Feats (Apath)

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Unofficial rules compendium

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.

Advanced Deed (Grit)

You focus your development on certain deeds.

Prerequisites: Deed class feature.

Benefits: Select one deed with a level requirement higher than your level in the class the deed belongs to. Reduce the level requirement of this deed by two.

Special: You can take this feat several times, the benefits can stack or you can select different deeds to apply the benefit to. When you have achieved the level required to use the selected deed without this feat, you can select another deed to apply this feat to. At level 19, trade all instances of this feat for Signature Deed.

Chaotic Everywhere (Grit)

You speed around the battlefield, spreading items of destruction and confusion.

Prerequisite: Rapid deployment deed

Benefits: When you use a quartermaster ability or equipment trick with a range of 30 ft., you add 10 ft. to the range of that ability. You can double this range for one round by spending one point of resources.

Special: This feat can be taken several times, with stacking benefits.

Combat Prudence (Combat)

You take the time to defend before going on the offense.

Publisher Purple Duck Games.

Prerequisite: Intelligence 13.

Benefit: You can choose to take a -4 penalty on initiative checks. If you do, you gain a +2 dodge bonus to Armor Class for the current combat or until initiative is rolled again, whichever comes first.

Special: This feat counts as Combat Expertise for prerequisites and using this feat counts as using Combat Expertise.

Combat Stamina (Combat)

You stop at nothing to drive your attack home.

Prerequisite: Base attack bonus +5, any 4 combat feats

Benefit: You gain a stamina pool (see Pathfinder Unchained) equal to your Constitution modifier (minimum zero). For each combat feat you learn (including this one), you gain an additional point to your 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 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.

Dropping to 0 stamina points causes you to become fatigued until you have 1 or more points in your stamina pool. You can continue to spend stamina points while your stamina points are at zero, but any stamina points you spent are instead subtracted from your daily maximum of stamina points, reducing the number of stamina points you can recover later in the day. If your daily stamina points drop to zero, you are exhausted and cannot spend any more stamina points.

Your stamina pool refreshes after 5 minutes of rest. Your daily stamina maximum resets to normal after a meal and a night's rest.

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.

Cursed (General)

Some event has left you with a permanent curse, but also gives you advantages as your power grows.

Benefit: You gain an oracle's curse or a doomed warrior's doom. Your curse level (the level at which your curse operates) is equal to your Hit Dice, with a maximum of 14. You gain new abilities from your curse as your curse level advances.

Special You can take this feat twice, If you do, there is no longer a limit to your maximum curse level.

Equipment Trick (Combat)

You understand how to use equipment in combat.

Prerequisite: Base attack bonus +1.

Benefits: Choose a piece of equipment for which equipment tricks are available. You may use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would normally be considered an improvised weapon, you may treat it as a normal weapon or an improvised weapon, whichever is more beneficial for you. Many equipment tricks are listed at the end of this book, more are available in other publications.

Special: You can gain Equipment Trick multiple times. Each time you take the feat, it applies to a new type of equipment.

Expert Trainer (General)

Prerequisite: Mount or animal companion class feature or equivalent.

Benefit: You learn to use Handle Animal to domesticate and train creatures with speed. You can reduce the time needed to tame an creature, teach a creature a new trick, or train a creature for a general purpose to 1 day per 1 week required by increasing the DC by +5. You can also handle more than one creature without taking more time, although each creature after the first adds +2 to the DC.

Special: This is the same as the cavalier class ability of the same name. The cavalier specifies mounts, while this ability refers to creatures in general, but that difference is superficial. When using the expanded domestication rules, the cavalier ability applies to domestication.

Extra Skill Tricks (General)

Benefit: Gain an additional skill trick from the list available to the kingpin. You must possess 1 rank in the skill the skill trick is related to, and it must be a class skill.

Special: If you already possess a skill trick, you instead gain two new skill tricks. This feat may be taken multiple times, each time gaining new Skill tricks.

Extra Stamina (Combat)

You can push yourself to higher limits.

Prerequisite(s): Combat Stamina.

Benefit(s): Your stamina pool increases by a number of points equal to your Constitution bonus (minimum 1), plus the one additional point for taking a combat feat (this one).

Special: You can select this feat several times. The effects stack.

Grappling Charge (Combat)

You can make a rush and grab a foe.

Publisher: Purple Duck Games.

Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +4.

Benefit: You can combine a charge with a grapple combat maneuver, gaining a +2 bonus on the CMB to grapple, but suffering a -2 penalty on your Armor Class and CMD until the beginning of your next round.

Improved Body Shield (Combat)

You cover behind those you grapple.

Publisher: Purple Duck Games.

Prerequisites: Dex 13, Body Shield, Improved Grapple, Improved Unarmed Strike, base attack bonus +9.

Benefit: While grappling or being grappled you gain two benefits. You gain cover against opponents not involved in the grapple and you do not suffer a penalty to Armor Class or combat maneuver checks when you are prone.

Improved Brace (Combat)

You can rapidly brace a weapon against a charge.

Publisher Purple Duck Games.

Prerequisite: Combat Reflexes, proficient with spear.

Benefits: You must wield a weapon with the brace quality to use this feat. A charging enemy moving into a space you threaten triggers an attack of opportunity that deals double damage. When an enemy triggers an attack of opportunity by moving from a space in your threaten into a space adjacent to you, you do double damage on that attack of opportunity. Finally, you can wield a spear as a one-handed weapon.

Improved Smuggler Cell (General)

Prerequisite: Smuggling cell class feature.

Benefit: Increase the maximum size of your smuggling cell by three.

Special: You can take this feat multiple times, with stacking benefits.

Limb Grab (Combat)

You can grapple a foe if you are in that foes natural reach.

Publisher Purple Duck Games.

Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +12.

Benefit: When you are within the natural reach of an opponent, you can make a grapple combat maneuver against that opponent according to the normal rules, even if the opponent is out of your reach. If successful, you move adjacent to the opponent without spending movement or triggering attacks of opportunity.

Limb Twist (Combat)

You twist your opponent asunder from the inside.

Publisher Purple Duck Games.

Prerequisites: Strength 13+, Improved Grapple, Improved Unarmed Strike, base attack bonus +9.

Benefit: You ignore damage reduction when inflicting unarmed damage with a successful grapple check. A target immune to critical hits is immune to Limb Twist.

Multiclass Deeds (Grit)

You learn the deeds of someone of your Hit Dice.

Prerequisites: Deeds class feature, multiclass levels or racial Hit Dice.

Benefit: Increase your effective level in a class that gains deeds by four for the purpose of learning and using deeds. You must have at least one level in the selected class. This increased level can never be higher than your number of Hit Dice. If you have several classes that give deeds, you must choose one of these classes to apply this feat to.

Special: You can take this feat multiple times. The effect does not stack. You must select a different class each time.

Pavise (Combat)

Publisher: Purple Duck Games.

A pavise is an freestanding tower shield, commonly used in sieges.

Prerequisite: Proficiency with tower shield.

Benefit: You can position a tower shield in your square. An emplaced tower shield is called a pavise. Positioning or picking up a pavise is a move action. If you move to another square without first picking up the pavise, it falls flat as if you dropped it. Another creature adjacent to the pavise can 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.

Pavise, Improved (Combat)

Publisher: Purple Duck Games.

You have mastered the use of the freestanding tower shield.

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

Benefit: Positioning or picking up a pavise is now a free action.

Share Grit (Grit)

You can share your grit with allies.

Prerequisite: Grit class feature or feat ability, Sense Motive 3 ranks.

Benefit: As a free action, you can expend a point of grit and give it to an ally within 30 ft. The beneficiary cannot exceed his maximum grit pool this way. Characters that lack a grit (or similar) pool cannot benefit from this.

Signature Skill (General)

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

Prerequisite: 4 ranks in the chosen skill.

Benefit: Choose one skill. Your can use skill unlocks with this skill. You also gain a number of virtual skill ranks equal to half your Hit Dice in this skill. These virtual skill ranks are not restricted by Hit Dice and their only function is to calculate the abilities of skill unlocks

Special: Rogues get this as a class feature at 5th level and every 5 levels thereafter. In addition to the normal benefits of this feat, a rogue adds half her class level to checks with that skill.

Spellbook Craftsman (General)

Prerequisite: Arcane spellcaster or Use Magic Device 2 ranks

Benefit: You can use your Hit Dice 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.

Summoning Concentration (General)

Publisher: Everyman Gaming.

Prerequisite: Ability to cast a summon monster or summon nature's ally spell.

Benefit: When you cast a conjuration (summoning) spell with a duration of 1 round/level, that spell gains a duration of concentration + 1 round/level.

Special: This can be used with the summoner's summon monster class feature, giving it a duration of concentration + 1 minute/level.

Summon Fey Ally (General)

Prerequisites: Summon nature's ally spell or ability, non-lawful alignment.

Benefit: Add the following creatures to the list you can summon with summon nature's ally. Spell-like abilities with a duration other than instantaneous used by fey allies are dispelled when summon nature's ally ends.

Summon nature’s ally I: grimple (gremlin)B4, fuath (gremlin)B3, jinkin (gremlin)B2, grigB2 (no fiddle), haniver (gremlin) B4, spriteB3, primordial weasel.

Summon nature’s ally II: atomieB3, brownieB2, corby (dire)B3, faunB3 (no pipes), grindylowB2, gathlainB4, zoogB3.

Summon nature’s ally III: forlarrenB2, jack-o'-lanternB4, nixieB3, nuglub (gremlin)B2, pookaB4, seps (juveline)B4, slurkB2.

Summon nature’s ally IV: adaroB3, amphisbaenaB2, fey giant toadB3, living topiaryB4, quicklingB2, perytonB2, twigjackB2.

Summon nature’s ally V: bagiennikB5, blodeuweddAP33, lampadB4, leucrottaB2, manticore, pixie, redcapB2, swan maidenB4.

Summon nature’s ally VI: encantadoB5, hangman treeB2, oceanidB4, remorhaz, sangoiB5, veelaB5 (air, earth, fire, water).

Summon nature’s ally VII: adletB3, aurumvoraxB2, giant flytrap, ijiraqB4, nuckelaveeB3, nymph, rukhB4, sargassum fiendB3.

Summon nature’s ally VIII: catoblepasB2, frost wormB2, lukwataB3, sepsB4, sleipnirB3.

Summon nature’s ally IX: akhlutB3, ankouB4, seaweed sirenB4, viper vineB2.

Summon Guardian Ally (General)

Prerequisites: Summon nature's ally spell or ability, non-chaotic alignment.

Benefit: Add the following creatures to the list you can summon with summon nature's ally. These creatures can only be summoned in a location or situation typical of its kind, tough summoned guardians are less picky than a normal creature of its type. Spell-like abilities with a duration other than instantaneous used by guardian allies are dispelled when summon nature's ally ends.

Summon natures ally I badger, goatB3, gourd leshyB3, great horned owlB3, primate (baboon)B2, skunkB3, swan (trumpeter)B4.

Summon natures ally II almirajB4, axe beak (diatryma)B3, amoeba (giant)B2, leaf rayB4 (no seed), ningyoB4, ramB2, reefclawB2.

Summon natures ally III blink dogB2, foo dogB3, fungus leshyB3, hippogriffB2, kappaB3, shikigami kamiB3, shocker lizard.

Summon nature's ally IV flytrap leshyB5, foo lionB3, gargoyle, griffon, hydra, seaweed leshyB3, tanuikiB3.

Summon nature's ally V divine guardian hydraB4, kodama kamiB3, lotus leshyB5, hypnalisB4, lunar nagaB3, mudlordB4, shambling mound.

Summon nature's ally VI cerynitisB5, dosojin kamiAP52, gorgon, grey render, gynosphinx, stymphalidiesB3, water nagaB3.

Summon nature's ally VII couatl, guardian naga, kapreB4, spirit naga, treant, zuishin kamiB3, water ormB2.

Summon natures ally VIII amarokB5, cat lordB3, loreleiB4, lukwataB3, royal nagaB3, sea serpent, thunderbirdB2.

Summon nature's ally IX azruverdaB3, charybdisB2, cherufeB5, ghorazaghB3, red reaver, wakandagiB5, zuijin kamiAP52.

Summon Quick Ally (General)

Table: Quick Allies
Type Prerequisite
Animal Wild Empathy
Fey Resist nature's lure
Humanoid A thousand faces
Magical Beast Beast shape III
Outsider Elemental body III
Plant Woodland stride
Vermin Wild empathy usable with vermin

Prerequisite: Ability to cast summon nature's ally, animist class feature or a another class feature, see table.

Benefit: Choose one creature type from Table: Quick Allies that you fulfill the prerequisite for. When you cast a summon nature's ally spell to summon a creature of this type, the casting time of the spell becomes 1 standard action. This does not work on creatures that have a template.

Special: You can take this feat multiple times. Each time, select a different type of creature.

Quick Sheathe (Combat)

Publisher: Purple Duck Games.

You can change 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.

Weapon Bind (Combat)

Benefit: You can make a weapon bind maneuver without triggering an attack of opportunity. This works as a disarm maneuver, and gains any bonuses that apply to a disarm, but the results are different. Instead of disarming your opponent, you bind the opponent’s weapon (or one weapon of choice against an opponent using several weapons). This maneuver works against opponents using natural weapons or otherwise immune to disarm, and a locked glove or weapon cord provides no defense. If you have Greater Disarm, trapping a weapon causes the opponent to trigger an attack of opportunity just as a successful disarm would.

If you succeed you ensnare a weapon of your choice, preventing your foe from using that weapon until the end of your next turn. If your CMB check exceeds the CMD of the target by 10 or more, two of the targets limbs are entangled. A foe can take a standard action to free its weapon(s).

See Also

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