Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Play by Post
Living Worlds
Living EN World
Rules and Mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Living Enworld Judge" data-source="post: 2464175" data-attributes="member: 13889"><p><strong>General Feats - A to M</strong></p><p></p><p><strong>Arcane Awareness [General]</strong></p><p><strong>Prerequisites:</strong> Spellcraft 5 ranks, ability to cast Arcane spells spontaneously, limited number of known spells.</p><p><strong>Benefit:</strong> You can add one additional spell to your known spell list of at least one spell level lower than the highest level you can cast. The spell must be a spell you could normally add to your known spell list.</p><p><strong>Normal: </strong>You may only have as many known spells as your class and level allows.</p><p><strong>Special:</strong> You may gain this feat multiple times. Each time you do, choose a new spell.</p><p>-Created by Bront</p><p></p><p><strong>Arcane Spontaneity [General]</strong></p><p>Through practice and persistence you are able to work a single spell so well that you can channel raw magic into that form.</p><p><strong>Prerequisites: </strong>Knowledge (Arcana) 5 ranks, Spell Mastery</p><p><strong>Benefit:</strong> When you take this feat you can choose one spell that you know through Spell Mastery. You can now spontaneously convert a prepared arcane spell of that level or higher into the mastered spell, similar to how a cleric spontaneously casts cure spells. If you wish to apply a metamagic feat to this converted spell you must follow the rules for Spontaneous Casting and Metamagic Feats.</p><p><strong>Normal:</strong> Arcane casters who prepare spells cannot spontaneously cast spells.</p><p><strong>Special:</strong> You may take this feat more than once. Each time you take it, you must select a different spell. A wizard may select this feat as one of their wizard bonus feats.</p><p>-Created by Erekose13</p><p></p><p><strong>Arcane Tap [General]</strong></p><p>Through study, and hard work, you have learned how to draw energy from one of many mystical places in Enworld (The towers, a deity, any other place of mystical or religious significance, chosen when you take the feat) and empower your spells with power beyond normal training.</p><p><strong>Prerequisites:</strong> Knowledge (Geography) 1 rank, Knowledge (Religion or Arcana) 1 rank, Ability to cast Spells</p><p><strong>Benefit:</strong> Choose a spellcasting class you belong to. Your caster level for that class increases by 4, up to your total hit dice. This increased caster level applies to determining level-dependent spell variables such as damage dice or range, and caster level checks only. It does not grant extra spells or other class abilities. If your class uses more than one caster level, you choose which one is effected when you take the feat.</p><p><strong>Special:</strong> You may select this feat multiple times, choosing a new spellcasting class each time. The feats do not stack.</p><p>-Created by Bront</p><p></p><p><strong>Armored Casting [General]</strong></p><p>Through focused training and practice, you are able to adapt your somatic components while casting in light armor. </p><p><strong>Prerequisites:</strong> Armor Proficiency (Light), Light Armor Optimization, BAB +3</p><p><strong>Benefit: </strong> When wearing light armor, decrease the arcane spell failure chance by 10%</p><p><strong>Special:</strong> Medium armor made of mithral counts as light armor for the purpose of interacting with this feat.</p><p>-Created by Erekose13</p><p></p><p><strong>Blow of Steel [General]</strong></p><p><strong>Prerequisites:</strong> Improved Unarmed Strike, Stunning Fist, Str 13</p><p><strong>Benefit:</strong> You may expend a use of Stunning Fist to deal 1d6 additional damage on a successful unarmed attack. This attack must be declared before the attack roll is made.</p><p>-Created by fuzzy</p><p></p><p><strong>Channeling Fist [General]</strong></p><p>You deal your unarmed damage when making certain touch attacks.</p><p><strong>Prerequisites:</strong> Improved Unarmed Strike, Stunning Fist, Ability to channel positive or negative energy.</p><p><strong>Benefit:</strong> When making an attack to deliver an inflict wounds spell (or a cure wounds spell against an undead), you may make a normal attack to additionally deal unarmed strike damage the same round as you cast the spell.</p><p><strong>Normal: </strong>You may only strike for unarmed damage with a touch attack spell if you wait until the following round.</p><p><strong>Special:</strong> A character with this feat can multiclass freely between cleric and monk, though he must continue to maintain his lawful alignment to progress in monk levels.</p><p>-Created by Kahuna Burger</p><p></p><p><strong>Dedicated Hunter[General]</strong></p><p>As a devoted warrior and tracker of your god, you have learned use the skills of nature along with your divine gifts.</p><p><strong>Requirements:</strong> Lay on Hands, Favored Enemy, Smite, Knowledge Religion 5, Survival 8</p><p><strong>Benefit:</strong> You may multi-class freely between Ranger and Paladin and gain the following benefits: </p><p>- Your Ranger Levels stack with your Paladin Levels for increasing the effects of Lay on Hands.</p><p>- Your add one half your Paladin Levels (rounded up) to your Ranger Levels for qualifying for Favored Enemies. In addition, you can add your Ranger level to your Paladin level when smiting a Favored Enemy for the effect (but not the number of smites).</p><p>- You may choose to make your Special Mount your Animal Companion as well. If you do so, use the following table instead of the Special Mount or Animal Companion table. Your Special Mount is summoned once, and then stays will you till it dies. Should the mount die, die, it immediately disappears, leaving behind any equipment it was carrying. You may not summon another mount for thirty days or until you gains a paladin or ranger level level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, you take a -1 penalty on attack and weapon damage rolls. After those thirty days, you can immediately summon a new mount. The effective level is your Paladin level plus your effective Druid level granted to you by the Ranger class (One-half your Ranger level). You gain the mount as soon as this effective level is 5. All powers are identical to those stated in the Animal Companion or Special Mount rules. The choice to combine your Special Mount and Animal Companion is a one time choice made when you select this feat.</p><p>[code][b]Special Mount Companion[/b]</p><p>Effective </p><p>Level HD NA Str Dex Int Special</p><p>5th 2 4 1 1 6 Empathic link, improved evasion, share spells, share saving throws, Link</p><p>6th-7th 4 4 2 2 6 Devotion</p><p>8th 4 6 2 2 7 Improved Speed</p><p>9th-10th 6 6 3 3 7 Multiattack</p><p>11th 6 8 3 3 8 Command creatures of it's kind</p><p>12th-14th 8 8 4 4 8 </p><p>15th-17th 10 10 5 5 9 Spell Resistance</p><p>18th-20th 12 12 6 6 9[/code]If you lose your Paladin abilities, this feat ceases to function until those abilities are restored. In the case of the mount, the mount leaves.</p><p><strong>Normal:</strong> You may not return to the Paladin class once you take a level in another class, and class levels are counted normally.</p><p>-Created by Bront</p><p></p><p><strong>Delmontes Technique: Piercing Whip [General]</strong></p><p>You are so skilled in using a whip, that you can find chinks in almost any armor and strike there with enough force to deal damage.</p><p><strong>Prerequisites:</strong> Exotic Weapon Proficiency (Whip), Weapon Finesse.</p><p><strong>Benefit:</strong> When using a whip, you can deal damage to opponents with up to +4 armor or +6 natural armor. Your damage with a whip is increased to 1d4 (1d3 for Small characters) and is lethal damage.</p><p><strong>Normal:</strong> Without this feat, you can't deal damage with a whip to opponents with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.</p><p>-Created by GnomeWorks</p><p></p><p style="margin-left: 20px"><strong>Delmontes Technique: Advanced Piercing Whip [General]</strong></p> <p style="margin-left: 20px">You have improved your skill with a whip, that you can find chinks in any armor and strike there with enough force to deal damage.</p> <p style="margin-left: 20px"><strong>Prerequisites:</strong> BAB +4, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse.</p> <p style="margin-left: 20px"><strong>Benefit:</strong> When using a whip, you can deal damage to opponents regardless of armor or natural armor. Your damage with a whip is increased to 1d6 (1d4 for Small characters).</p> <p style="margin-left: 20px">-Created by GnomeWorks</p><p></p><p style="margin-left: 20px"><p style="margin-left: 20px"><strong>Delmontes Technique: Whip Mastery [General]</strong></p> <p style="margin-left: 20px">You have perfected the Delmontes Technique of wielding a whip.</p> <p style="margin-left: 20px"><strong>Prerequisites:</strong> Delmontes Technique: Advanced Piercing Whip, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse.</p> <p style="margin-left: 20px"><strong>Benefit:</strong> Your damage with a whip is increased to 1d8 (1d6 for Small characters).</p> <p style="margin-left: 20px">When using a whip, you do not provoke an attack of opportunity when making an attack due to using a whip.</p> <p style="margin-left: 20px">When using a whip, you threaten a distance of 10 feet.</p> <p style="margin-left: 20px">-Created by GnomeWorks</p> </p><p></p><p><strong>Delmontes Technique: Returning Throw [General]</strong></p><p>You can throw a boomerang in such a way as to make it return to you after a throw.</p><p><strong>Prerequisites:</strong> Wis 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang)</p><p><strong>Benefit:</strong> When you throw a boomerang, if it returns, it returns to whatever square you are in when it returns. However, you must still make an attack roll and hit AC 10 to catch it.</p><p><strong>Normal:</strong> Without this feat, if your boomerang returns, it returns to the square from which it was thrown.</p><p>-Created by GnomeWorks</p><p></p><p><strong>Delmontes Technique: Trick Throw [General]</strong></p><p>You can throw a boomerang in such a way as to make it return on every throw.</p><p><strong>Prerequisites:</strong> Dex 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang).</p><p><strong>Benefit:</strong> When you throw a boomerang, it always returns to the square from which it was thrown, regardless of whether or not it hits its target. However, you must still make an attack roll and hit AC 10 to catch it, and you must throw a separate boomerang for each attack you have.</p><p><strong>Normal:</strong> Without this feat, your boomerang does not return to you if you hit your target.</p><p>-Created by GnomeWorks</p><p></p><p style="margin-left: 20px"><strong>Delmontes Technique: Deft Catch [General]</strong></p> <p style="margin-left: 20px">You have learned the secret of catching boomerangs on every return.</p> <p style="margin-left: 20px"><strong>Prerequisite:</strong> BAB +6, Delmontes Technique: Trick Throw, Delmontes Technique: Returning Throw.</p> <p style="margin-left: 20px"><strong>Benefit:</strong> When you throw a boomerang, it always returns to you, and you do not need to make an attack roll to catch it; you do so automatically. Your damage with a boomerang increases to 1d6 (1d4 for small characters).</p> <p style="margin-left: 20px">-Created by GnomeWorks</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px"><strong>Delmontes Technique: Swift Throw [General]</strong></p> <p style="margin-left: 20px">You can throw a boomerang in such a way as to make it return fast enough for you to make multiple attacks with it.</p> <p style="margin-left: 20px"><strong>Prerequisites:</strong> BAB +8, Delmontes Technique: Deft Catch.</p> <p style="margin-left: 20px"><strong>Benefit:</strong> When you throw a boomerang, it returns fast enough for you to make multiple attacks with a single boomerang. Your damage with a boomerang increases to 1d8 (1d6 for small characters).</p> <p style="margin-left: 20px"><strong>Normal:</strong> You must throw a separate boomerang with each attack you have.</p> <p style="margin-left: 20px">-Created by GnomeWorks</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px"><strong>Delmontes Technique: Boomerang Mastery [General]</strong></p> <p style="margin-left: 20px">You have mastered the art of throwing boomerangs.</p> <p style="margin-left: 20px">Prerequisite: Delmontes Technique: Swift Throw.</p> <p style="margin-left: 20px"><strong>Benefit:</strong> When you throw a boomerang, you no longer provoke an attack of opportunity due to using a ranged weapon. When wielding a boomerang, you threaten a range of 10 feet, and can throw your boomerang for an attack of opportunity within that range.</p> <p style="margin-left: 20px">-Created by GnomeWorks</p> </p> </p><p></p><p><strong>Extra Rage [General]</strong></p><p><strong>Prerequisite:</strong> Rage ability</p><p><strong>Benefit:</strong> You can rage two more times per day.</p><p><strong>Special:</strong> This feat can be taken more than once, each time allowing you to enter a fit of rage two more times per day.</p><p>-Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA RAGE Copyright 2001</p><p></p><p><strong>Extra Wild Shape [General]</strong></p><p><strong>Prerequisite:</strong> Wild shape ability</p><p><strong>Benefit:</strong> You may use your animal wild shape ability two more times per day.</p><p><strong>Special:</strong> You may take this feat multiple times, its effects stack.</p><p>-Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001</p><p></p><p><strong>Extra Elemental Wild Shape [General]</strong></p><p><strong>Prerequisite:</strong> Elemental wild shape ability</p><p><strong>Benefit:</strong> You may use your elemental wild shape ability one more time per day.</p><p><strong>Special:</strong> You may take this feat multiple times, its effects stack.</p><p>-Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001</p><p></p><p><strong>Fury of the Wolverine [General]</strong></p><p><strong>Prerequisites:</strong> Rage ability</p><p><strong>Benefit:</strong> Every time you suffer in the same combat damage equal or greater than half of your total hit points you instantly fly into rage.</p><p>This effect only takes place if you are currently not sleeping, dying or unconscious or the damage you received removes this condition (or all if you suffer from more than one of these conditions).</p><p>This does not decrease the number of times you can enter rage per day.</p><p>You may try to ignore this effect by making a will save DC 10+ the damage from last attack you received.</p><p>You do not gain extra benefits if you are already in rage.</p><p><strong>Normal:</strong> You can only enter rage a number of times equal to your daily uses of this ability.</p><p>-Created by B4cchus</p><p></p><p><strong>Improved Demoralize [General]</strong></p><p>You can demoralize more foes from farther away.</p><p><strong>Prerequisites:</strong> Intimidate 5 ranks, Base Attack Bonus +2</p><p><strong>Benefits:</strong> You can demoralize at a range of 10 feet, plus five feet for each point of charisma modifier. You may choose to demoralize as many foes as are in range and who can see and hear you (though if you choose to demoralize fewer, they much be the closest foes) by taking a cumulative -2 penalty to your intimidate check for each additional foe you wish to demoralize. You make a single intimidate check, which is opposed separately by each foe's modified level check.</p><p><strong>Normal:</strong> You can only demoralize one opponent at a time, whom you must threaten in melee combat.</p><p>-Created by Kahuna Burger</p><p></p><p style="margin-left: 20px"><strong>Greater Demoralize [General]</strong></p> <p style="margin-left: 20px">You take less time to demoralize your foes, and the effects linger.</p> <p style="margin-left: 20px"><strong>Prerequisites: </strong>Improved Demoralize, Intimidate 9 ranks, Base Attack Bonus +6</p> <p style="margin-left: 20px"><strong>Benefits:</strong> It takes only a move action to demoralize foes in combat (though you can still only make one such check per round). Additionally, foes whom you successfully demoralize remain shaken for an additional number of rounds equal to your charisma modifier.</p> <p style="margin-left: 20px"><strong>Normal:</strong> Demoralizing in combat requires a standard action, and foes are shaken for only one round.</p> <p style="margin-left: 20px">-Created by Kahuna Burger</p><p></p><p><strong>Galatea's Kiss [General]</strong></p><p><strong>Prerequisites: </strong> Follower of Galatea, Con 13, Performs a special ritual involving a Cleric of Galatea of at least 5th level (they may request a boon first)</p><p><strong>Benefit:</strong> You may now breathe underwater as easily as in the air. You still need to make Swim checks as normal. If you usually breathe underwater, then you can breathe air instead.</p><p>-Created by Rystil Arden</p><p></p><p><strong>Galatea's Embrace [General]</strong></p><p><strong>Prerequisites:</strong> Galatea's Kiss OR Amphibious, Con 13, Performs a special ritual involving a cleric of Galatea of at least 7th level (they may require a boon first)</p><p><strong>Benefit: </strong> You gain the [Aquatic] subtype and a Swim speed equal to your land speed. Fins and webbing between your fingers appear when you are submerged in water. This grants all the usual benefits of a Swim speed. If you already had a Swim speed, you may gain a land speed of 30 feet if Medium or larger and 20 feet if Small or smaller. You gain legs when completely out of water to allow for this movement.</p><p>-Created by Rystil Arden</p><p></p><p><strong>Galatea's Tongue [General]</strong></p><p><strong>Prerequisites:</strong> Follower of Galatea, Wis 13, Base Will Save +1, Performs a special ritual involving a cleric of Galatea of at least 7th level (they may require a boon first)</p><p><strong>Benefit:</strong> You gain the ability to communicate with aquatic animals much like a Gnome speaks with burrowing animals, except you may activate the ability at will as a standard action. Once activated, you may speak with the animals for one minute per character level. They may simply choose to ignore you unless you also have Wild Empathy. If you do have Wild Empathy, you gain a +2 on all checks to influence aquatic animals.</p><p>-Created by Rystil Arden</p><p></p><p><strong>Improved Subdual [General]</strong></p><p><strong>Benefit:</strong> When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit.</p><p><strong>Normal:</strong> Characters striking to subdue with normal weapons do so at -4 to hit.</p><p><strong>Special:</strong> A fighter may choose Improved Subdual as one of his bonus fighter feats</p><p>IMPROVED SUBDUAL Copyright 2001, Rebecca Glenn, Scott Metzger</p><p>(Updated to 3.5 by NBOF)</p><p>-Proposed by LiquidBlue</p><p></p><p><strong>Incredible Resiliency</strong></p><p>Some people are much more resilient to damage than others, and have trained their bodies to endure more.</p><p><em>Requirements:</em> Toughness</p><p><em>Benefit:</em> When determining hit points, someone with Incredible Resiliency is considered to have a CON score 2 points higher than their actual score. This bonus only applies when determining hit points.</p><p><em>Note:</em> This feat can be selected as a fighter's bonus feat. This feat may only be selected once.</p><p>-Created by Bront</p><p></p><p><strong>Ki Critical [General]</strong></p><p><strong>Prerequisites:</strong> Ki Strike (magic), BAB +8, Stunning Fist, Wis 13, Improved Unarmed Strike, Improved Critical (Unarmed)</p><p><strong>Benefit:</strong> Your critical multiplier is increased to x3 on unarmed attacks.</p><p>-Created by Fuzzy</p><p></p><p><strong>Leadership [General]</strong></p><p>This feat acts just as described in the SRD, with the following exceptions:</p><ul> <li data-xf-list-type="ul">A cohort can enter an adventure only if the GM approved it. The cohort is controlled by the player. The GM may restrict the cohort's action at any time.</li> <li data-xf-list-type="ul">Followers represent a number of non-combatants under the character's wings. They can be employees who run and guard the character's shop, followers of the church of the character, or a theatre troop who perform with the character. They will never appear in an adventure and so will never be statted.</li> <li data-xf-list-type="ul">Only the "Has a familiar, special mount, or animal companion", "Recruits a cohort of a different alignment", "Caused the death of a cohort" modifiers to the leadership score are applied. All other are not applied.</li> </ul><p><em>Cohort Creation</em></p><p>Cohort creation must follow all the PC creation rules with these two exceptions:</p><ul> <li data-xf-list-type="ul">25 point buy</li> <li data-xf-list-type="ul">NPC starting wealth of the Cohort level</li> </ul><p>The cohort can be created either by the player or a DM, at the player's discretion. This choice is made by the player. In either case, the creation must follow the creation rules above.</p><p>-Adjustments to OGC by Velmont</p><p></p><p><strong>Light Armor Optimization [General]</strong></p><p>Through focused training and practice, you are able to get more benefit out of light armor.</p><p><strong>Prerequisites</strong>: Armor Proficiency (Light), BAB +1</p><p><strong>Benefit</strong>: When wearing light armor, increase its Max Dex bonus by 1 and decrease its Armor Check penalty by 1. Increase the Armor bonus of the armor by 1 instead of reducing the Armor Check penalty if this reduction would reduce the penalty below 0.</p><p><strong>Special</strong>: A fighter may select this feat as one of his bonus feats. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat.</p><p>-Created by IcyCool</p><p></p><p style="margin-left: 20px"><strong>Greater Light Armor Optimization [General]</strong></p> <p style="margin-left: 20px">Through focused training and practice, you are able to get more benefit out of light armor.</p> <p style="margin-left: 20px"><strong>Prerequisites</strong>: Armor Proficiency (Light), Light Armor Optimization, BAB +3</p> <p style="margin-left: 20px"><strong>Benefit</strong>: When wearing light armor, increase its Max Dex bonus by 1 and decrease its Armor Check penalty by 1. Increase the Armor bonus of the armor by 1 instead of reducing the Armor Check penalty if this reduction would reduce the penalty below 0. These reductions and bonuses are cumulative with (stack with) those granted by Light Armor Optimization.</p> <p style="margin-left: 20px"><strong>Special</strong>: A fighter may select this feat as one of his bonus feats. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat.</p> <p style="margin-left: 20px">-Created by IcyCool</p><p></p><p><strong>Medium Armor Optimization [General]</strong></p><p>Through focused training and practice, you are able to move more easily in medium armor.</p><p><strong>Prerequisites</strong>: Armor Proficiency (Light), Armor Proficiency (Medium), BAB +1</p><p><strong>Benefit</strong>: When wearing medium armor, reduce its Armor Check penalty by 1 and increase the Speed in the speed column by 5ft, to a limit of their unarmored base speed. For example, a human fighter with this feat and wearing chainmail would have an adjusted speed of 25ft, but a dwarf fighter with this feat would still have a speed of 20ft. A dwarven barbarian with fast movement would have a speed of 25ft.</p><p><strong>Special</strong>: A fighter may select this feat as one of his bonus feats. Heavy armor made of mithral counts as medium armor for the purpose of interacting with this feat. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat.</p><p>-Created by IcyCool</p><p></p><p style="margin-left: 20px"><strong>Greater Medium Armor Optimization [General]</strong></p> <p style="margin-left: 20px">Through focused training and practice, you are able to move more easily in medium armor.</p> <p style="margin-left: 20px"><strong>Prerequisites</strong>: Armor Proficiency (Light), Armor Proficiency (Medium), Medium Armor Optimization, BAB +3</p> <p style="margin-left: 20px"><strong>Benefit</strong>: When wearing medium armor, reduce its Armor Check penalty by 1 and increase the Speed in the speed column by 5ft. For example, a human fighter with this feat and wearing chainmail would have an adjusted speed of 30ft, but a dwarf fighter with this feat would still have a speed of 20ft. A dwarven barbarian with fast movement would have a speed of 30ft. These bonuses are cumulative (stack with) those granted by Medium Armor Optimization.</p> <p style="margin-left: 20px"><strong>Special</strong>: A fighter may select this feat as one of his bonus feats. Heavy armor made of mithral counts as medium armor for the purpose of interacting with this feat. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat.</p> <p style="margin-left: 20px">-Created by IcyCool</p><p></p><p><strong>Metal Fist Strike [General]</strong></p><p><strong>Prerequisites:</strong> Simple Weapon Proficiency (Spiked Gauntlets), Weapon Focus (Spiked Gauntlets), Flurry of Blows.</p><p><strong>Benefit:</strong> You may treat the Spiked Gauntlet as a special monk weapon. In addition, you may use your unarmed strike damage instead of your spiked gauntlet damage while still benefiting from the spiked gauntlet's enhancements and special materials.</p><p><strong>Normal:</strong> When attacking with spiked gauntlets, you do base 1d4 damage as a medium character.</p><p>-Created by IcyCool</p><p></p><p style="margin-left: 20px"><strong>Metal Fist Mastery [General]</strong></p> <p style="margin-left: 20px"><strong>Prerequisites:</strong> Metal Fist Strike</p> <p style="margin-left: 20px"><strong>Benefit:</strong> You may add your unarmed strike damage to your spiked gauntlet damage while still benefiting from the spiked gauntlet's enhancements and special materials.</p> <p style="margin-left: 20px"><strong>Special:</strong> You must have at least one hand free to use this feat.</p> <p style="margin-left: 20px"><strong>Normal:</strong> When attacking with spiked gauntlets, you do base 1d4 damage as a medium character, and do not add your unarmed strike damage.</p> <p style="margin-left: 20px">-Created by IcyCool</p><p></p><p><strong>Mighty Punch [General]</strong></p><p>You know how to put your full weight behind a punch.</p><p><strong>Prerequisite:</strong> Str 13+, Improved Unarmed Strike, Power Attack.</p><p><strong>Benefit:</strong> When making an attack with both hands free, you can treat your unarmed strikes as if coming from a one-handed weapon being used with two-hands.</p><p>Mighty Punch cannot be used in conjunction with a flurry of blows or when making an when using an off-hand attack such as with Two Weapon Fighting or Multiweapon Fighting.</p><p>Mighty Punch cannot be used when grappling.</p><p><strong>Normal:</strong> You treat your unarmed attacks as a light weapon.</p><p>-Created by GPEKO</p><p></p><p><strong>Mounted Cleave [General]</strong></p><p><strong>Prerequisites:</strong> Str 13+, Power Attack, Cleave, Mounted Combat, Ride-by attack, 5 Ranks Ride skill</p><p><strong>Benefit:</strong> If you gain an opportunity to cleave while charging on a mount, you may instead continue your charge into another opponent in line with your current charge. This attack is considered a charge in every respect, and all feats and bonuses involved in the charge work as normal (Spirited Charge, Ride-by Attack, Lance charging damage bonus, etc.). You may not exceed your normal movement restrictions on a charge. You can use this ability as often as you may normally cleave (once with normal cleave, as many times as otherwise legally available with Great Cleave).</p><p><strong>Special:</strong> A fighter may select Mounted Cleave as one of his fighter bonus feats.</p><p><strong>Example:</strong> Sir Joe charges a goblin 20' away on his horse, and kills it with his attack. He may continue to charge the second goblin 10' directly in line of his charge. If the goblin was 40' behind the first one, he could not charge since he would be moving farther than his allowable charge distance. Likewise, he could not charge a goblin that would require him to change the direction of his charge.</p><p> - Created by Bront</p></blockquote><p></p>
[QUOTE="Living Enworld Judge, post: 2464175, member: 13889"] [b]General Feats - A to M[/b] [B]Arcane Awareness [General][/B] [B]Prerequisites:[/B] Spellcraft 5 ranks, ability to cast Arcane spells spontaneously, limited number of known spells. [B]Benefit:[/B] You can add one additional spell to your known spell list of at least one spell level lower than the highest level you can cast. The spell must be a spell you could normally add to your known spell list. [B]Normal: [/B]You may only have as many known spells as your class and level allows. [B]Special:[/B] You may gain this feat multiple times. Each time you do, choose a new spell. -Created by Bront [B]Arcane Spontaneity [General][/B] Through practice and persistence you are able to work a single spell so well that you can channel raw magic into that form. [B]Prerequisites: [/B]Knowledge (Arcana) 5 ranks, Spell Mastery [B]Benefit:[/B] When you take this feat you can choose one spell that you know through Spell Mastery. You can now spontaneously convert a prepared arcane spell of that level or higher into the mastered spell, similar to how a cleric spontaneously casts cure spells. If you wish to apply a metamagic feat to this converted spell you must follow the rules for Spontaneous Casting and Metamagic Feats. [B]Normal:[/B] Arcane casters who prepare spells cannot spontaneously cast spells. [B]Special:[/B] You may take this feat more than once. Each time you take it, you must select a different spell. A wizard may select this feat as one of their wizard bonus feats. -Created by Erekose13 [B]Arcane Tap [General][/B] Through study, and hard work, you have learned how to draw energy from one of many mystical places in Enworld (The towers, a deity, any other place of mystical or religious significance, chosen when you take the feat) and empower your spells with power beyond normal training. [B]Prerequisites:[/B] Knowledge (Geography) 1 rank, Knowledge (Religion or Arcana) 1 rank, Ability to cast Spells [B]Benefit:[/B] Choose a spellcasting class you belong to. Your caster level for that class increases by 4, up to your total hit dice. This increased caster level applies to determining level-dependent spell variables such as damage dice or range, and caster level checks only. It does not grant extra spells or other class abilities. If your class uses more than one caster level, you choose which one is effected when you take the feat. [B]Special:[/B] You may select this feat multiple times, choosing a new spellcasting class each time. The feats do not stack. -Created by Bront [B]Armored Casting [General][/B] Through focused training and practice, you are able to adapt your somatic components while casting in light armor. [B]Prerequisites:[/B] Armor Proficiency (Light), Light Armor Optimization, BAB +3 [B]Benefit: [/B] When wearing light armor, decrease the arcane spell failure chance by 10% [B]Special:[/B] Medium armor made of mithral counts as light armor for the purpose of interacting with this feat. -Created by Erekose13 [B]Blow of Steel [General][/B] [B]Prerequisites:[/B] Improved Unarmed Strike, Stunning Fist, Str 13 [B]Benefit:[/B] You may expend a use of Stunning Fist to deal 1d6 additional damage on a successful unarmed attack. This attack must be declared before the attack roll is made. -Created by fuzzy [B]Channeling Fist [General][/B] You deal your unarmed damage when making certain touch attacks. [B]Prerequisites:[/B] Improved Unarmed Strike, Stunning Fist, Ability to channel positive or negative energy. [B]Benefit:[/B] When making an attack to deliver an inflict wounds spell (or a cure wounds spell against an undead), you may make a normal attack to additionally deal unarmed strike damage the same round as you cast the spell. [B]Normal: [/B]You may only strike for unarmed damage with a touch attack spell if you wait until the following round. [B]Special:[/B] A character with this feat can multiclass freely between cleric and monk, though he must continue to maintain his lawful alignment to progress in monk levels. -Created by Kahuna Burger [B]Dedicated Hunter[General][/B] As a devoted warrior and tracker of your god, you have learned use the skills of nature along with your divine gifts. [B]Requirements:[/B] Lay on Hands, Favored Enemy, Smite, Knowledge Religion 5, Survival 8 [B]Benefit:[/B] You may multi-class freely between Ranger and Paladin and gain the following benefits: - Your Ranger Levels stack with your Paladin Levels for increasing the effects of Lay on Hands. - Your add one half your Paladin Levels (rounded up) to your Ranger Levels for qualifying for Favored Enemies. In addition, you can add your Ranger level to your Paladin level when smiting a Favored Enemy for the effect (but not the number of smites). - You may choose to make your Special Mount your Animal Companion as well. If you do so, use the following table instead of the Special Mount or Animal Companion table. Your Special Mount is summoned once, and then stays will you till it dies. Should the mount die, die, it immediately disappears, leaving behind any equipment it was carrying. You may not summon another mount for thirty days or until you gains a paladin or ranger level level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, you take a -1 penalty on attack and weapon damage rolls. After those thirty days, you can immediately summon a new mount. The effective level is your Paladin level plus your effective Druid level granted to you by the Ranger class (One-half your Ranger level). You gain the mount as soon as this effective level is 5. All powers are identical to those stated in the Animal Companion or Special Mount rules. The choice to combine your Special Mount and Animal Companion is a one time choice made when you select this feat. [code][b]Special Mount Companion[/b] Effective Level HD NA Str Dex Int Special 5th 2 4 1 1 6 Empathic link, improved evasion, share spells, share saving throws, Link 6th-7th 4 4 2 2 6 Devotion 8th 4 6 2 2 7 Improved Speed 9th-10th 6 6 3 3 7 Multiattack 11th 6 8 3 3 8 Command creatures of it's kind 12th-14th 8 8 4 4 8 15th-17th 10 10 5 5 9 Spell Resistance 18th-20th 12 12 6 6 9[/code]If you lose your Paladin abilities, this feat ceases to function until those abilities are restored. In the case of the mount, the mount leaves. [B]Normal:[/B] You may not return to the Paladin class once you take a level in another class, and class levels are counted normally. -Created by Bront [b]Delmontes Technique: Piercing Whip [General][/b] You are so skilled in using a whip, that you can find chinks in almost any armor and strike there with enough force to deal damage. [b]Prerequisites:[/b] Exotic Weapon Proficiency (Whip), Weapon Finesse. [b]Benefit:[/b] When using a whip, you can deal damage to opponents with up to +4 armor or +6 natural armor. Your damage with a whip is increased to 1d4 (1d3 for Small characters) and is lethal damage. [b]Normal:[/b] Without this feat, you can't deal damage with a whip to opponents with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. -Created by GnomeWorks [INDENT][b]Delmontes Technique: Advanced Piercing Whip [General][/b] You have improved your skill with a whip, that you can find chinks in any armor and strike there with enough force to deal damage. [b]Prerequisites:[/b] BAB +4, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse. [b]Benefit:[/b] When using a whip, you can deal damage to opponents regardless of armor or natural armor. Your damage with a whip is increased to 1d6 (1d4 for Small characters). -Created by GnomeWorks[/INDENT] [INDENT][INDENT][b]Delmontes Technique: Whip Mastery [General][/b] You have perfected the Delmontes Technique of wielding a whip. [b]Prerequisites:[/b] Delmontes Technique: Advanced Piercing Whip, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse. [b]Benefit:[/b] Your damage with a whip is increased to 1d8 (1d6 for Small characters). When using a whip, you do not provoke an attack of opportunity when making an attack due to using a whip. When using a whip, you threaten a distance of 10 feet. -Created by GnomeWorks[/INDENT][/INDENT] [B]Delmontes Technique: Returning Throw [General][/B] You can throw a boomerang in such a way as to make it return to you after a throw. [B]Prerequisites:[/B] Wis 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang) [B]Benefit:[/B] When you throw a boomerang, if it returns, it returns to whatever square you are in when it returns. However, you must still make an attack roll and hit AC 10 to catch it. [B]Normal:[/B] Without this feat, if your boomerang returns, it returns to the square from which it was thrown. -Created by GnomeWorks [B]Delmontes Technique: Trick Throw [General][/B] You can throw a boomerang in such a way as to make it return on every throw. [B]Prerequisites:[/B] Dex 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang). [B]Benefit:[/B] When you throw a boomerang, it always returns to the square from which it was thrown, regardless of whether or not it hits its target. However, you must still make an attack roll and hit AC 10 to catch it, and you must throw a separate boomerang for each attack you have. [B]Normal:[/B] Without this feat, your boomerang does not return to you if you hit your target. -Created by GnomeWorks [INDENT][B]Delmontes Technique: Deft Catch [General][/B] You have learned the secret of catching boomerangs on every return. [B]Prerequisite:[/B] BAB +6, Delmontes Technique: Trick Throw, Delmontes Technique: Returning Throw. [B]Benefit:[/B] When you throw a boomerang, it always returns to you, and you do not need to make an attack roll to catch it; you do so automatically. Your damage with a boomerang increases to 1d6 (1d4 for small characters). -Created by GnomeWorks [INDENT][B]Delmontes Technique: Swift Throw [General][/B] You can throw a boomerang in such a way as to make it return fast enough for you to make multiple attacks with it. [B]Prerequisites:[/B] BAB +8, Delmontes Technique: Deft Catch. [B]Benefit:[/B] When you throw a boomerang, it returns fast enough for you to make multiple attacks with a single boomerang. Your damage with a boomerang increases to 1d8 (1d6 for small characters). [B]Normal:[/B] You must throw a separate boomerang with each attack you have. -Created by GnomeWorks [INDENT][B]Delmontes Technique: Boomerang Mastery [General][/B] You have mastered the art of throwing boomerangs. Prerequisite: Delmontes Technique: Swift Throw. [B]Benefit:[/B] When you throw a boomerang, you no longer provoke an attack of opportunity due to using a ranged weapon. When wielding a boomerang, you threaten a range of 10 feet, and can throw your boomerang for an attack of opportunity within that range. -Created by GnomeWorks[/INDENT][/INDENT][/INDENT] [B]Extra Rage [General][/B] [B]Prerequisite:[/B] Rage ability [B]Benefit:[/B] You can rage two more times per day. [B]Special:[/B] This feat can be taken more than once, each time allowing you to enter a fit of rage two more times per day. -Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA RAGE Copyright 2001 [B]Extra Wild Shape [General][/B] [B]Prerequisite:[/B] Wild shape ability [B]Benefit:[/B] You may use your animal wild shape ability two more times per day. [B]Special:[/B] You may take this feat multiple times, its effects stack. -Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001 [B]Extra Elemental Wild Shape [General][/B] [B]Prerequisite:[/B] Elemental wild shape ability [B]Benefit:[/B] You may use your elemental wild shape ability one more time per day. [B]Special:[/B] You may take this feat multiple times, its effects stack. -Proposed by LiquidBlue; Adapted from the feat by Eric D. Harry, EXTRA WILD SHAPE Copyright 2001 [B]Fury of the Wolverine [General][/B] [B]Prerequisites:[/B] Rage ability [B]Benefit:[/B] Every time you suffer in the same combat damage equal or greater than half of your total hit points you instantly fly into rage. This effect only takes place if you are currently not sleeping, dying or unconscious or the damage you received removes this condition (or all if you suffer from more than one of these conditions). This does not decrease the number of times you can enter rage per day. You may try to ignore this effect by making a will save DC 10+ the damage from last attack you received. You do not gain extra benefits if you are already in rage. [B]Normal:[/B] You can only enter rage a number of times equal to your daily uses of this ability. -Created by B4cchus [B]Improved Demoralize [General][/B] You can demoralize more foes from farther away. [B]Prerequisites:[/B] Intimidate 5 ranks, Base Attack Bonus +2 [B]Benefits:[/B] You can demoralize at a range of 10 feet, plus five feet for each point of charisma modifier. You may choose to demoralize as many foes as are in range and who can see and hear you (though if you choose to demoralize fewer, they much be the closest foes) by taking a cumulative -2 penalty to your intimidate check for each additional foe you wish to demoralize. You make a single intimidate check, which is opposed separately by each foe's modified level check. [B]Normal:[/B] You can only demoralize one opponent at a time, whom you must threaten in melee combat. -Created by Kahuna Burger [INDENT][B]Greater Demoralize [General][/B] You take less time to demoralize your foes, and the effects linger. [B]Prerequisites: [/B]Improved Demoralize, Intimidate 9 ranks, Base Attack Bonus +6 [B]Benefits:[/B] It takes only a move action to demoralize foes in combat (though you can still only make one such check per round). Additionally, foes whom you successfully demoralize remain shaken for an additional number of rounds equal to your charisma modifier. [B]Normal:[/B] Demoralizing in combat requires a standard action, and foes are shaken for only one round. -Created by Kahuna Burger[/INDENT] [B]Galatea's Kiss [General][/B] [B]Prerequisites: [/B] Follower of Galatea, Con 13, Performs a special ritual involving a Cleric of Galatea of at least 5th level (they may request a boon first) [B]Benefit:[/B] You may now breathe underwater as easily as in the air. You still need to make Swim checks as normal. If you usually breathe underwater, then you can breathe air instead. -Created by Rystil Arden [B]Galatea's Embrace [General][/B] [B]Prerequisites:[/B] Galatea's Kiss OR Amphibious, Con 13, Performs a special ritual involving a cleric of Galatea of at least 7th level (they may require a boon first) [B]Benefit: [/B] You gain the [Aquatic] subtype and a Swim speed equal to your land speed. Fins and webbing between your fingers appear when you are submerged in water. This grants all the usual benefits of a Swim speed. If you already had a Swim speed, you may gain a land speed of 30 feet if Medium or larger and 20 feet if Small or smaller. You gain legs when completely out of water to allow for this movement. -Created by Rystil Arden [B]Galatea's Tongue [General][/B] [B]Prerequisites:[/B] Follower of Galatea, Wis 13, Base Will Save +1, Performs a special ritual involving a cleric of Galatea of at least 7th level (they may require a boon first) [B]Benefit:[/B] You gain the ability to communicate with aquatic animals much like a Gnome speaks with burrowing animals, except you may activate the ability at will as a standard action. Once activated, you may speak with the animals for one minute per character level. They may simply choose to ignore you unless you also have Wild Empathy. If you do have Wild Empathy, you gain a +2 on all checks to influence aquatic animals. -Created by Rystil Arden [B]Improved Subdual [General][/B] [B]Benefit:[/B] When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit. [B]Normal:[/B] Characters striking to subdue with normal weapons do so at -4 to hit. [B]Special:[/B] A fighter may choose Improved Subdual as one of his bonus fighter feats IMPROVED SUBDUAL Copyright 2001, Rebecca Glenn, Scott Metzger (Updated to 3.5 by NBOF) -Proposed by LiquidBlue [B]Incredible Resiliency[/B] Some people are much more resilient to damage than others, and have trained their bodies to endure more. [I]Requirements:[/I] Toughness [I]Benefit:[/I] When determining hit points, someone with Incredible Resiliency is considered to have a CON score 2 points higher than their actual score. This bonus only applies when determining hit points. [I]Note:[/I] This feat can be selected as a fighter's bonus feat. This feat may only be selected once. -Created by Bront [B]Ki Critical [General][/B] [B]Prerequisites:[/B] Ki Strike (magic), BAB +8, Stunning Fist, Wis 13, Improved Unarmed Strike, Improved Critical (Unarmed) [B]Benefit:[/B] Your critical multiplier is increased to x3 on unarmed attacks. -Created by Fuzzy [b]Leadership [General][/b] This feat acts just as described in the SRD, with the following exceptions: [list][*]A cohort can enter an adventure only if the GM approved it. The cohort is controlled by the player. The GM may restrict the cohort's action at any time. [*]Followers represent a number of non-combatants under the character's wings. They can be employees who run and guard the character's shop, followers of the church of the character, or a theatre troop who perform with the character. They will never appear in an adventure and so will never be statted. [*]Only the "Has a familiar, special mount, or animal companion", "Recruits a cohort of a different alignment", "Caused the death of a cohort" modifiers to the leadership score are applied. All other are not applied.[/list] [I]Cohort Creation[/I] Cohort creation must follow all the PC creation rules with these two exceptions: [list][*]25 point buy [*]NPC starting wealth of the Cohort level[/list] The cohort can be created either by the player or a DM, at the player's discretion. This choice is made by the player. In either case, the creation must follow the creation rules above. -Adjustments to OGC by Velmont [b]Light Armor Optimization [General][/b] Through focused training and practice, you are able to get more benefit out of light armor. [b]Prerequisites[/b]: Armor Proficiency (Light), BAB +1 [b]Benefit[/b]: When wearing light armor, increase its Max Dex bonus by 1 and decrease its Armor Check penalty by 1. Increase the Armor bonus of the armor by 1 instead of reducing the Armor Check penalty if this reduction would reduce the penalty below 0. [b]Special[/b]: A fighter may select this feat as one of his bonus feats. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat. -Created by IcyCool [INDENT][b]Greater Light Armor Optimization [General][/b] Through focused training and practice, you are able to get more benefit out of light armor. [b]Prerequisites[/b]: Armor Proficiency (Light), Light Armor Optimization, BAB +3 [b]Benefit[/b]: When wearing light armor, increase its Max Dex bonus by 1 and decrease its Armor Check penalty by 1. Increase the Armor bonus of the armor by 1 instead of reducing the Armor Check penalty if this reduction would reduce the penalty below 0. These reductions and bonuses are cumulative with (stack with) those granted by Light Armor Optimization. [b]Special[/b]: A fighter may select this feat as one of his bonus feats. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat. -Created by IcyCool[/INDENT] [b]Medium Armor Optimization [General][/b] Through focused training and practice, you are able to move more easily in medium armor. [b]Prerequisites[/b]: Armor Proficiency (Light), Armor Proficiency (Medium), BAB +1 [b]Benefit[/b]: When wearing medium armor, reduce its Armor Check penalty by 1 and increase the Speed in the speed column by 5ft, to a limit of their unarmored base speed. For example, a human fighter with this feat and wearing chainmail would have an adjusted speed of 25ft, but a dwarf fighter with this feat would still have a speed of 20ft. A dwarven barbarian with fast movement would have a speed of 25ft. [b]Special[/b]: A fighter may select this feat as one of his bonus feats. Heavy armor made of mithral counts as medium armor for the purpose of interacting with this feat. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat. -Created by IcyCool [INDENT][b]Greater Medium Armor Optimization [General][/b] Through focused training and practice, you are able to move more easily in medium armor. [b]Prerequisites[/b]: Armor Proficiency (Light), Armor Proficiency (Medium), Medium Armor Optimization, BAB +3 [b]Benefit[/b]: When wearing medium armor, reduce its Armor Check penalty by 1 and increase the Speed in the speed column by 5ft. For example, a human fighter with this feat and wearing chainmail would have an adjusted speed of 30ft, but a dwarf fighter with this feat would still have a speed of 20ft. A dwarven barbarian with fast movement would have a speed of 30ft. These bonuses are cumulative (stack with) those granted by Medium Armor Optimization. [b]Special[/b]: A fighter may select this feat as one of his bonus feats. Heavy armor made of mithral counts as medium armor for the purpose of interacting with this feat. Medium armor made of mithral counts as light armor for the purpose of interacting with this feat. -Created by IcyCool[/INDENT] [B]Metal Fist Strike [General][/B] [B]Prerequisites:[/B] Simple Weapon Proficiency (Spiked Gauntlets), Weapon Focus (Spiked Gauntlets), Flurry of Blows. [B]Benefit:[/B] You may treat the Spiked Gauntlet as a special monk weapon. In addition, you may use your unarmed strike damage instead of your spiked gauntlet damage while still benefiting from the spiked gauntlet's enhancements and special materials. [B]Normal:[/B] When attacking with spiked gauntlets, you do base 1d4 damage as a medium character. -Created by IcyCool [INDENT][B]Metal Fist Mastery [General][/B] [B]Prerequisites:[/B] Metal Fist Strike [B]Benefit:[/B] You may add your unarmed strike damage to your spiked gauntlet damage while still benefiting from the spiked gauntlet's enhancements and special materials. [B]Special:[/B] You must have at least one hand free to use this feat. [B]Normal:[/B] When attacking with spiked gauntlets, you do base 1d4 damage as a medium character, and do not add your unarmed strike damage. -Created by IcyCool[/INDENT] [B]Mighty Punch [General][/B] You know how to put your full weight behind a punch. [B]Prerequisite:[/B] Str 13+, Improved Unarmed Strike, Power Attack. [B]Benefit:[/B] When making an attack with both hands free, you can treat your unarmed strikes as if coming from a one-handed weapon being used with two-hands. Mighty Punch cannot be used in conjunction with a flurry of blows or when making an when using an off-hand attack such as with Two Weapon Fighting or Multiweapon Fighting. Mighty Punch cannot be used when grappling. [B]Normal:[/B] You treat your unarmed attacks as a light weapon. -Created by GPEKO [B]Mounted Cleave [General] Prerequisites:[/B] Str 13+, Power Attack, Cleave, Mounted Combat, Ride-by attack, 5 Ranks Ride skill [B]Benefit:[/B] If you gain an opportunity to cleave while charging on a mount, you may instead continue your charge into another opponent in line with your current charge. This attack is considered a charge in every respect, and all feats and bonuses involved in the charge work as normal (Spirited Charge, Ride-by Attack, Lance charging damage bonus, etc.). You may not exceed your normal movement restrictions on a charge. You can use this ability as often as you may normally cleave (once with normal cleave, as many times as otherwise legally available with Great Cleave). [B]Special:[/B] A fighter may select Mounted Cleave as one of his fighter bonus feats. [B]Example:[/B] Sir Joe charges a goblin 20' away on his horse, and kills it with his attack. He may continue to charge the second goblin 10' directly in line of his charge. If the goblin was 40' behind the first one, he could not charge since he would be moving farther than his allowable charge distance. Likewise, he could not charge a goblin that would require him to change the direction of his charge. - Created by Bront [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living EN World
Rules and Mechanics
Top