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DaTedinator
2011-06-06, 11:50 AM
So I've done this once before (http://www.giantitp.com/forums/showthread.php?p=8979680), and for some reason I got on another kick recently. So.

For those who didn't see the last one, basically, I was looking at feats like Shadow Blade and Stone Power and thought that was a nifty way to add variety to a number of builds that otherwise would have to be pretty similar. So I took the idea and ran with it.

For those who did see the last one, I've included all of the originals here, some of them updated.


{table="head"] General Feats | Prerequisites | Benefit
Act on the Run | Dex 13, Dodge, Mobility, Tumble 8 ranks | Take a standard action the middle of a move action
Adjust Weapon | Craft (weaponsmithing) 4 ranks, BAB +1 | Tweak a weapon for improved personal use
Arcane Touch | Concentration 8 ranks, ability to cast 1st level arcane spells | You can channel spell slots to deal damage
Battle Casting | Con 13 | Cast spells while holding the charge of other spells
Battle-Hardened | Con 13 | Add your Constitution bonus to AC
Battlefield Acrobatics | Dodge, Mobility, Jump 4 ranks, Tumble 8 ranks | Move during a full-attack
Battlefield Agility | Dodge, Tumble 6 ranks | Flank opponents you tumble past
Battlefield Grace | Tumble 4 ranks | Gain a bonus to AC against opponents you tumble past
Baited Opening | Dex 13 | Take an attack of opportunity when hit by an attack of opportunity
Brutal | Str 15 | You hit with more strength
Careful Retreat | Dex 13, Dodge | Take the withdraw action as a move action
Channel Ki | Wis 13, Concentration 4 ranks | Make a concentration check instead of a saving throw
Combat Flair | Cha 13 | Add your Charisma bonus to combat maneuvers
Combat Instincts | Wis 13 | Take a penalty on Will saves to gain a bonus to AC
Customize Weapon | Weapon Focus, Craft (weaponsmithing) 6 ranks, fighter level 4th | Adjust your weapon to deal more damage
Crack Shot | Dex 13, BAB +1 | Ignore soft cover
Expert Throw | Dex 13 | Add your dexterity modifier to damage with ranged weapons
Extremely Light-Footed | Dex 17, Dodge | Take a five-foot step as an immediate action
Foreign Fighting Style | Int 13, BAB +1 | Add your Intelligence to attack rolls with a specific weapon
Instant Strike | Dex 19, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse, BAB +16 | Attack with a light weapon as an immediate action
Instinctive Initiative | Wis 13 | Add your wisdom modifier to initiative, act in surprise rounds
Juggernaut | Con 13 | Add Con to rolls based on size
Light-Footed | Dex 15 | Take a five-foot step as a swift action
Martial Artist | Combat Expertise | Treat yourself as bigger for opposed rolls
Mounted Defense | Ride 1 rank | Take hits for your mount
Rapid Strikes | Dex 15, Weapon Finesse, BAB +6 | Attack twice in rapid succession
Reckless Attack | Str 13 | Take a penalty to AC to gain a bonus to damage with two-handed weapons
Restore Ki | Dex 13, Wis 15, Heal 10 ranks | Heal your allies by opening their ki flows
Shielded Spellcaster | Arcane caster level 1st | Proficiency with light shields; ignore spell-failure
Shoot 'em in the Back | Dex 13, Point Blank Shot, sneak attack +1d6 | You may flank with ranged weapons
Swift Strike | Dex 17, Two-Weapon Fighting, Weapon Finesse, BAB +11 | Attack with a light weapon as a swift action
Symmetrical Strength | Str 13 | You can use your full strength with off-handed weapons
Tactical Awareness | Int 13 | Gain additional attacks of opportunity, and avoid provoking.
[/table]


{table="head"] Feat | Replaces
Act on the Run | Spring Attack
Adjust Weapon | Weapon Focus
Arcane Touch | Stunning Fist
Battle Casting | Combat Casting
Battle-Hardened | Toughness
Battlefield Acrobatics | Spring Attack
Battlefield Agility | Mobility
Battlefield Grace | Dodge
Baited Opening | Combat Reflexes
Brutal | Power Attack
Careful Retreat | Mobility
Channel Ki | Stunning Fist
Combat Flair | Combat Expertise
Combat Instincts | Combat Expertise
Customize Weapon | Weapon Specialization
Crack Shot | Point Blank Shot
Expert Throw | Point Blank Shot
Extremely Light-Footed | Mobility
Foreign Fighting Style | Weapon Focus
Instant Strike | Greater Two-Weapon Fighting
Instinctive Initiative | Improved Initiative
Juggernaut | Power Attack
Light-Footed | Dodge
Martial Artist | Improved Unarmed Strike
Mounted Defense | Mounted Combat
Rapid Strikes | Two-Weapon Fighting
Reckless Attack | Power Attack
Restore Ki | Stunning Fist
Shielded Spellcaster | Combat Casting
Shoot 'em in the Back | Precise Shot
Swift Strike | Improved Two-Weapon Fighting
Symmetrical Strength | Power Attack
Tactical Awareness | Combat Reflexes
[/table]


Act on the Run [Fighter]
You can take action while on the move.

Prerequisites:
Dex 13, Dodge, Mobility, Tumble 8 ranks

Benefit:
When walking on the ground, you can take a move action, and take a standard action at any point during the move.

Special:
Act on the Run can be used in place of the Spring Attack feat to qualify for a feat, prestige class, or other special ability.


Adjust Weapon [Fighter]
You’re familiar enough with weaponry and how it’s made to know exactly what works best for you.

Prerequisites:
Craft (weaponsmithing) 4 ranks, BAB +1

Benefit:
Given eight hours and money enough to craft a given weapon, you can adjust and modify it such that it performs better in your own hands. You gain a +1 bonus to attack and damage rolls made with the weapon.

Special:
Adjust Weapon can be used in place of the Weapon Focus feat to qualify for a feat, prestige class, or other special ability. In such cases, treat any weapon you’ve currently adjusted as a weapon you have Weapon Focus with.


Arcane Touch
You can channel arcane energy into pure destructive force

Prerequisites:
Concentration 8 ranks, ability to cast 1st level arcane spells

Benefit:
As a standard action, you may expend a prepared arcane spell or arcane spell slot to make a touch attack that deals 1d8 damage per level of the spell. If you miss, the spell slot is wasted.

Special:
Arcane Touch can be used in place of the Stunning Fist feat to qualify for a feat, prestige class, or other special ability. You may spend arcane spell slots the same way you can spend Stunning Fist uses.


Battle Casting
Your held magical energy doesn’t interfere with your spellcasting.

Benefit:
When holding the charge of a touch spell, you may cast any non-touch spell without losing the held spell.

Special:
Battle Casting can be used in place of the Combat Casting feat to qualify for a feat, prestige class, or other special ability.


Battle Hardened [Fighter]
Your skin is scarred and calloused enough that it’s like armor itself.

Prerequisites:
Con 13, character level 6th

Benefit:
You may add your Constitution modifier to AC instead of your Dexterity modifier. Your toughened hide isn’t any additional help when your armor is already blocking the blows, thus you’re still subject to your armor’s maximum dexterity bonus.

Unlike your Dexterity modifier, your Constitution modifier affects your flat-footed AC, but not your touch AC; your touch AC is still affected by your Dexterity modifier.

Special:
Battle Hardened can be used in place of the Toughness feat to qualify for a feat, prestige class, or other special ability.


Battlefield Acrobatics [Fighter]
You’re a tumbling, leaping whirlwind of death.

Prerequisites:
Dodge, Mobility, Jump 4 ranks, Tumble 8 ranks

Benefit:
When making a full attack, you may move up to ten feet between each attack, so long as the total distance moved doesn’t exceed your full speed.

Special:
Battlefield Acrobatics can be used in place of the Spring Attack feat to qualify for a feat, prestige class, or other special ability.


Battlefield Agility [Fighter]
You run circles around your opponents, overwhelming them with attacks from every side.

Prerequisites:
Dodge, Tumble 6 ranks

Benefit:
Whenever you successfully tumble through an opponent’s square, they are considered flanked by you and your allies until the beginning of your next turn.

Special:
Battlefield Agility can be used in place of the Mobility feat to qualify for a feat, prestige class, or other special ability.


Battlefield Grace [Fighter]
You can tumble past your opponents such that they get in their own way.

Prerequisites:
Tumble 4 ranks

Benefit:
Whenever you successfully tumble and avoid provoking an attack of opportunity from an opponent, you gain a +2 dodge bonus to AC against that opponent until the beginning of your next turn.

Special:
Battlefield Grace can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.


Baited Opening [Fighter]
Though you can’t always avoid leaving an opening, you can at least take advantage of your opponent’s while they take advantage of yours.

Prerequisites:
Dex 13

Benefit:
Whenever an opponent attempts an attack of opportunity against you and misses, you may make an attack of opportunity against them.

Special:
Baited Opening can be used in place of the Combat Reflexes feat to qualify for a feat, prestige class, or other special ability.


Brutal [Fighter]
You pour all of your strength into your attacks.

Prerequisites:
Str 15

Benefit:
You add one and a half times your strength bonus to damage with one-handed weapons, and twice your strength bonus to damage with two-handed weapons (or one-handed weapons wielded in two hands).

Normal:
You add your strength bonus to damage with one-handed weapons, and one and a half times your strength bonus to damage with two-handed weapons (or one-handed weapons wielded in two hands).

Special:
Brutal can be used in place of the Power Attack feat to qualify for a feat, prestige class, or other special ability.


Careful Retreat [Fighter]
You can cross the battlefield without letting your guard down.

Prerequisites:
Dex 13, Dodge

Benefit:
You can take the withdraw (”http://www.d20srd.org/srd/combat/actionsInCombat.htm#withdraw”) action as a move action; in this case, you move up to your speed (rather than up to double your speed). If you take the withdraw action as a full-round action, you gain a +4 dodge bonus to AC against attacks of opportunity provoked by moving out of a threatened area during that movement.

Special:
Careful Retreat can be used in place of the Mobility feat to qualify for a feat, prestige class, or other special ability.


Channel Ki
You can withstand attacks by harnessing your inner ki flow.

Prerequisites:
Wis 13, Concentration 4 ranks

Benefit:
Whenever you need to make a saving throw, you can instead make a Concentration check. Unlike a normal skill check, but like a normal saving throw, a natural 1 is an automatic failure, while a natural 20 is an automatic success. You may channel your ki once per day, plus one more additional time per day for every four levels you have attained, but no more than once per round.

Special:
A monk may select Channel Ki as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may channel her ki a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.

Channel Ki can be used in place of the Stunning Fist feat to qualify for a feat, prestige class, or other special ability. You may spend Channel Ki uses the same way you can spend Stunning Fist uses, and any feat that grants you additional Stunning Fist uses instead grants you additional Channel Ki uses.

If you have (or later gain) the Stunning Fist feat in addition to Channel Ki, you have only a single pool of uses for both. You gain two additional uses per day.


Combat Flair [Fighter]
You love showing off in combat.

Prerequisites:
Cha 13

Benefit:
You may add your Charisma bonus to any attack or ability roll related to combat maneuvers (disarm, trip, and the like). Note that while this would apply to the touch attack required to start a grapple, it wouldn’t apply to subsequent grapple checks.

Special:
Combat Flair can be used in place of the Combat Expertise feat to qualify for a feat, prestige class, or other special ability. In such cases, replace any “Int 13” prerequisite with “Cha 13.”


Combat Instincts [Fighter]
You’re capable of giving into your instincts in combat, granting yourself better defense at the cost of self-control.

Prerequisites:
Wis 13

Benefit:
You may take a penalty of up to -5 to your Will saves and add the same number (+5 or less) your AC as a dodge bonus. This number may not exceed your base attack bonus or your base Will save.

Special:
Combat Instincts can be used in place of the Combat Expertise feat to qualify for a feat, prestige class, or other special ability. In such cases, replace any “Int 13” prerequisite with “Wis 13.”


Customize Weapon [Fighter]
You know how to modify your weapons so as to cause the most pain.

Prerequisites:
Weapon Focus, Craft (weaponsmithing) 10 ranks, fighter level 6th

Benefit:
Given eight hours and money enough to craft a given weapon that you have Weapon Focus with, you can add serrated teeth that break off in wounds, spikes that extend on impact, and other deadly tricks and features. You may add your Intelligence modifier to damage rolls made with the weapon.

Special:
Customize Weapon can be used in place of the Weapon Specialization feat to qualify for a feat, prestige class, or other special ability. In such cases, treat any weapon you’ve currently customized as a weapon you have Weapon Specialization with.


Crack Shot [Fighter]
You can shoot through a melee and still hit your target

Prerequisites:
Dex 13, BAB +1.

Benefit:
You may ignore soft cover (”http://www.d20srd.org/srd/combat/combatModifiers.htm#cover”) granted by your allies when using ranged attacks. If your BAB is at least +6, you may ignore all soft cover when making ranged attacks.

Special:
Crack Shot can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.


Expert Throw [Fighter]
You can throw weapons with surgical precision.

Prerequisites:
Dex 13

Benefit:
You may add your Dexterity modifier to damage with thrown weapons instead of your Strength modifier.

Special:
Expert Throw can be used in place of the Point Blank Shot feat to qualify for a feat, prestige class, or other special ability.


Extremely Light-Footed [Fighter]
You float like a butterfly with a jetpack.

Prerequisites:
Dex 17, Dodge

Benefit:
You may take a five-foot step as an immediate action. This step otherwise follows all the normal rules for a five-foot step, such as not provoking attacks of opportunity. If the step is both in reaction to and takes you out of range of an attack or spell, it’s considered to have missed.

Special:
Extremely Light-Footed can be used in place of the Mobility feat to qualify for a feat, prestige class, or other special ability.


Foreign Fighting Style [Fighter]
You were trained in a combat style that others find baffling.

Prerequisites:
Int 13, BAB +1

Benefit:
Choose one type of weapon (you can also choose unarmed strike or grapple as your weapon for purposes of this feat). Whenever fighting an opponent untrained in your fighting style, you may add your Intelligence modifier to attack rolls made with the weapon, instead of your Strength or Dexterity modifier.

Special:
Foreign Fighting Style can be used in place of the Weapon Focus feat to qualify for a feat, prestige class, or other special ability.


Instant Strike [Fighter]
You can attack faster than you can think.

Prerequisites:
Dex 19, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse, BAB +16

Benefit:
You may make an attack with a light or finessable weapon as an immediate action. The attack is made at your full attack bonus.

Special:
Instant Strike can be used in place of the Greater Two-Weapon Fighting feat to qualify for a feat, prestige class, or other special ability.


Instinctive Initiative [Fighter]
The hair on the back of your neck knows a fight is coming, even when you don’t.

Prerequisites:
Wis 13

Benefit:
You may add your Wisdom modifier to initiative checks instead of your Dexterity modifier. Additionally, you are always able to act in a surprise round (though you aren’t granted a surprise round if nobody else is).

Special:
Instinctive Initiative can be used in place of the Improved Initiative feat to qualify for a feat, prestige class, or other special ability.


Juggernaut [Fighter]
You’re big, and you know how to take advantage of it.

Prerequisites:
Con 13

Benefit:
You may add your Constitution modifier to any opposed roll that is affected by size or stability (such as bull rushes, grapple checks, or trip attempts).

Special:
Juggernaut can be used in place of the Power Attack feat to qualify for a feat, prestige class, or other special ability.


Light-Footed [Fighter]
You float like a butterfly.

Prerequisites:
Dex 15

Benefit:
You may take a five-foot step as an swift action. This step otherwise follows all the normal rules for a five-foot step, such as not provoking attacks of opportunity.

Special:
Light-Footed can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.


Martial Artist [Fighter]
You’re good with your hands.

Prerequisites:
Combat Expertise

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 against any opponent who makes an unarmed attack on you.

In addition, whenever it would be advantageous for opposed combat maneuvers (such as a disarm or trip attempt), you are treated both as being one size larger than you are, and as wielding a two-handed weapon.

Special:
Martial Artist can be used in place of the Improved Unarmed Strike feat to qualify for a feat, prestige class, or other special ability.


Mounted Defense [Fighter]
You can deflect and absorb attacks that would otherwise damage your mount.

Prerequisites:
Ride 1 rank

Benefit:
Whenever your mount is hit by an attack, you may attempt a Ride check to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. If your Ride check result equals or is less than the attack roll, you are hit instead of your mount.

Special:
Mounted Defense can be used in place of the Mounted Combat feat to qualify for a feat, prestige class, or other special ability.


Rapid Strikes [Fighter]
Your weapon becomes a blur in your hands.

Prerequisites:
Dex 15, Weapon Finesse, BAB +6

Benefit:
As a standard action, you may attack twice with a light or finessable weapon. Both attacks are made at your full attack bonus, minus 4. You may either attack the same target twice, or two different targets.

Special:
Rapid Strikes can be used in place of the Two-Weapon Fighting feat to qualify for a feat, prestige class, or other special ability.


Reckless Attack [Fighter]
You can sacrifice defense to put more power behind your blows.

Prerequisites:
Str 13

Benefit:
On your action, before making attack rolls for a round, you may choose to subtract a number from your AC and add the same number to all melee damage rolls made with two-handed weapons, or one-handed weapons wielded in two hands. This number may not exceed your base attack bonus. The penalty to AC and bonus on damage apply until your next turn.

Special:
This feat may not be used in conjunction with the Power Attack feat.
Reckless Attack can be used in place of the Power Attack feat to qualify for a feat, prestige class, or other special ability. Abilities that modify Power Attack (such as the Leap Attack feat, or a Frenzied Berserker’s Supreme Power Attack) modify Reckless Attack in a similar manner.


Restore Ki
You know the body’s ki meridians well enough to help an ally whose ki flow is blocked.

Prerequisites:
Dex 13, Wis 15, Heal 10 ranks

Benefit:
As a standard action, you may free up either your or an adjacent ally’s ki flow, removing one of the following conditions: dazed, dying (the ally becomes stable instead), fatigued, sickened, or stunned.

If you have at least 9 ranks in Heal, you may remove the following conditions as well: blinded, deafened, exhausted, nauseated, unconscious.

If you have at least 18 ranks in Heal, you may remove the following conditions as well: ability damaged, energy drained, paralyzed, petrified.

You may use this feat once per day for every four levels you have attained.

Special:
A monk may select Restore Ki as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may use it a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. A monk is considered to have at least as many ranks in Heal as her class levels (so a 9th level monk could remove the blinded condition from an ally, regardless of how many ranks in Heal she had)

Restore Ki can be used in place of the Stunning Fist feat to qualify for a feat, prestige class, or other special ability. You may spend Restore Ki uses the same way you can spend Stunning Fist uses, and any feat that grants you additional Stunning Fist uses instead grants you additional Restore Ki uses.

If you have (or later gain) the Stunning Fist feat in addition to Restore Ki, you have only a single pool of uses for both. You gain two additional uses per day.


Shielded Spellcaster
You can adjust your arcane gestures to account for a shield.

Prerequisites:
Arcane caster level 1st

Benefit:
You gain proficiency with bucklers, and ignore their spell-failure chance. If you’re proficient with all simple weapons, you also gain proficiency with light shields, and ignore their spell-failure chance as well.

Special:
Shielded Spellcaster can be used in place of the Combat Casting feat to qualify for a feat, prestige class, or other special ability.


Shoot ‘Em in the Back [Fighter]
If an ally is distracting your opponent, you can take advantage of their lack of attention.

Prerequisites:
Dex 13, Point Blank Shot, sneak attack +1d6

Benefit:
When wielding a ranged weapon you’re proficient with, you’re considered to be wielding a reach weapon for purposes of determining flanking. If your opponent is only in melee with allies you’re flanking with, you don’t take a -4 penalty for shooting into melee.

Special:
Shoot ‘Em in the Back can be used in place of the Precise Shot feat to qualify for a feat, prestige class, or other special ability.


Swift Strike [Fighter]
You can attack faster than you can blink.

Prerequisites:
Dex 17, Two-Weapon Fighting, Weapon Finesse, BAB +11

Benefit:
You may make an attack with a light or finessable weapon as a swift action. The attack is made at your full attack bonus.

Special:
Swift Strike can be used in place of the Improved Two-Weapon Fighting feat to qualify for a feat, prestige class, or other special ability.


Symmetrical Strength [Fighter]
You put effort into keeping your off-hand in as good shape as your primary hand.

Prerequisites:
Str 13

Benefit:
You add your full Strength bonus to attacks made with weapons in your off-hand. If wielding a double weapon, you treat both sides as though you were holding them with two hands (usually adding half again your Strength bonus).

Special:
Symmetrical Strength can be used in place of the Power Attack feat to qualify for a feat, prestige class, or other special ability.


Tactical Awareness [Fighter]
You keep abreast of your opponents' openings, and cover your own.

Prerequisites:
Int 13

Benefit:
You may make a number of additional attacks of opportunity equal to your Intelligence bonus.

Whenever an opponent would make an attack of opportunity against you, you may expend two of your own attacks of opportunity to cancel theirs.

Special:
Tactical Awareness can be used in place of the Combat Reflexes feat to qualify for a feat, prestige class, or other special ability.

Prime32
2011-06-07, 07:49 PM
Liked it before and like it now. :smallsmile: