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<blockquote data-quote="Olgar Shiverstone" data-source="post: 942271" data-attributes="member: 5868"><p>4. Feats</p><p></p><p> a. Manyshot [General]</p><p>You can fire multiple arrows as a single attack against a nearby target.</p><p>Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6.</p><p>Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).</p><p>For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total of -6 on the third arrow and -8 on the fourth).</p><p>Damage reduction and other resistances apply separately against each arrow fired.</p><p>Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.</p><p>A fighter may select Manyshot as one of his fighter bonus feats.</p><p>A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.</p><p></p><p> b. The full 3.5 feat list (bold = new; italic = renamed):</p><p> </p><p>Acrobatic</p><p>Agile</p><p>Alertness</p><p>Animal Affinity</p><p>Armor Proficiency (light)</p><p> Armor Proficiency (medium)</p><p> Armor Proficiency (heavy)</p><p>Athletic</p><p>Augment Summoning</p><p>Blind-Fight</p><p>Combat Casting</p><p>Combat Expertise</p><p> Improved Disarm</p><p> Improved Feint</p><p> Improved Trip</p><p> Whirlwind Attack</p><p>Combat Reflexes</p><p>Deceitful</p><p>Deft Hands</p><p>Diligent</p><p>Dodge</p><p> Mobility</p><p> Spring Attack</p><p>Endurance</p><p> Diehard</p><p>Eschew Materials</p><p>Exotic Weapon Proficiency</p><p>Extra Turning</p><p>Great Fortitude</p><p>Improved Counterspell</p><p>Improved Critical</p><p>Improved Initiative</p><p>Improved Turning</p><p>Improved Unarmed Strike</p><p> Improved Grapple</p><p> Deflect Arrows</p><p> Snatch Arrows</p><p> Stunning Fist</p><p>Investigator</p><p>Iron Will</p><p>Leadership</p><p>Lightning Reflexes</p><p>Magical Affinity</p><p>Martial Weapon Proficiency</p><p>Mounted Combat</p><p> Mounted Archery</p><p> Ride-By Attack</p><p> Spirited Charge</p><p> Trample</p><p>Natural Spell</p><p>Negotiator</p><p>Nimble Fingers</p><p>Persuasive</p><p>Point Blank Shot</p><p> Far Shot</p><p> Precise Shot</p><p> Rapid Shot</p><p> Manyshot</p><p> Shot on the Run</p><p> Improved Precise Shot</p><p>Power Attack</p><p> Cleave</p><p> Great Cleave</p><p> Improved Bull Rush</p><p> Improved Overrun</p><p> Improved Sunder</p><p>Quick Draw</p><p>Rapid Reload</p><p>Run</p><p>Self-Sufficient</p><p>Shield Proficiency</p><p> Improved Shield Bash</p><p> Tower Shield Proficiency</p><p>Simple Weapon Proficiency</p><p>Skill Focus</p><p>Spell Focus</p><p> Greater Spell Focus</p><p>Spell Mastery</p><p>Spell Penetration</p><p> Greater Spell Penetration</p><p>Stealthy</p><p>Toughness</p><p>Track</p><p>Two-Weapon Fighting</p><p> Two-Weapon Defense</p><p> Improved Two-Weapon Fighting</p><p> Greater Two-Weapon Fighting</p><p>Weapon Finesse</p><p>Weapon Focus</p><p> Weapon Specialization</p><p> Greater Weapon Focus</p><p> Greater Weapon Specialization</p><p>Item Creation Feats</p><p>Brew Potion</p><p>Craft Magic Arms and Armor</p><p>Craft Rod</p><p>Craft Staff</p><p>Craft Wand</p><p>Craft Wondrous Item</p><p>Forge Ring</p><p>Scribe Scroll</p><p>Metamagic Feats</p><p>Empower Spell</p><p>Enlarge Spell</p><p>Extend Spell</p><p>Heighten Spell</p><p>Maximize Spell</p><p>Quicken Spell</p><p>Silent Spell</p><p>Still Spell</p><p>Widen Spell</p><p> </p><p></p><p> c. Skill Focus now grants a +3 bonus to a single skill (instead of +2).</p><p></p><p> d. Two-Weapon Fighting now confers the combined benefits of the 3.0 Ambidexterity and Two-Weapon Fighting.</p><p></p><p> e. Weapon Finesse now applies to all appropriate weapons when taken.</p><p></p><p> f. Improved Trip grants a +4 to trip attacks, trip attacks ignore Attacks of Opportunity, in addition to its 3.0 abilities (attack following successful trip). Note that trip attacks without Improved Trip do not cause an attack of opportunity if the attacker has Improved Unarmed Strike or uses a tripping weapon.</p><p></p><p> g. An Improved Familiar feat will be found in the DMG (along with the improved familiar list). Most of the bonuses that familiars provide went up to +3 with the exception of Save bonses that are still +2 and the Toad that gives a flat +3 HP.</p><p></p><p> h. Spell Focus and Greater Spell Focus each provide +1 to save DCs (instead of +2).</p><p></p><p> i. Power Attack</p><p>Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attack and bonus on damage apply until your next turn.</p><p>Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon)</p><p></p><p> j. Improved Precise Shot: Your attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. Prerequisites: BAB +11, PBS, PS, Dex 19+.</p><p></p><p> k. Investigator: You get a +2 bonus on all Gather Information and Search checks.</p><p></p><p> l. Magical Aptitude: +2 to Spellcraft and Use Magical Device</p><p></p><p> m. The Endurance feat will now give +4 on all checks for: Swim checks, Forced March checks, Starvation and Thirst checks, Hot and Cold environment checks, and suffocation checks against non-Lethal damage, +4 on checks to continue running, and you may sleep in Light or Medium armor without becoming fatigued.</p><p></p><p> n. Two Weapon Defense: +1 AC all the time (no sacrificing attacks), +2 AC when taking a total defense action. Two-Weapon Defense grants a shield bonus to AC, so it won't stack with a shield.</p><p></p><p> o. Greater Weapon Focus: Pre-requisite Fighter level 8; +1 to hit which stacks with Weapon Focus.</p><p></p><p> p. Greater Weapons Specialization: Pre-requisite: Fighter Level 12; +2 to damage which stacks with Weapon Specialization.</p><p></p><p> q. Improved Feint: Allows a feint (as per bluff) as a Move action.</p><p></p><p> r. Stealthy: +2 bonus to Hide and Move Silently Checks.</p><p></p><p> s. Diehard allows you to stay conscious between –1 and –9 hp, taking a Standard Action each round.</p><p></p><p> t. Improved Turning: You are treated as one level higher for turning purposes.</p><p></p><p> u. Widen Spell doubles the area of Burst, Emanation, Line, and Spread Shaped spells at the cost of 3 Levels.</p><p></p><p> v. Negotiator: +2 Diplomacy and Sense Motive.</p><p></p><p> w. Natural Spell requires: Wis 13, Wild shape ability (to cast spells while wild shaped). This feat allows a character to complete verbal and somatic components while in wild shape, and lets her use material components and focuses even if such items are melded within her current form.</p><p></p><p> x. Run: Run at x5 and +4 on Jump checks with a running start.</p><p></p><p> y. Agile - +2/+2 Balance, Escape</p><p></p><p> z. Deft Hands - +2/+2 Sleight of Hand, Use Rope</p><p></p><p> aa. Diligent - +2/+2 Appraise, Decipher Script</p><p></p><p> bb. Improved Counterspell - You can counterspell with any equal or higher level spell from the same school</p><p></p><p> cc. Nimble Fingers - +2/+2 Disable Device, Open Lock</p><p></p><p> dd. Self Sufficient - +2/+2 Heal, Survival</p><p></p><p> ee. Deflect Arrows [General]</p><p>You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.</p><p>Prerequisites: Dex 13, Improved Unarmed Strike.</p><p>Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf's acid arrow, can't be deflected. </p><p>Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. </p><p>A fighter may select Deflect Arrows as one of his fighter bonus feats. </p><p></p><p> ff. Snatch Arrows [General]</p><p>You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.</p><p>Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.</p><p>Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. </p><p>You must have at least one hand free (holding nothing) to use this feat. </p><p>Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.</p><p></p><p> gg. You cannot apply multiple iterations of the same metamagic feat to a spell. You may, however, apply multiple metamagic feats to a spell. The difference between metamagic taking "a full-round action" and some spells requiring "one round of casting time" has been clarified.</p><p></p><p> hh. BAB prerequisites for ITWF and GTWF are +6 and +11, respectively.</p><p></p><p> ii. Days spent in item creation need not be consecutive. Your wizard can spend a couple days on a magic sword, go adventuring, then come back and finish it a week later.</p><p></p><p> jj. Augment summoning provides summoned creatures a flat +4 enhancement bonus to Strength and Constitution. The prerequisite is Spell Focus (Conjuration).</p><p></p><p> kk. Whirlwind Attack now stipulates that when you use it, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). That includes TWF. On the plus side, WA now allows you to attack each creature within reach (rather than just within 5 ft.), making it useful to big critters and to characters with polearms.</p><p></p><p> ll. Acrobatic: +2 Jump & Tumble</p><p></p><p> mm. Athletic: +2 Climb & Swim</p><p></p><p> nn. Deceitful: +2 Disguise & Forgery</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 942271, member: 5868"] 4. Feats a. Manyshot [General] You can fire multiple arrows as a single attack against a nearby target. Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6. Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total of -6 on the third arrow and -8 on the fourth). Damage reduction and other resistances apply separately against each arrow fired. Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats. A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor. b. The full 3.5 feat list (bold = new; italic = renamed): Acrobatic Agile Alertness Animal Affinity Armor Proficiency (light) Armor Proficiency (medium) Armor Proficiency (heavy) Athletic Augment Summoning Blind-Fight Combat Casting Combat Expertise Improved Disarm Improved Feint Improved Trip Whirlwind Attack Combat Reflexes Deceitful Deft Hands Diligent Dodge Mobility Spring Attack Endurance Diehard Eschew Materials Exotic Weapon Proficiency Extra Turning Great Fortitude Improved Counterspell Improved Critical Improved Initiative Improved Turning Improved Unarmed Strike Improved Grapple Deflect Arrows Snatch Arrows Stunning Fist Investigator Iron Will Leadership Lightning Reflexes Magical Affinity Martial Weapon Proficiency Mounted Combat Mounted Archery Ride-By Attack Spirited Charge Trample Natural Spell Negotiator Nimble Fingers Persuasive Point Blank Shot Far Shot Precise Shot Rapid Shot Manyshot Shot on the Run Improved Precise Shot Power Attack Cleave Great Cleave Improved Bull Rush Improved Overrun Improved Sunder Quick Draw Rapid Reload Run Self-Sufficient Shield Proficiency Improved Shield Bash Tower Shield Proficiency Simple Weapon Proficiency Skill Focus Spell Focus Greater Spell Focus Spell Mastery Spell Penetration Greater Spell Penetration Stealthy Toughness Track Two-Weapon Fighting Two-Weapon Defense Improved Two-Weapon Fighting Greater Two-Weapon Fighting Weapon Finesse Weapon Focus Weapon Specialization Greater Weapon Focus Greater Weapon Specialization Item Creation Feats Brew Potion Craft Magic Arms and Armor Craft Rod Craft Staff Craft Wand Craft Wondrous Item Forge Ring Scribe Scroll Metamagic Feats Empower Spell Enlarge Spell Extend Spell Heighten Spell Maximize Spell Quicken Spell Silent Spell Still Spell Widen Spell c. Skill Focus now grants a +3 bonus to a single skill (instead of +2). d. Two-Weapon Fighting now confers the combined benefits of the 3.0 Ambidexterity and Two-Weapon Fighting. e. Weapon Finesse now applies to all appropriate weapons when taken. f. Improved Trip grants a +4 to trip attacks, trip attacks ignore Attacks of Opportunity, in addition to its 3.0 abilities (attack following successful trip). Note that trip attacks without Improved Trip do not cause an attack of opportunity if the attacker has Improved Unarmed Strike or uses a tripping weapon. g. An Improved Familiar feat will be found in the DMG (along with the improved familiar list). Most of the bonuses that familiars provide went up to +3 with the exception of Save bonses that are still +2 and the Toad that gives a flat +3 HP. h. Spell Focus and Greater Spell Focus each provide +1 to save DCs (instead of +2). i. Power Attack Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attack and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon) j. Improved Precise Shot: Your attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. Prerequisites: BAB +11, PBS, PS, Dex 19+. k. Investigator: You get a +2 bonus on all Gather Information and Search checks. l. Magical Aptitude: +2 to Spellcraft and Use Magical Device m. The Endurance feat will now give +4 on all checks for: Swim checks, Forced March checks, Starvation and Thirst checks, Hot and Cold environment checks, and suffocation checks against non-Lethal damage, +4 on checks to continue running, and you may sleep in Light or Medium armor without becoming fatigued. n. Two Weapon Defense: +1 AC all the time (no sacrificing attacks), +2 AC when taking a total defense action. Two-Weapon Defense grants a shield bonus to AC, so it won't stack with a shield. o. Greater Weapon Focus: Pre-requisite Fighter level 8; +1 to hit which stacks with Weapon Focus. p. Greater Weapons Specialization: Pre-requisite: Fighter Level 12; +2 to damage which stacks with Weapon Specialization. q. Improved Feint: Allows a feint (as per bluff) as a Move action. r. Stealthy: +2 bonus to Hide and Move Silently Checks. s. Diehard allows you to stay conscious between –1 and –9 hp, taking a Standard Action each round. t. Improved Turning: You are treated as one level higher for turning purposes. u. Widen Spell doubles the area of Burst, Emanation, Line, and Spread Shaped spells at the cost of 3 Levels. v. Negotiator: +2 Diplomacy and Sense Motive. w. Natural Spell requires: Wis 13, Wild shape ability (to cast spells while wild shaped). This feat allows a character to complete verbal and somatic components while in wild shape, and lets her use material components and focuses even if such items are melded within her current form. x. Run: Run at x5 and +4 on Jump checks with a running start. y. Agile - +2/+2 Balance, Escape z. Deft Hands - +2/+2 Sleight of Hand, Use Rope aa. Diligent - +2/+2 Appraise, Decipher Script bb. Improved Counterspell - You can counterspell with any equal or higher level spell from the same school cc. Nimble Fingers - +2/+2 Disable Device, Open Lock dd. Self Sufficient - +2/+2 Heal, Survival ee. Deflect Arrows [General] You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf's acid arrow, can't be deflected. Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his fighter bonus feats. ff. Snatch Arrows [General] You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike. Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat. Special: A fighter may select Snatch Arrows as one of his fighter bonus feats. gg. You cannot apply multiple iterations of the same metamagic feat to a spell. You may, however, apply multiple metamagic feats to a spell. The difference between metamagic taking "a full-round action" and some spells requiring "one round of casting time" has been clarified. hh. BAB prerequisites for ITWF and GTWF are +6 and +11, respectively. ii. Days spent in item creation need not be consecutive. Your wizard can spend a couple days on a magic sword, go adventuring, then come back and finish it a week later. jj. Augment summoning provides summoned creatures a flat +4 enhancement bonus to Strength and Constitution. The prerequisite is Spell Focus (Conjuration). kk. Whirlwind Attack now stipulates that when you use it, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). That includes TWF. On the plus side, WA now allows you to attack each creature within reach (rather than just within 5 ft.), making it useful to big critters and to characters with polearms. ll. Acrobatic: +2 Jump & Tumble mm. Athletic: +2 Climb & Swim nn. Deceitful: +2 Disguise & Forgery [/QUOTE]
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