TheCrazyMuffinMan
First Post
Spam, Spam, Spam [General]
Required: Dex 13+
Every time your standard action is the same as your last standard action, you gain +2 to any rolls involving that action.
Just a Flesh Wound [General]
Required: Diehard, Con 14+
If damage would bring you to "Dying", but not "Dead", you may make a fortitude save (DC 10 + negative HP number). If you do, you are instead brought to 1 hp. You can't use this feat if you're at less than 1 hp.
Pining for the Fjords [General]
Required: Just a Flesh Wound, Con 15+
If damage would kill you, you may make a fortitude save (DC 10 + damage dealt). If you do, you are instead brought to -1 hp, and dying. You can't use this feat if you're at less than 1 hp.
Silly Walks
Required: Improved Initiative, Dodge, Combat Expertise, Mobility
Whenever you delay, you gain +1 to AC and Reflex Saves for every 4 points you forfeit from your initiative value at that time, rounded down, until your next turn.
Always Look at the Bright Side of Life
Required: Cha 13+, Wis 13+, Will Save +5 or greater
You gain a +3 to all Will saving throws against ECMAs.
And Now for Something Completely Different
Required: Cha 16+
Once per day, you may force a reroll of any die. You must accept this reroll, even if it is less favorable than the previous one.
Required: Dex 13+
Every time your standard action is the same as your last standard action, you gain +2 to any rolls involving that action.
Just a Flesh Wound [General]
Required: Diehard, Con 14+
If damage would bring you to "Dying", but not "Dead", you may make a fortitude save (DC 10 + negative HP number). If you do, you are instead brought to 1 hp. You can't use this feat if you're at less than 1 hp.
Pining for the Fjords [General]
Required: Just a Flesh Wound, Con 15+
If damage would kill you, you may make a fortitude save (DC 10 + damage dealt). If you do, you are instead brought to -1 hp, and dying. You can't use this feat if you're at less than 1 hp.
Silly Walks
Required: Improved Initiative, Dodge, Combat Expertise, Mobility
Whenever you delay, you gain +1 to AC and Reflex Saves for every 4 points you forfeit from your initiative value at that time, rounded down, until your next turn.
Always Look at the Bright Side of Life
Required: Cha 13+, Wis 13+, Will Save +5 or greater
You gain a +3 to all Will saving throws against ECMAs.
And Now for Something Completely Different
Required: Cha 16+
Once per day, you may force a reroll of any die. You must accept this reroll, even if it is less favorable than the previous one.
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