This feat gives the character an ability to perform the bull rush combat maneuver. The abilities of your animal companion are calculated as though your class was 4 levels higher, to a maximum effective level equal to your character level.Īllows you to brew potions of spells up to level 3 during camping. Your bond with your animal companion is unusually close. This bonus lasts for a number of rounds equal to 1/2 your Hit Dice. ![]() Whenever you use the Blood Drinker feat, you gain a +2 bonus on damage rolls and a +1 bonus on Athletics checks. Whenever you drink blood from such a creature you gain 5 temporary hitpoints plus 5 for every three Hit Dice you have and a +1 bonus on Fortitude saving throws. You can also drink blood from corpses of living creatures. Three times per day you can drink blood from unconcious, helpless, sleeping or paralyzed living creatures. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery. Blindness can be cured by heal, regenerate, remove blindness, or similar abilities. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes. The DC of this Fortitude save is equal to 10 + your base attack bonus. A successful Fortitude save reduces this to dazzled for 1d4 rounds. ![]() Whenever you score a critical hit, your opponent is permanently blinded. The invisible attacker's bonuses do still apply for ranged attacks, however. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.Īn invisible attacker gets no advantages related to hitting you in melee. Heavy Shield, Shield Bash, Two-Weapon, Base Attack Bonus: 11. You follow a powerful blow from your weapon with an opportunistic bash from your shield.īenefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action. Your ally's eyes are your own, and yours are his.īenefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you. Gain +1 on AC bonus on the selected armor type.Īrmor Proficiency (Medium Armor) (Combat)Įach creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. Spending a swift action each round, you can imbue your weapons with a fraction of your power. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast. You have learned how to cast spells while wearing armor This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training. You have mastered the ability to cast spells while wearing armor.īenefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast. With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.īenefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on concentration checks and level checks made to overcome spell resistance. Although the dueling sword deals slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist.ĭexterity: 13, Dodge, Proficiencies: Dueling Sword, Weapon Focus (Dueling Sword) As long as you wield only a single dueling sword in one hand (not using a shield or an off-hand weapon), you gain a +2 shield bonus to your AC. You gain +2 bonus on initiative checks as long as you start combat with a dueling sword. If you have 10 or more ranks in that skill, the bonus increases to +4. You get a +2 bonus on Perception skill checks. ![]() Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.īull Rush or Dirty Trick or Disarm or Trip You've learned to use your quickness in place of brute force when performing combat maneuvers.īenefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.Īdd +2 to the DC for all saving throws against the bombs. Choose one of the creature's special attacks.
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