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Avoid Misfire
You keep your firearm well-maintained, making it more reliable.
Prerequisites: Exotic Weapon Proficieny (firearms), Weapon Focus (any firearm)
Benefit
You no longer suffer the normal dangers of misfire with your chosen firearm. Ignore all misfire results other than 1; instead of you gun being damaged (and dealing damage to you), on a misfire result of 1 your gun is jammed.

Binding Shot (Combat)
Imbue an arrow with gossamer strands of magic bind your target.
Prerequisites: imbue arrow class feature
Benefit: You can expend spell energy to imbue an arrow with binding power, with a successful attack imparting the entangled condition on a target of Large size or smaller. Each round at the beginning of its turn, the target can make an Escape Artist check or a Strength check (DC = 15 + the level of the spell expended) to escape the entangled condition. Each additional binding shot adds +2 to the DC. Huge or larger targets instead take a -2 to attacks and have their movement reduced by half for 1 round and multiple binding shots have no effect. Expending a spell slot to activate this feat is a free action made in conjuction with an attack roll.

Cogent Flurry (Combat)
Your flurry of blows ignores the mundane protections of armor and shield.
Prerequisites: ki pool
Benefit: When you flurry of blows, you may expend 3 ki points as a swift action to treat your unarmed attacks as melee touch attacks.

Counterpunch (Combat)
You've learned to hold an attack in reserve for the right moment to thwart an enemy's attack.
Prerequisites: flurry of blows class feature
Benefit: When you use flurry of blows, you can forgo a single attack to gain a circumstance bonus to AC equal to that attack's base attack bonus. You gain this bonus versus one attack which must occur prior to the beginning of your next turn. You must be aware of the attack and not flat-footed. You may choose to apply the AC bonus from this feat after the attacker makes its attack roll, but before the GM announces the result. Use of this feat is a free action.

Crane Strike (Combat)
Your weapon of choice is an extension of yourself.
Prerequisites: Weapon Focus, ki pool
Benefit: You may expend 2 ki points as a swift action to deal your unarmed damage instead of your weapon's damage for one round, until the start of your next turn. The weapon must be one for which you have the Weapon Focus feat. All other properties of the attack are unchanged (overcoming damage reduction, critical threat range, etc.).

Drunken Master (Combat)
Your mastery of spirits keeps you in a constant state of hieghtened spirituality.
Prerequisites: Drunken Style, ki pool
Benefit: You can gain one temporary ki point when you consume alcohol as a swift action. A temporary ki point lasts for one hour, or until used. With this feat you can gain up to a number of temporary ki points equal to your monk level. Additionally, you are always considered as having at least 1 ki point remaining.
Special: You can gain no benefit from this feat without access to alcohol.

Drunken Style (Combat)
Your combat prowess is enhanced when drunk.
Prerequisites: Improved Unarmed Strike
Benefit: As a swift action, you can take a drink of alcohol to gain a +1 insight bonus to armor class or unarmed attacks for one round; you choose where to apply the bonus when you activate this feat. For each consecutive round that you use a swift action to remain drunk, the bonus increases by +1, to a maximum bonus equal to your Constitution modifier. When you cease to maintain this feat (by spending a swift action each round), you must make a Fortitude save DC 15 + the number of rounds spent drunk, or become fatigued for one hour.
Special: A typical gourd, wineskin, or flask must be held or worn to be ready for use with this feat, otherwise it is a move action that provokes an attack of opportunity to activate this feat, as per the rules for retrieving a stored item. A typical container holds enough alcohol for approximately one hour of drinking. You can gain no benefit from this feat without access to alcohol.

Feather Step
You can move along vertical surfaces as though they were level ground.
Prerequisites: ki pool
Benefit: As long as you have at least 1 ki point remaining, you can move along vertical surfaces as though you had a climb speed equal to half your base speed. You must end your movement on a horizontal surface, or you must make a Climb check (DC = 5 + the wall's DC) or fall. If you do not end your movement on a horizontal surface, using this feat ends your turn. Jumping from a horizontal surface to a vertical one (or vice versa) requires an DC 20 Acrobatics check or 5 feet of movement if the check fails.

Flying Sleeves (Combat)
You can attack unarmed at range.
Prerequisites: Weapon Focus (unarmed strike), ki pool
Benefit: You may expend 1 ki point as a swift action to make a ranged unarmed attack with a range increment of 10 feet and a maximum range of 30 feet.

Hadoukyen (Combat)
Your hadou ki technique manifests as a potent orb of energy.
Prerequisites: Ki Focus
Benefit: As a standard action that expends your ki focus, you can make a ranged attack with your hadoukyen against a target within 60 ft. If successful, the orb deals 1d6 damage per two monk levels you possess. You must have two free hands to use hadoukyen. As a move action made in conjuction with the attack, you can expend a number of ki points equal to your monk level to add an additional 1d6 damage per ki point. You must decide to spend the extra ki before the attack roll.

Improved Enhanced Arrows
You are able to re-enhance your arrows.
Prerequisites: enhance arrows class feature
Benefit: Once per day you can change the damage type granted by your enhance arrows ability. Re-enchaning your arrows takes 1 minute of focused concentration.

Improved Refocus
Prerequisite 5th Level Ranger
Benefit You can refocus a favored enemy slot with 1 hour of study, training, or research. You can refocus a favored enemy slot on a creature type you had as a favored enemy before with 10 minutes of focused meditation.
Normal It takes 8 hours to refocus a favored enemy slot to a new creature, and 1 hour for a creature you've had as a favored enemy before.

Ki Focus
You gain a well-spring of energy from a single mote of ki.
Prerequisites: Monk level 4th
Benefit: You can expend a ki point to gain a ki focus as a move action that does not provoke an attack of opportunity. While you have a ki focus, you are treated as having at least one remaining ki point in your ki pool. While you have a ki focus, you can activate any of your basic ki pool abilities (extra flurry, +4 dodge to AC, or +20 ft. speed) without expending a ki point with a successful DC 20 concentration check (1d20 + your monk level + your Wisdom modifier). Should the check fail, you can either spend a ki point as normal or end your ki focus to activate the ability.

Quick Cover (Combat)
You are quick to avoid attacks with your tower shield.
Prerequisites: Shield Focus, Tower Shield Proficiency
Benefit: You can gain improved cover from a tower shield as move action. To do so, choose one edge of your space. Improved cover grants you a +8 shield bonus to AC and Reflex saves against attacks and effects that pass through the chosen edge of your space. You are not subject to, nor can you make, opportunity attacks through the chosen edge of your space. These bonuses last until the begininng of your next turn. The bonus from this feat overlaps (does not stack with) your standard shield bonus. Apply enhancements to AC from your shield normally.

Rapid Reload
You can reload your firearm quickly.
Prerequisite: Weapon Focus (any firearm)
Benefit
The time required for you to reload your chosen firearm is reduced to a free action per round (if it was a move action) or a move action (if it was a full-round action). Reloading a firearm still provokes an attack of opportunity.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new firearm.

Shield Deflection (Combat)
You can deflect arrows and other projectiles with your shield.
Prerequisites: Dex 13, Shield Focus
Benefit: Once per round as an immediate action when you would normally be hit with an attack from a ranged weapon, you may deflect it with your shield so that you take no damage from it. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Spell Strike (Combat)
You can deliver touch spells through your weapon of choice.
Prerequisites: Weapon Focus (any melee weapon), Arcane Strike
Benefit: When you cast a spell with a range of touch, you may deliver that spell with a normal melee weapon attack as part of casting the spell. The attack must be with a weapon for which you have the Weapon Focus feat, and the spell must be one with a casting time of 1 standard action or less. If succesful, you deal the weapon's damage in addition to the effects of your spell.

Versatile Focus
Prerequisite 5th Level Ranger
Benefit You permanently lose your favored enemy slot I (+2). In exchange, you can use a standard action to make a Survival check (DC 15 + creature's CR) to gain a +2 favored enemy bonus against a creature within 60 feet. The creature cannot be of a creature type that is currently one of your favored enemies. The bonus gained from this feat only applies to the specified creature, not a generic creature type. You gain this bonus for a number of minutes equal to your ranger level.
Special: You can select this feat more than once; each time increases the uses per day by one.

Weapon Kata (Combat)
You have learned to mix your flurry of blows with your weapon of choice.
Prerequisites: Weapon Focus (any manufactured melee weapon)
Benefit: Choose a weapon for which you have the Weapon Focus feat; you may use that weapon as though it were a monk special weapon. You may select this feat more than once, each time applies to a new weapon.

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