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<blockquote data-quote="Arkhandus" data-source="post: 4750538" data-attributes="member: 13966"><p><strong>Aurelian General Feats: T-Z</strong></p><p></p><p><span style="color: red"><strong>Throw Anything (General)</strong></span></p><p>In your hands, any object becomes a deadly ranged weapon. 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, Dex 15+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You can throw any object that is no less than two size categories smaller than yourself, and no more than one size category larger than yourself, regardless of whether or not it is intended to be used as a ranged weapon. You are not considered proficient in such use, but the -4 nonproficiency penalty you would suffer is reduced by 2 points. The range increment of objects used in conjunction with this is 10 feet. Any weapon thrown in this manner deals the same damage as normal. Other objects thrown this way have their damage determined by the DM, but should be slightly better than normal, and they use the standard 20/x2 threat range and critical multiplier.</p><p><span style="color: blue"><strong>Normal:</strong></span> Any character can use an improvised thrown weapon with a range increment of 10 feet, but suffers a -4 nonproficiency penalty to attack, and the damage is determined by the DM.</p><p></p><p><strong><span style="color: red">Toughness (General)</span></strong></p><p>You are tougher than normal. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain 4 additional hit points when you acquire this feat. This benefit is doubled once your character level exceeds 9th.</p><p><strong><span style="color: blue">Special:</span></strong> A character may gain this feat multiple times.</p><p></p><p><strong><span style="color: Red">Track (General)</span></strong></p><p>You can follow the trails of creatures and characters across most types of terrain. This is exactly like the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> To find tracks or to follow them for one mile requires a Wilderness Lore check. You must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross over them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions.</p><p>[code][COLOR="Blue"][U][B]Surface DC Surface DC[/B][/U][/COLOR]</p><p>Very Soft 5 Firm 15</p><p>Soft 10 Hard 20[/code]</p><p>Very Soft Ground - Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.</p><p>Soft Ground - Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints.</p><p>Firm Ground - Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints.</p><p>Hard Ground - Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).</p><p>[code][COLOR="blue"][U][B]Condition DC Modifier[/B][/U][/COLOR]</p><p>Every five creatures in the group being tracked -1</p><p>Size of creature or creatures being tracked *</p><p> Fine +8</p><p> Diminutive +4</p><p> Tiny +2</p><p> Small +1</p><p> Medium-size +0</p><p> Large -1</p><p> Huge -2</p><p> Gargantuan -4</p><p> Colossal -8</p><p>Every 24 hours since the trail was made +1</p><p>Every hour of rain since the trail was made +1</p><p>Fresh snow cover since the trail was made +10</p><p>Poor visibility **</p><p> Overcast or moonless night +6</p><p> Moonlight +3</p><p> Fog or precipitation +3</p><p> Tracked party hides trail (and moves at half speed) +5</p><p>* For a group of mixed sizes, apply only the modifier for the largest size category.</p><p>** Apply only the largest applicable modifier from this category.[/code]</p><p>If you fail a Wilderness Lore check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.</p><p><strong><span style="color: blue">Normal:</span></strong> A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.</p><p><strong><span style="color: blue">Special:</span></strong> A ranger receives this feat for free. This feat does not allow you to follow the tracks of a subject of the <em>Pass Without Trace</em> spell or ability, nor those using Trackless Step or Dust of Tracelessness.</p><p></p><p></p><p><span style="color: Red"><strong>Trample (General)</strong></span></p><p>You are trained in suing your mount to knock down opponents. This is a similar but slightly different version of the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Mounted Combat, 1+ ranks in Ride.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you attempt to overrun an opponent while mounted, the target cannot choose to avoid you. The overrun attempt does not provoke attacks of opportunity from the target. If you knock down the target, your mount may make one hoof, claw, slam, or similar attack against him or her, as appropriate to the mount, gaining the standard +4 bonus on attack rolls against prone targets. The mount's attack during the overrun deals double damage.</p><p></p><p><strong><span style="color: red">Two-Weapon Fighting (General)</span></strong></p><p>You can fight with a weapon in each hand, with less difficulty than other folk. You can make one extra attack each round with the second weapon. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Benefit:</span></strong> Your penalties for fighting with two weapons or a double weapon are reduced by 3.</p><p><strong><span style="color: blue">Normal:</span></strong> See the attacking with two weapons rules in the PHB or the Aurelian Combat Rules.</p><p><strong><span style="color: blue">Special:</span></strong> The Ambidexterity feat reduces the attack penalty for the off-hand weapon by 4.</p><p></p><p><span style="color: red"><strong>Unfettered Agility (General)</strong></span></p><p>Your experience in using heavy armor has improved your defensive agility when unarmored, or even moderately armored. This is a new feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> Armor Proficiency (Heavy), Dodge, Str 13+, Dex 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You receive a +2 dodge bonus to Armor Class when wearing no armor, and carrying no more than a light load. You instead receive a +1 dodge bonus to AC if wearing light or medium armor, and carrying no more than a medium load. This feat's dodge bonus increases by +1 for every six character levels you possess, to a maximum total bonus (from this feat) equal to your combined Dexterity and Strength modifiers. The dodge bonus from Unfettered Agility is lost whenever you are immobilized or denied a Dexterity bonus to AC (even if your Dexterity modifier is not positive).</p><p></p><p><strong><span style="color: red">Warrior's Toughness (General)</span></strong></p><p>You are always striving to toughen your body and build up stamina. This is a new feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Base Fortitude save +4 or higher.</p><p><strong><span style="color: blue">Benefit:</span></strong> You gain 1 additional hit point per hit die, retroactively and henceforth.</p><p></p><p></p><p><strong><span style="color: red">Weapon Finesse (General)</span></strong></p><p>You are especially good at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one light melee weapon. You may choose melee touch attack or unarmed strike instead. Alternately, you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you’re the same size category or larger than the weapon, or if you're no more than one size category smaller than the spiked chain. If you have natural weapons, you may choose one of those types of natural weapon instead. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisite:</span></strong> Proficient with chosen weapon.</p><p><strong><span style="color: blue">Benefit:</span></strong> With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need your second hand for balance, if you carry a shield, apply the shield’s armor check penalty to your attack rolls. This feat does not apply when you carry something in your second hand other than a shield, and it does not apply when you make a shield bash attack with your second hand. However, you may use natural weapons, unarmed strikes, or melee touch attacks with that 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 new weapon.</p><p></p><p><strong><span style="color: red">Weapon Focus (General)</span></strong></p><p>Choose one type of weapon, such as greataxe. You are especially good at using this weapon. You may even choose a natural weapon, or the unarmed strike, or melee touch attacks. If you are a spellcaster or manifester, or if you possess spell-like abilities, you may choose ray or projection. A ray is a ranged touch attack, such as that made with a <em>Ray of Frost</em> spell. A projection is a spell, power, or other ability that requires a normal ranged attack roll, but is not a ray and uses no weapons, natural weapons, or unarmed strikes. This is exactly like the original feat.</p><p><span style="color: blue"><strong>Prerequisites:</strong></span> Proficient with chosen weapon, BAB +1 or higher.</p><p><strong><span style="color: blue">Benefit:</span></strong> You add +1 to all attack rolls you make using the selected weapon or attack type.</p><p><strong><span style="color: blue">Special:</span></strong> You can gain this feat multiple times. It’s effects do not stack. Each time you take the feat, it applies to a new weapon or attack type.</p><p></p><p><strong><span style="color: red">Whirlwind Attack (General)</span></strong></p><p>You can strike nearby opponents in an amazing, spinning attack. This is a similar but slightly different version of the original feat.</p><p><strong><span style="color: blue">Prerequisites:</span></strong> BAB +6 or higher, Dodge, Mobility, Spring Attack, Expertise.</p><p><strong><span style="color: blue">Benefit:</span></strong> When you perform the full-attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach that your weapon threatens (or unarmed strike, or natural weapon, as appropriate to what you attack with). You make a single attack roll with Whirlwind Attack and it applies against all enemies within your melee reach, as does any threat confirmation roll you may receive in the event of a critical threat. Likewise, you roll damage once for this attack and it applies against all stricken targets as appropriate.</p><p></p><p><strong><span style="color: red">Zen Archery (General)</span></strong></p><p>Your intuition guides your hand when you use a ranged weapon. 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, Wis 13+.</p><p><strong><span style="color: blue">Benefit:</span></strong> You may use your Wisdom modifier in place of your Dexterity modifier when making a ranged attack at any target within 60 feet, or you may instead add half of your Wisdom bonus, rounded up, to your Dexterity modifier on such attack rolls.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4750538, member: 13966"] [b]Aurelian General Feats: T-Z[/b] [COLOR="red"][B]Throw Anything (General)[/B][/COLOR] In your hands, any object becomes a deadly ranged weapon. This is a similar but slightly different version of the feat from Sword & Fist. [B][COLOR="Blue"]Prerequisites:[/COLOR][/B] BAB +2 or higher, Dex 15+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You can throw any object that is no less than two size categories smaller than yourself, and no more than one size category larger than yourself, regardless of whether or not it is intended to be used as a ranged weapon. You are not considered proficient in such use, but the -4 nonproficiency penalty you would suffer is reduced by 2 points. The range increment of objects used in conjunction with this is 10 feet. Any weapon thrown in this manner deals the same damage as normal. Other objects thrown this way have their damage determined by the DM, but should be slightly better than normal, and they use the standard 20/x2 threat range and critical multiplier. [COLOR="blue"][B]Normal:[/B][/COLOR] Any character can use an improvised thrown weapon with a range increment of 10 feet, but suffers a -4 nonproficiency penalty to attack, and the damage is determined by the DM. [B][COLOR="red"]Toughness (General)[/COLOR][/B] You are tougher than normal. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain 4 additional hit points when you acquire this feat. This benefit is doubled once your character level exceeds 9th. [B][COLOR="blue"]Special:[/COLOR][/B] A character may gain this feat multiple times. [B][COLOR="Red"]Track (General)[/COLOR][/B] You can follow the trails of creatures and characters across most types of terrain. This is exactly like the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] To find tracks or to follow them for one mile requires a Wilderness Lore check. You must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross over them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions. [code][COLOR="Blue"][U][B]Surface DC Surface DC[/B][/U][/COLOR] Very Soft 5 Firm 15 Soft 10 Hard 20[/code] Very Soft Ground - Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground - Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints. Firm Ground - Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints. Hard Ground - Any surface that doesn’t hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles). [code][COLOR="blue"][U][B]Condition DC Modifier[/B][/U][/COLOR] Every five creatures in the group being tracked -1 Size of creature or creatures being tracked * Fine +8 Diminutive +4 Tiny +2 Small +1 Medium-size +0 Large -1 Huge -2 Gargantuan -4 Colossal -8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility ** Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 * For a group of mixed sizes, apply only the modifier for the largest size category. ** Apply only the largest applicable modifier from this category.[/code] If you fail a Wilderness Lore check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. [B][COLOR="blue"]Normal:[/COLOR][/B] A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less. [B][COLOR="blue"]Special:[/COLOR][/B] A ranger receives this feat for free. This feat does not allow you to follow the tracks of a subject of the [I]Pass Without Trace[/I] spell or ability, nor those using Trackless Step or Dust of Tracelessness. [COLOR="Red"][B]Trample (General)[/B][/COLOR] You are trained in suing your mount to knock down opponents. This is a similar but slightly different version of the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Mounted Combat, 1+ ranks in Ride. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you attempt to overrun an opponent while mounted, the target cannot choose to avoid you. The overrun attempt does not provoke attacks of opportunity from the target. If you knock down the target, your mount may make one hoof, claw, slam, or similar attack against him or her, as appropriate to the mount, gaining the standard +4 bonus on attack rolls against prone targets. The mount's attack during the overrun deals double damage. [B][COLOR="red"]Two-Weapon Fighting (General)[/COLOR][/B] You can fight with a weapon in each hand, with less difficulty than other folk. You can make one extra attack each round with the second weapon. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Benefit:[/COLOR][/B] Your penalties for fighting with two weapons or a double weapon are reduced by 3. [B][COLOR="blue"]Normal:[/COLOR][/B] See the attacking with two weapons rules in the PHB or the Aurelian Combat Rules. [B][COLOR="blue"]Special:[/COLOR][/B] The Ambidexterity feat reduces the attack penalty for the off-hand weapon by 4. [COLOR="red"][B]Unfettered Agility (General)[/B][/COLOR] Your experience in using heavy armor has improved your defensive agility when unarmored, or even moderately armored. This is a new feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] Armor Proficiency (Heavy), Dodge, Str 13+, Dex 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You receive a +2 dodge bonus to Armor Class when wearing no armor, and carrying no more than a light load. You instead receive a +1 dodge bonus to AC if wearing light or medium armor, and carrying no more than a medium load. This feat's dodge bonus increases by +1 for every six character levels you possess, to a maximum total bonus (from this feat) equal to your combined Dexterity and Strength modifiers. The dodge bonus from Unfettered Agility is lost whenever you are immobilized or denied a Dexterity bonus to AC (even if your Dexterity modifier is not positive). [B][COLOR="red"]Warrior's Toughness (General)[/COLOR][/B] You are always striving to toughen your body and build up stamina. This is a new feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Base Fortitude save +4 or higher. [B][COLOR="blue"]Benefit:[/COLOR][/B] You gain 1 additional hit point per hit die, retroactively and henceforth. [B][COLOR="red"]Weapon Finesse (General)[/COLOR][/B] You are especially good at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one light melee weapon. You may choose melee touch attack or unarmed strike instead. Alternately, you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you’re the same size category or larger than the weapon, or if you're no more than one size category smaller than the spiked chain. If you have natural weapons, you may choose one of those types of natural weapon instead. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisite:[/COLOR][/B] Proficient with chosen weapon. [B][COLOR="blue"]Benefit:[/COLOR][/B] With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need your second hand for balance, if you carry a shield, apply the shield’s armor check penalty to your attack rolls. This feat does not apply when you carry something in your second hand other than a shield, and it does not apply when you make a shield bash attack with your second hand. However, you may use natural weapons, unarmed strikes, or melee touch attacks with that hand. [B][COLOR="blue"]Special:[/COLOR][/B] You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. [B][COLOR="red"]Weapon Focus (General)[/COLOR][/B] Choose one type of weapon, such as greataxe. You are especially good at using this weapon. You may even choose a natural weapon, or the unarmed strike, or melee touch attacks. If you are a spellcaster or manifester, or if you possess spell-like abilities, you may choose ray or projection. A ray is a ranged touch attack, such as that made with a [I]Ray of Frost[/I] spell. A projection is a spell, power, or other ability that requires a normal ranged attack roll, but is not a ray and uses no weapons, natural weapons, or unarmed strikes. This is exactly like the original feat. [COLOR="blue"][B]Prerequisites:[/B][/COLOR] Proficient with chosen weapon, BAB +1 or higher. [B][COLOR="blue"]Benefit:[/COLOR][/B] You add +1 to all attack rolls you make using the selected weapon or attack type. [B][COLOR="blue"]Special:[/COLOR][/B] You can gain this feat multiple times. It’s effects do not stack. Each time you take the feat, it applies to a new weapon or attack type. [B][COLOR="red"]Whirlwind Attack (General)[/COLOR][/B] You can strike nearby opponents in an amazing, spinning attack. This is a similar but slightly different version of the original feat. [B][COLOR="blue"]Prerequisites:[/COLOR][/B] BAB +6 or higher, Dodge, Mobility, Spring Attack, Expertise. [B][COLOR="blue"]Benefit:[/COLOR][/B] When you perform the full-attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach that your weapon threatens (or unarmed strike, or natural weapon, as appropriate to what you attack with). You make a single attack roll with Whirlwind Attack and it applies against all enemies within your melee reach, as does any threat confirmation roll you may receive in the event of a critical threat. Likewise, you roll damage once for this attack and it applies against all stricken targets as appropriate. [B][COLOR="red"]Zen Archery (General)[/COLOR][/B] Your intuition guides your hand when you use a ranged weapon. This is a similar but slightly different version of the feat from Sword & Fist. [COLOR="Blue"][B]Prerequisites:[/B][/COLOR] BAB +3 or higher, Wis 13+. [B][COLOR="blue"]Benefit:[/COLOR][/B] You may use your Wisdom modifier in place of your Dexterity modifier when making a ranged attack at any target within 60 feet, or you may instead add half of your Wisdom bonus, rounded up, to your Dexterity modifier on such attack rolls. [/QUOTE]
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