These have been updated quite a lot since the Battlelord. I just want to give them their own thread since there are a lot of them.Area Attack1Prerequisites:
Str 15, Power Attack, CleaveBenefit:
As a standard action, you may swing your weapon wildly, attempting to damage all creatures in a semi-circle arc with a radius equal to your reach. Creatures in the area suffer damage as if struck by your weapon unless the succeed on a Reflex save (DC 10 + 1/2 Base Attack Bonus + Strength modifier).Special:
For each creature that failed it's saving throw this feat triggers any other effects dependent on hitting a creature with your weapon.Synergy:
If you possess the Combat Expertise feat creatures in the area suffer half damage even on a successful saving throw.Tackle1Prerequisites:
Str 15, Power Attack, Improved Bull RushBenefit:
This feat is treated as, and provides all the benefits of, the Improved Grapple feat, for all purposes.
In addition, as a standard action that doesn't provoke attacks of opportunity, you may leap or fall onto opponents using your weight and strength to take them to the ground. Tackle deals bludgeoning damage dependent on your size (2d6 for a medium sized character) and adds 1.5 times your Strength bonus to the damage roll. Tackle effects an area equivalent to your space within a range equivalent to your reach. Creatures in the area are entitled to a Reflex save or an Escape Artist check, but not both, against DC 10 + 1/2 your Base Attack Bonus + your modifiers to grapple checks. Creatures whose saving throw or skill check failed are dealt damage by the tackle, knocked prone, and pinned. Creatures whose saving throw or skill check succeeded avoid you entirely. Regardless, you fall prone.Synergy:
If you possess the Mobility feat you may stand from prone after your Tackle as a free action.Dust Up1Prerequisites:
Dex 13, Int 13, Combat Expertise, Combat ReflexesBenefit:
As a standard action you can sweep a limb or weapon across the ground and create a dust cloud. This hemispherical cloud has a radius equal to your reach. Creating the cloud has a 50% chance to snuff out unprotected, nonmagical flames in the area.
The cloud obscures vision as Obscuring Mist
and creatures within the cloud when it is created must succeed on a Reflex save (DC 10 + 1/2 your Hit Dice + Dexterity modifier) to avoid being Blinded while they remain in the cloud or for 1 round after they emerge.
Creatures in the cloud must succeed on a Concentration check against the same DC in order to cast a spell or complete any other task that requires one's full attention (see the Concentration skill).
Invisible creatures are visibly, if vaguely, outlined by the dust while they remain in the cloud and for 5 rounds after they emerge (an invisible creature thus outlined that has emerged from the cloud may use a standard action to shake the dust from themselves).
The cloud lasts for a number of rounds equal to 1 + your Dexterity modifier.Synergy:
If you have the Power Attack feat you may reduce the Reflex save DC and the Concentration check DC against Dust Up by a number no higher than your base attack bonus to increase the radius of the cloud by a distance equal to 5ft times that same number.Fling Ally1Prerequisites:
Str 17, Dex 13, Proficiency with a thrown weaponBenefit:
You may pick up any ally you are strong enough to lift over your head as a move action and throw them as a standard action. The range increment of a thrown ally is a default of 5ft and you may throw them up to five range increments. If you are strong enough to carry your ally as a medium load the range increment increases to 10ft. If you are strong enough to carry your ally as a light load the range increment increases to 20ft.
A thrown ally lands in an empty space without consequence, however you must succeed on a ranged touch attack to target an occupied space against AC 5 + the highest touch AC among creatures in the space. A character without proficiency with a martial thrown weapon takes a -4 penalty to this attack roll. If the touch attack succeeds the thrown ally may make an attack of opportunity against a single creature whose space it enters, but does not provoke attacks of opportunity for movement. If the touch attack fails, the ally does provoke attacks of opportunity for movement and falls prone in the occupied space.Synergy:
A thrown ally with the Tackle feat may treat its being throw at an occupied space as a Tackle, effecting all creatures in the space.Synergy:
A thrown ally with the Combat Reflexes feat or similar ability to make additional attacks of opportunity per round may make attacks of opportunity against any or all creatures whose spaces it enters.Synergy:
If you have the Combat Expertise feat a thrown ally doesn't provoke attacks of opportunity if your ranged touch attack fails.Fling Enemy1Prerequisites:
Str 17, Improved Grapple, Proficiency with a thrown weaponBenefit:
The turn after you have successfully established a hold on an opponent to start a grapple, rather than maintain the grapple you may, as a standard action, hurl your foe through the air with a successful grapple check either vertically or horizontally. You must be strong enough to lift the foe over your head.
The range increment of a hurled foe is a default of 10ft, however, for every 4 points you beat your opponent's grapple check you may hurl it an additional 10ft up to a maximum distance equal to 10ft per point of your Strength modifier.
A creature hurled vertically takes fall damage as normal, while a creature hurled horizontally takes damage as if it had fallen half that distance. If a hurled creature enters another creature's square the other creature must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Strength modifier) to avoid taking damage equal to the amount the hurled creature is dealt.
Unless you have proficiency with a martial thrown weapon, hurled enemies do not provoke attacks of opportunity for movement.Mighty Roar1Prerequisites:
Str 13, Con 13, Cha 13, Intimidate 4 ranksBenefit:
Once per day, you may let loose a Mighty Roar as a standard action. Your Mighty Roar effects every opponent within 30ft +5ft per point of your Constitution modifier that is able to hear it and has a number of hit dice less than or equal to 5 + your number of hit dice. Each effected opponent must succeed on a Will save (DC 10 + 1/2 your Hit Dice + the highest of your Strength, Constitution, or Charisma modifiers) to avoid becoming Frightened for 5 rounds. A creature whose saving throw was successful is still Shaken for those rounds.Special:
For every 4 ranks in Intimidate you possess you may use Mighty Roar once more per day.
Greater Toughness1Prerequisites: [SIZE="6"][COLOR="Purple"]The Biosthete[/COLOR][/SIZE]
A Steampunk/Magiktech Monk...
Go look at the Artificer class to shamelessly appropriate mechanics for the Biosthete's tech salvaging abilities.Alignment:
|+0|+1|+1|+1|Techfinding, Serviceable Parts, Bioware Infusion|
|+15/+10/+5|+9|+9|+9|Ghost in the Machine, Hardware Retrofit|
[/table]Class Skills (6 + Int modifier):
Appraise, Balance, Bluff, Climb, Concentration, Craft, Disable Device, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (History), Knowledge (Local), Knowledge (Tech), Listen, Move Silently, Open Lock, Search, Sleight of Hand, Spot, Survival, Swim, Tumble, and Use Device*.Weapons and Armor Proficiency:
A Biosthete is proficient with all simple weapons and all personal firearms. A Biosthete is proficient with light armor but not with shields.NOTE:
Many of the Biosthete's abilities are Technological in nature and marked (Tc). These abilities, different from Extraordinary, Spell-like, or Supernatural abilities, are granted through mechanical and scientific means and maybe enhanced or disrupted by effects that interact with Technological Abilities.
*Use Device encompasses magical, psionic, and technological devices.Serviceable Parts (Ex):
A Biosthete trains in grueling physical conditioning and masters intricate bio-engineering skills in order to sculpt her body into a harmonious instrument equal parts offense and defense. Her unarmed strikes deal 1d6 damage and are considered simple, masterwork weapons. When wearing no armor, her unarmored form is likewise considered light, masterwork armor and grants a +2 armor bonus with no maximum Dex bonus, no armor check penalty, no arcane spell failure, and no weight. Her unarmed strike and unarmored form may be treated as manufactured equipment for all purposes except disarming and sundering, which, among other things, allows them to gain magical or technological enhancements. Her Unarmed Strikes increase in damage by 1d6 once at 3rd level and every odd level thereafter. Her Unarmored Form's armor bonus to AC increases by +1 once at 2nd level and every even level thereafter.Techfinding (Tc):
A Biosthete's built in sensors may be used, at-will, to find Technological creatures and devices as Locate Tech
, which functions like Detect Evil
.Bioware Infusion (Ex):
[...]Hardware Retrofit (Tc):
[...]Software Upgrade (Tc):
[...]Ghost in the Machine (Su):
At 20th level, a Biosthete's biotech physiology transcends mortal flesh, binary circuitry, and digital code; it becomes something greater than the sum of its parts. She becomes an Outsider (Native) and gains the supernatural ability to project herself into the Ethereal Plane at will. She may remain in the Ethereal Plane for as long as she likes, but while she is there any time she enters the space of a Technological creature on the Material Plane, as a standard action, she may produce a Dominate Monster
effect as the spell, though the duration of the effect is dependent on Concentration and while the effect is maintained she may not move out of the creature's space but instead moves with it as it moves. She may produce this effect any number of times per day but only once per creature per day.
Con 17, Improved ToughnessBenefit:
You gain Damage Reduction X/-- where X is equal to your Constitution modifier. This DR applies in addition to any other DR you have from other sources and stacks with other sources of DR/-- you have.Thick-Skinned1Prerequisites:
Con 17, Damage ReductionBenefit:
Your existing DR improves by 2 or by your Constitution modifier, whichever is higher.Special:
You may take this feat multiple times, each time you do your DR improves up to a maximum of twice your number of Hit Dice.Scramble1Prerequisites:
Dex 15, Tumble 4 ranksBenefit:
Whenever you succeed on a Reflex saving throw you may use an immediate action to move up to half your speed. This movement does not provoke attacks of opportunity.Slam Through1Prerequisites:
Str 17, Con 15, Power Attack, Improved OverrunBenefit:
You gain a natural Slam attack dealing damage appropriate to your size (2d6 for a medium creature) + 1.5 times your strength modifier. You also gain the Trample special attack. Creatures you successfully Overrun automatically take damage equal to your Slam attack.Mighty Stomp1Prerequisites:
Str 21, Con 17, Power Attack, Improved Overrun, Slam ThroughBenefit:
As a full round action you may strike a solid surface with one of your limbs or with a weapon to create a shockwave radiating out from your space a distance equal to your space times your Constitution modifier. Creatures, structures, and unattended objects in the area are dealt damage as if struck by your Slam attack and creatures must succeed on a Balance check (DC 10 + 1.5 times your Strength modifier + your Constitution modifier) to avoid being knocked prone. A creature that fails this Balance check by 5 points or more must succeed on a Fortitude save (DC 10 + 1/2 your Hit Dice + your Strength modifier) to avoid being Dazed for 1 round. A creature that fails this saving throw by 5 or more points is Dazed for 1 additional round for every 5 points his saving throw failed.Knockback1Prerequisites:
Str 17, Power Attack, Improved Bull Rush, Base Attack +3Benefit:
If you score a hit while you are using the Power Attack feat the struck foe is knocked back a distance equal to 5ft times the extra damage Power Attack added to your attack. For the purpose of this calculation (but not in determining damage dealt), subtract from that extra damage your foe's size modifier to AC, your foe's bonuses to resist Bull Rush, and 1/5 your foe's ranks in Balance. If a foe is knocked back 10ft or more in this way it must succeed on a Reflex save (DC 10 + 1/2 your Base Attack Bonus + your Strength modifier) to avoid being knocked prone. The foe takes 1d6 damage for every 20ft traveled this way.Blowback1Prerequisites:
Str 21, Con 17, Power Attack, Improved Bull Rush, Knockback, Base Attack +6Benefit:
If you miss while using the Knockback feat the target of your attack must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Constitution modifier) to avoid being blown away
1d4 times 5ft per point subtracted from your attack roll from the Power Attack feat, or 2d6 times that amount if it was airborne.Synergy:
If you possess both Dust Up and Blowback, when you use the Dust Up feat, creatures in the area must succeed on a Reflex save (DC 10 +1/2 your Base Attack Bonus + your Constitution modifier + your Dexterity modifier) to avoid being blown away 1d4x10ft or 2d6x10ft if they are airborne.Vicious Wound1Prerequisites:
Int 13, Combat Expertise, Base Attack +6Benefit:
Against any creature you have observed for 3 or more rounds, as a standard action, you may make an especially deadly attack that deals +1 damage per HD of the struck creature. A creature dealt damage this way must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus + your Intelligence modifier) to avoid taking bleed damage at the start of each its rounds equal to the extra damage your attack dealt. A creature that fails its saving throw against this effect multiple times sustains additive bleed damage each round. The bleeding can be stopped with a Heal check (DC 10 + your Base Attack Bonus + your Intelligence modifier) or by any effect that restores at least 1 hit point per point of your Intelligence modifier.Sniper Shot1Prerequisites:
Dex 15, Hide 9 ranks, Base Attack +6 or Sneak Attack +3d6Benefit:
As a full round action, if you've successfully hidden at least 30ft away from your target, you can make one ranged attack, then immediately hide again at no penalty to your new Hide check.Special:
If you have Base Attack +11 or more the attack deals double damage. If you have Base Attack +16 or more the attack deals triple damage.Coordinated Strike1Prerequisites:
Animal Companion or Special Mount, Dex 15, Handle Animal 5 ranks, Base Attack +6Benefit:
As a full round action, you and your animal companion/special mount make a single attack each against a creature you both threaten. If both attacks hit the target is dealt additional damage equal your ranks in Handle Animal and must succeed on a Fortitude save (DC 10 +1/2 your Base Attack Bonus + your Dexterity modifier) to avoid being Dazed for 1 round per point of your animal companion's/special mount's Constitution modifier. A Creature that successfully saves against the effect is Staggered for 1 round.Special:
If you have Base Attack +11 or more your attack deals double damage (but not your companion's/mount's) and the save DC increases by 1. If you have Base Attack +16 or more your attack deals triple damage and the save DC increases by 2.Archery Expertise1Prerequisites:
Int 13, Point Blank Shot, Base Attack +1Benefit:
You do not provoke attacks of opportunity for firing a ranged weapon in melee. Furthermore, When you use the attack action or the full attack action when wielding a ranged weapon, you can take a penalty to your Armor Class and add the same number as a bonus to your damage rolls. This number may not exceed your base attack bonus. The changes to Armor Class and damage rolls last until your next turn.Giantkiller1Prerequisites:
You may establish a hold against any creature, regardless of size. This does not allow you to move, restrain, or pin an opponent two or more size categories larger than you (though see below). Furthermore, creatures do not add size bonuses to their grapple checks when they make grapple checks against you. Finally, you may add your Dexterity modifier to your grapple checks instead of your Strength modifier if it is higher.
Whenever you establish a hold against a creature that is at least one size category larger than you if, if you succeeded your grapple check by 5 or more you are considered grappling the creature but it is not considered grappling you. In addition it provides soft cover for its own attacks against you, and thus risks attacking itself. You may make Ride checks in place of bull rush attempts to move the creature (limited by its speed rather than yours), and can make Climb or Ride checks in place of grapple checks in order to remain grabbing on. You are effectively using the creature as a mount, though with less control.Synergy:
If you have the Mounted Combat feat, against any creature you are making Ride checks to grapple with, you may redirect attacks made against you to it, instead of vice versa.Synergy:
If you have the Improved Trip feat you may make a Dexterity check instead of a Strength check in order to trip an opponent and your opponent doesn't add size bonuses to their opposed checks.Cometfall1Prerequisites:
Int 15, Dex 15, Far Shot, Base Attack +6Benefit:
When you use the Far Shot feat you may arc your shot, causing a projectile weapon's range to be doubled or a thrown weapon's range to be tripled. Additionally, when you use this feat your ranged attacks deal +1d6 damage per 30ft of your weapon's range divided in half (to a maximum of +1d6 per two points of your Base Attack Bonus), +1d6 additional damage per 30ft you are above your target (to a total maximum of +20d6).Shrewd PerceptionPrerequisites:
Dex 10 or less, Wis 13Benefit:
You may add your Wisdom modifier to Reflex saves and Initiative checks instead of your Dexterity modifier. In addition, you may make Listen, Search, and Spot checks as swift actions.Intuitive KnowledgePrerequisites:
You may make any Knowledge check untrained, even if the DC is higher than 10. In addition, you may use your Wisdom modifier for and Knowledge check in place of your Intelligence modifier.Normal:
A character can only make untrained Knowledge checks if the DC is 10 or lower, and Knowledge skills are Intelligence-based.Stone-Faced Soldier1Prerequisites:
Base Attack +4Benefit:
You gain a +4 bonus to resist charm, compulsion, and fear effects as well as a +2 bonus on initiative checks.Armored Deflection1Prerequisites:
Base Attack +4.Benefit:
Add your armor bonus to AC to your Touch AC as well.Synergy:
If you have Spell Resistance you add your armor bonus to your SR as well.Earth SensePrerequisites:
Dwarf or Con 15, Wis 15Benefit:
As long as you are touching the ground, you notice the presence of and the direction to each creature within 30ft that is also touching the ground. You cannot pinpoint the location of any creature with this feat.Special:
Creatures with the [Air] subtype cannot select this feat.Earth AdeptPrerequisites:
Blind-Fight, Earth Sense, and either Dwarf or Con 15, Wis 15Benefit:
You gain Tremorsense out to 30ft.Synergy:
If you are not a Dwarf, as long as you are touching the ground you gain a +4 bonus to resist being Bull Rushed, Grappled, Overrun, or Tripped, a +4 bonus on Balance checks, and a +4 bonus on any saving throw against an effect that would move you from your space or knock you prone.Synergy:
If you are a Dwarf, as long as you are touching the ground you automatically resist grapple checks and overrun attempts made against you and you cannot be moved unwillingly from your space or unwillingly knocked prone.Item ChannelingPrerequisites:
Use Magic Device 5 ranks, Base Attack +3Benefit:
You may activate any item you hold or wear, making any Use Magic Device checks as necessary, and make a melee attack at the same time channeling the magic of the item into the target of your attack. The item must have an activation time of 1 standard action or less, and regardless of the number of targets that could normally be assigned you must be able to target only one creature. Personal effects and area effects may not be channeled.
As a standard action, activate the item and make a melee attack roll at your highest attack bonus. If the attack misses the use of the item fizzles and is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the activated item as if you had succeeded on any attack rolls or spell penetration checks as the item would normally require. The target of your attack is permitted any saving throws the item would ordinarily allow.
Items that generate multiple touch or ray attacks charge your weapon for multiple attacks. Each time you attack with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While your weapon remains charged in this way, if you choose to use Item Channeling to channel another item, any charges currently held in your weapon are lost.Uncanny ScentPrerequisites:
Scent, Wis 13 or Blind-FightBenefit:
You can pinpoint the location of a scent when within 10ft per point of your Constitution or Wisdom bonus, whichever is higher.Normal:
You can pinpoint the location of a scent when within 5ft.1
- These feats are added to the Fighter's list of bonus feats.