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<blockquote data-quote="Arkhandus" data-source="post: 4751897" data-attributes="member: 13966"><p><strong>Aurelian General Feat List</strong></p><p></p><p></p><p>Well, each of the feats that has been altered says in the last line before its prerequisites "this is a similar but slightly different version of the original feat" or something along those lines. Others specifically say they're new feats. And others say they're exactly like the original feat; but in those cases, there is often a small difference in the wording that is meant to clarify how it works, and may in fact make it work just a bit differently from the original, less-clear or less-wordy version did.</p><p></p><p>While I don't have a list of specific changes, I can easily enough point out what feats are changed and how. It'll just take a while if I bother to compose a detailed list. I'll edit this post sometime this week to show the feat list and indicate which ones are different, which are new, and which are unchanged.</p><p></p><p>Edit: Here it is. Scroll the table rightward to see the Changes in Brief notes.</p><p>[code][B]General Feats[/B]</p><p>[I][U]Feat Name Brief Description Changes in Brief[/U][/I]</p><p>Ability Focus +2 to special ability save DC Any Sp/Su ability, or racial Ex</p><p>Alertness +2 Listen and Spot</p><p>Ambidexterity Eliminates off-hand penalties Full Str bonus to off-hand dmg</p><p>Animal Control Rebuke/Command animals like a cleric Clarified</p><p>Animal Defiance Turn (not destroy) animals like a cleric Clarified</p><p>Armor Proficiency (Heavy) No attack penalty from armor</p><p>Armor Proficiency (Light) No attack penalty from armor</p><p>Armor Proficiency (Medium) No attack penalty from armor</p><p>Arterial Strike Trade 1 sneak attack die for Wounding Clarified</p><p>Athletic +2 Climb and Swim</p><p>Augment Summoning Summons get +1 AC, attack, dmg, hp/HD +1 AC, altered prerequisites</p><p>Beguiling Presence Supernaturally improve attitudes 1/day New</p><p>Blind-Fight Ignore some concealment penalties</p><p>Brachiation Swing from trees/vines at normal speed Clear, may charge or use vines</p><p>Broadened Skills +3 skill points, +1 per four extra levels New</p><p>Charmed +2 luck on a save and a check, 50 gp/level New</p><p>Chink in the Armor Standard action to ignore half armor AC</p><p>Circle Kick Unarmed strike vs. 1 extra foe/round, -2 AC Clear, full/std action, +2 BAB</p><p>Cleave One extra attack when damage drops a foe Clarified</p><p>Clever Wrestling +2 grapple per size of difference, if smaller Wider uses, more sizes</p><p>Close-Proximity Blindsight Limited 10-foot blindsight Blindsight, 5-ft. Radius revised</p><p>Close-Quarters Fighting You are difficult to grapple or pin down +3 Escape Artist vs. grapples</p><p>Combat Agility Extra 5-foot step, +1 Mobility AC New</p><p>Combat Mystic +6 to cast/manifest/activate defensively Combat Casting revised</p><p>Combat Reflexes Extra/flat-footed attacks of opportunity</p><p>Dash +5 feet of speed/copy, if lightly burdened Prerequisites, special options</p><p>Death Blow Std action coup de grace, +4 AC vs. AoO AC bonus against CdG AoO</p><p>Deep Sleeper Sleep quickly, 4 hours/day, hard to wake New</p><p>Deflect Arrows Ref save to negate 1 ranged attack/round Clarified</p><p>Dirty Fighting One attack/round, at +1 or more, +1d4 dmg Clarified, and an attack bonus</p><p>Dodge +1 dodge AC versus one foe/round May take once/2 lvls, round up</p><p>Dual Strike Extra +2 flanking with other Dual Strikers Clarified, applies to dmg too</p><p>Eagle Claw Attack Damage objects unarmed, minor benefits Ignore 1 hardness, fast Iaijutsu</p><p>Enchanting Personality +2 on and against various Charisma rolls New</p><p>Endurance +6 or +3 versus fatigue/suffocation Higher bonus, +3 certain saves</p><p>Evade Sundering +6 AC and +3 Reflex for your gear New</p><p>Exceptional Fortitude +4 Fortitude, overrides Great Fortitude New</p><p>Exceptional Reflexes +4 Reflex, overrides Lightning Reflexes New</p><p>Exceptional Will +4 Will, overrides Iron Will New</p><p>Exotic Weapon Proficiency No attack penalty with a weapon</p><p>Expertise Trade attack bonus for AC, max = BAB/+5 Not when fighting defensively</p><p>Expert Skill Chosen skill gets +2, becomes a class skill New</p><p>Expert Tactician Free melee attack/round vs. Dex-denied foe As detailed in Song & Silence</p><p>Extra Spell Knowledge Learn 1 or 2 spells of any level you can 1 or 2, may = your highest lvl</p><p>Extra Spell Slot Get 1 extra spell slot of any level you can may = your highest lvl, max 8</p><p>Eyes in the Back of Your Head +1 Reflex, cannot be flanked Clarified and limited, + Reflex</p><p>Far Shot Range increments x2 throwing, x1.5 other</p><p>Favored Weapon +1 or +2 to hit with weapon, -1 with others New</p><p>Feign Weakness Bluff 1/battle to feign weakness, strike foe Limits, no AoO, unbalances</p><p>Fists of Iron +1d4 damage unarmed, 3+Wis mod/day</p><p>Fleet of Foot Make a 90-degree turn, charging or running</p><p>Flick of the Wrist Catch flat-footed w/ light free-action draw</p><p>Great Cleave Use Cleave any number of times per round</p><p>Greater Fists of Iron +3 Fists of Iron per day and +1d4 damage New</p><p>Greater Resiliency Increase general DR by 1, limited DR by 4 May boost limited DR by 4</p><p>Greater Spell Focus +4 DCs of spell school, override Spell Focus</p><p>Greater Spell Penetration Override Spell Penetration with +4 CL/+2 D +2 on dispel checks</p><p>Greater Toughness +4 HP per feat with Toughness in the name New</p><p>Greater Two-Weapon Fighting Extra off-hand attack at -10 to hit</p><p>Great Fortitude +2 on Fortitude saving throws</p><p>Great Throw Unarmed trip damages and moves foe OA feat from James Wyatt</p><p>Hold the Line Get AoO vs. charging foe, may stop them Str 13+, dmg bonus, stop</p><p>Improved Bull Rush Safer and more effective bull rushes, +2 vs. Bonuses, may push +5 ft.</p><p>Improved Critical Double threat range of one attack type More attack options</p><p>Improved Disarm Safer disarming, +2 for and against +2 to the opposed rolls</p><p>Improved Flight Flight maneuverability improves by 1 step</p><p>Improved Initiative +4 to Initiative checks</p><p>Improved Overrun Safer overruns, get AoO, hard to avoid Grant AoO and negate foe's</p><p>Improved Power Attack May Power Attack any amount up to BAB New</p><p>Improved Shield Bash Shield bashes may bull rush foes 5 feet</p><p>Improved Sunder +50% dmg to objects, ignore 25% hardness BAB +3, dmg, hardness</p><p>Improved Swimming You swim faster than normal Changed speed increase</p><p>Improved Toughness Get +10 HP, eventually becomes +20 New</p><p>Improved Trip +2 to make or resist, free attack after trip +2 to the opposed rolls</p><p>Improved Two-Weapon Fighting Extra off-hand attack at -5 to hit</p><p>Improved Unarmed Strike Easier punches/kicks, normal/subdual dmg Damage allowance, kicks</p><p>Iron Will +2 on Will saving throws</p><p>Jack of All Trades Use any skill untrained</p><p>Knock-Back Bull rush foes 5 feet with 10+ dmg attacks New</p><p>Knock-Down Trip foes with 10+ dmg attacks Combo with Knock-Back</p><p>Lightning Reflexes +2 on Reflex saving throws</p><p>Light Sleeper May use 10 hours of naps, awaken easily New</p><p>Martial Weapon Proficiency No attack penalty with weapons Applied to certain groups</p><p>Mobility +4 dodge AC during various movements Expanded to other moves</p><p>Monkey Grip Use a bigger weapon in 1 hand at -2 to hit Str 15+, expanded option</p><p>Mounted Archery Half penalty for shots on a moving mount 1+ ranks of Ride</p><p>Mounted Combat Ride check replaces mount's AC 1/round 1+ ranks of Ride</p><p>Multiattack Secondary natural attacks get only -2 to hit</p><p>Multicultural +4 to interact with certain races 1 race + 1 per Int bonus</p><p>Mystic Defense +4 on saves vs. chosen school(s) of magic Arcane Defense revised</p><p>Nature's Augmentation +1 round/max HP for Summon Nature's Ally New</p><p>Off-Hand Parry Trade off-hand attacks for 2+ shield bonus Clarified and expanded</p><p>Pain Touch Stunning Fist DC +1 and nauseate 1 round +1 to save DC</p><p>Pin Shield Off-hand strike vs, shield, then get an AoO</p><p>Plant Control Rebuke/Command plants like a cleric Clarified</p><p>Plant Defiance Turn (not destroy) plants like a cleric Clarified</p><p>Point Blank Shot +1 to hit and damage at ranges up to 30 ft. Clarified</p><p>Power Attack Melee attack/damage tradeoff, max = BAB Absolute max is +/- 10</p><p>Power Lunge Take AoO charging, do +2 + Str mod dmg +2 to damage bonus</p><p>Precise Shot Shoot easily into melee, grapples, or cover Expanded options</p><p>Prone Attack Attack while prone, no penalty, stand freely No normal -4 penalty</p><p>Quick Draw Free actions to draw, pick up, or sheathe Expanded options</p><p>Quicker Than the Eye Bluff check to distract for a partial action</p><p>Rapid Reload Reload projectile or siege weapons faster Revised and expanded</p><p>Rapid Shot Get 1 extra ranged attack during full-attack Clarified</p><p>Remain Conscious Stay conscious through great pain/injury Expanded options</p><p>Resist Disease +4 on Fortitude saves versus disease</p><p>Resist Poison +4 on Fortitude saves versus poison</p><p>Ride-By Attack Charge on your mount and keep moving Clarified and revised</p><p>Run Run at x5 speed or go +5 ft. with 5-ft. step Expanded options</p><p>Sharp-Shooting Shoot at foes easier in various conditions Expanded options</p><p>Shield Charge Double damage on a charging shield bash</p><p>Shield Expert Retain shield bonus when attacking with it Expanded for buckler</p><p>Shield Proficiency No attack penalty from any shields</p><p>Shot on the Run Move before and after a ranged attack Clarified, improved</p><p>Simple Weapon Proficiency No attack penalty with weapons</p><p>Skilled Interference Disrupt use of spells, powers, and abilities New</p><p>Skill Focus +3 with chosen skill, and 1 or 2 free ranks Expanded, improved</p><p>Skill Versatility Choose 3 additional class skills New</p><p>Snatch Arrows Catch physical ranged attacks, return fire Slightly expanded</p><p>Snatch Weapon Catch disarmed weapon, free attack at +2 Int 13+, +2 to hit</p><p>Spell Focus +2 to spell save DCs of chosen school(s) Prerequisites</p><p>Spell Penetration +2 to caster level checks, +1 to dispel Prerequisites, dispel</p><p>Spell Preparation May prepare some of your spells for a day Arcane Prep. revised</p><p>Spell Specialization +2 damage for spells with Weapon Focus Clarified and revised</p><p>Spirited Charge x2 dmg on a mounted charge, x3 w/ lance 1+ ranks of Ride</p><p>Spring Attack Move before and after a melee attack Clarified</p><p>Stunning Fist Unarmed strikes stun foes for 1 round Clarified</p><p>Summoning Mastery Summon more creatures per Summon spell New</p><p>Sunder Safely strike weapons/shields, and +2 dmg Shields, dmg bonus</p><p>Superior Toughness Get +1 HP/HD, +2/Toughness-named feat New</p><p>Supreme Cleave Get a 5-ft. step before each Cleave attack Based on Master Samurai</p><p>Surging Spell Increase spell DCs and CL checks 3/day New</p><p>Swift Pursuit Take 5-ft. steps to follow threatened foes New</p><p>Throw Anything Throw improvised weapons more easily Revised and clarified</p><p>Toughness Get +4 HP, eventually becomes +8 Used to be a static +3</p><p>Track Find/follow tracks using Wilderness Lore</p><p>Trample Easier and damaging mounted overruns 1+ ranks of Ride, revised</p><p>Two-Weapon Fighting Reduce penalties by 3 for two/double wpns 3 points instead of 2</p><p>Unfettered Agility +1, +2, or more AC in no/light/med. armor New</p><p>Warrior's Toughness +1 HP per HD New</p><p>Weapon Finesse Use Dex for certain melee attacks, 1/copy Clarified, no BAB prereq.</p><p>Weapon Focus +1 to attack rolls with one wpn/attack type Expanded options</p><p>Whirlwind Attack One full-round attack vs. all foes in reach Revised and clarified</p><p>Zen Archery Use Wis or +1/2 Wis for shots out to 60 ft. Range, +1/2 Wis option[/code]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4751897, member: 13966"] [b]Aurelian General Feat List[/b] Well, each of the feats that has been altered says in the last line before its prerequisites "this is a similar but slightly different version of the original feat" or something along those lines. Others specifically say they're new feats. And others say they're exactly like the original feat; but in those cases, there is often a small difference in the wording that is meant to clarify how it works, and may in fact make it work just a bit differently from the original, less-clear or less-wordy version did. While I don't have a list of specific changes, I can easily enough point out what feats are changed and how. It'll just take a while if I bother to compose a detailed list. I'll edit this post sometime this week to show the feat list and indicate which ones are different, which are new, and which are unchanged. Edit: Here it is. Scroll the table rightward to see the Changes in Brief notes. [code][B]General Feats[/B] [I][U]Feat Name Brief Description Changes in Brief[/U][/I] Ability Focus +2 to special ability save DC Any Sp/Su ability, or racial Ex Alertness +2 Listen and Spot Ambidexterity Eliminates off-hand penalties Full Str bonus to off-hand dmg Animal Control Rebuke/Command animals like a cleric Clarified Animal Defiance Turn (not destroy) animals like a cleric Clarified Armor Proficiency (Heavy) No attack penalty from armor Armor Proficiency (Light) No attack penalty from armor Armor Proficiency (Medium) No attack penalty from armor Arterial Strike Trade 1 sneak attack die for Wounding Clarified Athletic +2 Climb and Swim Augment Summoning Summons get +1 AC, attack, dmg, hp/HD +1 AC, altered prerequisites Beguiling Presence Supernaturally improve attitudes 1/day New Blind-Fight Ignore some concealment penalties Brachiation Swing from trees/vines at normal speed Clear, may charge or use vines Broadened Skills +3 skill points, +1 per four extra levels New Charmed +2 luck on a save and a check, 50 gp/level New Chink in the Armor Standard action to ignore half armor AC Circle Kick Unarmed strike vs. 1 extra foe/round, -2 AC Clear, full/std action, +2 BAB Cleave One extra attack when damage drops a foe Clarified Clever Wrestling +2 grapple per size of difference, if smaller Wider uses, more sizes Close-Proximity Blindsight Limited 10-foot blindsight Blindsight, 5-ft. Radius revised Close-Quarters Fighting You are difficult to grapple or pin down +3 Escape Artist vs. grapples Combat Agility Extra 5-foot step, +1 Mobility AC New Combat Mystic +6 to cast/manifest/activate defensively Combat Casting revised Combat Reflexes Extra/flat-footed attacks of opportunity Dash +5 feet of speed/copy, if lightly burdened Prerequisites, special options Death Blow Std action coup de grace, +4 AC vs. AoO AC bonus against CdG AoO Deep Sleeper Sleep quickly, 4 hours/day, hard to wake New Deflect Arrows Ref save to negate 1 ranged attack/round Clarified Dirty Fighting One attack/round, at +1 or more, +1d4 dmg Clarified, and an attack bonus Dodge +1 dodge AC versus one foe/round May take once/2 lvls, round up Dual Strike Extra +2 flanking with other Dual Strikers Clarified, applies to dmg too Eagle Claw Attack Damage objects unarmed, minor benefits Ignore 1 hardness, fast Iaijutsu Enchanting Personality +2 on and against various Charisma rolls New Endurance +6 or +3 versus fatigue/suffocation Higher bonus, +3 certain saves Evade Sundering +6 AC and +3 Reflex for your gear New Exceptional Fortitude +4 Fortitude, overrides Great Fortitude New Exceptional Reflexes +4 Reflex, overrides Lightning Reflexes New Exceptional Will +4 Will, overrides Iron Will New Exotic Weapon Proficiency No attack penalty with a weapon Expertise Trade attack bonus for AC, max = BAB/+5 Not when fighting defensively Expert Skill Chosen skill gets +2, becomes a class skill New Expert Tactician Free melee attack/round vs. Dex-denied foe As detailed in Song & Silence Extra Spell Knowledge Learn 1 or 2 spells of any level you can 1 or 2, may = your highest lvl Extra Spell Slot Get 1 extra spell slot of any level you can may = your highest lvl, max 8 Eyes in the Back of Your Head +1 Reflex, cannot be flanked Clarified and limited, + Reflex Far Shot Range increments x2 throwing, x1.5 other Favored Weapon +1 or +2 to hit with weapon, -1 with others New Feign Weakness Bluff 1/battle to feign weakness, strike foe Limits, no AoO, unbalances Fists of Iron +1d4 damage unarmed, 3+Wis mod/day Fleet of Foot Make a 90-degree turn, charging or running Flick of the Wrist Catch flat-footed w/ light free-action draw Great Cleave Use Cleave any number of times per round Greater Fists of Iron +3 Fists of Iron per day and +1d4 damage New Greater Resiliency Increase general DR by 1, limited DR by 4 May boost limited DR by 4 Greater Spell Focus +4 DCs of spell school, override Spell Focus Greater Spell Penetration Override Spell Penetration with +4 CL/+2 D +2 on dispel checks Greater Toughness +4 HP per feat with Toughness in the name New Greater Two-Weapon Fighting Extra off-hand attack at -10 to hit Great Fortitude +2 on Fortitude saving throws Great Throw Unarmed trip damages and moves foe OA feat from James Wyatt Hold the Line Get AoO vs. charging foe, may stop them Str 13+, dmg bonus, stop Improved Bull Rush Safer and more effective bull rushes, +2 vs. Bonuses, may push +5 ft. Improved Critical Double threat range of one attack type More attack options Improved Disarm Safer disarming, +2 for and against +2 to the opposed rolls Improved Flight Flight maneuverability improves by 1 step Improved Initiative +4 to Initiative checks Improved Overrun Safer overruns, get AoO, hard to avoid Grant AoO and negate foe's Improved Power Attack May Power Attack any amount up to BAB New Improved Shield Bash Shield bashes may bull rush foes 5 feet Improved Sunder +50% dmg to objects, ignore 25% hardness BAB +3, dmg, hardness Improved Swimming You swim faster than normal Changed speed increase Improved Toughness Get +10 HP, eventually becomes +20 New Improved Trip +2 to make or resist, free attack after trip +2 to the opposed rolls Improved Two-Weapon Fighting Extra off-hand attack at -5 to hit Improved Unarmed Strike Easier punches/kicks, normal/subdual dmg Damage allowance, kicks Iron Will +2 on Will saving throws Jack of All Trades Use any skill untrained Knock-Back Bull rush foes 5 feet with 10+ dmg attacks New Knock-Down Trip foes with 10+ dmg attacks Combo with Knock-Back Lightning Reflexes +2 on Reflex saving throws Light Sleeper May use 10 hours of naps, awaken easily New Martial Weapon Proficiency No attack penalty with weapons Applied to certain groups Mobility +4 dodge AC during various movements Expanded to other moves Monkey Grip Use a bigger weapon in 1 hand at -2 to hit Str 15+, expanded option Mounted Archery Half penalty for shots on a moving mount 1+ ranks of Ride Mounted Combat Ride check replaces mount's AC 1/round 1+ ranks of Ride Multiattack Secondary natural attacks get only -2 to hit Multicultural +4 to interact with certain races 1 race + 1 per Int bonus Mystic Defense +4 on saves vs. chosen school(s) of magic Arcane Defense revised Nature's Augmentation +1 round/max HP for Summon Nature's Ally New Off-Hand Parry Trade off-hand attacks for 2+ shield bonus Clarified and expanded Pain Touch Stunning Fist DC +1 and nauseate 1 round +1 to save DC Pin Shield Off-hand strike vs, shield, then get an AoO Plant Control Rebuke/Command plants like a cleric Clarified Plant Defiance Turn (not destroy) plants like a cleric Clarified Point Blank Shot +1 to hit and damage at ranges up to 30 ft. Clarified Power Attack Melee attack/damage tradeoff, max = BAB Absolute max is +/- 10 Power Lunge Take AoO charging, do +2 + Str mod dmg +2 to damage bonus Precise Shot Shoot easily into melee, grapples, or cover Expanded options Prone Attack Attack while prone, no penalty, stand freely No normal -4 penalty Quick Draw Free actions to draw, pick up, or sheathe Expanded options Quicker Than the Eye Bluff check to distract for a partial action Rapid Reload Reload projectile or siege weapons faster Revised and expanded Rapid Shot Get 1 extra ranged attack during full-attack Clarified Remain Conscious Stay conscious through great pain/injury Expanded options Resist Disease +4 on Fortitude saves versus disease Resist Poison +4 on Fortitude saves versus poison Ride-By Attack Charge on your mount and keep moving Clarified and revised Run Run at x5 speed or go +5 ft. with 5-ft. step Expanded options Sharp-Shooting Shoot at foes easier in various conditions Expanded options Shield Charge Double damage on a charging shield bash Shield Expert Retain shield bonus when attacking with it Expanded for buckler Shield Proficiency No attack penalty from any shields Shot on the Run Move before and after a ranged attack Clarified, improved Simple Weapon Proficiency No attack penalty with weapons Skilled Interference Disrupt use of spells, powers, and abilities New Skill Focus +3 with chosen skill, and 1 or 2 free ranks Expanded, improved Skill Versatility Choose 3 additional class skills New Snatch Arrows Catch physical ranged attacks, return fire Slightly expanded Snatch Weapon Catch disarmed weapon, free attack at +2 Int 13+, +2 to hit Spell Focus +2 to spell save DCs of chosen school(s) Prerequisites Spell Penetration +2 to caster level checks, +1 to dispel Prerequisites, dispel Spell Preparation May prepare some of your spells for a day Arcane Prep. revised Spell Specialization +2 damage for spells with Weapon Focus Clarified and revised Spirited Charge x2 dmg on a mounted charge, x3 w/ lance 1+ ranks of Ride Spring Attack Move before and after a melee attack Clarified Stunning Fist Unarmed strikes stun foes for 1 round Clarified Summoning Mastery Summon more creatures per Summon spell New Sunder Safely strike weapons/shields, and +2 dmg Shields, dmg bonus Superior Toughness Get +1 HP/HD, +2/Toughness-named feat New Supreme Cleave Get a 5-ft. step before each Cleave attack Based on Master Samurai Surging Spell Increase spell DCs and CL checks 3/day New Swift Pursuit Take 5-ft. steps to follow threatened foes New Throw Anything Throw improvised weapons more easily Revised and clarified Toughness Get +4 HP, eventually becomes +8 Used to be a static +3 Track Find/follow tracks using Wilderness Lore Trample Easier and damaging mounted overruns 1+ ranks of Ride, revised Two-Weapon Fighting Reduce penalties by 3 for two/double wpns 3 points instead of 2 Unfettered Agility +1, +2, or more AC in no/light/med. armor New Warrior's Toughness +1 HP per HD New Weapon Finesse Use Dex for certain melee attacks, 1/copy Clarified, no BAB prereq. Weapon Focus +1 to attack rolls with one wpn/attack type Expanded options Whirlwind Attack One full-round attack vs. all foes in reach Revised and clarified Zen Archery Use Wis or +1/2 Wis for shots out to 60 ft. Range, +1/2 Wis option[/code] [/QUOTE]
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