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Feat |
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Point-Blank Shot Precise Shot Weapon Focus Base attack bonus +4 |
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Base attack bonus +3 |
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Point-Blank Shot Weapon Focus (crossbow) Base attack bonus +6 |
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Point-Blank Shot Weapon Focus (crossbow) Crossbow Expert Precise Shot Sneak attack ability Base attack bonus +8 |
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Point-Blank Shot Base attack bonus +6 |
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Base attack bonus +6 |
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Dex 13+ Dodge Base attack bonus +5 |
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Combat Reflexes Dex 13+ Dodge Base attack bonus +6 |
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Weapon Focus Dex 13+ Dodge Mobility Spring Attack Int 13+ Expertise Whirlwind Attack Base attack bonus +11 |
You can put an arrow exactly where you want it.
Prerequisites: Base attack bonus +4, Point-Blank Shot, Precise Shot, Weapon Focus (ranged weapon).
Benefit: Using this feat requires the full attack action. Choose a number not exceeding your base attack bonus. You give up all your regular attacks to make one ranged attack with a penalty to your attack roll equal to this number, and an equal bonus to your damage roll (if you hit). You can only take a called shot at a target within 30 feet.
It’s possible to make an aimed, called shot with the one attack (see the Improved Aimed Shot feat below).
Special: You may gain this feat multiple times. Each time you gain this feat, it applies to a new weapon.
[This feat is modified from that presented in Sword and Fist.] You are skilled at fighting at close range and resisting grapple attacks.
Prerequisites: Base attack bonus +3.
Benefit: If an opponent with the improved grab ability or the Improved Grapple feat (see Oriental Adventures) attempts to start a grapple with you, you can take an immediate attack of opportunity against them. If you hit, any damage you deal with your attack of opportunity is added to your grapple check to avoid being grappled.
Normal: Creatures without this feat do not gain an attack of opportunity when grappled by an opponent with improved grab or Improved Grapple.
You are exceptionally skilled at the use of crossbows.
Prerequisites: Base attack bonus +6, Point-Blank Shot, Weapon Focus (crossbow), proficient with crossbow.
Benefit: When using a crossbow, your damage die increases one step, according to the rules for upsizing weapons in the DMG and MM (1d8 or 1d10 becomes 2d6). You can also apply double your Int bonus (if any) to negate attack penalties due to range. This does not result in an actual bonus to attack; if the doubled Int bonus is greater than the range penalty, the excess is discarded.
A crossbow is truly lethal in your hands.
Prerequisites: Base attack bonus +8, Crossbow Expert, Point-Blank Shot, Precise Shot, Weapon Focus (crossbow), proficient with crossbow, sneak attack class ability.
Benefit: When making an aimed shot with a crossbow (see the Improved Aimed Shot feat, below), you can make sneak attacks out to your weapon’s first range increment. You must still meet the other requirements for a sneak attack.
Normal: A character without this feat can only make ranged sneak attacks within 30 feet.
You can maximise your chances of hitting with a ranged weapon.
Prerequisites: Base attack bonus +6, Point-Blank Shot.
Benefit: As a full-round action, you can make a single ranged attack (but not a ranged touch attack) as an aimed shot. You gain an insight bonus to your attack roll equal to 3 + one-fifth your base attack bonus. You suffer a –4 dodge penalty to AC until the start of your next turn.
Touch attacks don’t benefit from this action because a large part of it lies in targeting weak points in an opponent’s armour, which touch attacks bypass automatically.
Normal: As a full-round action, a character without this feat can give up all her regular attacks to make one ranged attack (but not a ranged touch attack) at a +2 insight bonus. She suffers a –4 dodge penalty to her AC until the start of her next turn. A character making such an attack loses any spells she is maintaining, and any touch spells she has in hand.
It’s possible to make an aimed, called shot with the one attack.
You are experienced at making furious attacks in melee.
Prerequisites: Base attack bonus +6.
Benefit: As a full-round action, you can make a single melee attack (but not a melee touch attack) at your normal attack bonus. You gain a bonus to your attack roll equal to 3 + one-fifth your base attack bonus. You suffer a –4 dodge penalty to AC until the start of your next turn.
Touch attacks don’t benefit from this action because much of the benefit lies in battering through a target’s armour, which touch attacks bypass automatically.
Normal: As a full-round action, a character without this feat can give up all her normal attacks to make one melee attack (but not a melee touch attack) with a +2 bonus. She suffers a –4 dodge penalty to her AC until the start of her next turn.
A character who makes an all-out attack can’t use the defensive fighting option, the Expertise feat or any skill or ability that requires patience or concentration. She loses any spells she is maintaining, and any touch spells she has in hand.
Special: A charge or partial charge is a form of all-out attack that channels your momentum into your blow. The bonuses and penalties from a charge or partial charge don’t stack with those from an all-out attack.
A barbarian while raging is effectively making all-out attacks each round. The effective bonuses and penalties from raging overlap (don’t stack) with those from an all-out attack or an improved all-out attack.
You are exceptionally adept at dodging blows.
Prerequisites: Base attack bonus +5, Dodge, Dex 13+.
Benefit: You gain a +2 dodge bonus to AC. Unlike the Dodge feat, this bonus applies against all opponents. This benefit replaces (does not stack with) the dodge bonus to AC from the Dodge feat.
A mortal blow to others is merely dangerous to you.
Prerequisites: Base attack bonus +6, Dodge, Combat Reflexes, Dex 13+.
Benefit: When struck by a critical hit or a sneak attack, you may attempt to negate the extra damage. Make an attack roll at your normal attack bonus, against DC 11 + the attack bonus of the attack that hit you. If you succeed, the critical hit or sneak attack becomes only a normal hit. You may use either your Strength or Dexterity bonus on this attack roll, whichever is better. You can use this feat a number of times per round equal to your base attack bonus divided by 6 (round down).
If you have a shield or armour of fortification (see the DMG), you must choose whether or not to use this feat before applying the armour’s enchantment. If you use this feat when armed with a ranged weapon, you make the attack roll as if you were unarmed.
[originally posted by Comrade Raoul on the EN World boards] You are supremely skilled at making lightning-fast strikes in melee.
Prerequisites: Base attack bonus +11, Dodge, Expertise, Mobility, Spring Attack, Weapon Focus with melee weapon, Whirlwind Attack, Dex 13+, Int 13+.
Benefit: Choose a melee weapon with which you have Weapon Focus. When you take the attack action (but not a full attack) when wielding that weapon, you gain an additional attack at a –5 penalty. Your attacks can be on the same or different targets. You can combine this with other feats that make use of the attack action, such as Spring Attack. This feat does not give you extra attacks on a full attack.
Normal: You only get one attack with a standard action.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different weapon. [The iaijutsu master’s One Strike, Two Cuts ability from Oriental Adventures is essentially Rapid Strike with the katana.]
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