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

Tuesday, January 4, 2011

General Rules: Feats - Improved Mounted Archery

Improved Mounted Archery [Regional]
You make ranged attacks from a mount almost as well as you can from the ground.
   Prerequisites: Mounted Combat, Mounted Archery, Ride 1+ ranks, native of the At'viras Steppes or Tozlu Desert.
   Benefit: The penalty you suffer when using a ranged weapon if your mount is taking a double move is eliminated, and the penalty for using a ranged weapon when your mount is running is halved to -2 instead of -4. You can move before and after your attack, provided the total distance is not greater than your mount’s speed.

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General Rules: Feats - Superior Mounted Archery

Superior Mounted Archery [Fighter, Regional] (Path of the Sword)
You are a master bowman when mounted on your steed.
   Prerequisites: Mounted Archery, native of the At'viras Steppes.
   Benefit: The penalty you suffer when using a ranged weapon with the Mounted Archery feat is halved: -1 instead of -2 if your mount is making a double move, and -2 instead of -4 if your mount is running.

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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 - Cloth Dancing

Cloth Dancing [Fighter, General, Regional] (from the Player's Guide to Fighters and Barbarians)
You wear flowing clothes in combat and have learned to use the movement of these garments to distract an attacker's aim.
   Prerequisites: Dodge, native of the Minzoku Republic or Tozlu Desert.
   Benefit: This feat grants a +1 dodge bonus to your Armor Class, which stacks with other dodge bonuses as normal. Using this feat relies on both movement and elaborate clothing, so you may not apply the dodge bonus when bound or naked. Any situation that causes you to lose your Dexterity bonus to Armor Class likewise negates the dodge bonus. The benefits of this feat apply only when you wear light armor or no armor. This feat may not be used while grappling.

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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 - 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 - Polar Bear Skin

Polar Bear Skin [Regional] (adapted from the Seafarer's Handbook)
Your skin is better able to withstand the effects of extremely cold weather than the average person's skin.
   Prerequisites: Native of the Dekkulde Islands, Elizon, Langjord, Midtenjord, Kysthjem, or the Sjorover Isles.
   Benefit: You only take one point of nonlethal damage from hypothermia per minute of exposure to very cold water.
   Normal: Characters without this feat take 1d6 points of nonlethal damage per minute immersed in very cold water.

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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 - Horse Nomad

Horse Nomad [Regional]
You have been raised in a culture that relies upon riding and shooting.
   Prerequisites: Native of the At'viras Steppes or Tozlu Desert.
   Benefit: You gain Martial Weapon Proficiency (Composite Shortbow), Martial Weapon Proficiency (Light Lance), and Martial Weapon Proficiency (Sickle Sword) or (Kukri). You also gain a +3 bonus on all Ride checks.

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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 - Fyrddman

Fyrddman [Regional]
You serve as a fyrddman, one of the levied militia that the lords of the Freeholds can call upon in times of war, training with weapons suitable for use on the battlefield.
   Prerequisite: Native of the Freeholds.
   Benefit: You gain Light Armor Proficiency and Simple Weapon Proficiency. If you are Medium-size, you gain Martial Weapon Proficiency (Longbow). If you are Small-size, you gain Martial Weapon Proficiency (Shortbow).

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General Rules: Feats - Driftwalker

Driftwalker [Regional]
You are not slowed by snowy terrain, and know how to disguise your movements in the snow.
   Prerequisite: Native of Elizon, Langjord, Midtenjord, Kysthjem, the Dekkulde Islands, or the Sjorover Isles.
   Benefit: It costs you no extra movement to move into a snow-covered or heavy snow covered square. You leave no tracks in snowy terrain and cannot be tracked. You may choose to leave a trail if so inclined.
   Normal: Moving into a snow-covered square costs 10 feet of movement. Moving into a square covered by heavy snow costs 20 feet of movement.

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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 - Clinging Combat

Clinging Combat [Regional]
The character is exceptionally skilled at fighting while climbing among the rigging of sailing ships.
   Prerequisites: Dexterity 13+, native of the Dekkulde Islands, the Gorovlic Isles, the Rhadynnic Isles, or the Sjorover Isles.
   Benefit: You do not lose your Dexterity bonus to Armor Class while climbing, and when you miss while attacking someone while climbing, you do not need to make a Climb check to avoid falling.
   Normal: A character who is climbing loses their Dexterity bonus to Armor Class and risks falling if he attacks someone and misses while climbing.

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General Rules: Feats - Bareback Soul

Bareback Soul [Regional]
You are skilled at riding bareback.
   Prerequisites: Native of the At'viras Steppes, Ride 1+ ranks.
   Benefit: You suffer no penalty on Ride checks when riding bareback. You automatically succeed at checks to guide your mount with your knees, meaning you always have both hands free while riding. Additionally, you gain a +1 competence bonus on attack rolls when using a ranged weapon while riding bareback.

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General Rules: Feats - Shanty Man

Shanty Man [Regional] (adapted from the Seafarer's Handbook)
You are very familiar with the songs of the sea, and can sing them with such zest and aplomb as to gain the confidence of sailors everywhere.
   Prerequisites: Native of the Gorovlic Isles, Perform: any one 1+ ranks.
   Benefit: You gain a +2 circumstance bonus on Perform checks made before an audience composed largely of sailors and other sea travelers. A successful performance grants you a +2 circumstance bonus on Charisma checks as well as Bluff and Diplomacy checks when dealing with someone who heard your performance.

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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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