Showing posts with label Dwarf Feats. Show all posts
Showing posts with label Dwarf Feats. Show all posts

Saturday, December 13, 2014

Racial Feats - Dwarf

Dwarf Feats

The following feats may be taken by dwarven characters in the Three Worlds. In some cases these feats have been modified from the original. In all cases the versions of the feats presented here are the feats to be used in the Three Worlds Campaign setting.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Armored Mage
Feats
Dwarf, any metamagic featYou can increase the casting time of arcane spells to reduce the arcane spell failure chance of armor you are wearing
Anger of the Mountain King
GL
Dwarven Blood, ability to channel entropic, negative, positive, or principled energyYou may expend a channeling attempt to give a weapon a damage bonus against giants
Artisan
H&H
At least 1 rank in three different Craft skillsYou gain a competence bonus to three Craft skills
Blood of Iron
PotS
DwarfYou gain a bonus to saves against spells and spell-like abilities
Blood of Kings
Feats
DwarfYou gain a bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks when dealing with dwarves
Boar's Charge
H&H
Strength 13+You can make overrun attempts without moving first
Chant of the Dwarf Lords
GL
Dwarven Blood, Bardic SingingYour inspire courage ability is more effective when used on dwarves
Clanheart Magic
H&H
Dwarf, spellcaster level 1st+You may add the clanheart spells to your class spell list
Cut the Cord
GL
Dwarven Blood, sneak attack ability, BAB +3You may sacrifice sneak attack dice to inflict Strength damage and Reflex save penalties on larger foes
Deepblood
H&H
Dwarf, Wisdom 11+You gain a bonus to Spot checks when using darkvision
Deepsight
H&H
DeepbloodThe range of your darkvision increases
Divine Flame
H&H
Dwarf, Forgeblood, ability to channel entropic, positive, principled, or negative energy, Charisma 12+You can expend a channel attempt to grant your weapon the flaming ability
Dwarflore
D315
DwarfYou gain a bonus to Knowledge checks and one Craft skill
Ear to the Ground
WS
Dwarf or Khülen with the dreamsight trait, Skill Augmentation (Listen and Spot), Listen 6+ ranksYour close connection to the earth and natural world allows you to detect foes at great distance
Earth Focus
D314
DwarfYour Earth spells are more powerful
Friend of Earth
D314
DwarfYou gain bonuses when interacting with Earth creatures
Giantkiller
D315
DwarfYou gain bonuses to confirm critical hits and your AC when fighting giants
Hardy Soul
D315
DwarfYou gain extra hit points, are immune to death from massive damage, and bonuses to stabilize when rendered unconscious from wounds
Improved Encumbrance
D292
DwarfYour carrying capacity is increased
Improved Endurance
H&H
Endurance and Dwarf or Savage HumanoidYou gain a bonus to Constitution checks to avoid the effects of starvation and dehydration
Increased Carrying Capacity
Dungeons
-You can carry more than someone of your strength normally could
Longaxe
GL
Dwarven Blood, Weapon Focus, Weapon SpecializationYou can extend your reach when using a Large or larger weapon
Magical Savant
PoS
Dwarf, Charisma 15+, Skill Augmentation (Disable Device and Use Magic Device), Use Magic Device 6+ ranksYou can activate a magical item with Use Magic Device without knowing what condition you are emulating
Monkeywrencher
PoS
Dwarf, Intelligence 15+, Magical Savant, Skill Augmentation (Disable Device and Use Magic Device), Use Magic Device 10+ ranksYou can rig a magical item with Use Magic Device so someone else not normally allowed to may use it
Mountain Fighter
D315
-You gain a bonus to AC when fighting in mountainous terrain
My Brother's Shield
GL
Dwarven Blood, Dex 13+, Dodge, MobilityYou can share your dodge bonuses with allies
Shadow of the Brute
GL
Dwarven Blood, sneak attack ability, BAB +2You may sacrifice sneak attack dice to gain an AC bonus against larger foes
Slayer's Blade
GL
Dwarven Blood, sneak attack ability +6d6You can attempt to coup-de-grace flat-footed giants
Stalwart Defender
D315
DwarfYou gain bonuses against bull rush, overrun, and trample attacks
Rockbrother
-
DwarfYou gain a bonus to natural AC
Sturdy
PGtRR
Human or Dwarf, Constitution 13+You gain bonus skill points that can be spent on Constitution-based skills
Unexpected Attack
-
Dwarf, Combat Reflexes, BAB +5Your opponents lose their Dexterity bonus to AC when you make AoOs
Words of Wrath
GL
Dwarven blood, ability to channel entropic, negative, positive, or principled energy, caster level 4th+, divine patron Heim, Hlín, Hœnir, or WündYou can channel energy to cause giants to become shaken or panicked
Wünd's Flame
H&H
Charisma 12+, ability to channel axiomatic, negative, or positive energy, ForgebloodYou can channel energy to give your weapon the flaming attribute

Home     Racial Feats     Player Character Races     Three Worlds

Tuesday, January 4, 2011

General Rules: Feats - Mountain Fighter

Mountain Fighter [Dwarf, Fighter, General]
You know how to make the most of terrain inspired advantages when fighting in mountainous terrain.
   Benefit: When fighting in mountainous terrain, you gain a +2 dodge bonus to your Armor Class.

Home     General Rules     Dwarf Feats     Fighter Feats

General Rules: Feats - Cut the Cord

Cut the Cord [Dwarf, General] (from Giant Lore)
You have learned how to weaken and slow giant-sized foes.
   Prerequisites: Dwarven blood, sneak attack ability, base attack bonus +3.
   Benefit: You may sacrifice any number of dice of sneak attack damage on a successful sneak attack against an opponent at least one size category larger than you. For every die of sneak attack damage you sacrifice, your target takes 2 points of temporary Strength damage and suffers a -1 cumulative penalty to Reflex saves. The points of Strength damage and Reflex save penalty lasts for 1 day. You may only sacrifice sneak attack dice in this manner once per round.

Home     General Rules     General Feats     Dwarven Feats

General Rules: Feats - Unexpected Attack

Unexpected Attack [Dwarf] (adapted from Path of Shadow)
You know how to make your attacks count when the flow of battle provides unexpected openings in your opponent's defenses.
    Prerequisites: Dwarf, Combat Reflexes, BAB +5.
    Benefit: Your opponents lose their Dexterity bonus to Armor Class when you make attacks of opportunity.

Home     General Rules     Dwarf Feats

General Rules: Feats - Artisan

Artisan [Dwarf, General] (from Hammer & Helm: A Guidebook to Dwarves)
You have a knack for learning Craft skills.
   Prerequisites: At least 1 rank in three different Craft skills.
   Benefit: You gain a +2 competence bonus with three different Craft skills of your choice. You must have at least 1 rank in each of the skills to which you choose to apply this bonus.

Home     General Rules     General Feats     Dwarven Feats

General Rules: Feats - Ear to the Ground

Ear to the Ground [Dwarf, Khülen] (adapted from Wildscape)
With your keen hearing and sense of the environment, you can listen to the ebb and flow of sound and energy through the ground by spending a few minutes in quiet meditation, you listen to the whispers of trees study the sounds that resonate through the earth, and learn of the creatures in the area.
   Prerequisite: Dwarf or Khülen with the dreamsight or wildhunt trait, Skill Augmentation (Listen and Spot), Listen 6+ ranks.
   Benefit: By spending one minutwe inquiet contemplation, usually with an ear held close to the ground, you can determine the relative location and action of certain creatures within a radius determined by your Listen result. Make a :isten check and divide the result by 10. This total is the radius in miles within which you can sense activity. You learn the general direction and distance of all creatures of size Large or greater and groups of Medium creatures that number size or more. After making your check, you can pick one group you detect and learn more about it. In addition to its distance and direction, you uncover its current speed and heading if it is traveling.

The concentration and focus required to use this feat drains you physically and mentally. You can use it only once every hour.

Home     General Rules     Dwarf Feats     Khülen Feats

General Rules: Feats - Armored Mage

Armored Mage [Dwarf, General] (from AEG's Feats)
The affinity dwarves feel for metal allows you to reduce the chance of spell failure when casting arcane spells while wearing armor.
   Prerequisites: Dwarf, any metamagic feat.
   Benefit: While wearing armor, you may opt to cast a spell as a full-round action rather than a standard one, reducing the arcane spell failure chance or any armor you wear by 10%, to a minimum of 5%.
   Special: Spells that require more than 1 standard action to cast do not benefit from this feat.

Home     General Rules     General Feats     Dwarven Feats

General Rules: Feats - Divine Flame

Divine Flame [Bloodgift, Dwarf] (from Hammer & Helm: A Guidebook to Dwarves)
Your ancestral tie with elemental fire allows you to channel entropic, positive, principled, or negative energy through you weapon, causing extra fire damage.
   Prerequisites: Dwarf, Forgeblood, ability to channel entropic, positive, principled, or negative energy, Charisma 12+.
   Benefit: You may expend one use of your ability channel entropic, positive, principled, or negative energy to add 1d6 points of fire damage ti that dealt by a melee weapon that you wield. Tis additionl damage does not stack with the flaming or flaming burst weapon abilities. This bonus lasts for a number of rounds equal to your Charisma bonus. if you let go of the weapon for any reason while the bonus is active, it immediately ends. Using this ability is a standard action. You cannot have more than one weapon at a time benefiting from Divine Flame.

Home     General Rules     Bloodgift Feats     Dwarven Feats

General Rules: Feats - Deepsight

Deepsight [Bloodgift, Dwarf] (from Hammer & Helm: A Guidebook to Dwarves)
Your family's bond with the deep places of the earth enhances your darkvision.
   Prerequisites: Deepblood.
   Benefit: The range of your darkvision increases by +10 feet.
   Special: You can take this feat multiple times. Its effects stack.

Home     General Rules     Bloodgift Feats     Dwarven Feats

General Rules: Feats - Chant of the Dwarf Lords

Chant of the Dwarf Lords [Dwarf, General] (adapted from Giant Lore)
You have mastered the most scared chant of the dwarves.
   Prerequisites: Dwarven blood, Bardic Singing.
   Benefit: When you invoke your inspire courage ability, all dwarves or dwarven-trained individuals within the area of effect gain an additional +1 morale bonus to attack and weapon damage rolls over and above the normal bonus your singing provides.

Home     General Rules     General Feats     Dwarven Feats

General Rules: Feats - Shadow of the Brute

Shadow of the Brute [Dwarf, General] (from Giant Lore)
You can use an opponent's size against him.
   Prerequisites: Dwarven blood, sneak attack ability, base attack bonus +2.
   Benefit: When you strike a target larger than you in melee you can position yourself so it is harder to strike you. For every +1d6 of your sneak attack damage that you sacrifice for the round you gain a +2 dodge bonus to your Armor Class against all larger opponents until your next action. You may only sacrifice sneak attack dice in special feat attacks once per round.

Home     General Rules     General Feats     Dwarven Feats

General Rules: Feats - Deepblood

Deepblood [Prime Bloodgift, Dwarf] (from Hammer & Helm: A Guidebook to Dwarves)
You are of the Tiefblütig clan. Your family has an ancient bond with the earth.
   Prerequisites: Dwarf, Wisdom 13+.
   Benefit: You gain a +4 racial bonus to Spot checks when using darkvision. If normal light conditions exist, you do not gain this bonus.
   Special: This feat can only be chosen at 1st level, during character creation. A character can have no more than one 1st-level bloodgift.

Home     General Rules     Bloodgift Feats     Dwarven Feats

General Rules: Feats - Sturdy

Sturdy [Dwarf, Human]
The character is tough, and uses the benefits of his constitution in all manner of situations.
    Prerequisites: Human or Dwarf, Constitution 13+.
    Benefit: On the level this feat is taken, the character gains a number of bonus skill points equal to his Constitution bonus. These skill points may only be spent on skills that are based on Constitution. Additionally, he gains +1 skill point (that may only be spent on Constitution-based skills) each level thereafter.

Home     General Rules     Dwarf Feats     Human Feats

General Rules: Feats - Rockbrother

Rockbrother [Dwarf]
You have stony growths on your skin that afford you protection against attacks.
    Prerequisite: Dwarf.
    Benefit: You gain a +1 natural armor bonus. This natural armor bonus stacks with other natural armor bonuses.

Home     General Rules     Dwarf Feats

General Rules: Feats - Stalwart Defender

Stalwart Defender [Dwarf] (from Dragon 315)
You are descended from a heroic defender of your country. You are trained to repel certain kinds of attacks.
    Prerequisite: Dwarf.
    Benefit: You gain a +4 bonus on Strength checks to resist being bull rushed or overrun. If you make an attack of opportunity against a creature trampling you, you do not take a -4 penalty. If you attempt a Reflex save to avoid a trample attack, you gain a +4 bonus on that saving throw. If you are mounted, your mount gains all of these bonuses as well.

Home     General Rules     Dwarf Feats

General Rules: Feats - Wünd's Flame

Wünd's Flame [Bloodgift, Dwarf] (adapted from Hammer & Helm: A Guidebook to Dwarves; originally Divine Flame)
Your ancestral tie to elemental fire allows you to channel positive or negative energy through your weapon, causing extra fire damage.
   Prerequisites: Charisma 12+, ability to channel axiomatic, negative, or positive energy, Forgeblood.
   Benefit: Your gain the ability to expend one of your daily uses of your channel energy ability to add 1d6 points of fire damage to that dealt by a melee weapon that you wield as if that weapon had the flaming enhancement. This bonus lasts for a number of rounds equal to your Charisma bonus. if you let go of the weapon for any reason while the bonus is active, it immediately ends. Using this ability is a standard action. You cannot have more than one weapon at a time benefiting from Divine Flame.

Home     General Rules     Bloodgift Feats     Dwarven Feats

General Rules: Feats - Improved Encumbrance

Improved Encumbrance [Dwarf] (from Dragon 292)
You can carry more than your Strength would normally allow.
    Prerequisites: Dwarf, Constitution 13+.
    Benefit: Your encumbrance and carrying capacity is determined (from the chart on page 142 of the Player's Handbook) as though your Strength was 4 points higher than it is. For example, if your Strength is 7, this feat would allow you to carry up to 38 pounds as a light load (as though your Strength were 11).

Home     General Rules     Dwarf Feats

General Rules: Feats - Hardy Soul

Hardy Soul [Dwarf] (from Dragon 315)
You are descended from ancestors that lived in a rugged, mountainous land. You are particularly hard to kill.
    Prerequisite: Dwarf.
    Benefit: When you take this feat you gain +3 hit points. Further, you are immune to death from massive damage. When you are dying, you have a 25% chance to stabilize each round.
    Normal: The normal chance to stabilize each round is 10%.

Home     General Rules     Dwarf Feats

General Rules: Feats - Giantkiller

Giantkiller [Fighter, Dwarf] (from Dragon 315)
Your experience fighting giants has given you a tactical advantage against them.
    Prerequisite: Dwarf.
    Benefit: You gain a +4 bonus on attack rolls to confirm critical hits against giants, and you gain a +2 dodge bonus to your Armor Class against a giant’s attacks.

Home     General Rules     Dwarf Feats

General Rules: Feats - Slayer's Blade

Slayer's Blade [Dwarf, General] (from Giant Lore)
You know how to kill a flat-footed giant in one blow.
   Prerequisites: Dwarven blood, sneak attack ability +6d6.
   Benefit: If an adjacent giant is flat-footed, you may attempt a coup-de-grace against it as a full-round action that does not provoke attacks of opportunity. No sneak attack damage is included in the damage done or the giant's Fortitude save to avoid death.
   Normal: Only helpless opponents may be subjected to a coup de grace attempt.

Home     General Rules     General Feats     Dwarven Feats