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General and Metamagic


Self-Sufficient

You can take care of yourself in harsh environments and situations.

Benefit: You gain a +2 bonus on all Heal checks and Survival checks.

Shield Proficiency

You are proficient with bucklers, small shields, and large shields.

Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.
Special: Barbarians, bards, clerics, druids, paladins and rangers automatically have shield proficiency as a bonus feat. They need not select it.

Shot on the Run

You are highly trained in skirmish ranged weapon tactics.

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4
Benefits: 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.
Special: A fighter may select this feat as one of his fighter bonus feats.

Silent Spell

You can cast spells silently.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up one slot level higher than the spells actual level.
Special: Bards spells cannot be enhanced by this metamagic feat.

Simple Weapon Proficiency

You understand how to use all types of simple weapons in combat.

Benefit: You make attack rolls with simple weapons normally.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: All characters except for druids, monks, rogues, and wizards are automatically proficient with simple weapons. A sorcerer or wizard who casts the spell Tensor's transformation on themselves gains proficiency with all simple weapons during the duration of the spell.

Snatch Arrows

You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even if not your turn) or kept for use later.
Special: A fighter may select this feat as one of his fighter bonus feats.


Spell Focus

Choose a school of magic. Your spells of that school are more potent than normal.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic that you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new school of magic.


Spell Mastery

You are intimately familiar with certain spells that you don't need a spell book to prepare them anymore.

Prerequisite: Wizard 1st level
Benefit: Each time you take this feat, choose a number of spells equal to your Int modifier that you already know. From that point on, you can prepare these spells without referring to a spell book.
Normal: Without this feat, you must use a spell book to prepare all your spells, except Read Magic.

Spell Penetration

Your spells are especially potent, breaking through spell resistance more readily than normal.

Benefit: You get a +2 bonus on caster level checks (d20 + caster level) made to overcome a creature's spell resistance.


Spirited Charge

You are trained at making a devastating mounted charge.

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you may deal double damage with a melee weapon (or triple with a lance)
Special: A fighter may select this feat as one of his fighter bonus feats.


Spring Attack

You are trained in fast melee attacks and fancy footwork.

Prerequisite: Dex 13, Dodge, Mobility, base attack bonus +4.
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 thus way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures. You can't use this feat if you are wearing heavy armor. You must move at least 5 feet before and after you make your attack in order to utilize the benefits of this feat.
Special: A fighter may select this feat as one of his fighter bonus feats.

Stealthy

You are particularly good at avoiding notice

Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

Stunning Fist

You know how to strike opponents in vulnerable areas.

Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8
Benefit:You must declare that you are using this feat before your attack roll. This feat forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10+1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round. A stunned character can't act, loses any Dex bonuses to AC and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once a round. Constructs, oozes, plants, un-dead, incorporeal creatures. and creatures immune to critical hits cannot be stunned.
Special: A monk may select this feat as a bonus feat at 1st level, even if they do not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to the monk level, plays one more time per day for every four levels they have in classes other than monk. A fighter may select this feat as one of his fighter bonus feats.