From: <tri...@us...> - 2012-09-20 20:14:57
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Revision: 17387 http://pcgen.svn.sourceforge.net/pcgen/?rev=17387&view=rev Author: tripleduck Date: 2012-09-20 20:14:50 +0000 (Thu, 20 Sep 2012) Log Message: ----------- Reviewed feats Disruptive Recall, Distance Thrower*, Djinni Spin, Djinni Style, Domain Strike**, Double Bane, Drag Down, Dragon Ferocity***, Dragon Roar, Dragon Style, Dramatic Display, Earth Child Binder, Earth Child Style****, Earth Child Topple, Efreeti Stance, Efreeti Style, Efreeti Touch, Enfilading Fire, Escape Route, Extra Bane, Extra Grit, Feint Partner, Felling Escape, Felling Smash, Field Repair, Flanking Foil, Furious Finish, and Gory Finish. * Distance Thrower - This feat gives, for a thrown weapon, a -2 to the overall range penalties, not to each range increment How to set? ** Domain Strike - Requires the user to select one of their non-previously-selected domain powers. How to do? *** Dragon Ferocity - This feat gives some alternative methods for attaining Elemental Fist with limited capabilities, at least until the prereqs are met. How to do this? .MOD the original here and adjust the PREFEATS? or make a new version limited version? Not sure. Monks also "can use" Elemental Fist as if of the 4 winds archetype - doesn't mean he has the feat, only that he can use it. How to do? **** Earth Child Style - Should this update the Defensive Training +4 to a +6 in that part of the character sheet? There are no variables assigned to this right now Issue#: NEWSOURCE-130 Modified Paths: -------------- Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats.lst Modified: Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats.lst =================================================================== --- Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats.lst 2012-09-20 20:01:16 UTC (rev 17386) +++ Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats.lst 2012-09-20 20:14:50 UTC (rev 17387) @@ -5,6 +5,7 @@ # The following feats are considered reviewed, but also need fixes and modifications to complete their use # TODO: Sorcerous Strike, Splintering Weapon, Siege Engineer, Arc Slinger, Close-Quarters Thrower, Contingent Channeling, Defensive Weapon Training +# Distance Thrower, Domain Strike, Dragon Ferocity, Earth Child Style # the following feats have been reviewed and either fully work, or have a TODO comment which will require someone more qualified to # assist with the fix @@ -119,29 +120,34 @@ Disposable Weapon TYPE:General PREATT:1 PREITEM:1,TYPE=Fragile DESC:You ignore the limitations of your equipment, striking harder despite the damage it does to your weapon. BENEFIT:Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can give your weapon the broken condition to automatically conf irm the critical hit. SOURCEPAGE:p.97 -# -# STOP -# reviewed feats stopped here, continues down below -# Disruptive Recall TYPE:General PREABILITY:1,CATEGORY=Special Ability,Spell Recall ~ Magus PRESKILL:1,Spellcraft=5 DESC:You can disrupt an enemy caster's spells to fuel your own arcane power. BENEFIT:When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall class feature to regain a magus spell you have already cast. This ability functions as if you had expended a number of points from your arcane pool equal to the level of the spell you disrupted, up to the maximum level spell you can cast. SOURCEPAGE:p.97 +# +# TODO:This feat gives, for a thrown weapon, a -2 to the overall range penalties, not to each range increment How to set? Distance Thrower TYPE:Combat PRESTAT:1,STR=13 DESC:You are accurate with thrown weapons at longer ranges than normal. BENEFIT:With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2. SOURCEPAGE:p.97 -Djinni Spin TYPE:Combat PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=15,WIS=17],[PREFEAT:1,Djinni Style,Djinni Spirit,Elemental Fist,Improved Unarmed Strike],[PREATT:13]],[PRECLASS:1,Monk=11] DESC:You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy. BENEFIT:While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified air. Creatures adjacent to you take your unarmed strike damage plus the electricity damage from your Elemental Fist and are deafened for 1d4 rounds. A successful Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being deafened. SOURCEPAGE:p.97 +Djinni Spin TYPE:Combat PRESTAT:2,CON=15,WIS=17 PREFEAT:4,Djinni Style,Djinni Spirit,Elemental Fist,Improved Unarmed Strike PREMULT:1,[PREATT:13],[PRECLASS:1,Monk=11] DESC:You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy. BENEFIT:While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified air. Creatures adjacent to you take your unarmed strike damage plus the electricity damage from your Elemental Fist and are deafened for 1d4 rounds. A successful Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being deafened. SOURCEPAGE:p.97 -Djinni Spirit TYPE:Combat PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=15,WIS=15],[PREFEAT:3,Djinni Style,Elemental Fist,Improved Unarmed Strike],[PREATT:11]],[PRECLASS:1,Monk=9] DESC:By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder. BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or be deafened for 1d4 rounds. Those who take damage from your Djinni Spin are deafened, even on a successful saving throw. SOURCEPAGE:p.97 +Djinni Spirit TYPE:Combat PRESTAT:2,CON=15,WIS=15 PREFEAT:3,Djinni Style,Elemental Fist,Improved Unarmed Strike PREMULT:1,[PREATT:11],[PRECLASS:1,Monk=9] DESC:By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder. BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or be deafened for 1d4 rounds. Those who take damage from your Djinni Spin are deafened, even on a successful saving throw. BONUS:VAR|ElementalFistUses|1 SOURCEPAGE:p.97 -Djinni Style TYPE:Combat.Style PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=13,WIS=15],[PREFEAT:2,Elemental Fist,Improved Unarmed Strike],[PREATT:9]],[PRECLASS:1,Monk=5] DESC:Your hands sheathed in an auras of lightning, you move like the wind. BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal electricity damage and you gain a bonus on electricity damage rolls equal to your Wisdom bonus. Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus. SOURCEPAGE:p.97 +Djinni Style TYPE:Combat.Style PRESTAT:2,CON=13,WIS=15 PREFEAT:2,Elemental Fist,Improved Unarmed Strike PREMULT:1,[PREATT:9],[PRECLASS:1,Monk=5] DESC:Your hands sheathed in an auras of lightning, you move like the wind. BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal electricity damage and you gain a bonus on electricity damage rolls equal to your Wisdom bonus (%1). Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus.|WIS BONUS:VAR|ElementalFistUses|1 BONUS:VAR|ElementalFistDamageBonus|WIS|Type=Electricity SOURCEPAGE:p.97 -Domain Strike TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,Domains PREFEAT:1,Improved Unarmed Strike DESC:You unleash a domain power upon your enemy as part of your unarmed strike. BENEFIT:When you gain this feat, choose one domaingranted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity. &nl; [Special]You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power. SOURCEPAGE:p.98 +# +# TODO: Requires the user to select one of their non-previously-selected domain powers +Domain Strike TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,Domains PREFEAT:1,Improved Unarmed Strike DESC:You unleash a domain power upon your enemy as part of your unarmed strike. BENEFIT:When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity. &nl; [Special]You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power. SOURCEPAGE:p.98 Double Bane TYPE:General PREABILITY:1,CATEGORY=Special Ability,Bane ~ Inquisitor PREFEAT:1,Two-Weapon Fighting DESC:You extend your bane effect to two weapons. BENEFIT:You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each of your turns as a free action, you choose whether to apply the ability to one weapon or the other, or both. For each round you apply your bane class feature to two weapons, you expend 2 rounds of that feature. SOURCEPAGE:p.98 Drag Down TYPE:Combat PREFEAT:2,Combat Expertise,Improved Trip PRESTAT:1,INT=13 DESC:When you are knocked prone, you are skilled at bringing your opponent down with you. BENEFIT:Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action. SOURCEPAGE:p.98 +# +# TODO:This feat gives some alternative methods for attaining Elemental Fist with limited capabilities, at +# least until the prereqs are met. How to do this? .MOD the original here and adjust the PREFEATS? +# or make a new version limited version? Not sure. Monks also "can use" Elemental Fist as if of the +# 4 winds archetype - doesn't mean he has the feat, only that he can use it. How to do? Dragon Ferocity TYPE:Combat PREFEAT:3,Improved Unarmed Strike,Dragon Style,Stunning Fist PRESKILL:1,Acrobatics=5 PRESTAT:1,STR=15 DESC:You attack with the strength of a dragon, your telling blows striking fear into your enemies. BENEFIT:While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus. &nl; [Special]Taking this feat allows you to qualify for the Elemental Fist feat (Advanced Player's Guide 158) even if you do not meet that feat's prerequisites. If you do not meet that feat's prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat's normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds (Advanced Player's Guide 112). SOURCEPAGE:p.98 -Dragon Roar TYPE:Combat PREFEAT:3,Improved Unarmed Strike,Dragon Style,Stunning Fist PRESKILL:1,Acrobatics=8 PRESTAT:1,STR=15 DESC:The spirit of the dragon wells up inside you and bursts forth in a mighty roar. BENEFIT:You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken. &nl; [Special]If you have the Elemental Fist feat (Advanced Player's Guide 158), you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save. SOURCEPAGE:p.98 +Dragon Roar TYPE:Combat PREFEAT:3,Improved Unarmed Strike,Dragon Style,Stunning Fist PRESKILL:1,Acrobatics=8 PRESTAT:1,STR=15 DESC:The spirit of the dragon wells up inside you and bursts forth in a mighty roar. BENEFIT:You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken. &nl; [Special]If you have the Elemental Fist feat (Advanced Player's Guide 158), you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save. BONUS:VAR|StunningFistAttack|1 SOURCEPAGE:p.98 Dragon Style TYPE:Combat.Style PREFEAT:1,Improved Unarmed Strike PRESKILL:1,Acrobatics=3 PRESTAT:1,STR=15 DESC:You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings. BENEFIT:While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. &nl; [Normal] You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls. SOURCEPAGE:p.98 @@ -149,23 +155,26 @@ Earth Child Binder TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,Defensive Training ~ Dwarf,Defensive Training ~ Gnome PREFEAT:6,Earth Child Style,Earth Child Topple,Greater Trip,Improved Trip,Improved Unarmed Strike,Stunning Fist PRESKILL:1,Acrobatics=9 PRERACE:1,Dwarf,RACESUBTYPE=Dwarf,Gnome,RACESUBTYPE=Gnome PRESTAT:1,WIS=13 DESC:Even the greatest giants fear your technique. BENEFIT:You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype stands up and provokes an attack of opportunity from you, if you make an unarmed strike, you can declare you are making a Stunning Fist attempt after the attack hits. You gain a +4 bonus to the DC of any Stunning Fist effect you deliver in this way. &nl; [Normal] You can only trip opponents who are one size category larger than you. SOURCEPAGE:p.98 -Earth Child Style TYPE:Combat.Style PREABILITY:1,CATEGORY=Special Ability,Defensive Training ~ Dwarf,Defensive Training ~ Gnome PREFEAT:1,Improved Unarmed Strike PRESKILL:1,Acrobatics=3 PRERACE:1,Dwarf,RACESUBTYPE=Dwarf,Gnome,RACESUBTYPE=Gnome PRESTAT:1,WIS=13 DESC:Your martial training makes you a dangerous and elusive target for giants. BENEFIT:While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on your unarmed strike damage rolls. SOURCEPAGE:p.99 +# +# TODO:Should this update the Defensive Training +4 to a +6 in that part of the character sheet? There are no +# variables assigned to this right now +Earth Child Style TYPE:Combat.Style PREABILITY:1,CATEGORY=Special Ability,Defensive Training ~ Dwarf,Defensive Training ~ Gnome PREFEAT:1,Improved Unarmed Strike PRESKILL:1,Acrobatics=3 PRERACE:1,Dwarf,RACESUBTYPE=Dwarf,Gnome,RACESUBTYPE=Gnome PRESTAT:1,WIS=13 DESC:Your martial training makes you a dangerous and elusive target for giants. BENEFIT:While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus (%1) on your unarmed strike damage rolls.|WIS SOURCEPAGE:p.99 Earth Child Topple PREABILITY:1,CATEGORY=Special Ability,Defensive Training ~ Dwarf,Defensive Training ~ Gnome PREFEAT:3,Improved Unarmed Strike,Earth Child Style,Improved Trip PRESKILL:1,Acrobatics=6 PRERACE:1,Dwarf,RACESUBTYPE=Dwarf,Gnome,RACESUBTYPE=Gnome PRESTAT:1,WIS=13 DESC:Your mastery of balance and momentum allows you to bring down giants with your bare hands. BENEFIT:You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks made to trip a creature of the giant subtype, as well as on attack rolls to confirm a critical hit against such a creature. &nl; [Normal] You can trip only those opponents that are one size category larger than you. -Efreeti Stance TYPE:Combat PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=15,WIS=15],[PREFEAT:3,Efreeti Style,Elemental Fist,Improved Unarmed Strike],[PREATT:11]],[PRECLASS:1,Monk=9] DESC:Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes. BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) or catch on fire. SOURCEPAGE:p.99 +Efreeti Stance TYPE:Combat PRESTAT:2,CON=15,WIS=15 PREFEAT:3,Efreeti Style,Elemental Fist,Improved Unarmed Strike PREMULT:1,[PREATT:11],[PRECLASS:1,Monk=9] DESC:Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes. BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Reflex save (DC 10 + 1/2 your character level + your Wis modifier) or catch on fire. BONUS:VAR|ElementalFistUses|1 SOURCEPAGE:p.99 -Efreeti Style TYPE:Combat.Style PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=13,WIS=15],[PREFEAT:2,Elemental Fist,Improved Unarmed Strike],[PREATT:9]],[PRECLASS:1,Monk=5] DESC:Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact. BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to your target. SOURCEPAGE:p.99 +Efreeti Style TYPE:Combat.Style PRESTAT:2,CON=13,WIS=15 PREFEAT:2,Elemental Fist,Improved Unarmed Strike PREMULT:1,[PREATT:9],[PRECLASS:1,Monk=5] DESC:Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact. BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to your target. BONUS:VAR|ElementalFistUses|1 BONUS:VAR|ElementalFistDamageBonus|WIS|Type=Fire SOURCEPAGE:p.99 -Efreeti Touch TYPE:Combat PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=15,WIS=17],[PREFEAT:4,Efreeti Style,Efreeti Stance,Elemental Fist,Improved Unarmed Strike],[PREATT:13]],[PRECLASS:1,Monk=11] DESC:Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire. BENEFIT:While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot coneshaped burst of flame. Creatures caught in the cone take your unarmed strike damage plus the fire damage from your Elemental Fist and catch on fire. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modif ier) reduces the damage by half and prevents a target from catching on fire. SOURCEPAGE:p.100 +Efreeti Touch TYPE:Combat PRESTAT:2,CON=15,WIS=17 PREFEAT:4,Efreeti Style,Efreeti Stance,Elemental Fist,Improved Unarmed Strike PREMULT:1,[PREATT:13],[PRECLASS:1,Monk=11] DESC:Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire. BENEFIT:While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot coneshaped burst of flame. Creatures caught in the cone take your unarmed strike damage plus the fire damage from your Elemental Fist and catch on fire. A successful Reflex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from catching on fire. SOURCEPAGE:p.100 Enfilading Fire TYPE:Combat.Teamwork PREFEAT:3,Point-Blank Shot,Precise Shot,TYPE:Teamwork DESC:Your ranged attacks take advantage of the flanking maneuvers of allies. BENEFIT:You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat. SOURCEPAGE:p.100 Escape Route TYPE:Teamwork DESC:You have trained to watch your allies' backs, covering them as they make tactical withdraws. BENEFIT:An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space. SOURCEPAGE:p.100 -Extra Bane TYPE:General PREABILITY:1,CATEGORY=Special Ability,Bane ~ Inquisitor DESC:You can use your bane ability more often than normal. BENEFIT:You can use your bane ability for 3 additional rounds per day. BONUS:VAR|InquisitorBanePool|1 SOURCEPAGE:p.100 +Extra Bane TYPE:General PREABILITY:1,CATEGORY=Special Ability,Bane ~ Inquisitor DESC:You can use your bane ability more often than normal. BENEFIT:You can use your bane ability for 3 additional rounds per day. BONUS:VAR|InquisitorBanePool|3 SOURCEPAGE:p.100 -Extra Grit TYPE:Grit PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Grit ~ Gunslinger],[PREFEAT:1,Amateur Gunslinger] DESC:You have more grit than the ordinary gunslinger. BENEFIT:You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2. &nl; [Normal] If you are a gunslinger, you gain your Wisdom modifier in grit points at the start of each day, which is also your maximum grit. If you have the Amateur Gunslinger feat, you gain 1 grit point at the start of each day, and your maximum grit is equal to your Wisdom modifier. &nl; [Special]If you possess levels in the gunslinger class, you can take this feat multiple times. BONUS:VAR|GritPoints|2 SOURCEPAGE:p.100 +Extra Grit TYPE:Grit PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Grit ~ Gunslinger],[PREFEAT:1,Amateur Gunslinger] DESC:You have more grit than the ordinary gunslinger. BENEFIT:You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2. &nl; [Normal] If you are a gunslinger, you gain your Wisdom modifier in grit points at the start of each day, which is also your maximum grit. If you have the Amateur Gunslinger feat, you gain 1 grit point at the start of each day, and your maximum grit is equal to your Wisdom modifier. &nl; [Special]If you possess levels in the gunslinger class, you can take this feat multiple times. BONUS:VAR|GritPoints|2 BONUS:VAR|GritMax|2 MULT:YES SOURCEPAGE:p.100 Feint Partner TYPE:Combat.Teamwork PRESKILL:1,Bluff=1 DESC:A little diversion is all you need to slip through your foe's defenses. BENEFIT:Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally's next turn. SOURCEPAGE:p.100 @@ -181,6 +190,11 @@ Gory Finish TYPE:Combat PREFEAT:2,Dazzling Display,Weapon Focus DESC:By drawing upon wells of savagery, you can slay your foe in creative and horrifyingly gruesome manners, intimidating nearby foes. BENEFIT:When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack. SOURCEPAGE:p.102 +# +# STOP +# reviewed feats stopped here, continues down below +# + Greater Channel Smite TYPE:General PREABILITY:1,CATEGORY=Special Ability,Channel Energy PREFEAT:1,Channel Smite PREATT:8 DESC:You empower your weapon with the might of your deity, which you discharge as you strike your foes. BENEFIT:Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class feature. The dice from your channel energy feature form a pool of damage dice you can access to further damage creatures normally harmed by the energy you are channeling-undead for positive energy, living creatures for negative energy. Prior to making each melee attack, allocate dice from the pool to be used as extra damage dice if you hit. Your target can make a Will save, as normal, to halve this extra damage. This extra damage is not multiplied when you score a critical hit. If you miss, the extra damage dice remain in your pool, but any dice left unexpended at the end of your turn are wasted. SOURCEPAGE:p.102 Greater Rending Fury TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,Rend PREFEAT:2,Improved Rending Fury,Rending Fury PREATT:12 DESC:When your claws latch on to an opponent, the effect is bloody and horrific. BENEFIT:Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend. SOURCEPAGE:p.103 @@ -333,7 +347,7 @@ Rapid Grappler TYPE:Combat PREMULT:1,[PREMULT:3,[PRESTAT:1,DEX=13],[PREFEAT:3,Greater Grapple,Improved Grapple,Improved Unarmed Strike],[PREATT:9]],[PRECLASS:1,Monk=9] DESC:You are a quick hand at grappling. BENEFIT:Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check. SOURCEPAGE:p.114 -Rapid Reload.MOD TYPE:Combat CHOOSE:WEAPONPROFICIENCY|TYPE=Crossbow,PC|TYPE=Firewarm,PC DESC:Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly. MULT:YES BENEFIT:The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or onehanded firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow. &nl; [Normal] A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm. &nl; [Special]You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm. STACK:NO SOURCEPAGE:p.115 +Rapid Reload.MOD TYPE:Combat CHOOSE:WEAPONPROFICIENCY|TYPE=Crossbow,PC|TYPE=Firearm,PC DESC:Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly. MULT:YES BENEFIT:The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or onehanded firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow. &nl; [Normal] A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm. &nl; [Special]You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm. STACK:NO SOURCEPAGE:p.115 Rebounding Leap TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,Leaping Lance PRESKILL:2,Acrobatics=5,Ride=11 DESC:Your riding and lancing expertise allows you to enter and leave the saddle with great speed. BENEFIT:When you succeed at the Acrobatics check to jump as part of your leaping lance class feature, you can remount your steed as a swift action. SOURCEPAGE:p.115 This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |