5.2 New Feats


The following feats from the Pathfinder rules will be used in the Rise of the Rune Lords Campaign. Some have been house-ruled as indicated in blue:

Agile Maneuvers (Combat)
Your learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your combat maneuver bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your combat maneuver bonus.

Caught Off-Guard (Combat)
Foes are surprised by your use of unorthodox weapons.
Prerequisites: Base attack bonus +4.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are f lat-footed to any attacks you make with an improvised melee weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
[Note: Improvised weapons are not designed to be weapons and will break with use.]

Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by pinpointing a target’s weak spot, at the expense of making the attack less likely to succeed.
Prerequisite: Dex 13, base attack bonus +1.
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.

Defensive Combat Training (Combat)
You have been trained to defend yourself from a variety of combat maneuvers.
Benefit: Add +4 to the DC of performing combat maneuvers against you, such as bull rush, grapple, and trip.

Double Slice (Combat)
When wielding two weapons, your off-hand weapon can be used with great effectiveness
Prerequisite: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add half your Strength modifier to damage rolls made with your off-hand weapon.

Gorgon’s Fist (Combat)
With one well-placed blow, you can leave your target reeling.
Prerequisites: Improved Unarmed Strike, Scorpion Style, base attack bonus +6.
Benefit: As a standard action, make a single unarmed melee attack. If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.

Improved Shield Bash (Combat)
You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn.

Intimidating Prowess (Combat)
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Medusa’s Wrath (Combat)
You can take advantage of your opponent’s confusion, delivering multiple blows.
Prerequisites: Improved Unarmed Strike, Gorgon’s Fist, Scorpion Style, base attack bonus +11.
Benefit: As a full-attack action, make two additional unarmed strikes at your highest base attack bonus. All of your unarmed strikes must be made against a dazed, flatfooted, paralyzed, staggered, stunned, or unconscious foe.

Pinpoint Targeting (Combat)
You can target the weak points in your opponent’s armor.
Prerequisites: Dex 19, Improved Precise Shot, Point Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.

Scorpion Style (Combat)
You can perform an unarmed strike that greatly hampers your target’s movement.
Prerequisite: Improved Unarmed Strike.
Benefit: Make a single unarmed attack as a standard action. If the attack hits, you deal damage normally and the target’s base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).

Shield Master (Combat)
Your mastery of the shield allows you to fight with it without hindrance.
Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s shield bonus to attacks and damage rolls made with the shield as if it was an enhancement bonus.

Shield Slam (Combat)
In the right position, your shield can be used to send opponents flying.
Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see the Combat chapter). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance.

Two-Weapon Rend (Combat)
Striking with both your weapons simultaneously, you can use them to deliver devastating wounds.
Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

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