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<blockquote data-quote="Arkhandus" data-source="post: 4749782" data-attributes="member: 13966"><p><strong>Aurelian General Feats: S</strong></p><p></p><p><strong><span style="color: Red">Sharp-Shooting (General)</span></strong></p><p>Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover, concealment, or the like. 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, Point Blank Shot, Precise Shot.</p><p><strong><span style="color: blue">Benefit:</span></strong> Reduce the penalty to your attack roll, or the opponent's AC bonus from cover, by up to 4 points in total when making a ranged attack against a foe who is prone, is kneeling or sitting, or has some degree of cover. This only reduces ranged attack penalties from those circumstances.</p><p></p><p>When making a ranged attack against a foe who has concealment, consider the concealment miss chance to be reduced by 20% against your attack. For instance, if you would normally suffer a 20% miss chance against a foe with concealment, you instead suffer no miss chance. You can only utilize one of these two benefits (the 3-point adjustment or the concealment-reduction) for each attack, chosen before the attack. This feat does not affect the AC bonus of total cover, nor the miss chance from full concealment.</p><p></p><p></p><p><strong><span style="color: red">Shield Charge (General)</span></strong></p><p>You deal extra damage if you use your shield as a weapon when charging. This is exactly like the original feat from Defenders of the Faith.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Improved Shield Bash, Power Attack.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you attack with your shield as part of a charge, you inflict double damage. Keep in mind that two doublings is a tripling, a doubling and a tripling are a quadrupling, and so forth, in case of a critical hit or other multiplier.</p><p></p><p><strong><span style="color: red">Shield Expert (General)</span></strong></p><p>You may attack with a shield and still defend yourself with it. 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, proficient in shield being used.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you make a melee attack with your shield, you retain its AC bonuses for the round. If you wear a buckler and make a melee attack using that arm, you retain the buckler's AC bonus and suffer no penalty to the attack.</p><p></p><p><strong><span style="color: red">Shield Proficiency (General)</span></strong></p><p>You are proficient with shields. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can use a shield and suffer only the standard penalties (see the PHB).</p><p><strong><span style="color: blue">Normal:</span></strong> A character who is using a shield with which he is not proficient suffers the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.</p><p><strong><span style="color: blue">Special:</span></strong> Barbarians, bards, clerics, druids, fighters, paladins, psychic warriors, rangers, and sorcerers have this feat for free. However, some variants of these classes do not.</p><p></p><p><strong><span style="color: red">Shot on the Run (General)</span></strong></p><p>You are highly trained in skirmish ranged weapon tactics. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Dodge, Mobility, Point Blank Shot, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> When using the attack action to make a ranged attack, you can move both before and after the attack, provided that the total distance moved is no greater than your speed. This is effectively a combined standard action and move action. Your movement and attack with this feat do not provoke attacks of opportunity from the target that you attack. You can't use this feat if you're in heavy armor or carrying more than a medium load.</p><p></p><p><strong><span style="color: red">Simple Weapon Proficiency (General)</span></strong></p><p>You understand how to use all types of simple weapons in combat. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You make attack rolls with simple weapons 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> All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons.</p><p></p><p><strong><span style="color: red">Skilled Interference (General)</span></strong></p><p>Practice and experience with spellcasters or manifesters in combat has taught you how to more effectively interfere with their spellcasting, power manifesting, and similar tricks. This is a new feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +4 or higher, Combat Reflexes, Improved Initiative, 4+ ranks in Spot, Dex 13+, Int 13+, Wis 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> Whenever an opponent tries to cast a spell, manifest a power, or activate a spell-like ability, you can attempt to interfere with that opponent's action if they are within your threatened area. You must be aware of the opponent's position and their spellcasting, manifesting, or activation attempt, even if you do not recognize the spell, power, or ability being used.</p><p></p><p>To interfere, you must be able to act (not stunned, dazed, fascinated, or magically compelled against attacking the foe, etc.), and not immobilized. The DC for the opponent's Concentration check to cast, manifest, or activate defensively is increased by your Base Attack Bonus. For example, if your Base Attack Bonus is +4, the opponent's check gets +4 to its Difficulty Class. If the opponent does not attempt to cast, manifest, or activate defensively, then this adjustment applies to their Concentration check to continue casting, manifesting, or activating the spell, power, or ability after suffering damage from your attack of opportunity, if any.</p><p></p><p></p><p><strong><span style="color: red">Skill Focus (General)</span></strong></p><p>Choose a skill, such as Craft (armorsmithing), Knowledge (the planes), Perform, or Move Silently. You have a special knack with that skill. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You get a +3 bonus on all skill checks with that skill. In addition, you gain 1 free rank in the chosen skill. You gain another 1 free rank in the chosen skill once your character level exceeds 9th. Skill Focus cannot increase the rank beyond its normal maximum.</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 skill.</p><p></p><p><strong><span style="color: red">Skill Versatility (General)</span></strong></p><p>You have developed a talent for certain skills, and find it easier to train with them. This is a new feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> Choose three skills when you take this feat. Perform is considered a single skill, but Craft, Knowledge, and Profession are each divided into separate skills like Craft (weaponsmithing), Knowledge (geography), and Profession (cook). You cannot choose psionic skills, and you cannot choose more than one exclusive skill. Henceforth, the chosen skills always count as class skills for you, for all hit dice and levels you gain from this point onward. This affects how many skill points it takes to gain ranks in them, and what your maximum possible rank would be with these skills. Skill Versatility does not affect skill point expenditures from previous levels. However, the chosen skills are counted as class skills at the level this feat is gained.</p><p></p><p><strong><span style="color: red">Snatch Arrows (General)</span></strong></p><p>You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectiles or thrown weapons. 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, Deflect Arrows, Improved Unarmed Strike, Dex 15+.</p><p><strong><span style="color: blue">Benefit:</span></strong> When using the Deflect Arrows feat, if you have a free hand available (holding nothing), you may catch the weapon instead of deflecting it. A thrown weapon such as a spear or dagger may be thrown back immediately at the original attacker, without taking an action in and of itself, or you may keep such a weapon that is snatched. Projectile weapons such as arrows or bullets cannot be sent back immediately, but you may keep them and fire them back on your turn normally with the usual actions, if you have the proper kind of projectile launcher like a bow, crossbow, or sling.</p><p></p><p><strong><span style="color: red">Snatch Weapon (General)</span></strong></p><p>You can disarm an opponent, then pluck the weapon from midair. This is a similar but slightly different version of the feat from Song & Silence.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Improved Disarm, Int 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall. If you can wield that weapon in one hand, you may immediately make a single attack with it, though you suffer the usual penalties for an attack with an off-hand weapon (as though fighting with two weapons). However, because you slightly unbalance your opponent and catch them off-guard with this maneuver, you gain a +2 bonus on that attack.</p><p><strong><span style="color: blue">Normal:</span></strong> After a successful disarm attempt, the weapon winds up at the defender’s feet, unless you attempted the disarm attack while unarmed.</p><p></p><p><strong><span style="color: red">Spell Focus (General)</span></strong></p><p>Choose a school of magic, such as Illusion. Your spells of that school are more potent than normal. This is a similar but slightly different version of the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Ability to cast spells of the chosen school, must know at least one spell of that school.</p><p><strong><span style="color: blue">Benefit:</span></strong> Add +2 to the Difficulty Class for all saving throws against spells you cast from the school of magic you select to focus on.</p><p><strong><span style="color: blue">Special:</span></strong> You can gain this feat multiple times, up to eight times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. You cannot choose the Universal school, which is not so much a school of magic itself, but rather a category of spells that belong to no school of magic.</p><p></p><p><strong><span style="color: red">Spell Penetration (General)</span></strong></p><p>Your spells are especially potent, breaking through spell resistance more readily than normal. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Ability to cast spells, or possession of spell-like abilities.</p><p><strong><span style="color: blue">Benefit</span></strong>: You get a +2 bonus to caster level checks (1d20 + caster level) to beat a creature’s spell resistance. You also get a +1 bonus on dispel checks, when they are allowed.</p><p></p><p><strong><span style="color: red">Spell Preparation (General)</span></strong></p><p>You can prepare a spell ahead of time just like a wizard or cleric does, rather than casting spontaneously. This is a similar but slightly different version of the Arcane Preparation feat from Tome & Blood.</p><p><span style="color: blue"><strong>Prerequisite:</strong></span> Caster level 1+ in a class that normally casts all of its spells spontaneously.</p><p><strong><span style="color: blue">Benefit:</span></strong> Each day, you are able to prepare one or more spells in the same manner that a wizard or cleric does, by meditating for 5 minutes per spell to be prepared. This means that you can prepare a spell with metamagic ahead of time, and not suffer the usual penalties and restrictions for casting a metamagic spell spontaneously. This feat allows you to take the Quicken Spell feat if you are not normally allowed to take it, but you are still only able to apply the Quicken Spell feat to prepared spells.</p><p></p><p>A spell prepared through this feat remains in your mind and occupies one of your spell slots until you cast it or change it during your meditation on another day (the spell slot is still expended as normal for the day when you cast from it). The prepared spell slots cannot be used to cast other spells that day. You need not prepare all of your spells at the same time; you can prepare a spell at any time as long as you have 5 minutes and enough concentration. This feat itself does not change the level of spell slot required for the spell. This feat applies with all applicable spontaneous spellcasting classes you may possess.</p><p></p><p></p><p><strong><span style="color: red">Spell Specialization (General)</span></strong></p><p>You deal more damage with ray or projection spells. This is a similar but slightly different version of the feat from Tome & Blood.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Spellcaster level 4th+, Weapon Focus (Projections) or Weapon Focus (Rays).</p><p><strong><span style="color: blue">Benefit:</span></strong> Your damage-dealing spells that make a ranged attack roll or a ranged touch attack roll, whichever you have Weapon Focus with, deal +2 points of damage on a successful hit (only if they would deal damage normally, however). This damage is multiplied as normal on a critical hit. This applies to each instance of scoring a hit with appropriate spells (such as each attack made with <em>Chill Touch</em>), but not to later damage caused by the spell (such as repeating damage on successive rounds, like with <em>Creeping Cold</em>). If you have Weapon Focus in both types, this feat applies with both.</p><p></p><p><strong><span style="color: red">Spirited Charge (General)</span></strong></p><p>You are trained at making a devastating mounted charge. This is exactly like the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Mounted Combat, Ride-By Attack, 1+ ranks in Ride.</p><p><strong><span style="color: blue">Benefit:</span></strong> When mounted and using the charge action, you deal double damage with a melee weapon, or triple damage with a lance.</p><p></p><p><strong><span style="color: red">Spring Attack (General)</span></strong></p><p>You are trained in fast melee attacks and fancy footwork. This is exactly like the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +4 or higher, Dodge, Mobility, Dex 13+.</p><p><span style="color: blue"><strong>Benefit:</strong></span> When using the attack action to make a melee attack, you can move both before and after the attack, provided that your total distance moved is no greater than your speed. This is effectively a combined standard action and move action. Moving in this way does not provoke an attack of opportunity from the target that you attack. You can’t use this feat if you're in heavy armor or carrying more than a medium load. Note the restrictions on moving while grappling or bull rushing, if engaged in those.</p><p></p><p><strong><span style="color: red">Stunning Fist (General)</span></strong></p><p>You know how to strike opponents in vulnerable areas. This is exactly like the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +8 or higher, Improved Unarmed Strike, Dex 13+, Wis 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> Declare that you are using the feat before you make your attack roll (thus a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half your level + your Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class, as well as dropping whatever they hold. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every 4 levels you have attained, and no more than once per round.</p><p><strong><span style="color: blue">Special:</span></strong> This feat may be used up to once per day per monk level instead, if the character is a monk. In that case, every 4 levels in non-monk classes yield one extra use per day of this feat, as normal. Monks may take Stunning Fist as a bonus feat without meeting the Base Attack and ability score prerequisites.</p><p></p><p><strong><span style="color: Red">Subsonics (General)</span></strong></p><p>Your music can affect even those who do not consciously hear it. This is exactly like the original 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 play so softly that opponents do not notice it, yet your allies still gain all the usual benefits from your Bardic Music or Virtuoso Performance. Similarly, you can affect opponents within range with your music or performance, and unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect. Blindsight or Blindsense that relies on sound, as well as Tremorsense when you are in contact with the ground, can detect your music or performance as though you were singing or playing your instrument normally.</p><p></p><p></p><p><strong><span style="color: red">Summoning Mastery (General)</span></strong></p><p>With great power over conjuration magic, you have learned to summon greater hosts of servant creatures. This is a new feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Caster level 8th+, ability to cast at least 4th-level spells, must know at least one <em>Summon Monster</em> or <em>Summon Nature's Ally</em> spell, Augment Summoning or Nature's Augmentation, Mystic Defense (Conjuration), Spell Focus (Conjuration).</p><p><span style="color: blue"><strong>Benefit:</strong></span> Any time you cast a <em>Summon Monster</em> spell or a <em>Summon Nature's Ally</em> spell, you summon a greater number of creatures when summoning them from a lower-level <em>Summon Monster</em> or <em>Summon Nature's Ally</em> list. You summon 1 additional creature whenever you would summon 1d3 creatures in this manner, or 3 additional creatures whenever you would summon 1d4+1 creatures in this manner, before factoring in any metamagic effects. Additionally, if you roll a natural 1 for any of these summonings to determine how many creatures are summoned, you may re-roll once (but only once per summoning).</p><p></p><p><strong><span style="color: red">Sunder (General)</span></strong></p><p>You are skilled at attacking others’ weapons. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Power Attack, Str 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you strike at an opponent’s weapon or shield, you do not provoke an attack of opportunity. You deal +2 damage when striking an object, as you know generally where best to hit objects for greater effect.</p><p><span style="color: blue"><strong>Special:</strong></span> This feat only applies when you are attacking with a weapon or natural weapon, unless you possess the Eagle Claw Attack feat.</p><p></p><p><strong><span style="color: red">Superior Toughness (General)</span></strong></p><p>You are practically as stalwart and steadfast as a stone wall. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Toughness twice, Improved Toughness, Greater Toughness.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain 1 additional hit point for each hit die you possess when you first gain this feat. Henceforth, you gain 1 additional hit point whenever you gain a new hit die. Furthermore, at the level you gain this feat, you also gain 2 additional hit points for each feat you possess with "Toughness" in its name.</p><p></p><p><strong><span style="color: Red">Supernatural Blow (General)</span></strong></p><p>Choose one of your favored enemies that is immune to critical hits, such as undead or oozes. You know how to strike such enemies with extra power channeled from nature. 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> BAB +7 or higher, any Favored Enemy immune to critical hits, ability to cast Magic Fang or Magic Weapon.</p><p><strong><span style="color: Blue">Benefit:</span></strong> Your Favored Enemy damage bonus applies normally to the chosen Favored Enemy creature type, despite their immunity to critical hits. Whenever your weapon, natural weapon, or unarmed strike attack against the chosen Favored Enemy type would otherwise be a critical hit (if not for the creature's immunity to critical hits), you inflict +1d6 extra damage for each die of damage that your weapon would normally deal on a critical hit. Bonus damage dice do not count for this purpose (such as from Sneak Attack, other class features, or other feats), except those that simply increase the critical damage multiplier of the weapon. For instance, a typical longsword would deal +2d6 damage whenever this feat applies, while a typical scythe would deal +4d6 damage instead. The benefits of this feat count as a magical, supernatural ability.</p><p></p><p><strong><span style="color: red">Supreme Cleave (General)</span></strong></p><p>You can move with your strikes, to follow through with additional strikes upon adjacent foes. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +6 or higher, Power Attack, Cleave, Great Cleave, Str 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> As Great Cleave, except that you can take a 5-foot step after each melee attack you perform that drops a foe, any number of times per round, as long as the total movement does not exceed your speed.</p><p></p><p><span style="color: red"><strong>Surging Spell (General)</strong></span></p><p>You have learned to add an extra boost of magical power to some of your spells on the fly, but it comes at a small price as you suffer magical feedback. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Caster level 1st+, ability to cast 1st-level or higher spells, 4+ ranks in Knowledge (Arcana), 4+ ranks in Spellcraft.</p><p><span style="color: blue"><strong>Benefit:</strong></span> Up to 3 times per day, you may add +2 to the saving throw DCs of any spell you cast, chosen at the time you begin to cast the spell. You also gain a +1 bonus on caster level checks for that individual casting of the spell. This cannot be applied to spell-like abilities. Each time you use the Surging Spell feat, you immediately suffer 1 point of damage per spell level of the spell, +1 damage per caster level of the spell. This does not interfere with the spell (it does not interrupt the casting or force you to make a Concentration check). However, as magical backlash, this damage cannot be prevented, redirected, converted, or reduced in any way (<em>Shield Other</em> does not help, for example). Surging Spell cannot be used more than once per minute (10 rounds), and the damage it causes to you cannot be healed for 1 minute.</p><p></p><p><strong><span style="color: red">Swift Pursuit (General)</span></strong></p><p>Agility and trained anticipation of enemy movements allows you to better pursue any foe that tries to slip away when you aren't ready. These talents also help you anticipate and maintain combat formations with allies. This is a new feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> BAB +3 or higher, Combat Reflexes, Dash or Fleet of Foot, Dex 13+, Int 8+, Wis 8+.</p><p><strong><span style="color: Blue">Benefit:</span></strong> Whenever another creature takes a 5-foot step or other movement within your threatened area, or from a space adjacent to yours (but not from your own space), you may pursue immediately. You may take a 5-foot step to pursue the creature, but no further. If you have already moved this round, then you cannot use Swift Pursuit unless you had at least as much movement remaining. In that case, you may use Swift Pursuit even though you would not ordinarily be allowed a 5-foot step in the same round.</p><p></p><p>For example, if you charged an opponent from 55 feet away, and your speed was 30 feet, then you effectively have 5 feet of movement left to spare for Swift Pursuit in the same round. If your only movement for the round was one or more 5-foot steps, then you cannot use Swift Pursuit unless you have an extra 5-foot step to spare for the round (such as from the Combat Agility feat, or after use of the Supreme Cleave feat), or if you have 5 feet worth of movement left over from your 5-foot step this round (such as from the Run feat, which does not apply its extra restriction to this special 5-foot step). Swift Pursuit cannot be used while mounted, but the mount itself may use it if the mount has this feat.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4749782, member: 13966"] [b]Aurelian General Feats: S[/b] [B][COLOR="Red"]Sharp-Shooting (General)[/COLOR][/B] Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover, concealment, or the like. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +3 or higher, Point Blank Shot, Precise Shot. [B][COLOR="blue"]Benefit:[/COLOR][/B] Reduce the penalty to your attack roll, or the opponent's AC bonus from cover, by up to 4 points in total when making a ranged attack against a foe who is prone, is kneeling or sitting, or has some degree of cover. This only reduces ranged attack penalties from those circumstances. When making a ranged attack against a foe who has concealment, consider the concealment miss chance to be reduced by 20% against your attack. For instance, if you would normally suffer a 20% miss chance against a foe with concealment, you instead suffer no miss chance. You can only utilize one of these two benefits (the 3-point adjustment or the concealment-reduction) for each attack, chosen before the attack. This feat does not affect the AC bonus of total cover, nor the miss chance from full concealment. [B][COLOR="red"]Shield Charge (General)[/COLOR][/B] You deal extra damage if you use your shield as a weapon when charging. This is exactly like the original feat from Defenders of the Faith. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Improved Shield Bash, Power Attack. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you attack with your shield as part of a charge, you inflict double damage. Keep in mind that two doublings is a tripling, a doubling and a tripling are a quadrupling, and so forth, in case of a critical hit or other multiplier. [B][COLOR="red"]Shield Expert (General)[/COLOR][/B] You may attack with a shield and still defend yourself with it. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +3 or higher, proficient in shield being used. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you make a melee attack with your shield, you retain its AC bonuses for the round. If you wear a buckler and make a melee attack using that arm, you retain the buckler's AC bonus and suffer no penalty to the attack. [B][COLOR="red"]Shield Proficiency (General)[/COLOR][/B] You are proficient with shields. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can use a shield and suffer only the standard penalties (see the PHB). [B][COLOR="blue"]Normal:[/COLOR][/B] A character who is using a shield with which he is not proficient suffers the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride. [B][COLOR="blue"]Special:[/COLOR][/B] Barbarians, bards, clerics, druids, fighters, paladins, psychic warriors, rangers, and sorcerers have this feat for free. However, some variants of these classes do not. [B][COLOR="red"]Shot on the Run (General)[/COLOR][/B] You are highly trained in skirmish ranged weapon tactics. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Dodge, Mobility, Point Blank Shot, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] When using the attack action to make a ranged attack, you can move both before and after the attack, provided that the total distance moved is no greater than your speed. This is effectively a combined standard action and move action. Your movement and attack with this feat do not provoke attacks of opportunity from the target that you attack. You can't use this feat if you're in heavy armor or carrying more than a medium load. [B][COLOR="red"]Simple Weapon Proficiency (General)[/COLOR][/B] You understand how to use all types of simple weapons in combat. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You make attack rolls with simple weapons 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] All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. [B][COLOR="red"]Skilled Interference (General)[/COLOR][/B] Practice and experience with spellcasters or manifesters in combat has taught you how to more effectively interfere with their spellcasting, power manifesting, and similar tricks. This is a new feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +4 or higher, Combat Reflexes, Improved Initiative, 4+ ranks in Spot, Dex 13+, Int 13+, Wis 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] Whenever an opponent tries to cast a spell, manifest a power, or activate a spell-like ability, you can attempt to interfere with that opponent's action if they are within your threatened area. You must be aware of the opponent's position and their spellcasting, manifesting, or activation attempt, even if you do not recognize the spell, power, or ability being used. To interfere, you must be able to act (not stunned, dazed, fascinated, or magically compelled against attacking the foe, etc.), and not immobilized. The DC for the opponent's Concentration check to cast, manifest, or activate defensively is increased by your Base Attack Bonus. For example, if your Base Attack Bonus is +4, the opponent's check gets +4 to its Difficulty Class. If the opponent does not attempt to cast, manifest, or activate defensively, then this adjustment applies to their Concentration check to continue casting, manifesting, or activating the spell, power, or ability after suffering damage from your attack of opportunity, if any. [B][COLOR="red"]Skill Focus (General)[/COLOR][/B] Choose a skill, such as Craft (armorsmithing), Knowledge (the planes), Perform, or Move Silently. You have a special knack with that skill. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You get a +3 bonus on all skill checks with that skill. In addition, you gain 1 free rank in the chosen skill. You gain another 1 free rank in the chosen skill once your character level exceeds 9th. Skill Focus cannot increase the rank beyond its normal maximum. [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 skill. [B][COLOR="red"]Skill Versatility (General)[/COLOR][/B] You have developed a talent for certain skills, and find it easier to train with them. This is a new feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] Choose three skills when you take this feat. Perform is considered a single skill, but Craft, Knowledge, and Profession are each divided into separate skills like Craft (weaponsmithing), Knowledge (geography), and Profession (cook). You cannot choose psionic skills, and you cannot choose more than one exclusive skill. Henceforth, the chosen skills always count as class skills for you, for all hit dice and levels you gain from this point onward. This affects how many skill points it takes to gain ranks in them, and what your maximum possible rank would be with these skills. Skill Versatility does not affect skill point expenditures from previous levels. However, the chosen skills are counted as class skills at the level this feat is gained. [B][COLOR="red"]Snatch Arrows (General)[/COLOR][/B] You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectiles or thrown weapons. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +3 or higher, Deflect Arrows, Improved Unarmed Strike, Dex 15+. [B][COLOR="blue"]Benefit:[/COLOR][/B] When using the Deflect Arrows feat, if you have a free hand available (holding nothing), you may catch the weapon instead of deflecting it. A thrown weapon such as a spear or dagger may be thrown back immediately at the original attacker, without taking an action in and of itself, or you may keep such a weapon that is snatched. Projectile weapons such as arrows or bullets cannot be sent back immediately, but you may keep them and fire them back on your turn normally with the usual actions, if you have the proper kind of projectile launcher like a bow, crossbow, or sling. [B][COLOR="red"]Snatch Weapon (General)[/COLOR][/B] You can disarm an opponent, then pluck the weapon from midair. This is a similar but slightly different version of the feat from Song & Silence. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Improved Disarm, Int 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall. If you can wield that weapon in one hand, you may immediately make a single attack with it, though you suffer the usual penalties for an attack with an off-hand weapon (as though fighting with two weapons). However, because you slightly unbalance your opponent and catch them off-guard with this maneuver, you gain a +2 bonus on that attack. [B][COLOR="blue"]Normal:[/COLOR][/B] After a successful disarm attempt, the weapon winds up at the defender’s feet, unless you attempted the disarm attack while unarmed. [B][COLOR="red"]Spell Focus (General)[/COLOR][/B] Choose a school of magic, such as Illusion. Your spells of that school are more potent than normal. This is a similar but slightly different version of the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Ability to cast spells of the chosen school, must know at least one spell of that school. [B][COLOR="blue"]Benefit:[/COLOR][/B] Add +2 to the Difficulty Class for all saving throws against spells you cast from the school of magic you select to focus on. [B][COLOR="blue"]Special:[/COLOR][/B] You can gain this feat multiple times, up to eight times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. You cannot choose the Universal school, which is not so much a school of magic itself, but rather a category of spells that belong to no school of magic. [B][COLOR="red"]Spell Penetration (General)[/COLOR][/B] Your spells are especially potent, breaking through spell resistance more readily than normal. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Ability to cast spells, or possession of spell-like abilities. [B][COLOR="blue"]Benefit[/COLOR][/B]: You get a +2 bonus to caster level checks (1d20 + caster level) to beat a creature’s spell resistance. You also get a +1 bonus on dispel checks, when they are allowed. [B][COLOR="red"]Spell Preparation (General)[/COLOR][/B] You can prepare a spell ahead of time just like a wizard or cleric does, rather than casting spontaneously. This is a similar but slightly different version of the Arcane Preparation feat from Tome & Blood. [COLOR="blue"][B]Prerequisite:[/B][/COLOR] Caster level 1+ in a class that normally casts all of its spells spontaneously. [B][COLOR="blue"]Benefit:[/COLOR][/B] Each day, you are able to prepare one or more spells in the same manner that a wizard or cleric does, by meditating for 5 minutes per spell to be prepared. This means that you can prepare a spell with metamagic ahead of time, and not suffer the usual penalties and restrictions for casting a metamagic spell spontaneously. This feat allows you to take the Quicken Spell feat if you are not normally allowed to take it, but you are still only able to apply the Quicken Spell feat to prepared spells. A spell prepared through this feat remains in your mind and occupies one of your spell slots until you cast it or change it during your meditation on another day (the spell slot is still expended as normal for the day when you cast from it). The prepared spell slots cannot be used to cast other spells that day. You need not prepare all of your spells at the same time; you can prepare a spell at any time as long as you have 5 minutes and enough concentration. This feat itself does not change the level of spell slot required for the spell. This feat applies with all applicable spontaneous spellcasting classes you may possess. [B][COLOR="red"]Spell Specialization (General)[/COLOR][/B] You deal more damage with ray or projection spells. This is a similar but slightly different version of the feat from Tome & Blood. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Spellcaster level 4th+, Weapon Focus (Projections) or Weapon Focus (Rays). [B][COLOR="blue"]Benefit:[/COLOR][/B] Your damage-dealing spells that make a ranged attack roll or a ranged touch attack roll, whichever you have Weapon Focus with, deal +2 points of damage on a successful hit (only if they would deal damage normally, however). This damage is multiplied as normal on a critical hit. This applies to each instance of scoring a hit with appropriate spells (such as each attack made with [I]Chill Touch[/I]), but not to later damage caused by the spell (such as repeating damage on successive rounds, like with [I]Creeping Cold[/I]). If you have Weapon Focus in both types, this feat applies with both. [B][COLOR="red"]Spirited Charge (General)[/COLOR][/B] You are trained at making a devastating mounted charge. This is exactly like the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Mounted Combat, Ride-By Attack, 1+ ranks in Ride. [B][COLOR="blue"]Benefit:[/COLOR][/B] When mounted and using the charge action, you deal double damage with a melee weapon, or triple damage with a lance. [B][COLOR="red"]Spring Attack (General)[/COLOR][/B] You are trained in fast melee attacks and fancy footwork. This is exactly like the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +4 or higher, Dodge, Mobility, Dex 13+. [COLOR="blue"][B]Benefit:[/B][/COLOR] When using the attack action to make a melee attack, you can move both before and after the attack, provided that your total distance moved is no greater than your speed. This is effectively a combined standard action and move action. Moving in this way does not provoke an attack of opportunity from the target that you attack. You can’t use this feat if you're in heavy armor or carrying more than a medium load. Note the restrictions on moving while grappling or bull rushing, if engaged in those. [B][COLOR="red"]Stunning Fist (General)[/COLOR][/B] You know how to strike opponents in vulnerable areas. This is exactly like the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +8 or higher, Improved Unarmed Strike, Dex 13+, Wis 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] Declare that you are using the feat before you make your attack roll (thus a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half your level + your Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class, as well as dropping whatever they hold. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every 4 levels you have attained, and no more than once per round. [B][COLOR="blue"]Special:[/COLOR][/B] This feat may be used up to once per day per monk level instead, if the character is a monk. In that case, every 4 levels in non-monk classes yield one extra use per day of this feat, as normal. Monks may take Stunning Fist as a bonus feat without meeting the Base Attack and ability score prerequisites. [B][COLOR="Red"]Subsonics (General)[/COLOR][/B] Your music can affect even those who do not consciously hear it. This is exactly like the original 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 play so softly that opponents do not notice it, yet your allies still gain all the usual benefits from your Bardic Music or Virtuoso Performance. Similarly, you can affect opponents within range with your music or performance, and unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect. Blindsight or Blindsense that relies on sound, as well as Tremorsense when you are in contact with the ground, can detect your music or performance as though you were singing or playing your instrument normally. [B][COLOR="red"]Summoning Mastery (General)[/COLOR][/B] With great power over conjuration magic, you have learned to summon greater hosts of servant creatures. This is a new feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Caster level 8th+, ability to cast at least 4th-level spells, must know at least one [I]Summon Monster[/I] or [I]Summon Nature's Ally[/I] spell, Augment Summoning or Nature's Augmentation, Mystic Defense (Conjuration), Spell Focus (Conjuration). [COLOR="blue"][B]Benefit:[/B][/COLOR] Any time you cast a [I]Summon Monster[/I] spell or a [I]Summon Nature's Ally[/I] spell, you summon a greater number of creatures when summoning them from a lower-level [I]Summon Monster[/I] or [I]Summon Nature's Ally[/I] list. You summon 1 additional creature whenever you would summon 1d3 creatures in this manner, or 3 additional creatures whenever you would summon 1d4+1 creatures in this manner, before factoring in any metamagic effects. Additionally, if you roll a natural 1 for any of these summonings to determine how many creatures are summoned, you may re-roll once (but only once per summoning). [B][COLOR="red"]Sunder (General)[/COLOR][/B] You are skilled at attacking others’ weapons. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Power Attack, Str 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you strike at an opponent’s weapon or shield, you do not provoke an attack of opportunity. You deal +2 damage when striking an object, as you know generally where best to hit objects for greater effect. [COLOR="blue"][B]Special:[/B][/COLOR] This feat only applies when you are attacking with a weapon or natural weapon, unless you possess the Eagle Claw Attack feat. [B][COLOR="red"]Superior Toughness (General)[/COLOR][/B] You are practically as stalwart and steadfast as a stone wall. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Toughness twice, Improved Toughness, Greater Toughness. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain 1 additional hit point for each hit die you possess when you first gain this feat. Henceforth, you gain 1 additional hit point whenever you gain a new hit die. Furthermore, at the level you gain this feat, you also gain 2 additional hit points for each feat you possess with "Toughness" in its name. [B][COLOR="Red"]Supernatural Blow (General)[/COLOR][/B] Choose one of your favored enemies that is immune to critical hits, such as undead or oozes. You know how to strike such enemies with extra power channeled from nature. This is a similar but slightly different version of the feat from Masters of the Wild. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] BAB +7 or higher, any Favored Enemy immune to critical hits, ability to cast Magic Fang or Magic Weapon. [B][COLOR="Blue"]Benefit:[/COLOR][/B] Your Favored Enemy damage bonus applies normally to the chosen Favored Enemy creature type, despite their immunity to critical hits. Whenever your weapon, natural weapon, or unarmed strike attack against the chosen Favored Enemy type would otherwise be a critical hit (if not for the creature's immunity to critical hits), you inflict +1d6 extra damage for each die of damage that your weapon would normally deal on a critical hit. Bonus damage dice do not count for this purpose (such as from Sneak Attack, other class features, or other feats), except those that simply increase the critical damage multiplier of the weapon. For instance, a typical longsword would deal +2d6 damage whenever this feat applies, while a typical scythe would deal +4d6 damage instead. The benefits of this feat count as a magical, supernatural ability. [B][COLOR="red"]Supreme Cleave (General)[/COLOR][/B] You can move with your strikes, to follow through with additional strikes upon adjacent foes. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +6 or higher, Power Attack, Cleave, Great Cleave, Str 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] As Great Cleave, except that you can take a 5-foot step after each melee attack you perform that drops a foe, any number of times per round, as long as the total movement does not exceed your speed. [COLOR="red"][B]Surging Spell (General)[/B][/COLOR] You have learned to add an extra boost of magical power to some of your spells on the fly, but it comes at a small price as you suffer magical feedback. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Caster level 1st+, ability to cast 1st-level or higher spells, 4+ ranks in Knowledge (Arcana), 4+ ranks in Spellcraft. [COLOR="blue"][B]Benefit:[/B][/COLOR] Up to 3 times per day, you may add +2 to the saving throw DCs of any spell you cast, chosen at the time you begin to cast the spell. You also gain a +1 bonus on caster level checks for that individual casting of the spell. This cannot be applied to spell-like abilities. Each time you use the Surging Spell feat, you immediately suffer 1 point of damage per spell level of the spell, +1 damage per caster level of the spell. This does not interfere with the spell (it does not interrupt the casting or force you to make a Concentration check). However, as magical backlash, this damage cannot be prevented, redirected, converted, or reduced in any way ([I]Shield Other[/I] does not help, for example). Surging Spell cannot be used more than once per minute (10 rounds), and the damage it causes to you cannot be healed for 1 minute. [B][COLOR="red"]Swift Pursuit (General)[/COLOR][/B] Agility and trained anticipation of enemy movements allows you to better pursue any foe that tries to slip away when you aren't ready. These talents also help you anticipate and maintain combat formations with allies. This is a new feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] BAB +3 or higher, Combat Reflexes, Dash or Fleet of Foot, Dex 13+, Int 8+, Wis 8+. [B][COLOR="Blue"]Benefit:[/COLOR][/B] Whenever another creature takes a 5-foot step or other movement within your threatened area, or from a space adjacent to yours (but not from your own space), you may pursue immediately. You may take a 5-foot step to pursue the creature, but no further. If you have already moved this round, then you cannot use Swift Pursuit unless you had at least as much movement remaining. In that case, you may use Swift Pursuit even though you would not ordinarily be allowed a 5-foot step in the same round. For example, if you charged an opponent from 55 feet away, and your speed was 30 feet, then you effectively have 5 feet of movement left to spare for Swift Pursuit in the same round. If your only movement for the round was one or more 5-foot steps, then you cannot use Swift Pursuit unless you have an extra 5-foot step to spare for the round (such as from the Combat Agility feat, or after use of the Supreme Cleave feat), or if you have 5 feet worth of movement left over from your 5-foot step this round (such as from the Run feat, which does not apply its extra restriction to this special 5-foot step). Swift Pursuit cannot be used while mounted, but the mount itself may use it if the mount has this feat. [/QUOTE]
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