FEATS
On the battlefield, combatants continually vie to develop new techniques
that will give them a decisive edge over their opponents.
These feats deal mostly with tactical combat.
SUDDEN METAMAGIC FEATS
Sudden metamagic feats are a new kind of metamagic feat. You
choose whether to apply a sudden metamagic feat to a spell as
you cast the spell. You can apply a sudden metamagic feat to a
spell of any level, and it does not affect the spell’s level for the
purpose of determining which spell slot it occupies.
You can apply a sudden metamagic feat to a spell that has
already been enhanced by a regular metamagic feat. However,
the sudden metamagic feat cannot be of the same type as the regular
metamagic feat (for instance, you can’t use Sudden Extend
on a spell that has already been extended).
A sudden metamagic feat doesn’t require a full-round action
from casters who choose spells as they cast them, such as sorcerers
and bards.
FEAT DESCRIPTIONS
These feat descriptions follow the standard format.
Battlefield Inspiration [General]
You inspire courage in your allies.
Prerequisite: Cha 13.
Benefit: As a free action, you can inspire courage in your
allies. Each ally within 30 feet of you (not including you) that can
hear you and has an Intelligence of 3 or higher gains a +2 circumstance
bonus on saving throws against fear effects.
Special: You may select this feat multiple times. Its effects
stack. Each time you take the feat, your bonus increases by +2.
Danger Sense [General]
You are one twitchy mother goose.
Prerequisite: Improved Initiative.
Benefit: Once per day, you may reroll an initiative check you
have just made. You may use the better of your two rolls. You
must decide to reroll before the round starts.
Dash [General]
You can move faster than normal.
Benefit: If you are wearing light armor or no armor and are
carrying a light load, your speed is 5 feet faster.
Daunting Presence [General]
You are skilled at inducing fear in your opponents.
Prerequisites: Cha 13, base attack bonus +1.
Benefit: You may take a standard action to overawe an opponent.
The opponent must be within 30 feet, have line of sight to
you, and have an Intelligence score. If the opponent fails a Will
saving throw (DC 10 + 1/2 your character level + your Cha modifier),
the opponent is shaken for 10 minutes. This feat has no
affect on a creature that is already shaken.
Special: A fighter may select Daunting Presence as one of his
fighter bonus feats.
Deft Opportunist [General]
You are prepared for the unexpected.
Prerequisites: Dex 15, Combat Reflexes.
Benefit: You get a +4 bonus on attack rolls when making attacks
of opportunity.
Distracting Attack[General]
You are skilled at interfering
with opponents in melee.
Prerequisite: Base attack bonus +1.
Benefit: When you make a melee attack against a creature,
whether you are successful or not, all other creatures get a +1 circumstance
bonus on attack rolls against that creature until the
start of your next turn.
Special: A fighter may select Distracting Attack as one of his
fighter bonus feats.
Double Hit [General]
You can react with your off hand to make an additional attack
along with an attack of opportunity.
Prerequisites: Combat Reflexes, Two-Weapon Fighting,
Improved Two-Weapon Fighting.
Benefit: When making an attack of opportunity, you may
make an attack with your off hand against the same target at the
same time. You must decide before your first attack roll whether
you want to also use your off hand. If you do, both attacks take
the standard penalties for fighting with two weapons.
Special: A fighter may select Double Hit as one of his fighter
bonus feats.
Energy Affinity [Metamagic]
You can modify a spell that uses one type of energy to use another
type (acid, cold, electricity, or fire) instead.
Prerequisites: Knowledge (arcana) 5 ranks, able to cast at least
one spell of each of these energy types: acid, cold, electricity, and fire.
Benefit: Choose acid, cold, electricity, or fire. You can modify
any spell with an energy descriptor to use the chosen type of
energy instead. A spell so modified works normally in all respects
except the type of damage dealt.
A modified spell uses a spell slot of the spell’s normal level,
modified by any other metamagic feats.
Special: You can gain this feat multiple times. Each time you
take the feat, it applies to a different type of energy.
Extra Domain Spell [General]
You have chosen to be more specialized in a particular domain.
Prerequisite:Wis 15, access to one domain spell.
Benefit: Choose one domain spell that you can cast. You may
cast this spell one extra time each day. Once this spell is chosen,
it may not be changed.
Special: You may take this feat multiple times. Each time
you choose this feat, you select a different domain spell to which
it applies.
Foe Specialist [General]
You are trained at how to damage a particular type of foe.
Prerequisites: Sneak attack +1d6, base attack bonus +4.
Benefit: Choose a type of creature from Table 3–14: Ranger
Favored Enemies, page 47 of the Player’s Handbook.You deal an extra
1d6 points of damage on successful sneak attacks against that type
of creature. (The selected type cannot be construct, elemental, ooze,
plant, or undead, since those types are not subject to critical hits.)
Special: You can gain this feat multiple times. Its effects do
not stack. Each time you take the feat, it applies to a new creature
type from among those that remain eligible.
Goad [General]
You are skilled at inducing opponents to attack you.
Prerequisites: Cha 13, base attack bonus +1.
Benefit: As a move action, you may goad an opponent that
threatens you, has line of sight to you, can hear you, and has an
Intelligence of 3 or higher. (The goad is a mind-affecting
effect.) When the goaded opponent starts its next turn, if it
threatens you and has line of sight to you, it must make a Will
saving throw (DC 10 + 1/2 your character level + your Cha
modifier). If the opponent fails its save, you are the only creature
it can make melee attacks against during this turn. (If it
kills you, knocks you unconscious, loses sight of you, or otherwise
is unable to make melee attacks against you, it may
make any remaining melee attacks against other foes, as
normal.) A goaded creature may still cast spells, make ranged
attacks, move, or perform other actions normally. The use of
this feat restricts only melee attacks.
Special: A fighter may select Goad as one of his fighter
bonus feats.
Greater Powerful Charge [General]
You can charge with extra force.
Prerequisites:Medium or larger, Powerful Charge, base attack
bonus +4.
Benefit: As Powerful Charge, but treat yourself as one size
category larger than you are. For Colossal creatures, the extra 6d6
points of damage bonus becomes 8d6.
Special: A fighter may select Greater Powerful Charge as one
of his fighter bonus feats.
Hurling Charge [General]
You are trained in using thrown weapons as part of a charge attack
Prerequisites: Quick Draw, base attack bonus +6.
Benefit: If you charge an opponent, you may make a ranged
attack with a thrown weapon as well as a melee attack with another
weapon that you draw during the charge. You may use
this feat only if you have a throwing weapon in hand at the start
of your turn. Both attacks must be made at the same opponent,
and both receive the bonus on attack rolls for making a charge.
(If you kill the enemy you’re charging with the thrown weapon,
you complete the charge but don’t get a melee attack.) You must
also follow all the requirements of making a charge. If you have
the ability to make multiple attacks on a charge, you may make
only one attack in addition to the thrown weapon attack. You
still take the normal –2 penalty to Armor Class for making a
charge attack.
Special: A fighter may select Hurling Charge as one of his
fighter bonus feats.
Improved Shieldmate [General]
You have an outstanding ability to protect those near you with
your shield.
Prerequisites: Shieldmate, base attack bonus +4.
Benefit: As Shieldmate, except that the bonus is +2, or +3 if
you are using a tower shield.
Special: A fighter may select Improved Shieldmate as one of
his fighter bonus feats.
Mage Slayer [General]
You have studied the ways and weaknesses of spellcasters and
can time your attacks and defenses against them expertly.
Prerequisites: Spellcraft 2 ranks, base attack bonus +3.
Benefit: You gain a +1 bonus on all Will saving throws. Spellcasters
you threaten may not cast defensively. (They automatically
fail Concentration checks to do so.)
Martial Throw [General]
You can switch positions with an opponent you hit in melee by
throwing that opponent.
Prerequisites: Dex 17, Improved Unarmed Strike.
Benefit: When you are adjacent to an opponent of your size
category or smaller and you hit that opponent with an unarmed
strike, you may immediately make a special opposed grapple
check against that opponent. Make a grapple check using your
Dexterity modifier instead of your Strength modifier. The
opponent uses its Strength modifier as normal. If you succeed,
you and your opponent are not grappling, but you switch positions
with the foe. (If either combatant occupies more than one
square, both must end up adjacent to each other after the throw,
each must occupy at least one square the other formerly occupied,
and neither can be located in a square occupied by any
obstacle or other creature. If both combatants can’t meet these
conditions, you can’t execute the throw.)
Switching positions in this fashion does not provoke attacks of
opportunity.
You can use this feat on allies as well as enemies. If the
other character is willing, your attack roll and grapple check
are automatically successful, and you deal unarmed strike damage
to your ally normally. (This move is a hard, violent throw,
and you can’t pull it off without actually striking the subject of
the throw.)
This feat can be used only once per round.
Special: A fighter may select this feat as one of his fighter
bonus feats.
Mounted Casting [General]
You are skilled at casting spells while riding a mount.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: You gain a +10 bonus on Concentration checks to
cast spells while mounted.
Powerful Charge [General]
You can charge with extra force.
Prerequisites:Medium or larger, base attack bonus +1.
Benefit: When you charge, if your melee attack hits, it deals
an extra 1d8 points of damage (if you’re Medium). For Large creatures,
the extra damage is 2d6; for Huge, 3d6; for Gargantuan,
4d6; and for Colossal, 6d6.
This feat works only when you make a charge. It does not
work when you’re mounted. If you have the ability to make multiple
attacks on a charge, you may apply this extra damage to only
one of those attacks in a round.
Special: A fighter may select Powerful Charge as one of his
fighter bonus feats.
Pushback [General]
You can knock opponents back when you hit them in melee.
Prerequisites: Str 17, Improved Bull Rush, Power Attack.
Benefit: When you are adjacent to an opponent of your size
category or smaller and you hit that opponent with a melee
attack, you may immediately make a special bull rush attempt
against that opponent. If you succeed, you push the opponent
back 5 feet (only) and move into the square (or one of the
squares) previously occupied by that opponent. You choose
whether the opponent moves one square straight back, one
square diagonally back to the right, or one square diagonally back
to the left.
You can’t push an opponent back through (or into) solid obstacles
or otherwise occupied squares.
If, after making the bull rush attempt, you would not be able
to move into a square previously occupied by the opponent, you
can’t push that opponent back.
This feat can be used once per round.
The movement caused by the use of this feat does not provoke
attacks of opportunity.
Special: A fighter may select Pushback as one of his fighter
bonus feats.
Reckless Charge [General]
You can charge with wild abandon.
Prerequisite: Base attack bonus +1.
Benefit: When you charge, before making your attack roll,
you may choose to take a –4 penalty to Armor Class until the start
of your next turn to gain a +4 bonus on your attack roll.
Normal: Without this feat, a charging character gains a +2
bonus on his attack roll and a –2 penalty to Armor Class until the
start of his next turn.
Special: A fighter may select Reckless Charge as one of his
fighter bonus feats.
Second Wind [General]
You can shrug off minor wounds with ease.
Benefit: Once per day, as a free action, you can heal yourself
of a number of points of damage equal to your Constitution modifier
(minimum 1).
Shieldmate [General]
You can protect those near you with your shield.
Prerequisite: Base attack bonus +1.
Benefit:When you are using a shield with which you are proficient,
friendly creatures adjacent to you get
a +1 shield bonus to their Armor Class. If you
are using a tower shield, those creatures get a
+2 shield bonus.
The creatures lose the bonus if they are no
longer adjacent to you, if you’re grappling, or
if you’re stunned, paralyzed, or otherwise
unable to take actions.
This shield bonus doesn’t stack with other
shield bonuses the allied creatures may have.
Special: A fighter may select Shieldmate as
one of his fighter bonus feats.
Sidestep [General]
You can move nimbly around the battlefield.
Prerequisites: Dex 15, Tumble 8 ranks,Dodge, Mobility.
Benefit: Once per round, when you make an attack of opportunity, you may take a 5-foot step after you attack. This 5-foot step doesn’t count against your limit of one 5-foot step per round or against any movement you take on your turn.
借机快步
先决条件:敏捷15,闪避,灵活移动,翻滚8级
效果:每轮一次,你可以在进行借机攻击之后进行一次五尺快步,这次五尺快步不算入每轮你能做一次的五尺快步。
Sudden Empower [Metamagic]
You can cast one spell per day to greater effect
without special preparation.
Prerequisite: Any metamagic feat.
Benefit: Once per day, you may apply the Empower Spell
feat to any spell you cast, without increasing the level of the
spell or specially preparing it ahead of time. You may still use
the Empower Spell feat normally, if you have it.
Sudden Energy Affinity [Metamagic]
You can modify a spell’s energy type once per day without special
preparation.
Prerequisite: Energy Affinity.
Benefit:Once per day, you may apply the Energy Affinity feat
to any spell you cast, without increasing the level of the spell or
specially preparing it ahead of time. You may still use the Energy
Affinity feat normally.
Special: You can gain this feat multiple times. Each time it
applies to a different type of energy.
Sudden Enlarge [Metamagic]
You may cast one spell per day with a greater range than normal
without special preparation.
Benefit: Once per day, you may apply the Enlarge Spell feat
to any spell you cast, without increasing the level of the spell or
specially preparing it ahead of time. You may still use the
Enlarge Spell feat normally, if you have it.
Sudden Extend [Metamagic]
You can cast one spell per day with a longer duration than normal
without special preparation.
Benefit: Once per day, you may apply the Extend Spell feat to
any spell you cast, without increasing the level of the spell or
specially preparing it ahead of time. You may still use the Extend
Spell feat normally, if you have it.
Sudden Maximize [Metamagic]
Once per day you can cast a spell to maximum effect without special
preparation.
Prerequisite: Any metamagic feat.
Benefit: Once per day, you may apply the
Maximize Spell feat to any spell you cast,
without increasing the level of the spell or
specially preparing it ahead of time. You may
still use the Maximize Spell feat normally,
if you have it.
Sudden Quicken [Metamagic]
Once per day you can cast a spell with a moment’s
thought without special preparation.
Prerequisites: Quicken Spell, Sudden Empower,
Sudden Extend, Sudden Maximize,
Sudden Silent, Sudden Still.
Benefit: Once per day, you may apply the
Quicken Spell feat to any spell you cast,
without increasing the level of the spell or
specially preparing it ahead of time. You
may still use the Quicken Spell feat normally.
Sudden Silent [Metamagic]
Once per day you can cast a spell silently without special
preparation.
Benefit: Once per day, you may apply the Silent
Spell feat to any spell you cast, without increasing
the level of the spell or specially preparing it
ahead of time. You may still use the Silent Spell
feat normally, if you have it.
Sudden Still [Metamagic]
Once per day you can cast a spell without gestures
without special preparation.
Benefit:Once per day, you may apply the Still Spell feat to any
spell you cast, without increasing the level of the spell or specially
preparing it ahead of time. You may still use the Still Spell
feat normally, if you have it.
Sudden Widen [Metamagic]
Once per day you can increase the area of a spell without special
preparation.
Benefit: Once per day, you may apply the Widen Spell feat to
any spell you cast, without increasing the level of the spell or specially
preparing it ahead of time. You may still use the Widen
Spell feat normally, if you have it.