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Feats

1495944664

Edited 1497643305
Some feats have been modified or replaced from the SRD. Here they are: Combat Prowess Feat Tree: Combat Expertise: Prerequisites: Int 13 Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class. Dodge: Prerequisites: Dex 13 Benefit: You gain a +2 dodge bonus to your defense. A condition that makes you lose your Dexterity bonus to defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. Changes: Replaces default Dodge feat. Mobility: Prerequisites: Dex 13, Dodge Benefit: You gain an additional +2 dodge bonus to your defense. A condition that makes you lose your Dexterity bonus to defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. In addition, your base speed for all forms of movement increases by +10 feet. Changes: Replaces default Mobility feat. Spring Attack: Prerequisites: Dex 13, Dodge, and Mobility. Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. Combat Archery: Prerequisites: Dex 13, Dodge, Mobility, and Point Blank Shot. Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. In addition, the character does not incur any attacks of opportunity for firing a bow when threatened. Normal: Without this feat, a character incurs an attack of opportunity from all opponents who threaten him or her whenever he or she uses a ranged weapon.
Ki Pool Feats Latent Ki Pool (Ex): Prerequisites: BAB +1 or higher, Improved Unarmed Strike Benefits: You have learned how to tap into a hidden reserve of Ki within your body. The benefits of this feat depend on wether you already have a Ki Pool: If you do not already have a Ki Pool, then you gain a small Ki Pool similar to the Martialist’s Ki Pool ability, although it does not grant you the Ki Strike ability. This Ki pool has a number of Ki Points equal to 4 + Your Wisdom Modifier (Minimum of 1), and replenishes after 8 hours of rest. You also learn 1 Ki power of your choice, provided you meet the prerequisites. If you gain a Ki Pool after you take this feat (or have one before), then you Ki Point Total is calculated according to the rules listed under the class feature. This feat then grants an additional 4 Ki points and knowledge of 1 additional Ki Power (The same one you learned if you had this feat before you got the class feature). Hidden Power: Prerequisites: BAB +5 or higher, Improved Unarmed Strike, Latent Ki Pool. Benefits: You unlocked a deep reserve of Ki, granting yourself an additional 6 Ki Points. In addition, you learn 1 additional Ki Power. Ki Sense (Ex): Prerequisites: BAB +5 or higher, Wis 13+, Ki Pool Class Feature or the Latent Ki Pool feat. Benefit: You may spend 1 ki point as a swift action in order to sense the lifeforce of all living creatures nearby during that round. This ability functions like Lifesense. Lifesense (Su): A creature with Life-sense notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch . Suppress Ki (Ex): Prerequisites: BAB +5 or higher, Wis 15+, Ki Pool Class Feature or the Latent Ki Pool feat. Benefits: As a move action, you can use the Hide skill to suppress your life energy, preventing you from being detected by spells such as Deathwatch and abilities such as Lifesense. Unfortunately, while your Ki is suppressed, you cannot use any abilities that rely on Ki, such as Ki Strike, or any Ki Powers. Tireless Reserve: Prerequisites: BAB 5+, Ki Pool Class Feature or the Latent Ki Pool feat. Benefit: You no longer become fatigued when you use up half your Ki Points, and you no longer become exhausted when you run out of Ki Points. Normal: When you use up 1/2 your Ki Points, you become fatigued, and when you use up all of your Ki Points, you become Exhausted. Ageless Ki (Ex): Prerequisite: BAB +10 or higher, Wis 17+, Tireless Reserve feat, Ki Pool Class Feature or Latent Ki Pool feat. Benefit As long as you have 1 Ki Point left in your Ki Pool, you do not suffer the negative effects of old age. In addition, you gain another 5 Ki Points, and learn 1 additional Ki Power. Meditation Feats Shared Focus:  Prerequisites: Meditation Class Feature Benefit: You may lead a number of additional creatures in your meditation equal to one-half your Wisdom modifier, granting them the same benefits you receive from your class mediation Healing Focus:  Prerequisites: Meditation Class Feature, Improved Healing Trance. Benefit: You may remove an additional point of damage per class level. Mental Focus:  Prerequisite: Meditation Class Feature Benefit: You add an additional +1 bonus to mental ability and skill checks. If you have Reinforce the Mind, it also applies this same bonus to Will saves. Physical Focus:  Prerequisite: Meditation Class Feature Benefits: You may delay disease or poison for an additional hour. If you have Crystal Form, you gain a number of temporary hit points equal to the damage die of the poison. If you have Diamond Form, you may reduce the damage poison or disease deals to your attributes by one-fourth your class level. Restoring Focus:  Prerequisite: Meditation Class Feature Benefit: You may remove up to 1d6+2 points of ability damage or drain. Improved Healing Trance:  Prerequisite: Meditation Class Feature, Healing Focus Benefit: While under the effects of a Healing Trance, you heal non-lethal damage at twice the standard rate. Greater Healing Trance: Prerequisite: Meditation Class Feature, Healing Focus, Improved Healing Trance Benefit: Now you can remove lethal damage entirely. Improved Restoring Trance: Prerequisite: Meditation Class Feature, Restoring Focus  Benefit: Restoring Trance works like the spell Restoration. Greater Restoring Trance:  Prerequisite: Meditation Class Feature, Restoring Focus, Improved Restoring Trance Restoring Trance works like the spell Greater Restoration. Reinforce the Mind: Prerequisite: Meditation Class Feature Benefit: Calm the Mind now grants the +2 bonus to Will Saves as well. Deep Calm:  Prerequisites: Meditation Class Feature, Reinforce the Mind Benefit: Calm the Mind now adds one-fourth your class level to mental ability checks, skill checks, and Will Saves. Crystal Form:  Prerequisites: Meditation Class Skill Benefit: Purify Body now removes diseases and poisons, rather than delaying them. Diamond Form:  Prerequisites: Meditation Class Skill, Crystal Form Benefit: Purify Body can now delay supernatural poisons and diseases.