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Brothers in Arms

A guild in the Gof Federation                                    

Description

Features

Requirements

 Abilities

races

classes

Skills

feats

combat

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Feats
Feats are special features that either give your character new capabilities or improves one that they already have. Unlike skills, feats are not bought with points, and they have no ranks. Your character either has the feat or does not.

Each character gets one feat at 1st level. At 3rd level, and every three levels thereafter, they gain an additional feat. For multi-classed characters, feats come according to total character level, regardless of individual class levels. Additionally, certain races and classes gain additional or special feats.

Some feats have prerequisites. You must have the listed ability score, feat, skill, level or base attack bonus in order to select or use that feat. A character can however gain a feat at the same time as which they gain the prerequisite. You can't use the feat if you've lost the prerequisite. For example, if you strength drops below 13 from a magical attack, even if you know the Power Attack feat, you can't use it.

 
General Feats
Feat Prerequisite Description
Alertness - +2 Bonus to all Listen and Spot checks
Ambidexterity Dex 15+ No off-hand weapon penalty
Blind Fighting - Invisible opponents gain no combat bonuses
Dodge Dex 13+ +1 Dodge Bonus to AC
Endurance - +4 Bonus on all physical action checks (running, swimming, etc.)
Great Fortitude - +2 Bonus on all Fortitude saving throws
Improved Initiative - +4 Bonus on initiative checks
Improved Trip Int 13+, Expertise Attempting to trip opponents is a free action
Iron Will - +2 Bonus to all Will saving throws
Leadership - Unknown at this time
Lightning Reflexes - +2 Bonus to all Reflex saving throws
Run - Increases running speed and running jump distances
Skill Focus - +2 Bonus on all skill checks with selected skill
Toughness - +3 Hit Points
Track - Follow trails of creatures and characters across most terrain

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Proficiency Feats
Feat Prerequisite Description
Armor, Light - Eliminates armor check penalties when wearing light armor
Armor, Medium Armor, Light Eliminates armor check penalties when wearing medium armor
Armor, Heavy Armor, Medium Eliminates armor check penalties when wearing heavy armor
Shield Proficiency - Eliminates armor check penalties when using a shield
Simple Weapon Proficiency - Eliminates -4 penalty to attack rolls when using any simple weapon
Exotic Weapon Proficiency - Eliminates -4 penalty to attack rolls when using a selected exotic weapon
Martial Weapon Proficiency - Eliminates -4 penalty to attack rolls when using a selected martial weapon

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Weapon Feats
Feat Prerequisite Description
Melee Weapon Feats
Cleave Str 13+, Power Attack Gain one additional melee attack per round after killing a creature
Combat Reflexes - Make additional Attacks of Opportunity equal to Dex modifier, but not more than one per opponent
Deflect Arrows Dex 13+, Improved Unarmed Strike Successful Reflex saving throw deflects one ranged weapon per round
Expertise Int 13+ Can take an AC bonus (and equal attack roll penalty) up to Base Attack Bonus, but not more than +5, once per round
Great Cleave Str 13+, Power Attack, Cleave, Base Attack Bonus +4 Gain one additional melee attack every time after killing a creature
Improved Bull Rush Str 13+, Power Attack Do not draw an Attack of Opportunity when rushing opponents
Improved Critical Weapon Proficiency, Base Attack Bonus +8 Doubles the chances of a critical hit with selected weapon.
Improved Disarm Int 13+, Expertise Do not draw an Attack of Opportunity when attempting to disarm opponents and prevents opponents from disarming you if you fail your attempt
Improved Two-Weapon Fighting Two Weapon Fighting, Ambidexterity, Base Attack Bonus +9 Gain additional off-hand weapon attack at -5 attack penalty
Power Attack Str 13+ Can substitute attack bonuses for damage bonuses, up to Base Attack Bonus, to all attacks
Quick Draw Base Attack Bonus +1 Drawing a weapon is a free action
Spring Attack Dex 13+, Dodge, Mobility, Base Attack Bonus +4 Allows movement both before and after a melee attack during a round. Does not provoke Attacks of Opportunity. Can't be used in heavy armor.
Sunder Str 13+, Power Attack You do not provoke Attacks of Opportunity when striking opponents' weapons
Two-Weapon Fighting - Penalties for fighting with two weapons are reduced by 2 for each hand
Weapon Finesse Weapon Proficiency, Base Attack Bonus +1 Use DEX modifier for attack rolls instead of STR for selected weapon
Weapon Focus Weapon Proficiency, Base Attack Bonus +1 +1 Bonus to Attack rolls with selected weapon
Weapon Specialization 4th Level Fighter, Weapon Focus +2 Bonus to damage rolls with selected weapon
Whirlwind Attack Int 13+, Expertise, Dex 13+, Dodge, Mobility, Spring Attack, Base Attack Bonus +4 Allows one melee attack against each opponent within 5 feet
Ranged Weapon Feats
Point Blank Shot - +1 to attack and damage rolls within 30 feet
Far Shot Point Blank Shot Doubles the range of thrown weapons and increase range of projectile weapons by 150%
Precise Shot Point Blank Shot Eliminates the -4 attack penalty when targeting opponents engaged in melee
Rapid Shot Dex 13+, Point Blank Shot Gain one additional attack per round but suffer a -2 attack penalty to all attacks
Shot on the Run Dex 13+, Point Blank Shot, Dodge, Mobility Allows movement both before and after a ranged weapon attack within a round

Unarmed Weapon Feats

Improved Unarmed Strike - Do not draw an Attack of Opportunity when fighting unarmed against armed opponents
Stunning Fist Dex 13+, Improved Unarmed Strike, Wis 13+, Base Attack Bonus +8 Stuns opponents for 1 round (DC 10 + level + Wis modifier). Can be used 1/day for every 4 levels.

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Spell Feats
Feat Prerequisite Description
Empower Spell - Spell does 150% rated damage. Uses a spell slot two levels higher.
Enlarge Spell - Doubles the range of a spell. Uses a spell slot one level higher.
Extend Spell - Doubles the duration of a spell. Uses a spell slot one level higher.
Heighten Spell - Cast a spell as if it were a spell two levels higher. Uses a spell slot two levels higher.
Maximize Spell - Spell does maximum damage and affects maximum number of targets (as applicable). Uses a spell slot three levels higher
Quicken Spell - Cast a spell instantaneously. Uses a spell slot four levels higher
Silent Spell - Cast a spell without verbal components. Uses a spell slot one level higher.
Still Spell - Cast a spell without somatic components. Uses a spell slot one level higher.
Combat Casting - +4 Bonus to Concentration checks when casting
Spell Focus - +2 Bonus to DC for all saving throws from a particular school of magic.
Spell Mastery - Number of spells equal to Wizard's INT modifier can be prepared without spellbook.
Spell Penetration - +2 Bonus to caster level checks to beat spell resistance
Extra Turning - Clerics and Paladins can attempt to turn undead an additional 4 times per day

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Item Creation Feats
Feat Prerequisite Description
Scribe Scroll 1st level Spellcaster Create a scroll of any known spell
Brew Potion 3rd level Spellcaster Can create potions of 1st - 3rd level spells
Craft Wonderous Item 3rd level Spellcaster Create or repair miscellaneous magic items
Craft Magic Arms and Armor 5th level Spellcaster Create or repair +1 weapons and armor
Craft Magic Wand 5th level Spellcaster Create magic wands which have varied magical effects
Craft Magic Rod 9th level Spellcaster Create magic rods which have varied magical effects
Craft Magic Staff 12th level Spellcaster Create magic staffs which have varied magical effects
Forge Ring 12th level Spellcaster Create magic rings which have varied magical effects

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