5.1 Modified Feats


The following Feats found in the 3.5 Player's Handbook are slightly modified. The changes are highlighted.

Acrobatic, Agile, Alertness, Athletic and any other feat that provides bonuses to skill rolls
Benefit: You get a +2 bonus on the associated skill checks. If you have 13 or more ranks in one of the associated skills the bonus increase to +4 for that skill(s).

Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to AC. This number may not exceed 1/4 your base attack bonus (round down, minimum 1). The penalty on attacks and bonus to AC apply until your next turn.

Dodge (Combat)
You have mastered a defensive stance that allows to you easily react to your opponents.
Prerequisite: Dex 13
Benefit: As a swift action, you gain a +1 dodge bonus to your AC until your next turn. If you have 13 or more ranks in Tumble, the dodge bonus increases to +2. This feat can not be used in heavy armor or when carrying a heavy load.

Far Shot (Combat)
You are more accurate at longer ranges.
Prerequisites: Point Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.

Improved Bull Rush, Disarm, Grapple, Overrun, Sunder, and Trip (Combat)
Prerequisite: Unchanged
Benefit: You do not provoke an attack of opportunity when performing the combat maneuver. In addition, you receive a +2 bonus on checks made for the combat maneuver. In addition, increase the DC of the combat maneuver performed against you by +2.
Normal: You provoke an attack of opportunity when performing the combat maneuver.

Power Attack [General]
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed 1/2 your base attack bonus (round down, minimum 1). The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

A fighter may select Power Attack as one of his fighter bonus feats.


Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving that skill. If you have 13 or more ranks in the chosen skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Shot on the Run (Combat)
You can move, fire a ranged weapon, and move again before your foes can react.
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move both before and after an attack.

Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: You can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. You can’t use this feat if you are wearing heavy armor.
Normal: You cannot move both before and after an attack.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points plus 1 hit point per Hit Die. Every time you gain a level or gain Hit Dice, you gain +1 hit point.

Tower Shield Proficiency [Fighter]
You are trained in how to properly use a tower shield.
Prerequisite: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the standard penalties.
Normal: A character using a shield with which he is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

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