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Grim-N-Gritty (3.5e Sourcebook)/Appendix 4

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Appendix 4 - New and Revised Feats Edit

The following are new or revised combat feats designed to fit with the GnG combat system.

SMW::off Advanced Block {{#set:Type=General}} Summary::Block even more often in a single round. Prerequisites: {{#arraymap: BAB +4, Dexterity 13, Combat Reflexes, Improved Block|,|x|Prerequisite::x}}Benefit: As free actions each round, you may perform a number of blocks equal to your Dexterity modifier. For example, if you have a Dexterity modifier of +3, you may attempt three free blocks each round.


Advanced Breaking Strikes {{#set:Type=General}} Summary::You have mastered hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target. Prerequisites: {{#arraymap: BAB +8, Strength 13, Power Attack, Basic Breaking Strikes, Improved Breaking Strikes, Improved Bull Rush, Improved Sunder|,|x|Prerequisite::x}}Benefit: Advanced Breaking Strikes permits you to perform two special melee attacks: break weapon and break body. In order to perform a Breaking Strike, you must wield a weapon with which you are proficient. To perform a Breaking Strike while unarmed, you must have the Improved Unarmed Strike feat.
Break Item: Break Weapon is a melee attack that damages your enemy and sunders his weapon or shield. When you Break Weapon, make an attack roll at a -4 penalty. Resolve damage by the normal means and apply the damage to both your target and the item you selected to sunder. (You choose the item before you make the attack. You can select only a weapon or shield held by your enemy.) Improved Sunder provides no benefit when you Break Weapon.
Break Body: This powerful melee attack damages your opponent and shatters his bones, tendons, limbs, etc. Break Body imposes a -8 penalty to your attack roll. If the attack hits and inflicts at least 1 HP damage to your target, then your target must make a Fortitude saving throw against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, your victim suffers 1 point of temporary Strength and Constitution damage.


Advanced Called Shot {{#set:Type=General}} Summary::Don't provoke an AoO when performing a called shot. Prerequisites: {{#arraymap: BAB +4, Improved Called Shot|,|x|Prerequisite::x}}Benefit: You provoke no attack of opportunity when performing a Called Shot. (You must wield a weapon with which you are proficient to gain the benefit of this feat.)


Advanced Dive for Cover {{#set:Type=General}} Summary::Dive for cover multiple times per round. Prerequisites: {{#arraymap: BAB +4, Dexterity 13, Combat Reflexes, Improved Dive for Cover|,|x|Prerequisite::x}}Benefit: As free actions each round, you may perform a number of Dive for Cover actions equal to your Dexterity modifier.


Advanced Feint {{#set:Type=General}} Summary::Feint as a free action. Prerequisites: {{#arraymap: Intelligence 13, Combat Expertise, Improved Feint|,|x|Prerequisite::x}}Benefit: Once per round, as a free action, you can make a Bluff check to feint in combat.Normal: Feinting in combat is a standard action.


Advanced Grapple {{#set:Type=General}} Summary::Learn to use new moves when grappling. Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Improved Trip|,|x|Prerequisite::x}}Benefit: You may perform the following actions while grappling: choke, lock, and throw. All of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.
Choke: Performing a choke imposes a -4 penalty to your Grapple check. You grab your opponent in such a way as to restrain the flow of blood within the body. (You do not necessarily have to strangle your opponent’s throat.) If you win the grapple check, you damage your opponent and force your enemy to make a Fortitude save against DC 10 + one-half of your base attack bonus + your Strength modifier. If he fails the save, he is stunned for one round and dazed for 1d4 rounds after that. You must inflict at least 1 HP damage to stun and daze your opponent. Opponents with no Constitution score are immune to chokes, as are enemies whose anatomy does not rely on blood-flow.
Lock: A lock is a superior form of pin. To initiate a lock, you make an opposed grapple check with a -4 penalty to your roll. If you win the check, your opponent is locked (see combat rules), and you hold him immobile for one round. You have the same actions available to you as if you were grappling, not pinning.
Throw: You can throw an opponent prone while grappling. Make an opposed grapple check with a -4 penalty to your roll. If you win the grapple check, your opponent falls prone and suffers damage, as normal for your unarmed strike (even if using a weapon to grapple). For every five points you beat your opponent’s roll, you can choose to throw him 5-feet away from you. If you do choose to throw your opponent away from you, you automatically end the grapple. Otherwise, you can choose to end or maintain your grapple when you throw your enemy.


Advanced Feint {{#set:Type=General}} Summary::Feint as a free action. Prerequisites: {{#arraymap: Intelligence 13, Combat Expertise, Improved Feint|,|x|Prerequisite::x}}Benefit: Once per round, as a free action, you can make a Bluff check to feint in combat.Normal: Feinting in combat is a standard action.


Advanced Grapple {{#set:Type=General}} Summary::Learn to use new moves when grappling. Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Improved Trip|,|x|Prerequisite::x}}Benefit: You may perform the following actions while grappling: choke, lock, and throw. All of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.
Choke: Performing a choke imposes a -4 penalty to your Grapple check. You grab your opponent in such a way as to restrain the flow of blood within the body. (You do not necessarily have to strangle your opponent’s throat.) If you win the grapple check, you damage your opponent and force your enemy to make a Fortitude save against DC 10 + one-half of your base attack bonus + your Strength modifier. If he fails the save, he is stunned for one round and dazed for 1d4 rounds after that. You must inflict at least 1 HP damage to stun and daze your opponent. Opponents with no Constitution score are immune to chokes, as are enemies whose anatomy does not rely on blood-flow.
Lock: A lock is a superior form of pin. To initiate a lock, you make an opposed grapple check with a -4 penalty to your roll. If you win the check, your opponent is locked (see combat rules), and you hold him immobile for one round. You have the same actions available to you as if you were grappling, not pinning.
Throw: You can throw an opponent prone while grappling. Make an opposed grapple check with a -4 penalty to your roll. If you win the grapple check, your opponent falls prone and suffers damage, as normal for your unarmed strike (even if using a weapon to grapple). For every five points you beat your opponent’s roll, you can choose to throw him 5-feet away from you. If you do choose to throw your opponent away from you, you automatically end the grapple. Otherwise, you can choose to end or maintain your grapple when you throw your enemy.


Advanced Maintain Footing {{#set:Type=General}} Summary::Maintain your footing for free more than once per round. Prerequisites: {{#arraymap: BAB +4, Dexterity 13, Combat Reflexes, Improved Maintain Footing|,|x|Prerequisite::x}}Benefit: As free actions each round, you may perform a number of Maintain Footing actions equal to your Dexterity modifier.


Advanced Nerve Strikes {{#set:Type=General}} Summary::You have mastered nerve strike techniques. Prerequisites: {{#arraymap: BAB +8, Improved Unarmed Strike, Basic Nerve Strikes, Improved Nerve Strikes|,|x|Prerequisite::x}}Benefit: Advanced Nerve Strikes permits you to perform two special melee attacks: rip innards and rip body. You may perform a nerve strike if you wield a weapon with which you are proficient. (To perform unarmed nerve strikes, you must have the feat, Improved Unarmed Strike.) If your target has no discernable anatomy, you may not perform nerve strikes against it. You cannot perform nerve strikes against creatures two or more size categories larger than you.
Rip Innards: This nerve strike shreds your target’s internal organs. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers 2 points of temporary Constitution damage. Also, he loses 1d4 HP per round for 1d4 rounds, due to internal hemorrhaging.
Rip Body: Rip Body lays the foundation of pain and incapacitates your victim with horrible wracking spasms and nausea. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is nauseated for one round and sickened for 1d4+1 rounds.
Treating Nerve Strikes: Another person can aid the victim of a nerve strike and negate the strike’s effect. This requires a successful Heal check against the original Fortitude save DC of the strike. The check is a full-round action that provokes attacks of opportunity.
Note: You cannot perform a nerve strike at the end of a charge.


Advanced Nerve Strikes {{#set:Type=General}} Summary::You can roll with an opponent's blow multiple times per round. Prerequisites: {{#arraymap: BAB +4, Dexterity 13, Combat Reflexes, Improved Roll with Blow|,|x|Prerequisite::x}}Benefit: As free actions each round, you may perform a number of Roll with Blow actions equal to your Dexterity modifier.


Advanced Unarmed Strike {{#set:Type=General}} Summary::You have mastered nerve strike techniques. Prerequisites: {{#arraymap: Improved Unarmed Strike|,|x|Prerequisite::x}}Benefit: You treat your unarmed damage as though you were one size larger (e.g., from 1d4 to 1d6).


Armor Ignoring Power [{{#arraymap: Metapsionic|, |x|Type::x}}] Summary::The damage from your powers ignores protection. {{#set:Prerequisite=None}}Benefit: None of your target’s Protection applies against the damage of your power. Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level.


Armor Piercing Power [{{#arraymap: Metapsionic|, |x|Type::x}}] Summary::The damage from your powers ignores half of an enemy's protection. {{#set:Prerequisite=None}}Benefit: Only one-half of your target’s Protection applies against the damage of your power. Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.


Armor Ignoring Spell [{{#arraymap: Metamagic|, |x|Type::x}}] Summary::The damage from your spells ignores protection. {{#set:Prerequisite=None}}Benefit: None of your target’s Protection applies against the damage of your spell. An armor ignoring spell uses up a spell slot four levels higher than the spell’s actual level.


Armor Piercing Spell [{{#arraymap: Metamagic|, |x|Type::x}}] Summary::The damage from your spells ignores half the protection an enemy enjoys. {{#set:Prerequisite=None}}Benefit: Only one-half of your target’s Protection applies against the damage of your spell. An armor piercing spell uses up a spell slot two levels higher than the spell’s actual level.


Basic Breaking Strikes {{#set:Type=General}} [[Summary::You have basic training in hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.]] Prerequisites: {{#arraymap: BAB +1, Power Attack, Strength 13, Improved Bull Rush|,|x|Prerequisite::x}}Benefit: Basic Breaking Strikes permits you to perform two special melee attacks: break spirit and break stance. In order to perform a Breaking Strike, you must wield a weapon with which you are proficient. To perform a Breaking Strike while unarmed, you must have the Improved Unarmed Strike feat.
Break Spirit: You strike a blow on your opponent and not only inflict damage, but also shatter his morale, his strength of mind, his desire to fight. You blow strikes terror in his heart. To Break Spirit, you make an attack roll at a -4 penalty. If your attack hits, determine damage by the normal method. If your attack inflicts at least 1 HP damage to your target, your enemy must make a Will save against DC 10 + one-half of your base attack bonus + your Strength modifier. If he fails the save, he is shaken for 1d4 rounds. Opponents immune to fear cannot be shaken by Break Spirit.
Break Stance: You perform a melee attack that inflicts damage and pushes your opponent backwards. To Break Stance, you make an attack roll at a -4 penalty. If your attack hits, determine damage by the normal method. If the attack hits, your opponent and you make an opposed Strength check. If you and the target are different sizes, the larger combatant gets a bonus on the Strength check of +4 per difference in size category. You get a +2 bonus if you were charging. The target gets a +4 stability bonus if it has more than two legs or otherwise exceptional stability. If you win the Strength check, you push the target back 5 feet. You can push the target back an additional 5-feet for every 5 points by which you exceed the target’s check result, provided that you move with the target. You cannot exceed your normal movement for the action.Unlike a bull rush, you do not provoke an attack of opportunity when you attempt to break your opponent’s stance. The Improved Bull Rush feat does not give you a +4 bonus on the opposed Strength roll when you Break Stance. Even if your attack inflicts no damage, it may push your target back.


Basic Nerve Strikes {{#set:Type=General}} [[Summary::Nerve strikes are martial arts techniques for melee combat. Also known as ripping or tearing techniques, they focus on apply excruciating pressure to vulnerable points on your opponent’s anatomy. By gripping the appropriate spot and pinching, twisting, tearing, or stabbing it, you can render an enemy weak with pain. All nerve strikes impose a penalty to your attack roll. All nerve strikes cause a special effect in addition to inflicting damage on your target.]] Prerequisites: {{#arraymap: BAB +1, Improved Unarmed Strike|,|x|Prerequisite::x}}Benefit: Basic Nerve Strikes permits you to perform three special melee attacks: rip nerves, rip mind, and rip senses. You may perform a nerve strike if you wield a weapon with which you are proficient. (To perform unarmed nerve strikes, you must have the feat, Improved Unarmed Strike.) If your target has no discernable anatomy, you may not perform nerve strikes against it. You cannot perform nerve strikes against creatures two or more size categories larger than you.
Rip Nerves: This nerve strike causes intense, lingering pain to the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers terrible, mind-numbing pain, which causes the sickened condition for 1d4+1 rounds. Sickened characters take a –2 penalty on all attack rolls, defense rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Rip Mind: This nerve strike staggers the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is staggered for one round.
Rip Senses: This nerve strike blinds or deafens the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is blinded or deafened for one round. Before you make the strike, you must determine which sense you affect.
Treating Nerve Strikes: Another person can aid the victim of a nerve strike and negate the strike’s effect. This requires a successful Heal check against the original Fortitude save DC of the strike. The check is a full-round action that provokes attacks of opportunity.
Note: You cannot perform a nerve strike at the end of a charge.


Block Projectile {{#set:Type=General}} Summary::You can now use the Block action to block projectiles. Prerequisites: {{#arraymap: BAB +4, Dexterity 15, Improved Block|,|x|Prerequisite::x}}Benefit: You may use the Block action against thrown projectiles and ranged attacks from mechanical devices, such as slings, bows, and crossbows. You may not attempt to block “fast” projectiles, like firearm bullets, or energy beams. You suffer a -4 penalty to your attack roll when you attempt to block a projectile from a sling, bow, crossbow, or similar device. You suffer no penalty when blocking thrown weapons.


Breaking Block {{#set:Type=General}} Summary::The breaking block is an advanced martial arts technique. You strike your enemy’s body (usually his limbs) in order to prevent him from hitting you with a melee weapon. Prerequisites: {{#arraymap: BAB +1, Intelligence 13, Combat Expertise, Basic Breaking Strikes, Improved Bull Rush|,|x|Prerequisite::x}}Benefit: Breaking Block functions like a regular block, subject to all its limitations and requirements, but you also suffer a -4 penalty on the opposed roll. If you win the opposed roll, you block your opponent’s attack and inflict damage with your melee weapon or unarmed strike. Because of the impromptu nature of your blow, you may not apply Relative Degree to the damage. You may perform Breaking Block against melee attacks, only. In order to perform a Breaking Block, you must wield a weapon with which you are proficient. To perform a Breaking Block while unarmed, you must have the Improved Unarmed Strike feat.Special: You may perform a Riposte (per the feat) after a successful Breaking Block.


Catch Projectile {{#set:Type=General}} Summary::You can snatch projectiles and hurl them back at attackers. Prerequisites: {{#arraymap: BAB +4, Dexterity 15, Improved Block, Block Projectile, Improved Unarmed Strike|,|x|Prerequisite::x}}Benefit: When using the Block Projectiles feat you may catch the weapon instead of just deflecting it. You can immediately hurl a thrown weapon back at the original attacker (even though it is not your turn) or keep it for later use. You must have at least one hand free (holding nothing) to use this feat.


Clean-up Blow {{#set:Type=General}} Summary::Attack a dazed opponent freely. Prerequisites: {{#arraymap: BAB +4, Strength 13, Power Attack, Basic Breaking Strikes, Improved Bull Rush|,|x|Prerequisite::x}}Benefit: When you stun an opponent, daze an opponent or render him unconscious, you can perform an immediate attack of opportunity.


Close Combat Shot {{#set:Type=General}} Summary::Shoot enemies without provoking attacks of opportunity. Prerequisites: {{#arraymap: Point Blank Shot|,|x|Prerequisite::x}}Benefit: You can make a ranged attack with a light, ranged weapon while in a threatened area without provoking an attack of opportunity.


Combat Sense {{#set:Type=General}} [[Summary::You have an intuitive feel for the actions an opponent will take in combat.]] Prerequisites: {{#arraymap: BAB +4, Intelligence 13, Knowledge (strategy and tactics) 7 ranks, Combat Expertise|,|x|Prerequisite::x}}Benefit: You can designate a single opponent during your action and receive a +1 competence bonus on attacks against that opponent. You can select a new opponent one per round as a non-action.


Dead Aim {{#set:Type=General}} Summary::You gain the ability to aim carefully, making more precise shots. Prerequisites: {{#arraymap: Wisdom 13, Point Blank Shot, Far Shot|,|x|Prerequisite::x}}Benefit: Before making a ranged attack, you may take a full-round action to line up your shot. This grants you a +2 circumstance bonus on your next attack roll. Once you begin aiming, you cannot move, even to take a 5-feet step, until after you make your next attack, or the benefit of the feat is lost. Likewise, if something disrupts your concentration or someone attacks you before your next action, you lose the benefit of aiming. You may continue aiming after the first round. For each full-round action you spend lining up your shot, the bonus increases by +2 to a maximum of +6.


Defensive Position {{#set:Type=General}} Summary::You use cover to maximum advantage. Prerequisites: {{#arraymap: Intelligence 13, Combat Expertise|,|x|Prerequisite::x}}Benefit: You gain an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever you have cover or improved cover.


Defensive Strike {{#set:Type=General}} Summary::By protecting yourself carefully you gain a bonus against an opponent who misses you. Prerequisites: {{#arraymap: BAB +4, Intelligence 13, Combat Expertise|,|x|Prerequisite::x}}Benefit: If an opponent makes a melee attack against you and misses while you are using the total defense option, you can attack that opponent on your next turn (as an attack action) with a +4 bonus on your attack roll. You gain no bonus against an opponent who does not attack you or against an opponent who makes a successful attack.


Dodge {{#set:Type=General}} Summary::You have learned to protect yourself from glancing blows. Prerequisites: {{#arraymap: Dexterity 13|,|x|Prerequisite::x}}Benefit: You gain a +1 dodge bonus to Defense. A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


Dynamic Grip {{#set:Type=General}} [[Summary::When you wield a weapon, you do not lock your hands in a fixed position on its handle. Instead, you can constantly adjust your grip, sliding up and down the weapon’s length, even gripping the blade of the weapon (if it’s single-edged). This allows you to extend your reach with the weapon and optimize your striking opportunities.]] Prerequisites: {{#arraymap: BAB +1, Martial Weapon Proficiency|,|x|Prerequisite::x}}Benefit: This feat has several benefits:
• You can use a reach weapon to attack adjacent targets.
• When you wield a staff or other weapon with a long pole-like handle about six feet in length, you can use it as a reach weapon, attacking opponents up to 10-feet away.
• When you wield a weapon with a handle about as long as your forearm (or longer), you can use the weapon as a double weapon, striking an opponent with its blunt tip. The blunt end of the weapon inflicts 1d6 bludgeoning damage.
Normal: Characters without this feat cannot attack adjacent targets with a reach weapon.


Elusive Target {{#set:Type=General}} Summary::You can use opponents as cover when engaged in melee combat. Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Combat Expertise, Dodge|,|x|Prerequisite::x}}Benefit: While fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a -4 penalty. This penalty is in addition to the normal -4 penalty for firing into melee, making the penalty to target you -8.Special: An opponent with the Precise Shot feat reduces the total penalty to -4 when targeting you.


Epic Block Projectile [{{#arraymap: Epic|, |x|Type::x}}] Summary::You may block any type of attack. Prerequisites: {{#arraymap: BAB +15, Dexterity 25, Block Projectile, Improved Block|,|x|Prerequisite::x}}Benefit: You may use the Block action against any type of ranged attack, including firearm bullets and energy beams. You suffer a -4 penalty to your attack roll when you attempt to block a projectile from a sling, bow, crossbow, or similar device. You suffer a -8 penalty against “fast” projectiles, like firearm bullets. Against energy attacks, you suffer a -12 penalty.


Epic Block Projectile [{{#arraymap: Epic|, |x|Type::x}}] Summary::You learn to defend yourself better in any situation. Prerequisites: {{#arraymap: Gain a +1 bonus to Defense. You retain this bonus even when flat-footed and in situations where you lose your Dexterity modifier to Defense.|,|x|Prerequisite::x}}Benefit: Fill in the benefits this feat grants.Special: A character can gain this feat multiple times. Its effects stack.


Epic Flow with Enemy [{{#arraymap: Epic|, |x|Type::x}}] Summary::You may block any type of attack. Prerequisites: {{#arraymap: Dexterity 25, Intelligence 13, Wisdom 13, Dodge, Combat Expertise, Tumble 30 ranks, Improved Evasion|,|x|Prerequisite::x}}Benefit: Once per round, when struck by an attack from an opponent with whom you have established “flow”, you may automatically avoid all damage from the attack.


Feather Touch {{#set:Type=General}} Summary::You may perform nerve strikes with a delicate touch. Prerequisites: {{#arraymap: BAB +1, Dexterity 13, Wisdom 13, Weapon Finesse, Improved Unarmed Strike, Basic Nerve Strikes|,|x|Prerequisite::x}}Benefit: Feather Touch provides two benefits. First, you may substitute your Dexterity bonus for your Strength bonus when determining the save DC of your nerve strikes. Second, you may deliver a nerve strike with such a light touch that an opponent barely feels the brush of your strike, even though he suffers the effects. This type of light nerve strike inflicts no physical damage to your opponent, but your opponent must still perform a Fortitude save against the effect. (You can only perform a Feather Touch against opponents that wear light or no armor.) A Feather Touch is so gentle that an opponent may not notice you have performed a nerve strike against them. If you wish to perform a surreptitious Feather Touch, treat it as a Pick Pocket attempt against your opponent.


Flow with Enemy {{#set:Type=General}} [[Summary::You enter a state of unfettered mindfulness that permits you to anticipate your opponent’s movements and act before he acts.]] Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Wisdom 13, Dodge, Combat Expertise|,|x|Prerequisite::x}}Benefit: As a full-round action, you may begin to flow with a single, adjacent opponent. Your opponent and you make an opposed roll using 1d20 + base attack bonus + Wisdom modifier. If your result equals or exceeds your opponent’s result, you enter your opponent’s space (but do not provoke an attack of opportunity) and your initiative count changes to that of your opponent. For the next 2d4 + your Wisdom modifier in rounds, you gain a +1 dodge bonus to Defense against that opponent, and that enemy cannot perform attacks of opportunity against you. Whenever your opponent moves, you automatically move with him (up to your speed limit). Whenever your opponent attacks, he provokes an attack of opportunity from you. Furthermore, you may perform an action a split second before he does. If your opponent does not move or perform actions, you do not do so either. However, you may willingly end the flow at any time, as a free action. Then, you may act freely (though you lose all benefits of flow with that enemy). If your opponent manages to move outside your reach, then you lose flow.


Flurry of Blows {{#set:Type=General}} [[Summary::You can strike multiple blows at the expense of accuracy.]] Prerequisites: {{#arraymap: Combat Reflexes|,|x|Prerequisite::x}}Benefit: You must wear light or no armor to gain the benefit of this feat. You must wield a light melee weapon or have the opportunity to make an unarmed strike. With a flurry of blows, you may make one extra melee attack in a round at your highest base attack bonus, using an unarmed strike or light melee weapon. A -2 penalty applies to this attack and each other attack made in the round. You must take a full attack action to use this ability. The penalty applies to all attacks for one full round, including attacks of opportunity.


Hail of Bullets {{#set:Type=General}} Summary::You can fire at all foes around you in a single instant. Prerequisites: {{#arraymap: Dexterity 13, Point Blank Shot, Rapid Shot|,|x|Prerequisite::x}}Benefit: As a full-round action, you fire a shot from a firearm or energy weapon at your full base attack bonus at each opponent within 30 feet. You may not fire bursts at each opponent.


Improved Accelerated Pair {{#set:Type=General}} Summary::You can fire at all foes around you in a single instant. Prerequisites: {{#arraymap: Point Blank Shot|,|x|Prerequisite::x}}Benefit: You ignore the attack penalty when performing an accelerated pair (double tap).Normal: A character suffers a -4 attack penalty when performing an accelerated pair attack.


Improved Block {{#set:Type=General}} Summary::You may block more quickly than others. Prerequisites: {{#arraymap: BAB +1, Dexterity 13|,|x|Prerequisite::x}}Benefit: Once per round, as a free action, you may perform a Block (in addition to any other actions you perform during a round).


Improved Breaking Strikes {{#set:Type=General}} [[Summary::You have superior training in hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.]] Prerequisites: {{#arraymap: BAB +4, Strength 13, Power Attack, Basic Breaking Strikes, Improved Bull Rush|,|x|Prerequisite::x}}Benefit: Improved Breaking Strikes permits you to perform two special melee attacks: break grip and break balance. In order to perform a Breaking Strike, you must wield a weapon with which you are proficient. To perform a Breaking Strike while unarmed, you must have the Improved Unarmed Strike feat.
Break Grip: This breaking strike damages your enemy and causes him to drop an object he carries, such as a shield or weapon. To Break Grip, you make an attack roll at a -6 penalty. If your attack hits, determine damage by the normal method. If your attack inflicts at least 1 HP damage to your target, your enemy may lose his grip and drop an item (selected by you when you make the attack). You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. (An unarmed strike is a light weapon, so you always take a penalty when trying to Break Grip with an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item is not a melee weapon, the defender takes a –4 penalty on the roll. If you beat your target, you force him to drop the item. Unlike the disarm action, your target does not get a chance to disarm you if you fail the opposed roll. Even if you perform Break Grip while unarmed, you do not gain control of the item dropped by your target. The object always falls to the ground. The Improved Disarm feat provides no bonuses for Break Grip.
Break Balance: You deliver a melee attack that damages your target and knocks him to the ground, prone. To Break Balance, you make an attack roll at a -6 penalty. Resolve damage by the normal method. If the attack hits, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win the opposed check, you knock your target prone. Even if Break Balance inflicts no damage, it might knock your target down when it hits. Unlike the trip action, the defender may not react and attempt to trip you if you fail the Strength check. The Improved Trip feat provides no benefits to Break Balance.


Improved Called Shot {{#set:Type=General}} Summary::You can make called shots more easily. Prerequisites: {{#arraymap: BAB +1|,|x|Prerequisite::x}}Benefit: Reduce the attack penalties for all called shot effects by one. You gain this benefit only when wielding a weapon with which you are proficient.


Improved Charge {{#set:Type=General}} Summary::You can make called shots more easily. Prerequisites: {{#arraymap: Intelligence 13, Combat Expertise|,|x|Prerequisite::x}}Benefit: You can make a charge without having to move in a straight line. All other charge rules apply, but you can alter your direction when making a charge to avoid obstacles.


Improved Deep Impact [{{#arraymap: Psionic|, |x|Type::x}}] [[Summary::You can strike your foe with a melee weapon as if making an armor piercing touch attack.]] Prerequisites: {{#arraymap: BAB +5, Strength 13, Psionic Weapon, Deep Impact|,|x|Prerequisite::x}}Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as an armor piercing touch attack. You must decide whether to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


Improved Dive for Cover {{#set:Type=General}} Summary::You can quickly use the Dive for Cover action. Prerequisites: {{#arraymap: Dexterity 13|,|x|Prerequisite::x}}Benefit: Once per round, as a free action, you may perform Dive for Cover (in addition to any other actions you perform during a round).


Improved Fell Shot [{{#arraymap: Psionic|, |x|Type::x}}] [[Summary::You can strike your foe with a ranged weapon as if making an armor piercing touch attack.]] Prerequisites: {{#arraymap: BAB +5, Dexterity 13, Point Blank Shot, Psionic Shot, Fell Shot|,|x|Prerequisite::x}}Benefit: To use this feat, you must expend your psionic focus. You can resolve your ranged attack as an armor piercing, ranged touch attack. You must decide whether to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


Improved Flurry of Blows {{#set:Type=General}} [[Summary::You can use any weapon to make a flurry of blows. making an armor piercing touch attack.]] Prerequisites: {{#arraymap: Combat Reflexes, Flurry of Blows|,|x|Prerequisite::x}}Benefit: You can perform a flurry of blows while wielding a melee weapon of any size, though you must still wear light or no armor.


Improved Grapple {{#set:Type=General}} Summary::You can start a grapple quickly and easily while wielding weapons. Prerequisites: {{#arraymap: Dexterity 13, Improved Unarmed Strike|,|x|Prerequisite::x}}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. You may also grapple with weapons.Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.


Improved Maintain Footing {{#set:Type=General}} Summary::You can keep your feet beneath you where others usually fall. Prerequisites: {{#arraymap: Dexterity 13|,|x|Prerequisite::x}}Benefit: Once per round, as a free action, you may perform Maintain Footing (in addition to any other actions you perform during a round).


Improved Nerve Strikes {{#set:Type=General}} Summary::You have superior training in nerve strike techniques. Prerequisites: {{#arraymap: BAB +4, Improved Unarmed Strike, Basic Nerve Strikes|,|x|Prerequisite::x}}Benefit: Improved Nerve Strikes permits you to perform two special melee attacks: rip strength and rip dexterity. You may perform a nerve strike if you wield a weapon with which you are proficient. (To perform unarmed nerve strikes, you must have the feat, Improved Unarmed Strike.) If your target has no discernable anatomy, you may not perform nerve strikes against it. You cannot perform nerve strikes against creatures two or more size categories larger than you.
Rip Strength: This nerve strike weakens the target, lowering his Strength score. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers 2 points of temporary Strength damage.
Rip Dexterity: This nerve strike lowers the victim’s Dexterity. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers 2 points of temporary Dexterity damage.
Treating Nerve Strikes: Another person can aid the victim of a nerve strike and negate the strike’s effect. This requires a successful Heal check against the original Fortitude save DC of the strike. The check is a full-round action that provokes attacks of opportunity.
Note: You cannot perform a nerve strike at the end of a charge.


Improved Roll with Blow {{#set:Type=General}} Summary::You can roll with blows far faster than your peers. Prerequisites: {{#arraymap: Dexterity 13|,|x|Prerequisite::x}}Benefit: Once per round, as a free action, you may perform Roll with Blow (in addition to any other actions you perform during a round).


Improved Unavoidable Strike [{{#arraymap: Psionic|, |x|Type::x}}] [[Summary::You can make an unarmed strike or use a natural weapon against your foe as if delivering an armor piercing touch attack.]] Prerequisites: {{#arraymap: BAB +5, Strength 13, Psionic Fist, Unavoidable Strike|,|x|Prerequisite::x}}Benefit: To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as an armor piercing touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


Improvised Weapon Mastery {{#set:Type=General}} Summary::Your attacks with an improvised weapon deal more damage. Prerequisites: {{#arraymap: Intelligence 13, Simple Weapon Proficiency, Combat Expertise, Improvised Weapon Proficiency|,|x|Prerequisite::x}}Benefit: Treat an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.


Improvised Weapon Proficiency {{#set:Type=General}} Summary::You can attack with improvised weapons without a penalty. Prerequisites: {{#arraymap: Intelligence 13, Simple Weapon Proficiency, Combat Expertise|,|x|Prerequisite::x}}Benefit: You may attack without penalty when wielding any improvised weapon.Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.


Infinite Block [{{#arraymap: Epic|, |x|Type::x}}] Summary::You can block as many attacks as you wish. Prerequisites: {{#arraymap: BAB +4, Dexterity 25, Combat Reflexes, Improved Block, Advanced Block|,|x|Prerequisite::x}}Benefit: You may perform any number of blocks each round, as free actions.


Nonlethal Force {{#set:Type=General}} Summary::You are adept at using nonlethal force to subdue an opponent. Prerequisites: {{#arraymap: BAB +1|,|x|Prerequisite::x}}Benefit: You can deal nonlethal damage with a weapon that normally deals lethal damage (if you so choose) without taking the normal –4 penalty on the attack roll.


Power Attack {{#set:Type=General}} Summary::Perform a melee attack with devastating force. Prerequisites: {{#arraymap: Strength 13|,|x|Prerequisite::x}}Benefit: When you wield a one-handed melee weapon or a two-handed melee weapon, add 1/2 you Strength modifier to the damage you deal (effectively your full Strength modifier when using a weapon two-handed). You do not gain this benefit with a light weapon or if you use an ability score other than Strength to supply your attack bonus.Normal: When a character wields a two-handed weapon or uses a one-handed weapon with two hands, he adds one-half of his Strength bonus to damage.


Quick Reload {{#set:Type=General}} Summary::You can quickly reload your ranged weapons. Prerequisites: {{#arraymap: BAB +1|,|x|Prerequisite::x}}Benefit: You only gain the benefit of this feat when wielding a weapon with which you are proficient. The time required to reload a single shot weapon, like a crossbow, is reduced to a free action. This permits you to fire that weapon as many times as you have attacks (in a full attack action). Reloading a heavy single shot weapon (like a heavy crossbow) is a move action. Reloading a firearm or energy weapon with an ammunition pod, power cell, box magazine, or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.


Redirect Force {{#set:Type=General}} Summary::You may take advantage of a foe who's off his balance to maneuver him around. Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Combat Expertise, Dodge, Improved Unarmed Strike, Improved Grapple, Improved Trip|,|x|Prerequisite::x}}Benefit: When an opponent misses you with a melee attack, you may perform a trip, throw, or bull rush as an immediate attack of opportunity.


Reflect Projectiles [{{#arraymap: Epic|, |x|Type::x}}] Summary::You may reflect projectiles back at their source. Prerequisites: {{#arraymap: BAB +15, Dexterity 25, Block Projectile, Improved Block|,|x|Prerequisite::x}}Benefit: When you successfully block a ranged attack, you may reflect that attack back upon your attacker using your base ranged attack bonus.


Riposte {{#set:Type=General}} Summary::You may strike back against those whose attacks you block. Prerequisites: {{#arraymap: BAB +1, Dexterity 13, Intelligence 13, Combat Expertise, Dodge|,|x|Prerequisite::x}}Benefit: If you successfully block an opponent’s melee attack, you may perform an attack of opportunity against that opponent.


Sniper {{#set:Type=General}} Summary::You can target an opponent's vitals at any range. Prerequisites: {{#arraymap: Wisdom 13, Point Blank Shot, Far Shot, Dead Aim, Sneak Attack|,|x|Prerequisite::x}}Benefit: You can apply your sneak attack bonus at any range.


Sudden Action {{#set:Type=General}} Summary::Burst into sudden action when the situation calls for it. Prerequisites: {{#arraymap: Intelligence 13, Combat Expertise, Improved Initiative|,|x|Prerequisite::x}}Benefit: Once per cycle, you can change your place in the initiative order, moving higher in the count by a number less than or equal to your character level, as you see fit. You must declare the use of this ability at the start of any round, before anyone else takes an action. any range.


Tactical Aid {{#set:Type=General}} [[Summary::Your knowledge of strategy and tactics lets you guide your allies in combat.]] Prerequisites: {{#arraymap: BAB +4, Intelligence 13, Charisma 13, Combat Expertise, Knowledge (strategy & tactics) 7 ranks|,|x|Prerequisite::x}}Benefit: As a full-round action, you provide tactical aid to all of your allies (including you) within sight and voice range of your position. When you do so, you make a Knowledge (strategy & tactics) skill check against DC 20. If your skill check succeeds, your allies gain a +1 competence bonus on initiative rolls, attack rolls, or defense rolls (your choice when you first use this ability) for 2d4+1 rounds. If your roll succeeds by 10 or more point, increase the bonus to +2. If it succeeds by 20 or more points, your allies gain a +3 competence bonus.


Unbalance Opponent {{#set:Type=General}} [[Summary::In close combat, you keep your opponents off balance and unable to effectively apply force.]] Prerequisites: {{#arraymap: Dexterity 13, Intelligence 13, Wisdom 13, Dodge, Combat Expertise, Improved Grappling, Improved Unarmed Strike, Flow with Enemy|,|x|Prerequisite::x}}Benefit: Select a opponent with whom you are currently using Flow with Enemy against. When targeting you, that opponent may not apply Strength bonuses to attack rolls or grapple checks. (If the opponent has a Strength penalty, he still suffers the penalty.) The feat has no effect against opponents two or more size categories larger than you. Opponents still apply their Strength modifier to damage rolls against you.SMW::on



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