Martial Feats
Armor Focus
(General)
You are particularly adept at fighting in a certain type of armor, using its protective qualities to your best advantage.
Prerequisite: Armor Proficiency in the chosen armor.
Benefit: Select one type of armor. You gain an additional +2 dodge bonus to your Armor Class while wearing this armor.
Blindsight, 5’ Radius
(General)
Prerequisites: Base attack bonus +4, Blind-Fight, Wisdom 19.
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though it you discern incorporeal beings.
Damage Reduction
(General)
Prerequisite: BAB +7
Benefit: You gain damage reduction 1/-. Subtract 1 from the damage you take each time you are dealt damage by a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.
Special: You can take this feat multiple times. Each time you take it, your damage reduction increases by 1 point. Each time you take this feat the base attack bonus prerequisite increases by +3 (you must have a base attack bonus of +10 to take damage reduction a second time, +13 to take it a third time, +16 to take it a fourth time, and +19 to take it a fifth time.
Dedicated Foe
(General)
Benefit: You may select two types of creatures from among those given on the table below. You gain a +1 bonus on attack rolls against creatures of these types.
Special: You can gain Dedicated Foe multiple times. Its effects do not stack. Each time you take the feat, it applies to two new types of creature.
Table: Favored Enemies in Shadowend
| Type (Subtype) |
Type (Subtype) |
| Aberration |
Monstrous humanoid |
| Animal |
Ooze |
| Construct |
Outsider (air) |
| Dragon |
Outsider (chaotic) |
| Fey |
Outsider (earth) |
| Giant |
Outsider (evil) |
| Humanoid (dwarf) |
Outsider (fire) |
| Humanoid (elf) |
Outsider (good) |
| Humanoid (goblinoid) |
Outsider (lawful) |
| Humanoid (gnome) |
Outsider (native) |
| Humanoid (human) |
Plant |
| Humanoid (orc) |
Undead |
| Magical beast |
Vermin |
Deflect Ranged Attack
General
Chose one type of bow with which you are already proficient.
Prerequisites: Point Blank Shot, Precise Shot, Ranged Disarm, Dex 13+, base attack bonus +5 or higher.
Benefit: You can attempt to deflect ranged weapons that are already in flight. To do so, ready an action against an opponent with a missile weapon. When that opponent fires, you attack AC 23 (for thrown daggers), AC 25 (for arrows), or AC 28 (for bolts). A successful roll deflects the opponent's weapon and deals normal damage to it. This attack takes the place of your normal attack.
Special: See Ranged Disarm.
Eyes in the Back of Your Head
(General)
Prerequisites: Base attack bonus +3, Wis 19.
Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed or when you are the target of a rogue’s sneak attack.
Fateful Strike
General
You can channel the essence of your spirit into your attacks, at a cost.
Prerequisites: Base attack bonus +8, Indomitable, Power Attack, Str 13+, Cha 15+.
Benefit: Before making a melee attack, you can choose to take 1d6 points of damage (which is not subject to DR). If you hit, you then inflict an extra +2d6 points of damage on your foe. This extra damage is not multiplied on a critical hit. You may use this feat once per round, and a number of times per day equal to your character level. You may not use this feat if you are flat-footed or under the influence of a fear effect.
Favored Enemy
(General)
Benefit: You may select a type of creature from among those given on the table below. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. You likewise gain a +2 bonus on weapon damage rolls against such creatures.
Special: You can gain Favored Enemy multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of creature.
Table: Favored Enemies in Shadowend
| Type (Subtype) |
Type (Subtype) |
| Aberration |
Monstrous humanoid |
| Animal |
Ooze |
| Construct |
Outsider (air) |
| Dragon |
Outsider (chaotic) |
| Fey |
Outsider (earth) |
| Giant |
Outsider (evil) |
| Humanoid (dwarf) |
Outsider (fire) |
| Humanoid (elf) |
Outsider (good) |
| Humanoid (goblinoid) |
Outsider (lawful) |
| Humanoid (gnome) |
Outsider (native) |
| Humanoid (human) |
Plant |
| Humanoid (orc) |
Undead |
| Magical beast |
Vermin |
Fleet of Foot
(General)
Prerequisites: Dex 15, Run.
Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.
Normal: Without this feat, you can run or charge only in a straight line.
Greater Rage
(General)
Prerequisite: BAB +12, Chaotic alignment, Rage
Benefit: Your bonuses to Strength and Constitution while raging each increase to +6, and your morale bonuses on Will saves increases to +3. The penalty to AC remains at –2. The number of times per day you can rage increases by one.
Heroic Charge
(General)
You and your allies receive additional bonuses when charging into combat.
Prerequisites: Base attack bonus +4, Cha 15+, Improved Initiative
Benefit: Whenever you lead a charge, you and your allies receive a morale bonus to damage equal to your Charisma modifier. To affect your allies’ damage rolls, you must precede them into combat. The morale bonus applies to all attacks made during the round when the charge occurred. The number of allies affected cannot exceed your Charisma modifier. For example, Thurgott, a 6th level fighter with a Charisma of 16 and his three allies encounter a group of trolls 25 ft. away. Thurgott and his party decide to charge the trolls’ position. Thurgott has the highest initiative; therefore he acts first. He charges the trolls and receives a +3 morale bonus to damage for that round. His three allies follow suit, also receiving a +3 morale bonus to damage. There is no limitation on its daily usage.
Hold the Line
(General)
Prerequisites: Combat Reflexes, base attack bonus +2.
Benefit: You may make an attack of opportunity against a chagin opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.
Normal: You only get an attack of opportunity against a character that exits a square you threaten.
Improved Dodge
General
You are even more adept at dodging blows
Prerequisite: Intelligence 14+, Dexterity 15+, Dodge, Mobility, 6th level
Benefits: You get a +1 dodge bonus to your AC against a number of opponents equal to your Intelligence bonus each round and may still attack normally in combat.
Improved Favored Enemy
(General)
Chose one type of creature which you have selected as a favored enemy. You are especially skilled in fighting this enemy.
Prerequisite: BAB +5, Favored Enemy
Benefit: Your bonuses on Bluff, Listen, Sense Motive, Spot, and Survival checks, and weapon damage rolls against the selected favored enemy increase to +4.
Special: You can gain Improved Favored Enemy multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of creature which you have selected as a favored enemy.
Improved Ranged Sunder
(General)
You are able to accurately target specific items held or worn by your opponents with ranged attacks.
Prerequisites: Point Blank Shot, Precise Shot, Ranged Sunder, Dex 13+, base attack bonus +5 or higher.
Benefit: When targeting an item that is worn or held by an opponent, you receive a +2 competence bonus to any ranged attack. When attacking a weapon or shield, your ranged attack is considered to target a Medium weapon.
Improved Rapid Shot
General
You are an expert at firing weapons with exceptional speed.
Prerequisites: Dex 13+, Point Blank Shot, Rapid Shot, base attack bonus +2 or higher.
Benefit: When using the Rapid Shot feat, you can ignore the -2 attack penalty on all of your ranged attacks.
Indomitable
General
Your strength of spirit enables you to better withstand the slings and arrows of your foes.
Prerequisites: Base attack bonus +2, Cha 13+.
Benefit: You gain a +1 luck bonus to AC. This benefit is lost if you are flat-footed, stunned, unconscious, or under the influence of a fear effect.
Indomitable Will
(General)
Prerequisite: BAB +15, Chaotic alignment, Rage
Benefit: You gain a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves you also receive during your rage. The number of times per day you can rage increases by one.
Instant Stand
General
The character can get to his feet as a free action
Prerequisites: Balance 6 ranks or more, Tumble 6 ranks or more
Benefit: If the character makes a successful tumble check against DC 15 he may get to his feet from a prone position as a free action.
Ironskin
General
You have exceptionally sturdy skin and can shrug off blows that would injure other characters.
Prerequisite: Con 13+
Benefit: You get a +1 natural armor bonus to Armor Class. This feat can be only be taken once as a character feat (it may be gained multiple times as a racial bonus feat).
Ki Strike
General
You can use your internal energy to inflict deadly blows.
Prerequisite: Wis 13+, base attack bonus of +3 or higher
Benefit: Once per day per level, you can add your wisdom bonus to your attack bonus and damage rolls.
Knock-down
(General)
Prerequisites: Base attack bonus +2, Improved Trip, Str 15.
Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.
Mighty Rage
(General)
Prerequisite: BAB +20, Chaotic alignment, Rage, Greater Rage, Indomitable Will, Tireless Rage
Benefit: Your bonuses to Strength and Constitution while raging each increase to +8, and your morale bonuses on Will saves increases to +4. The penalty to AC remains at –2. The number of times per day you can rage increases by one.
Mite Fighter
(General)
You are especially adept at battling creatures smaller than yourself.
Prerequisites: Base Reflex Save +4, Base Attack Bonus +4
Benefit: When fighting a creature smaller than yourself, you gain a +2 bonus on your attack rolls.
Power Critical
(General)
Prerequisites: Weapon focus (chosen weapon), base attack bonus +4
Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
Special: You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.
Rage
(General)
Prerequisite: BAB +2, Chaotic
Benefit: You can fly into a rage once per day. In a rage, you temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but you takes a –2 penalty to Armor Class. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, you 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 you 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. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may prematurely end your rage. At the end of the rage, you 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 you have the Tireless Rage feat, at which point this limitation no longer applies; see below).
You can fly into a rage only once per encounter. Entering a rage takes no time itself, but you can do it only during your action, not in response to someone else’s action.
Special: You can take this feat multiple times; each time you take it the number of times per day you can rage increases by one.
Ranged Disarm
General
Choose one type of bow with which you are already proficient.
Prerequisites: Point blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher.
Benefit: You can perform the disarm action with this weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Ranged Pin
General
Prerequisites: Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher.
Benefit: You can perform a ranged grapple attack against an opponent by pinning a bit of clothing to a nearby surface. The target must be within 5' of a wall, tree, or other surface to which an arrow or bolt can be stuck. To break free, the victim must take a partial action to perform a Strength Check (DC 15) or make a successful Escape Artist check (DC 15).
Ranged Sunder
General
Prerequisites: Point Blank Shot, Precise Shot, Dex 13+, base attack bonus +5 or higher.
Benefit: When attacking objects, you deal normal damage (instead of half damage) with ranged weapons.
Red Blade
(General)
The more you kill, the better you get at it.
Prerequisites: Str 13, Cleave, Power Attack.
Benefit: When you gain an extra attack for dropping a creature (i.e., from the Cleave or Great Cleave feats) you gain a +1 bonus to attack and damage rolls for the remainder of the round. You gain this damage bonus each time you gain an extra attack, and the bonuses stack.
Run-by Attack
General
You may attack multiple opponents during your movement.
Requirements: BAB +7, Dodge, Mobility, Run.
Benefits: A character that possesses this feat may move up to twice their base speed and attack while doing so. You make your normal number of attacks at their normal bonuses, but may only attack each opponent once. The move must be in a straight line. You incur attacks of opportunity as usual.
Sharp Shooting
(General)
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +3.
Benefit: Your targets only receive a +2 bonus to Armor class due to cover. This feat has no effect against foes with no cover or total cover.
Normal: Cover normally gives a +4 bonus to AC.
Special: A fighter may select Sharp-Shooting as one of his bonus feats.
Shield Specialization
General
This allows the character to use a shield more effectively
Requirements: Shield Proficiency, +4 base attack
Benefits: The character gets +1 to his AC over his shield bonus when he specializes in one type of shield and may still use the shield as part of an attack.
Special: This feat may be bought as a fighter bonus feat.
Shield Mastery
General
This builds on shield specialization
Requirements: Shield Proficiency, Shield Specialization, +8 base attack bonus
Benefits: The character gets +2 to his AC over his shield bonus when he masters one type of shield and may still use the shield as part of an attack.
Special: Only fighters may buy this feat.
Skin of Iron
General
The character may toughen his skin to be as hard as iron.
Prerequisite: Con 13+, Ironskin
Benefit: The character must take a full round action to concentrate for one round. When he does this he may add his Con modifier to his armor class for a number of minutes equal to his constitution modifier. He may do this a number of times per day equal to his Con modifier. This is a natural armor bonus.
Special: A fighter may buy this as a bonus feat.
Slam
General
The character may throw his opponent off balance.
Prerequisite: Improved Bull Rush, Str 13+
Benefit: When the character slams his foe, that person will take the character's Str modifier as a penalty to his attack roll on his next attack and will have his initiative delayed by the same amount.
Soul of Battle
General
Your fighting spirit manifests itself in the heat of battle.
Prerequisites: Base attack bonus +9, Indomitable, Cha 15+.
Benefit: You gain a +1 luck bonus to attack rolls and damage rolls. This benefit is lost if you are flat-footed or under the influence of a fear effect.
Spirit of Fury
General
Your fury in battle is unmatched by all but the most intrepid heroes.
Prerequisites: Base attack bonus +12, Indomitable, Iron Will, Power Attack, Fateful Strike, Soul of Battle, Str 13+, Cha 15+.
Benefit: When you make a Fateful Strike, you inflict +4d6 points of bonus damage instead of +2d6.
Steady Hand
General
This allows the character to aim a shot.
Requirements: Base attack of +6 or better, proficiency in a missile weapon
Benefit: For one full round action the character aims his shot he eliminates the range penalties. For every attack the character can make a round he may eliminate -2 range increment penalty. This does not give the character a bonus, it simply eliminates penalties. So a 20th level fighter with an attack bonus +20/+15/+10/+5 could aim a bow to get no penalty for the first five range increments (the automatic first one and the next four). If the character uses a crossbow, it must be loaded before he can aim.
Superior Expertise
(General)
Prerequisites: Int 13, Combat Expertise, base attack bonus +6.
Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus.
This feat eliminates the +5 maximum for the Combat Expertise feat.
Team Attack
General
You fight better with an ally nearby.
Benefit: You gain a +1 flanking bonus to melee attacks when you and an adjoining ally with a melee weapon are fighting the same opponent. This bonus does not stack with a flanking bonus, does not by itself allow a sneak attack, and cannot be used against opponents not affected by flanking.
Tireless Rage
(General)
Prerequisite: BAB +18, Chaotic alignment, Rage, Greater Rage, Indomitable Will
Benefit: You no longer become fatigued at the end of your rage. The number of times per day you can rage increases by one.
Toughness
General
Benefit: Every time you take this feat you gain bonus hit points equal to 1/2 the Hit Die of the class you are gaining a level in, +1 (ie, a character with a d8 hit die would gain 5 hit points).
Weapon Catch
General
The character may catch his opponent's weapon and make an attack.
Prerequisite: Improved Disarm
Benefit: The character may catch his opponent's weapon (which is unuseable until the opponent makes a successful contested Str check or drops the weapon) and while the weapon is caught the character may make attack his foe as if he were flatfooted (no sneak attacks allowed). However, anyone outside the combat may use an attack of opportunity against the character.
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