Template:FeatsDI

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|- style="background: #8dbdbd; font-size:120%; font-weight:bold;" colspan="4" | Feats D - I |- style="background: #D3E3E3; font-weight:bold; border: 1px;" |Feat || Type|| Prerequesite|| Benefit |- |Dark Sight||   |Mul'niessa, 6+ hd |See through magical darkness |- | Dazing Assault|| Combat|| Power Attack, base attack bonus +11|| Trade melee attack bonus to daze opponents

|- | Deadly Aim|| Combat|| Dex 13, base attack bonus +1|| Trade ranged attack bonus for damage

|- |Dauntless Destiny | |Cha 13, Fearless Curiosity, Intimdate 10, Human |You are talented at averting disaster!

|-

| Deceitful|| ||

|| +2 bonus on Bluff and Disguise checks

|- | Deepsight||  || Darkvision 60 feet|| Your darkvision has a range of 120 feet

|-

| Defensive Combat Training|| Combat||

|| Use your total Hit Dice as your base attack bonus for CMD

|-

| Deft Hands|| ||

|| +2 bonus on Disable Device and Sleight of Hand checks

|- | Demoralizing Lash|| Combat|| Arvek Nar, Base attack bonus +1, Intimidate 1 rank|| You cow your enemies with the lash of a whip

|- | Desperate Swing|| Combat|| Cautious Fighter, base attack bonus +1, halfling|| You land your most telling blows in desperate situations.

|- | Destroyer's Blessing|| Combat |Oruch, half-oruch, rage class feature |You smash things gud when mad, then it makes u madder

|- | Disarming Strike|| || Improved Disarm, base attack bonus +9|| Attempt a disarm on a successful critical hit

|- | Disrupting Shot|| || Dex 13, Point-Blank Shot, 6th-level fighter|| Ranged attacks increase enemy's DC to cast spells

|- | Disruptive|| Combat|| 6th-level fighter|| Increases the DC to cast spells adjacent to you

|- |  Spellbreaker|| Combat|| Disruptive, 10th-level fighter|| Enemies provoke attacks if their spells fail

|- | Diviner's Delving|| || Spell Focus (divination)|| +2 bonus on caster level checks with divinations

|- | Dodge|| Combat|| Dex 13|| +1 dodge bonus to AC

|- |  Mobility|| Combat|| Dodge|| +4 AC against attacks of opportunity from movement

|- |    Spring Attack|| Combat|| Mobility, base attack bonus +4|| Move before and after melee attack

|- |  Wind Stance|| Combat|| Dex 15, Dodge, base attack bonus +6|| Gain 20% concealment if you move

|- |    Lightning Stance|| Combat|| Dex 17, Wind Stance, base attack bonus +11|| Gain 50% concealment if you move

|- | Draconic Breath|| || Sith-makar, 3+ hd|| You gain a breathweapon! This is a house feat--see description, below.

|- |Duck and Cover

|Teamwork||

|Your allies assist you in avoiding certain attacks.

|- |Eccentric Tinker || General || Gnome || Your obsessive, eccentric nature bleeds over into the tools of your trade

|- |  Maddened Tinker || General || Gnome, Eccentric Tinker, BAB 4 || You are deadly with your tools

|- |  Unsettled Tinker || General || Gnome, Eccentric Tinker, BAB 4 || You are deadly with your tools

|- |Effortless Trickery || General || Gnome || Illusions are easier for you than others

|- | Eldritch Claws***|| || Str 15, natural weapons, base attack bonus +6|| Natural weapons treated as magic and silver

|- | Elemental Channel|| || Channel energy class feature|| Channel energy can harm or heal elementals

|- | Elemental Fist|| Combat|| Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8|| Deal 1d6 energy damage with an unarmed strike

|-

| Elemental Focus|| ||

|| +1 bonus on save DCs for one energy type

|- |  Greater Elemental Focus||  || Elemental Focus|| +1 bonus on save DCs for one energy type

|- | Elven Battle Training|| Combat|| Base attack bonus +1, Llyranesi, Sylvanori|| You have been specially trained to wield a variety of traditional elven weapons.

|-

| Endurance|| ||

|| +4 bonus on checks to avoid nonlethal damage

|- |   Diehard|| || Endurance|| Automatically stabilize and remain conscious below 0 hp

|- |Enfilading Fire |Combat, Teamwork |Point-Blank Shot, Precise Shot, one other teamwork feat. |Your ranged attacks take advantage of the flanking maneuvers of allies.

|- | Elven Accuracy|| Combat|| llyranesi, mul'niessa, sylvanori|| Reroll miss chance due to concealment when using a bow

|- | Enforcer|| Combat|| Intimidate 1 rank|| Demoralize opponent as free action when you inflict nonlethal damage

|- | Escape Route || Teamwork || || You have trained to watch your allies’ backs, covering them as they make tactical withdraws.

|- | Ensemble || Teamwork || Perform 5+ || You can create an ensemble of skilled and amateur performers to aid you in your performance.

|-

| Eschew Materials|| ||

|| Cast spells without material components

|- | Exotic Weapon Proficiency|| Combat|| Base attack bonus +1|| No penalty on attacks made with one exotic weapon

|- |Expanded Resistance || General || Gnome, illusion resistance racial trait || Your bright eyes pierce through illusions

|- |Extra Bane || General || Bane class feature || You can use your bane ability for 3 additional rounds per day

|- | Extra Channel|| || Channel energy class feature|| Channel energy two additional times per day

|- | Extra Discovery || || Discovery class feature|| Gain an additional discovery! When you take this feat, send staff a +req to request which discovery you would like to learn. You must qualify for for the discovery taken. |- | Extra Ki|| || Ki pool class feature|| Increase your ki pool by 2 points

|- |Extra Hex || General || Hex class feature || You gain an additional hex |- | Extra Lay On Hands|| || Lay on hands class feature|| Use lay on hands two additional times per day

|- | Extra Mercy|| || Mercy class feature|| Your lay on hands benefits from one additional mercy

|- | Extra Performance|| || Bardic performance class feature|| Use bardic performance for 6 additional rounds per day

|- | Extra Rage|| || Rage class feature|| Use rage for 6 additional rounds per day

|- | Extra Rage Power|| || Rage power class feature|| Gain one additional rage power

|- | Extra Rogue Talent||  || Rogue talent class feature|| Gain one additional rogue talent

|- | Fast Healer|| || Con 13, Diehard, Endurance|| Regain additional hit points when healing

|- | Favored Defense||  || Favored enemy class feature|| Bonus to CMD and AC when attacked by favored enemy

|- |Far Traveler || General || Lucht, Linguistics 1 || Gain additional languages

|- | Fearless Curiosity || || Charisma 13, Human|| You are fearless in your curiosity about the world around you

|- |Feint Partner |Combat, Teamwork |Bluff 1 rank |When ally successfully feints, opponent loses Dex bonus against your next attack

|- |  Improved Feint Partner |Combat, Teamwork |Combat Reflexes, Feint Partner, base attack bonus +6 |When ally successfully feints, you gain attack of opportunity against opponent

|- |Ferocious Action || || Oruch, half-oruch ||Avoid being staggered when you reach 0 hp

|- |Ferocious Resolve || General || Con 13, half-oruch, oruch || Nothing stops you

|- |Fiendish Darkness || General || Mul'niessa || Use Darkness an additional number of times per day

|- | Fire Hand | Goblin|| Born with a torch in your hand, you have a gift with anything that burns.

|- | Fire Tamer | Goblin|| You know your way around even magical fire.

|-

| Fleet|| ||

|| Your base speed increases by 5 feet

|- |Flight of Serenity || General || Egalrin, Fly 8+, Wis 15+ || Draw out the peacefulness of others

|- |Flyby Attack || || Strengthened Wings, Egalrin||Spring Attack for flying creatures

|- | Fight On||  || Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul|| Gain temporary hit points when reduced to 0

|- | Firearm Mastery|| Combat|| Dex 15, EWP (Firearms), Point Blank Shot, Rapid Reload (Firearms)|| You are a blur with your firearm.

|- | Focusing Blow|| Teamwork|| Hobgoblin Discipline, Arvek Nar|| You and your allies work together to shake off mental effects. With punches. |- | Focused Shot|| Combat|| Int 13, Precise Shot|| Add Int modifier on damage rolls with bows or crossbows; we also allow this to work with firearms

|- | Furious Focus|| Combat|| Str 13, Power Attack, base attack bonus +1|| Do not take the Power Attack penalty on the first attack each round

|- |  Dreadful Carnage|| Combat|| Str 15, Furious Focus, base attack bonus +11|| Make a free Intimidate check when you knock down a foe

|- |Ferocious Tenacity |Combat |Oruch or half-orc, rage class feature |You spit in the face of death

|- | Gang Up|| Combat|| Combat Expertise|| Flank an opponent if at least two allies are adjacent to it

|- |Guardian of the Sky || General || Egalrin, HD 5+ || You are adept at aerial combat

|- |  Team Up|| Combat|| Gang-Up, base attack bonus +6|| Aid another as a move action with two adjacent allies

|- |Giant Killer |Combat|| Str 13, Cleave, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, khazad|| Your cleaving strokes menace giants and larger foes

|- |Giant's Fists || General || Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+ || You can summon the elements of your giant's heritage

|- | Gnome Trickster||  || Cha 13, gnome, gnome magic racial trait|| Use Mage Hand and Prestidigitation once per day

|- | Goblin Accuracy|| Combat|| Gobber|| Elven Accuracy but for goblins with guns

|- | Goblin Cleaver|| Combat|| Str 13, Cleave, Power Attack, Khazad|| You are ferocious at hewing the small, warty enemies of your ancestors! ...and other tiny, obnoxious things

|- | Goblin Gunslinger|| Goblin|| You have learned how to fire the big guns.

|- | Go Unnoticed||  || Dex 13, gnome, gobber, halfling|| Make Stealth check against flat-footed opponents during first round of combat

|-

| Great Fortitude|| ||

|| +2 on Fortitude saves

|- |  Improved Great Fortitude|| || Great Fortitude|| Once per day, you may reroll a Fortitude save

|- | Groundling||  || Cha 13, gnome, gnome magic racial trait|| Speak with burrowing animals as spell-like ability

|- | Guardian of the Wild|| || Attuned to the Wild, Llyranesi, Sylvanori|| Your mystic connection with the wilderness enhances your ability to react to threats.

|- |Gunbowder Rune || General || Gobber, Int 13, BAB 6+ || You can graft gunpowder into your skin

|- | Heroic Defiance||  || Diehard, base Fortitude save +8|| Once per day, delay onset of harmful condition for 1 round

|- | Heroic Recovery||  || Diehard, base Fortitude save +4|| Once per day, gain new saving throw against harmful condition requiring Fort save

|- |Heroic Will | |Iron Will, Will Save 4+, Human |You are free-willed.

|- |Horde Charge || Teamwork || BAB 1+, half-oruch or oruch || When you charge with an ally, you are more deadly

|- | Horse Lord|| General|| Arvek Nar, Handle Animal 1|| A prized trait among the Arvek Nar's military, you possess a unique connection to their favored mount-of-war

|- |  Horse Lord, Improved|| General|| Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5|| Roll twice to avoid your own mount being hit in combat

|- | Human Improvisation || || Int 13, human|| You can figure out how to do almost anything

|- | Hobgoblin Discipline || || BAB 1, Arvek Nar|| The presence of other hobgoblins bolsters your resolve.

|- | Improved Channel|| || Channel energy class feature|| +2 bonus on channel energy DC

|-

| Improved Counterspell|| ||

|| Counterspell with spell of the same school

|- | Improved Critical|| Combat|| Proficiency with weapon, base attack bonus +8|| Double the threat range of one weapon

|- | Improved Dirty Trick|| Combat|| Combat Expertise|| +2 bonus on dirty trick attempts, no attack of opportunity

|- |  Greater Dirty Trick|| Combat|| Improved Dirty Trick, base attack bonus +6|| Dirty trick penalty lasts 1d4 rounds

|- | Improved Drag|| Combat|| Power Attack|| +2 bonus on drag attempts, no attack of opportunity

|- |  Greater Drag|| Combat|| Improved Drag, base attack bonus +6|| Enemies you drag provoke attacks of opportunity

|-

| Improved Initiative|| Combat||

|| +4 bonus on initiative checks

|- |Improved Natural Attack |General |Natural weapon ranger combat style, Druid with wildshape, Razortusk, or War Golem with slam attack |You go RHAR!

|- | Improved Reposition|| Combat|| Combat Expertise|| +2 bonus on reposition attempts, no attack of opportunity

|- |  Greater Reposition|| Combat|| Improved Reposition, base attack bonus +6|| Enemies you reposition provoke attacks of opportunity

|- | Improved Stonecunning||  || Wis 13, khazad-aul, stonecunning racial trait|| +4 bonus on Perception checks to notice unusual stonework

|- |  Stone Sense||  || Perception 10 ranks, Improved Stonecunning, khazad-aul|| Gain tremorsense 10 ft.

|-

| Improved Unarmed Strike|| Combat||

|| Always considered armed

|- | Deflect Arrows|| Combat|| Dex 13, Improved Unarmed Strike|| Avoid one ranged attack per round

|- | Snatch Arrows|| Combat|| Dex 15, Deflect Arrows|| Catch one ranged attack per round

|- | Improved Grapple|| Combat|| Dex 13, Improved Unarmed Strike|| +2 bonus on grapple attempts, no attack of opportunity

|- | Greater Grapple|| Combat|| Improved Grapple, base attack bonus +6|| Maintain your grapple as a move action

|- |Intimidating Confidence || || Cha 13, Fearless Curiosity, Intimidate 5, Human || You have boundless faith in your success.

|- |Intimidating Size || General || Giantborn, Intimidate 5, 7' or higher in height || *flex*

|- | Ironguts||  || Con 13; giantborn, half-orc, khazad-mornir, khazad-aul, oruch|| +2 on saves against nausea, sickening, and ingested poisons

|- | Ironhide||  || Con 13; half-orc, oruch, sith'makar, khazad-mornir|| +1 natural armor bonus to AC

|- | Improvised Weapon Mastery|| Combat|| Catch Off-Guard or Throw Anything, base attack bonus +8|| Make an improvised weapon deadly

|-

| Intimidating Prowess|| Combat||

|| Add Str to Intimidate in addition to Cha

|-

| Iron Will|| ||

|| +2 bonus on Will saves

|- |  Improved Iron Will|| || Iron Will|| Once per day, you may reroll a Will save