![]() ![]() +2 Trickery and Use Magic Device, +4 if 10 ranks or more. Use your total HD as your BAB when calculating your CMD.ĭeflect one ranged attack hitting you per round if you have a hand free. +2 Persuasion and Trickery, +4 if 10 ranks or more. Take a penalty to hit for twice as much damage. Intimidate all foes within 30 feet who can see your display. Make a Stunning Fist attack as a full-round action that reduce the target's AC by your Wisdom modifier for 1 min. When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt. +4 bonus on attack rolls to confirm critical hits. If missed by a melee attack by 4 or less, lose the bonus that round. + 4 AC when fighting defensively with a free hand. +1 dodge bonus to AC when fighting defensively with Crane Style. When a foe miss you by 4 or less, you lose dodge bonus from Crane Wing but get an Attack of Opportunity on that foe. When adjacent to an ally who also has this feat, you gain a +2 competence bonus on all combat maneuver checks.Ī hit with Power Attack can automatically intimidate the foe. +2 bonus, or +4 if your foe is larger than you, to your CMD when nearby an ally who also has this feat. ![]() Gain attacks of opportunity equal to your Dexterity bonus. +4 dodge bonus to AC vs attacks of opportunity when you move out or within a threatened area. Optional -1 to hit/CMB for +1 AC scaling by 1 per 4 BAB. +4 bonus on concentration to cast spells. Total all damage from weapon attacks in a round before applying damage reduction. +2 dodge AC when using Fighting Defensively.Īs a standard action, make a full BAB melee attack that if hits, gives you an extra melee attack vs an adjacent foe.Īfter reducing a target to 0 Hit Points, gain an extra melee attack vs any foe adjacent to the target. +2 CMB when attacking and defending against Bull Rush. +4 Animal companion level, cannot exceed character level.Ĭharge foe to push them back. Your critical hits dazzle foes for 1d4 rounds or blind them unless they make a DC 10 + your BAB fort save. Invisible melee foes get no bonus hitting you. When you miss a melee attack due to concealment, you reroll once. Shield Bash, Shield Master, Two-Weapon Fighting ![]() ![]() When you critical hit with a melee weapon, you can as a free action make a shield bash vs. +2 AC vs flanking foes when adjacent an ally with this feat. Summoned creatures gain +4 Strength and Constitution. Replaces the bonus provided by Arcane Armor Training.Īs a swift action your weapons deal +1 damage per 5 caster levels and are treated as magic for DR purposes for 1 round. Reduce your armor's arcane spell failure by 20%. Reduce arcane spell failure for your armor by 10%. +2 competence bonus on level checks to overcome spell resistance if an ally who also has this feat is nearby. +2 bonus on Perception checks +4 if 10 or more skill ranks. Weapon Finesse, Weapon Focus (dueling sword) +2 bonus on initiative if wielding a dueling sword at start of combat. Sunder Armor, Dirty Trick, Disarm, Bull Rush or Trip Instead of your Strength, add your Dexterity bonus to your BAB and size bonus when determining your CMB. Your sneak attack damage increases by 1d6. +2 to the DC for all saving throws against your bombs. Usually, two or more characters must have the same teamwork feat to use it. Teamwork feats provide benefits to characters in specific circumstances.Spells modified by such feats generally take up a higher-level spell slot than normal. Metamagic feats allow spellcasters to grant their spells new powers and effects.Critical feats modify the effects of critical hits.Maneuver feats grant Combat Maneuver Abilities that the player can choose to use actively in fights.Combat feats can be selected as fighters’ bonus feats, but other characters can select them as well.General feats have no special rules beyond those that apply to all feats.But the feat will only have its effect as long as the respective ability score is still increased. a character with 8 DEX can learn Dodge (requires 13 DEX) if during his level-up he has a Belt of Incredible Dexterity +6 equipped on him. How often a character is allowed to choose a new Feat depends on his Class.Ībility score prerequisites for a feat can be met by using equipment. Feats often have a number of prerequisites that must be met in order to select them during level ups. Feats are special abilities of each character, further setting them apart from comparable builds. ![]()
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