Feats

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marco
site moderator
Berichten: 93
Lid geworden op: 09-02-2011 22:10

Feats

Bericht door marco » 13-02-2011 20:26

De feats die ik heb gevonden staan op http://www.padnd.com/

Naar beneden scrollen en dan onder 3th edition.je moet wel een acc aanmaken.
Hier staan ook een paar adventures op voor als je niks weet.
we kunnen ook mij acc gebruiken. inloggen onder rycheman password is kevinlap.
veel plezier ermee. (Rene)



New Feats

TREETOPPER [General]
You are adept at climbing and feel comfortable in combat while doing so.
Prerequisites: Dex 14+.
Benefit: You get a +2 bonus to all Climb checks and you may apply your Dex modifier to your AC while climbing
Special: Normally, while climbing, a character may not apply his Dex modifier to his AC while climbing.


TWIN-PARRY [General]
Your skill in wielding two weapons has shown you how to use your off-hand to defend yourself better when you are concentrating on defence.
Prerequisites: Two-Weapon Fighting, Expertise.
Benefit: If acting defensively while wielding two weapons or a double weapon, the character’s dodge bonus increases by two. If a character is fighting on the defensive then his bonus increases from +2 to +4. If he is taking the total defence action, his dodge bonus increases from +4 to +6. If a character is using his expertise feat his AC increases by 2 more than it normally would have if he did not have this feat.
Special: These bonuses do not stack with bonuses received for the Tumble skill (see PhB p. 75).


IMPROVED BLIND-FIGHT [General]
Prerequisites: Blind-Fight, Wis 13+
Benefit: In melee, your miss chance because of concealment is reduced by 10% (see PhB Table 8-10: Concealment, p. 133).


DEFENSIVE REFOCUS [General]
You are good at thinking on your feet in combat and reassessing tactics on the fly.
Prerequisites: Mobility, Wis 13+
Benefit: You may refocus on the defensive, granting you a +2 dodge bonus to AC on the round in which you refocus. On the following round your initiative is set to 20 plus any modifiers you may have (see Refocus in the PhB, p. 134).


SOFT STRIKE [General]
Your great knowledge in the use of a weapon has allowed you to learn to fight non-lethally with it. The skill is in gauging your blows and pulling your punches.
Prerequisites: Weapon Focus with weapon.
Benefit: The usual –4 penalty applied to attackers who wish to deal subdual damage is ignored.


IMPROVED SOFT STRIKE [General]
You are skilled at striking the parts of your foes that will knock them unconscious, but cause little lasting harm.
Prerequisites: Soft Strike, base attack bonus of +5 or higher.
Benefit: You receive a +3 bonus to damage when dealing subdual damage.



HEROIC REPOSTE [General]
The heart of a hero beats strong in your chest and you are unwilling to let go of life without a fight.
Prerequisites: Cha 13+, Wis 13+
Benefit: Whenever the character is struck down (0 or lower hit points) he is allowed to take a single attack of opportunity against the foe that delivered the blow.


QUICK SWAP [General]
You are skilled at throwing your opponent off by quickly changing your attack handiness mid-melee.
Prerequisites: Ambidexterity, base attack bonus +7 or more.
Benefit: In melee and while using a single weapon, you may swap your weapon to your empty hand as a free action and then make a partial-action attack with a +2 circumstance bonus to hit. You may not receive this bonus on any two consecutive rounds against the same foe (though you may still swap handiness on consecutive rounds).


BATTLE CRY [General]
Your intense and powerful words can grant you strength in combat.
Prerequisites: Cha 14+
Benefit: When making a charge action you receive a +1 morale bonus to hit and damage for that round only.
Special: It’s best if the player creates a battle cry for his character if he chooses to take this feat.


SNAP ATTACK [General]
You are capable of making quick, accurate, but relatively weak strikes with melee weapons.
Prerequisites: Dex 13+
Benefit: On your action, before making attack rolls for a round, you may choose to subtract from all melee damage rolls and add the same number to all melee attack rolls. This number may not reduce your damage to less than 1. The bonus to attack and penalty to damage apply until your next action.


INTUITIVE LEARNING [General]
You can treat a skill as a class skill.
Prerequisites: 12+ in key ability.
Benefit: This feat allows a character to treat any cross-class skill as though it were a class skill.
Special: This feat may be taken more than once.


DEADLY STRIKE [General]
Your prowess at striking vital areas is uncanny.
Prerequisites: Weapon Focus with chosen weapon, Improved Critical, base attack bonus of +8 or higher.
Benefit: When a threat is rolled with a specific weapon, a critical is automatically scored. The character need not make a secondary attack roll.
Special: This can be taken multiple times. Each time it is taken, it applies to a different melee weapon of the player’s choosing. This feat may only apply to melee weapons.






ARCANE BLOOD [General]
Your blood carries strong magic in it. Perhaps an ancestor was a great spellcaster, or perhaps there is dragon blood in your family. Whatever the cause, you are capable of using a bit of magic, which comes naturally to you.
Prerequisites: Cha 10+
Benefit: You are capable of learning one 0th level spell and casting it once per day as though you were a 1st level sorcerer.
Special: A character with levels of the sorcerer class may not take this feat. This feat may be taken multiple times in which case the player may select another 0th level spell. This feat can never grant anything beyond 0th level spells. (Note: the spells are cast exactly as though by a 1st level sorcerer, with armour checks made normally.)


TRANSCEND ARMOUR [General]
Through training and practice, you have learned how to move more adeptly in a certain type of armour.
Prerequisites: Proficient with chosen armour. Str 10+
Benefit: This feat reduces the penalties associated with the type of armour chosen. The maximum Dexterity bonus is increased by one and the armour check penalty is reduced by 1. The arcane spell failure is reduced by 5%.
Special: This feat is applied to the armour chosen (leather, chain shirt, banded, etc.). The character may select the feat multiple times to gain the benefit with different types of armour.


REPOSTE [General]
You skill is in waiting for your opponent to become clumsy and make a mistake.
Prerequisites: Wis 13+, Combat Reflexes, Expertise, Base attack bonus of +5 or better.
Benefit: When you choose to fight defensively or use the full defence action in melee combat, you may immediately counter a missed attack. Treat your counter attack exactly as an attack of opportunity. You may make only a single counter-attack each round, though you may still take advantage of other attacks of opportunity.


IRON SKIN [General]
You are a hard, hard man (or woman).
Prerequisites: Con 15+
Benefit: You have a natural armour class of +1. This is cumulative with any natural armour you may already have. This feat can only be taken once.


WEAPON MASTERY [General]
You have gone beyond normal skill with the selected weapon, and have gained intimate knowledge of the intricacies of its use.
Prerequisites: Weapon Focus (selected weapon), Weapon Specialization (selected weapon), Expertise, Wis 13+, base attack bonus of 13+.
Bonus: While wielding the selected weapon, you receive a +1 to hit and damage. You also receive a +1 deflection bonus to your armour class against melee attacks.



TRUE WEAPON MASTERY [General]
There are few, if any others who can claim they have your skill the selected weapon.
Prerequisites: Weapon Mastery (selected weapon), bas attack bonus of 18+
Bonus: While wielding the selected weapon, you receive a +1 to hit and damage. You also receive a +1 deflection bonus to your armour class against melee attacks. Furthermore, you gain an additional +2 deflection bonus to your armour class when facing an opponent who wields the same weapon as you have mastery so long regardless if you are currently wielding your mastered weapon.


KICK-UP [General]
You have learned how to get up from being prone very quickly.
Prerequisites: Dex 13+
Bonus: Standing up from a prone position is a free action.
Normal: Standing is normally a move-equivalent action.


CHI STRIKE [General]
Your fists become the vessel of your chi, allowing you to deliver deadly blows not only to an opponent’s body, but their very life energy.
Prerequisites: Improved Unarmed Strike, Power Attack, Cha 13+, base attack bonus of 5+
Bonus: Your fists strike as though they were of +1 enchantment. This allows you to harm creatures who normally would not be effected by nonmagical weapons. It also allows you to break magical weapons of +1 enchantment. Treat your fists in every way as though they were enchanted as a +1 weapon but do not add the bonus to hit or damage.


IMPROVED CHI STRIKE [General]
Your focused chi has become very strong indeed, young grasshopper.
Prerequisites: Chi Strike, base attack bonus of 10+
Bonus: Your fists now strike as though they had a +2 enchantment.


PRODIGY [Special]
One school of magic comes very naturally to you. It’s concepts and intricacies are as common as simple math to you.
Prerequisites: Wizard, Spell Focus (selected school of magic)
Bonus: Select a school of magic. For each level of wizard you advance, you can automatically learn 1 spell of any level normally allowed to you of that school in addition to any other spells you may learn that level.


UNCANNY REACTION [General]
You think so quickly on your feet, it almost seems supernatural. Often, you are moving before anyone else knows what is happening.
Prerequisites: Alertness, Improved Initiative, Lightning Reflexes, Dex 13+
Bonus: Instead of the standard 1d20, you roll 2d20 for initiative and take the highest result. Your initiative modifiers are then added to the rolled number normally.


STRIKING SCORPION [General]
You are able to catch your opponents off guard by striking ‘from the hip.’
Prerequisites: Proficient with selected weapon, Quick Draw, Dex 13+
Bonus: Select a medium sized slashing weapon. If you attack with that weapon the same round you draw it (as a free action), you receive a +2 situational bonus to hit. This may be used while charging, but not while mounted.


SHIELD FOCUS [General]
You are very adept at fighting with a shield in your off hand.
Prerequisites: Shield proficiency
Bonus: You gain an additional +1 shield bonus to your armour class against a single opponent. You may change which opponent you are defending against on any of your turns as a free action.

STUBBORN HEART [General]
You just refuse to die. Your reserves of willpower keep you alive long after others would have died.
Prerequisites: Con 13+, Iron Will
Bonus: You don’t die until you reach –15 hit points.


TACTICIAN [General]
You replace brute strength with cunning and intuition.
Prerequisites: Wis 13+
Bonus: You may select Feats as though you had a Strength score of 13. You must meet all other prerequisites.


VETERAN [Special]
Through years of experience you have developed instincts and gained wisdom.
Prerequisites: 15th level
Bonus: You may select feats as though you had a Wisdom score of 13. You must meet all other prerequisites.


FOLLOW-UP [General]
You are adept at pushing through enemy lines to create a breach.
Prerequisites: Mobility, Cleave
Bonus: While using the full attack option, each time you drop an opponent you may take an immediate 5-foot step straight forward or on a diagonal forward. You may not exceed your normal Speed in any one round.
Special: You make your five-foot follow up move before making any additional melee attacks that round if you are using the full attack option. If you elect not to take your step it is lost, and cannot be made later in the round unless you have dropped another opponent. You may not make cleave attacks after taking your five-foot step.


TRUE SPELL MASTERY [Special]
You know a selected spell so innately that you can cast it on the fly without memorizing it.
Prerequisites: Wizard, Spell Mastery (selected spell), Spell Focus (selected spell’s school), Int 16+
Bonus: A selected spell can be cast without preparation if a Concentration check (DC 10+spell’s level) is successfully made. Casting the spell uses a slot of its level up (one spell from that level, chosen by the player, is removed) and if no slots are left then the mastered spell cannot be cast. The wizard still requires all of the appropriate components to cast the spell. Metamagic feats increase the level of the slot taken up just as though he’d prepared the spell normally. (ie a wizard who has True Mastery of fireball can cast it using the Maximize feat, but it would use up a 6th level spell slot and require him to make a Concentration check DC 16).
Special: This feat can be taken multiple times to attain true mastery over different spells.



HARDINESS [General]
Even when most others would be unconscious, your will drives you on and keeps you standing.
Prerequisites: Iron Will, Con 13+
Bonus: When staggered or dying you may continue to take actions and function somewhat normally. Each round that you are at 0 or fewer hit points you must succeed at a Fort save (DC 10 + number of hit points below zero) or fall unconscious. If you succeed at your saving throw you may act normally except you move only at half speed and receive a –3 circumstance bonus to all attack, damage, skill check, and saving throw rolls. You still loose a hit point every round that you are below zero unless you make your stabilization roll. A character who has stabilized must still make For saves every round he is below 0 hit points.


STUDIED WEAKNESS [Special]
You have dedicated a great deal of time studying the physical biology and structure of a selected type of opponent. Through knowledge you will attain victory.
Prerequisites: Favoured enemy (selected creature), Int 13+, base attack bonus +5 or better.
Bonus: You may add your Intelligence modifier to damage rolls when fighting the selected creature in melee combat.


SACRIFICIAL REPOSTE [General]
You know that sometimes the only way to find an opening is to create one.
Prerequisites: Dex 13+
Bonus: You may take a penalty to your armour class (up to your Dex bonus) and apply the same number as an attack bonus against a single melee target. The penalty to your armour class and your attack bonus last until your next action.


CAREER CAMPAIGNER [General]
You know marching. It comes as second nature to you.
Prerequisites: Con 13+
Bonus: You may re-roll any failed Fort save for forced marching once.


SCRIBE SCROLL [Item Creation] House Rules
You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the Dungeon Master’s Guide for rules on scrolls.
Prerequisites: Spellcaster level 1st+.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 hour for each 500 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25th of this base price in experience points. Spell components (if any) are consumed during the creation of the scroll. You also require parchment and inks.
Special: If the caster has any metamagic feats, he may use them in the creation of the scroll, raising the caster level by the appropriate amount.
Note: Initially I was going to remove the experience point cost altogether, but after drawing up an example I realize that it won’t cost much experience to create most scrolls, and they have fairly good resale values so there should be an inherit cost to the PC. I have reduced the time required to create the scroll and removed the inherit ½ base cost ‘raw materials’ requirement. I also added the metamagic rules, allowing PCs to create more powerful scrolls.



Some Possible New Feats v2.0
(By Jeremy Clements)



1. Un-Death Strike (General)
You have learned to strike at various Undead weak-points, for major effect in combat.
Prerequisites: 4 Ranks of Knowledge (Necromancy) or Knowledge (Undead Monsters), and the Improved Critical Feat.
Benefits: Allows the user of the feat to make standard Critical rolls (Not improved critical rolls) with a particular weapon (the one chosen with the Improved Critical Ability) against Corporeal Undead (i.e. skeletons, zombies, ghouls, wights, vampires, mummies, and similar...). In addition, any corporal undead’s damage reduction is reduced by five when this feat is employed against it.
Normal: Under normal circumstances undead can never be affected by critical hits.
Special: Fighters may choose this Feat as one of their Bonus Feats.

2. Immeasurable Patience (General)
You have learned to ignore outside stimulus and can keep calm during the most strenuous and nerve-racking of efforts.
Prerequisites: Endurance and Iron Will Feats
Benefits: Changes any “Take 10s” or “Take 20s” to “Take 15s” and “Take 25s”
– respectively.
Normal: Normal “Take 10s” and “Take 20s” only give up to their value and can not allow higher without a roll.
Special: If this feat is used, it takes twice as long as a standard Take 10 and Take 20 to gain any benefit. Additionally, Masterwork items cannot be made with this feat by “Taking 25", but the feat does provide a +2 bonus to the creation roll of such an arduous task.

3. Frustration Feat (General)
You have learned to channel your frustrations to give yourself a temporary boost from time to time.
Prerequisites: Any 1 chosen Feat of the appropriate type. (General Feats only. Special Feats such as Magic Creation Feats and Fighter-only Feats, as well as those chosen by the GM, are exempt.)
Benefits: When a character has not used the chosen feat for at least 4 game sessions (i.e. Determined by the GM), then that character gains a plus 3 bonus to add before or after any one D20 roll during the 5th (or later) game session. If that chosen feat is ever used, or the plus 2 is used (for any reason) then this Feat resets itself.
Normal: The Character has to live with a Feat that they almost never use.
Special: May be taken multiple times for different General Feats.

4. True Artist (General)
You are considered a truly great up-and-coming artist of your time in a specific artistic endeavor of your choosing.
Prerequisites: 2 Ranks Appropriate artistic skill. Must be taken at 1st Level. (May be gained later by GM permission) Requires formal training of some sort at one time or another.
Benefits: Gains a certain notoriety and respect among those who know about the appropriate art form, as well as most aristocracy (at least among those who aren’t artistically stunted that is). Gains a +2 permanent bonus to appropriate skill checks and a +2 temporary Charisma Bonus among those who know the artist for who they are.
Normal: Limited to basic artistic ability without true depth of meaning or color.
Special: Can only be gained once and with one skill type, unless the owner of the feat is a member of the Expert NPC class. This can be a blessing and a curse. Who likes art critics? There are bound to always be those who hate the artist’s interpretations...

5. Trivia Expert (General)
You know a little-bit about a lot of different things. Unfortunately, when you are wrong, you are usually really wrong.
Prerequisites: 3 Different Knowledge Skills (No minimum Rank requirement) and
4 Ranks in Bluff. Must have had access to some sort of school or library (or a very talkative Sage) at one point in the character’s life.
Benefits: You can always roll for a Knowledge you don’t know, but will never have any personal modifiers (Excepting Luck Modifiers) to your roll. It will almost always be a straight chance D20. If the (secret) target number set by the GM is more than 20...Well then I guess it’s too bad you didn’t know that green slime could be scraped OR burned off...
Normal: You are as stupid about most things as regular people are.
Special: Can only be taken once.

6. Pin and Bash (General)
You have become expert in using your free hand in close melees.
Prerequisites: Weapon Focus or Weapon Finesse in a single-handed melee weapon, Improved Unarmed Fighting.
Benefits: As a full melee action the owner of this feat can declare a Pin and Bash attack. This entails a single attack roll, made at the highest base attack bonus with a minus 2 modifier. If this attack is successful, your opponent is prevented from using his main weapon to attack that round (It’s either pinned, out of position, ‘caught,’ or temporarily disabled) if he hasn’t used them already, and can be struck with an off-hand punch at the attacker’s highest base attack bonus +4. Other similar actions (Grabbing a piece of jewelry, stealing a kiss, etc...) are also possible with the GM’s permission. If the initial attack fails, the defender may make an attack of opportunity in addition to his normal attacks.
Normal: Requires a Two-Handed Attack roll to attempt something similar (With normal penalties).
Special: Special punches and similar are available if the owner of the feat has a 13+ Wis and Dex or has at least 1 level of Monk. Combatants must be within one size category of each other.

7. Pin and Shove (General)
You have become adept at moving your opponent around by skill, determination, and force.
Prerequisites: Weapon Focus or Weapon Finesse with a one-handed melee weapon, Dex and Str 13+.
Benefits: With a successful attack roll made at the character’s base attack modifier at a -2, the owner of this feat can then attempt an opposed Strength roll (at +4) to force his opponent to move 5 feet into any of his opponent’s adjacent squares. Again, the defender will not gain any attacks with his primary weapon that round unless the Pin attack fails (whereupon the defender gains an attack of opportunity against the attacker in addition to his normal attacks) or has already performed them.
Normal: Usually requires some sort of Bull-Rush maneuver.
Special: If the attacker’s Strength check is failed by at least 4 points the defender can then move the attacker 5 feet into any adjacent square he wishes. This feat can only be performed when the combatants are within at least one size category of each other. This feat is often useful to shove enemies into nearby traps and over cliffs (or give friends attacks of opportunity).

8. Prone Trip (General)
The owner of this feat is able to perform a masterful trip maneuver while prone.
Prerequisites: 4 Ranks of the Tumble skill, Improved Trip, Prone Attack, and Dex 15+
Benefits: If prone, the owner of this feat can declare a full attack action and may attempt a single trip attack upon a nearby opponent. If successful he is able to rise to his feet and the opponent will have fallen to the floor (tripped). The opponent also loses the rest of his actions for that round. If the trip attempt failed, the defender may make an attack of opportunity against the attacker who remains prone.
Normal: Requires a normal trip attempt with prone penalties if necessary.
Special: The owner of this Feat may make a 5' movement before the trip attempt.

9. Impressive Blow (Fighter)
The owner of this feat can make a killing hit work to his advantage.
Prerequisites: Weapon Focus, Power Attack, Cleave, Str13+
Benefits: After any successful critical strike against a foe that kills the target, the owner of this feat may make it a spectacularly disgusting or amazing blow. Those who view this feat, are at a temporary -4 circumstance modifier penalty to oppose this Feat user’s skill checks (Intimidate, Bluff, Sense Motive, and Diplomacy are the most common uses.) for the next hour.
Special: This feat comes in very handy when Bluffing during combat.

10. Paranoid Alertness (General)
The owner of this feat has learned to hype himself into a temporarily higher state of attention and perception in exchange for a later period of mental exhaustion.
Prerequisites: Alertness, Con 13+
Benefits: Once per day, for up to one hour plus the owner’s Con modifier in hours (maximum of 6 hours), the owner of this feat may gain a temporary +2 bonus on all Listen and Spot checks and +1 bonus to Search checks. This modifier stacks with those bonuses gained through the Alertness Feat and similar. After the allotted time period (Which can be ended prematurely), the bonuses end and the character is fatigued and inattentive. This translates into a -3 penalty modifier to all Spot, Listen, and Search checks for twice as long as the bonus is used. After this “down” period, this feat may be used again.

11. Uncanny Evasion (General)
The owner of this feat has learned to move almost as fast, and with the same unnatural agility, as a master thief.
Prerequisites: Alertness, Dodge, Mobility, Combat Reflexes, Improved Initiative, Lightning Reflexes, Dex 13+
Benefits: Gains the 2nd level Thief ability of Evasion (See D&D Player’s Handbook, Pg. 48 for Details) and takes no damage from successful Reflex saves that would normally only deal half damage. (i.e. A Fireball spell.)
Normal: Takes half damage from successful Reflex saves.
Special: Can never gain the Improved Evasion ability and this Feat does not grant any bonus if more than a single level of Thief or Monk is taken.

12. Linguist (General)
The owner of this feat has an amazing gift for languages.
Prerequisites: Int13+
Benefits: Once this feat is chosen, the owner automatically gains access to one additional language and has the Languages Skill at a class skill. Additionally, if this character’s intelligence is ever raised (and their bonus increases) they may gain an additional language at that time.
Normal: Limited to Racial, Common and starting Intelligence bonuses for additional languages.
Special: The owner of this feat gains a +2 bonus to Bluff and Disguise checks when trying to sound like a native speaker of a language they know.
"Come on you guy`s, it`s only one troll!"
Gary the Adventurer - Last words

marco
site moderator
Berichten: 93
Lid geworden op: 09-02-2011 22:10

parry feat

Bericht door marco » 24-02-2011 13:02

PARRY:

Once per round, if a melee attack would hit you, you may attempt
to parry before damage is rolled. To do so, make an attack roll that
exceeds your opponent’s attack roll. If you do, no damage is dealt
to you. Regardless, your opponent gets a free disarm attempt on
your parrying weapon that does not provoke an attack of
opportunity and does not give you a chance to disarm if they fail.
You get +4 on your parry attack roll if the weapon you hold is light.
You cannot parry a weapon that is more than 2 sizes larger than
your parrying weapon. Natural weapons are considered 2 sizes
smaller than the creature. You cannot parry when unarmed, when
denied your DEX bonus to AC, or when wearing medium or heavy
armor
"Come on you guy`s, it`s only one troll!"
Gary the Adventurer - Last words

marco
site moderator
Berichten: 93
Lid geworden op: 09-02-2011 22:10

Ambidexterity

Bericht door marco » 05-04-2011 12:53

Ambidexterity [General, Fighter]
Prerequisite: [[3e Prerequisite::Two-Weapon Fighting,Dexterity 15]]
Benefit: [color=red]The penalties for wielding two weapons decreases by 2 for both hands.[/color]Normal: Without this feat, a creature using an off hand takes a –4 penalty on attack rolls, ability checks, and skill checks. A creature has one primary hand, and all the others are off hands; for example, most humans consider the hand they write with as their primary hand.
Special: A fighter may select this feat as one of his fighter bonus feats.

--------------------------------------------------------------------------------
"Come on you guy`s, it`s only one troll!"
Gary the Adventurer - Last words

marco
site moderator
Berichten: 93
Lid geworden op: 09-02-2011 22:10

Two weapon fighting (blz 160 PHB)

Bericht door marco » 05-04-2011 12:58

Two-Weapon Fighting
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways:

If your off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
Table: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.

Table: Two-Weapon Fighting Penalties

Circumstances Primary Hand Off Hand
Normal penalties –6 –10
Off-hand weapon is light –4 –8
Two-Weapon Fighting feat –4 –4
Off-hand weapon is light and Two-Weapon Fighting feat –2 –2

Double Weapons
You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon were a light weapon.

Thrown Weapons
The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon.
"Come on you guy`s, it`s only one troll!"
Gary the Adventurer - Last words

schelfje1
Site Admin
Berichten: 23
Lid geworden op: 30-01-2011 14:32

Bericht door schelfje1 » 17-07-2011 12:33

Hier een Feat ( or liever 3 feats ) voor mensen die zonder armor vechten ( mits ge-accepteert door de DM's natuurlijk .

Unarmored defense proficiency


Each subsequent chart takes the place of the previous. They do NOT stack. I looked all over the web for them in order to avoid typing, but couldn't find anything more than the first level. Below I will list them all. Guess I couldn't avoid the typing, but I think they are among the best feats I have seen. It's pretty fair too. Feats don't come so easy, but to non warrior-types, neither does AC.
A human fighter gets three feats at first level, and if he/she took all three levels of this, and nothing else, the AC would be 17 (before dex bonus), or the equivalent of Chainmail and a large shield. While he likely could not afford this protecton that early, it balances because he did not take any of those great fighter feats that are preqs for better feats down the road. On the other hand, a mage having taken the master feat, would by 20th level have the equivalent of +5 full plate and a +2 large shield, without any penalties for encumberance and not counting other forms of magical protection or dexterity.

Level - Beginner/Intermediate/Master

1 +3/5/7
2 +3/6/8
3 +4/6/8
4 +4/6/9
5 +4/7/9
6 +5/7/10
7 +5/8/10
8 +5/8/11
9 +6/8/11
10 +6/9/12
11 +6/9/12
12 +7/10/13
13 +7/10/13
14 +7/10/14
15 +8/11/14
16 +8/11/15
17 +8/12/15
18 +9/12/16
19 +9/12/16
20 +9/13/17

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