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Thread: [3.R] Rizban's Revised Third Edition

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    Default Re: [3.R] Rizban's Revised Third Edition

    Chapter 4: Feats
    Feat Prerequisites Benefit
    Academic +2 bonus on all Academics skill checks
    Acrobatic +2 bonus on all Acrobatics skill checks
    Alertness +2 bonus on all Perception skill checks
    Animal Affinity +2 bonus on all Handle Animal skill checks
    Arcanist +2 bonus on all Arcane Lore skill checks
    Athletic +2 bonus on all Athletics skill checks
    Deceitful +2 bonus on all Deception skill checks
    Dodge1, 2 Dex 13. +2 dodge bonus to AC.
    Mobility1 Dex 13, Dodge. Avoid attacks of opportunity while moving.
    Spring Attack1 Dex 13, Dodge, Mobility, base attack bonus +4. Move before and after another action.
    Engineer +2 bonus on all Engineering skill checks
    Great Fortitude2 Increase Fort save and hit points.
    Healer +2 bonus on all Heal skill checks
    Improved Challenge1 Base attack bonus +4, fighter level 1st. Increase challenge bonus.
    Greater Challenge1 Improved Challenge, base attack bonus +8, fighter level 1st. Further increase challenge bonus.
    Master Challenge1 Greater Challenge, base attack bonus +12, fighter level 1st. Further increase challenge bonus.
    Improved Command1 Cha 12, fighter level 4th. Increase command aura bonus.
    Greater Command1 Cha 14, Improved Command, fighter level 8th. Further increase command aura bonus.
    Master Command1 Cha 14, Greater Command, fighter level 12th. Further increase command aura bonus.
    Insightful +2 bonus on all Insight skill checks
    Intimidating +2 bonus on all Intimidate skill checks
    Iron Will2 Increase Will save and resist enchantments.
    Lightning Reflexes2 Increase Ref save and Initiative.
    Linguist +2 bonus on all Linguistics skill checks
    Naturalist +2 bonus on all Natural Lore skill checks
    Performer +2 bonus on all Perform skill checks
    Persuasive +2 bonus on all Persuasion skill checks
    Precise Shot1 Bonus damage, no penalty for shooting into melee.
    Improved Precise Shot1 Dex 19, Close Combat Archery, base attack bonus +11. Ranged attacks penetrate obstacles.
    Professional +2 bonus on all Profession skill checks
    Psychic +2 bonus on all Psi Lore skill checks
    Stealthy +2 bonus on all Stealth skill checks
    Theologian +2 bonus on all Theology skill checks
    Two-Weapon Fighting1 Dex 15. Gain an off-hand attack.
    Improved Two-Weapon Fighting1 Dex 17, Two-Weapon Fighting, base attack bonus +6. Gain second off-hand attack.
    Greater Two-Weapon Fighting1 Dex 19, Improved Two-Weapon Fighting, base attack bonus +11. Gain third off-hand attack.
    Urbanite +2 bonus on all Streetwise skill checks
    1 A fighter may select this feat as one of his fighter bonus feats.
    2 You can gain this feat multiple times. Its effects stack.
    3 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new option.


    Eliminated Feats
    Spoiler
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    The following SRD feats have been eliminated from this revision, either because they are now redundant or they have been merged with other feats.

    • Agile Removed due to skill list revision.
    • Deft Hands Removed due to skill list revision.
    • Diligent Removed due to skill list revision.
    • Improved Initiative Rolled into Lightning Reflexes.
    • Investigator Removed due to skill list revision.
    • Magical Aptitude Removed due to skill list revision.
    • Negotiator Removed due to skill list revision.
    • Nimble Fingers Removed due to skill list revision.
    • Point Blank Shot Merged into Precise Shot.
    • Self-Sufficient Removed due to skill list revision.
    • Skill Focus Removed due to skill system revision.
    • Toughness Rolled into Great Fortitude.
    • Track Standard ability of the Natural Lore skill.
    • Urban Tracking Standard ability of the Insight skill.
    • Two-Weapond Defense Merged into Improved Two-Weapon Fighting.
    • Simple Weapon Proficiency Merged into Weapon Proficiency.
    • Martial Weapon Proficiency Merged into Weapon Proficiency.
    • Exotic Weapon Proficiency Merged into Weapon Proficiency.

    Feat Descriptions
    Academic [Skill]
    You are well educated.
    Benefit: You gain a +2 bonus on all Academics skill checks.
    Academics becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Academics, you gain a +2 bonus on Arcane Lore, Natural Lore, Psi Lore, and Theology skill checks when determining if you know relevant information.

    Acrobatic [Skill]
    You are skilled in performing acrobatic stunts.
    Benefit: You gain a +2 bonus on all Acrobatics skill checks.
    Acrobatics becomes a class skill for all of your classes.
    In addition, you are no longer denied your Dexterity bonus to armor class while attempting to maintain footing.
    Special: If you have at least 5 ranks in Acrobatics, you gain a +2 bonus on Athletics skill checks.

    Alertness [Skill]
    Your senses are finely tuned.
    Benefit: You gain a +2 bonus on all Perception skill checks. Perception becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Perception, you gain a +2 bonus on Insight skill checks.

    Animal Affinity [Skill]
    You have a natural skill with animals.
    Benefit: You gain a +2 bonus on all Handle Animal skill checks.
    Handle Animal becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Handle Animal, the time it takes to teach, rear, or train an animal is halved.

    Arcanist [Skill]
    You have an affinity for the arcane arts.
    Benefit: You gain a +2 bonus on all Arcane Lore skill checks.
    Arcane Lore becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Arcane Lore, the caster level of one of your arcane spellcasting classes increases by 1.

    Athletic [Skill]
    You are more athletic than normal.
    Benefit: You gain a +2 bonus on all Athletics skill checks.
    Athletics becomes a class skill for all of your classes.
    In addition, you are no longer denied your Dexterity bonus to armor class while climbing.
    Special: If you have at least 5 ranks in Athletics, you gain a +2 bonus on Acrobatics skill checks.

    Deceitful [Skill]
    You have a knack for deception.
    Benefit: You gain a +2 bonus on all Deception skill checks.
    Deception becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Deception, you gain a +2 bonus on Persuasion and Stealth skill checks.

    Dodge [Fighter]
    Prerequisites: Dex 13.
    Benefit: You gain a +2 dodge bonus to Armor Class.
    Special: A character may gain this feat multiple times. Its effects stack.

    Engineer [Skill]
    Your are adept at manipulating complex objects.
    Benefit: You gain a +2 bonus on all Engineering skill checks.
    Engineering becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Engineering, you gain a +2 bonus on Perception skill checks to find traps or notice unusual architecture, such as concealed doors, and on Profession skill checks made to craft and repair complex items.

    Great Fortitude [General]
    Benefit: You get a +2 bonus on all Fortitude saving throws.
    You also gain +1 hit point per Hit Die.
    Special: A character may gain this feat multiple times. Its effects stack.

    Greater Challenge [Fighter]
    Prerequisites: Improved Challenge, base attack bonus +8, fighter level 1st.
    Benefit: Your challenge bonus increases by +1. This stacks with the bonus from Improved Challenge.
    You also gain a second additional daily use of your challenge ability.

    Greater Command [Fighter]
    Prerequisites: Cha 14, Improved Command, fighter level 8th.
    Benefit: Your minor aura bonus increases by +1. This stacks with the bonus from Improved Command.
    Your major aura bonus increases by +1.

    Greater Two-Weapon Fighting [Fighter]
    Prerequisites: Dex 19, Improved Two-Weapon Fighting, base attack bonus +11.
    Benefit: When making a full attack, you get a third attack with your off-hand weapon, albeit at a -10 penalty.

    In addition, the shield bonus gained while wielding a double weapon or two weapons increases to +2 (to +4 when fighting defensively or using the total defense action).

    Healer [Skill]
    You know how best to heal injury.
    Benefit: You gain a +2 bonus on all Heal skill checks.
    Heal becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Heal, spells and effects that you use to heal hit point damage heal 1 additional hit point per die of healing.

    Improved Challenge [Fighter]
    Prerequisites: Base attack bonus +4, fighter level 1st.
    Benefit: Your challenge bonus increases by +1.
    You also gain an additional daily use of your challenge ability.

    Improved Command [Fighter]
    Prerequisites: Cha 12, fighter level 4th.
    Benefit: Your minor aura bonus increases by +2.

    Improved Precise Shot [Fighter]
    Your attacks pierce through obstacles to find your target.
    Prerequisites: Dex 19, Close Combat Archery, base attack bonus +11.
    Benefit: Your ranged 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. Total cover and total concealment provide their normal benefits against your ranged attacks, but you can pierce through total cover provided by a tower shield.

    You can aim your ranged attacks so that they pass through a single opponent of your size category or smaller to strike both that opponent and the next target in your projectile's path.

    In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

    Improved Two-Weapon Fighting [Fighter]
    Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
    Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. You must make a full attack to gain this second attack.

    When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

    Insightful [Skill]
    You have a deeper insight than most.
    Benefit: You gain a +2 bonus on all Insight skill checks.
    Insight becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Insight, you gain a +2 bonus on Deception and Persuasion skill checks.

    Intimidating [Skill]
    You are skilled at playing on the fears of others.
    Benefit: You gain a +2 bonus on all Intimidate skill checks.
    Intimidate becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Intimidate, you gain a +2 bonus on Persuasion skill checks.

    Iron Will [General]
    Benefit: You get a +2 bonus on all Will saving throws.
    If you fail a save against an enchantment effect, you may make one additional save attempt in the following round.
    Special: A character may gain this feat multiple times. The bonus to Will saves stacks.

    Lightning Reflexes [General]
    Benefit: You get a +2 bonus on all Reflex saving throws.
    You also get a +2 bonus on initiative checks.
    Special: A character may gain this feat multiple times. Its effects stack.

    Linguist [Skill]
    You are a natural linguist.
    Benefit: You gain a +2 bonus on all Linguistics skill checks.
    Linguistics becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Linguistics, you gain a +2 bonus on Academics and Persuasion skill checks.

    Master Challenge [Fighter]
    Prerequisites: Greater Challenge, base attack bonus +12, fighter level 1st.
    Benefit: Your challenge bonus increases by +1. This stacks with the bonus from Improved Challenge and Greater Challenge.
    You also gain a third additional daily use of your challenge ability.

    Master Command [Fighter]
    Prerequisites: Cha 14, Greater Command, fighter level 12th.
    Benefit: Your minor and major aura bonus increases by +1. This stacks with the bonus from Improved Command and Greater Command.

    Mobility [Fighter]
    Prerequisites: Dex 13, Dodge.
    Benefit: You gain a +2 bonus to Acrobatics skill checks made to move through threatened spaces and a +4 dodge bonus to AC against attacks of opportunity caused by movement.

    Naturalist [Skill]
    You have an affinity for the natural world.
    Benefit: You gain a +2 bonus on all Natural Lore skill checks.
    Natural Lore becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Natural Lore, you gain a +2 bonus on Handle Animal skill checks.

    Performer [Skill]
    You are skilled at entertaining others.
    Benefit: You gain a +2 bonus on all Perform skill checks.
    Perform becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in a single Perform skill, the bonus for that skill increases to +4.

    Persuasive [Skill]
    You are able to easily persuade others.
    Benefit: You gain a +2 bonus on all Persuasion skill checks.
    Persuasion becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Persuasion, you gain a +2 bonus on Deception and Intimidate skill checks.

    Precise Shot [Fighter]
    You are highly adept at ranged combat even at close range.
    Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
    In addition, you get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

    Professional [Skill]
    You are highly trained in your chosen profession.
    Benefit: You gain a +2 bonus on Profession skill checks for one profession of your choice.
    Profession becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in your chosen profession, the bonus for that skill increases to +4.

    Psychic [Skill]
    Your natural psionic abilities are sharper than usual.
    Benefit: You gain a +2 bonus on all Psi Lore skill checks.
    Psi Lore becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Psi Lore, the manifester level of one of your psionic manifesting classes increases by 1.

    Spring Attack [Fighter]
    Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
    Benefit: When you take a move action, you may take a standard action at any point during the movement. You cannot take a second move action during a round when you make a spring attack.

    Stealthy [Skill]
    You are easily able to avoid unwanted attention.
    Benefit: You gain a +2 bonus on all Stealth skill checks.
    Stealth becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Stealth, you gain a +2 bonus on Deception skill checks.

    Theologian [Skill]
    You are educated in the ways of the divine.
    Benefit: You gain a +2 bonus on all Theology skill checks.
    Theology becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Theology, the caster level of one of your divine spellcasting classes increases by 1.

    Two-Weapon Fighting [Fighter]
    You can fight with a weapon in each hand, making one extra attack each round with the second weapon.
    Prerequisites: Dex 15.
    Benefit: When attacking, you may make an additional attack with the weapon in your off hand. This attack is made at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action. When your base attack bonus reaches +5, the penalty lessens to -1, and at +10 it disappears. You may make an off-hand attack with any standard action attack or full attack, including when charging, but not when making a special attack (such as a trip or grapple attempt) or when initiating a martial maneuver.

    If wielding a weapon heavier than light in your off hand, the penalty increases to -4 (-3 at +5 base attack bonus, -2 at +10).

    Normal: Without this feat, the penalties for fighting with two weapons is -6 (or -8 if the off-hand weapon is heavier than light), are not reduced as you increase your base attack bonus, and you must use a full attack to attack with more than one weapon in a round.

    Special: A character with Improved Unarmed Strike and this feat gains an off-hand attack with his unarmed strike, using only one half Strength bonus as normal for off-hand attacks. A monk may add her full Strength bonus to unarmed strikes made with her off-hand.

    A creature with more than two arms with this feat may still make only the one extra attack as a standard action, but it may choose which weapons to use in the attack. On a full attack, It gains the other benefits of this feat and may attack with all weapons it wields.

    Urbanite [Skill]
    You are well versed in local culture.
    Benefit: You gain a +2 bonus on all Streetwise skill checks.
    Streetwise becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Streetwise, the bonus increases to +4.
    Last edited by Rizban; 2018-06-18 at 09:13 AM.