Archive for the 'Feats' Category

Divine Shot

You can use your connection with the divine to imbue your ranged attacks with extra destructive energy.

Prerequisites Dex 13, turn or rebuke undead ability, Point Blank Shot.

Benefits As a free action, you can spend one of your turn or rebuke undead attempts to make your next ranged attack deal additional damage equal to your Charisma modifier.

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Weapon Expertise

You can deal significant damage using a light weapon, by targeting weak spots precisely.

Prerequisites Base Attack Bonus +1, Weapon Finesse.

Benefits You add your Dexterity modifier to your damage rolls with light or finessable weapons, instead of your Strength modifier.

Special A Fighter may take Weapon Expertise as one of her Fighter bonus feats.

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Clockwork Limb

One of your limbs has been replaced with a magically-powered clockwork prosthetic. This gives you certain advantages, but has the side effect of making it harder to cast arcane spells, and harder for healing magic to affect you. And while it won’t short out if it touches water, swimming with a clockwork limb is like rowing with a boat anchor.

Prerequisites None, although you lose your natural limb.

Benefits For clockwork arms — A replacement arm grants you +2 STR, and a slam attack which does 1d4 damage. These bonuses stack.

For clockwork legs — A replacement leg grants you +2 STR for the purposes of lifting objects or breaking down doors, and a +2 bonus to resist bull rush, overrun, or trip attacks. These bonuses stack. If you have two clockwork legs, your base land speed is improved by 10 feet.

Drawbacks For each clockwork limb you take, you take the following penalties:

  • A -1 armor check penalty on movement-based skills, which stacks with any armor you wear. This penalty is doubled for Swim checks.
  • A -1 penalty on Disguise checks.
  • A 5% arcane spell failure chance.

In addition, for every two clockwork limbs you have, Cure spells which target you heal -1 HP (minimum 1).

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