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Blackthorn Hall Gaming Club Additional Feats

Intensive Training (name of class) - ignore the skill level cap for all class skills. This feat must be taken at character creation and again for each additional class the character multi-classes into. MacGyver This feat allows the character to make an intelligence (or specific Knowledge) check to be able to find a material solution to a particular problem with available materials at hand. Prerequisite Jury Rig feat Swiss Army Tech Allows the character to forgo any normal tools needed to fix a problem due to extensive collection of pocket multi-tools. (This DOES NOT substitute electronic or powered tools or diagnostic equipment needed for a job. Adjudicated by GM, and this guy can not get through any metal detector without almost thoroughly disrobing) Street Chemistry - This is an extensive knowledge of what common place cleaners household chemicals, etc. can be used to replace regular chemical and pharmaceutical reagents. Herculean Weapon - This allows the use of any weapon up to 2 size categories larger than the character to be used at full effectiveness one handed. Prerequisites Herculean Effort, Gigantic Weapon, Monkey Grip (any one weapon) Increased Damage Focus Doubles the characters strength bonus applied to melee damage only (not thrown / hurled or fired weapons). Extreme Damage Focus Triples the characters strength bonus applied to melee damage only (not thrown / hurled or fired weapons). Prerequisites Increased Damage Focus The Mandarin This feat allows the character to use a magical ring on each finger (not thumbs, toes or any other body part) of both hands giving a total of eight rings in use. Enhanced Prowess This Feat gives the character an additional feat at every even numbered character level (2,4,6, etc) and doubles the Intelligence bonus when used for calculating skill points. Prerequisites all attribute scores at 10+, Must be taken at character creation Extreme Prowess - This Feat gives the character an additional feat at every character level and Triples the Intelligence bonus when used for calculating skill points. Prerequisites all attribute scores at 13+, Enhanced Prowess, Must be taken at character creation Enhanced Defense This feat gives the character a +1 defensive bonus at every even numbered character level (2,4,6, etc) this stacks with all armor and class bonuses. Prerequisites Dexterity has to be 10+, Must be taken at character creation Extreme Defense - This feat gives the character a +1 defensive bonus at every character level this stacks with all armor and class bonuses. Prerequisites Dexterity has to be 13+, Enhanced Defense, Must be taken at character creation

Enhanced Physique This feat gives the character an attribute score increase at every even numbered character level (2,4,6, etc). Prerequisites Must be taken at character creation Extreme Physique - This feat gives the character an attribute score increase at every character level . Prerequisites Enhanced Physique, Must be taken at character creation Theosophy Training Raises the characters Wisdom attribute by 2 points. (maybe taken multiple times to a maximum to five times) Weight Training - Raises the characters Strength attribute by 2 points. (maybe taken multiple times to a maximum to five times) Academics - Raises the characters Intelligence attribute by 2 points. (maybe taken multiple times to a maximum to five times) Athletic Training - Raises the characters Dexterity attribute by 2 points. (maybe taken multiple times to a maximum to five times) Endurance Training - Raises the characters Constitution attribute by 2 points. (maybe taken multiple times to a maximum to five times) Poise & Glamour Training - Raises the characters Charisma attribute by 2 points. (maybe taken multiple times to a maximum to five times) Weapon Group Proficiency This gives the character the proficiency to use all weapons of a specific type including all exotic types 1Long Blade long sword, broadsword, saber, katana, dai-katana, claymore, two handed sword, etc 2Axe battleaxe, hand axe, war axe, etc 3Polearm - spear, halberd, trident etc 4Blunt Weapon War hammer, maul, mace, flail, etc 5Short Blade short sword, wakizashi, dagger, knife, stiletto, etc Mobile Follow Through This feat allows the character to take a 5 foot step in order to make the extra attack(s) allowed by Cleave and Great Cleave feats. Prerequisites Dexterity has to be 13+, Cleave, and or Great Cleave. Constitution of a Vending Machine This feat doubles the characters Constitution modifier with respect to hit points (retroactive once taken) and Fortitude saving throws, this represents the increase in tolerance and damage resistance (NOT to be confused with actual DR) due to increased physiology and sheer force of will. Prerequisites Constitution of 13+

Improved Constitution of a Vending Machine - This feat Triples the characters Constitution modifier with respect to hit points (retroactive once taken) and Fortitude saving throws, this represents the increase in tolerance and damage resistance (NOT to be confused with actual DR) due to increased physiology and sheer force of will. Prerequisites Constitution of 13+, Constitution of a Vending Machine Multi Talented This feat allows you to take a talent from any talent tree that the character is qualified for (the game system MUST use talents in order to do this) in lieu of the feat literally exchanging the feat for the talent. Extremely Talented - This feat gives the character a talent at every level instead of just the odd numbered ones (the game system MUST use talents in order to do this). Prerequisites all Attributes 13+, Enhanced Prowess. Tower of the Iron Mind - This feat doubles the characters Wisdom modifier when calculating his Will saves (not for anything else). Lightning Reaction - This feat doubles the characters Dexterity modifier when calculating his Reflex saving throw, Initiative, and Armor Class. Scrounge - Make an intelligence check to find any object that the character needs, this takes approximately 1 minute per gold piece in value (every +1 in the purchase DC) to find. Heightened Step - This allows the character to make a ten foot step instead of a 5 foot step and still do a full round action (also works with Mobile follow Through to make a 10 foot step between cleave attempts). Prerequisites Dexterity of 13+ Gymnastics This feat shows that the character is trained in gymnastic skills such as floor exercises, rings, parallel bars, and the like. This gives a +5 to balance checks, +4 to Climb, +2 Move Silently, +3 Defensive Adjustment to Armor Class, +5 to Jump. Prerequisites Dexterity 13+ Boxing Just like the brawl feat except that it also gives a +2 Defensive Adjustment to Armor Class and any critical hit knocks out the opponent for 1d4 rounds. Prerequisites Brawl, Base Attack +3 Enhanced Two Weapon Fighting - The character has become so proficient wielding two weapons that he can do so even more effectively, (in effect removing a -2 penalty from the primary and offhand attacks) Prerequisites Two Weapon Fighting, Improved Two Weapon Fighting, Two Weapon Defense, BAB of +4 or higher Off-Hand Specialization - The character has become so proficient wielding an off hand weapon that he can wield a weapon of up to medium size in his off hand incurring the same penalty as if it were a light (small) weapon and a light (small) weapon no longer incurs a penalty for attacks and the defensive shield bonus increases to +2 (+4 if a full defensive action is taken). Prerequisites Enhanced Two Weapon Fighting, BAB of +6 or higher

One-two blow - A character that attacks with two weapons and hit with one of them gets a +2 bonus to attack with the other weapon. Prerequisites Expertise, Two weapon fighting, Ambidexterity, BAB +4 or more Fangs - When gaining an AoO, the character may attack with both weapons, at the usual penalties per attack. Prerequisites Two weapon fighting, Ambidexterity, Combat reflexes, BAB +6 or more Lightning strike - The character can add an attack to his usual amount of attacks if he is using a full attack action with two weapons. The character gets a -2 to all attacks, and that penalty is cumulative with the usual penalty for two weapon fighting. Prerequisites Two weapon fighting, Ambidexterity, Improved two weapon fighting Superior Critical (Chosen Weapon) - The character has become so used to fighting with a particular weapon that he knows just how to strike to inflict even more gruesome damage with critical hits (increase the critical damage multiplier by 1). This feat may be taken multiple times but ONLY for different weapons. Prerequisites Weapon focus in chosen weapon, BAB +8 or better Deceptive Melee by using elaborate feints and ruses in combat the character may add his CHA bonus to his AC along with any other applicable bonuses. Speed of the Wind This gives the character a +20' bonus to movement. Polyglot - This feat allows a character to gain his INT modifier plus (5 + WIS modifier) languages beyond his native tongue. It is a background feat that can only be acquired at character creation. Parkour Master This feat allows the character to be a master at the art of Parkour or free running. In a way the character is able to do amazing acts of running, climbing, balance, leaping, and tumbling usually all at the same time. In effect this gives the character a +4 to jump, balance, tumble, and escape artist as well as a +10 to base movement. The character is also capable of once per encounter (4th
edition rules) to do a stunt that incorporates all of the aforementioned abilities in order to attack or escape. If used for an attack it MUST be a full attack action and can hit any creature within the characters striking range in a straight line move from the point of origin (even diagonal although turning isnt allowed). The escape form of the stunt is especially effective when the character is being chased. This feat is especially applicable to monks and martial artist type classes.

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