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.

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 an adjacent square. An emplaced tower shield is called a pavise. The square with the pavise becomes difficult ground and provides cover to anyone your size or less. Cover provided by the pavise is sufficient to use the Stealth skill. Picking up the the tower shield again is a move action. If you move to a square that is not adjacent to 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.

You continue to get all benefits and penalties from the tower shield, except that you can ignore it's arcane spell failure chance and that you need not use a hand to hold it.

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 penaltiy to Stealth, you better be some distance away to hide behind a pavise.

Pavise, Improved (Ex)

Prerequisite Proficient with tower shield, Pavise.

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

Precision Shot

You can place your shots where they hurt the most

Prerequisite: Point-Blank Shot.

Benefit: When using a missile weapon, you can add your Dexterity bonus to damage up to a range of 30 ft., or out to your sneak attack range if that is more than 30 ft. 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.

Sacred Summons (General)

The minions of your divine patrons stand ready to answer your call.

Prerequisites: Aura class feature, ability to cast summon monster.

Benefit: When using summon monster to summon creatures whose alignment subtype matches your aura, you may cast the spell as a standard action instead of with a casting time of 1 round. A creature matches your subtype as long as it shares an alignment subtype with that of your deity, and does not have an alignment subtype opposed to that of your aura.

The Sacred Summons Table explains which deities allows the summoning of which outsiders.

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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