Feats

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ARMOURED CASTING [General]
You are especially good at casting spells in armour.
Prerequisites: Dex 13+, Armour Proficiency.
Benefit: Arcane spell failure chances from wearing armour are halved.

GREAT WEAPON HURLING [General]
You can throw weapons at your enemies will great skill.
Prerequisites: Str 13+, Dex 13+, base attack bonus +4 or higher, Weapon Hurling.
Benefit: As Weapon Hurling, except can throw melee weapons of one step larger your size category with no attack penalty. You also get a +1 bonus to damage for every 3 levels of experience.
Normal: See normal improvised thrown weapons rule in the Player's Handbook.

IMPROVED PRECISE SHOT [General]
You are an expert in ranged attacks.
Prerequisites: Dex 13+, Precise Shot.
Benefit: Your precision with ranged weapons grants a +2 bonus to attack and damage rolls.

PARRY [General]
You deflect melee attacks directed at you.
Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
Benefit: Once per round, after it has been determined that a melee attack has struck you, you may attempt to parry it. You roll your attack score, with the weapon in hand, against your opponent's attack score. If your roll is equal to or higher than your opponent's result, you succeed in blocking the attack and suffer no damage. To use this ability, you must be aware of the attack and not flat-footed. A parry is a free action. The difference in size between your weapon and your opponent's weapon affects the success of your roll. For each size step your weapon is smaller than your opponent's, you suffer a -2 penalty.

SHIELD SPECIALISATION [General]
You are especially good with shields.
Prerequisites: Shield Proficiency.
Benefit: You get a +1 AC bonus when using a shield. You also receive no attack penalties or lose your shield's AC bonus when using shield bash attacks.
Normal: See shield bash attacks in the Player's Handbook.

SPELL EXCHANGE [Metamagic]
You have greater freedom to decide how many spells of each level to prepare. Spell exchange is available only to wizards.
Benefit: Two spells can be prepared using a single spell slot if their combined level is less than the capacity of that slot. For example, two 2nd level spells can be prepared in a 5th level spell slot. Conversely, a spell can occupy two or more spell slots as long as the combined capacity of the spell slots is greater than the level of the spell. For example, one 5th level spell can be prepared using three 2nd level spell slots. When using a spell enhanced by metamagic, you can use up any combination of spell slots that add up to the level of the enhanced spell. You must be capable of preparing the enhanced spell in the normal way to use this option. For example, you must be able to prepare a 6th level spell to maximize a fireball, but you could then use the Spell Exchange feat to use a 4th and a 2nd level spell slot instead of a 6th level spell slot. For the purpose of this feat, count 0-level spells as if they had a level equal to 1/2.

WEAPON DEFLECT ARROWS [General]
You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.
Prerequisites: Dex 13+, Weapon Focus.
Benefit: You must be using a weapon in which you have the Weapon Focus feat to use this feat. Once per round when you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount, and if your weapon has a magical bonus to attack, the DC decreases by that amount). If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or Melf's acid arrow, can't be deflected.

WEAPON HURLING [General]
You can throw weapons at your enemies.
Prerequisites: Str 13+, Dex 13+, base attack bonus +4 or higher.
Benefit: You can throw all melee weapons of your size category or smaller with no attack penalty. All weapons have a range increment of 20 ft. Anything outside this range is subject to normal range penalties.
Normal: See normal improvised thrown weapons rule in the Player's Handbook.




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