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| 3.5 Player Feats | |
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Kilsek Encounter Killer Defender of the Faith: DM
Number of posts : 2557 Age : 52 Hit Points : <b>View of DDM 2.0</b> : <b>View of 4.0</b> : <b>Trade Topic</b> : HERE Reputation : 1 Registration date : 2007-02-17
| Subject: Re: 3.5 Player Feats Thu Aug 21, 2008 12:11 pm | |
| SLEEP TIGHT [General] Your mind is well guarded when you sleep. Benefit: When you are asleep or unconscious, you receive a +4 bonus to all Will saving throws. If the effect is restricted to sleeping/unconscious targets (e.g.: Nightmare), the bonus increases to +10.
SLOW SPELL [Metamagic] You can cast spells more slowly to gain power. Prerequisite: Any other metamagic feat Benefit: Any spell with a casting time of a standard-action or less now has a 1-round casting time. The benefit is that the spell takes up a spell slot one level lower than normal. A spell can never become less than its original level through this feat, but the level modification for this feat can be used to offset the level increase from other metamagic feats. Special: Spontaneous spellcasters can use this feat subject to the standard increase in casting time for the use of metamagic feats. As such a Bard using this feat in conjunction with another metamagic feat would require 1-round plus a full-round action in order to cast a spell that would normally require a standard action. Notes: A 1-round casting time spell requires a full-round action and takes effect at the beginning of the caster's action on the round after it is cast. This is different from the metamagic cast time increase for spontaneous spellcasters, which only require a full-round action.
SMASH CONCENTRATION [General, Fighter] You may bash a single opponent into submission. Prerequisite: Weapon Focus (any One Smashing Weapon) Benefit: You can only get the benefit of this feat with a smash weapon you have Weapon Focus in. Make one extra attack per round at your highest base attack. This requires the full attack action, and all your attacks for the round must use smash weapons and be directed at the same opponent – you may not attack anyone else for the remainder of the round. This includes attacks of opportunity. Special: Smash weapons for the purpose of this feat include the club, gauntlet, greatclub, heavy mace, light hammer, light mace, morningstar, quarterstaff, sap, singham, unarmed strike, and warhammer.
SMOOTH TALKER [General] You have a natural talent for the con, able to convince "marks" from all walks of life. Prerequisite: Cha 13 Benefit: You receive a +1 on Bluff, Diplomacy and Sense Motive checks.
SNATCH [Monster, Special, Fighter] You can snatch up victims in your claws or jaws. Prerequisite: Size Huge or larger Benefit: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
SNATCH ARROWS [General, Fighter] You can catch arrows and weapons directed at you and possibly throw them back. Prerequisite: Dex 15, Deflect Arrows, Improved Unarmed Strike Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat. Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.
SNEAK ATTACK OF OPPORTUNITY [Epic, Stealth] You can sneak attack anyone who gives you an opening. Prerequisite: Sneak attack 8d6, Opportunist class feature Benefit: Any attack of opportunity you make is considered a sneak attack.
SONG MAGIC [Song] There is magic in your music, allowing you to cast your spells without need of further material components. Prerequisite: Bard level 1, Perform 3 ranks Benefit: You can cast any bard spell without need for material components, using your ability to sing, recite or play a musical instrument to power the spell. You must still pay any XP cost required to cast the spell. Using Song Magic to cast any spell with a material component greater than 1 gp uses up one use of your bardic music ability for each 100gp of the normal component cost, rounded up.
SOOTHING WORD [Divine] You are gifted with a calming voice that dispels anger and hostility. Prerequisite: Cha 15, Ability to turn or rebuke undead Benefit: By spending one of your turn or rebuke undead attempts, you may remove fear, hostility, or rage of any kind (including the barbarian ability). Roll a turning check and turning damage just as if you were turning or rebuking undead, but apply the result to living creatures. Raging creatures who are affected will immediately return to normal and become fatigued (if this would normally occur after raging) for the rest of the encounter, although they may enter a rage again on their turn if they are still able to do so that day. Hostile creatures affected by this feat will become Unfriendly, and will cease attacking as long as they are not threatened. They will become Hostile again after 1 minute unless you have convinced them that you are not threat in the meantime (such as through Diplomacy). Finally, if you target creatures affected by a fear effect, they may re-roll their saving throw as if they had just been targeted by the effect. Target creatures that are immune to mind-affecting spells are also immune to all Soothing Word effects.
SOUL-MATE [General, Role Play] You share an empathic link with your lover. Benefit: You and another person (usually your lover) must willingly join your souls, meaning each of you must take this feat at the same time (normally during a religious ceremony; typically a wedding). Each of you will always sense the emotional state and general health of the other, whatever the distance may be between you. You gain a +10 insight bonus to Bluff and Sense Motive checks with your soul-mate. In addition, you are as opposed to harming or betraying your soul-mate as you are to killing yourself – which will render seduction and many compulsion spells ineffective. Special: If your soul-mate is murdered you gain a +2 moral bonus on all rolls necessary to exact revenge on the murderer. Notes: The main benefit (at least from a role-playing perspective) of this feat is that love between two soul-mates is exquisitely better than any mundane love affair. Bluff and Sense Motive can be used to communicate silently without others understanding the messages.
SPEAR AND SHIELD [General, Fighter] You have trained in the use of a two-handed spear and shield together Prerequisite: Shield Proficiency Benefit: You can use spear or longspear together with a shield of any size (including a tower shield if you have Tower Shield Proficiency), despite the fact that these are two-handed weapons. Notes: This feat is right at home in ancient Greece, where hypaspists used it. The shield is slung over the shoulder and maneuvered with the offhand that simultaneously holds the spear.
SPECTRAL STRIKE [Epic, Special] You can hit incorporeal creatures. Prerequisite: Wis 19, Ability to turn or rebuke undead Benefit: Your attacks deal damage normally against incorporeal creatures. Normal: Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.
SPEED OF THOUGHT [Psionic] The energy of your mind energizes the alacrity of your body. Prerequisite: Wis 13 Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.
SPEED READER [General] You are capable of reading the written word very quickly. Prerequisite: Decipher Script 4 ranks, Int 13 Benefit: You are able to read a single page of written material as a full round action. Normal: It takes you one minute to read a single page of written material.
SPELL DEFENSE [General] You have learned to shield yourself from magic, dodge spells at the last second or use some sort of folk ritual to protect yourself from magical attack. Prerequisite: Knowledge (arcana) 5 ranks Benefit: When using the Total Defense action, you can forgo the +4 dodge bonus normally granted to your AC in order to gain a +4 circumstance bonus on your saving throws against spells, supernatural abilities and spell like effects.
SPELL FOCUS [General] Choose a school of magic. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
SPELL KNOWLEDGE [Epic, Magical] You learn two new arcane spells. Prerequisite: Ability to cast spells of the maximum normal spell level of an arcane spellcasting class Benefit: You learn two new arcane spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots. Special: A character can gain this feat multiple times. Comments: This feat should state that it does not allow you to learn spells not normally accessible, e.g. spells in the forbidden school of a specialist wizard.
SPELL MASTERY [Special] You can memorize selected spells without a spell book. Prerequisite: Wizard level 1st Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook. Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
SPELL OPPORTUNITY [Epic, Magical] You can cast touch spells when making an attack of opportunity. Prerequisite: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks Benefit: Whenever you are allowed an attack of opportunity, you may cast (and attack with) a touch spell as your attack of opportunity. This incurs attacks of opportunity just as if you had cast the spell normally. Normal: Without this feat, a character can only make a melee attack as an attack of opportunity.
SPELL PENETRATION [General] You are good at overcoming an opponents spell defenses. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
SPELL STOWAWAY [Epic, Magical] You can gain the benefits of another casters spell. Prerequisite: Spellcraft 24 ranks, Caster level 12th Benefit: Choose a spell-like ability you know, or a spell you can cast. You are attuned to the magic you choose. If another spellcaster within 300 feet of youuses this magic, you also immediately gains the magic’s effect as if it had been used on you by the same caster. You must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though you do not have to know the spellcaster is present, and you can be flat-footed). The magic’s duration, effect, and other specifics are determined by its original caster’s level. Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.
SPELL TOUCH [Magical] You can now hit enemies passing by with spells as well as melee attacks. Prerequisite: The ability to cast spells as a free action Benefit: You can make an attack of opportunity using a quickened touch spell if you have one hand free. Spell Touch does not preclude the normal casting of a spell during the same round, but it can be used only once per round, regardless of your ability to make multiple attacks of opportunity. Normal: Attacks of opportunity do not involve casting spells. Notes: To make use of this feat a Wizard would need to have memorized a quickened touch spell (using a spell slot of 4 levels higher than normal). Sorcerers or Bards are not so restricted but the twin requirements of Quicken Spell and Metaffinity ensures that a spell slot of 5 levels higher than normal would be required. The Epic feat Spell Opportunity is an alternative feat that has a similar benefit.
SPELL TOUGHNESS [General] Choose a school of magic, such as Evocation; you are better able to resist hostile effects from this school Prerequisite: Base save bonus (any) +4 Benefit: Against spells from the chosen school, you get a +2 bonus to all saving throws. Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
SPELLCASTING HARRIER [Epic] You can always attack spellcasters who are casting defensively. Prerequisite: Combat Reflexes Benefit: Any spellcaster you threatens in melee provokes an attack of opportunity if they tries to cast defensively. You gets a +4 bonus on this attack roll.
SPINNING ATTACK [General, Fighter] You make a sweeping attack which may hit a secondary target. Prerequisite: Base attack bonus +3, Weapon Finesse Benefit: On your first attack each round, if you miss your intended target you may make an additional attack roll on a different opponent in your threatened area. The second attack has a -2 penalty to hit. Notes: You do not need to use a finesse weapon to use this feat despite it being a prerequisite.
SPINNING WEAPON DEFENSE [General, Fighter] Your mastery of the double-weapon has developed into a dance-like fighting style that makes you difficult to flank successfully. Prerequisite: Combat Expertise, Dodge, Tumbling 5 ranks, Base attack bonus +4 Benefit: You gain a +1 dodge bonus to your AC when executing a full attack action with a double weapon you are proficient with. Additionally, if you fight defensively, you cannot be flanked by attackers with less than 4 HD greater than your own.
SPIRIT OF VENGEANCE [General, Fighter] You exact vengeance from your enemies in blood Benefit: Whenever an opponent wounds you in combat (deals damage to you), your next melee attack against that foe gets a +1 morale bonus to hit and damage. Once you receive this bonus to an attack, the foe must wound you again for you to gain the bonus again. If a foe wounds you multiple times before you attack them, you only gain the bonus once, and to a single attack.
SPIRITED [General, Fighter] You are not afraid of larger foes and know how to hurt them. Prerequisite: Base attack bonus +6 Benefit: You gain a +2 bonus to all melee damage rolls against opponents one or more size categories larger than yourself. | |
| | | Kilsek Encounter Killer Defender of the Faith: DM
Number of posts : 2557 Age : 52 Hit Points : <b>View of DDM 2.0</b> : <b>View of 4.0</b> : <b>Trade Topic</b> : HERE Reputation : 1 Registration date : 2007-02-17
| Subject: Re: 3.5 Player Feats Thu Aug 21, 2008 12:12 pm | |
| SPIRITED CHARGE [General, Fighter] You can deal double damage with a mounted charge. Prerequisite: Mounted Combat, Ride-by Attack, Ride 1 rank Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). Special: A fighter may select Spirited Charge as one of his fighter bonus feats.
SPIRITED DIVE [Monster, Fighter] The creature can perform a terrifying dive-bomb attack. Prerequisite: Fly speed, Flyby Attack Benefit: When performing a dive attack, the creature can inflict triple damage with a successful claw or weapon attack. Like a standard dive attack, the creature gains a +2 attack bonus but suffers a 2 penalty to AC when making this attack. The creature can still use its Flyby Attack feat when making a Spirited Dive. Normal: All flying creatures can make diving claw attacks that inflict double damage and gain the benefits of a charge (+2 attack bonus, -2 penalty to AC).
SPIRITUAL FAMILIAR [Special] Your familiar has shed its corporeal body. Prerequisite: Familiar, Caster level 17 Benefit: Your familiar gains the Incorporeal subtype.
SPLIT PSIONIC RAY [Metapsionic] You can affect two targets with a single ray. Prerequisite: Any other metapsionic feat Benefit: To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power’s range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take. Using this feat increases the power point cost of the power by 2.
SPONTANEOUS DOMAIN ACCESS [Epic, Magical] You can convert any spell into a domain spell. Prerequisite: Wis 25, Spellcraft 30 ranks, Ability to cast 9th-level divine spells Benefit: Select a domain you have access to. You may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells. Special: A character can gain this feat multiple times. Each time a character takes the feat, it applies to a different domain.
SPONTANEOUS SPELL [Epic, Magical] You can substitute a selected spell for any other you know. Prerequisite: Spellcraft 25 ranks, Ability to cast the maximum normal spell level of at least one spell-casting class Benefit: Select a spell you can cast. You may spontaneously convert any prepared spell of the selected spell’s level into the selected spell, just as a cleric channels energy to convert spells into cure spells. Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell.
SPONTANEOUS SPELL-LIKE CASTING [Monster, Magical] The creature is able to use its arcane or divine spell knowledge to power its spell-like abilities. Prerequisite: Innate spell-like ability, Ability to cast spells Benefit: The creature can use its class-derived spell slots or prepared spells to spontaneously cast any of its spell-like abilities in a manner similar to the way a cleric can spontaneously cast cure or inflict spells. This allows the creature to convert one of its spell slots or prepared spells of the same level or higher to power the casting of the spell-like ability without using up one of its spell-like ability uses per day. The spell-like ability must appear on the same spell list as the spell slot or prepared spell used to power the casting. A spontaneously cast spell-like ability requires a full-round action but does not require any material, somatic or verbal components. Special: This feat cannot be used to spontaneously cast spell-like abilities that do not duplicate an existing spell or psionic power and hence have no effective level.
SPONTANEOUSLY CONVERT SPELL [Magical] You can expend a prepared spell in order to spontaneously cast a particular spell. Prerequisite: Ability to prepare a spell without referring to a spell book, Inability to cast spell without prior preparation Benefit: When you take this feat, you choose a spell that you can prepare ahead of time without referring to a spell book. Typically, this means a divine spell or a spell for which you have Spell Mastery. You can spontaneously cast that spell, or metamagic versions of it, in the same way that good clerics can spontaneously cast healing spells. That is, you can "lose" any prepared spell of equal or higher level to cast the chosen spell, even though you haven't prepared it ahead of time. Normal: You must prepare the spell ahead of time in order to cast it. Special: You can gain this feat multiple times. Each time it allows you to choose a different spell that you can spontaneously cast.
SPRING ATTACK [General, Fighter] You can leap in to attack and then back out again. Prerequisite: Dodge, Mobility, Dex 13, Base attack bonus +4 Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. Special: A fighter may select Spring Attack as one of his fighter bonus feats.
STABLE SPELL [Metamagic] You need not concentrate to maintain spells. Benefit: Any Concentration note in the duration field of a spell is replaced with "1 round/level (D)", indicating that you do not need to concentrate on the spell in order to maintain it and may choose to end the spell with a standard action. A Stable Spell uses up a spell slot two levels higher than the spell's actual level. Special: If you want to control aspects of the spell, such as controlling the movement of an illusion, you must still concentrate on it, although you can cease concentration (as a free action) and then regain it (as a standard action) in order to make these adjustments. If you don't concentrate, the spell effect will still remain, without changing in any way. If the spell has an additional duration after concentration ends this additional amount is added to the duration of the spell. Example: Major image has a duration of Concentration + 3 rounds normally. A 10th level spellcaster using Stable Spell on major image would allow it to last for 13 rounds (with or without concentration), unless they chose to dismiss it earlier.
STALWART DEFENDER [Special, Racial] You are truly a dwarven bastion of strength. Prerequisite: Dwarf, Defensive Stance ability, Base attack bonus +9 Benefit: You can use your Defensive Stance class ability one more time per day. Special: You can take this feat more than once. Its effects stack.
STAND STILL [General, Fighter] You can prevent foes from fleeing or closing. Prerequisite: Str 13 Benefit: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). Normal: Attacks of opportunity cannot halt your foes in their tracks.
STAND YOUR GROUND [General, Fighter] You keep fighting no matter how scared you get. Prerequisite: Iron Will, Base attack bonus +4, Base Will save +2 Benefit: Whenever you would be cowering, frightened or panicked, you are shaken instead. | |
| | | Kilsek Encounter Killer Defender of the Faith: DM
Number of posts : 2557 Age : 52 Hit Points : <b>View of DDM 2.0</b> : <b>View of 4.0</b> : <b>Trade Topic</b> : HERE Reputation : 1 Registration date : 2007-02-17
| Subject: Re: 3.5 Player Feats Thu Aug 21, 2008 12:12 pm | |
| STAY DOWN [General, Fighter] You can keep an opponent off their feet. Prerequisite: Int 13, Combat Expertise, Improved Trip Benefit: When an opponent you threaten rises from being prone (provoking an attack of opportunity from you), you can make a trip attack as normal (as your attack of opportunity) against that opponent. If you succeed, the opponent remains prone and you may take your bonus attack from Improved Trip if you wish. Normal: Your opponent can spend a move action (that provokes an attack of opportunity) to stand. Your attack of opportunity cannot be a trip attack as it happens before he finishes standing and you cannot trip a prone opponent.
STEALTHY [General] You are a very sneaky person. Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.
STILL SPELL [Metamagic] You can cast a spell without somatic gestures. Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.
STIPEND [Trait] You come from a wealthy background. Benefit: When you select this feat at character creation, roll 2d10 and multiply by 10. When you get your starting funds, and at each game month thereafter, you receive a number of gold pieces equal to this number. This money must be picked up someplace; at your estates, a bank, from an academy, from a patron, or whatever. It will accumulate if not collected. Special: This feat is only available at character creation.
STONE THROWER [General, Fighter] Just as monks can slay with their fists your skill turns a common stone into a dangerous missile. Benefit: You treat normal stones between 1 and 5 pounds as a simple ranged weapon. A typical stone deals 1d6 damage, has a threat range of 20/x2, and a range increment of 20 feet. A poor stone has the same stats but deals only 1d4 damage. You may find a typical stone in some outdoor environments (DM's discretion) as a full round action, or a poor stone as a move equivalent action. You may take all the usual weapon feats using stone as a weapon of choice. Normal: A stone is considered an improvised weapon and deals small amounts of nonlethal damage.
STORM OF THROWS [Epic, Fighter] You can throw many weapons in one round. Prerequisite: Dex 23, Point Blank Shot, Quick Draw, Rapid Shot Benefit: As a full-round action, you may throw a light weapon at your full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.
STOUT HEARTED [General] Your devotion to the cause of good protects your soul. Prerequisite: Wis 13, Good alignment Benefit: You gain a +4 circumstance bonus on saves to shrug off the permanent effects of gaining a negative level and to resist any spells that deal negative levels.
STRAFE [Modern] You spray bullets in a side arc. Prerequisite: Personal Firearms Proficiency, Advanced Firearms Proficiency Benefit: When using a firearm on autofire, you can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line). Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area.
STREETFIGHTING [Modern] You know how to make it hurt. Prerequisite: Brawl, Base attack bonus +2 Benefit: Once per round, if you make a successful melee attack with an unarmed strike or a light weapon, you deal an extra 1d4 points of nonlethal damage.
STRENGTH OF THE PIOUS [Special] You double the duration of one of your granted powers. Prerequisite: Domain with a granted power with a limited duration Benefit: Choose one of your granted powers with a limited duration. The duration of the power is doubled. Special: This feat may be taken multiple times but a different granted power must be chosen each time.
STRIKE AT THE TAIL [General, Fighter] You have learned superior disarming techniques. Prerequisite: Base attack bonus +6, Int 13, Combat Expertise, Improved Disarm Benefit: If you successfully disarm an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the disarm attempt. If you succeed you may choose to catch your opponent’s weapon in your off-hand if free. You may only gain one free attack per round using this technique.
STRIKE FAVORED ENEMY [Special] You are exceptionally deadly in combat against favored enemies. Prerequisite: Favored Enemy, Base attack bonus +3 Benefit: You may add your favored enemy bonus to all weapon attack rolls made in melee combat and ranged combat against targets within 30 feet when attacking any of your favored enemies. Normal: You may add your favored enemy bonus to Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks as well as weapon damage rolls in melee combat and ranged combat against targets within 30 feet. Special: This bonus does not apply to creatures that are immune to critical hits.
STRONG SWIMMER [General] You swim faster than others of your kind. Prerequisite: Str 13, Swim 8 ranks Benefit: With a successful swim check you can move twice as fast as normal: full speed as a full round action, or half speed as a move action.
STUBBORN HEART [General] You just refuse to die. Your reserves of willpower keep you alive long after others would have died. Prerequisite: Con 17, Iron Will Benefit: You don’t die until you reach –15 hit points. Normal: You die when you reach -10 hit points.
STUDIOUS [Modern] You like to read. Benefit: You get a +2 bonus on all Decipher Script and Research checks.
STUNNING FIST [General, Fighter] You can stun an opponent with your attack. Prerequisite: Improved Unarmed Strike, Base attack bonus +8, Dex 13, Wis 13 Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats.
STYLIZE SPELL [Metamagic] You can add illusionary elements to your spells that make them more spectacular, in order to impress people. Prerequisite: Access to the illusion school (or a lack of prohibition against using it) Benefit: You can subtly change the appearance, sound, taste and smell of spells you cast. The changes to the spell must not have any appreciable game effect outside of making the caster seem impressive. For instance, making a wall of fire appear as something that isn't hot and dangerous would be out of the question, but having it whisper your name would be acceptable. The effects of this spell should never make something dangerous seem less so or something safe seem dangerous. It should never change the apparent area of effect of the spell, disguise the spell in any way, or simulate the appearance of another spell. The particulars can be changed at the whim of the caster and could be different each time they cast the spell. A Stylized Spell uses up a spell slot of the same level as the original spell. Notes: The DM should be careful not to allow the caster to gain a practical benefit from this feat aside from personal reactions of spectators. This feat is purely for roleplaying purposes and has no combat effect.
SUBSTITUTE FOCUS [Item Creation] You may prepare a special focus to substitute for a material component. Benefit: To create a Substitute Focus, choose a spell that you can cast with a material component. The base price of a Substitute Focus is ten times the normal cost for that material component, or 10gp if that item does not normally have a cost associated with it. Materials to construct the item cost one half the base price, including the actual component that you must supply. The creator must expend XP equal to 1/25th the base price to create the Focus. It takes one day per 1000gp of the base price to craft the Focus. The minimum cost and time to create a Substitute Focus are 5gp, 1 XP and one day. When complete, the substitute focus will not be consumed when used to cast the specific spell for which the focus was created. When using the Substitute Focus, you treat the spell as if that material (M) component was exchanged for a Focus (F) component. If you cast a different spell that uses the same material component, and you use the Substitute Focus in this way, it will be consumed normally, although it will work with metamagic-altered versions of the spell. A Substitute Focus is keyed to only a single spell. Simple Substitute Foci, such as gems, medallions or simple geometric objects, can be attached to or set in larger items, such as art objects or bracers, without disrupting their function. You may create any number of Substitute Foci once you have learned this feat.
SUBTLE SPELL [Metamagic] You know how to disguise the use of material, verbal, and somatic components; thus making your spell casting difficult to recognize. Prerequisite: Spellcraft 1 rank Benefit: When you cast a subtle spell those who could observe you must make a Spot check opposed by your Spellcraft check to identify that you are casting a spell. A subtle spell uses up a spell slot one level higher than the spell's actual level. Normal: Without this feat spell casting is automatically recognized as spell casting. Notes: Casting a subtle spell still draws an attack of opportunity. If the person taking the attack of opportunity fails the opposed Spot check (rolled in secret by the DM, if necessary) they still get the attack of opportunity; they realise that you have let your guard down, but not why. This feat is most useful in non-combat situations, such as to surreptiously cast discern lies when talking with someone.
SUDDEN ACTION [General] You can take quick and decisive action at the start of combat. Prerequisite: Combat Reflexes, Improved Initiative, Mobility, Quick Draw Benefit: During a surprise round you may act as if it were a normal combat round. So, instead of taking a single move or standard action you may perform a full round action, full attack, two move actions, or a move action and a standard action. Normal: You may only take a standard action or move action during a surprise round.
SUMMONING CONCENTRATION [Magical] You can increase the time that your summoned creatures remain by concentrating. Benefit: You can maintain the duration of a summon spell (such as summon monster or summon nature's ally) through concentration. As long as you concentrate on the spell, do not count time off its duration. After you stop concentrating, the normal duration resumes and then terminates as normal. You cannot resume concentration, regardless of the effects of other feats that would normally allow you to do so.
SUPERIOR EXPERTISE [General, Fighter] Your ability to defend yourself is nearly unlimited. Prerequisite: Int 13, Combat Expertise, Base attack bonus +6 Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus. This feat eliminates the +5 maximum for the Combat Expertise feat.
SUPERIOR FEINT [General, Fighter] You can fake out your opponents with incredible speed. Prerequisite: Int 13, Combat Expertise, Improved Feint, Base attack bonus +6 Benefit: You can make a Bluff check to feint in combat as a swift action. Notes: A swift action is a free action that can only be performed once per round.
SUPERIOR INITIATIVE [Epic] You are an expert at getting the jump on your opponents. Prerequisite: Improved Initiative Benefit: You get a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.
SUPERIOR TWO-WEAPON FIGHTING [General, Fighter] You can remove the penalty for using a one handed weapon in your off hand. Prerequisite: Str 15, Dex 15, Two-weapon Fighting, Base attack bonus +3 Benefit: You can use any one-handed weapon in your off hand as if it were a light weapon.
SURFACE VEHICLE OPERATION [Modern] You know how to drive a class of ground vehicles. Prerequisite: Drive 4 ranks Benefit: Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). You are proficient at operating that class of vehicle. The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction ve¬hicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles. You take no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class. Normal: Without this feat you take a –4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle. Special: You can gain this feat as many as five times. Each time you take the feat, you select a different class of surface vehicle.
SURGERY [Modern] You are trained in performing surgery. Prerequisite: Treat Injury 4 ranks Benefit: You can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description. Normal: Without this feat you take a –4 penalty on Treat Injury checks made to perform surgery.
SWARM OF ARROWS [Epic, Fighter] You can shower your foes with arrows. Prerequisite: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type Of Bow Used) Benefit: As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 30 feet.
SWING-BY ATTACK [General] You can swing from a rope past a foe and attack at the same time. Prerequisite: Climb 1 rank, Rope Climber Benefit: When you are swinging from a rope and use the charge action, you may move and attack as with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the swing-by attack cannot exceed the total allowed for the swinging charge. You do not provoke an attack of opportunity from the opponent that you attack. The benefit is lost if you are in armor heavier than light armor or you are carrying a heavy load. | |
| | | Kilsek Encounter Killer Defender of the Faith: DM
Number of posts : 2557 Age : 52 Hit Points : <b>View of DDM 2.0</b> : <b>View of 4.0</b> : <b>Trade Topic</b> : HERE Reputation : 1 Registration date : 2007-02-17
| Subject: Re: 3.5 Player Feats Thu Aug 21, 2008 12:33 pm | |
| TACTICAL SPELLCASTING [Magical] Your quick and decisive maneuvers do not disrupt your spellcasting. Prerequisite: Dex 13, Dodge, Mobility Benefit: When casting a spell, you may move both before and after your spell is cast, provided that the total distance moved is not greater than your current speed. Casting a spell in this fashion is equivalent to casting with vigorous motion; you must make a Concentration check versus a DC of 10 plus the spell level or the spell is lost. When casting a spell in this fashion, you may not also cast defensively.
TAIL SLAM [Racial] You are trained to use your powerful tail and flukes as a weapon. Prerequisite: Merfolk or tailed half-merrow only Benefit: You may make a powerful sweep with your tail to slam opponents backward. The opponent must be within 10 feet of you, and there must not be anyone directly between you and the target. You and the defender make opposed Strength checks. You gain a +4 bonus for each size category greater than Medium size or a -4 penalty for each size category below Medium-size. The defender gets a +4 circumstance bonus if he has more than 10 ranks in Swim or has a swim speed. If the defender loses the Strength check, he is shoved back 5 feet, provoking an attack of opportunity if he enters another character's threatened area. You do not need to move to use the Tail Slam. In many cases, your tail never actually touches your opponent, as the maneuver creates a powerful surge of water that can bowl the target over. Anyone slammed while casting a spell must make a Concentration check (DC 10 + spell level + the number of points by which the target failed the opposed Strength check). Using this feat is a standard action that provokes attacks of opportunity. This feat may only be used underwater and can only affect underwater targets.
TAIL TRICKS [Monster] You have learned to use your tail to enhance your balance and stability. Prerequisite: Base attack bonus +1, A tail capable of making natural attacks Benefit: You gain a +2 bonus to opposed grapple checks, balance checks, and strength rolls to resist being tripped or bull rushed.
TAIL WALKING [Racial] You have learned to use your tail while out of water somewhat more gracefully than most of your kind. Prerequisite: Merfolk or tailed half-merrow only Benefit: Your base land speed increases to 10 feet.
TALENTED [Psionic] You can overchannel powers with less cost to yourself. Prerequisite: Overchannel Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling.
TALENTED HEALER [General] You can provide first aid and treat wounds or poison more quickly in combat. Prerequisite: Heal 4 ranks, Wis 13 Benefit: You can provide first aid, treat wounds or treat poison as a move action. Normal: Providing first aid, treating a wound, or treating poison is a standard action.
TAP ITEM [Magical] You may draw upon the power of existing magic items in order to create new ones. Prerequisite: Any craft permanent item feat such as Craft Rod, Craft Wondrous Item or Forge Ring Benefit: When creating a new magic item using one of the prerequisite feats, you may draw up to half of the XP cost from another, existing item of the same type. The item from which the energy is taken is destroyed in the process. The item tapped cannot be cursed, and this feat has no effect on minor or major artifacts, or epic magic items. The amount of XP that can be drawn from any item is equal to half the XP that would be necessary to create that item. If an item has charges, its original XP value is reduced by the fraction of charges used. Special: In campaigns with Psionics this feat may also be used to tap existing psionic items for powering magic items, and both magic and psionic items may be used to power non-charged psionic items.
TAP PSIONIC ITEM [Psionic] You may drain the power of existing psionic items to create new ones. Prerequisite: One or more psionic item creation feats Benefit: When creating a new psionic item you may draw up to half of the XP cost from existing psionic items, destroying them in the process. The amount of XP that can be drawn from psionic items is at most half of what it would have cost to create them originally. For charged items reduce the amount of XP available in proportion to the number of charges used. The items tapped cannot be cursed or minor/major artifacts. Example: Psikux wants to create a Skin of Striking, which has a base cost of 24000 gp and hence 960 XP (1/25th the base cost). This feat allows Psikux to drain existing items for up to 480 XP to power this. He has a Dorje of Mass Concussion, which has a base cost of 21000 gp and 840 XP to make, so draining this would normally net Psikux 420 XP. However, it only has 25 charges, so provides 210 XP, leaving 270 XP more Psikux can draw. Psikux decides to tap his 6th level Crystal Anchor as well – with a base of 16400 gp and thus 656 XP Psikux could normally pull 328 XP out of it, but he can only make use of 270 XP, so 58 XP "worth" of power goes to waste. After tapping (and thus destroying) these two items Psikux only has to pay 480 XP, in addition to the 12000 gp base creation cost.
TAUNT [General] You are adept at angering your opponents and provoking them to attack you. Benefit: As a standard action you may target a specific opponent who can clearly see and hear you within 60’. This only works against intelligent creatures and is an extraordinary, mind-affecting, compulsion effect. Make an opposed Intimidation check against the target’s modified level check (1d20 + Hit Dice + target’s Wisdom bonus). If the target does not understand the language you are speaking your intimidation check suffers a -5 penalty. If successful the target is compelled to direct any attacks or offensive spells/powers it makes at you until one of you is defeated or until the target is attacked by another opponent. If you move out of sight or if it is impossible for your opponent to attack you they are free from the compulsion. Special: This is a variant of the Demoralize Opponent use of the Intimidation skill; any feat or ability that alters the use of Intimidation to demoralize an opponent in combat also effects this feat.
TEAM FIGHTING [General, Fighter] You know how to fight as a pair, group, and in formation. Prerequisite: Base attack bonus +1 Benefit: Two or more people can fight together as a team. The team members block and parry blows for each other. Team members also work together to open up opponent’s weaknesses. Team members need to be within each other's threatened area and every team member needs to have the feat. Each person having Team Fighting gets a +1 bonus on attack rolls and a +1 dodge bonus to Armor Class. Also, if two people have Team Fighting they can switch carried items as a free action. This would allow one person to reload a Heavy Crossbow or Repeating Crossbow while the other fires, thus one character could fire the Heavy Crossbow every round while the other person is loading. Notes: This feat can be used to model the extra effectiveness of Swiss pike men, Monks fighting together, or Athenian bonded battle partners.
TENACIOUS MAGIC [Epic, Magical] Your spells can resist dispelling. Prerequisite: Spellcraft 15 ranks Benefit: Choose one spell you know or spell-like ability your possess. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally. Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability.
TERRIFYING RAGE [Rage] Your rage is terrifying to behold and fearsome to your enemies Prerequisite: Rage 2/day, Base attack bonus +3 Benefit: When enraged, all opponents within 10 feet with HD less than your own must make a Will save (DC = 10 + 1/2 Rage-associated class levels + Cha bonus) or become shaken (-2 morale penalty on all attack rolls, checks and saving throws) for the duration of your rage. This is an extraordinary ability that only works when you are using your Rage class ability. Its effects also end if you are subdued, restrained, rendered unconscious or slain, or if your opponent moves more than 10 feet away from you. Opponents that succeed in their saving throws are immune to the terrifying effect of your rage for one day.
THIRD EYE [Psionic] You have a psionic third eye that enables you to pierce illusions and identify psionic powers and effects. Prerequisite: Wis 13 Benefit: As long as your are psionically focused, you gain a +2 bonus on all Psicraft checks and a +4 bonus on all Will saves against illusion spells and spell-like effects.
THREATENED REACH [General, Fighter] Your mobility and footwork make you a deadly opponent in combat. Prerequisite: Dex 13, Combat Reflexes, Dodge, Mobility, Spring Attack, Base attack bonus +6 Benefit: Designate one opponent on your turn as a free action. Against this opponent, your weapon's threat range is increased by 5 feet, as long as you maintain a direct, unimpeded line of sight to your chosen opponent. If this opponent provokes an attack of opportunity within this expanded range, you may take an immediate attack of opportunity against them. You are free to change opponents each round. You may only use this feat when unarmored or in medium or lighter armor. Normal: Your threat range is normally 5 feet unless larger than Medium size or armed with a reach weapon.
THROW AND CHARGE [General, Fighter] You can hurl a thrown weapon while charging. Prerequisite: Quick Draw, Run, Base attack bonus +1 Benefit: As a full round action, you can throw a light or one-handed missile weapon, draw another weapon, and then charge. Both attacks are made at your highest base attack bonus, with a +2 bonus to your charge attack. You cannot use this feat in heavy armor or if carrying a heavy load.
THUNDERING POWER [Metapsionic] You can add a thunderclap to your electrical powers. Benefit: On any power that deals electrical damage, you also deal 1 point of sonic damage per manifester level. This effect occurs on the same round that the power first causes electrical damage, and has no additional effect even if the power has a non-instantaneous duration. If a power allows the target to make a saving throw for half or no damage and the target makes their save, the sonic damage is also halved or negated. The power gains the "Sonic" descriptor. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.
THUNDERING RAGE [Epic, Rage] In rage, your weapons emit a defining crash. Prerequisite: Str 25, Rage 5/day Benefit: Any weapon you wield while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 your level. This ability does not stack with similar abilities.
THUNDERING SPELL [Metamagic] Your electrical spells deal additional sonic damage. Benefit: On any spell that deals electrical damage, you also deal 1 point of sonic damage per caster level. This effect occurs on the same round that the spell first causes electrical damage, and has no additional effect even if the spell has a non-instantaneous duration. If a spell allows the target to make a saving throw for half or no damage and the target makes their save, the sonic damage is also halved or negated. The spell gains the "Sonic" descriptor. A thundering spell uses up a spell slot one level higher than the spell’s actual level.
TIGHT SPELL FOCUS [Magical] Choose one magic subschool or one type of energy damage (acid, cold, fire, electricity or sonic). Your spells within this limited sphere are incredibly potent. Benefit: Add +2 to the Difficulty Class for all saving throws against spells from your chosen subschool or within your chosen damage descriptor. Special: This feat does not stack with Spell Focus. It can be used in place of Spell Focus when meeting the prerequisites for other feats or prestige classes. If Greater Spell Focus is chosen with Tight Spell Focus as a prerequisite, you add +4 to the Difficulty Class for all saving throws against spells from your chosen subschool or damage descriptor. Notes: Magic schools and their associated subschools are: Conjuration: Calling, Creation, Healing, Summoning & Teleportation; Divination: Scrying; Enchantment: Charm & Compulsion; Illusion: Figment, Glamer, Pattern, Phantasm & Shadow.
TORNADO ATTACK [General, Fighter] You can combine your whirlwind attack with a 5-foot step, moving and striking in a whirlwind of deadly blows. Prerequisite: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Base attack bonus +12 Benefit: You can take a 5-foot step while making your Whirlwind Attack, allowing you to attack all opponents within range before and after your 5-foot movement. This requires a full-attack action, you can only strike at an individual opponent within range once and you are still limited to one 5-foot step per round. All restrictions and benefits to your 5-foot movement apply normally. Special: If you have the Whirlwind Attack feat this can substitute for the Combat Expertise and Whirlwind Attack prerequisites
TOSS [General, Fighter] You may throw an opponent when grappling. Prerequisite: Base attack bonus +6 Benefit: When grappling an opponent and you win an opposed grapple check on your action, you may throw your opponent instead of the usual options. For every 5 points you exceed your opponents grapple check by, you may toss your opponent 5 feet. You may also add 5 feet for each size category you are larger than the opponent. If you succeed by less than 5 you still toss your opponent 5 feet. In this case they have still “fallen” but won’t take damage from the fall. Special: The victim is considered to have fallen a distance equal to the distance they were thrown. This typically results in falling prone and taking 1d6 points of damage per 10’ fallen. A victim striking a wall or other obstacle will take damage as if they were thrown the full distance. You must be strong enough to lift the victim over your head (their weight cannot exceed your maximum load). Notes: Size is already figured into the grappling roll, but I felt that it didn’t give a realistically large boost to the distance thrown so distance was added without affecting the grapple check. | |
| | | Kilsek Encounter Killer Defender of the Faith: DM
Number of posts : 2557 Age : 52 Hit Points : <b>View of DDM 2.0</b> : <b>View of 4.0</b> : <b>Trade Topic</b> : HERE Reputation : 1 Registration date : 2007-02-17
| Subject: Re: 3.5 Player Feats Thu Aug 21, 2008 12:34 pm | |
| TOTEM ANIMAL [General] You share a spiritual bond with an animal companion, that in return grants you special abilities. Prerequisite: Animal Companion ability Benefit: Select an animal companion that you gained through the animal companion ability. While that animal is within one mile of you, you gain one special ability, as indicated on the following table. If your animal companion is not on the list, then the special ability is determined by your DM. This should provide a +3 bonus to one skill check or a +2 bonus on a more commonly used check (e.g. saving throw or initiative). The ability should be something that you would associate with the animal in question. When the animal is within arm's reach, you also gain the Alertness feat. Spells and feats which specifically target "your familiar" may affect your totem animal. Special: You may only have one totem animal at any one time. If your totem animal dies or you dismiss it, you must attempt a DC 15 Fortitude saving throw. Failure means that you lose 200 experience points for each level you have in a class that grants you an animal companion; success reduces the loss to one-half that amount, although your experience point total can never go below 0 as the result of this. A slain or dismissed totem animal cannot be replaced for a year and day, although you may find a different animal companion as per normal during this time of mourning, and form the spiritual bond with it after this time has passed. A slain totem animal can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
Totem Special Abbility Ape +2 to Grapple checks Baboon +3 to spot checks Badger +3 hit points Bat +3 to Listen checks Bear +3 to Wilderness Lore checks Boar +3 to Spot checks (by scent) Camel Gain the Endurance feat Cheetah +3 to Initiative Crocodile +3 to Swim checks Dog +3 to Sense Motive checks Eagle +3 to Spot checks Ferret +3 to tumble checks Fox +2 to Reflex saves Horse +3 to Ride checks Leopard +3 to Move Silently checks Lion +3 to Intimidate checks Lizard, Giant +3 to Hide checks Monkey +3 to Balance checks Octopus +2 to Grapple checks Otter +3 to Search checks Porcupine +3 to Escape Artist checks Racoon +3 to Climb checks Rhinoceros +2 damage when charging Shark +3 to Swim checks Skunk +3 to Intimidate checks Snake, Constrictor +3 to Climb checks Snake, Viper +3 to Hide checks Tiger +3 to Jump checks Turtle Reduce armor check penalties by 2 Wolf +2 to Trip checks Wolverine +2 to Fortitude saves
TOUCH MASTERY [General, Fighter] The attribute behind your powers makes your touch attacks strike true. Prerequisite: Base attack bonus +1 Benefit: When making a touch attack with a spell or psionic power, you use your associated spellcasting/psionic attribute bonus rather than your Strength or Dexterity bonus on your attack roll.
TOUCH OF GRACE [General] Fate is looking out for you. Prerequisite: Cha 15 Benefit: You get a +1 bonus on all saving throws. Special: This feat can be taken several times, but only once at any level, and the benefits stack. For each time after the first, increase the Charisma prerequisite by 2.
TOUGHNESS [General] You are tougher than average. Benefit: You gain +3 hit points. Special: A character may gain this feat multiple times. Its effects stack.
TOWER SHIELD PROFICIENCY [General, Fighter] You are proficient in the use of tower shields. Prerequisite: Shield Proficiency Benefit: You can use a tower shield and suffer only the standard penalties. Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride. Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.
TRACK [General] You can use the survival skill to track enemies. Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below: Surface Survival DC Surface Survival DC Very soft ground 5 Firm ground 15 Soft ground 10 Hard ground 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below: Condition Survival DC Modifier Every three creatures in the group being tracked -1 Size of creature or creatures being tracked: 1 Fine +8 Diminutive +4 Tiny +2 Small +1 Medium-sized 0 Large -1 Huge -2 Gargantuan -4 Colossal -8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility: 2 Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1. For a group of mixed sizes, apply only the modifier for the largest size category. 2. Apply only the largest modifier from this category.
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.
TRACK SPIRITS [General] Your studies of ghosts and wraiths have revealed to you clues that allow you to track incorporeal undead. Prerequisite: Track, Knowledge (Religion) 5 ranks, Survival 5 ranks Benefit: You can follow the energy left over from the passing of incorporeal undead, allowing you to track them. The base Survival DC required for tracking is 25, regardless of the surface, and normal conditions apply, except for time – see the table below. This feat even allows you to track incorporeal undead if they go into the ground, through the air or through walls, but unless you have the ability to follow this will not be of much help. If you need to "pick up the trail" on the other side of a wall or a similar obstacle then you need to make another Survival check to resume tracking. As noted in the detect undead spell, the lingering aura of undead creatures fades after time, depending upon their hit dice. Apply the following time-based modifier (since the creature passed) to the Track Survival DC: HD +1 to DC every <=1 round 2-4 minute 5-10 hour 11+ day
TRAMPLE [General, Fighter] You can run down foes when overrunning on a mount. Prerequisite: Mounted Combat, Ride 1 rank Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. Special: A fighter may select Trample as one of his fighter bonus feats.
TRANSFER SPELL [Metamagic] You can cast personal effect spells on others as touch spells Benefit: You can cast a spell with a range of Personal and use it on another person. This feat has no effect on spells with a range other than Personal. The target of the spell must accept the spell voluntarily. A Transferred spell takes up a spell slot one level higher than the spell's actual level. Special: If used to transfer a divine spell to an opponent of the caster's faith the caster's deity will probably refuse to grant the caster any further spells until they seek atonement. Example: Divine Favor (1st level) allows the caster to call upon the strength and wisdom of a deity for luck bonuses to their own hit and damage rolls. Transferred Divine Favor (2nd level) allows the caster to call upon the strength and wisdom of a deity for luck bonuses to hit and damage rolls and bestow them upon a touched target.
TRANSFERENCE [Magical] Allows a spellcaster to draw from the life force of another while using item creation feats. Prerequisite: Any item creation feat Benefit: While touching another creature or creatures, you may use their XPs to fuel an item creation feat instead of (or in addition to) your own. The creature touched must be a willing subject with a current Intelligence of 3 or greater. If the creature is under the control of any magic (such as a charm spell) the effort will also fail, even if the creature would normally co-operate. You may choose how many XP you wish to contribute and how many the another creature will, but the other creature can choose to donate no more than a certain amount. Notes: Under no circumstances can another creature ever be forced (even through a wish spell) to succumb to the effects of this feat. It must be a voluntary action. This feat may be used as a house rule in some campaigns.
TRAP SENSE [Epic, Stealth] You have a second sense for traps. Prerequisite: Search 25 ranks, Spot 25 ranks, Trapfinding class ability Benefit: If you passes within 5 feet of a trap, you is entitled to a Search check to notice it as if you were actively looking for it.
TRICK SPELL [Metamagic] Opposing spellcasters cannot identify your spells. Prerequisite: Spell Focus Benefit: The Spellcraft DC for others to identify the name or school of a Trick Spell is increased by +4. Trick Spells cannot be counterspelled normally. Dispel Magic can be used per its description to counterspell a spell prepared as a Trick Spell. A spellcaster must have Spell Focus in the school of the spell that he or she wishes to prepare as a Trick Spell. A Trick Spell uses up a spell slot one level higher than the spell’s actual level.
TRUE SPELL MASTERY [Magical] You know a spell so innately that you can cast it without memorization. Prerequisite: Int 17, Spell Mastery (selected Spell) Benefit: When this feat is taken you must select a spell for which you have spell mastery. You may cast this spell once per day without the need to memorize it and without using a spell slot. You may not use metamagic feats when casting the spell in this way. Notes: This feat can be taken more than once to gain true mastery over a number of spells, but never more than your Intelligence modifier (e.g. Int 17 gives you up to 3 spells). | |
| | | Kilsek Encounter Killer Defender of the Faith: DM
Number of posts : 2557 Age : 52 Hit Points : <b>View of DDM 2.0</b> : <b>View of 4.0</b> : <b>Trade Topic</b> : HERE Reputation : 1 Registration date : 2007-02-17
| Subject: Re: 3.5 Player Feats Thu Aug 21, 2008 12:34 pm | |
| TUMBLING ATTACK [General, Fighter] Execute a startling series of attacks while you tumble through your enemy's midst. Prerequisite: Dex 15, Int 13, Combat Expertise, Dodge, Mobility, Skill Focus (tumble), Spring Attack, Tumble 1 rank, Base attack bonus +6 Benefit: As a full attack action, you are able to tumble at one-half speed, and if you succeed at your tumble check (see Tumble skill, SRD), you suffer no attacks of opportunity and may make your full number of attacks while you tumble. However, you are able to attack no more than once from any single five foot square through which you move (including the squares in which you start and finish the tumble). Even with this feat, the move is so difficult to execute that it adds +2 to the DC of your tumble check and all attacks suffer -2 penalty to hit. If you fail your tumble check, you suffer attacks of opportunity normally and can make only a single attack. Normal: You tumble as a move action and can make a single attack as a standard action. Special: This feat cannot be used with ranged attacks or reach weapons. If you are using two weapons or a double weapon, you still may only attack once from each square, so that the maximum number of attacks you can execute is 5.
TURN/REBUKE RESISTANCE [Monster] By virtue of unholy power or exceptional strength of will, the creature is more difficult to turn or rebuke than normal. Benefit: The creature adds +2 to its Hit Dice total when resisting turn or rebuke attempts. Special: This feat can be taken more than once and its benefits stack with itself. Each time it is taken, add +2 to the creature's Hit Dice when resisting turn or rebuke attempts.
TWIN POWER [Metapsionic] You can manifest a power simultaneously with another power just like it. Benefit: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.
TWIN WEAPON FIGHTING [General, Fighter] You can wield a matching pair of weapons, one in each hand, with extraordinary ability. Prerequisite: Two-weapon Fighting, Base attack bonus +6 Benefit: Choose a one-handed weapon, based on your size. When wielding one of the chosen weapons in each hand, you suffer only a -2 attack penalty with both weapons. Normal: With the Two-Weapon Fighting feat and a one-handed weapon, you get a -4 penalty on attacks with both weapons.
TWO HANDED POWER STRIKE [General, Fighter] You use your weight and momentum to maximum effect. Prerequisite: Str 15, Power Attack, Base attack bonus +9 Benefit: You may add twice your Strength bonus to damage when using a two-handed melee weapon instead of the usual one and a half times Strength bonus.
TWO-HANDED FLURRY [General, Fighter] You are adept at wielding a one-handed weapon with two hands. Prerequisite: Str 13, Dex 15, Combat Expertise, Weapon Focus, Base attack bonus +6 Benefit: Select a one-handed weapon that you have previously chosen Weapon Focus for. When wielding this weapon with two hands, you may make one extra attack at your highest base attack bonus. If this extra attack is taken, you suffer a -2 penalty to all of your attack rolls and can only add your normal Strength bonus to damage rolls (rather than 1.5 times your Strength bonus for using a weapon with two hands) until your next action. This feat requires the full attack action. Special: You cannot use this feat when wielding a double weapon, light weapon or two-handed weapon and you cannot combine the extra attack gained from this feat with any other feat or ability that provides an extra attack except for Cleave and similar feats.
TWO-WEAPON CLEAVE [General, Fighter] You can follow through with either weapon. Prerequisite: Str 13, Cleave, Power Attack, Two-weapon Fighting Benefit: When using the cleave feat you may make your follow up attack with any melee weapon you are wielding.
TWO-WEAPON DEFENSE [General, Fighter] You gain a defensive bonus when fighting with two weapons. Prerequisite: Dex 15, Two-weapon Fighting Benefit: 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. Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.
TWO-WEAPON FIGHTING [General, Fighter] You can use two weapons with a reduced penalty. Benefit: Your penalties for fighting with two weapons are reduced by 2.
TWO-WEAPON HARMONY [General, Fighter] Your mastery of this style allows you to act with both weapons in harmony. Prerequisite: Dex 15, Two-weapon Fighting, Improved Two-weapon Fighting, Base attack bonus +9 Benefit: Once per round, when fighting with two weapons and making an attack of opportunity or a standard attack you may attack once with your off-hand weapon (with the normal penalties) in addition to the single attack you are normally allowed. If making an attack of opportunity both attacks must be directed at the opponent who triggered the attack. Normal: You may only make one attack when using an attack of opportunity or standard attack action.
TWO-WEAPON REND [Epic, Fighter] You can perform a rend maneuver when using two weapons. Prerequisite: Dex 15, Base attack bonus +9, Improved Two-weapon Fighting, Two-weapon Fighting Benefit: If you hits an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks your make.
TYPHOON ATTACK [General, Fighter] By jumping headlong into battle you can strike multiple opponents. Prerequisite: Dex 13, Jump 6 ranks, Tumble 4 ranks, Combat Reflexes Benefit: In order to use this feat you must be unarmed, fighting with two weapons, or using a double weapon. While charging, if you successfully hit your opponent you may immediately make another attack at your highest base attack bonus against another target in your threatened area using what would normally be your off-hand weapon (if applicable).
ULTIMATE CLEAVE [General, Fighter] You can transfer some of the damage you inflict on a powerful blow to your next cleave attack. Prerequisite: Str 13, Power Attack, Cleave, Base attack bonus +6 Benefit: Once per round when using your Cleave or Great Cleave feats, all damage inflicted beyond that needed to drop your opponent is gained as a damage bonus on your extra cleave attack. This damage bonus only applies against the opponent targeted by your extra cleave attack and is lost if this attack misses. Example: Bron, a 6th level dwarven fighter with Cleave, Great Cleave and Ultimate Cleave, is in combat with 3 goblins (each with 6 hit points). Bron hits on his first attack, inflicts 12 points of damage and reduces the first goblin to -6 hit points, triggering a cleave attack. Since he has Ultimate Cleave, he disembowels the first goblin and gains a +5 damage bonus on his cleave attack (6-1 = 5). He slays the second goblin with this attack, triggering another cleave attack, but does not gain an additional damage bonus because he's already used Ultimate Cleave that round.
UNAVOIDABLE STRIKE [Psionic, Fighter] You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack. Prerequisite: Psionic Fist, Base attack bonus +5, Str 13 Benefit: To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
UNBALANCING FEINT [General, Fighter] Your feint can unbalance your opponent. Prerequisite: Int 15, Combat Expertise, Improved Feint, Vexing Feint, Base attack bonus +7 Benefit: When you feint in combat, your opponent is considered flat-footed until they take a move action to regain their balance. Any ability that allows you to rise from a prone position to standing can also be used to regain balance in this case. | |
| | | Kilsek Encounter Killer Defender of the Faith: DM
Number of posts : 2557 Age : 52 Hit Points : <b>View of DDM 2.0</b> : <b>View of 4.0</b> : <b>Trade Topic</b> : HERE Reputation : 1 Registration date : 2007-02-17
| Subject: Re: 3.5 Player Feats Thu Aug 21, 2008 12:35 pm | |
| UNBALANCING FIST [General, Fighter] You can throw your enemy off balance with a single precise blow to a nerve center. Prerequisite: Dex 13, Improved Unarmed Strike, Base attack bonus +4 Benefit: Declare that you are using the feat before you make your attack roll. If you successfully strike your opponent with an unarmed strike, he must make a Fortitude save (DC 10 + ½ your level +Wis Modifier). In addition to suffering normal damage, if the defender fails his saving throw, he is considered flat footed for 1 round. You may use Unbalancing Fist once per day for every four character levels, and no more than once per round.
UNCANNY ACCURACY [Epic, Fighter] You can hit targets you can not even see. Prerequisite: Dex 21, Base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks Benefit: Your ranged attacks ignore the miss chance granted to targets by total concealment. You must aim your attacks at the correct square to gain advantage of this feat. Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment. Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor. UNCANNY ACCURACY Copyright 2000, System Reference Document Comments: The Netbook of Feats team is unsure as to whether this feat would allow you to make sneak attacks against creatures with concealment, which are normally immune to such attacks.
UNCANNY REACTION [General] You think so quickly on your feet, it almost seems supernatural. Often, you are moving before anyone else knows what is happening. Prerequisite: Dex 13, Alertness, Improved Initiative, Lightning Reflexes Benefit: When rolling for initiative, you roll twice and take the highest result. Your initiative modifiers are then added to the rolled number normally.
UNCANNY TACTICS [Stealth] You are skilled at attacking with or avoiding sneak attacks versus skilled opponents. Prerequisite: Improved Uncanny Dodge Benefit: When calculating your level for using or overcoming "Improved Uncanny Dodge", add 4 to your level for the check. Normal: Improved Uncanny Dodge denies the attacking rogue the ability to sneak attack the target by flanking her, unless the attacker has at least four more rogue levels than the target does
UNCONDITIONAL POWER [Metapsionic] Disabling conditions do not hold you back. Benefit: To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused, nauseated, shaken, or stunned. Only personal powers and powers that affect your person can be manifested as unconditional powers. Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level.
UNDEAD HORDE [Special] You may control a small army of lesser undead. Prerequisite: Ability to cast animate dead, Cha 13, Improved Undead Control Benefit: Mindless corporeal undead with hit dice equal to or less than your Charisma modifier do not count against your normal control undead limit. For creatures with Turning Resistance, include their Turning Resistance in their effective HD for this feat. Normal: You can normally command a total number of undead with HD equal to your rebuke undead level (and an additional number of undead animated through the animate dead spell equal to 4 HD per caster level).
UNDEAD HUNTER [General] You are an expert at finding the undead. Prerequisite: Wis 13, Ability to detect either undead or evil as a spell spell-like or supernatural ability Benefit: You gain Detect Undead as a spell-like ability you may use at will.
UNDEAD MASTERY [Epic] You can command a great number of undead. Prerequisite: Cha 21, ability to rebuke or command undead Benefit: You may command up to ten times your level in HD of undead. UNDEAD MASTERY Copyright 2000, System Reference Document Comments: This feat is incorrectly listed as having the Divine feat type in the SRD. The SRD definition of a Divine feat states "Each use of a divine feat costs the character one turn/rebuke attempt from his or her number of attempts each day. If a character doesn't have any turn/rebuke attempts left, he or she can't use the feat."
UNDEAD’S FOE [General] You are an expert at fighting the undead. Prerequisite: Wis 13, Ability to detect either undead or evil as a spell spell-like or supernatural ability, Undead Hunter Benefit: You gain a +2 Attack Bonus against undead
UNHOLY STRIKE [Epic, Special] Any weapon in your hands becomes unholy. Prerequisite: Smite good class feature, Any evil alignment Benefit: Any weapon you wield is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn’t stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.
UNIQUE SPELL [Special, Magical] You gain access to and learn a single spell from any spell list. Prerequisite: Ability to cast 3rd level spells Benefit: Choose one spellcasting class. You learn one additional spell of any level up to two lower than the highest level spell that you can currently cast in your chosen class, chosen from any class spell list. The chosen spell is added to your spells known or spellbook and is treated in all ways as being two levels higher than the spell’s actual level. If a spell appears on multiple spell lists, you must take it from the list where it has the highest spell level. The spell is considered divine if you are a divine caster and arcane if you are an arcane caster. Special: This feat can be chosen multiple times, each time enabling you to learn one additional spell. If a spell requires a divine focus you must obtain an appropriate holy symbol to use for the casting. All material components are still required no matter your class.
UP AND DOWN [General, Fighter] You exploit the mechanical leverage of your long weapons. Prerequisite: Improved Trip, Near And Far Benefit: When using a weapon with reach, you gain a +2 circumstance bonus to all rolls when you make a trip attack. If you fail in your trip attempt your opponent may not make a trip in return. Normal: When you fail in a trip attempt, your opponent may attempt to trip you in return.
UP THE WALLS [Psionic] You can run on walls for brief distances. Prerequisite: Wis 13 Benefit: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.
USE PREJUDICE [General, Role Play] You can use people’s prejudices against them. Benefit: Whenever you can fall into a stereotype your mark believes in (such as that orcs are brutal and cruel, women are scared and helpless, or that halflings are all thieves, etc.) you get a +4 bonus on all Bluff, Disguise and Intimidate checks to stay in role and maintain this belief. Notes: This bonus is not cumulative if several prejudices can be used at once. For example, if your mark believes that halflings are scared and helpless, and that women are also scared and helpless, you do not gain a +8 bonus for being a halfling woman; only the normal +4.
USURP SPELL [Special] You can attempt to steal control of any spell that you successfully counterspell. Prerequisite: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks Benefit: After a successful counterspell using a prepared spell rather than a dispel check, you can attempt to steal control of the spell being cast. You immediately make an opposed caster level check (1d20 + caster level) against the original caster of the spell. If successful, you usurp control of the spell and can make all decisions regarding the spell’s target and effect. Level based spell variables, including the range and point of origin for the spell, are still based on the original caster of the spell. If you fail the opposed caster level check made to usurp the spell, the spell is negated just as if the spell had been counterspelled normally.
VAMPIRE MIND [Psionic] You can insidiously drain power points from opposing minds on a successful psionic attack. Prerequisite: Cha 13, Base Will save +3 Benefit: To use this feat you must expend your psionic focus. When attacking with a psionic power that does not employ an energy type to inflict damage, you gain half the hit point or ability damage inflicted as temporary power points, up to your normal power point maximum. Alternatively, when manifesting psychic vampire, you gain any power points drained by your touch attack as temporary power points. In both cases, these temporary power points last up to 10 minutes.
VEHICLE DODGE [Modern] You are good at taking evasive maneuvers. Prerequisite: Dex 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert Benefit: When driving a vehicle, during your action you designate an opposing vehicle or a single opponent. Your vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. You can select a new vehicle or opponent on any action.
VEHICLE EXPERT [Modern] You really know how to fly/drive. Benefit: You get a +2 bonus on all Drive and Pilot checks.
VENTRILOQUISM [General] You have learned to throw your voice, making it appear to come from someplace else. Prerequisite: Perform (comedy) 1 rank Benefit: As a standard action, you can use the Perform (comedy) skill to make your voice appear to come from another location. You must decide where you want your voice to appear to come from; the DC is equal to the number of feet away you wish to throw your voice. If there is something there that moves in a manner suggestive of speech or of making the sounds you are throwing, reduce the difficulty by 10. Listeners can try to realize what you are doing with an opposed listen roll, but such a listen roll is subject to normal range penalties.
VERMIN WILD SHAPE [Epic, Wild] You can wild shape into a vermin. Prerequisite: Knowledge (nature) 24 ranks, Wild shape 6/day Benefit: You can use your normal wild shape ability to take the form of a vermin. The size limitation is the same as your limitation on animal size.
VERTICAL WALK [General] You can walk short distances on vertical surfaces. Prerequisite: Climb 5 ranks, Jump 5 ranks Benefit: You may move on a vertical surface for a portion of your movement provided you begin and end your movement on a horizontal surface. The distance you may travel vertically in a round is equal to one third your current speed. You may use the remainder of your movement normally on horizontal surfaces in the same move action. Example: Clement the Monk with a movement speed of 40’ can run up or down a wall up to 10’ tall without any jump check so long as there is something he can stand on at the top and bottom of the wall. He could also move along the wall for up to 10’ and back to the ground, perhaps to avoid a pit trap or the like.
VEXING FEINT [General, Fighter] Your feinting technique has a longer lasting effect. Prerequisite: Int 15, Combat Expertise, Improved Feint, Base attack bonus +5 Benefit: A successful feint denies your opponent their Dexterity bonus to AC (if any) until the end of your next round. Normal: A successful feint denies your opponent their dex bonus only for your next attack against them.
VIGILANT PSYCHIC DEFENDER [Psionic] You are adept at defending yourself with your psionic powers. Prerequisite: Ability to manifest empty mind, Intellect fortress, Intellect fortress, Mental barrier, Thought shield or Tower of iron will Benefit: You are able to react instantly to attack and can manifest a psionic defense as an immediate action even when flat-footed. As long as you know the power in question, you can manifest empty mind, intellect fortress, mental barrier, thought shield or tower of iron will when flat-footed. Normal: An immediate action cannot be taken when flat-footed.
VIGOR OF THE STAG [General] You can temporarily focus your energies on staying alive in difficult circumstances. Prerequisite: Con 13, Great Fortitude Benefit: Once per day as a swift action you can gain 1d4 temporary hit points per point of constitution bonus for one minute. Special: You can gain this feat multiple times, each time enabling you to use it one more time per day, however you can not use the feat more than once per minute.
VORPAL STRIKE [Epic, Special] You unarmed strikes act as vorpal weapons. Prerequisite: Str 25, Wis 25, Improved Critical (unarmed Strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, Ki strike (adamantine) Benefit: Your unarmed strike is considered to be a slashing vorpal weapon. (At your option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.) This ability doesn’t stack with similar abilities
WATCHMAN [General] Through practice, training and experience, you are more alert and aware. Benefit: You get a +1 bonus to Spot and Listen checks. In addition, Spot and Listen are always considered class skills for you.
WAY OF THE GARGOYLE [Psionic, Fighter, Wild] You have mastered the art of combat in alternate forms. Prerequisite: Combat Reflexes Benefit: Whenever you change shape (whether via a spell or power like polymorph self, wild shape or the like) into a creature with three or more natural attacks (e.g. two claws and a bite) you may use all of these natural attacks in combat as if you have the Multiattack feat; your primary attack suffers no attack penalty and all of your secondary attacks suffer only a -2 penalty.
WAY OF THE HARE [General, Fighter] You have mastered the art of the leaping attack. Prerequisite: Base attack bonus +1, Dex 13, Jump 1 rank Benefit: You gain a +4 attack bonus on any attack made while leaping five feet or more just prior to making an attack. The jump must be made in the same round as the attack, the idea being that you are attacking as you come down. Should you fail your jump check you fall prone at the end of the jump and do not gain an attack bonus from this feat. | |
| | | Kilsek Encounter Killer Defender of the Faith: DM
Number of posts : 2557 Age : 52 Hit Points : <b>View of DDM 2.0</b> : <b>View of 4.0</b> : <b>Trade Topic</b> : HERE Reputation : 1 Registration date : 2007-02-17
| Subject: Re: 3.5 Player Feats Thu Aug 21, 2008 12:35 pm | |
| WEAPON AND SHIELD OFFENSIVE HARMONY [General, Fighter] You have mastered the art of using your shield as a weapon, to complement your blade. Prerequisite: Str 13, Improved Bull Rush, Power Attack, Base attack bonus +5 Benefit: When using a melee weapon and shield with proficiency, you can attack with both as if you had the benefits of the Two-Weapon Fighting feat. In addition, any successful attack with your shield inflicts +1 damage, or grants an additional +2 bonus to your Strength check for a special combat maneuver requiring one (e.g. during a Bull Rush or Overrun). Notes: Light shields are usable as light martial melee weapons and heavy shields as one-handed martial melee weapons. However, when using your shield in this manner you do not gain the AC benefits it would otherwise give you during that round.
WEAPON BRACE [General, Fighter] By bracing your weapons together, you can resist a Sundering attack more effectively. Prerequisite: Base attack bonus +2 Benefit: When fighting with two weapons you automatically brace your two weapons together to increase their resistance to a Sunder attack; add half (round down) the "other" weapon's hardness to the hardness of the weapon being Sundered. Half (round up) of any Sunder damage which exceeds this increased hardness is applied to the targeted weapon’s hit points; the remaining damage is applied to the bracing weapon’s hit points. Example: Rorwernrn brought her guisarme down in a mighty two-handed strike at the halfling's paired shortswords. The halfling rogue quickly braced her weapons against the blow, giving her shortsword a Hardness of 15 (10 for steel, +5 for braced steel weapon). The guisarme strike inflicts 16 damage; without bracing, the halfling's shortsword would have been shattered! It is left with a large crack, however (only 1 of its 2 hit points remain).
WEAPON FINESSE [General, Fighter] You can use certain weapons with finesse instead of force. Prerequisite: Base attack bonus +1 Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: A fighter may select Weapon Finesse as one of his fighter bonus feats. Natural weapons are always considered light weapons.
WEAPON FOCUS [General, Fighter] Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. Prerequisite: Proficiency With Selected Weapon, Base attack bonus +1 Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
WEAPON GRACE [General, Fighter, Regional] You are an expert in the graceful use of a regional weapon. Prerequisite: Base attack bonus +1 Benefit: Pick one weapon for which your region is famed. Similar to the Weapon Finesse feat, you may use your Dexterity modifier instead of your Strength modifier on attack rolls when wielding this weapon. If a shield is used you must apply the shield’s armor check penalty to your attack rolls. Special: This is a variant of the Weapon Finesse feat. Weapon Grace can be used in place of Weapon Finesse as a prerequisite for other feats. Notes: When making this feat available for a certain region, the DM should specify which weapons in can be applied to. It is suitable for elven regions in different versions, such as longsword for regular elves, scimitar for drow, trident for aquatic elves, spear and longspear for wild elves and so on. It would be against the spirit of the feat to apply this to very large or very heavy weapons such as a greatsword or halberd.
WEAPON GROUP (AXES) [General, Fighter, Weapon Group] You understand how to use axes and axelike weapons. Benefit: You make attack rolls with the following weapons normally: throwing axe, handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use). Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (BASIC WEAPONS) [General, Fighter, Weapon Group] You understand how to use a few basic weapons. Benefit: You make attack rolls with the following weapons normally: club, dagger, and quarterstaff. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (BOWS) [General, Fighter, Weapon Group] You understand how to use bows. Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (CLAW WEAPONS) [General, Fighter, Weapon Group] You understand how to use weapons strapped to the hands. Benefit: You make attack rolls with the following weapons normally: punching dagger, spiked gauntlet. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (CROSSBOWS) [General, Fighter, Weapon Group] You understand how to use crossbows. Benefit: You make attack rolls with the following weapons normally: heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (DRUID WEAPONS) [General, Fighter, Weapon Group] You understand how to use weapons favored by druids. Benefit: You make attack rolls with the following weapons normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling and spear. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (EXOTIC DOUBLE WEAPON) [General, Fighter, Weapon Group] You understand how to use the exotic double weapons associated with the weapon groups that you have mastered. Prerequisite: Base attack bonus +1 Benefit: Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic double weapons associated with that group. When you take this feat, you gain proficiency in the exotic double weapons associated with the weapon groups that you already know how to use. Some exotic double weapons require you to be proficient with two weapon groups to gain proficiency in their use from this feat. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (EXOTIC WEAPONS) [General, Fighter, Weapon Group] You understand how to use the exotic weapons associated with the weapon groups that you have mastered. Prerequisite: Base attack bonus +1 Benefit: Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic weapons associated with that group. When you take this feat, you gain proficiency in the exotic weapons associated with the weapon groups that you already know how to use. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (FLAIL AND CHAINS) [General, Fighter, Weapon Group] You understand how to use flails and chain weapons. Benefit: You make attack rolls with the following weapons normally: light flail and heavy flail. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (HEAVY BLADES) [General, Fighter, Weapon Group] You understand how to use large bladed weapons. Benefit: You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar and bastard sword (two-handed use). Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (LIGHT BLADES) [General, Fighter, Weapon Group] You understand how to use light bladed weapons. Benefit: You make attack rolls with the following weapons normally: dagger, kukri, punching dagger, rapier and short sword. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (MACES AND CLUBS) [General, Fighter, Weapon Group] You understand how to use maces and clubs. Benefit: You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, quarterstaff and sap. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (MONK WEAPONS) [General, Fighter, Weapon Group] You understand how to use weapons normally favored by monks. Benefit: You make attack rolls with the following weapons normally: kama, nunchaku, quarterstaff, sai, shuriken and siangham. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (PICKS AND HAMMERS) [General, Fighter, Weapon Group] You understand how to use picks and hammers. Benefit: You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, warhammer and scythe. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (POLEARMS) [General, Fighter, Weapon Group] You understand how to use polearms. Benefit: You make attack rolls with the following weapons normally: glaive, guisarme, halberd and ranseur. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (SLINGS AND THROWN WEAPONS) [General, Fighter, Weapon Group] You understand how to use slings and handheld thrown weapons. Benefit: You make attack rolls with the following weapons normally: dart and sling. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON GROUP (SPEARS AND LANCES) [General, Fighter, Weapon Group] You understand how to use spears and javelins. Benefit: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear and trident. Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
WEAPON JUGGLE [General, Fighter] You can change and pick up weapons as a free action. Prerequisite: Dex 13, Quick Draw, Sleight Of Hand 1 rank Benefit: You can juggle weapons and similarly sized objects during combat. You can draw, sheathe, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an attack sequence. These actions never trigger attacks of opportunity.
WEAPON MASTERY [Special, Fighter] You have perfected the art of using a particular weapon. Prerequisite: Weapon Focus, Weapon Specialization, Improved Critical, Base Attack bonus +12 Benefit: Choose one weapon for which you have Weapon Specialization and Improved Critical that is not a natural weapon. When using a weapon of that type the base weapon damage is increased as if it were once size category larger. Special: You can take this feat multiple times; its effects do not stack. Each time you take the feat it applies to a new weapon.
WEAPON RELIABILITY [General, Fighter] Your skill with your chosen weapon means that you don’t miss the easy ones. Prerequisite: Weapon Proficiency, Weapon Focus, Base attack bonus +10 Benefit: Choose one weapon with which you have Weapon Focus. With your chosen weapon, a one is not an automatic miss for you. | |
| | | Kilsek Encounter Killer Defender of the Faith: DM
Number of posts : 2557 Age : 52 Hit Points : <b>View of DDM 2.0</b> : <b>View of 4.0</b> : <b>Trade Topic</b> : HERE Reputation : 1 Registration date : 2007-02-17
| Subject: Re: 3.5 Player Feats Thu Aug 21, 2008 12:35 pm | |
| WEAPON SPECIALIZATION [Special, Fighter] Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. Prerequisite: Proficiency With Selected Weapon, Weapon Focus With Selected Weapon, Fighter level 4th Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Specialization as one of his fighter bonus feats.
WEAPON TRICKS [General, Fighter] You can change the type of damage you do with melee weapons. Prerequisite: Weapon Focus Benefit: Many types of melee weapons can conceivably do different types of damage. Examples are swords (could do slashing and bludgeoning, even piercing), picks (could do bludgeoning or piercing) and single-edged or bludgeon-backed axes (could do slashing and bludgeoning). When wielding such a weapon that you have Weapon Focus with, you can opt to alter its damage type without penalty. For example, you can choose to attack zombies with the flat of a sword in order to do bludgeoning damage, avoiding their damage reduction versus slashing weapons. Notes: The DM is the final arbiter on what types of damage a weapon can do, based on the illustration, common sense and knowledge on how these weapons are used in real life. If in doubt, go with your gut feeling. Many weapons are already listed as doing two or even all three types of damage and so do not require this feat.
WHEELING ATTACK [General, Fighter] You can attack at any point along your mount's path. Prerequisite: Mounted Combat, Ride 1 rank Benefit: Your mount may make a double move and you can still make an attack at any point along your path of movement at no extra penalty. This move cannot be a charge. The target of your attack does not receive an attack of opportunity when you move through their threat range. Notes: This represents the hit-and-run tactics of light cavalry.
WHIRLWIND ATTACK [General, Fighter] You can attack everyone within reach. Prerequisite: Dodge, Mobility, Spring Attack, Combat Expertise, Base attack bonus +4, Dex 13, Int 13 Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats.
WHIRLWIND DEFENSE [General, Fighter] You are adept at defending yourself against multiple opponents. Prerequisite: Dex 13, Dodge, Mobility, Spring Attack, Base attack bonus +4 Benefit: When flanked in melee combat, your opponents lose their flanking bonus to attack rolls and can only make sneak attacks against you if their character level is higher than yours. Normal: Attackers in flanking position gain a +2 bonus on attack rolls and can make sneak attacks against you.
WIDEN AURA OF COURAGE [Epic, Special] Your aura of courage extends to a greater range. Prerequisite: Cha 25, Aura of courage class ability Benefit: Your aura of courage extends to all allies within 100 feet of you.
WIDEN AURA OF DESPAIR [Epic, Special] Your aura of despair extends to a greater range. Prerequisite: Cha 25, Aura of despair class ability Benefit: Your aura of despair extends to all allies within 100 feet of you.
WIDEN POWER [Metapsionic] You can increase the area of your powers. Benefit: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power’s area increase by 100%. Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.
WIDEN SPELL [Metamagic] You can widen the effect of your spells. Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell uses up a spell slot three levels higher than the spell’s actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.
WILD RIDER [General, Fighter] You can ride anything, in any fashion Prerequisite: Ride 1 rank Benefit: You do not suffer the normal -5 penalties when riding ill-suited mounts or bareback.
WILD TALENT [General] Your mind wakes to a previously unrealized talent for psionics. Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
WILLOW STEP [General, Fighter] You may charge past your enemies with a graceful dancing step. Prerequisite: Dex 15, Tumble 10 ranks, Dodge, Mobility, Spring Attack Benefit: When charging, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your speed. You do not provoke an attack of opportunity from the opponent that you attack. You may move through your targets space when doing this.
WINDFALL [Modern] You have come into some unexpected wealth. Benefit: Your Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks. Special: You can select this feat multiple times. Each time, both of its effects stack.
WINGOVER [Monster, Special] You can change directions sharply while flying. Prerequisite: Fly speed Benefit: A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive. The change of direction consumes 10 feet of flying movement.
WISDOM OF AGE [General, Trait] You have learned much as you got older. Prerequisite: Old Benefit: You start with 12 extra skill points. Special: This feat may only be taken at first level.
WONDROUS PET [General] You gain an exceptional animal companion that is devoted to you. Prerequisite: Handle Animal 1 rank Benefit: You can train any one animal or vermin that you have already tamed. Your wondrous pet is clever for a creature of its type (although its intelligence score is not altered) and it can perform any simple task (like those an animal can normally be trained to perform) under your direct supervision. With the Handle Animal skill, you can teach the creature twice the usual number of tricks for its Intelligence score (unless it is mindless, in which case you can teach it 3 tricks rather than the normal 0). You can also teach it a number of additional skill ranks equal to your ranks in the Handle Animal skill, with a training time of one week per skill rank. Finally, you can increase the creature's toughness. It can gain a number of additional hit points equal to your ranks in Handle Animal. Each extra hit point requires one week of training. If you do not have any interaction with your pet for a month it forgets a lot of what you have taught it, losing any abilities above what you would normally be able to teach such a creature with Handle Animal. However, you can retrain your existing pet. If you lose your pet or it dies, you may begin training from scratch with a new creature after one month has elapsed. Special: You can take this feat several times. Each time it allows you to train an additional creature. Druids and worshippers of deities of plants and nature may also use this feat to train plant creatures with an Intelligence score of 0-2 that they can communicate with, at the DM’s discretion. Notes: Many creatures lack the limbs and intelligence to learn certain skills. The ability to tame wild creatures is not included in this feat; it requires other abilities, such as the charm animal spell.
WOODSCRAFT [General] Your hunches and guesses tend to be more accurate about the world around you. Benefit: You get a +2 bonus on all Knowledge (Nature) checks and Survival checks.
WOUNDING ATTACK [Psionic, Fighter] Your vicious attacks wound your foe. Prerequisite: Base attack bonus +8 Benefit: To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
WRAP SHOT [General, Fighter] You have learned to swing your flexible weapon around obstructions. Prerequisite: Weapon Focus (any One Flexible Weapon) Benefit: When using a flexible weapon for which you have Weapon Focus, you may ignore any shield or cover bonuses an opponent has to Armor Class, but you cannot negate full cover. Special: Flexible weapons include the dire flail, heavy flail, light flail, net, nunchaku, spiked chain, and whip.
WRENCHING ATTACK [General, Fighter] Your attacks hinder your opponent’s ability to attack. Prerequisite: Int 13, Base attack bonus +4 Benefit: Once per round you may declare a standard attack as a Wrenching Attack. You suffer a -4 to hit penalty but if you hit and deal damage the target must make a Fortitude Save (DC 10 + ½ damage dealt) or they will suffer a -2 penalty on all to-hit rolls. This penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. Multiple Wrenching Attacks are cumulative in effect but all effects are removed when the target is healed. Special: This feat is ineffective against creatures that are not subject to critical hits (e.g. constructs, elementals, oozes, plants, undead, and characters whose armor fortification successfully activated).
ZEALOUS SMITE [Special] The strength of your faith flows through you, allowing you to inflict terrible blows against your enemies. Prerequisite: Smite ability Benefit: You can use your Smite ability one additional time per day. Special: A character can choose this feat multiple times, gaining one additional Smite attack each time this feat is chosen. If you have multiple Smite abilities that are usable against different opponents you must choose which particular Smite ability you wish to improve each time you take this feat.
ZONE OF ANIMATION [Epic, Divine] You can use your rebuking powers to animate the undead. Prerequisite: Cha 25, Undead Mastery, Ability to rebuke or command undead Benefit: You can use a rebuke or command undead attempt to animate corpses within range of your rebuke or command attempt. You animate a total number of HD of undead equal to the number of undead that would be commanded by your result (though you can’t animate more undead than there are available corpses within range). You can’t animate more undead with any single attempt than the maximum number you can command (including any undead already under your command). These undead are automatically under your command, though your normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.
ZONE OF DEFLECTION [General, Fighter] You may deflect any missile that passes close to you. Prerequisite: Dex 13, Deflect Arrows, Improved Unarmed Strike Benefit: Whenever a missile passes within your threatened area, you have the option of using your Deflect Arrows feat to try and intercept it, even if you are not the intended target. You may not otherwise exceed the limits of Deflect Arrows. | |
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Poll | | What one day do you game? | Sunday | | 19% | [ 5 ] | Monday | | 0% | [ 0 ] | Tuesday | | 0% | [ 0 ] | Wednesday | | 4% | [ 1 ] | Thursday | | 12% | [ 3 ] | Friday | | 19% | [ 5 ] | Saturday | | 31% | [ 8 ] | As many days as possible, Whenever I can | | 15% | [ 4 ] |
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