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  1. - Top - End - #61
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Light Scent [Racial]
    Your musk glands (known as ir-Zathud in Alhaggi) are somewhat weak, reducing your oily odor.

    Prerequisites: Lizardfolk.

    Benefit: Your scent is no stronger than that of any other sentient creature, & therefore the +4 circumstance bonus to tracking-based checks made against you based on Musk is negated. In fact, for every 4 class levels that you have, any creature tracking you takes a -1 circumstance penalty, due to your unusual nature.
    Last edited by Zeta Kai; 2011-01-06 at 11:44 AM.

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

    Long Tail [Racial]
    Your tail is longer & stronger than others of your kind.

    Prerequisites: Kobold or Lizardfolk.

    Benefit: You gain a tail slap attack as a natural weapon. This attacks deals 1d4 (Small) or 1d6 (Medium) points of bludgeoning damage (which scale normally with size), plus your Strength bonus. For kobolds, this increases by +1d4 for every 4 class levels that you have. For lizardfolk, this increases by +1d6 for every 5 class levels that you have.

    Special: This feat may only be taken at 1st level.

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

    Magically Sensitive [Racial]
    Your genie heritage has given you a certain sensitivity to magic.

    Prerequisites: Sabi.

    Benefit: You gain Magical Sensitivity, like that of a half-genie: all spells cast upon you function as if they had +1 caster level. This also increases the caster level of your spell-like abilities by +1.

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

    Nimble Body [Racial]
    You are physically fit & have good bodily coordination, a trait known as Salaz ul-Khulad in Alhaggi.

    Prerequisites: Lizardfolk.

    Benefit: Balance, Jump, & Swim are always class skills for you, regardless of your class choices. You also gain a +1 racial bonus with these skills for every 4 class levels that you have.

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

    Nose for Mingling [Racial]
    You possess the gnoll’s gift for socializing, known in the Gnoll tongue as Hrula-Gbaahr.

    Prerequisites: Charisma 13+, Gnoll.

    Benefit: The circumstance bonus to Diplomacy & Sense Motive checks that you gained from Social Acumen increases to +3, +1 for every 4 class levels that you have. Also, this bonus applies in all situations, not just when dealing with members of another culture.

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    Perceptive [Racial]
    Your senses are very keen, granting you increased reflexes & becoming known as Nzun-Hliiro in the Gnoll tongue.

    Prerequisites: Dexterity or Wisdom 13+, Gnoll.

    Benefit: You gain a +1 racial bonus to all Initiative, Listen, & Spot checks, as well as all Reflex saving throws. You also gain a +1 racial bonus with these for every 4 class levels that you have.

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    Polymath [Racial]
    You are a well-learned person, having picked up many talents in your travels.

    Prerequisites: Intelligence 17+, Human, Dabbler, character level 5th.

    Benefit: You gain a +5 racial bonus on all Knowledge checks, regardless of field of study. You also gain a number of bonus skill points equal to your Intelligence modifier + 2. In addition, you can make untrained skill checks in any skill, even if you have no ranks in it.
    Last edited by Zeta Kai; 2011-07-12 at 10:12 PM.

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

    Redeeming Quality [Racial]
    You have overcome your ghul heritage, & you have found a keener perspective in your ascendancy (called Nekh-Shaz in the Ghul tongue).

    Prerequisites: Half-Ghul, any non-Evil alignment.

    Benefit: You gain a +2 insight bonus on attack roles made against creatures with an Evil alignment, as well as a +2 insight bonus to your armor class to defend against attacks made by such creatures. This bonus doubles against creatures with the Evil subtype. Also, these bonuses increase by +1 for every 5 class levels that you have (which is not doubled versus creatures with the Evil subtype, but is counted separately).

    Special: If your alignment ever becomes Evil, then you lose all benefits of this feat until you have received an atonement & your alignment once again becomes non-Evil.

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    Shadow of the Ghul [Racial]
    Your ghul heritage casts a long shadow over your life, called Zhaal-Ghulu in the Ghul tongue, darkly touching your very soul.

    Prerequisites: Half-Ghul, any non-Good alignment.

    Benefit: You gain a +2 racial bonus on all saving throws against spells with the [Good] descriptor. This bonus increases by +1 for every 4 class levels that you have.

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

    Soul of the Ghul [Racial]
    Your ghul heritage grows stronger, granting you resistance to magical effects, known Jheth-Razh in the Ghul tongue.

    Prerequisites: Half-Ghul, any non-Good alignment, Shadow of the Ghul.

    Benefit: You gain Spell Resistance equal to 11 + your Hit Die. This is an extraordinary ability.
    Last edited by Zeta Kai; 2011-07-12 at 10:12 PM.

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

    Stonewise [Racial]
    You are particularly talented when it comes to earthwork & subterranean construction.

    Prerequisites: Wisdom 13+, Kobold.

    Benefit: You gain a +2 racial bonus on all Profession (miner) checks. In addition, you gain Stonecunning. This ability grants you a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, & the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. Merely comes within 10’ of unusual stonework allows you to make a Search check as if you were actively searching, & you can use the Search skill to find stonework traps as a rogue can. You can also intuit depth, sensing your approximate depth underground as naturally as a human can sense which way is up. These bonuses increase by +1 for every 3 class levels that you have.

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    Superego [Racial]
    Your force of personality grants you increased resolve.

    Prerequisites: Intelligence or Charisma 13+, Kobold.

    Benefit: You gain a +1 racial bonus to all Concentration & Intimidate checks, as well as all Will saving throws & all attack rolls. You also gain a +1 racial bonus with these for every 5 class levels that you have.

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

    Swift Paws [Racial]
    Your legs are long & lean, called Pfaal-Zsur in the Gnoll tongue, enabling you to run like a hyena on the chase.

    Prerequisites: Dexterity 15+, Gnoll.

    Benefit: You gain +10’ to your land speed. This bonus increases by +5’ for every 4 class levels that you have.

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

    Thirst Conditioning [Racial]
    You have learned to control your natural dependence on water, through a technique known in Alhaggi as Gal il-Khoomi.

    Prerequisites: Constitution 13+, Lizardfolk, Endurance, character level 5th.

    Benefit: You need only ingest a minimum of one gallon of water a day to avoid a cumulative -1 Constitution penalty. A full day of rest with complete hydration is still necessary to eliminate this penalty. At character level 10th, you only need a minimum of ½ gallon of water a day to avoid a cumulative -1 Constitution penalty. At character level 15th, you only need a minimum of ¼ gallon of water a day to avoid a cumulative -1 Constitution penalty. At character level 20th, you don’t need any water per day, & are immune to thirst penalties.

    Normal: You must ingest a minimum of two gallons of water a day or suffer a cumulative -1 Constitution penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.

    Special: Non-lizardfolk can take this feat without needing to take the Endurance feat as a prerequisite. Desert centaurs can take this feat without needing the minimum Constitution as a prerequisite. Pahari cannot take this feat at all, even if they meet the other prerequisites.
    Last edited by Zeta Kai; 2011-07-12 at 10:13 PM.

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

    Tough Hide [Racial]
    Your scaly skin has become thicker than most of your kind, a condition known as Haura el-Jhoon in Alhaggi.

    Prerequisites: Lizardfolk.

    Benefit: You gain a +1 natural armor bonus, +1 for every 5 class levels that you have. This stacks with +2 natural armor bonus that you normally possess.

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

    Wild Claws [Racial]
    You are an atavist, a throwback to a bygone era, known as a Khirza el-Hagh in Alhaggi. During your rages, you can slash opponents with your vicious claws.

    Prerequisites: Strength 13+, Lizardfolk, Rage ability.

    Benefit: When you use your rage ability, you gain 2 claw attacks as natural weapons. These attacks deal 1d4 points of slashing damage (which scale normally with size), plus your Strength bonus. This increases by +1d4 for every 5 class levels that you have. Also, your rages last 1 round longer than normal, if you so wish.

    Special: This feat may only be taken at 1st level.
    Last edited by Zeta Kai; 2011-07-12 at 10:14 PM.

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

    Cataphract [Tactical]
    You are a master of defensive armament.

    Prerequisites: Heavy Armor Proficiency, Shield Proficiency

    Benefit: The Cataphract feat grants you access to three special tactical maneuvers:
    • Armored Expertise: Increase the armor bonus of light armor you are wearing by 1, medium armor by 2 & heavy armor by 3.
    • Blunted Blow: You gain DR ×/-, where × is half the armor bonus of your current suit of armor. You must be wearing medium or heavy armor to gain this benefit.
    • Power Defend: If a foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty to the attack roll. You must be wearing medium or heavy armor & holding a shield to gain this benefit.

    Special: A fighter may select Cataphract as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:15 PM.

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    Close-Range Targeting [General]
    You are skilled at using your weapon within its optimal range.

    Benefit: When making attacks with a ranged weapon within its first range increment, you get a +2 bonus to attack rolls & add 1d6 points of damage to each attack.

    Special: This feat is the equivalent of Point-Blank Shot as a prerequisite. A fighter may select Close-Range Targeting as one of his fighter bonus feats. A ranger who selects the archery combat style may receive Close-Range Targeting in lieu of Point Blank Shot at 2nd level; should the ranger already possess Close-Range Targeting, he may instead select any other feat for which he has the prerequisites.
    Last edited by Zeta Kai; 2011-07-12 at 10:16 PM.

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    Deadly Accuracy [General]
    You take time & care to fire precise & lethal shots.

    Benefit: You may make a single ranged attack as a full-round action. If it hits, it is an automatic critical threat.

    Special: This feat is the equivalent of Point Blank Shot as a prerequisite. A fighter may select Deadly Accuracy as one of his fighter bonus feats. A ranger who selects the archery combat style may receive Deadly Accuracy in lieu of Point Blank Shot at 2nd level; should the ranger already possess Deadly Accuracy, he may instead select any other feat for which he has the prerequisites.
    Last edited by Zeta Kai; 2011-07-12 at 10:16 PM.

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    Practiced Defense [General]
    You apply your combat training to your shield use.

    Prerequisites: Bulwark Warrior.

    Benefit: You may increase the shield bonus from a shield you hold by ⅓rd of your base attack bonus. This increase is lost when you are flat-footed.

    Special: A fighter may select Practiced Defense as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:17 PM.

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

    Two-Weapon Combat [General]
    You are able to competently fight with two weapons in battle.

    Prerequisites: BAB +1, Dex 15+

    Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 & the one for your off hand lessens by 6. This is the same as the reduction offered by Two-Weapon Fighting (i.e. it does not stack).

    When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. Increase this bonus by 1 if your off-hand weapon is light.

    When your base attack bonus is +6 or higher, 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.

    Normal: You take severe penalties to attack rolls when fighting with two weapons. You gain no special defensive bonus from fighting with two weapons. You may only make one attack each round with your offhand weapon.

    Special: This feat is the equivalent of Two-Weapon Fighting, Two-Weapon Defense, & Improved Two-Weapon Fighting as a prerequisite. A fighter may select Two-Weapon Combat as one of his fighter bonus feats. A ranger who selects the two-weapon combat style may receive Two-Weapon Combat in lieu of Two-Weapon Fighting at 2nd level; should the ranger already possess Two-Weapon Combat, he may instead select any other feat for which he has the prerequisites.
    Last edited by Zeta Kai; 2011-07-12 at 10:18 PM.

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    Style Feats
    Representing diverse combat styles, these feats allow the practitioner to develop her skills in a particular field as her overall combat prowess improves. Though study of multiple styles is certainly possible, it often results in taking longer to develop equivalent aptitudes. Refer to Table 6-1: Style Feats to see which feat caters to which fighting style.

    Each Style feat teaches a particular combat skill, with additional skills learned as the possessor increases her base attack bonus. When you initially take a style feat, you gain only the first technique; as your BAB increases beyond the minimum, you unlock more techniques from that feat. For instance, if an 8th-level fighter chose Bulwark Warrior as his bonus feat, he would gain the Covering Shield technique right away, but would not gain the Shield Ward technique until he had increased his BAB by another +2.

    Table 6-1: Style Feats
    {table=head]Feat Name|Fighting Style
    Bulwark Warrior|Weapon & Shield
    Crusading Zealot|Divine Smite
    Falcon-Wing Blade|One-Handed Fighting
    Fighting Dirty|Pragmatic Combat
    Hawk’s Talons|Archery
    Imposing Rage|Rage
    Rhino’s Wrath|Heavy Melee Combat
    Serpent’s Daring|Close-Up Melee Combat
    Stalking Panther|Ranger Combat
    Swashbuckler|Swashbuckling
    Tempest Assault|Two-Weapon Fighting
    Unarmed Mastery|Unarmed Combat
    Zephyr’s Dance|Throwing Weapon Combat[/table]
    Last edited by Zeta Kai; 2011-01-24 at 07:35 PM.

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    Bulwark Warrior [Style]
    You are practiced in using a shield in melee combat.

    Prerequisites: BAB +3, Strength 13+, Shield Proficiency.

    Benefits: You gain the following techniques based on your base attack bonus while holding a shield (bucklers do not confer any of these benefits, nor do animated shields):
    • Covering Shield (minimum BAB): As an immediate action, you may grant an adjacent ally a cover bonus to AC equivalent to the bonus of your held shield until your next turn. This bonus is lost if either you or your ally moves out of position. If you use this ability on an ally who already has cover, that ally gains total cover.
    • Shield Ward (+2 BAB): Whenever you would not be denied your Dex bonus to AC, you may apply your shield bonus from a held shield to your touch AC.
    • Staggering Ram (+2 BAB): Once per round on a successful shield bash attack, the foe becomes staggered for one round (as though having taken nonlethal damage equivalent to its current HP) & you may immediately make an attack of opportunity against that foe.
    • Ray Screen (+2 BAB): Whenever you would not be denied your Dex bonus to AC, you may block a ray effect that targets you with a shield you are currently holding as an immediate action, dissipating the effect rather than having it affect your shield.

    Special: A fighter may select Bulwark Warrior as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:18 PM.

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    Crusading Zealot [Style]
    Oath-sworn to a higher purpose, you channel your faith to strike against the enemies of your cause & beliefs.

    Prerequisites: BAB +3, Wisdom 13+, must not be True Neutral.

    Benefits: You gain the following techniques based on your base attack bonus:
    • Smite Foe (minimum BAB): When you first attain this ability, choose an alignment component opposed to your own (Law vs. Chaos or Evil vs. Good). You gain the ability to smite creatures of that alignment once per day, as a paladin smites evil creatures. Use your character level in place of any specific class levels for any smite attack you make (including smite attacks from other sources). If you already possess a smite ability, you may choose a different alignment to smite or the same one, provided the alignment you choose for this feat is opposed to your own. At base attack bonus +7, +11, +15, & +19, increase your smites per day from this feat by one.
    • Ranged Smite (+1 BAB): You may make smite attempts using a normal ranged attack. This applies to any smite ability you possess.
    • Vehement Strike (+1 BAB): When making a smite attempt, treat the attack as though made with a weapon of your alignment for the purpose of overcoming damage reduction. This applies to any smite ability you possess.
    • Purging Smite (+1 BAB): As a swift action, you may add a dispelling effect to your smite. If this smite strikes a valid target who is the subject of one or more spells, you may make a dispel check (1d20 + your character level + your Charisma modifier) against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks. The creature’s magic items are not affected. As a full-round action, you may instead expend a smite attempt to make a dispel check (as above) to remove a spell currently affecting the creature you touch.
    • Radiant Wrath (+1 BAB): As a standard action, you may expend a smite attempt to deal 1d4 points of damage per character level to all valid targets of the expended smite within 30’. Such creatures are also dazzled for 1 round.
    • Sealing Sanction (+1 BAB): As a swift action, you may add a sealing effect to your smite. If this smite strikes a valid target who possesses any supernatural (Su) attacks &/or qualities, you may temporarily seal one such ability of which you are aware (Knowledge check or in-battle observation is sufficient) for a number of rounds equal to your Charisma bonus (if any) plus 1. Sealed supernatural properties are affected as though within an antimagic field. The victim of such a sealing is not immediately aware unless it would be obvious (supernatural levitation failing) until it makes an attempt to employ such an ability.
    • Smite Heretic (+1 BAB): As a swift action, you may add a dogmatic punishment to your smite. If this smite strikes a valid target, that target takes 1d4 points of temporary Wisdom damage. If the target is actively antithetical to your cause or ideal (a priest of an enemy religion, a captain in an enemy army, etc.) then this smite deals an additional point of Wisdom damage.

    Special: A fighter may select Crusading Zealot as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:47 PM.

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

    Falcon-Wing Blade [Style]
    With nothing in your off-hand, you become a swift, aggressive, & deadly adversary.

    Prerequisites: BAB +3, Dexterity 13+, Combat Reflexes.

    Benefits: You gain the following techniques based on your base attack bonus, but only while wielding a light or one-handed weapon & carrying nothing in your off-hand:
    • Lunging Strike (minimum BAB): When making a standard attack or an attack of opportunity, you may increase your reach by 5’ for that attack. This does not increase your threat range.
    • Fend (+1 BAB): As an immediate action, you can fend off a foe you threaten. That foe may immediately take its 5’ step for the round (provided it has not yet moved; taking a 5’ step prevents the foe from moving on its turn this round). If it does not, then it cannot take a 5’ step this round & you get a +2 bonus on attack & damage rolls against that foe until the end of your next turn.
    • Razor Edge (+1 BAB): You may substitute your Dex modifier for your Strength modifier when determining damage with any weapon subject to Weapon Finesse (e.g. light weapons, whip, rapier, etc.). You do not need to possess the Weapon Finesse feat to gain this ability.
    • Skewer (+1 BAB): As a standard action, you may make a touch attack against an adjacent foe with your free hand. If you hit, make an opposed grapple check as a free action. If you succeed on this check, you bring your weapon to bear on your foe, hitting automatically & nauseating the foe for 1 round unless it succeeds on a Fortitude save (DC10 + damage dealt). You do not actually enter into a grapple, & creatures under the effects of freedom of movement must still make opposed grapple checks against a skewer attack, though incorporeal creatures remain immune.
    • Savvy Opportunist (+1 BAB): Whenever a foe misses you with a melee attack, you may make an attack of opportunity against that foe. This does not apply to attacks of opportunity made against you.

    Special: A fighter may select Falcon-Wing Blade as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:20 PM.

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

    Fighting Dirty [Style]
    You fight with efficiency & wicked pragmatism, taking any advantage, no matter how crude or dishonorable.

    Prerequisites: BAB +3, Intelligence 13+, Combat Reflexes, must not be Lawful Good.

    Benefits: You gain the following techniques based on your base attack bonus, but only when wielding a light or one-handed melee weapon:
    • Sneak Attack (minimum BAB): You deal 1d6 points of sneak attack damage, as a rogue. This stacks with precision damage from other sources.
    • Hindering Blow (+1 BAB): Whenever you would deal sneak attack damage, you may subtract one die of sneak attack damage to reduce the target’s movement speeds by 10’ until the start of your next turn. You may hinder a target in this fashion once per leg the target has.
    • Low Blow (+1 BAB): As a swift action, you may take a -2 penalty to your attack roll to make a low blow with your next attack. If it hits, the target is sickened for one round.
    • Blinding Attack (+1 BAB): As a swift action, you may take a -4 penalty to your attack roll to add a blinding effect to your next attack. If it hits, the target is blinded for one round. You cannot blind a creature without eyes, or which is two or more size categories larger than you.
    • Concussion (+1 BAB): As a swift action, you may take a -6 penalty to your attack roll to add a blinding effect to your next attack. If it hits, the target receives a 1d6 penalty to Intelligence, Wisdom, & Charisma for one minute. You cannot concuss a creature without a head, without an organic brain, or which is two or more size categories larger than you.
    • Death Attack (+1 BAB): You gain the death attack of an assassin, using half your total character level in place of the assassin’s class levels. If you already have access to this ability from another source, you may increase the DC of your death attacks by +2.
    • Scorpion’s Eye (+1 BAB): You are now considered flanking a foe as long as you & an ally are adjacent to that foe, even if you are not opposite one another. Also, you deal an additional 1d6 points of sneak attack damage.

    Special: A fighter may select Fighting Dirty as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:46 PM.

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

    Hawk’s Talons [Style]
    You are a master of the deadly arts of archery, sending your arrows flying like hawks seeking prey.

    Prerequisites: BAB +3, Dexterity 13+, Point Blank Shot.

    Benefits: You gain the following techniques based on your base attack bonus while wielding a bow:
    • Power Shot (minimum BAB): On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls & add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks & bonus on damage apply until your next turn.
    • Encumbering Shot (+1 BAB): As a swift action, you may change your next ranged attack into an encumbering shot. This shot takes a -2 penalty to attack & a -4 penalty to damage; if it hits, the arrow lodges in the foe, imposing a cumulative -1 penalty to attack rolls, damage rolls, skill checks, & saving throws. Up to three such arrows can be removed as a move action, but doing so deals 1d6 points of damage per arrow removed. A DC20 Heal check can extract an arrow without dealing additional damage.
    • Snatching Talons (+1 BAB): You may make disarm attempts with your ranged attacks. Double range penalties when making a ranged disarm attempt.
    • Called Shot (+1 BAB): As a swift action, you may make a called shot with your next ranged attack. That attack is made at a -4 penalty; if it hits, you may have it deal 2 points of damage to the foe’s Strength, Dexterity, or Constitution score in addition to the damage dealt by the attack. Creatures immune to precision damage are unaffected by the ability damage.
    • Rending Talons (+1 BAB): As a standard action, you may fire a single arrow. This attack bypasses any applicable damage reduction. If it hits, you may reduce the target’s armor bonus (or natural armor bonus), if any, by 4 points for 1d4+1 rounds (minimum 0). Though the reduction from this ability does not stack, a creature with both armor & natural armor can be affected twice.
    • Trick Shot (+1 BAB): You can fire a projectile weapon at any square within range, even those squares that are out of sight due to intervening objects. Your projectile travels around solid objects, incurring range penalties as applicable for the full distance that it travels to reach the targeted square. The projectile can still be blocked by unavoidable obstacles, such as when targeting a square within a room with closed doors. When you are targeting a square that is blocked from view, you can hit creatures within that square, ignoring any cover relative to you. However, concealment still applies, so a successful attack into a square occupied by an enemy with total concealment still has a 50% miss chance as normal. You can fire projectiles in this manner up to once per round.
    • Raptor’s Clutch (+1 BAB): You can perform a ranged grapple attempt against an opponent by pinning it partially to a nearby surface. The target must be within 5’ of a wall, tree, or other surface in which a projectile can be stuck. You must succeed on a ranged attack (not a ranged touch attack) & then win an opposed grapple check (your size modifier & the target's size modifiers still apply). To break free, the victim must make a DC15 Strength check or a DC15 Escape Artist check as a standard action. If no adequate surface is nearby, you may attempt to pin the foe to the ground instead (provided it is in contact with the ground), but your grapple check is made at a -8 penalty. When using this ability, you gain no benefit from the Improved Grapple feat.

    Special: A fighter may select Hawk’s Talons as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:38 PM.

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

    Imposing Rage [Style]
    You can unleash or focus your anger, drawing strength & vigor from your fury.

    Prerequisites: BAB +3, Strength 13+, Constitution 13+.

    Benefits: You gain the following techniques based on your base attack bonus, which you cannot access while exhausted:
    • Rage (minimum BAB): You gain the ability to rage as a barbarian, once per day. You gain a second daily use of rage when you have 8 or more HD, a third when you have 13 or more HD, & a fourth when you have 18 or more HD. These stack with rage uses from other sources.
    • Focused Drive (+1 BAB): As a swift action, you may expend a use of rage to give yourself a morale bonus to Strength equal to half your base attack bonus, rounded down. This bonus lasts for one minute & stacks with the Strength bonus from rage.
    • Unquenchable Anger (+1 BAB): As a full-round action, you may regain one expended use of rage. Doing so deals 2 points of temporary damage to your Intelligence, Wisdom, & Charisma; this damage is recovered with eight hours of rest & cannot be healed in any other fashion. You may use this ability a number of times per day equal to your total rage uses per day.
    • Fast Healing (+1 BAB): While in your rage, you gain Fast Healing 3. This stacks with Fast Healing gained from other sources.
    • Wrath (+1 BAB): While in your rage, you get a +4 morale bonus on attack & damage rolls against any foe who dealt damage to you in the preceding round.
    • Furious Resolve (+1 BAB): As a standard action, you may expend a use of rage to purge yourself of any number of the following conditions: blinded, confused, dazzled, deafened, entangled, exhausted, fatigued, paralyzed, shaken, &/or sickened.
    • Implacable Rage (+1 BAB): Once per rage as an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn. If some effect causes your rage to end before this time, the delayed damage or effect takes hold immediately.

    Special: A fighter may select Imposing Rage as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:41 PM.

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

    Rhino’s Wrath [Style]
    You can channel your strength like the charging rhino, bringing it all to bear in one swift crushing blow.

    Prerequisites: BAB +3, Strength 15+, Power Attack.

    Benefits: You gain the following techniques based on your base attack bonus, but only while wielding a one-handed or two-handed melee weapon:
    • Defensive Breach (minimum BAB): Once per round as a swift action, you may add a defensive breach to your next melee attack. If this attack hits & you deal damage sufficient to bypass the target’s damage reduction, you may reduce its damage reduction by the damage dealt (to a minimum of DR 0) until the start of your next turn. You must declare a Defensive Breach prior to making your attack roll.
    • Smash (+2 BAB): When making an attack against an object, reduce its hardness by your base attack bonus before calculating damage.
    • Crippling Blow (+2 BAB): Once per round as a swift action, you may add a crippling blow to your next melee attack. If this hit lands, the target's movement speeds are halved (rounded up to the nearest 5’ increment) for a number of rounds equal to your Strength bonus (minimum 1). You must declare a Crippling Blow prior to making your attack roll.
    • Sweep (+2 BAB): Once per round as a swift action, you may change your next melee attack into a sweep. Designate three contiguous squares that you threaten with a melee weapon & make a single attack roll at your highest base attack bonus. Occupants of those squares who would be hit by that attack roll take damage as though hit by the attack. A creature occupying more than one of those squares receives the attack in each square it occupies.

    Special: A fighter may select Rhino’s Wrath as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:39 PM.

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

    Serpent’s Daring [Style]
    You boldy engage your foes in close quarters, triumphing through confidence & sheer audacity.

    Prerequisites: BAB +3, Dexterity 13+, Lightning Reflexes.

    Benefits: You gain the following techniques based on your base attack bonus, but only while wielding a light or one-handed melee weapon:
    • Cobra’s Bite (minimum BAB): You gain the sneak attack ability of a rogue, dealing an additional 1d6 points of damage on a successful sneak attack. This damage stacks with precision damage from other sources.
    • Close Quarters (+1 BAB): Melee attacks against you made with a one-handed weapon are made at a -2 penalty to attack & damage rolls. Melee attacks against you made with a two-handed weapon are made at a -4 penalty to attack & damage rolls.
    • Light Weapon Mastery (+1 BAB): When wielding light weapons, increase their damage die by one step (1d4, 1d6, 1d8, 2d6, etc.)
    • Melee Superiority (+1 BAB): You get a +2 bonus on all disarm, feint, grapple & trip checks, including opposed checks against such combat maneuvers. If you have the Improved Disarm, Improved Feint, Improved Grapple or Improved Trip feat(s), your bonus for the appropriate combat maneuver increases by 2.
    • Shank (+1 BAB): As a standard action, you may make a touch attack against an adjacent foe with your free hand. If you hit, make an opposed grapple check as a free action. If you succeed on this check, you bring your weapon to bear on your foe, hitting automatically & dealing damage as though your foe was flat-footed. You do not actually enter into a grapple, & creatures under the effects of freedom of movement must still make opposed grapple checks against a shank attack, though incorporeal creatures remain immune.
    • Battle Mastery (+2 BAB): Creatures that use a move action to enter the area you threaten provoke an attack of opportunity from you. Creatures that move out of the area you threaten provoke an attack of opportunity from you even if they make a five-foot step.

    Special: A fighter may select Serpent’s Daring as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:39 PM.

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