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<blockquote data-quote="kronos182" data-source="post: 6911021" data-attributes="member: 6668634"><p><span style="color: black"><span style="font-family: 'arial'">HeavyWeapon Proficiency</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">You aresemi proficient in the use of most heavy weapons, such as heavy machineguns,cannons, grenade launchers, rocket launchers and even energy weapons such aslaser cannons. You have the basic training to use them without seriouslydamaging the weapon or any of your allies.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Prerequisites:Base Attack Bonus +2, Personal Firearms Proficiency.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Benefit:You can use any type of heavy weapon that normally requires Exotic Weapon Feat,such as grenade launchers, at only a -2 penalty instead of -4 without theExotic Weapon feat.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Normal:Characters without this feat or Exotic Weapon feat take a -4 penalty on attackrolls made with heavy weapons.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">ShieldSpecialization</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">You areespecially good at using a shield for defense.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Prerequisites:Shield Proficiency, base attack bonus +4 or higher.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Benefit:The character knows just how to angle a shield against incoming attacks to moreeasily deflect the force of the blow or to encourage a ranged weapon to slideoff the shield rather than strike it directly. Adds +1 to the shield's bonusfor melee attacks and +2 ranged attacks. The character must be aware of theincoming attack and not be flat footed.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Stomp</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Using yourgreat size and mass, you can cause the ground to shudder.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Prerequisites:Size Large, Strength 19+</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Benefits:The character can stomp their foot or slame fist on the ground (as a standardaction), causing it to shake. All creatures smaller than the character within10 feet must make a Balance check (DC 10 + stomping character's strengthmodifier) or fall prone.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="font-family: 'Calibri'">Improved Darkvision(General)</span></p><p><span style="font-family: 'Calibri'">You have highly sensitive eyes that not only allow you to pick out details butalso give you better clarity when using your darkvision. Not only can you seein the dark but you can use your darkvision to peer into shadows. Even whenyou're standing in a sunny glade, your darkvision combines with your normalsight to allow you to pick out details others miss.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Alertness, Darkvision, Wis 13+</span></p><p><span style="font-family: 'Calibri'">Benefit: Your darkvision is extremely refined and powerful, increasing itsrange by 50%. When using your Spot skill to oppose someone else's Hide check,you gain a +4 competence bonus.</span></p><p><span style="font-family: 'Calibri'">Normal: Normally you can not use darkvision to peer into shadows or pick upnon-visual environmental factors.</span></p><p><span style="font-family: 'Calibri'">Special: This feat never allows you to automatically notice anyone who tries tohide from your view. While darkvision lets you see in the dark, the Hide skillrelies on more than simply lurking in shadows to evade detection.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Last Ditch [General]</span></p><p><span style="font-family: 'Calibri'">You can pull off onelast shot as your enemies rush in to fight you.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: PointBlank Shot, Rapid Shot, Combat Reflexes, Quick Draw</span></p><p><span style="font-family: 'Calibri'">Benefit: You cantake a single attack with your in-hand ranged or thrown weapon against acharging opponent when he comes within ten feet of you. If you take thisattack, it counts against you normal number of attacks of opportunity thatround, and you lose your Dexterity bonus to Defense for the rest of theround.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Threaten Zone[General] </span></p><p><span style="font-family: 'Calibri'">Your speed and accuracy with a ranged weapon is great enough to threaten anarea around you.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: BaseAttack Bonus +9 or higher, Last Ditch</span></p><p><span style="font-family: 'Calibri'">Benefit: Whenwielding a ranged weapon, you threaten an area up to 20 feet away as if you hadreach, being able to flank and deal attacks of opportunity to opponents withinthat area with a ranged weapon.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Acrobatic Strike (General)</span></p><p><span style="font-family: 'Calibri'">You may use your acrobatic skill to put your enemy off his guard and strike athis vulnerable points. You flip through the air and land behind him, bounce offa wall and attack him from the side, or otherwise launch an attack from anunexpected direction.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Dex 13+, 2 ranks Tumble skill.</span></p><p><span style="font-family: 'Calibri'">Benefit: As a full-round action, you may make a Tumble check (DC 25). If yousucceed, you may make a single melee attack at your highest bonus against anopponent who loses his Dexterity bonus to Defense. If you fail your Tumblecheck, you stumble to the ground, fall prone, and may not attack.</span></p><p><span style="font-family: 'Calibri'">Normal: You may use the Tumble skill to move through threatened areas, movethrough areas occupied by your opponents, or to gain a better Defense bonus withthe full defense or fight defensively actions.</span></p><p><span style="font-family: 'Calibri'">Special: You remain in the same spot when using this skill, whether you succeedat your skill check or fall prone. Using this feat is a full-round action, youmay not normally combine this feat with anything more than a five-footstep.</span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'">ActiveDefense</span></p><p><span style="font-family: 'Calibri'">When the bullets fill the air, you know how to effectively protectyourself.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Dexterity 13, Dodge.</span></p><p><span style="font-family: 'Calibri'">Benefit: You can spend an action point to add the result of the action die toyour Defense. This increase lasts for a number of rounds equal to one-half yourcharacter level (rounded up).</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Advanced Critical</span></p><p><span style="font-family: 'Calibri'">Choose a specific melee or ranged weapon, such as a Colt Python. You aredevastation when wielding this weapon. You must select a weapon which has athreat range.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Proficient with weapon, Weapon Focus (selected weapon), ImprovedCritical (with selected weapon), Weapon Specialization (with selected weapon),Base Attack Bonus +10.</span></p><p><span style="font-family: 'Calibri'">Benefit: The critical multiplier for the weapon is increased by one. Forexample, a revolver does x3 damage on a critical hit instead ofx2.</span></p><p><span style="font-family: 'Calibri'">Special: You can gain this feat multiple times. Each time you take the feat youmust select a different weapon.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Advanced Power Attack</span></p><p><span style="font-family: 'Calibri'">You make unbelievably powerful melee attacks.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Strength 17, Power Attack, Improved Power Attack, Base AttackBonus +10.</span></p><p><span style="font-family: 'Calibri'">Benefit: When using the Power Attack feat, your damage is multiplied by 2. Forexample, if you take -4 to attack, you gain +8 todamage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Headshot</span></p><p><span style="font-family: 'Calibri'">Rivaling the best professional snipers, you consider yourself a failure if youhit a body part other than the head.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Far Shot, Sniper, Improved Sniper, One Shot One Kill, BaseAttack Bonus +10.</span></p><p><span style="font-family: 'Calibri'">Benefit: You can expend an action point in order to turn a successful singleshot attack (not burst fire or autofire) with a longarm into a headshot. Theaction point can be expended after an attack roll, but before the damage rollis made. A headshot is automatically a critical hit and the target doesn'treceive any protection from his armour unless he's wearing a helmet. You areunable to use this ability in cases where it would be impossible to hit thetarget's head and the feat is useless against anything other than livingcreatures.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Improved Critical</span></p><p><span style="font-family: 'Calibri'">Choose a specific melee or range weapon, such as a Colt Python. You arefrighteningly effective when wielding this weapon. You must select a weaponwhich has a threat range.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Proficient with selected weapon, Weapon Focus (with selectedweapon), Weapon Specialization (with selected weapon), Base Attack Bonus+8.</span></p><p><span style="font-family: 'Calibri'">Benefit: Your threat range with the weapon increases by one. For example, arevolver threatens a critical hit on a 20 now threatens it on a19-20.</span></p><p><span style="font-family: 'Calibri'">Special: You can gain this feat multiple times. Each time you take the feat youmust select a different weapon.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Improved Power Attack</span></p><p><span style="font-family: 'Calibri'">You make extremely powerful melee attacks.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Strength 15, Power Attack, Base Attack Bonus +5.</span></p><p><span style="font-family: 'Calibri'">Benefit: When using the Power Attack feat, your damage bonus is multiplied by1.5. For example if you take a -4 to attack, you gain a +6 todamage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Improved Sniper</span></p><p><span style="font-family: 'Calibri'">You are extremely accurate when firing single shots fromlongarms.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Far Shot, Sniper, Base Attack Bonus +6.</span></p><p><span style="font-family: 'Calibri'">Benefit: The reduction in range penalties provided by the Sniper feat increasesto 4 points.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Long Burst</span></p><p><span style="font-family: 'Calibri'">You can fire bursts of longer duration that do more damage.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced FirearmsProficiency, Burst Fire, Base Attack Bonus +4.</span></p><p><span style="font-family: 'Calibri'">Benefit: When using an automatic firearm, you may fire a long burst as a singleattack against a single target. Your attack deals +3 dice of damage, butreceive a -6 penalty on the attack roll. For example, a firearm that deals 2d6points of damage deals 5d6 instead.</span></p><p><span style="font-family: 'Calibri'">Firing a long burst expends ten bullets and can only be done if the weapon hasten bullets in it.</span></p><p><span style="font-family: 'Calibri'">Special: If the firearm has a 3-round burst setting, firing a long burstexpends six bullets instead of ten and can be used if the weapon only has sixbullets in it.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">One Shot, One Kill</span></p><p><span style="font-family: 'Calibri'">When using a high-powered, accurate longarm, you usually don't need more thanone shot to bring your target down.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Far Shot, Sniper, Improved Sniper, Base Attack Bonus+8.</span></p><p><span style="font-family: 'Calibri'">Benefit: Once per round, you can improve the threat range of an attack you makewith a longarm by one (eg 19-20 becomes 18-20). The use of this ability must bedeclared before the attack roll is made and cannot augment a burst fire or anautofire attack.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Sniper</span></p><p><span style="font-family: 'Calibri'">You are very accurate when firing single shots fromlongarms.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Far Shot.</span></p><p><span style="font-family: 'Calibri'">Benefit: When using a longarm, you can reduce the range penalties by 2 points.This ability may be used once per round and its use must be declared before theattack roll is made. It cannot be used along with a burst fire or an autofireattack.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Underwater Combat</span></p><p><span style="font-family: 'Calibri'">You`ve learned howto fight more effectively underwater, making you a dangerous combatant both inand out of water.</span></p><p><span style="font-family: 'Calibri'">Benefit: Penalties for fighting under water (see table 3-22 page 92 of DMG v3.5or SRD of chapter 3: Adventures in the Environment/Terrain section) are halved.Character can move at half speed as a move action and full speed as a fullround action. Ranged combat suffers only -1 to attack rolls for every 10 feetof water passed through, and can throw a weapon such as a spear.</span></p><p><span style="font-family: 'Calibri'">Normal: Normal combat underwater suffers -2 to attacks for slashing andbludgeoning melee weapons and suffer half damage, while movement is onlyone-quarter as move action and half speed as a full round action. Thrownweapons are ineffective, and ranged weapons take a -2 penalty to attack rollsfor every 5 feet of water it passes through.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6911021, member: 6668634"] [COLOR=black][FONT=arial]HeavyWeapon Proficiency[/FONT][/COLOR] [COLOR=black][FONT=arial]You aresemi proficient in the use of most heavy weapons, such as heavy machineguns,cannons, grenade launchers, rocket launchers and even energy weapons such aslaser cannons. You have the basic training to use them without seriouslydamaging the weapon or any of your allies.[/FONT][/COLOR] [COLOR=black][FONT=arial]Prerequisites:Base Attack Bonus +2, Personal Firearms Proficiency.[/FONT][/COLOR] [COLOR=black][FONT=arial]Benefit:You can use any type of heavy weapon that normally requires Exotic Weapon Feat,such as grenade launchers, at only a -2 penalty instead of -4 without theExotic Weapon feat.[/FONT][/COLOR] [COLOR=black][FONT=arial]Normal:Characters without this feat or Exotic Weapon feat take a -4 penalty on attackrolls made with heavy weapons. [/FONT][/COLOR] [COLOR=black][FONT=arial]ShieldSpecialization[/FONT][/COLOR] [COLOR=black][FONT=arial]You areespecially good at using a shield for defense.[/FONT][/COLOR] [COLOR=black][FONT=arial]Prerequisites:Shield Proficiency, base attack bonus +4 or higher.[/FONT][/COLOR] [COLOR=black][FONT=arial]Benefit:The character knows just how to angle a shield against incoming attacks to moreeasily deflect the force of the blow or to encourage a ranged weapon to slideoff the shield rather than strike it directly. Adds +1 to the shield's bonusfor melee attacks and +2 ranged attacks. The character must be aware of theincoming attack and not be flat footed.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Stomp[/FONT][/COLOR] [COLOR=black][FONT=arial]Using yourgreat size and mass, you can cause the ground to shudder.[/FONT][/COLOR] [COLOR=black][FONT=arial]Prerequisites:Size Large, Strength 19+[/FONT][/COLOR] [COLOR=black][FONT=arial]Benefits:The character can stomp their foot or slame fist on the ground (as a standardaction), causing it to shake. All creatures smaller than the character within10 feet must make a Balance check (DC 10 + stomping character's strengthmodifier) or fall prone. [/FONT][/COLOR] [FONT=Calibri]Improved Darkvision(General) You have highly sensitive eyes that not only allow you to pick out details butalso give you better clarity when using your darkvision. Not only can you seein the dark but you can use your darkvision to peer into shadows. Even whenyou're standing in a sunny glade, your darkvision combines with your normalsight to allow you to pick out details others miss. Prerequisite: Alertness, Darkvision, Wis 13+ Benefit: Your darkvision is extremely refined and powerful, increasing itsrange by 50%. When using your Spot skill to oppose someone else's Hide check,you gain a +4 competence bonus. Normal: Normally you can not use darkvision to peer into shadows or pick upnon-visual environmental factors. Special: This feat never allows you to automatically notice anyone who tries tohide from your view. While darkvision lets you see in the dark, the Hide skillrelies on more than simply lurking in shadows to evade detection. [/FONT] [FONT=Calibri]Last Ditch [General][/FONT] [FONT=Calibri]You can pull off onelast shot as your enemies rush in to fight you.[/FONT] [FONT=Calibri]Prerequisites: PointBlank Shot, Rapid Shot, Combat Reflexes, Quick Draw[/FONT] [FONT=Calibri]Benefit: You cantake a single attack with your in-hand ranged or thrown weapon against acharging opponent when he comes within ten feet of you. If you take thisattack, it counts against you normal number of attacks of opportunity thatround, and you lose your Dexterity bonus to Defense for the rest of theround. [/FONT] [FONT=Calibri]Threaten Zone[General] Your speed and accuracy with a ranged weapon is great enough to threaten anarea around you.[/FONT] [FONT=Calibri]Prerequisites: BaseAttack Bonus +9 or higher, Last Ditch[/FONT] [FONT=Calibri]Benefit: Whenwielding a ranged weapon, you threaten an area up to 20 feet away as if you hadreach, being able to flank and deal attacks of opportunity to opponents withinthat area with a ranged weapon. Acrobatic Strike (General) You may use your acrobatic skill to put your enemy off his guard and strike athis vulnerable points. You flip through the air and land behind him, bounce offa wall and attack him from the side, or otherwise launch an attack from anunexpected direction. Prerequisite: Dex 13+, 2 ranks Tumble skill. Benefit: As a full-round action, you may make a Tumble check (DC 25). If yousucceed, you may make a single melee attack at your highest bonus against anopponent who loses his Dexterity bonus to Defense. If you fail your Tumblecheck, you stumble to the ground, fall prone, and may not attack. Normal: You may use the Tumble skill to move through threatened areas, movethrough areas occupied by your opponents, or to gain a better Defense bonus withthe full defense or fight defensively actions. Special: You remain in the same spot when using this skill, whether you succeedat your skill check or fall prone. Using this feat is a full-round action, youmay not normally combine this feat with anything more than a five-footstep. ActiveDefense When the bullets fill the air, you know how to effectively protectyourself. Prerequisites: Dexterity 13, Dodge. Benefit: You can spend an action point to add the result of the action die toyour Defense. This increase lasts for a number of rounds equal to one-half yourcharacter level (rounded up). Advanced Critical Choose a specific melee or ranged weapon, such as a Colt Python. You aredevastation when wielding this weapon. You must select a weapon which has athreat range. Prerequisites: Proficient with weapon, Weapon Focus (selected weapon), ImprovedCritical (with selected weapon), Weapon Specialization (with selected weapon),Base Attack Bonus +10. Benefit: The critical multiplier for the weapon is increased by one. Forexample, a revolver does x3 damage on a critical hit instead ofx2. Special: You can gain this feat multiple times. Each time you take the feat youmust select a different weapon. Advanced Power Attack You make unbelievably powerful melee attacks. Prerequisites: Strength 17, Power Attack, Improved Power Attack, Base AttackBonus +10. Benefit: When using the Power Attack feat, your damage is multiplied by 2. Forexample, if you take -4 to attack, you gain +8 todamage. Headshot Rivaling the best professional snipers, you consider yourself a failure if youhit a body part other than the head. Prerequisites: Far Shot, Sniper, Improved Sniper, One Shot One Kill, BaseAttack Bonus +10. Benefit: You can expend an action point in order to turn a successful singleshot attack (not burst fire or autofire) with a longarm into a headshot. Theaction point can be expended after an attack roll, but before the damage rollis made. A headshot is automatically a critical hit and the target doesn'treceive any protection from his armour unless he's wearing a helmet. You areunable to use this ability in cases where it would be impossible to hit thetarget's head and the feat is useless against anything other than livingcreatures. Improved Critical Choose a specific melee or range weapon, such as a Colt Python. You arefrighteningly effective when wielding this weapon. You must select a weaponwhich has a threat range. Prerequisites: Proficient with selected weapon, Weapon Focus (with selectedweapon), Weapon Specialization (with selected weapon), Base Attack Bonus+8. Benefit: Your threat range with the weapon increases by one. For example, arevolver threatens a critical hit on a 20 now threatens it on a19-20. Special: You can gain this feat multiple times. Each time you take the feat youmust select a different weapon. Improved Power Attack You make extremely powerful melee attacks. Prerequisites: Strength 15, Power Attack, Base Attack Bonus +5. Benefit: When using the Power Attack feat, your damage bonus is multiplied by1.5. For example if you take a -4 to attack, you gain a +6 todamage. Improved Sniper You are extremely accurate when firing single shots fromlongarms. Prerequisites: Far Shot, Sniper, Base Attack Bonus +6. Benefit: The reduction in range penalties provided by the Sniper feat increasesto 4 points. Long Burst You can fire bursts of longer duration that do more damage. Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced FirearmsProficiency, Burst Fire, Base Attack Bonus +4. Benefit: When using an automatic firearm, you may fire a long burst as a singleattack against a single target. Your attack deals +3 dice of damage, butreceive a -6 penalty on the attack roll. For example, a firearm that deals 2d6points of damage deals 5d6 instead. Firing a long burst expends ten bullets and can only be done if the weapon hasten bullets in it. Special: If the firearm has a 3-round burst setting, firing a long burstexpends six bullets instead of ten and can be used if the weapon only has sixbullets in it. One Shot, One Kill When using a high-powered, accurate longarm, you usually don't need more thanone shot to bring your target down. Prerequisites: Far Shot, Sniper, Improved Sniper, Base Attack Bonus+8. Benefit: Once per round, you can improve the threat range of an attack you makewith a longarm by one (eg 19-20 becomes 18-20). The use of this ability must bedeclared before the attack roll is made and cannot augment a burst fire or anautofire attack. Sniper You are very accurate when firing single shots fromlongarms. Prerequisites: Far Shot. Benefit: When using a longarm, you can reduce the range penalties by 2 points.This ability may be used once per round and its use must be declared before theattack roll is made. It cannot be used along with a burst fire or an autofireattack. [/FONT] [FONT=Calibri]Underwater Combat[/FONT] [FONT=Calibri]You`ve learned howto fight more effectively underwater, making you a dangerous combatant both inand out of water. Benefit: Penalties for fighting under water (see table 3-22 page 92 of DMG v3.5or SRD of chapter 3: Adventures in the Environment/Terrain section) are halved.Character can move at half speed as a move action and full speed as a fullround action. Ranged combat suffers only -1 to attack rolls for every 10 feetof water passed through, and can throw a weapon such as a spear. Normal: Normal combat underwater suffers -2 to attacks for slashing andbludgeoning melee weapons and suffer half damage, while movement is onlyone-quarter as move action and half speed as a full round action. Thrownweapons are ineffective, and ranged weapons take a -2 penalty to attack rollsfor every 5 feet of water it passes through.[/FONT] [/QUOTE]
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