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General and Metamagic


Improved Bull Rush

You know how to push opponents back.

Prerequisites: Str 13, Power Attack
Benefit: When you perform a bull rush, you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed strength check you make to push back the defender.
Special: A fighter may select this feat as one of his fighter bonus feats.

Improved Counterspell

You understand the nuances of magic to such an extent that you can counter your opponent's spells with great efficiency.

Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

Improved Critical

Choose one type of weapon. With that weapon, you know how to hit where it hurts.

Prerequisite: Proficient with that weapon, base attack bonus + 8
Benefit: When using the weapon you selected, your threat range is doubled. IE if your critical for this weapon is 19-20 (one number) it becomes 17-20 (four numbers).
Special: You gain this feat multiple times. Its effects do not stack. Each time you take the feat, it apples to a new type of weapon. This effect doesn't stack with any other spell that expands the threat range of a weapon (such as the keen edge spell. A fighter may select this feat as one of his fighter binus feats.

Improved Disarm

You know how to disarm opponents in melee combat.

Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules, page 155

Improved Grapple

You are skilled at grappling opponents.

Prerequisites: You do not provoke an attack of opportunity when you make a touch attack to start grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start the grapple.
Special: A fighter may select this feat as one of his fighter bonus feats. A monk may select this feat as a bonus feat at 1st level, even if he does not meet the prerequisites.


Improved Initiative

You can react more quickly than in a normal fight.

Benefit: You gain a +4 bonus on initiative checks.
Special: A fighter may select this feat as one of his fighter bonus feats.


Improved Overrun

You are skilled at knocking down opponents.

Prerequisites: Str 13, Power Attack
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Special: A fighter may select this feat as one of his fighter bonus feats.

Improved Precise Shot

Your ranges attacks can ignore the effects of cover or concealment.

Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus + 11
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and toal concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at the opponent, you automatically strike at the opponent you have chosen.
Normal: See pages 150-152 for the effects of cover and concealment. Without this feat, a character who shoots or throws a ranges weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes first.
Special: A fighter may choose this feat as a fighter bonus feat. An 11th level ranger who has chosen the archery combat style is treated as having this feat, even if he does not have the prerequisites for it, but only if they are wearing light or no armor.

Improved Shield Bash

You can bash with a shield while retaining its shield bonus to your Armor Class.

Prerequisite: Shield Proficiency
Benefit: When you perform a shield bash, you may still apply the shield's bonus to your AC.
Normal: Without this feat, a character who preforms a shield bash loses the shield's bonus to AC until their next turn.
Special: A fighter may select this feat as their fighter bonus feat.

Improved Sunder

You are skilled at attacking your opponent's weapons and shields. as well as other objects.

Prerequisites: Str 13, Power Attack
Benefit: When you strike at an object held or carried by an opponent, you do provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Normal: Without this feat, you provoke an attack or opportunity when you strike at an object held or carried by another character.
Special: A fighter may select this feat as their fighter bonus feat.

Improved Trip

You are trained not only in tripping opponents safely but also in following through with an attack.

Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. See trip, page 158.

Improved Turning

Your turning or rebuking attempts are more powerful than normal.

Prerequisite: Ability to turn or rebuke creatures.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants the ability.

Improved Two-Weapon Fighting

You are an expert in fighting two-handed.

Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6
Benefit: In addition to the standard single extra attack you get with an offhand weapon, you get a second attack with it,
albeit at a -5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A fighter may select this feat as their fighter bonus feat. A 6th level ranger who has chosen two weapon combat style is treated as having Improved this feat even if they do not have the prerequisites for it, but only if they are wearing light or no armor.

Improved Unarmed Strike

You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed - that is. you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity who makes an unarmed strike against you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Special: A fighter may select this feat as their fighter bonus feat. A monk automatically gains this feat as a bonus feat at 1st level. They need not select it.

Investigator

You have a knack for finding information.

Benefit: You get a +2 bonus on all Gather Information checks and Search checks.


Iron Will

You have a stronger will than normal.

Benefit: You gain a +2 bonus on all will saving throws.