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

Saturday, December 13, 2014

Racial Feats - Halfling

Halfling Feats

The following feats may be taken by halfling 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 Fencer (Heavy)
-
Dexterity 13+, Intelligence 13+, Armor Proficiency (Heavy), Armor Proficiency (Medium), Armor Proficiency (Light), Armored Fencer (Medium), Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou may make parry attempts while wearing heavy armor.
Armored Fencer (Medium)
-
Dexterity 13+, Intelligence 13+, Armor Proficiency (Medium), Armor Proficiency (Light), Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou may make parry attempts while wearing medium armor
Crushing Defense
-
Strength 13+, Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, Power Attack, Improved Sunder, BAB +4, native of Enselm or the Gorovlic IslesYou parry with great force
Cutting Remark
BoRL
Changeling or HalflingYou can taunt enemies and provoke them into attacking you
Expert Parry
-
Dexterity 13+, Intelligence 13+, Combat Reflexes, Combat Expertise, Improved Parry, Parry, native of Enselm or the Gorovlic IslandsYou may parry multiple attacks by the same creature
Grace Under Pressure
Dungeons
-You gain a bonus to saves against fear and confusion
Improved Soft Step
PotS
Changeling or Halfling, Dexterity 15+, Soft StepYou can move faster while using Soft Step
Guarded Defense
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Improved Disarm, Parry, BAB +4, native of Enselm or the Gorovlic IslesYou do not provoke disarm attempts with your parries
Haggler
BoRL
HalflingYou are skilled at haggling for goods
Halfling Lore
D315
HalflingYou gain a bonus on Tumble and Knowledge checks
Halfling Mariner
D314
HalflingYou gain a bonus Balance, Climb, Jump, and Tumble checks while on a ship
Improved Alertness
Dungeons
Skill Augmentation (Listen and Spot)You can react more quickly when threatened by foes
Improved Parry
-
Dexterity 13+, Intelligence 13+, Combat Reflexes, Combat Expertise, Parry, native of Enselm or the Gorovlic IslesYou can make multiple parry attempts in a single round
Incredible Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, BAB +6, native of Enselm or the Gorovlic IslesYou can parry larger weapons than normal
Leaper
W&R
RunYour long jump distance is not limited by your height
Lionhearted
PotS
Halfling, Iron WillYou gain a bonus to Will saves and a further bonus to saves against fear effects
Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, native of Enselm or the Gorovlic IslesYou are skilled at deflecting the attacks of your enemies
Protective Parry
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, native to Enselm or the Gorovlic IslesYou can parry attacks directed at your allies
Riposte
-
Intelligence 13+, Combat Expertise, BAB +5, native of Enselm or the Gorovlic IslesYou are skilled at retaliating against opponents that attack you
Rope Climber
SFHB
Halfling or native of the Gorovlic IslesYou are skilled at climbing ropes and rigging
Pebble Underfoot
D279
Halfling, Intelligence 13+, Combat Expertise, Improved TripYou gain combat bonuses when fighting larger creatures
Quick
PGtRR
Halfling or Human, Dexterity 13+You gain bonus skill points that can be spent on Dexterity-based skills
Saddleback
-
Native of the At'viras Steppes or Tozlu DesertYou can substitute Ride checks for Reflex saves while mounted
Shrewd Halfling
D315
HalflingYou gain a bonus on Bluff and Diplomacy checks when conducting business
Snatch Weapon
-
Intelligence 13+, Combat Expertise, Improved Disarm, native of Enselm or the Gorovlic IslesWhen you disarm a foe, you can catch his weapon in your off hand
Soft Step
PotS
Changeling or Halfling, Dexterity 13+You can move with such a light step that you can avoid an opponent's tremorsense ability
Steel Skin
-
Dexterity 13+, Intelligence 13+, Combat Expertise, Improved Unarmed Strike, Parry, BAB +4, native of Enselm or the Gorovlic IslesYou can parry with your open hand
Student of Fortune
PoS
Changeling or Halfling, Intelligence 13+, Wisdom 13+You gain bonuses to surprise determinations and ambushes
Swing-by Attack
SFHB
Halfling or native of the Gorovlic Islands, Rope Climber, Climb 1+ ranksYou can swing into combat to attack your opponents

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Tuesday, January 4, 2011

General Rules: Feats - Steel Skin

Steel Skin [Fighter, Halfling, Regional]
You have learned how to parry when unarmed, enabling you to block sword blows with your open hand. When you do so successfully, you can avoid any damage to your own hand or body.
   Prerequisites: Dexterity 13+, Intelligence 13+, Combat Expertise, Improved Unarmed Strike, Parry, BAB +4, native of Enselm or the Gorovlic Isles.
   Benefit: You may make a parry attempt with an unarmed strike. Your hand counts as a weapon two sizes smaller than you.
   Normal: You can only parry with a weapon.

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General Rules: Feats - Riposte

Riposte [Fighter, Halfling, Regional]
You are adept at striking from a defensive posture.
   Prerequisites: Intelligence 13+, Combat Expertise, BAB +5, native of Enselm, the Gorovlic Isles, or the Minzoku Republic.
   Benefit: Use Combat Expertise as you normally would. If an opponent attacks you and misses, you gain a +2 bonus on the first attack roll you make against that opponent during the following round.

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General Rules: Feats - Protective Parry

Protective Parry [Fighter, Halfling, Regional]
Your training enables you to defend not only yourself, but also friendly creatures adjacent to you.
   Prerequisites: Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, native to Enselm or the Gorovlic Isles.
   Benefit: When a creature that you threaten is attacked, you may use a parry attempt for the round to parry a blow that would hit that creature.
   Normal: You may only attempt to parry attacks directed at you.
   Special: If you have the Improved Parry feat, you may parry multiple attacks against allies within the area you threaten with your weapon, but you cannot protect any creature more than once per round. If you have the Expert Parry feat, you may parry multiple attacks that would hit the same creature regardless of their source. In both cases, parrying for another creature uses up a parry attempt and a possible attack of opportunity for the round.

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General Rules: Feats - Improved Soft Step

Improved Soft Step [Changeling, Halfling] (from Path of the Sword)
You can move quickly while maintaining your light step.
   Prerequisites: Changeling or Halfling, Dexterity 15+, Soft Step.
   Benefit: You can use all the benefits of Soft Step, except that you may move at your full base speed while maintaining your light footing. In addition, skill check DCs are only increase by two instead of five when using skills and Soft Step together.

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General Rules: Feats - Parry

Parry [Fighter, Halfling, Regional]
You are skilled at deflecting the attacks of your enemies.
   Prerequisites: Dexterity 13+, Intelligence 13+, Combat Expertise, native of Enselm or the Gorovlic Isles.
   Benefit: After a melee attack roll to hit your character is made, but before damage is assigned, you may attempt to parry the blow. You may only attempt to parry an attack against a weapon up to two size categories larger than the one your wield. Natural attacks are considered to be a weapon two size categories smaller than the creature’s size. You cannot parry an attack when unarmed, when wearing medium or heavy armor, or when you are denied your Dexterity bonus to Armor Class. Attempting a parry uses up an attack of opportunity for the round. You may only make one parry attempt per round.

To parry, you must make a melee attack roll in an attempt to surpass the attack roll that you are trying to parry. When wielding a light weapon, you gain a +4 bonus to your parry roll. If you succeed, the attack fails and deals no damage. If you fail, the attack deals damage normally. In either case, making a parry attempt gives your opponent the opportunity to make a disarm attempt against the weapon you are parrying with. Attempting to disarm you is a free action that does not provoke an attack of opportunity, and failure does not allow you to make a disarm attempt in return.

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General Rules: Feats - Incredible Parry

Incredible Parry [Fighter, Halfling, Regional]
You can parry attacks from weapons much larger than the one you wield.
   Prerequisites: Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, BAB +6, native of Enselm or the Gorovlic Isles.
   Benefit: You may parry an attack from a weapon up to three size categories larger than the one your wield.
   Special: This feat can be taken multiple times. Each time it is taken, you can parry a weapon one more size category larger than you otherwise could. Thus, a character who had taken this feat three times could parry a Gargantuan weapon with a dagger.

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General Rules: Feats - Improved Parry

Improved Parry [Fighter, Halfling, Regional]
You may make many parry attempts in a round.
   Prerequisites: Dexterity 13+, Intelligence 13+, Combat Reflexes, Combat Expertise, Parry, native of Enselm or the Gorovlic Isles.
   Benefit: You may make a number of additional parry attempts in a round equal to your Dexterity bonus. Just as you cannot make multiple attacks of opportunity against the same creature in a round, you cannot attempt to parry multiple attacks made by a single creature in a round. Each parry attempt uses up an attack of opportunity granted by the Combat Reflexes feat.

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General Rules: Feats - Guarded Defense

Guarded Defense [Fighter, Halfling, Regional]
You parry with surprising deftness.
   Prerequisites: Dexterity 13+, Intelligence 13+, Combat Expertise, Improved Disarm, Parry, BAB +4, native of Enselm or the Gorovlic Isles.
   Benefit: When you make a parry attempt, it does not provoke an automatic disarm attempt.

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General Rules: Feats - Expert Parry

Expert Parry [Fighter, Halfling, Regional]
You may parry multiple attacks by the same creature.
   Prerequisites: Dexterity 13+, Intelligence 13+, Combat Reflexes, Combat Expertise, Improved Parry, Parry, native of Enselm or the Gorovlic Islands.
   Benefit: Your parry attempts can be divided among multiple creature’s attacks or a single creature’s attacks as you see fit. Each parry attempt uses up an attack of opportunity granted by the Combat Reflexes feat.

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General Rules: Feats - Crushing Defense

Crushing Defense [Fighter, Halfling, Regional]
You parry with great force.
   Prerequisites: Strength 13+, Dexterity 13+, Intelligence 13+, Combat Expertise, Parry, Power Attack, Improved Sunder, BAB +4, native of Enselm or the Gorovlic Isles.
   Benefit: When you succeed at a parry attempt, you may attempt to sunder your opponent’s weapon. Your weapon must be no more than one size category smaller than your opponent’s weapon to sunder. If you succeed in parrying the blow, you deal damage to your opponent’s weapon. If you succeed in destroying your opponent’s weapon, he does not get a free opportunity to disarm you. You cannot sunder (and therefore damage) a natural attack or an unarmed strike when you parry.

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General Rules: Feats - Armored Fencer (Medium)

Armored Fencer (Medium) [Fighter, Halfling, Regional]
You may parry when wearing medium armor.
   Prerequisites: Dexterity 13+, Intelligence 13+, Armor Proficiency (Medium), Armor Proficiency (Light), Combat Expertise, Parry, native of Enselm or the Gorovlic Isles.
   Benefit: You may make parry attempts while wearing medium armor.
   Normal: You must be wearing light or no armor to parry a blow.

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General Rules: Feats - Armored Fencer (Heavy)

Armored Fencer (Heavy) [Fighter, Halfling, Regional]
You may parry when wearing heavy armor.
   Prerequisites: Dexterity 13+, Intelligence 13+, Armor Proficiency (Heavy), Armor Proficiency (Medium), Armor Proficiency (Light), Armored Fencer (Medium), Combat Expertise, Parry, native of Enselm or the Gorovlic Isles.
   Benefit: You may make parry attempts while wearing heavy armor.
   Normal: You must be wearing light or no armor to parry a blow.

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General Rules: Feats - Cutting Remark

Cutting Remark [Changeling, Halfling]
You can enrage and provoke your enemies into foolish attacks.
   Prerequisite: Changeling or Halfling, Charisma 15+.
   Benefit: You can taunt and sneer so effectively that you drive enemies to charge and fight, or target you in combat with magic or ranged weapons. if you succeed on a Bluff check opposed by your opponent's Sense Motive check, you provoke your opponent to attack you in melee combat or with spells or missiles (if the setting is otherwise peaceful). if you fail, the opponent ignores your taunts.

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General Rules: Feats - Grace Under Pressure

Grace Under Pressure [Changeling, General, Halfling] (from AEG's Dungeons)
You have very strong control over your emotions and are difficult to panic or confuse. You can remain calms in the face of grave danger and are resistant to magical effects that cause panic or confusion.
   Benefit: You gain a +2 bonus to resist magical fear and confusion. This bonus also increases the DC of any attempt to Intimidate you.

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General Rules: Feats - Improved Alertness

Improved Alertness [Changeling, General, Halfling] (adapted from AEG's Dungeons)
Your senses are so well hones that you are able to react to events slightly sooner than others, making it very difficult to catch you with your guard down.
   Prerequisite: Skill Augmentation (Listen and Spot).
   Benefit: At the beginning of combat, you are not considered flat-footed against enemies in your line of sight during the round in which you rolled initiative. You must have rolled initiative in the round. Therefore, monsters that act before you roll for initiative catch you flat-footed. You are not flat-footed against enemies that you can detect. An undetected enemy who attacks you catches you flat-footed, even if you have already rolled for initiative.

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General Rules: Feats - Student of Fortune

Student of Fortune [Changeling, Halfling] (adapted from Path of Shadow)
You have studied the realm of probability and fate enough to gain some small inight into their ways.
   Prerequisites: Changeling or Halfling, Intelligence 13+, Wisdom 13+.
   Benefit: You have become the king of educated guesses, and can correctly surmise the likely outcome of a situation the majority of the time,. You gain a +4 bonus to any rolls to determine surprise in a combat situation. In addition, when you set up an ambush against an enemy ahead of time, your opponents receive a -4 penalty on skill checks to determine surprise.

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General Rules: Feats - Rope Climber

Rope Climber [Halfling, Regional] (adapted from the Seafarer's Handbook)
You are as comfortable climbing ropes and rigging as you are walking on the ground.
   Prerequisites: Halfling or native of the Gorovlic Islands.
   Benefit: You gain a +2 circumstance bonus on all Balance and Climb checks so long as ropes or rigging are involved. In addition, if you are attacked while climbing a rope or rigging you may choose to negate either the attacker's +2 bonus on attacks or the loss of your Dexterity bonus to Armor Class, but not both.

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General Rules: Feats - Shrewd Halfling

Shrewd Halfling [Halfling] (from Dragon 315)
You know your way around business negotiations.
   Prerequisite: Halfling.
   Benefit: You receive a +3 bonus on Bluff checks and Diplomacy checks related to business dealings.

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General Rules: Feats - Quick

Quick [Halfling, Human]
You are agile, and benefit from this dexterity in all applicable situations.
   Prerequisites: Halfling or Human, Dexterity 13+.
   Benefit: On the level this feat is taken, the character gains a number of bonus skill points equal to her Dexterity bonus. These skill points may only be spent on skills that are based on Dexterity. Additionally, she gains +1 skill point (that may only be spent on Dexterity-based skills) each level thereafter.

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