude saving throws.</p><p></p><p><strong><span style="color: red">Great Throw (General)</span></strong></p><p>You can throw your opponents to the ground, choosing where they land and dealing damage in the process. This is exactly like the original feat from Oriental Adventures.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you make a successful unarmed trip attack against a creature no larger than your own size, you can choose where the creature lands, within the area your threaten. In addition, you deal your normal unarmed strike damage to the opponent. When you use this option, however, you cannot make a follow-up attack using the Improved Trip feat.</p><p></p><p><strong><span style="color: Red">Hamstring (General)</span></strong></p><p>You can wound an opponent’s legs, hampering his or her movement. This is a similar but slightly different version of the feat from Song & Silence.</p><p><strong><span style="color: Blue">Prerequisites:</span></strong> BAB +4 or higher, Sneak Attack +2d6 or higher.</p><p><strong><span style="color: Blue">Benefit:</span></strong> If you hit with a sneak attack, you may choose to forgo two of your d6 sneak attack dice to reduce your opponent’s land speed by half (rounded down to the nearest 5 feet). Other forms of movement (fly, burrow, and so forth) aren’t affected. You cannot use Hamstring with the same attack as Arterial Strike or a Crippling Blow. Two active Hamstring effects on a creature will reduce its land speed to one-quarter normal (rounded up to the nearest 5 feet), and only two can afflict the creature at a time. Creatures with more than two legs may be affected by up to one Hamstring per leg. However, for them, each Hamstring reduces their speed by an appropriate fraction (for instance, a centaur loses one-quarter of their speed per Hamstring affecting them, while a spider loses one-eighth of its speed per Hamstring). Round the remaining speed up to the nearest 5 feet, and Hamstring cannot reduce the creature's land speed to less than 5 feet. Each Hamstring effect is negated after 24 hours of natural healing or one dose of other appropriate healing (a successful Heal check as though for a caltrop wound, or 2 points of magical or psionic healing). A hamstring attack does not slow creatures that are not subject to sneak attack damage, or who have no legs. It takes separate days of natural healing, or Heal checks, or cumulative points of magical or psionic healing to mend caltrop wounds, Hamstring injuries, Arterial Strike injuries, or injuries from a weapon with the Wounding special ability.</p><p></p><p><strong><span style="color: Red">Harmonic Melody (General)</span></strong></p><p>Your Bardic Music and Virtuoso Performances affect plants and plant creatures. This is exactly like the Green Ear feat from Song & Silence.</p><p><strong><span style="color: Blue">Prerequisites:</span></strong> Bardic Music ability, 10+ ranks in Perform.</p><p><strong><span style="color: Blue">Benefit:</span></strong> You can alter any of your mind-affecting Bardic Music or Virtuoso Performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect.</p><p><strong><span style="color: Blue">Normal:</span></strong> Plants are normally immune to all mind-affecting effects.</p><p></p><p><strong><span style="color: red">Hold the Line (General)</span></strong></p><p>You are trained in defensive techniques against charging 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, Combat Reflexes, Str 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You may make an attack of opportunity against a charging opponent when he or she enters the area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved. If your attack of opportunity hits and deals damage, you may make a Strength check opposed by the opponent's own Strength check, with a +2 bonus on your own check. You gain a further +3 bonus if your weapon was set against a charge and is a weapon that normally deals extra damage in such a case.</p><p></p><p>If your opposed Strength check is successful, the opponent's charge ends just after they enter your threatened area. This halts their movement and prevents them from making the attack they would have otherwise been allowed with that charge, unless they are still within reach of their target after halting. This feat does not grant you extra attacks of opportunity for the round, so if you have no more attacks of opportunity available this round, you cannot use Hold the Line.</p><p></p><p></p><p><strong><span style="color: red">Improved Bull Rush (General)</span></strong></p><p>You know how to push opponents back. This is a similar but slightly different version of the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Power Attack, Str 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you perform a bull rush, you do not draw an attack of opportunity from the defender. You gain a +2 bonus on all rolls and checks to perform or resist a bull rush. If your opposed check to bull rush an opponent succeeds by 10 or more points, and you moved at least 10 feet with the defender, you may push them an additional 5 feet with the bull rush. You do not move this additional 5 feet with them.</p><p></p><p><strong><span style="color: red">Improved Critical (General)</span></strong></p><p>Choose one type of weapon, such as longsword or greataxe. You may choose instead unarmed strike or melee strike. A melee strike covers melee touch attacks and any effects that require a melee attack roll but which use no weapons, unarmed strikes, or natural weapons. If you are a spellcaster or manifester, or if you possess spell-like abilities, you may choose ray or projection.</p><p></p><p>A ray is a ranged touch attack, such as that made with a Ray of Frost spell. A projection is a spell, power, or other ability that requires a normal ranged attack roll, but is not a ray and uses no weapons, natural weapons, or unarmed strikes. With the chosen weapon or attack type, you know how to hit where it hurts. This is exactly like the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Proficient with weapon, BAB +8 or higher.</p><p><span style="color: blue"><strong>Benefit:</strong></span> When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers). If a character using a longsword has Improved Critical (Longsword), the threat range becomes 17 through 20 (four numbers). Note that “Keen” magic weapons also double their normal nonmagical threat range.</p><p></p><p>As with all doubled doublings, the result is a tripling. A magic longsword with the Keen quality in the hands of a character with Improved Critical (Longsword) would have a threat range of 15 through 20 (six numbers: two for being a longsword, plus two for being doubled once and plus another two for being doubled a second time).</p><p><strong><span style="color: blue">Special:</span></strong> You can gain this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a new weapon or attack type.</p><p></p><p></p><p><strong><span style="color: red">Improved Disarm (General)</span></strong></p><p>You know how to disarm opponents in melee combat. This is a similar but slightly different version of the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Expertise, Int 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you if your attempt fails. You gain a +2 bonus on the opposed attack roll when attempting to disarm a foe, or when an opponent tries to disarm you.</p><p><strong><span style="color: blue">Normal:</span></strong> You normally incur an attack of opportunity from the opponent you attempt to disarm, and if your disarm attempt fails, the opponent is normally allowed to try disarming you in return.</p><p></p><p><strong><span style="color: red">Improved Flight (General)</span></strong></p><p>You gain greater maneuverability when flying than you would normally have. This is exactly like the original feat from Masters of the Wild.</p><p><span style="color: blue"><strong>Prerequisite:</strong></span> Ability to fly (whether naturally, magically, psionically, or through shapechanging).</p><p><span style="color: blue"><strong>Benefit:</strong></span> Your maneuverability while flying improves by one grade, up to a maximum of perfect. For example, if your normal flight maneuverability is poor, it becomes average.</p><p></p><p><strong><span style="color: red">Improved Initiative (General)</span></strong></p><p>You can react more quickly than normal in a fight. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You get a +4 bonus to Initiative checks.</p><p></p><p><span style="color: red"><strong>Improved Overrun (General)</strong></span></p><p>You are trained in knocking over opponents, especially those who are smaller than you. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Expertise, Improved Bull Rush, Improved Trip, Power Attack, Str 13+.</p><p><span style="color: blue"><strong>Benefit:</strong></span> You do not provoke attacks of opportunity from your target when attempting to overrun them. When you attempt to overrun an opponent who is at least one size category smaller than you, the target cannot avoid you. If you knock down your opponent with an overrun, regardless of the foe's size, you immediately get an attack of opportunity against that opponent, gaining the standard +4 bonus on attack rolls against prone targets. You are still able to continue your charge as normal, you merely have the chance to take an opportunistic strike at the toppled opponent along the way. You cannot take the attack of opportunity if you have none remaining for this round.</p><p></p><p><strong><span style="color: red">Improved Power Attack (General)</span></strong></p><p>Your melee attacks can be truly devastating in their raw power. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisite:</strong></span> Str 17+, BAB +11 or higher, Power Attack.</p><p><strong><span style="color: blue">Benefit:</span></strong> As per the Power Attack feat, but the amount you may subtract from attack rolls and add to damage is not limited to 10 points, instead only limited to a maximum equal to your base attack bonus.</p><p></p><p><strong><span style="color: red">Improved Shield Bash (General)</span></strong></p><p>You can push opponents by bashing them with your shield. This is exactly like the original feat from Defenders of the Faith.</p><p><span style="color: blue"><strong>Prerequisite:</strong></span> Power Attack.</p><p><strong><span style="color: blue">Benefit:</span></strong> Any shield bash you make with a small or large shield also affects your opponent as if you had performed a bull rush. Make an opposed Strength check as normal, and if your check is higher than the defender's, they are moved back 5 feet. You don't actually move into your opponent's space or incur attacks of opportunity for the bash. You also can't move your opponent back more than 5 feet, nor can you move along with the defender. You can't use this feat with a buckler or tower shield.</p><p></p><p><span style="color: red"><strong>Improved Sunder (General)</strong></span></p><p>You are adept at placing your attacks precisely where you want them to land against an object. 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 +3 or higher, Sunder.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you strike a weapon, shield, or other object, the amount of damage you inflict is increased by 50% (multiply by 1.5), rounded down. You also ignore one-quarter of the object's hardness, rounded up. However, you cannot ignore the hardness of magic or psionic items unless your own weapon is of equal or higher caster level or manifester level.</p><p></p><p>If your weapon has an enhancement bonus only from its material, or from spell effects upon it, or from psionic powers upon it, then your weapon's effective caster or manifester level for purposes of this feat's guidelines is equal to its enhancement bonus to attack, multiplied by three. If the object is adamantine, you cannot ignore its hardness unless your own weapon is adamantine.</p><p><strong><span style="color: blue">Special:</span></strong> This feat only applies when you are attacking with a weapon or natural weapon, unless you possess the Eagle Claw Attack feat, which allows its use with unarmed strikes. If you possess that feat and this one, then any effective enhancement bonus to your unarmed strikes from effects like <em>Ki</em> Strike will count for purposes of this feat's guidelines.</p><p></p><p></p><p><strong><span style="color: red">Improved Swimming (General)</span></strong></p><p>You swim faster than you normally could. This is a similar but slightly different version of the feat from Masters of the Wild.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Swim 6+ ranks, Str 13+, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> Add one-quarter of your land speed, rounded up to the nearest 5 feet, to your movement speed when swimming as a move-equivalent or full-round action. If you have an actual swim speed, you may instead add one-sixth of that speed to itself, rounded up to the nearest 5 feet.</p><p><strong><span style="color: blue">Normal:</span></strong> Without this feat or a racial swim speed, you swim at one-quarter of your land speed as a move-equivalent action or at one-half of your land speed as a full-round action.</p><p></p><p><strong><span style="color: red">Improved Toughness (General)</span></strong></p><p>You are unusually resistant to harm. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Toughness twice.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain 10 additional hit points when you acquire this feat. This benefit is doubled once your character level exceeds 19th.</p><p></p><p><strong><span style="color: red">Improved Trip (General)</span></strong></p><p>You are trained not only in tripping opponents, but in following through with an attack. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Expertise, Int 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain a +2 bonus on the opposed check to trip an opponent or to resist being tripped yourself. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.</p><p></p><p>For example, an 11th-level fighter with three attacks at base attack bonuses of +11, +6, and +1, could attempt to trip his opponent during combat. His first attempt fails, using up his first attack, but his second attempt succeeds, and he immediately makes a melee attack against his opponent with a base attack bonus of +6. Finally, he takes his last attack at +1.</p><p><span style="color: blue"><strong>Normal:</strong></span> A trip attempt normally replaces an actual attack.</p><p><strong><span style="color: blue">Special:</span></strong> A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite Intelligence score.</p><p></p><p></p><p><strong><span style="color: red">Improved Two-Weapon Fighting (General)</span></strong></p><p>You are an expert at fighting two-handed. This is exactly like the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +9 or higher, Ambidexterity, Two-Weapon Fighting.</p><p><strong><span style="color: blue">Benefit:</span></strong> In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, albeit at a -5 penalty to hit.</p><p><strong><span style="color: blue">Normal:</span></strong> Without this feat, you can only get a single extra attack with an off-hand weapon.</p><p></p><p><span style="color: red"><strong>Improved Unarmed Strike (General)</strong></span></p><p>You are skilled at fighting while unarmed. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You are considered to be armed even when unarmed; that is, armed opponents do not get attacks of opportunity when you attack them while unarmed, and you threaten the area within your natural reach with unarmed strikes, allowing you to make unarmed attacks of opportunity. You still get an attack of opportunity against any opponent who makes an unarmed attack on you, unless they also possess this feat or a similar ability.</p><p></p><p>In addition, you may use either punches or kicks effectively for unarmed strikes, and this does not affect whether each attack is treated as a primary-hand or off-hand attack (you may treat any of your arms or legs as the primary hand when striking unarmed with punches or kicks, effectively). Lastly, you may deal normal or subdual damage with unarmed strikes and grapple checks, at no penalty.</p><p><span style="color: blue"><strong>Special:</strong></span> A monk gains this feat for free at 1st-level.</p><p></p><p><strong><span style="color: Red">Instant Furor (General)</span></strong></p><p>You draw upon your furious power instantly. This is a similar but slightly different version of the Instantaneous Rage feat from Masters of the Wild.</p><p><strong><span style="color: Blue">Prerequisites:</span></strong> Ability to enter any kind of Rage, Frenzy, or Fury as a class feature or racial trait, character level 9th+.</p><p><strong><span style="color: Blue">Benefit:</span></strong> Your Rage, Frenzy, or Fury begins at any time you wish, even when it's not your turn or when you're surprised. You can activate your Rage, Frenzy, or Fury in response to another's action, after learning the result but before it takes effect. Thus, you can gain the benefits of Rage, Frenzy, or Fury in time to prevent or ameliorate an undesirable event. For example, you could gain the additional hit points that Rage grants just before a blow that would otherwise cause you to fall unconscious, or better your chances of making a successful saving throw against an incoming spell.</p><p><strong><span style="color: Blue">Normal:</span></strong> Without this feat, you enter a Rage, Frenzy, or Fury only during your turn.</p><p></p><p><strong><span style="color: Red">Intimidating Rage (General)</span></strong></p><p>Your rage engenders fear in your opponents. 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> Ability to enter a Rage, base Will save +2 or higher, Intimidate 7+ ranks.</p><p><strong><span style="color: Blue">Benefit:</span></strong> You gain a morale bonus on Intimidate skill checks when Raging, equal to the morale bonus that your Rage provides on Will saves. While you are Raging, at the start of your turn you may designate a single foe within 30 feet at the moment, who must make a Will save (DC = 10 + one-half your character level + your Charisma modifier) or become shaken with fear. The target remains shaken as long as you continue to Rage and the target does not believe for certain that you are unconscious or dead. A shaken creature suffers a -2 morale penalty on attack rolls, saves, and checks. You may choose a new target each round, and previous targets remian affected as normal. Any target who makes their save against your Intimidating Rage is immune to it for 24 hours. Creatures who are immune to fear, or who do not see you Raging when you targeted them (visually, not through blindsight), are also immune to the fear effect of Intimidating Rage.</p><p></p><p><span style="color: red"><strong>Iron Will (General)</strong></span></p><p>You have a stronger will than normal. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You get a +2 bonus to all Will saving throws.</p><p></p><p><strong><span style="color: Red">Jack of All Trades (General)</span></strong></p><p>You’ve picked up a smattering of even the most obscure skills. This is exactly like the original feat from Song & Silence.</p><p><span style="color: blue"><strong>Prerequisite:</strong></span> Character level 8th+.</p><p><strong><span style="color: Blue">Benefit:</span></strong> You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are already allowed to select it.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4749147, member: 13966"] [b]Aurelian General Feats: G-J[/b] [B][COLOR="Red"]Great Cleave (General)[/COLOR][/B] You can wield a melee weapon with such power that you can strike multiple times when you fell your foes. This is exactly like the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +4 or higher, Power Attack, Cleave, Str 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] As Cleave, except that you have no limit to the number of times you can use it per round. [B][COLOR="red"]Greater Fists of Iron (General)[/COLOR][/B] You have grown accustomed to empowering your fists, feet, and other unarmed striking points with [I]ki[/I]. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +4 or higher, Fists of Iron, Wis 19+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You may use the Fists of Iron feat an additional 3 times per day, and the extra damage from that feat increases to 2d4. [B][COLOR="red"]Greater Resiliency (General)[/COLOR][/B] Your extraordinary resilience to damage increases. This is a similar but slightly different version of the feat from Masters of the Wild. [COLOR="blue"][B]Prerequisite:[/B][/COLOR] Damage Reduction as a class feature or innate ability. [B][COLOR="blue"]Benefit:[/COLOR][/B] The amount of damage your Damage Reduction negates is increased by 1 point, if it is not limited by the attacker's enhancement bonus, material, or other quality. If your Damage Reduction is limited by such a factor, such as DR 15/+3 or DR 5/silver, then instead the amount of damage your DR negates when such qualities are not used is increased by 4 points. For instance, if you have Damage Reduction 2/- as a Barbarian class feature, this feat increases it to DR 3/-. Or if you have Damage Reduction 20/+1 for example, this feat would increase it to DR 24/+1. This feat may only be applied to a single type of Damage Reduction, chosen at the time you acquire the feat. [COLOR="red"][B]Greater Spell Focus (General)[/B][/COLOR] Choose a school of magic, such as Illusion, to which you have already applied the Spell Focus feat. Your spells of that school are even more potent than before. This is exactly like the original feat from Tome & Blood. [COLOR="blue"][B]Prerequisite:[/B][/COLOR] Spell Focus in the chosen school of magic. [B][COLOR="blue"]Benefit:[/COLOR][/B] Add +4 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on. This feat supersedes (does not stack with) the benefits of Spell Focus in the chosen school. [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 school of magic to which you have already applied Spell Focus. [B][COLOR="red"]Greater Spell Penetration (General)[/COLOR][/B] Your spells are especially potent, breaking through spell resistance more readily than normal. This is exactly like the original feat from Tome & Blood. [COLOR="blue"][B]Prerequisite:[/B][/COLOR] Spell Penetration. [B][COLOR="blue"]Benefit:[/COLOR][/B] You get a +4 bonus to caster level checks (1d20 + caster level) to beat a creature’s spell resistance. You also get a +2 bonus on dispel checks, when they are allowed. This feat supersedes (does not stack with) the benefits of Spell Penetration. [COLOR="red"][B]Greater Toughness (General)[/B][/COLOR] You have exceptionally strong bones and uncanny pain resistance. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Toughness twice, Improved Toughness. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain 4 additional hit points for each feat you have with the word Toughness in its name, including this one, when you first acquire this feat. Henceforth, whenever you gain another feat with Toughness in its name, you gain an additional 4 hit points. [B][COLOR="red"]Greater Two-Weapon Fighting (General)[/COLOR][/B] You are a master at fighting two-handed. This is exactly like the original feat from Masters of the Wild. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +15 or higher, Ambidexterity, Improved Two-Weapon Fighting, Two-Weapon Fighting. [COLOR="blue"][B]Benefit:[/B][/COLOR] When making a full-attack action and wielding two melee weapons or a double weapon, you get a third attack with the off-hand melee weapon, at your highest base attack bonus but suffering a -10 penalty. [COLOR="blue"][B]Normal:[/B][/COLOR] Without this feat, you can only get a single extra attack with an off-hand melee weapon, or two attacks with the Improved Two-Weapon Fighting feat. [B][COLOR="red"]Great Fortitude (General)[/COLOR][/B] You are tougher than normal. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain a +2 bonus to all Fortitude saving throws. [B][COLOR="red"]Great Throw (General)[/COLOR][/B] You can throw your opponents to the ground, choosing where they land and dealing damage in the process. This is exactly like the original feat from Oriental Adventures. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you make a successful unarmed trip attack against a creature no larger than your own size, you can choose where the creature lands, within the area your threaten. In addition, you deal your normal unarmed strike damage to the opponent. When you use this option, however, you cannot make a follow-up attack using the Improved Trip feat. [B][COLOR="Red"]Hamstring (General)[/COLOR][/B] You can wound an opponent’s legs, hampering his or her movement. This is a similar but slightly different version of the feat from Song & Silence. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] BAB +4 or higher, Sneak Attack +2d6 or higher. [B][COLOR="Blue"]Benefit:[/COLOR][/B] If you hit with a sneak attack, you may choose to forgo two of your d6 sneak attack dice to reduce your opponent’s land speed by half (rounded down to the nearest 5 feet). Other forms of movement (fly, burrow, and so forth) aren’t affected. You cannot use Hamstring with the same attack as Arterial Strike or a Crippling Blow. Two active Hamstring effects on a creature will reduce its land speed to one-quarter normal (rounded up to the nearest 5 feet), and only two can afflict the creature at a time. Creatures with more than two legs may be affected by up to one Hamstring per leg. However, for them, each Hamstring reduces their speed by an appropriate fraction (for instance, a centaur loses one-quarter of their speed per Hamstring affecting them, while a spider loses one-eighth of its speed per Hamstring). Round the remaining speed up to the nearest 5 feet, and Hamstring cannot reduce the creature's land speed to less than 5 feet. Each Hamstring effect is negated after 24 hours of natural healing or one dose of other appropriate healing (a successful Heal check as though for a caltrop wound, or 2 points of magical or psionic healing). A hamstring attack does not slow creatures that are not subject to sneak attack damage, or who have no legs. It takes separate days of natural healing, or Heal checks, or cumulative points of magical or psionic healing to mend caltrop wounds, Hamstring injuries, Arterial Strike injuries, or injuries from a weapon with the Wounding special ability. [B][COLOR="Red"]Harmonic Melody (General)[/COLOR][/B] Your Bardic Music and Virtuoso Performances affect plants and plant creatures. This is exactly like the Green Ear feat from Song & Silence. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] Bardic Music ability, 10+ ranks in Perform. [B][COLOR="Blue"]Benefit:[/COLOR][/B] You can alter any of your mind-affecting Bardic Music or Virtuoso Performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect. [B][COLOR="Blue"]Normal:[/COLOR][/B] Plants are normally immune to all mind-affecting effects. [B][COLOR="red"]Hold the Line (General)[/COLOR][/B] You are trained in defensive techniques against charging 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, Combat Reflexes, Str 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You may make an attack of opportunity against a charging opponent when he or she enters the area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved. If your attack of opportunity hits and deals damage, you may make a Strength check opposed by the opponent's own Strength check, with a +2 bonus on your own check. You gain a further +3 bonus if your weapon was set against a charge and is a weapon that normally deals extra damage in such a case. If your opposed Strength check is successful, the opponent's charge ends just after they enter your threatened area. This halts their movement and prevents them from making the attack they would have otherwise been allowed with that charge, unless they are still within reach of their target after halting. This feat does not grant you extra attacks of opportunity for the round, so if you have no more attacks of opportunity available this round, you cannot use Hold the Line. [B][COLOR="red"]Improved Bull Rush (General)[/COLOR][/B] You know how to push opponents back. This is a similar but slightly different version of the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Power Attack, Str 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you perform a bull rush, you do not draw an attack of opportunity from the defender. You gain a +2 bonus on all rolls and checks to perform or resist a bull rush. If your opposed check to bull rush an opponent succeeds by 10 or more points, and you moved at least 10 feet with the defender, you may push them an additional 5 feet with the bull rush. You do not move this additional 5 feet with them. [B][COLOR="red"]Improved Critical (General)[/COLOR][/B] Choose one type of weapon, such as longsword or greataxe. You may choose instead unarmed strike or melee strike. A melee strike covers melee touch attacks and any effects that require a melee attack roll but which use no weapons, unarmed strikes, or natural weapons. If you are a spellcaster or manifester, or if you possess spell-like abilities, you may choose ray or projection. A ray is a ranged touch attack, such as that made with a Ray of Frost spell. A projection is a spell, power, or other ability that requires a normal ranged attack roll, but is not a ray and uses no weapons, natural weapons, or unarmed strikes. With the chosen weapon or attack type, you know how to hit where it hurts. This is exactly like the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Proficient with weapon, BAB +8 or higher. [COLOR="blue"][B]Benefit:[/B][/COLOR] When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical on a 19 or 20 (two numbers). If a character using a longsword has Improved Critical (Longsword), the threat range becomes 17 through 20 (four numbers). Note that “Keen” magic weapons also double their normal nonmagical threat range. As with all doubled doublings, the result is a tripling. A magic longsword with the Keen quality in the hands of a character with Improved Critical (Longsword) would have a threat range of 15 through 20 (six numbers: two for being a longsword, plus two for being doubled once and plus another two for being doubled a second time). [B][COLOR="blue"]Special:[/COLOR][/B] You can gain this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a new weapon or attack type. [B][COLOR="red"]Improved Disarm (General)[/COLOR][/B] You know how to disarm opponents in melee combat. This is a similar but slightly different version of the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Expertise, Int 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you if your attempt fails. You gain a +2 bonus on the opposed attack roll when attempting to disarm a foe, or when an opponent tries to disarm you. [B][COLOR="blue"]Normal:[/COLOR][/B] You normally incur an attack of opportunity from the opponent you attempt to disarm, and if your disarm attempt fails, the opponent is normally allowed to try disarming you in return. [B][COLOR="red"]Improved Flight (General)[/COLOR][/B] You gain greater maneuverability when flying than you would normally have. This is exactly like the original feat from Masters of the Wild. [COLOR="blue"][B]Prerequisite:[/B][/COLOR] Ability to fly (whether naturally, magically, psionically, or through shapechanging). [COLOR="blue"][B]Benefit:[/B][/COLOR] Your maneuverability while flying improves by one grade, up to a maximum of perfect. For example, if your normal flight maneuverability is poor, it becomes average. [B][COLOR="red"]Improved Initiative (General)[/COLOR][/B] You can react more quickly than normal in a fight. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You get a +4 bonus to Initiative checks. [COLOR="red"][B]Improved Overrun (General)[/B][/COLOR] You are trained in knocking over opponents, especially those who are smaller than you. This is a similar but slightly different version of the feat from Sword & Fist. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Expertise, Improved Bull Rush, Improved Trip, Power Attack, Str 13+. [COLOR="blue"][B]Benefit:[/B][/COLOR] You do not provoke attacks of opportunity from your target when attempting to overrun them. When you attempt to overrun an opponent who is at least one size category smaller than you, the target cannot avoid you. If you knock down your opponent with an overrun, regardless of the foe's size, you immediately get an attack of opportunity against that opponent, gaining the standard +4 bonus on attack rolls against prone targets. You are still able to continue your charge as normal, you merely have the chance to take an opportunistic strike at the toppled opponent along the way. You cannot take the attack of opportunity if you have none remaining for this round. [B][COLOR="red"]Improved Power Attack (General)[/COLOR][/B] Your melee attacks can be truly devastating in their raw power. This is a new feat. [COLOR="blue"][B]Prerequisite:[/B][/COLOR] Str 17+, BAB +11 or higher, Power Attack. [B][COLOR="blue"]Benefit:[/COLOR][/B] As per the Power Attack feat, but the amount you may subtract from attack rolls and add to damage is not limited to 10 points, instead only limited to a maximum equal to your base attack bonus. [B][COLOR="red"]Improved Shield Bash (General)[/COLOR][/B] You can push opponents by bashing them with your shield. This is exactly like the original feat from Defenders of the Faith. [COLOR="blue"][B]Prerequisite:[/B][/COLOR] Power Attack. [B][COLOR="blue"]Benefit:[/COLOR][/B] Any shield bash you make with a small or large shield also affects your opponent as if you had performed a bull rush. Make an opposed Strength check as normal, and if your check is higher than the defender's, they are moved back 5 feet. You don't actually move into your opponent's space or incur attacks of opportunity for the bash. You also can't move your opponent back more than 5 feet, nor can you move along with the defender. You can't use this feat with a buckler or tower shield. [COLOR="red"][B]Improved Sunder (General)[/B][/COLOR] You are adept at placing your attacks precisely where you want them to land against an object. This is a similar but slightly different version of the feat from Sword & Fist. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +3 or higher, Sunder. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you strike a weapon, shield, or other object, the amount of damage you inflict is increased by 50% (multiply by 1.5), rounded down. You also ignore one-quarter of the object's hardness, rounded up. However, you cannot ignore the hardness of magic or psionic items unless your own weapon is of equal or higher caster level or manifester level. If your weapon has an enhancement bonus only from its material, or from spell effects upon it, or from psionic powers upon it, then your weapon's effective caster or manifester level for purposes of this feat's guidelines is equal to its enhancement bonus to attack, multiplied by three. If the object is adamantine, you cannot ignore its hardness unless your own weapon is adamantine. [B][COLOR="blue"]Special:[/COLOR][/B] This feat only applies when you are attacking with a weapon or natural weapon, unless you possess the Eagle Claw Attack feat, which allows its use with unarmed strikes. If you possess that feat and this one, then any effective enhancement bonus to your unarmed strikes from effects like [I]Ki[/I] Strike will count for purposes of this feat's guidelines. [B][COLOR="red"]Improved Swimming (General)[/COLOR][/B] You swim faster than you normally could. This is a similar but slightly different version of the feat from Masters of the Wild. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Swim 6+ ranks, Str 13+, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] Add one-quarter of your land speed, rounded up to the nearest 5 feet, to your movement speed when swimming as a move-equivalent or full-round action. If you have an actual swim speed, you may instead add one-sixth of that speed to itself, rounded up to the nearest 5 feet. [B][COLOR="blue"]Normal:[/COLOR][/B] Without this feat or a racial swim speed, you swim at one-quarter of your land speed as a move-equivalent action or at one-half of your land speed as a full-round action. [B][COLOR="red"]Improved Toughness (General)[/COLOR][/B] You are unusually resistant to harm. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Toughness twice. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain 10 additional hit points when you acquire this feat. This benefit is doubled once your character level exceeds 19th. [B][COLOR="red"]Improved Trip (General)[/COLOR][/B] You are trained not only in tripping opponents, but in following through with an attack. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Expertise, Int 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain a +2 bonus on the opposed check to trip an opponent or to resist being tripped yourself. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. For example, an 11th-level fighter with three attacks at base attack bonuses of +11, +6, and +1, could attempt to trip his opponent during combat. His first attempt fails, using up his first attack, but his second attempt succeeds, and he immediately makes a melee attack against his opponent with a base attack bonus of +6. Finally, he takes his last attack at +1. [COLOR="blue"][B]Normal:[/B][/COLOR] A trip attempt normally replaces an actual attack. [B][COLOR="blue"]Special:[/COLOR][/B] A monk may select this as a bonus feat from that class, even if he or she does not have the prerequisite Intelligence score. [B][COLOR="red"]Improved Two-Weapon Fighting (General)[/COLOR][/B] You are an expert at fighting two-handed. This is exactly like the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +9 or higher, Ambidexterity, Two-Weapon Fighting. [B][COLOR="blue"]Benefit:[/COLOR][/B] In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, albeit at a -5 penalty to hit. [B][COLOR="blue"]Normal:[/COLOR][/B] Without this feat, you can only get a single extra attack with an off-hand weapon. [COLOR="red"][B]Improved Unarmed Strike (General)[/B][/COLOR] You are skilled at fighting while unarmed. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You are considered to be armed even when unarmed; that is, armed opponents do not get attacks of opportunity when you attack them while unarmed, and you threaten the area within your natural reach with unarmed strikes, allowing you to make unarmed attacks of opportunity. You still get an attack of opportunity against any opponent who makes an unarmed attack on you, unless they also possess this feat or a similar ability. In addition, you may use either punches or kicks effectively for unarmed strikes, and this does not affect whether each attack is treated as a primary-hand or off-hand attack (you may treat any of your arms or legs as the primary hand when striking unarmed with punches or kicks, effectively). Lastly, you may deal normal or subdual damage with unarmed strikes and grapple checks, at no penalty. [COLOR="blue"][B]Special:[/B][/COLOR] A monk gains this feat for free at 1st-level. [B][COLOR="Red"]Instant Furor (General)[/COLOR][/B] You draw upon your furious power instantly. This is a similar but slightly different version of the Instantaneous Rage feat from Masters of the Wild. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] Ability to enter any kind of Rage, Frenzy, or Fury as a class feature or racial trait, character level 9th+. [B][COLOR="Blue"]Benefit:[/COLOR][/B] Your Rage, Frenzy, or Fury begins at any time you wish, even when it's not your turn or when you're surprised. You can activate your Rage, Frenzy, or Fury in response to another's action, after learning the result but before it takes effect. Thus, you can gain the benefits of Rage, Frenzy, or Fury in time to prevent or ameliorate an undesirable event. For example, you could gain the additional hit points that Rage grants just before a blow that would otherwise cause you to fall unconscious, or better your chances of making a successful saving throw against an incoming spell. [B][COLOR="Blue"]Normal:[/COLOR][/B] Without this feat, you enter a Rage, Frenzy, or Fury only during your turn. [B][COLOR="Red"]Intimidating Rage (General)[/COLOR][/B] Your rage engenders fear in your opponents. This is a similar but slightly different version of the feat from Masters of the Wild. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] Ability to enter a Rage, base Will save +2 or higher, Intimidate 7+ ranks. [B][COLOR="Blue"]Benefit:[/COLOR][/B] You gain a morale bonus on Intimidate skill checks when Raging, equal to the morale bonus that your Rage provides on Will saves. While you are Raging, at the start of your turn you may designate a single foe within 30 feet at the moment, who must make a Will save (DC = 10 + one-half your character level + your Charisma modifier) or become shaken with fear. The target remains shaken as long as you continue to Rage and the target does not believe for certain that you are unconscious or dead. A shaken creature suffers a -2 morale penalty on attack rolls, saves, and checks. You may choose a new target each round, and previous targets remian affected as normal. Any target who makes their save against your Intimidating Rage is immune to it for 24 hours. Creatures who are immune to fear, or who do not see you Raging when you targeted them (visually, not through blindsight), are also immune to the fear effect of Intimidating Rage. [COLOR="red"][B]Iron Will (General)[/B][/COLOR] You have a stronger will than normal. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You get a +2 bonus to all Will saving throws. [B][COLOR="Red"]Jack of All Trades (General)[/COLOR][/B] You’ve picked up a smattering of even the most obscure skills. This is exactly like the original feat from Song & Silence. [COLOR="blue"][B]Prerequisite:[/B][/COLOR] Character level 8th+. [B][COLOR="Blue"]Benefit:[/COLOR][/B] You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are already allowed to select it. [/QUOTE]
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