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<blockquote data-quote="Arkhandus" data-source="post: 4749260" data-attributes="member: 13966"><p><strong>Aurelian General Feats: P-R</strong></p><p></p><p><strong><span style="color: red">Pain Touch (General)</span></strong></p><p>You cause intense pain in an opponent with a successful stunning attack. 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, Stunning Fist, Wis 19+.</p><p><strong><span style="color: blue">Benefit:</span></strong> The Fortitude save DC for resisting your stunning attacks is increased by +1. When you successfully stun an enemy with a stunning attack, you strike in such a way as to cause sharp pain in the subject as well as stunning them. Once the enemy recovers from the stunning effect, they are automatically nauseated for 1 round. This feat has no effect against enemies that are immune to stunning or which are immune to nausea, nor does it affect enemies that are more than one size category larger than the character using this feat (not even granting the +1 save DC). This feat applies only with the Stunning Fist feat.</p><p></p><p><strong><span style="color: red">Pin Shield (General)</span></strong></p><p>You know how to get inside your opponent's guard by pinning his shield out of the way. This is exactly like the original feat from Sword & Fist.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +4 or higher, Two-Weapon Fighting.</p><p><strong><span style="color: blue">Benefit:</span></strong> When wielding two weapons and performing a full-attack action, you may make one of your off-hand attacks against an opponent's shield as per the normal rules for striking a weapon. If your attack roll is successful, in addition to the usual effects, you momentarily pin your opponent's shield with your off-hand weapon, and you may make an immediate attack of opportunity against that opponent.</p><p></p><p>This attack of opportunity uses your primary weapon and your full base attack bonus, but with the penalties for fighting with two weapons or a double weapon. The opponent does not benefit from their shield's AC bonuses against this particular attack of opportunity. This feat may only be used when an enemy who is within one size category of your own is in your melee reach, and only when that enemy is using a shield. You cannot use this feat with a double weapon; you must be wielding two weapons.</p><p></p><p></p><p><strong><span style="color: red">Plant Control (General)</span></strong></p><p>You can channel the power of nature to gain mastery over plant creatures. This is exactly like the original feat from Masters of the Wild.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Plant Defiance, ability to cast <em>Speak With Plants</em> as a divine spell.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can rebuke or command plant creatures 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 plant creatures 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></p><p><strong><span style="color: red">Plant Defiance (General)</span></strong></p><p>You can channel the power of nature to drive away plant creatures. 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 <em>Detect Animals or Plants</em> as a divine spell.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can turn (but not destroy) plant creatures in the same manner that a good cleric turns undead, although this does not channel positive or negative energy. You may turn plant creatures 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">Point Blank Shot (General)</span></strong></p><p>You are skilled at making well-placed shots with ranged weapons at close range. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You get a +1 bonus to attack and damage rolls with ranged attacks at ranges of up to 30 feet. Any ranged attack that does not deal damage (such as the ray of an <em>Enervation</em> spell) does not get this damage bonus (although ranged attacks that deal ability damage on impact do receive this bonus). Poisons or other effects that deal damage later, beyond the initial hit, do not apply this bonus to further damage rolls.</p><p></p><p><strong><span style="color: red">Power Attack (General)</span></strong></p><p>You can make exceptionally powerful melee attacks. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Str 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus, and it cannot exceed 10. The penalty on attacks and bonus on damage apply until your next action.</p><p></p><p><strong><span style="color: red">Power Lunge (General)</span></strong></p><p>Your ferocious attack may catch an opponent unprepared. 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, Power Attack.</p><p><strong><span style="color: blue">Benefit:</span></strong> When charging an opponent, you may choose to provoke an attack of opportunity from that opponent in exchange for dealing additional damage with your charge attack. If your charge attack succeeds, you deal extra damage equal to 2 + your Strength modifier. This bonus damage is multiplied normally on a critical hit, but is still effective against enemies who are not subject to critical hits.</p><p></p><p><strong><span style="color: red">Precise Shot (General)</span></strong></p><p>You are skilled at timing and aiming ranged attacks. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Point Blank Shot.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can make ranged attacks at an opponent engaged in melee without suffering the standard -4 penalty (see the PHB), or you can make ranged attacks at an opponent who has up to one-half cover without suffering the standard penalty for attacking someone with cover, or you can make ranged attacks at a grappling opponent without any chance of hitting other grapplers. Make this choice for each ranged attack individually.</p><p></p><p><strong><span style="color: red">Prone Attack (General)</span></strong></p><p>You attack from a prone position without penalty. 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, Lightning Reflexes, Dex 15+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can make an attack from the prone position without suffering a penalty on the attack roll for being prone. If your attack hits successfully, you may regain your feet immediately as a free action, provoking no attacks of opportunity, even if you are in the midst of a full-attack action.</p><p></p><p><strong><span style="color: red">Quick Draw (General)</span></strong></p><p>You can draw weapons with startling speed. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> BAB +1 or higher.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can draw a weapon, or ammunition, or any other easily-accessible object on your person as a free action instead of as a move-equivalent action. Once per round, you may sheath such an object as a free action instead of as a move-equivalent action. When you draw or sheathe an object as a free action, you do not provoke an attack of opportunity for doing so. You may pick up an object once per round as a free action, instead of as a move-equivalent action, but only if the object would not increase your encumbrance (such as going from a light load to a meidum load), and you provoke an attack of opportunity as normal when you pick up an object.</p><p></p><p><strong><span style="color: red">Quicker Than the Eye (General)</span></strong></p><p>Your hands can move so quickly that observers don’t see what you’ve done. This is exactly like the original feat from Song & Silence.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Dex 19+.</p><p><strong><span style="color: blue">Benefit:</span></strong> While under direct observation, you can make a Bluff check as a move-equivalent action, opposed by the Spot checks of any observers. If you succeed, your misdirection makes them look elsewhere while you take a partial action. If your partial action is an attack against someone who failed the opposed check, that opponent is denied a Dexterity bonus to AC.</p><p></p><p><strong><span style="color: red">Rapid Reload (General)</span></strong></p><p>You reload crossbows, firearms, and similar projectile weapons more quickly than normal. 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, proficiency with the weapon used, Str 13+, Dex 15+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can reload a hand crossbow or light crossbow as a free action, and may thus fire such a crossbow at your normal rate of attacks. You may reload a heavy crossbow or repeating crossbow as a move-equivalent action. Likewise, you can reload any firearm that normally requires a move-equivalent action for reloading as a free action instead; you may fire such a gun at your normal rate of attacks.</p><p></p><p>Similarly, any firearm that normally requires a standard action may instead be reloaded as a move-equivalent action, and any firearm that normally requires a full round or a full-round action may instead be reloaded as a standard action. Lastly, you may reload cannons, ballistas, and other siege weapons or artillery with one less standard action than normal (or just as a standard action if they would normally require one full round or a full-round action). Reloading any of these weapons still provokes attacks of opportunity, as normal, and you still need two hands to reload a crossbow, firearm, siege weapon, or artillery piece.</p><p></p><p><strong><span style="color: red">Rapid Shot (General)</span></strong></p><p>You can use ranged weapons with exceptional speed. This is exactly like the original feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Point Blank Shot, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can get one extra attack per round with a ranged weapon. The extra attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action in order to use this feat. Any spell, power, ability, or item that allows you to make ranged attacks at your normal rate of attack may also be used with Rapid Shot.</p><p></p><p><strong><span style="color: red">Remain Conscious (General)</span></strong></p><p>You have a tenacity of will that supports you even when things look bleak. 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, Endurance, Iron Will, Toughness.</p><p><strong><span style="color: blue">Benefit:</span></strong> While suffering from subdual damage that exceeds your current hit points, you remain conscious and may take actions as though you were only staggered. This benefit only functions while your subdual damage is less than 10 points beyond your HP. When reduced to negative hit points, you remain conscious and may act as though merely disabled, though this feat does not restore any of HP. This feat does not stabilize you.</p><p></p><p>In either situation, you may pretend to be unconscious and perhaps enemies will ignore you (at the DM's discretion), until you show signs of consciousness. No Bluff check is necessary in those circumstances (unless you try to catch an enemy by surprise). You gain a +2 bonus on saving throws or checks exclusively for avoiding unconsciousness or sleep.</p><p><strong><span style="color: blue">Special:</span></strong> You may allow yourself to fall unconscious after suffering enough nomal or subdual damage, as a free action on your turn; this feat does not force you to stay conscious. You do not receive the normal chance to stabilize at negative hit points until you allow yourself to fall unconscious (the Heal skill cannot stabilize you either while remaining conscious). Other healing effects may stabilize you as normal, but your condition destabilizes after you suffer any further damage.</p><p></p><p></p><p><strong><span style="color: Red">Requiem (General)</span></strong></p><p>Your Bardic Music and Virtuoso Performances affect undead creatures. This is exactly like the original feat from Song & Silence.</p><p><strong><span style="color: Blue">Prerequisites:</span></strong> Bardic Music ability, 12+ ranks in Perform.</p><p><strong><span style="color: Blue">Benefit:</span></strong> You can extend your mind-affecting Bardic Music and Virtuoso Performance effects so that they influence even the undead. All Bardic Music effects and Virtuoso Performance effects last only half as long against undead creatures, rounded down, compared to how long they affect the living.</p><p><strong><span style="color: Blue">Normal:</span></strong> Undead are normally immune to mind-influencing effects.</p><p></p><p><strong><span style="color: red">Resist Disease (General)</span></strong></p><p>You have developed a natural resistance to diseases. This is exactly like the original feat from Masters of the Wild.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain a +4 bonus on Fortitude saves against disease.</p><p></p><p><strong><span style="color: red">Resist Poison (General)</span></strong></p><p>You have built up an immunity to the effects of poisons by exposing yourself to controlled doses of them. This is exactly like the original feat from Masters of the Wild.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain a +4 bonus on Fortitude saves against poison.</p><p></p><p><strong><span style="color: red">Ride-By Attack (General)</span></strong></p><p>You are skilled at fast attack from horseback. This is a similar but slightly different version of 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> When you are mounted and use the charge action, you may move and attack once, then move again (continuing the straight line of the charge). This takes a full-round action, or a partial action if using a partial charge. Your total movement for the round can’t exceed double your mounted speed (or just your mounted speed, for a partial charge). This movement does not provoke attacks of opportunity from the opponent that you attack. You can't use this feat if your mount is carrying more than a heavy load. Your mounted charge may carry you just past its target (passing through an adjacent space) rather than straight to them, as long as your melee attack has sufficient reach to strike on that trajectory.</p><p></p><p><strong><span style="color: Red">Run (General)</span></strong></p><p>You are fleet of foot. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> When running, you move five times your normal speed instead of four times the speed. If you make a running jump, increase the distance or height you clear by one-fourth, rounded up to the nearest foot, but not past the maximum. Once per round, you may move an additional 5 feet when taking a 5-foot-step, but only if moving in a straight line in conditions that would allow running, and it still counts as a 5-foot-step.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4749260, member: 13966"] [b]Aurelian General Feats: P-R[/b] [B][COLOR="red"]Pain Touch (General)[/COLOR][/B] You cause intense pain in an opponent with a successful stunning attack. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, Stunning Fist, Wis 19+. [B][COLOR="blue"]Benefit:[/COLOR][/B] The Fortitude save DC for resisting your stunning attacks is increased by +1. When you successfully stun an enemy with a stunning attack, you strike in such a way as to cause sharp pain in the subject as well as stunning them. Once the enemy recovers from the stunning effect, they are automatically nauseated for 1 round. This feat has no effect against enemies that are immune to stunning or which are immune to nausea, nor does it affect enemies that are more than one size category larger than the character using this feat (not even granting the +1 save DC). This feat applies only with the Stunning Fist feat. [B][COLOR="red"]Pin Shield (General)[/COLOR][/B] You know how to get inside your opponent's guard by pinning his shield out of the way. This is exactly like the original feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +4 or higher, Two-Weapon Fighting. [B][COLOR="blue"]Benefit:[/COLOR][/B] When wielding two weapons and performing a full-attack action, you may make one of your off-hand attacks against an opponent's shield as per the normal rules for striking a weapon. If your attack roll is successful, in addition to the usual effects, you momentarily pin your opponent's shield with your off-hand weapon, and you may make an immediate attack of opportunity against that opponent. This attack of opportunity uses your primary weapon and your full base attack bonus, but with the penalties for fighting with two weapons or a double weapon. The opponent does not benefit from their shield's AC bonuses against this particular attack of opportunity. This feat may only be used when an enemy who is within one size category of your own is in your melee reach, and only when that enemy is using a shield. You cannot use this feat with a double weapon; you must be wielding two weapons. [B][COLOR="red"]Plant Control (General)[/COLOR][/B] You can channel the power of nature to gain mastery over plant creatures. This is exactly like the original feat from Masters of the Wild. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Plant Defiance, ability to cast [I]Speak With Plants[/I] as a divine spell. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can rebuke or command plant creatures 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 plant creatures 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="red"]Plant Defiance (General)[/COLOR][/B] You can channel the power of nature to drive away plant creatures. This is exactly like the original feat from Masters of the Wild. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Ability to cast [I]Detect Animals or Plants[/I] as a divine spell. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can turn (but not destroy) plant creatures in the same manner that a good cleric turns undead, although this does not channel positive or negative energy. You may turn plant creatures 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"]Point Blank Shot (General)[/COLOR][/B] You are skilled at making well-placed shots with ranged weapons at close range. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You get a +1 bonus to attack and damage rolls with ranged attacks at ranges of up to 30 feet. Any ranged attack that does not deal damage (such as the ray of an [I]Enervation[/I] spell) does not get this damage bonus (although ranged attacks that deal ability damage on impact do receive this bonus). Poisons or other effects that deal damage later, beyond the initial hit, do not apply this bonus to further damage rolls. [B][COLOR="red"]Power Attack (General)[/COLOR][/B] You can make exceptionally powerful melee attacks. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Str 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus, and it cannot exceed 10. The penalty on attacks and bonus on damage apply until your next action. [B][COLOR="red"]Power Lunge (General)[/COLOR][/B] Your ferocious attack may catch an opponent unprepared. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +3 or higher, Power Attack. [B][COLOR="blue"]Benefit:[/COLOR][/B] When charging an opponent, you may choose to provoke an attack of opportunity from that opponent in exchange for dealing additional damage with your charge attack. If your charge attack succeeds, you deal extra damage equal to 2 + your Strength modifier. This bonus damage is multiplied normally on a critical hit, but is still effective against enemies who are not subject to critical hits. [B][COLOR="red"]Precise Shot (General)[/COLOR][/B] You are skilled at timing and aiming ranged attacks. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Point Blank Shot. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can make ranged attacks at an opponent engaged in melee without suffering the standard -4 penalty (see the PHB), or you can make ranged attacks at an opponent who has up to one-half cover without suffering the standard penalty for attacking someone with cover, or you can make ranged attacks at a grappling opponent without any chance of hitting other grapplers. Make this choice for each ranged attack individually. [B][COLOR="red"]Prone Attack (General)[/COLOR][/B] You attack from a prone position without penalty. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, Lightning Reflexes, Dex 15+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can make an attack from the prone position without suffering a penalty on the attack roll for being prone. If your attack hits successfully, you may regain your feet immediately as a free action, provoking no attacks of opportunity, even if you are in the midst of a full-attack action. [B][COLOR="red"]Quick Draw (General)[/COLOR][/B] You can draw weapons with startling speed. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] BAB +1 or higher. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can draw a weapon, or ammunition, or any other easily-accessible object on your person as a free action instead of as a move-equivalent action. Once per round, you may sheath such an object as a free action instead of as a move-equivalent action. When you draw or sheathe an object as a free action, you do not provoke an attack of opportunity for doing so. You may pick up an object once per round as a free action, instead of as a move-equivalent action, but only if the object would not increase your encumbrance (such as going from a light load to a meidum load), and you provoke an attack of opportunity as normal when you pick up an object. [B][COLOR="red"]Quicker Than the Eye (General)[/COLOR][/B] Your hands can move so quickly that observers don’t see what you’ve done. This is exactly like the original feat from Song & Silence. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Dex 19+. [B][COLOR="blue"]Benefit:[/COLOR][/B] While under direct observation, you can make a Bluff check as a move-equivalent action, opposed by the Spot checks of any observers. If you succeed, your misdirection makes them look elsewhere while you take a partial action. If your partial action is an attack against someone who failed the opposed check, that opponent is denied a Dexterity bonus to AC. [B][COLOR="red"]Rapid Reload (General)[/COLOR][/B] You reload crossbows, firearms, and similar projectile weapons more quickly than normal. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, proficiency with the weapon used, Str 13+, Dex 15+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can reload a hand crossbow or light crossbow as a free action, and may thus fire such a crossbow at your normal rate of attacks. You may reload a heavy crossbow or repeating crossbow as a move-equivalent action. Likewise, you can reload any firearm that normally requires a move-equivalent action for reloading as a free action instead; you may fire such a gun at your normal rate of attacks. Similarly, any firearm that normally requires a standard action may instead be reloaded as a move-equivalent action, and any firearm that normally requires a full round or a full-round action may instead be reloaded as a standard action. Lastly, you may reload cannons, ballistas, and other siege weapons or artillery with one less standard action than normal (or just as a standard action if they would normally require one full round or a full-round action). Reloading any of these weapons still provokes attacks of opportunity, as normal, and you still need two hands to reload a crossbow, firearm, siege weapon, or artillery piece. [B][COLOR="red"]Rapid Shot (General)[/COLOR][/B] You can use ranged weapons with exceptional speed. This is exactly like the original feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Point Blank Shot, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can get one extra attack per round with a ranged weapon. The extra attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action in order to use this feat. Any spell, power, ability, or item that allows you to make ranged attacks at your normal rate of attack may also be used with Rapid Shot. [B][COLOR="red"]Remain Conscious (General)[/COLOR][/B] You have a tenacity of will that supports you even when things look bleak. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, Endurance, Iron Will, Toughness. [B][COLOR="blue"]Benefit:[/COLOR][/B] While suffering from subdual damage that exceeds your current hit points, you remain conscious and may take actions as though you were only staggered. This benefit only functions while your subdual damage is less than 10 points beyond your HP. When reduced to negative hit points, you remain conscious and may act as though merely disabled, though this feat does not restore any of HP. This feat does not stabilize you. In either situation, you may pretend to be unconscious and perhaps enemies will ignore you (at the DM's discretion), until you show signs of consciousness. No Bluff check is necessary in those circumstances (unless you try to catch an enemy by surprise). You gain a +2 bonus on saving throws or checks exclusively for avoiding unconsciousness or sleep. [B][COLOR="blue"]Special:[/COLOR][/B] You may allow yourself to fall unconscious after suffering enough nomal or subdual damage, as a free action on your turn; this feat does not force you to stay conscious. You do not receive the normal chance to stabilize at negative hit points until you allow yourself to fall unconscious (the Heal skill cannot stabilize you either while remaining conscious). Other healing effects may stabilize you as normal, but your condition destabilizes after you suffer any further damage. [B][COLOR="Red"]Requiem (General)[/COLOR][/B] Your Bardic Music and Virtuoso Performances affect undead creatures. This is exactly like the original feat from Song & Silence. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] Bardic Music ability, 12+ ranks in Perform. [B][COLOR="Blue"]Benefit:[/COLOR][/B] You can extend your mind-affecting Bardic Music and Virtuoso Performance effects so that they influence even the undead. All Bardic Music effects and Virtuoso Performance effects last only half as long against undead creatures, rounded down, compared to how long they affect the living. [B][COLOR="Blue"]Normal:[/COLOR][/B] Undead are normally immune to mind-influencing effects. [B][COLOR="red"]Resist Disease (General)[/COLOR][/B] You have developed a natural resistance to diseases. This is exactly like the original feat from Masters of the Wild. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain a +4 bonus on Fortitude saves against disease. [B][COLOR="red"]Resist Poison (General)[/COLOR][/B] You have built up an immunity to the effects of poisons by exposing yourself to controlled doses of them. This is exactly like the original feat from Masters of the Wild. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain a +4 bonus on Fortitude saves against poison. [B][COLOR="red"]Ride-By Attack (General)[/COLOR][/B] You are skilled at fast attack from horseback. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Mounted Combat, 1+ ranks in Ride. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you are mounted and use the charge action, you may move and attack once, then move again (continuing the straight line of the charge). This takes a full-round action, or a partial action if using a partial charge. Your total movement for the round can’t exceed double your mounted speed (or just your mounted speed, for a partial charge). This movement does not provoke attacks of opportunity from the opponent that you attack. You can't use this feat if your mount is carrying more than a heavy load. Your mounted charge may carry you just past its target (passing through an adjacent space) rather than straight to them, as long as your melee attack has sufficient reach to strike on that trajectory. [B][COLOR="Red"]Run (General)[/COLOR][/B] You are fleet of foot. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] When running, you move five times your normal speed instead of four times the speed. If you make a running jump, increase the distance or height you clear by one-fourth, rounded up to the nearest foot, but not past the maximum. Once per round, you may move an additional 5 feet when taking a 5-foot-step, but only if moving in a straight line in conditions that would allow running, and it still counts as a 5-foot-step. [/QUOTE]
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