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    Default [Hourglass of Zihaja] Chapter 6: Feats


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    Last edited by Zeta Kai; 2012-02-24 at 09:39 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    3rd Edition Feats

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    Avoidance [General]
    You maintain escape routes & breathing room in tight situations, eluding those who press you.

    Prerequisites: Dexterity 13+.

    Benefit: You gain a +2 dodge bonus to Armor Class.

    Special: You can’t use this feat if you are wearing heavy armor or carrying a heavy load. A fighter may select Avoidance as one of his bonus feats. This feat is the equivalent of both Dodge and Mobility as a prerequisite.

    Feat Synergy: If you possess Dodge as well as Avoidance, the bonus from Dodge is increased to +4. If you possess Mobility in addition to Avoidance, you may designate a single opponent at the beginning of your move action who may not make attacks of opportunity against you during that move action that would be caused by you moving into or out of a threatened area.
    Last edited by Zeta Kai; 2011-07-12 at 09:24 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Awareness [General]
    Your sense of caution has served you well in the past, causing you to hone & apply it further.

    Prerequisites: Dexterity 13+, Trap Sense class feature.

    Benefit: Apply your trap sense bonus to your initiative rolls.

    Special: This feat is the equivalent of Alertness as a prerequisite.
    Last edited by Zeta Kai; 2011-07-12 at 09:24 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Base Vasrah [General]
    You are trained in the meditative vasrah, allowing you to broaden your mind with serene focus.

    Prerequisites: Wisdom 13+, Improved Unarmed Strike.

    Benefit: Your Wisdom score is treated as being two points higher for Will saving throws, special ability DCs (apart from spellcasting) & a monk’s Wisdom armor class bonus.

    Special: If your Wisdom score is reduced, drained, or damaged, you immediately lose the benefits of this feat for the remainder of the day. A monk may select Base Vasrah as a bonus feat at 1st or 2nd level.
    Last edited by Zeta Kai; 2011-07-12 at 09:06 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Blessed by Fate [General]
    You are luckier than most, & some say Adimas smiles upon you.

    Benefit: You gain a +1 luck bonus on all saving throws.
    Last edited by Zeta Kai; 2011-07-12 at 09:07 PM.

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    Counterattack [General]
    When struck by an opponent, you know how to return the favor.

    Prerequisites: Dexterity 13+, BAB +5 or more, Combat Reflexes, Lightning Reflexes.

    Benefit: Once per round, you can make an extra attack of opportunity against an opponent that has hit you with an attack. This only applies to opponents that have successfully hit you in the last round’s worth of actions with a melee weapon, a natural weapon, or an unarmed strike. They need not have dealt you any damage; Damage Reduction or some other effect could have negated the damage, but their attack roll must have been successful to take advantage of this feat.

    Special: A fighter may select Counterattack as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 09:08 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Desert Nomad [General]
    You have adapted to the harsh ways of the desert, learning the survival secrets of those who live there.

    Prerequisites: Constitution 13+, Endurance.

    Benefit: You gain a +4 insight bonus on Survival checks, Constitution checks made to avoid nonlethal damage from starvation or thirst, & Fortitude saves made to avoid nonlethal damage from environmental heat. These bonuses only apply within the following environments: warm desert, temperate desert, & warm plains.
    Last edited by Zeta Kai; 2011-07-12 at 09:08 PM.

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    Elusive Prey [General]
    You have trained to foresee danger & can guess when something is coming your way in time to throw it off course.

    Prerequisites: Dexterity 13+, Intelligence 13+, Improved Evasion class feature, Spellcraft 5 or more ranks.

    Benefit: When you are made the target of a spell by a caster you can see, you may make a Reflex save against that spell (DC = 20 + the spell’s level + the caster’s spellcasting ability modifier). On a success, you have shifted at the opportune moment to disrupt the precise casting of the spell, spoiling its targeting & preventing it from affecting you. If the spell had other targets, they may still be subject to its effects. This ability can only be used against spells that specifically target you, not area effects.
    Last edited by Zeta Kai; 2011-07-12 at 09:26 PM.

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    Fifth Vasrah [General]
    Your meditation has at last brought you to the Fifth Vasrah, the zenith of transcendence, where in your serenity you may pass from reality temporarily.

    Prerequisites: Wisdom 21+, Improved Unarmed Strike, Base Vasrah, Second Vasrah, Third Vasrah, Fourth Vasrah, Improved Evasion class feature, immunity to nonmagical diseases.

    Benefit: A number of times per day equal to your Wisdom bonus, you may exempt yourself from the effects of a spell, spell-like ability or supernatural ability as an immediate action. You are not a target of the effect, nor does it impact you in any way, & you do not need to make a saving throw.

    Special: If your Wisdom score is reduced, drained or damaged, you immediately lose uses of this ability commensurate to the decrease in Wisdom bonus. If your Wisdom score is increased by a temporary effect, you do not gain additional uses of this ability.
    Last edited by Zeta Kai; 2011-07-12 at 09:26 PM.

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    Forceful Hand [General]
    You can focus your energy into pushing opponents away from you with your strikes.

    Prerequisites: Improved Unarmed Strike.

    Benefit: Once per round, you can push an opponent backward with your unarmed strikes. If you successfully hit an opponent with an unarmed strike at your highest base attack bonus, that opponent must make a Reflex save (DC 10 + ½ your character level + your Strength modifier) or be pushed back 5’. You may instead choose to knock the foe prone; if you do so, the target gets a +4 bonus to its save to resist, and on a success is not pushed back.

    Special: A monk may select Forceful Hand as a bonus feat at 2nd level. A fighter may select Forceful Hand as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 09:10 PM.

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    Fourth Vasrah [General]
    Your meditation has brought you to the Fourth Vasrah, the seat of life, where your serenity channels the flow of vitality.

    Prerequisites: Wisdom 19+, Improved Unarmed Strike, Base Vasrah, Second Vasrah, Third Vasrah, immunity to non-magical diseases.

    Benefit: You may substitute your Wisdom score for your Constitution score. This includes any increases to Wisdom from spells & other effects, as well as the virtual Wisdom increase from Base Vasrah. You will still die if your actual Constitution score is reduced below 1.

    Special: If your Wisdom score is reduced, drained, or damaged, you immediately lose the benefits of this feat for the remainder of the day.
    Last edited by Zeta Kai; 2011-07-12 at 09:11 PM.

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    Gift of Tongues [General]
    You have a knack for understanding foreign tongues.

    Prerequisites: Intelligence 13+, can speak 2 or more languages.

    Benefit: You can make Speak Language checks to understand someone who speaks in a tongue that you don’t know. You add your Intelligence modifier to the number of languages that you know, & add that number to a d20 roll. This roll is made against DC25; if successful, you can understand a short message (10 words or less) spoken by a creature. You gain a +2 circumstance bonus on checks made when listening creatures of the same Type as you, & you gain a +3 circumstance bonus on checks made when listening creatures of the same race as you. The difficulty class of being understood by a creature that you are speaking to (25 words or less) is DC25. On a failed check, no useful information is conveyed.

    Special: You cannot read or write in a language that you do not know.

    Normal: You don’t make Speak Language checks. You either know a language or you don’t.
    Last edited by Zeta Kai; 2011-07-12 at 09:17 PM.

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    Grim Determination [General]
    Your sheer resolve won’t allow your body to die, even if you are mortally injured.

    Prerequisites: Concentration 10 ranks or more, Endurance.

    Benefit: Whenever you have less than 0 hit points, you can make a Will save (DC = your current hit points × -1) to remain alive & take a full round of actions. At the end of the round, you take 1 point of damage, & must make another Will save. If you fail any of these saving throws, & your hit points are below -9, then you immediately die. You do not suffer from Dying status.

    Normal: If your hit points fall between -1 & -9, then you are unconscious & Dying. If your hit points fall below -9, then you are Dead, & can take no actions.

    Special: A fighter may select Grim Determination as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 09:27 PM.

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    Improved Parry [General]
    You are quite practiced in the art of deflecting weapon strikes.

    Prerequisites: Dexterity 17+, Combat Reflexes, Parry, BAB +5 or more.

    Benefit: You can make a number of parry attempts per round equal to your Dexterity bonus. The DC for the Reflex save is 12 + your opponent’s BAB. In all other respects, each attempt follows the standard rules for a parry (see the Parry feat for details).

    Special: A fighter may select Improved Parry as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 09:18 PM.

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    Improved Sneak Attack [General]
    You are adept at dealing damage with a sneak attack.

    Prerequisite: Sneak Attack class feature, BAB +3

    Benefit: When making a sneak attack, the damage you deal to an opponent with a successful hit is d8-based.

    Normal: Extra damage dealt using a sneak attack is d6-based.

    Special: This feat can be taken multiple times. If taken twice, the damage you deal to an opponent is d10-based. If taken 3 times, the damage you deal to an opponent is d12-based. You cannot take this feat more than 3 times.
    Last edited by Zeta Kai; 2011-12-18 at 06:13 PM.

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    Intuition [General]
    You have an uncanny insight that often serves to your advantage.

    Prerequisites: Wisdom 13+.

    Benefit: When striking at a target with concealment or total concealment, decrease your miss chance by 10%. When striking at a foe protected by a mirror image spell, you have double the chance of striking the true caster. You get a +10 bonus on Spot checks to discern an invisible creature.

    Special: If you have the Alertness, Awareness, or Perceptive feats, your miss chance is decreased by 20% total.
    Last edited by Zeta Kai; 2011-07-12 at 09:20 PM.

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    Lion’s Leap [General]
    You have trained to rush forward into combat, using your momentum to lead into your attack.

    Prerequisites: Dexterity 13+, BAB +6 or more, Quick Pace.

    Benefit: You gain Pounce as a special ability. When a character with this special attack makes a charge, it can follow with a full attack. This includes rake attacks, for creatures that possess them.

    Normal: Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.

    Special: An aazlai character can take this feat without the Quick Pace feat prerequisite.
    Last edited by Zeta Kai; 2011-07-12 at 09:30 PM.

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    Murderous Intent [General]
    Your drive to kill gives you insight, focus & an efficient grasp of your objectives.

    Prerequisites: Death Attack class feature.

    Benefit: You need only one round of study to assess a target for your death attack. Your death attack is made at +2 DC. You must still make your attempt within 3 rounds of having studied your target.

    Normal: You must study your target for three rounds before attempting a death attack. You must then make your attempt within 3 rounds of having studied your target.
    Last edited by Zeta Kai; 2011-07-12 at 09:31 PM.

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    Nature’s Ally [General]
    Your respect for the world around you has been quietly answered, allowing you to tap more of nature’s powers.

    Prerequisites: Wisdom 15+, Ranger level 8th.

    Benefit: You gain an additional spell slot for each level of ranger spell you can cast. Your caster level for ranger spells improves by +1, as well.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Never Say Die [General]
    You are hard to kill, plain & simple.

    Prerequisites: Constitution 13+, Endurance, Diehard.

    Benefit: You don’t die until your hit points are less than 0 minus your Constitution score. For instance, if your Constitution score was 16, & your hit points were -15 or above, then you would be Disabled, Dying, or Stable; you would not be Dead until your hit points were -16 or below.

    Normal: You die when your hit points drop to -10 or below.

    Special: A fighter may select Never Say Die as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 09:32 PM.

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    Parry [General]
    You are able to deflect an opponent’s blows with your weapon.

    Prerequisites: Dexterity 13+, BAB +3 or more.

    Benefit: Once per round, you can make a Reflex save in response to a melee attack being made against you. Upon a successful save, you can deflect one strike from an opponent, preventing the blow from landing at all. A parried attack deals no damage. Ranged attacks & touch attacks cannot be parried, nor can spells or spell-like abilities that do not involve a melee weapon. The DC for the Reflex save is 15 + your opponent’s BAB. If you perform a parry, you can make one less attack of opportunity that round; if you have made all of your attacks of opportunity that round, you cannot perform a parry. You must be aware of an attack, & not flat-footed, in order to parry it. You can only parry with a manufactured melee weapon, or with your unarmed strike if you possess the Improved Unarmed Strike feat.

    Special: A fighter may select Parry as one of his fighter bonus feats.

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    Path of the Traveling Moon [General]
    You have the uncanny ability to leap a short distance in the blink of an eye.

    Prerequisites: Dexterity 15+, Uncanny Dodge class feature.

    Benefit: A number of times per day equal to your Dexterity bonus, you may move up to 10’ away as an immediate action. There must not be any physical barrier between yourself & your destination, & you may not move to a raised elevation above your waist level. You may not use this ability in response to an attack of which you are unaware, or if you are flat-footed.
    Last edited by Zeta Kai; 2011-07-12 at 09:36 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Poison Use [General]
    You are familiar with the safe use of poisons & other toxic materials.

    Prerequisites: Craft (alchemy) 4 or more ranks.

    Benefit: You are trained in the use of poison, & never risk accidentally poisoning themselves when applying poison to a blade or other object. This is the same ability that a 1st-level assassin gains.

    Special: If you obtain Poison Use from another source (the Assassin prestige class, for instance), you may increase the save DC of poisons you employ by 2.
    Last edited by Zeta Kai; 2011-07-12 at 09:37 PM.

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    Quick Pace [General]
    You have trained yourself to move more rapidly.

    Prerequisites: Dexterity 13+.

    Benefit: Increase your ground movement speed by 10’.

    Special: A monk may select Quick Pace as a bonus feat.

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    Second Vasrah [General]
    Your meditation has shown you the easy path, the Second Vasrah, giving you great skill with little effort.

    Prerequisites: Wisdom 15+, Improved Unarmed Strike, Base Vasrah.

    Benefit: You gain 4 skill points, which you must spend when you take this feat. When you next attain a level, you may select a bonus feat from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Expertise, Dodge, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, or Toughness. You need not meet the prerequisites of these feats to select them.

    Normal: You must meet the prerequisites of feats you select.
    Last edited by Zeta Kai; 2011-07-12 at 09:42 PM.

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    Sharper Edge [General]
    You are able to strike precisely with subsequent attack iterations.

    Prerequisites: Dexterity 13+, BAB 6+.

    Benefit: Your secondary attacks only take a -4 penalty than the previous one.

    Normal: Without this feat, each iterative attack takes a -5 penalty than the previous one.

    Special: This feat may be taken more than once. Each time, the penalty on secondary attacks is reduced by 1, to a minimum of 0. A fighter may select Sharper Edge as one of her bonus feats.
    Last edited by Zeta Kai; 2011-09-03 at 06:27 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Snake’s Tongue [General]
    You are an accomplished flatterer, flirt, & liar.

    Prerequisites: Charisma 13+, Bluff 5 or more ranks, Persuasive.

    Benefit: You may substitute Bluff checks for Diplomacy checks or Intimidate checks. You may attempt such a substitute check if an initial Diplomacy check or Intimidate check has failed. Your Charisma score is effectively 2 points higher for determining skill bonuses & when making Charisma checks.

    Normal: When an initial Diplomacy check or Intimidate check fails, you are unable to retry.

    Special: A bard instead treats his Charisma score as effectively 5 points higher.
    Last edited by Zeta Kai; 2011-07-12 at 09:43 PM.

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    Sniper [General]
    You are an expert when it comes to hitting targets with ranged weapons.

    Prerequisites: Dexterity 19+, Point-Blank Shot, Precise Shot, Improved Precise Shot

    Benefit: If your opponent is flat-footed, & you have prepared a ranged attack as a readied action, then that attack will be an automatic critical upon a successful hit.

    Special: A fighter may select Sniper as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 09:45 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Superior Toughness [General]
    You are supremely hardy & far tougher than would be thought possible.

    Prerequisites: Constitution 13+.

    Benefit: Treat your Constitution score as being 2 points higher for Fortitude saves & calculating hit points.

    Special: A fighter may select Superior Toughness as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-01-03 at 04:34 PM.

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