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<blockquote data-quote="EyeontheMountain" data-source="post: 3259317" data-attributes="member: 32338"><p>Post Four: Feats</p><p></p><p>Types of Feats</p><p></p><p>Ambush: New name for those 'give up sd6 sneak attack for a special effect' feats There are 10 of these i9n the book, and some old feats have been added to the ambush catagory.</p><p></p><p>Luck: Now these are feat intensive but interesting. Basically each feat gives you a 1/day (or more) reroll as well as a specific way you can use that reroll. Teh cool thing is that if you have 2 or more luck feats, you can use the daily rerolls in any way you want, based on the feats you have. For example, if you ahve these two feats. And some feats give you two different benefits, depending on whether you use two luck rerolls or one . Again paraphrasing text.</p><p></p><p>Good Karma</p><p>Spend a luck reroll as an immediate action to redirect an attack forom an adjacent ally to you instead. </p><p>You gain one luck reroll a day.</p><p></p><p>Fortuitous strike</p><p>You can spend one luck reroll as a swift action to reroll a weapon damage roll.</p><p>You can spend two luck rerolls as a swift action to reroll an attack roll</p><p>You gain one luck reroll a day.</p><p></p><p>So if you had these two you would have a pool of two luck rerolls to use in a given day. You could use the first feat twice, the seond feat's first ability twice and so on, however you like. Nice effect. Ther are 18 luck feats</p><p></p><p>There is also a good feat for those who have the luck domain also.</p><p></p><p>There are a bunch of feats like the Aestetic feats in Complete Adventurer, for multiclass rogues/swashbu8cklers/ninjas/spelltheives/fighters and a few others. There are about 10 of them, and some are quite nice, especially for boosting the ninja, spelltheif and swashbuckler.</p><p></p><p>Tehre are five nice bardic music feats, including one that can give one of your party evasion and a +5 reflex save in the next round. </p><p></p><p>Also some feats for the scout. Try +2d6 damage and +2 ac if you move 20 feet instead of ten. WOW. Well worded to say '20 feet from where you started the turn" also to avoid people running in a circle.</p><p></p><p>And a few good trick feats. Overall interesting but I don't see too many that re too powerful, though that scout one looks like a must have at 6th or 8th level.</p></blockquote><p></p>
[QUOTE="EyeontheMountain, post: 3259317, member: 32338"] Post Four: Feats Types of Feats Ambush: New name for those 'give up sd6 sneak attack for a special effect' feats There are 10 of these i9n the book, and some old feats have been added to the ambush catagory. Luck: Now these are feat intensive but interesting. Basically each feat gives you a 1/day (or more) reroll as well as a specific way you can use that reroll. Teh cool thing is that if you have 2 or more luck feats, you can use the daily rerolls in any way you want, based on the feats you have. For example, if you ahve these two feats. And some feats give you two different benefits, depending on whether you use two luck rerolls or one . Again paraphrasing text. Good Karma Spend a luck reroll as an immediate action to redirect an attack forom an adjacent ally to you instead. You gain one luck reroll a day. Fortuitous strike You can spend one luck reroll as a swift action to reroll a weapon damage roll. You can spend two luck rerolls as a swift action to reroll an attack roll You gain one luck reroll a day. So if you had these two you would have a pool of two luck rerolls to use in a given day. You could use the first feat twice, the seond feat's first ability twice and so on, however you like. Nice effect. Ther are 18 luck feats There is also a good feat for those who have the luck domain also. There are a bunch of feats like the Aestetic feats in Complete Adventurer, for multiclass rogues/swashbu8cklers/ninjas/spelltheives/fighters and a few others. There are about 10 of them, and some are quite nice, especially for boosting the ninja, spelltheif and swashbuckler. Tehre are five nice bardic music feats, including one that can give one of your party evasion and a +5 reflex save in the next round. Also some feats for the scout. Try +2d6 damage and +2 ac if you move 20 feet instead of ten. WOW. Well worded to say '20 feet from where you started the turn" also to avoid people running in a circle. And a few good trick feats. Overall interesting but I don't see too many that re too powerful, though that scout one looks like a must have at 6th or 8th level. [/QUOTE]
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