S T O N E K E E P |
Return to Feats IndexENCHANTED GATE INDEXPaladin FeatsAuraOfCourage GeneralYou have a powerful (good) religious presence about you that grants allies within 10 feet of you a +4 morale bonus on saving throws against fear effects. Granting a morale bonus to allies is a supernatural ability. Prerequisites: Level 6, Cha 13+, Religion 4+, DivineGrace, Lawful Good. Special: If the character's alignment changes, or if the character willingly does something evil, the character loses this feat. DetectEvil At will, a paladin can use detect evil, as the spell DivineGrace A paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. DivineHealth A paladin gains immunity to all diseases, including supernatural and magical diseases. LayOnHands A paladin with a Charisma score of 12 or higher
can heal wounds (her own or those of others) by touch. Each day she can
heal a total number of hit points of damage equal to her paladin level x
her Charisma bonus. A paladin may choose to divide her healing among
multiple recipients, and she doesn't have to use it all at once. Using
lay on hands is a standard action. RemoveDisease A paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 12th, three times at 15th, and so forth). SmiteEvil Once per day, a paladin may attempt to smite
evil with one normal melee attack. She adds her Charisma bonus (if any)
to her attack roll and deals 1 extra point of damage per paladin level.
If the paladin accidentally smites a creature that is not evil, the
smite has no effect, but the ability is still used up for that day. SpecialMount Upon reaching 15th level, a paladin gains the
service of an unusually intelligent, strong, and loyal steed to serve
her in her crusade against evil (see below). This mount is usually a
heavy warhorse (for a Medium paladin) or a warpony (for a Small
paladin). WholenessOfBody See monk feats |
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Rogue FeatsCripplingStrike A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. DefensiveRoll The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. Evasion At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. ImprovedEvasion This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. Opportunist Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round. SlipperyMind This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. SneakAttack If a rogue can catch an opponent when he is
unable to defend himself effectively from her attack, she can strike a
vital spot for extra damage. Trap Finding Rogues (and only rogues) can use the Search
skill to locate traps when the task has a Difficulty Class higher than
20. Trap Sense At 9th level, a rogue gains an intuitive sense
that alerts her to danger from traps, giving her a +1 bonus on Reflex
saves made to avoid traps and a +1 dodge bonus to AC against attacks
made by traps. These bonuses rise to +2 when the rogue reaches 6th
level, to +3 when she reaches 9th level, to +4 when she reaches 12th
level, to +5 at 15th, and to +6 at 18th level. UncannyCombatAwareness A rogue's awareness in combat is uncanny and grants him a bonus of +2 to his reflex saves permanently UncannyDangerSense At 30th level, a rogue can no longer be surprised in battle. UncannyDodge Starting at 6th level, a rogue can react to
danger before her senses would normally allow her to do so. She
retains her Dexterity bonus to AC (if any) even if she is caught
flat-footed or struck by an invisible attacker. However, she still
loses her Dexterity bonus to AC if immobilized. |
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OTHER FEATS:AssassinDeathAttack If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin's class level (Character level/5) + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. PoisonUse Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade BarbarianFastMovement A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. Rage A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 (+2 bonus) to Strength, a +4 (+2 bonus) to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At
the end of the rage, the barbarian loses the rage modifiers and
restrictions and becomes fatigued (–2 penalty to Strength, –2
penalty to Dexterity, can't charge or run) for the duration of the
current encounter (unless he is a 17th-level barbarian, at which point
this limitation no longer applies; see below). ClericExtraTurning A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. Turn Any cleric, regardless of alignment, has the
power to affect undead creatures by channeling the power of his faith
through his holy (or unholy) symbol (see Turn or Rebuke Undead). Dwarven DefenderDefensiveStance When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action. FlyerFlybyAttack When flying, the creature can take a move
action (including a dive) and another standard action at any point
during the move. The creature cannot take a second move action during a
round when it makes a flyby attack. Hover When flying, the creature can halt its forward
motion and hover in place as a move action. It can then fly in any
direction, including straight down or straight up, at half speed,
regardless of its maneuverability. Wingover A flying creature with this feat can change
direction quickly once each round as a free action. This feat allows it
to turn up to 180 degrees regardless of its maneuverability, in addition
to any other turns it is normally allowed. A creature cannot gain
altitude during a round when it executes a wingover, but it can dive. RangerFavoredEnemy At 2nd level, a ranger may select a type of
creature from among those given on Table: Ranger Favored Enemies. The
ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and
Survival checks when using these skills against creatures of this type.
Likewise, he gets a +2 bonus on weapon damage rolls against such
creatures.
FreeBodyFreeHands ShadowdancerHideInPlainSight A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. ShadowIllusion When a shadowdancer reaches 3rd level, she can create visual illusions. This ability's effect is identical to that of the arcane spell silent image and may be employed once per day ShadowJump At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. |
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