Feats (I)

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Improved Bull Rush (General)

You rarely slip when pushing an enemy before you.

Prerequisite: Power Attack.

Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Improved Critical (General)

Select one type of weapon that you are proficient with. You have learned to wield that weapon with such skill as to inflict devastating quantities of damage very frequently.

Prerequisite: Base attack bonus +8.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: This feat can be gained multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon. A character who has seven or more levels of the barbarian class may not select this feat. If a character with this feat ever gains seven or more levels in the barbarian class, he immediately and permanently loses this feat.

Improved Disarm (General)

You are skilled at sending your opponent’s weapon flying.

Prerequisite: Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Improved Feint (General)

You make a tricky opponent for anyone.

Prerequisite: Combat Expertise.

Benefit: You can feint in combat as a move action.

Improved Grapple (General)

You have a knack for grabbing and keeping hold of your opponents.

Prerequisite: Dex 13, Improved Unarmed Strike.

Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Improved Initiative (General)

You are fast to react to any threat.

Benefit: You get a +4 bonus on initiative checks.

Improved Overrun (General)

You barrel over your opponents with ease.

Prerequisite: Power Attack.

Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Normal: Without this feat, the target of an overrun can choose to avoid you or block you.

Improved Precise Shot (General)

You can put your shots exactly where you want them.

Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Your ranged attacks ignore the bonus to Defence granted to targets by anything less than total cover. It also ignores the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent you automatically strike at the opponent you have chosen.

Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Improved Sunder (General)

You are skilled at hitting weapons, shields or anything held in your opponent’s hands.

Prerequisite: Power Attack.

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield) you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Improved Trip (General)

You know how to knock your opponents down and hit them while they are there.

Prerequisite: Combat Expertise

Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you had not used that attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Improved Two-Weapon Combat (General)

You are an expert at fighting with a weapon in each hand.

Prerequisites: Two-Weapon Combat", base attack bonus +6.

Benefit: When you fight with two weapons and take a full attack action, you may make a second attack with the offhand weapon, albeit at a –5 penalty. For every five points of base attack bonus you have above +6, you may make one additional attack with your off-hand weapon when taking a full attack action, to a maximum of four attacks at a Base attack bonus of +16. However, for each attack after the first, the attack bonus is reduced by a further –5 penalty.

For example, a 20th level soldier with base attacks of +20/+15/+10/+5 who is wielding an arming sword and poniard may make attacks with the arming sword at a base of +20/+15/+10/+5 and with the poniard at a base of +20/+15/+10/+5.

Normal: A character wielding a weapon in each hand may only make one attack per round with the off-hand weapon.

Improved Unarmed Strike (General)

You are skilled at fighting without weapons.

Benefit: You are considered to be armed even when you are unarmed; that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed and you may make attacks of opportunity as if you have a weapon in hand. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. You may also parry attacks without penalty when you do not have a weapon, shield or other object in your hands.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike and you can deal only nonlethal damage with such an attack. You suffer a –4 penalty to Parry Defence when parrying unarmed.

Intricate Swordplay (General)

You have been trained in the flashy, Western style of swordplay, perhaps at one of the great fencing schools of Zingara or Aquilonia.

Prerequisites: Cha 13, Weapon Focus" (broadsword or arming sword), Parry, Combat Expertise.

Benefit: Whenever you have a broadsword or arming sword in one hand and are wearing no heavier than medium armour, you may add your Charisma bonus as a parry bonus to your Parry Defence.

Special: A character who has seven or more levels of the Barbarian class may not select this feat. If a character with this feat ever gains seven or more levels in the barbarian class, he immediately and permanently loses this feat.

Investigator (General)

You look past the obvious to see what is really going on.

Benefit: You get a +2 bonus on all Streetwise and Perception checks.

Iron Will (General)

You have a formidable sense of self-control.

Benefit: You get a +2 bonus on all Will saving throws.

Feats (I)

Hyborian Roads Astenodar