Feats (Apath)

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Unofficial rules compendium

I've restricted myself to just a few new feats. More feat ideas can be found at Feats (D&D).

Additional Fencing School (Combat)

Prerequisite: Fencing school class feature.

Benefit: Select an additional fencing school. You can use this fencing school in place of your original one. The benefits of these schools do not stack, you can only use one fencing school at any one time. You can change from one fencing school you know to another as a swift action.

Special: You can take this feat multiple times. Each time you do, you learn another fencing school.

Combat Stamina (Combat)

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You stop at nothing to drive your attack home.

Prerequisite: Base attack bonus +6

Benefit: You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.

Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.

Cosmopolitan Kitsune (General)

You can imitate any humanoid species whose language you know.

Prerequisite: Kitsune, Linguistics 1 rank.

Benefit: When using the kitsune racial ability to change shape, you can assume the form of any species of humanoid whose language you know. You get a +10 bonus on Disguise checks to appear as someone of the chosen species, but you assume the same shape each time you change into a certain species, and this shape resembles your human form. Observers familiar with your human form get the same Perception bonus as those familiar with someone you impersonate ordinarily would based on their familiarity to you.

The benefit combines with other improvements on change shape, such as the Realistic Likeness feat, tough that feat overcomes the resemblance to your ordinary form.

Normal: Kitsune can only assume the form of humans.

Pavise (Ex)

Prerequisite Proficiency with tower shield.

Benefit As a move action, you can position a tower shield in your square. An emplaced tower shield is called a pavise. The square with the pavise becomes difficult ground. Picking up the the tower shield again is a move action. If you move to another square without first picking up the pavise, it falls flat and is counted as a normal dropped object. Another creature adjacent to the pavise can pick it up or cause it to fall flat as a move action. If you are outflanked while using pavise, the tower shield falls flat automatically.

You continue to get all benefits and penalties from the tower shield, except that you need not use a hand to hold it. In addition, you can use the Stealth skill to hide behind your pavise.

It might seem far-fetched to hide behind something as obvious as a tower shield, but opponents cannot anticipate shots fired from behind a pavise. Of course, they can still target the tower shield itself, and moving out of the covered arc of the pavise negates the cover that allowed hiding in the first place. Also, because of the high armor check penalty to Stealth, you better be some distance away to hide behind a pavise.

Pavise, Improved (Ex)

Prerequisite Base attack +6, proficient with tower shield, Pavise.

Benefit Positioning or picking up a pavise is now a swift action.

Precision Shot (Combat)

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You can place your shots where they hurt the most

Prerequisite: Point-Blank Shot, Weapon Focus, proficient with a crossbow or firearm.

Benefit: When using a firearm or crossbow you have Weapon Focus with, you gain a bonus on damage rolls equal to your Dexterity modifier with that weapon. You cannot add any Strength bonus to damage when you do this.

Special: If another ability allows you to apply your Dexterity bonus to damage, these abilities do not stack.

Signature Skill (General)

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Your ability with a particular skill is the stuff of legends, and you can do things with that skill that others cannot.

Prerequisite: Signature Skill, 5 ranks in the chosen skill.

Benefit: Choose one skill. Your ability to use skill unlocks with this skill is based on your skill bonus in the skill. You gain skill unlocks for this skill even if it is not a class skill.

Normal: Unless you are a rogue with the rogue's edge class feature, your skill unlocks are based on the number of ranks you have in the skill.

Skill Unlock (General)

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You develop the finer points of your skills, extending what you can achieve.

Prerequisite: 5 ranks in any one skill.

Benefit: You can use skill unlocks with all your class skills that you have 5 or more ranks in. Which abilities you unlock depends on your ranks in each skill.

Spellbook Craftsman

Prerequisite: Arcane spellcaster or Use Magic Device 2 ranks

Benefit: You can use your class level as your caster level when creating magic items and learning item creation feats.

You can use spells in a spellbook you have access to during item crafting as prerequisites for creating magic items, just as if you were able to cast those spells. You need not know these spells, but must have deciphered them. In order to use a spell in item creation, you must have (or use Use Magic Device to emulate) an Intelligence equal to the spell's level +10.

This feat does not make it any easier for you to use magic items, including items you created.

Quick Sheathe (Combat)

You can sheathe weapons faster than most.

Prerequisite: Base attack bonus +1, Quick Draw.

Benefit: You can sheathe a weapon as a free action instead of as a move action.

See Also

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