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<blockquote data-quote="Arkhandus" data-source="post: 4749178" data-attributes="member: 13966"><p><strong>Aurelian General Feats: K-O</strong></p><p></p><p><strong><span style="color: Red">Knock-Back (General)</span></strong></p><p>Your furious blows can knock an enemy away with the force and angle of impact. This is a new feat.</p><p><strong><span style="color: Blue">Prerequisites:</span></strong> BAB +2 or higher, Improved Bull Rush, Str 15+.</p><p><span style="color: blue"><strong>Benefit:</strong></span> Whenever you deal 10 or more points of damage to your opponent in melee with a single attack, you may treat that attack as though it were also a bull rush, requiring only a Strength check by you opposed by the target's Strength check. You do not move into the enemy's space and do not provoke attacks of opportunity, but the opponent is only moved 5 feet if they fail the opposed Strength check.</p><p></p><p>If you deal 20 or more points of damage to your opponent in melee with a single attack, and also possess the Knock-Down feat, you may treat that attack as both a trip attack and a bull rush, as noted above and in the Knock-Down feat description. In that case, you make a single Strength check, while the enemy opposes the trip and the bull rush separately. If the opponent is both tripped and moved back outside your reach, you cannot benefit from the extra attack granted by the Improved Trip feat, unless you are able and allowed to take a 5-foot step to get within reach (or if your weapon has sufficient reach).</p><p></p><p></p><p><span style="color: red"><strong>Knock-Down (General)</strong></span></p><p>Your mighty blows can knock foes off their feet. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +2 or higher, Improved Trip, Str 15+.</p><p><strong><span style="color: blue">Benefit:</span></strong> Whenever you deal 10 or more points of damage to your opponent in melee with a single attack, you may treat that attack as though it were also a trip attack that hit, requiring only a Strength check by you opposed by the target's Strength or Dexterity check. You cannot use this feat on the same attack as Knock-Back unless you deal 20 or more damage with the attack, nor can you ever use this feat with Great Throw.</p><p></p><p><span style="color: red"><strong>Lightning Reflexes (General)</strong></span></p><p>You have faster than normal reflexes. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You get a +2 bonus to all Reflex saving throws.</p><p></p><p><strong><span style="color: red">Light Sleeper (General)</span></strong></p><p>You fall asleep and awaken easily, and awaken refreshed and ready. This is a new feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can fall asleep quickly and easily, despite most distractions or uncomfortable conditions. It only takes you half an hour to fall asleep, and you can fall asleep despite minor or moderate noise, and even in broad daylight. Anything louder than a dozen people sitting and talking near the character will interfere with falling asleep, as will any light brighter than daylight. You can also fall asleep easily despite lying on rough ground or having similarly uncomfortable conditions.</p><p></p><p>You are also accustomed to taking ‘cat naps’, sleeping for only a couple hours at a time. Thus, as long as you receive an 8-hour sleep period or 10 total hours of sleep each day, you will be fully rested the next day, even if you got those 10 hours as several short naps. You must sleep at least 1 hour at a time in order for that period of sleep to count towards the 10 hours required. These naps count towards the 8 hours of sleep normally needed to regain your daily allotment of spells or power points, if you are a spellcaster or manifester, but it requires 10 hours if taking naps.</p><p></p><p>Lastly, you can awaken easily and recover from drowsiness quickly. You are allowed Listen checks to notice any noises nearby as you sleep, though at a -4 penalty to the checks, and if you succeed at a Listen check and hear any loud or ‘threatening’ noises (such as a creature growling, or a sword being drawn, or a shout, or weapons clashing, etc.), you can awaken immediately. You can also awaken after hearing non-threatening noises, such as footsteps or talking, if such noises weren’t present during the half hour before you fell asleep. You can only take a partial action on the round that you awaken and on the round following that, but don’t suffer the normal penalties for just waking up.</p><p><strong><span style="color: blue">Special:</span></strong> This feat can only be taken at 1st-level, and you cannot possess both this feat and the Deep Sleeper feat, since they are contradictory to one another. Elves and half-elves cannot gain this feat, nor may any other creatures who do not sleep.</p><p></p><p></p><p><strong><span style="color: Red">Lingering Song (General)</span></strong></p><p>Your Bardic Music or Virtuoso Performances stays with the listeners long after the last note has died away. This is a similar but slightly different version of the feat from Song & Silence.</p><p><strong><span style="color: Blue">Prerequisite:</span></strong> Bardic Music ability.</p><p><span style="color: Blue"><strong>Benefit:</strong></span> If you use Bardic Music for Confusing Cadence, Countersong, Dreadful Dirge, Fascinate, Inspire Competence, Inspire Courage, Inspire Greatness, Mass Suggestion, Phantasmagoria, or Suggestion, or if you use Virtuoso Performance for a Calumny, Greater Calumny, Mindbending Melody, Sharp Note, or Sustaining Song, the effects last twice as long as they otherwise would.</p><p><strong><span style="color: Blue">Normal:</span></strong> Bardic Music effects normally end when the bard stops singing or a few rounds afterward, and most are limited in duration even while singing.</p><p></p><p><strong><span style="color: red">Martial Weapon Proficiency (General)</span></strong></p><p>Choose a weapon size, and either melee or ranged. You understand how to use martial weapons of that size and type in combat. For instance, you could choose small and melee, and you would have proficiency in all small, martial, melee weapons, like the shortsword, handaxe, and sap. Note that throwing axes, for example, are classified as melee weapons, even though they can be thrown. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You make attack rolls with weapons of the chosen category normally.</p><p><strong><span style="color: blue">Normal:</span></strong> A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.</p><p><strong><span style="color: blue">Special:</span></strong> You can gain this feat multiple times. Each time you take the feat, it applies to a new group of martial weapons. Barbarians, fighters, paladins, psychic warriors, rangers, samurai, and sohei are proficient with all martial weapons. However, some variants of these classes are not.</p><p></p><p><strong><span style="color: red">Mobility (General)</span></strong></p><p>You are skilled at dodging past opponents and avoiding blows. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Dodge, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused by your movements into, out of, or within threatened areas, including when you stand up from prone, enter an opponent's space (such as to initiate a grapple), or leave an opponent's space. Note that a condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.</p><p></p><p><strong><span style="color: red">Monkey Grip (General)</span></strong></p><p>You can use a larger weapon in one hand than is normally feasible. This is a similar but slightly different version of the feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +3 or higher, Weapon Focus (weapon to be chosen), Str 15+.</p><p><strong><span style="color: blue">Benefit:</span></strong> Choose one melee weapon which is a single size category larger than yourself. You can wield that chosen melee weapon in one hand, but you suffer a -2 penalty on attack rolls when doing so. You cannot choose any weapon that normally requires a particular Strength score for you to wield it proficiently two-handed, nor any weapon that normally incurs an extra penalty to your attack rolls with it.</p><p><strong><span style="color: blue">Normal:</span></strong> You are normally only able to wield weapons of your own size or smaller in one hand.</p><p><strong><span style="color: blue">Special:</span></strong> You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon. If you possess some racial feature, class feature, or other special ability that allows you to wield larger weapons than normal with one or two hands, then you may take this feat for a slightly different benefit. If you are normally able to wield the chosen weapon in one hand but suffer a penalty on attack rolls that way, you may take this feat to negate that attack penalty. Alternatively, if you are normally able to wield a weapon two size categories larger two-handed, you may take this feat to negate any related attack penalty for doing so with a single chosen weapon.</p><p></p><p></p><p><strong><span style="color: red">Mounted Archery (General)</span></strong></p><p>You are skilled at using ranged weapons from horseback. This is exactly like the original feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Mounted Combat, 1+ ranks in Ride.</p><p><strong><span style="color: blue">Benefit:</span></strong> The penalty you suffer when using a ranged weapon from horseback is halved; -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.</p><p></p><p><strong><span style="color: red">Mounted Combat (General)</span></strong></p><p>You are skilled in mounted combat. This is exactly like the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> 1+ ranks in Ride.</p><p><strong><span style="color: blue">Benefit:</span></strong> Once per round when your mount is hit in combat, you may make a Ride check to negate the hit. The hit is negated if your Ride check result is greater than the attack roll (essentially, the Ride check becomes the mount’s Armor Class if it’s higher than the mount’s regular AC).</p><p></p><p><strong><span style="color: red">Multiattack (General)</span></strong></p><p>You are adept at using all of your natural weapons at once. This is exactly like the original feat from Masters of the Wild.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Access to a form that has three or more different natural weapons (whether naturally or through shapechanging).</p><p><strong><span style="color: blue">Benefit:</span></strong> Your secondary attacks with natural weapons suffer only a -2 penalty to the attack rolls.</p><p><strong><span style="color: blue">Normal:</span></strong> Without this feat, your secondary natural attacks suffer a -5 penalty to the attack rolls.</p><p></p><p><strong><span style="color: red">Multicultural (General)</span></strong></p><p>You blend in well with members of another race. This is a similar but slightly different version of the feat from Song & Silence.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Must have learned the language of the chosen race or races (if they have no racial language, you must have learned the same regional or cultural language of those you interact with).</p><p><span style="color: blue"><strong>Benefit:</strong></span> Choose any one humanoid race other than your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma checks and Charisma-based checks made to alter the attitude of your chosen race. You may choose an additional race for each point of Intelligence bonus you possess, at the time you gained this feat, and the benefits apply towards those additional races as well. You still cannot choose your own race for this purpose.</p><p></p><p><strong><span style="color: red">Mystic Defense (General)</span></strong></p><p>Choose a school of magic to which you have applied the Spell Focus feat, such as Illusion. You can better resist spells and other magic of that school. This is a similar but slightly different version of the Arcane Defense feat from Tome & Blood.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Spell Focus (chosen school of magic).</p><p><span style="color: blue"><strong>Benefit:</strong></span> You gain a +4 bonus on saving throws against spells, spell-like abilities, supernatural abilities, and other effects from the chosen school of magic.</p><p><strong><span style="color: blue">Special:</span></strong> You may take this feat multiple times, up to eight times, and its effects do not stack. Each time, you choose a different school of magic.</p><p></p><p><strong><span style="color: red">Nature's Augmentation (General)</span></strong></p><p>Creatures you summon with nature's power are infused with greater vitality. This is a new feat.</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 <em>Summon Nature's Ally</em> spell.</p><p><strong><span style="color: blue">Benefit:</span></strong> Whenever you cast a <em>Summon Nature's Ally</em> spell, each creature you summon receives maximum hit points for its hit dice. Also, the base duration for any <em>Summon Nature's Ally</em> spell you cast is increased by 1 round. Thus, if you cast <em>Summon Nature's Ally I</em> as a 3rd-level druid, it would last 6 rounds, or 12 rounds if you used the Extend Spell metamagic feat.</p><p></p><p><strong><span style="color: Red">Obscure Lore (General)</span></strong></p><p>You are a treasure trove of little-known information. This is a similar but slightly different version of the feat from Song & Silence.</p><p><strong><span style="color: Blue">Prerequisite:</span></strong> Bardic Knowledge ability or another ability that functions exactly or almost exactly like it (such as the Lore class feature of Loremasters).</p><p><strong><span style="color: Blue">Benefit:</span></strong> You gain a +4 bonus on checks using your Bardic Knowledge ability, Lore ability, or any other abilities that function exactly or almost exactly the same as these.</p><p></p><p><strong><span style="color: red">Off-Hand Parry (General)</span></strong></p><p>You use your off-hand weapon to defend against melee attacks. 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, Ambidexterity, Two-Weapon Fighting, proficient in the off-hand weapon, Dex 13+.</p><p><span style="color: blue"><strong>Benefit:</strong></span> When using the full-attack action, and fighting with two weapons or a double weapon, you may choose at the start of that action to forgo all off-hand attacks for the round. If you do so, you gain a +2 shield bonus to AC for the round, increased by +1 for each off-hand attack you would have otherwise been able to make that round. This AC bonus is lost whenever you are denied a Dexterity bonus to AC, whether or not your Dexterity modifier is positive. If you are using a buckler, this AC bonus stacks with that of the buckler, but only in the case of a buckler.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4749178, member: 13966"] [b]Aurelian General Feats: K-O[/b] [B][COLOR="Red"]Knock-Back (General)[/COLOR][/B] Your furious blows can knock an enemy away with the force and angle of impact. This is a new feat. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, Improved Bull Rush, Str 15+. [COLOR="blue"][B]Benefit:[/B][/COLOR] Whenever you deal 10 or more points of damage to your opponent in melee with a single attack, you may treat that attack as though it were also a bull rush, requiring only a Strength check by you opposed by the target's Strength check. You do not move into the enemy's space and do not provoke attacks of opportunity, but the opponent is only moved 5 feet if they fail the opposed Strength check. If you deal 20 or more points of damage to your opponent in melee with a single attack, and also possess the Knock-Down feat, you may treat that attack as both a trip attack and a bull rush, as noted above and in the Knock-Down feat description. In that case, you make a single Strength check, while the enemy opposes the trip and the bull rush separately. If the opponent is both tripped and moved back outside your reach, you cannot benefit from the extra attack granted by the Improved Trip feat, unless you are able and allowed to take a 5-foot step to get within reach (or if your weapon has sufficient reach). [COLOR="red"][B]Knock-Down (General)[/B][/COLOR] Your mighty blows can knock foes off their feet. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, Improved Trip, Str 15+. [B][COLOR="blue"]Benefit:[/COLOR][/B] Whenever you deal 10 or more points of damage to your opponent in melee with a single attack, you may treat that attack as though it were also a trip attack that hit, requiring only a Strength check by you opposed by the target's Strength or Dexterity check. You cannot use this feat on the same attack as Knock-Back unless you deal 20 or more damage with the attack, nor can you ever use this feat with Great Throw. [COLOR="red"][B]Lightning Reflexes (General)[/B][/COLOR] You have faster than normal reflexes. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You get a +2 bonus to all Reflex saving throws. [B][COLOR="red"]Light Sleeper (General)[/COLOR][/B] You fall asleep and awaken easily, and awaken refreshed and ready. This is a new feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can fall asleep quickly and easily, despite most distractions or uncomfortable conditions. It only takes you half an hour to fall asleep, and you can fall asleep despite minor or moderate noise, and even in broad daylight. Anything louder than a dozen people sitting and talking near the character will interfere with falling asleep, as will any light brighter than daylight. You can also fall asleep easily despite lying on rough ground or having similarly uncomfortable conditions. You are also accustomed to taking ‘cat naps’, sleeping for only a couple hours at a time. Thus, as long as you receive an 8-hour sleep period or 10 total hours of sleep each day, you will be fully rested the next day, even if you got those 10 hours as several short naps. You must sleep at least 1 hour at a time in order for that period of sleep to count towards the 10 hours required. These naps count towards the 8 hours of sleep normally needed to regain your daily allotment of spells or power points, if you are a spellcaster or manifester, but it requires 10 hours if taking naps. Lastly, you can awaken easily and recover from drowsiness quickly. You are allowed Listen checks to notice any noises nearby as you sleep, though at a -4 penalty to the checks, and if you succeed at a Listen check and hear any loud or ‘threatening’ noises (such as a creature growling, or a sword being drawn, or a shout, or weapons clashing, etc.), you can awaken immediately. You can also awaken after hearing non-threatening noises, such as footsteps or talking, if such noises weren’t present during the half hour before you fell asleep. You can only take a partial action on the round that you awaken and on the round following that, but don’t suffer the normal penalties for just waking up. [B][COLOR="blue"]Special:[/COLOR][/B] This feat can only be taken at 1st-level, and you cannot possess both this feat and the Deep Sleeper feat, since they are contradictory to one another. Elves and half-elves cannot gain this feat, nor may any other creatures who do not sleep. [B][COLOR="Red"]Lingering Song (General)[/COLOR][/B] Your Bardic Music or Virtuoso Performances stays with the listeners long after the last note has died away. This is a similar but slightly different version of the feat from Song & Silence. [B][COLOR="Blue"]Prerequisite:[/COLOR][/B] Bardic Music ability. [COLOR="Blue"][B]Benefit:[/B][/COLOR] If you use Bardic Music for Confusing Cadence, Countersong, Dreadful Dirge, Fascinate, Inspire Competence, Inspire Courage, Inspire Greatness, Mass Suggestion, Phantasmagoria, or Suggestion, or if you use Virtuoso Performance for a Calumny, Greater Calumny, Mindbending Melody, Sharp Note, or Sustaining Song, the effects last twice as long as they otherwise would. [B][COLOR="Blue"]Normal:[/COLOR][/B] Bardic Music effects normally end when the bard stops singing or a few rounds afterward, and most are limited in duration even while singing. [B][COLOR="red"]Martial Weapon Proficiency (General)[/COLOR][/B] Choose a weapon size, and either melee or ranged. You understand how to use martial weapons of that size and type in combat. For instance, you could choose small and melee, and you would have proficiency in all small, martial, melee weapons, like the shortsword, handaxe, and sap. Note that throwing axes, for example, are classified as melee weapons, even though they can be thrown. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You make attack rolls with weapons of the chosen category normally. [B][COLOR="blue"]Normal:[/COLOR][/B] A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. [B][COLOR="blue"]Special:[/COLOR][/B] You can gain this feat multiple times. Each time you take the feat, it applies to a new group of martial weapons. Barbarians, fighters, paladins, psychic warriors, rangers, samurai, and sohei are proficient with all martial weapons. However, some variants of these classes are not. [B][COLOR="red"]Mobility (General)[/COLOR][/B] You are skilled at dodging past opponents and avoiding blows. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Dodge, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You get a +4 dodge bonus to Armor Class against attacks of opportunity caused by your movements into, out of, or within threatened areas, including when you stand up from prone, enter an opponent's space (such as to initiate a grapple), or leave an opponent's space. Note that a condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. [B][COLOR="red"]Monkey Grip (General)[/COLOR][/B] You can use a larger weapon in one hand than is normally feasible. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +3 or higher, Weapon Focus (weapon to be chosen), Str 15+. [B][COLOR="blue"]Benefit:[/COLOR][/B] Choose one melee weapon which is a single size category larger than yourself. You can wield that chosen melee weapon in one hand, but you suffer a -2 penalty on attack rolls when doing so. You cannot choose any weapon that normally requires a particular Strength score for you to wield it proficiently two-handed, nor any weapon that normally incurs an extra penalty to your attack rolls with it. [B][COLOR="blue"]Normal:[/COLOR][/B] You are normally only able to wield weapons of your own size or smaller in one hand. [B][COLOR="blue"]Special:[/COLOR][/B] You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon. If you possess some racial feature, class feature, or other special ability that allows you to wield larger weapons than normal with one or two hands, then you may take this feat for a slightly different benefit. If you are normally able to wield the chosen weapon in one hand but suffer a penalty on attack rolls that way, you may take this feat to negate that attack penalty. Alternatively, if you are normally able to wield a weapon two size categories larger two-handed, you may take this feat to negate any related attack penalty for doing so with a single chosen weapon. [B][COLOR="red"]Mounted Archery (General)[/COLOR][/B] You are skilled at using ranged weapons from horseback. This is exactly like the original feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Mounted Combat, 1+ ranks in Ride. [B][COLOR="blue"]Benefit:[/COLOR][/B] The penalty you suffer when using a ranged weapon from horseback is halved; -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running. [B][COLOR="red"]Mounted Combat (General)[/COLOR][/B] You are skilled in mounted combat. This is exactly like the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] 1+ ranks in Ride. [B][COLOR="blue"]Benefit:[/COLOR][/B] Once per round when your mount is hit in combat, you may make a Ride check to negate the hit. The hit is negated if your Ride check result is greater than the attack roll (essentially, the Ride check becomes the mount’s Armor Class if it’s higher than the mount’s regular AC). [B][COLOR="red"]Multiattack (General)[/COLOR][/B] You are adept at using all of your natural weapons at once. This is exactly like the original feat from Masters of the Wild. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Access to a form that has three or more different natural weapons (whether naturally or through shapechanging). [B][COLOR="blue"]Benefit:[/COLOR][/B] Your secondary attacks with natural weapons suffer only a -2 penalty to the attack rolls. [B][COLOR="blue"]Normal:[/COLOR][/B] Without this feat, your secondary natural attacks suffer a -5 penalty to the attack rolls. [B][COLOR="red"]Multicultural (General)[/COLOR][/B] You blend in well with members of another race. This is a similar but slightly different version of the feat from Song & Silence. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Must have learned the language of the chosen race or races (if they have no racial language, you must have learned the same regional or cultural language of those you interact with). [COLOR="blue"][B]Benefit:[/B][/COLOR] Choose any one humanoid race other than your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma checks and Charisma-based checks made to alter the attitude of your chosen race. You may choose an additional race for each point of Intelligence bonus you possess, at the time you gained this feat, and the benefits apply towards those additional races as well. You still cannot choose your own race for this purpose. [B][COLOR="red"]Mystic Defense (General)[/COLOR][/B] Choose a school of magic to which you have applied the Spell Focus feat, such as Illusion. You can better resist spells and other magic of that school. This is a similar but slightly different version of the Arcane Defense feat from Tome & Blood. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Spell Focus (chosen school of magic). [COLOR="blue"][B]Benefit:[/B][/COLOR] You gain a +4 bonus on saving throws against spells, spell-like abilities, supernatural abilities, and other effects from the chosen school of magic. [B][COLOR="blue"]Special:[/COLOR][/B] You may take this feat multiple times, up to eight times, and its effects do not stack. Each time, you choose a different school of magic. [B][COLOR="red"]Nature's Augmentation (General)[/COLOR][/B] Creatures you summon with nature's power are infused with greater vitality. This is a new feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Caster level 3rd+, ability to cast at least 2nd-level spells, must know at least one [I]Summon Nature's Ally[/I] spell. [B][COLOR="blue"]Benefit:[/COLOR][/B] Whenever you cast a [I]Summon Nature's Ally[/I] spell, each creature you summon receives maximum hit points for its hit dice. Also, the base duration for any [I]Summon Nature's Ally[/I] spell you cast is increased by 1 round. Thus, if you cast [I]Summon Nature's Ally I[/I] as a 3rd-level druid, it would last 6 rounds, or 12 rounds if you used the Extend Spell metamagic feat. [B][COLOR="Red"]Obscure Lore (General)[/COLOR][/B] You are a treasure trove of little-known information. This is a similar but slightly different version of the feat from Song & Silence. [B][COLOR="Blue"]Prerequisite:[/COLOR][/B] Bardic Knowledge ability or another ability that functions exactly or almost exactly like it (such as the Lore class feature of Loremasters). [B][COLOR="Blue"]Benefit:[/COLOR][/B] You gain a +4 bonus on checks using your Bardic Knowledge ability, Lore ability, or any other abilities that function exactly or almost exactly the same as these. [B][COLOR="red"]Off-Hand Parry (General)[/COLOR][/B] You use your off-hand weapon to defend against melee attacks. This is a similar but slightly different version of the feat from Sword & Fist. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +3 or higher, Ambidexterity, Two-Weapon Fighting, proficient in the off-hand weapon, Dex 13+. [COLOR="blue"][B]Benefit:[/B][/COLOR] When using the full-attack action, and fighting with two weapons or a double weapon, you may choose at the start of that action to forgo all off-hand attacks for the round. If you do so, you gain a +2 shield bonus to AC for the round, increased by +1 for each off-hand attack you would have otherwise been able to make that round. This AC bonus is lost whenever you are denied a Dexterity bonus to AC, whether or not your Dexterity modifier is positive. If you are using a buckler, this AC bonus stacks with that of the buckler, but only in the case of a buckler. [/QUOTE]
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