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ANIME INSPIRED FEATS! Cartoon smackdown!
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 58402" data-attributes="member: 546"><p>I found these anime/video game inspired feats in House Rules some time ago (can't remember the original author's name, sorry!). I recently revised them, adding prerequisites and hindrances (there were none originally) and also tweaked some of the mechanics and flavor text.</p><p></p><p>Note: I know that the 3e designers said no feat should ever reward a low ability score, but those below that do also add in a hindrance to compensate. They also embody the spirit of many popular anime/video game characters. You may want to reserve such feats for NPCs in your campaign.</p><p></p><p>Anyway, these feats sound like a lot of fun, so use what you like and toss what you don't. </p><p></p><p>BTW: Any feedback would also be appreciated! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>____________________________________________________</p><p></p><p>BIG AND DUMB</p><p>Your brain is tiny, but that’s OK because you</p><p>can break stuff. </p><p>Prequisite: Int 8 or lower.</p><p>Benefit: +4 Str. </p><p>Hindrance: You must make an Int check (DC</p><p>15) in order to successfully understand and carry</p><p>out any complicated, long or tedious action. If</p><p>you fail, you screw up whatever you were trying</p><p>to do and attempt to smash something breakable</p><p>within reach of the DM’s choice (this could</p><p>include another character at the DM’s option). </p><p>Special: Can only be taken at first level.</p><p></p><p>BLIND WARRIOR</p><p>You have lost your sight, but you are no less of a</p><p>warrior because of it having learned to "see"</p><p>your surroundings with your other senses. </p><p>Prerequisite: Blind-Fight, must have been</p><p>permanently blinded in both eyes. </p><p>Benefit: You gain a +2 to listen checks and can</p><p>function normally under any conditions what</p><p>would affect sight for good or ill. If you ever lose</p><p>your ability to hear you are effectively rendered</p><p>"blind" but may not benefit from such feats as</p><p>blind fighting. </p><p></p><p>BLOOD FOUNTAIN</p><p>You can make a cleave attack that so absolutely</p><p>destroys one foe that the blood sprays from their</p><p>body violently. </p><p>Prerequisite: BAB 6+, Cleave, Power Attack. </p><p>Benefit: 3/day, you can make an attack that (if</p><p>it kills your opponent) is so powerful that your</p><p>opponent's blood actually sprays from his body</p><p>in an enormous scarlet fountain. If the strike is</p><p>not fatal, it does not count toward the uses per</p><p>day, nor does it apply the morale penalty below.</p><p>This gory display demoralizes all enemies</p><p>within 50 feet who witness the demise of the</p><p>now-departed foe, who suffer a -4 morale</p><p>penalty to attack against you for the remainder</p><p>of the combat. Enemies of (your level - 4) HD or</p><p>less must make a Will save or flee (DC 10 + 1/2</p><p>your level + HD of monster killed using feat). </p><p>Special: You take 2 points of Charisma damage</p><p>until you bathe from being soaked in your foe's</p><p>blood. This is not a cumulative effect, and you</p><p>gain a +4 circumstance bonus to Intimidate</p><p>checks for the duration of the Charisma penalty.</p><p></p><p>CLUELESSLY HANDSOME</p><p>Women go gaga over you, though you wouldn't</p><p>know it if it hit you over the head. </p><p>Prerequisite: Cha 15+, 8 or lower Wis, male.</p><p>Benefit: Female humanoids who would</p><p>normally find you romantically desirable can't</p><p>help but hold back if they have to attack you.</p><p>They suffer a -2 penalty to hit and damage when</p><p>attacking you. You also receive a +2 bonus to all</p><p>Charisma-based checks against them, either in</p><p>or out of combat. This feat also works on those</p><p>not of the opposite sex who are attracted to your</p><p>gender.</p><p>Special: Can only be taken at 1st level. </p><p></p><p>COMEDIC RELIEF</p><p>Sometimes the gods just seem to favor this</p><p>humorous character who seems to never die...</p><p>Prerequisite: Any non-lawful alignment.</p><p>Benefit: 1/day, whenever this cahracter would</p><p>be reduced to 0 or less hitpoints, he/she can</p><p>either run away instead of getting attacked,</p><p>automatically moving 4x his/her move rate out</p><p>of the battle, or if it’s some explosion or such,</p><p>amazingly survive the blast with 1 hit point left,</p><p>and blown 120 ft. away, conveniently into a</p><p>river or some other obstruction if there is one.</p><p>Disadvantage: Character suffers -2 on all</p><p>Dexterity related skills, a further -4 on all</p><p>balance checks, and a -2 penalty on all</p><p>Charisma checks to influence other NPCs</p><p>(because they think of the character as silly).</p><p>Special: Can only be taken at 1st level.</p><p></p><p>CLOUD WALKER</p><p>Your balance and lightness of foot are such that</p><p>you could walk on the back of a sword someone</p><p>was holding. </p><p>Prerequisite: Dex 19+, Skill Focus: Balance.</p><p>Benefit: You automatically pass all balance</p><p>checks, and may travel across any surface as</p><p>long as there is something there to walk on.</p><p></p><p>HEROIC DETERMINATION</p><p>You just don't know when to give up, you never</p><p>say die, and you never quit.....even if someone's</p><p>collapsed a building on top of you. </p><p>Prerequisite: Iron Will.</p><p>Benefit: 1/day, when reduced to 0 hit points or</p><p>less, you can drag yourself back to your feet.</p><p>You regain all hit points you lost from a single</p><p>blow that took you to zero hit points or less.</p><p>Using this ability deals you 2 points of</p><p>temporary Constitition damage (which will</p><p>impact your HP total).</p><p></p><p>JIGGLY ANATOMY</p><p>You have been amply blessed, and men are</p><p>nervous in your presence. </p><p>Prerequisites: Cha 15+, female.</p><p>Benefit: Male humanoids who would normally</p><p>find you romantically desirable, suffer a -2</p><p>penalty to hit and damage when attacking you.</p><p>You also receive a +2 bonus to all</p><p>Charisma-based checks against them, either in</p><p>or out of combat. This feat also works on those</p><p>not of the opposite sex but who are attracted to</p><p>your gender. </p><p>Special: Can only be taken at 1st level. </p><p></p><p>MIGHTY LEAP</p><p>You are able to leap outlandish distances to the</p><p>disbelief of most people.</p><p>Prerequisite: Run, Skill Focus: Jump.</p><p>Benefit: You may move your speed horizontally</p><p>in a single leap, and half your speed vertically</p><p>as a move action.</p><p></p><p>MYSTIC SHIELD</p><p>You have powerful protective abilities that</p><p>would amaze even the greatest foe, but they take</p><p>their toll.</p><p>Prerequisite: Iron Will, ability to cast level 1</p><p>arcane or divine spells.</p><p>Benefit: 1/day, as a free action in response to an</p><p>attack, you can create a bubble up to 10ft in</p><p>diameter. Treat this bubble as a wall of force.</p><p>This lasts for one round from the initiative count</p><p>it was activated on. Using this ability deals you</p><p>2 points of temporary Constitution damage.</p><p></p><p>OVERSIZED WEAPON PROFICIENCY</p><p>You have trained yourself in the use of a huge</p><p>weapon. </p><p>Prerequisite: Str 18+.</p><p>Benefit: Choose one type of weapon two size</p><p>catagories larger than you, you may wield that</p><p>weapon two handed at no penalty. </p><p>Special: You can gain this feat multiple times.</p><p>Each time you take this feat, it applies to a new</p><p>weapon.</p><p></p><p>POWER-UP</p><p>You have vast reserves of power that you may</p><p>call upon with some effort.</p><p>Prerequisite: Cha 17+.</p><p>Benefit: 1/day as a full round action, you may</p><p>apply the Empower Spell feat and the Maximize</p><p>Spell feat and add +4 to the save DC of the next</p><p>spell you cast in the following round. Using this</p><p>ability deals you 4 points of temporary</p><p>Constitution damage and provokes an attack of</p><p>opportunity. </p><p></p><p>SKILLFUL STRIKE</p><p>You have trained long and hard with your</p><p>chosen weapon and can strike with the skill of a</p><p>master. </p><p>Prerequisite: BAB 15+, Expertise, Weapon</p><p>Focus (any).</p><p>Benefit: 3/day on a successful strike, you can</p><p>instantly slay a creature with 4 HD or less, deal</p><p>x4 damage to a creature of 5-10 HD, and deal x2</p><p>Damage to a creature of 11-15 HD. This ability</p><p>does not stack with a critical hit. If you succeed</p><p>at a critical hit when using this ability, your</p><p>damage multriplier is increased by one (a x2</p><p>weapon would be x3 in this example). You must</p><p>announce you are using this ability before</p><p>rolling and specify your target; if the target does</p><p>not qualify (too many HD), the ability fails and</p><p>this counts as one use of the feat’s daily uses. </p><p></p><p>SUPER POWER-UP</p><p>For some strange reason, no one will attack you</p><p>while you are using the Power-Up feat. In fact,</p><p>most will just stand by and watch with little</p><p>regard for what is about to happen... </p><p>Prerequisite: Cha 19+, Power-Up.</p><p>Benefit: You no longer provoke an attack of</p><p>opportunity when using the Power-Up feat. </p><p></p><p>SWIFT OF FOOT</p><p>You are the fastest person on the battle field;</p><p>warriors fear your speed. </p><p>Prerequisite: Run.</p><p>Benefit: Your movement rate is doubled.</p><p></p><p></p><p>TEMPER</p><p>You have a demonic temper that rises out when</p><p>extremely annoyed, granting you the strength to</p><p>do amazing feats.</p><p>Prerequisite: Chaotic alignment.</p><p>Benefit: 1/day for every 10 levels, you may gain</p><p>a +20 Strength bonus on one attack as a free</p><p>action. You must announce you are using this</p><p>feat before rolling to attack. If the attack misses,</p><p>the use of the feat is wasted. This feat can only</p><p>be activated in reaction to something that would</p><p>greatly annoy your character. </p><p>Special: Usually, the person with this feat's</p><p>whole body briefly turns red, steam blows out of</p><p>his ears, harmless flames surround him, etc.).</p><p></p><p>TOUGH GUY</p><p>You’re as tough as a bull and have the stubborn</p><p>personality and hair trigger temper to match. </p><p>Prerequisite: Cha 6 or lower.</p><p>Benefit: +4 Con.</p><p>Hindrance: Anytime things do not go your way,</p><p>you must make a Will save (DC 15) or become</p><p>angry and unreasonably stubborn. If the save</p><p>fails, you refuse to cooperate or lash out at the</p><p>character who triggered your temper (not</p><p>necessarily in a lethal manner, but a harmless</p><p>cuff to the head would be the least of your</p><p>reactions).</p><p>Special: Can only be taken at first level.</p><p></p><p>TRANSFORMATION</p><p>You have a heritage, either celestial or fiendish,</p><p>that you can manifest in the direst of situations. </p><p>Benefit: When you take this feat you choose</p><p>either the half-celestial template or the</p><p>half-fiend template. You may do this 1/day for a</p><p>number of rounds equal to your Cha modifier +</p><p>level, assuming your chosen template with all of</p><p>its benefits. At the end of this duration you</p><p>return to your former self and take 4 points of</p><p>temporary Constitution Damage. </p><p>Special: Can only be taken at first level. </p><p></p><p>TWITCHY</p><p>You cannot sit still; you are always moving and</p><p>doing things too fast. You almost always act</p><p>before you think. </p><p>Prerequisite: Wis 8 or lower. </p><p>Benefit: +4 Dex. </p><p>Hindrance: Must make a Will save (DC 15) to</p><p>successfully undertake any complicated, long or</p><p>tedious action. If the save fails, the twitchy</p><p>character does something impulsive and spur of</p><p>the moment instead (DM’s choice).</p><p>Special: Can only be taken at first level. </p><p></p><p>ULTIMATE CLEAVE</p><p>Your skill is such that you can cut through</p><p>objects no ordinary man would think possible. </p><p>Prerequisite: Expertise, Weapon Focus, Skillful</p><p>Strike</p><p>Benefit: 3/day, you may attempt to cut through</p><p>an inanimate object, up to 1ft think per level.</p><p>Magical and attended objects get a saving throw</p><p>vs. DC 15. If a magical object passes its saving</p><p>throw it automatically passes any future saving</p><p>throws related to this feat until you gain a level. </p><p></p><p>ZEN SMACKDOWN</p><p>You journey down the path of enlightenment</p><p>has taught you how to lay down the smack. </p><p>Prerequisite: BAB 7+, Wis 18+.</p><p>Benefit: 1/day, you may double the number of</p><p>attacks you make in a round. Roll twice for each</p><p>attack you would normally make; each roll</p><p>counts as a separate attack.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 58402, member: 546"] I found these anime/video game inspired feats in House Rules some time ago (can't remember the original author's name, sorry!). I recently revised them, adding prerequisites and hindrances (there were none originally) and also tweaked some of the mechanics and flavor text. Note: I know that the 3e designers said no feat should ever reward a low ability score, but those below that do also add in a hindrance to compensate. They also embody the spirit of many popular anime/video game characters. You may want to reserve such feats for NPCs in your campaign. Anyway, these feats sound like a lot of fun, so use what you like and toss what you don't. BTW: Any feedback would also be appreciated! :D ____________________________________________________ BIG AND DUMB Your brain is tiny, but that’s OK because you can break stuff. Prequisite: Int 8 or lower. Benefit: +4 Str. Hindrance: You must make an Int check (DC 15) in order to successfully understand and carry out any complicated, long or tedious action. If you fail, you screw up whatever you were trying to do and attempt to smash something breakable within reach of the DM’s choice (this could include another character at the DM’s option). Special: Can only be taken at first level. BLIND WARRIOR You have lost your sight, but you are no less of a warrior because of it having learned to "see" your surroundings with your other senses. Prerequisite: Blind-Fight, must have been permanently blinded in both eyes. Benefit: You gain a +2 to listen checks and can function normally under any conditions what would affect sight for good or ill. If you ever lose your ability to hear you are effectively rendered "blind" but may not benefit from such feats as blind fighting. BLOOD FOUNTAIN You can make a cleave attack that so absolutely destroys one foe that the blood sprays from their body violently. Prerequisite: BAB 6+, Cleave, Power Attack. Benefit: 3/day, you can make an attack that (if it kills your opponent) is so powerful that your opponent's blood actually sprays from his body in an enormous scarlet fountain. If the strike is not fatal, it does not count toward the uses per day, nor does it apply the morale penalty below. This gory display demoralizes all enemies within 50 feet who witness the demise of the now-departed foe, who suffer a -4 morale penalty to attack against you for the remainder of the combat. Enemies of (your level - 4) HD or less must make a Will save or flee (DC 10 + 1/2 your level + HD of monster killed using feat). Special: You take 2 points of Charisma damage until you bathe from being soaked in your foe's blood. This is not a cumulative effect, and you gain a +4 circumstance bonus to Intimidate checks for the duration of the Charisma penalty. CLUELESSLY HANDSOME Women go gaga over you, though you wouldn't know it if it hit you over the head. Prerequisite: Cha 15+, 8 or lower Wis, male. Benefit: Female humanoids who would normally find you romantically desirable can't help but hold back if they have to attack you. They suffer a -2 penalty to hit and damage when attacking you. You also receive a +2 bonus to all Charisma-based checks against them, either in or out of combat. This feat also works on those not of the opposite sex who are attracted to your gender. Special: Can only be taken at 1st level. COMEDIC RELIEF Sometimes the gods just seem to favor this humorous character who seems to never die... Prerequisite: Any non-lawful alignment. Benefit: 1/day, whenever this cahracter would be reduced to 0 or less hitpoints, he/she can either run away instead of getting attacked, automatically moving 4x his/her move rate out of the battle, or if it’s some explosion or such, amazingly survive the blast with 1 hit point left, and blown 120 ft. away, conveniently into a river or some other obstruction if there is one. Disadvantage: Character suffers -2 on all Dexterity related skills, a further -4 on all balance checks, and a -2 penalty on all Charisma checks to influence other NPCs (because they think of the character as silly). Special: Can only be taken at 1st level. CLOUD WALKER Your balance and lightness of foot are such that you could walk on the back of a sword someone was holding. Prerequisite: Dex 19+, Skill Focus: Balance. Benefit: You automatically pass all balance checks, and may travel across any surface as long as there is something there to walk on. HEROIC DETERMINATION You just don't know when to give up, you never say die, and you never quit.....even if someone's collapsed a building on top of you. Prerequisite: Iron Will. Benefit: 1/day, when reduced to 0 hit points or less, you can drag yourself back to your feet. You regain all hit points you lost from a single blow that took you to zero hit points or less. Using this ability deals you 2 points of temporary Constitition damage (which will impact your HP total). JIGGLY ANATOMY You have been amply blessed, and men are nervous in your presence. Prerequisites: Cha 15+, female. Benefit: Male humanoids who would normally find you romantically desirable, suffer a -2 penalty to hit and damage when attacking you. You also receive a +2 bonus to all Charisma-based checks against them, either in or out of combat. This feat also works on those not of the opposite sex but who are attracted to your gender. Special: Can only be taken at 1st level. MIGHTY LEAP You are able to leap outlandish distances to the disbelief of most people. Prerequisite: Run, Skill Focus: Jump. Benefit: You may move your speed horizontally in a single leap, and half your speed vertically as a move action. MYSTIC SHIELD You have powerful protective abilities that would amaze even the greatest foe, but they take their toll. Prerequisite: Iron Will, ability to cast level 1 arcane or divine spells. Benefit: 1/day, as a free action in response to an attack, you can create a bubble up to 10ft in diameter. Treat this bubble as a wall of force. This lasts for one round from the initiative count it was activated on. Using this ability deals you 2 points of temporary Constitution damage. OVERSIZED WEAPON PROFICIENCY You have trained yourself in the use of a huge weapon. Prerequisite: Str 18+. Benefit: Choose one type of weapon two size catagories larger than you, you may wield that weapon two handed at no penalty. Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new weapon. POWER-UP You have vast reserves of power that you may call upon with some effort. Prerequisite: Cha 17+. Benefit: 1/day as a full round action, you may apply the Empower Spell feat and the Maximize Spell feat and add +4 to the save DC of the next spell you cast in the following round. Using this ability deals you 4 points of temporary Constitution damage and provokes an attack of opportunity. SKILLFUL STRIKE You have trained long and hard with your chosen weapon and can strike with the skill of a master. Prerequisite: BAB 15+, Expertise, Weapon Focus (any). Benefit: 3/day on a successful strike, you can instantly slay a creature with 4 HD or less, deal x4 damage to a creature of 5-10 HD, and deal x2 Damage to a creature of 11-15 HD. This ability does not stack with a critical hit. If you succeed at a critical hit when using this ability, your damage multriplier is increased by one (a x2 weapon would be x3 in this example). You must announce you are using this ability before rolling and specify your target; if the target does not qualify (too many HD), the ability fails and this counts as one use of the feat’s daily uses. SUPER POWER-UP For some strange reason, no one will attack you while you are using the Power-Up feat. In fact, most will just stand by and watch with little regard for what is about to happen... Prerequisite: Cha 19+, Power-Up. Benefit: You no longer provoke an attack of opportunity when using the Power-Up feat. SWIFT OF FOOT You are the fastest person on the battle field; warriors fear your speed. Prerequisite: Run. Benefit: Your movement rate is doubled. TEMPER You have a demonic temper that rises out when extremely annoyed, granting you the strength to do amazing feats. Prerequisite: Chaotic alignment. Benefit: 1/day for every 10 levels, you may gain a +20 Strength bonus on one attack as a free action. You must announce you are using this feat before rolling to attack. If the attack misses, the use of the feat is wasted. This feat can only be activated in reaction to something that would greatly annoy your character. Special: Usually, the person with this feat's whole body briefly turns red, steam blows out of his ears, harmless flames surround him, etc.). TOUGH GUY You’re as tough as a bull and have the stubborn personality and hair trigger temper to match. Prerequisite: Cha 6 or lower. Benefit: +4 Con. Hindrance: Anytime things do not go your way, you must make a Will save (DC 15) or become angry and unreasonably stubborn. If the save fails, you refuse to cooperate or lash out at the character who triggered your temper (not necessarily in a lethal manner, but a harmless cuff to the head would be the least of your reactions). Special: Can only be taken at first level. TRANSFORMATION You have a heritage, either celestial or fiendish, that you can manifest in the direst of situations. Benefit: When you take this feat you choose either the half-celestial template or the half-fiend template. You may do this 1/day for a number of rounds equal to your Cha modifier + level, assuming your chosen template with all of its benefits. At the end of this duration you return to your former self and take 4 points of temporary Constitution Damage. Special: Can only be taken at first level. TWITCHY You cannot sit still; you are always moving and doing things too fast. You almost always act before you think. Prerequisite: Wis 8 or lower. Benefit: +4 Dex. Hindrance: Must make a Will save (DC 15) to successfully undertake any complicated, long or tedious action. If the save fails, the twitchy character does something impulsive and spur of the moment instead (DM’s choice). Special: Can only be taken at first level. ULTIMATE CLEAVE Your skill is such that you can cut through objects no ordinary man would think possible. Prerequisite: Expertise, Weapon Focus, Skillful Strike Benefit: 3/day, you may attempt to cut through an inanimate object, up to 1ft think per level. Magical and attended objects get a saving throw vs. DC 15. If a magical object passes its saving throw it automatically passes any future saving throws related to this feat until you gain a level. ZEN SMACKDOWN You journey down the path of enlightenment has taught you how to lay down the smack. Prerequisite: BAB 7+, Wis 18+. Benefit: 1/day, you may double the number of attacks you make in a round. Roll twice for each attack you would normally make; each roll counts as a separate attack. [/QUOTE]
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