3rd Edition Rules
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3rd Edition Rules

Dungeons & Dragons

COMBAT RULES

Multiple Attackers

When attacked by multiple foes, all attackers get a bonus based on the number of allies who threaten the defender. Since every defender can defend against 1 threat normally, the bonuses do not begin until at least 2 or more attackers threaten him. Every threat beyond the first gives all that attack him a cumulative +1 to hit. Missile weapons and ranged spells do not threaten, so do not increase this bonus, but still benefit from any existing bonus. Flanking adds an additional +1 to hit bonus onto this. For example, if 3 of your allies threaten a foe you attack, you get a +3 to hit (+1 for each allied threat). If you also flanked him, you get a total of +4 to hit. The bonus cannot exceed 8 + defenders Dex/Dodge bonus from the multiple attacker aspect, flanking bonuses are added on top of this.

It is always possible for you to ignore threats and thereby not count them against you for this purpose, even denying flanking by ignoring one of the threats making it possible to flank. However, those threats you so ignore in this way get an attack of opportunity against you each round you ignore them when they threaten you. Furthermore, you lose your DEX and all related dodge bonuses against them, but they do not count toward giving foes a bonus to hit you. However you are not considered to threaten them either, and even if you have Combat Reflexes, you get no Attack of Opportunity against them for as long as you so ignore them. They still get the bonus for allies who threaten you.

Natural 20’s and Natural 1’s

A 20 does not always succeed nor does a 1 always fail. If a 20 would normally fail, the subject must roll a confirmation roll, which is just another roll with a +10 confirmation bonus. If the confirmation roll also needs more than a 20 to succeed, then if it comes up a 20, repeat this process until the confirmation roll can succeed on a 20 or less. If this confirmation roll succeeds, the save succeeds or the attack hits and if this roll was also a 20, the attack not only hits but also scores a critical hit. A similar approach applies for rolls of a 1. If a 1 would normally hit, the subject must roll a confirmation check with a –10 confirmation penalty. If this roll would still succeed on a 1 and another 1 was rolled, repeat this process until the confirmation roll can fail on a 1. If this roll fails, the save fails or the attack misses; otherwise it succeeds or hits after all, in spite of the original roll of 1.

Dodge Bonuses

You gain a bonus equal to any dodge bonus to your Reflex saves as well. Furthermore, when using Expertise, Defensive Fighting or Total Defense, you can choose to gain the bonus to AC as a Defensive Bonus rather than a Dodge Bonus. If you choose this option, you lose the bonus to Reflex saves the dodge bonus would give you, and you can only apply the Defensive Bonus against half the Battlefield. You choose which half it applied to when you first apply the bonus against an attack in a round. You can choose which half of the battlefield to apply your Defense bonus once each round, when you are first attacked in the round. If you would lose your Dex bonus you also still lose your Defense bonus.

Grappling and Outside Attacks

Any damage caused to an attacker by the intended target via either an attack of opportunity or a readied action set for this purpose, is added as a bonus to the defenders initial grapple check to avoid the grapple. The grapple does not automatically fail, the defender gets this bonus instead. At any time during the grapple, an ally can ready and action to assist a grappled person in escaping the grapple. The readied attack takes place at the time the grappled one would make his escape attempt, and any damage caused by the attack is added as a bonus to the ally’s grapple check to escape. If the grappling ally does not attempt to escape, this bonus is not applied.

Attacking into a grapple from the outside can be dangerous, as you may strike an ally if he is embroiled within the grapple. To determine this, the relative size of the intended target is compared to the size or sizes of the others in the grapple with your target. Those the same size as the target grant it 50% cover, while those 1 size larger grant it 75% cover and those 2 or more sizes larger grant it 90% cover. Likewise, those 1 size smaller grant the target 25% cover and those 2 or more sizes smaller grant the target only a +1 cover bonus to AC (about 10% cover). If the target is grappled with multiple combatants, treat 2 combatants of the same size as if they were a single combatant of 1 size larger for the purpose of determine the cover they give to the intended target. Treat 4 same sized combatants as if 2 sizes larger, and 8 as if 3 sizes larger, and so forth. Once you determine the cover bonus the target of your attack gains, make an attack roll modified by the cover. If you hit, no problem, if you miss however, check and see if your attack roll would have hit the target as a touch attack (modified by the cover given him by the added foes he is grappling), and remember, the target does not get his DEX bonus or any bonuses to AC which would be lost with the loss of the DEX bonus. If you missed even this touch attack, and only missed because of the cover bonus provided by the others in the grapple, you may have hit one of these others! Determine which one you may hit randomly based on their size if more than one gave cover (give the smallest of these a base 1 chance and each size larger doubles this for that creature, so a creature 1 size larger has a 2 chance and one 2 sizes larger has a 4 chance and so on). Once determined, make a new hit roll against them, but do not give them any cover bonus for others in the grapple, as you have already determined they were the exposed target your stray attack is headed for. They do not get DEX bonus as normal.

Furthermore, missile fire requires the same -4 to hit penalty as it does in normal melee when firing into a melee, otherwise, you simply determine randomly based on size which one in the grapple your attack targets, you lose the chance to make your attack roll and have a hit strike the correct target. The targeted foe gains no cover bonus for this attack either, if this method is used.

New Feats and Modifications of Existing Feats

Modifications of Official Standard Feats:

Alertness: this feat has been changed, it now gives a +2 to Spot and Listen checks, but, this feat also allows you to make a DC 15 wisdom check to avoid being surprised. If you succeed, you can act during a surprise round (if there is one). You may use either your Wis or Dex bonus when making initiative checks, whichever is better.

Ambidexterity: this feat follows that of the PHB with the following alteration: your grace with two weapons allows you to make a second offhand attack if your Base Attack is +6 or greater. This is particularly useful when combined with Two Weapon Fighting, breaking the one offhand attack limit of that feat. However, you cannot make more than two offhand strikes with this feat, even if your Base Attack would otherwise entitle you to it.

Armor/Shield Proficiency: this feat has been changed, it now is a single feat and gives proficiency in your choice of any 3 armor or shield groups or single exotic armors or shields. The basic armor and shield groups are: Light Armor, Medium Armor, Heavy Armor and All Shields. Each of these groups can be chosen with one of your three choices, while exotic armors and shields (if your DM introduces such) must be chosen individually on a one choice per exotic armor/shield basis.

Cleave: this feat follows the PHB except it also applies to attacks which destroy objects/weapons. If you sunder a foe’s weapon or destroy an object, you can cleave into another weapon, object or creature.

Combat Casting: this feat has been changed, you do not provoke attacks of opportunity when casting spells while threatened. In addition, you gain a +4 bonus to Concentration checks related to spellcasting (such as when needed to concentrate after taking damaged).

Combat Reflexes: this feat has been changed, it still gives the usual benefits with the following additions: you receive 3 + DEX bonus attacks of opportunity (not the usual 1) and you receive an Attack of Opportunity whenever an opponent you threaten rolls a natural 1 on his attack roll.

Crippling Strike (Rogue Special Ability): the rogue who damages a foe with a sneak attack inflicts full sneak attack damage and 1 point of STR damage plus 1 more per 3 dice of sneak attack damage he inflicts.

Defensive Roll (Rogue Special Ability): this feat allows the rogue to avoid damage using his reflexes and uncanny dodge ability. Anytime the rogue suffers hitpoint damage (from any source), he can make a Reflex save to roll with it and take only half the damage. The DC of this save is equal to the damage dealt by the attack, and if successful, the rogue takes only half the damage. He can attempt a Defensive Roll no more often than once per round. The rogue cannot attempt a Defensive Roll against any attack that denies him his Dex bonus (such as a successful feint attack).

Deflect Arrows: this feat retains all the requirements and bonuses in the PHB with the following modification: you can deflect one or more arrows per round. Each arrow deflected counts as 1 of your attacks of opportunity for that round. Thus, Combat Reflexes coupled with a high DEX can really enhance this feat.

Dodge: this feat gives a Dodge bonus to AC of +2 against all foes.

Endurance: this feat has been changed, it still gives the usual bonus in the PHB, however, the +4 endurance bonus also applies to all CON based durations for special abilities and feats, such as Rage (lasts 4 rounds longer), Adrenaline Rush (can be used 4 additional rounds), etc. It also allows for the following: this feat allows the user to stay active and alive even when seriously wounded. If the user’s hitpoints drop to 0 or less, instead of suffering the normal results for his current condition, he remains conscious but can only take partial actions until healed above 0 hitpoints (however he still loses 1 hitpoint each round as normal, with the usual chance to stabilize. However, even if stabilized, unless healed to a point where you would no longer lose hitpoints in this way, strenuous activity destabilizes you again, and you begin to lose hitpoints, 1 per round, all over again). If his hitpoints drop to the point where death would normally occur, he makes a Fortitude save against DC 20 + the number of hitpoints past the point of death for the character. If the save succeeds, he remains alive and conscious, but can still only take partial actions until his hitpoint total exceeds 0. If the save fails, he dies immediately. He must make this save every round his hitpoints remain at a level that would normally kill him. If someone heals him of enough damage before he fails a save, he will recover normally, he has cheated death in a sense. This feat does not help you if your unconsciousness/death was caused by conditions other than hitpoint loss, like through Death spells or CON damage from poisons for example.

Expert Tactician: this feat requires Combat Reflexes, Expertise and an INT 13+. This feat gives you a free partial action (which must be used against the foe who provoked it) if you flank your foe or he is denied his DEX bonus to AC. This free partial action can only be gained 1 time each round and does not stack with other partial actions you may have already.

Expertise: this feat works in all respects as it does in the PHB, in addition, when you choose the Fight Defensively or Total Defense action you gain a +2 additional dodge bonus to AC (in addition to the extra bonus for 5+ ranks in Tumble).

Extra Turning: this feat retains all the requirements and bonuses in the PHB with the following modifications: you may either gain 4 extra turn/rebuke attempts or double your base number of such attempts, whichever is better.

Far Shot: this feat retains all the requirements and bonuses in the PHB with the following added bonus: point blank range is also increased for you, making point blank range 60’ for you, not the usual 30’. Point Blank Shot, Flanking Shot, Ranged Cleave, Great Ranged Cleave, Sneak Attacks, Death Attacks, Weapon Specialization, and other abilities which are limited to 30’ are also extended to 60’ so they will operate in this range as they did at 30’ previously.

Great Cleave: this feat retains all the requirements and bonuses in the PHB with the following added bonus: you may take your free 5’ step before you cleave or between cleaves if you have not used it or moved during your action already.

Great Fortitude: this feat has been changed, it now gives a +4 bonus to Fortitude saves.

Improved Bull Rush: this feat retains all the requirements and bonuses in the PHB with the following added bonus: if you make a successful Bull Rush, pushing the opponent back at least 5', you get an immediate free attack against that foe as if you had not used your action for a Bull Rush. Furthermore, you can use and damage bonus gained from Power Attack that round as a bonus to your opposed STR check to push your foe back.

Improved Critical: this feat retains all the requirements and bonuses in the PHB with the following added bonus: you get a +4 bonus to all critical threat confirmation rolls made with the weapon. This makes the likelihood of a critical threat becoming a critical hit much better.

Improved Disarm: this feat retains all the requirements and bonuses in the PHB with the following added bonus: if you make a successful Disarm against your target, you get an immediate free attack against that foe as if you had not used your attack for a Disarm.

Improved Evasion (Rogue Special Ability): this feat retains all the requirements and bonuses in the PHB with the following added bonus: you gain a +2 bonus to all Reflex saves. This bonus stacks with Lightning Reflexes feat.

Improved Initiative: this feat has been changed, it still gives the usual bonus of +4 to initiative checks (which is not counted as a dodge bonus and thus not limited by armor), but if you roll less than 10 you take 10, otherwise you take your roll. The only exception to this rule is if you roll a 1 on initiative, you must take the result rolled when you roll a 1.

Improved Trip: this feat retains all the requirements and bonuses in the PHB with the following added bonus: you cannot be tripped in return if you fail to trip your foe and you may use either STR or DEX as the attacker when making your trip opposed rolls.

Improved Two Weapon Fighting: this feat retains all the requirements and bonuses in the PHB with the following added bonus: when combined with Ambidexterity, you are no longer limited to only two offhand attacks, you can make as many offhand attacks as your Base Attack allows, up to the limit of 4 for a 20 Base Attack. The Epic feat Perfect Two Weapon Fighting will allow attacks beyond this limit.

Improved Unarmed Strike: this feat retains all the requirements and bonuses in the PHB with the following added bonus: your unarmed damage is d4 (medium) or d3 (small), and you can choose to do real or subdual damage with your unarmed attacks, including grappling attacks. You can also perform a Flurry of Blows with your unarmed attacks as if a monk. Finally, you do not provoke an attack of opportunity when you attempt to grapple.

Iron Will: this feat has been changed, it now gives a +4 bonus to Will saves.

Lightning Reflexes: this feat has been changed, it now gives a +4 bonus to Reflex saves.

Mobility: this feat retains all the requirements and bonuses in the PHB with the following added bonus: you do not suffer the –2 penalty to your AC when Charging and, when not Charging, you gain a +4 bonus to Tumble checks made to avoid attacks of opportunity (only on these checks, not checks made for other uses of the Tumble skill) and you may use the Tumble skill untrained for these checks (you are considered trained in this area even if you have no formal ranks in the Tumble skill). You may always consider the first HEX you move out of as unthreatened, as if you were doing nothing but moving. You may change directions once during a Charge Action or once during each Move Equivalent of a Run Action. Normally you cannot change directions under these conditions.

Mounted Archery: this feat retains all the requirements in the PHB with the following changes: you take no penalty for using a ranged attack while your mount makes a double move, and only a -4 to hit penalty when your mount runs. You can use any bow or ranged weapon while mounted, even those normally not allowed. You can also use the Cover action in combat as a Move Equivalent Action at no attack penalty to your archery.

Mounted Combat: this feat retains all the requirements and bonuses in the PHB with the following added bonuses: you may use a 5' step to switch positions on your mount. You may designate you are occupying the front half or the back half of your mount as you desire. Normally, you can only occupy the back half of your mount. You can also attempt to avoid more than one attack against your mount using your Ride skill, but each additional attempt per round costs you an attack of opportunity. You can also use the Cover action in combat as a Move Equivalent Action; however, you suffer the same cover penalty as your foes when fighting this way.

Opportunist (Rogue Special Ability): this feat retains all the requirements and bonuses in the PHB with the following added bonus: you can also use this feat anytime you flank a foe or when a foe you threaten loses his DEX bonus. You may use this feat as often as you have attacks of opportunity remaining in a round, following the normal rules for such.

Power Attack: this feat follows the PHB except you can add your STR bonus to hit to your Base Attack bonus to determine the limit of this feat with respect to the maximum to hit penalty you can take and damage bonus you gain. Damage bonuses from this feat are treated as damage is for high STR scores when using a weapon in both hands or when using two weapons. You apply 50% more of the Power Attack bonus damage when using a weapon in both hands and you only get 50% of the Power Attack bonus for off-hand attacks just as you would for STR damage bonuses. You can also use a Light weapon in both hands and gain the 50% increase in STR damage bonus (normally you cannot do this with Light weapons). This feat can only be used with strength based weapons, if you use DEX for your attack roll, you cannot use this feat.

Quick Draw: this feat gives the usual effects, allowing you to draw a weapon as a free action, and it also has additional effects as well. You are so fast, you get a +4 bonus to initiative checks. Additionally, any weapon you have at the ready (defined as any melee weapon you could draw or any already "loaded" weapon), if your initiative is 20 or greater, you are able to make a free attack with. This attack allows only a 5’ step, so you must be able to make good the free attack after that or it is lost (missile attacks are best in this case). This free attack is not a partial action, so it stacks with any bonus partial action you may also get (such as from surprise).

Ride-By Attack: this feat has the usual PHB benefits, plus, your mount can get in 1 attack as a Charge attack in addition to your own, without provoking attacks of opportunity from the one charged, and still allow the continued movement of the Ride-By Attack feat. You may also guide your mount to allow it to change direction once during any charge or once during each Move Equivalent of a Run Action.

Run: this feat also increases the allowed movement of Charge Actions by 1/4, allows the character to Hustle for 8 hours a day without penalty and gives you a +10 to your base movement rate. You also retain your DEX bonus to AC when using the Run Action and need only 10’ to make a running jump. This feat can stack with other movement bonuses (such as the barbarian and monks abilities).

Shot on the Run: this feat has the same requirements, except Mobility can be replaced with Defensive Shot, and gives all the same bonuses as normal, but you have the added ability to take a Full Round Action with a ranged attack while moving during the action. When using this added option, your Full Round Action occurs roughly at the midpoint of your movement, so you move up to half your speed, then resolve your action, then move up to half your speed again. When using this option, if your line of sight of any foe is interrupted during your move, you can only fire once at that foe. If you desire, you can take only a Partial Action with this feat, allowing you to make a double move. Your action, in this case, can occur at any point during your double move. If you use this with a ranged spell, you must make a Concentration check at DC 10 + spell level or lose the spell.

Skill Focus: this feat gives you a +4 bonus on any skill of your choice and you may use that skill untrained. If this skill is a class skill, you roll your skill checks and if you roll less than 10 you take 10, otherwise you take your roll. The only exception to this rule is if you roll a 1 on your check, you must take the result rolled when you roll a 1. If taken for a cross class skill that skill becomes a class skill for you always. If taken for a restricted skill that skill is treated as cross class for you now. If you take another class later on that opens up more skills to you as class skills, you may re-assess this feat and how it applies to the skill chosen. This feat can be taken multiple times, but its effects do not stack, each time the feat is taken, it applies to another skill.

Skill Mastery (Rogue Special Ability): this feat retains all the requirements and bonuses in the PHB with the following added bonus: you may roll your skill checks with the skills mastered with this feat or play it safe and take 10. If you decide to roll and roll less than 10 you take 10, otherwise you take your roll. The only exception to this rule is if you roll a 1 on your check, you must take the result rolled when you roll a 1 (even masters are not perfect). You are a master with those skills, you rarely perform poorly when using them and are very confident in your ability. If you already have Skill Focus with a skill you also master with this feat, you gain an additional +2 synergy bonus with that skill (which stacks with other such bonuses).

Slippery Mind (Rogue Special Ability): this feat retains all the requirements and bonuses in the PHB with the following added bonus: when the rogue fails a save against a mind affecting spell for which this feat applies, he delays his second chance save for his INT bonus in rounds, during which his mind "slips" free of the power and he can act normally. When time is up, he must make the second save, assuming the power has not been dispelled or run its duration, or suffer the normal effect of the spell for the rest of its duration.

Spell Focus: this feat has been changed, it now gives a +4 to the DC of the saves of the school chosen, and cannot be chosen more than once for the same school. Greater Spell Focus is no longer allowed.

Spell Mastery: this feat has been changed, it still gives the usual benefits but with the following additions: spells mastered with this feat are so well known by you that you can cast them spontaneously provided you leave spell per day slots open for this purpose. If you do not prepare a spell per day slot, it can be used to cast any spell, spontaneously, from your list of spell mastery spells. You cannot convert an already prepared slot in this way, so the slot must be left unprepared. Doing this requires a Full Round Action, or an additional Full Round Action for spells with casting times already greater than 1 action. However, you can apply metamagic feats to the spell within this same amount of additional casting time. Sorcerers who take this feat can choose a number of spells equal to their CHA bonus and master them much like a wizard. These spells need not be (and indeed should not be) those the sorcerer already has a spells known. The sorcerer need not keep a spellbook for these, just as a wizard need not use his spellbook for those spells he masters. The sorcerer can now prepare these mastered spells in his spells per day slots as a wizard. Those spell slots prepared in this way are not open to the sorcerer that day for use in spontaneous casting.

Spell Penetration: this feat has been changed, it now gives a +4 bonus to caster level checks to overcome spell resistance, and cannot be chosen more than once. Greater Spell Penetration is no longer allowed.

Spring Attack: this feat retains all the requirements and bonuses in the PHB with the following added bonus: you may use the Charge Action with this feat. Furthermore, you are no longer required to move in a straight line when using the Charge or Run Action; you may weave in and out of combat even moving at charging or running speed.

Stunning Fist: this feat retains all the requirements and bonuses in the PHB with the following modifications: you can use this feat 3 + WIS bonus times per day, no more than once per round.

Sunder: this feat retains all the requirements and bonuses in the PHB with the following added bonus: you do not provoke attacks of opportunity when attacking any objects on a foe (not just their weapons) and you know how to attack objects for full effect. You threaten a critical against objects and constructs as well, regardless of the weapon used, on a 19-20. If you score a critical hit, you deal the object or construct double damage. Improved Critical, Weapon Mastery and Keen ability all improve this threat range when you attack objects or constructs. Finally, if you make a successful Sunder attack (does not need to destroy the object, only strike it) against an opponent’s held weapon or shield (does not apply when attacking other objects on that foe or weapons and shields not held by the foe), you get an immediate free attack against that foe as if you had not used your attack for a Sunder.

Toughness: this feat requires 1 or more levels in any PC class (so NPC class levels do not qualify for this heroic feat). You are a very hardy adventurer, blessed with an uncanny toughness. You gain 15 bonus hitpoints. These bonus hitpoints increase the threshold required to trigger death by massive damage for you by an equal amount. So if you normally suffer this check for death from massive damage at 50 points or more, with this feat taken once you do not suffer it until 65 points or more. These bonus hitpoints also extend the usual –10 hitpoint death level by an equal amount, so taken once, you do not perish until –25 hitpoints is reached. In addition, you receive a +15% bonus to any stabilization check required of you. This feat can be taken multiple times, its effects stack.

Track: this feat also grants the same benefit as either Skill Focus: Search or Skill Focus: Wilderness Lore, which is chosen when the feat is taken. Depending on this choice, you use either your Wilderness Lore or Search skill to track.

Trample: this feat retains all the requirements and bonuses in the PHB with the following added bonus: you may attempt as many Overrun actions as you wish before reaching your target, riding down intervening troops along the way. You may use your Ride skill instead of your mount’s STR or DEX checks when resolving all trip attempts during these Overrun attacks. You may make 1 trample attack each time you Overrun a foe and knock him down, but each trample after the first suffers a cumulative -5 to hit penalty. You may continue to trample even after you reach your target, if you possess the Ride-by Attack feat, moving in a straight line up to the rest of your movement, trampling along the way as the opportunity presents itself.

Weapon Focus: this feat requires Weapon Proficiency and a Base Attack of 1+. When using this weapon, you receive a +2 to your Base Attack bonus.

Weapon Proficiency (Any): this feat has been changed, it still gives the usual benefits to the weapons it applies to, but instead of applying to a single weapon, you choose any weapon group or any 3 individual exotic weapons you desire. The weapon groups are Simple or Martial. Taking Martial Weapon Proficiency requires Simple Weapon Proficiency. Taking Exotic weapons requires Martial Weapon Proficiency. Rather than taking any 3 exotic weapons, you can choose to take proficiency in exotic groups as the DM allows. Such groups include: Double Weapons, Monk Weapons, Heavy Weapons (weapons that can be used as martial in both hands, such as the bastard sword and dwarven war axe), etc. To take proficiency in some individual exotic weapons, you must have a Base Attack +1 and some exotic weapons may have other requirements.

Weapon Specialization: this feat gives +2 to weapon damage rolls (the damage bonus only applies to attacks within 30’). You also gain the same +2 bonus as a to hit bonus when making opposed rolls with your weapon (such as when using the disarm, expert defense or sunder options) or when making confirmation rolls (such as when confirming a critical, which stacks with the bonus from Improved Critical). When you score a critical threat, you can choose to make the usual confirmation roll for a critical hit, or you can choose to make another attack at the same attack bonus as if you had not made that attack. This free attack can be made against anyone you wish whom you threatened when you made the original critical threat. This even works when your target is immune to criticals, as you are not inflicting a critical but making another attack.

Whirlwind Attack: this feat retains all the requirements and bonuses in the PHB with the following added modification: weapons with reach can choose to attack all foes they lay a fixed distance away from them within their reach, but they cannot adjust their reach during the attack once chosen. So a creature with a 10’ reach could attack all foes 10’ away from him (but not those also within 5’ of him with the same whirlwind attack as that would require him to adjust his reach), for example. Such attacks suffer the usual -4 to hit penalty if a creature or obstacle lay between the attacker and his target. Cleave and Great Cleave do not stack with Whirlwind Attack.

Modifications of Official Metamagic Feats:

Empower Spell: this feat has been changed in that it only requires a +1 level increase in the spell modified, but the enhancement is only 25% greater effect. +2 would give the usual 50% greater effect, while +3 would give 75% greater and +4 would double the spell effect. In addition, for each +1 level increase, the DC of the spell increases by a like amount.

Enlarge Spell: this feat has been changed, it still doubles the range of the spell, but it also increases the area of effect as well, all for a +1 effective spell level increase. The radius and/or length of the area of are increased by 50%. If the area of effect is Target, the number of targets is not increased but the maximum space each target can be apart from the others is increased by 50%.

Extend Spell: this feat has not been changed, it is merely included here for completion.

Heighten Spell: this feat has been changed, it still operates as normal, but each level of heightening also extends any cap on the damage dice or other caster level based effects by 5 caster levels. So a heightened fireball of level 5 would not only have a harder DC to save against (being a level 5 spell now), and be able to ignore a Globe of Invulnerability, but the 10 dice damage cap (based on a limit of 10 caster levels for effect) rises as well, to 20 dice. Also, Heighten Spell actually changes the spell, by elevating it to a new spell level. This has special effects on counterspelling. A magic missile heightened to level 3 is not countered by a level 1 magic missile spell for example. Only another heightened magic missile of level 3 or more will counter it (or a level 3 evocation spell of any type if you have Improved Counterspell). You may heighten a spell as much as you like, up to the spell level limit you can cast, but the increase in caster level cap cannot exceed +20 levels. So heightening a 10d6 fireball past a level 7 spell (a level 7 version would have a 30d6 damage cap) would not increase the level cap further, as +20 is the limit.

Maximize Spell: this feat has been changed, it now only increases the spell level of the maximized spell by +2.

Quicken Spell: this feat has been changed, it applies to any spell now, not just those with casting time of 1 action. For each +1 effective spell level increase, the spell’s casting time is cut in half (rounded up), so a spell with a 1 action casting time gains no benefit from only a +1 level increase, but a full round spell becomes a 1 action spell, and a 10 minute spell becomes a 5 minute spell. If you increase the effective spell level by +2, then 1 action spells become free actions, full round spells still remain 1 action spells, and all other spells have their casting time cut to a quarter normal (10 minutes becomes 25 rounds). Increase the cost to +3 levels and full round spells become free actions also. Just repeat this progression for increases beyond +3 levels. Thus, at a +10 level cost, a 10 minute casting time spell can be made a free action (100 rounds, 50 rounds +1, 25 rounds +1, 13 rounds +1, 7 rounds +1, 4 rounds +1, 2 rounds +1, 1 round +1, 1 action +1, free action +2. +10 total).

Silent Spell: this feat requires Concentration 5+ ranks. Silent spells use uses up a spell slot 0 levels higher than the actual spell's level, so it does not alter the spell slot level required to use it, but using a spell in this way requires a Full Round Action or an additional Full Round Action if the spell already required a casting time more than 1 action. If you desire to avoid this extended casting time, and you can prepare spells, you can prepare the spell 1 level higher.

Still Spell: this feat requires Concentration 10+ ranks. Stilled spells use uses up a spell slot 0 levels higher than the actual spell's level, so it does not alter the spell slot level required to use it, but using a spell in this way requires a Full Round Action or an additional Full Round Action if the spell already required a casting time more than 1 action. If you desire to avoid this extended casting time, and you can prepare spells, you can prepare the spell 1 level higher.

New Standard Feats:

Adrenaline Rush: this feat requires a CON 13+. This feat allows the user to activate his adrenaline, and grants the user an extra partial action, either before or after his regular action. The feat can be used 3 + your CON bonus times per day, but never more often than 1 time per round.

Arcane/Divine Defense: your spells are hard to dispel, you add +4 to the effective caster level of all your spells for purposes of resisting dispelling against them.

Arcane/Divine Power: this feat requires Spell Penetration. Your spellcasting power is enhanced, you add +4 to all your dispel based level checks to dispel magic, but if you roll less than 10 you take 10, otherwise you take your roll. The only exception to this rule is if you roll a 1 on such a check, you must take the result rolled when you roll a 1.

Arcane Understanding: this feat must be chosen upon taking your first level in wizard. For each level gained, you can add 2 more free spells to your spellbook in addition to the usual 2 all wizards get each level. Also, your INT score is considered to be 2 higher for purposes of determining bonus spells.

Armor Focus: this feat requires the Armor Proficiency Feat. Choose 1 type of armor (light, medium or heavy), this feat gives the user a +1 Armor Bonus to AC that stacks with the armor bonus from his armor. This bonus is lost whenever you lose your DEX bonus. The user also suffers 1 less on the skill check penalty, increases the maximum DEX bonus allowed by 1 and reduces the arcane spell failure chance by 10% when wearing that armor. You may change what armor this feat applies to as you can with Weapon Focus. This feat can be taken multiple times, each time it is taken; it applies to another armor type.

Berserker Charge: this feat requires the Rage ability, Rage of Fury, Power Attack, a Base Attack of 4+, and 13+ STR. This feat allows the attacker, when Raging, to charge on foot and inflict double damage on the target. The feat cannot be used in heavy armor or when carrying a heavy load.

Brace: this feat requires Combat Reflexes. You can brace yourself by digging into your current location. The user must be on a solid surface to use this feat. Using this feat requires a Readied Action, Set to Receive a Charge. Once braced, the user scores triple damage, not the usual double, when Set to Receive a Charge with a weapon designed for this action. The user scores double damage when using any other weapon. Furthermore, you can use up an attack of opportunity for the round and respond to a single charge in any round by setting to receive the charge. You can do this only once per round, and doing so provokes attacks of opportunity from all who threaten you (except the one charging you, whom you set this attack against).

Castle Fighting: you get a +2 circumstance bonus to attack rolls for melee combat and a +1 circumstance bonus to attack rolls for missile combat when on higher ground than your target. Normally you only get a +1 circumstance bonus to attack rolls for melee and nothing for missile fire when on higher ground. Additionally, you are good at making the most of your cover. As part of a Move Equivalent Action you can improve your cover. When you take cover, treat that cover as if 1 level better than it is. If you take 1/4 cover, you treat that cover as if 1/2 cover, for example.

Close Quarter Fighting: this feat requires a Base Attack of +4. You get an attack of opportunity against any grapple attempt made against you (provided you threaten the attacker), even if the attacker uses the Improved Grab ability or the Improved Unarmed Strike feat or similar ability. Furthermore, you can use a weapon equal to your size (one step above light) in a grapple at no penalty. Finally, when fighting in cramped conditions, you suffer only half the usual penalty to hit the condition would normally impose.

Darian Battle Brother: this feat is only taught in Darius by the Battle Brotherhood, a guild of warriors who form the core of the Darian Elites. You must be accepted by and join the Battle Brotherhood, which means your loyalty is to Darius and the Brotherhood above all others. You are a Battle Brother. You can make the Aid Another action as a free action once per round. This can give the one whom you aid a +2 to hit or a +2 to his AC against the opponent they both threaten for the round. Battle Brothers usually aid each other only, and give preference to one another when a choice is involved, but it is not forbidden for a Battle Brother to give aid to another when the situation calls for it.

Defensive Shot: this feat requires Point Blank Shot. This feat allows an attacker with a ranged weapon to make a ranged attack even when threatened and not provoke an attack of opportunity. This feat can replace the requirement for Mobility to gain the Shot on the Run feat.

Dispel Evil/Good: this feat requires Extra Turning and the ability to turn/rebuke undead. You can dispel or counter any magic spell or effect with the [Evil/Good] descriptor as if casting a dispel magic like effect. The spell(s) or effect(s) must be within range of normal turning/rebuking, and must be normally subject to dispel magic effects. You make a turn/rebuke check against each effect and you dispel it if the check would have turned/rebuked an undead creature of HD equal to the caster level of the spell effect. You may use the targeted dispel form of this power, or the area dispel form. The area dispel affects a 60’ radius centered on you. You use up a turning/rebuking check with each dispel evil/good attempt.

Domain Mastery: this feat requires access to a clerical Domain. Choose a number spells equal to your WIS bonus from one of your Domains, you can now spontaneously convert any prepared divine spell of equal or greater level into one of these spells. Follow the same rules used for spontaneous casting of cure spells. Your bonus Domain spell slots cannot be converted in this fashion, only your normal divine spell slots can be used for this purpose. Additionally, these spells become accessible as regular cleric spells for you, so you can prepare them in your normal cleric slots even if they are not normally cleric spells. This feat may be taken more than once, each time it is taken, choose a number of additional spells from one of your Domains to master in this way equal to your WIS bonus.

Elite Darian Battle Brother: this feat requires Darian Battle Brother and a Base Attack of 6+. Your Aid Another action aids all allies who threaten the opponent you threaten and specify, rather than just 1 of your allies. You can also choose to only aid one of your allies but give them twice the bonus the aid action would normal give them (+4 to hit or +4 AC against the chosen creature you both threaten).

Expert Defense: this feat requires either Expertise or Combat Reflexes. You are able to actively defend yourself. To use this feat you must Delay your action until after those whom you wish to defend against have acted. Each time you are hit in melee combat (missile defense is not allowed with this feat, Deflect Arrows Feat covers this case), you may make a melee attack roll against the one who struck you. This attack roll can be either a parry or a dodge, at your choosing. You can parry attacks up to 1 size larger than the weapon you hold (tower and large shields count as large and all other shields as medium for this purpose), but never more than 1 size larger than your own size, otherwise, you must dodge the attack instead. For a parry, if your attack roll is higher than that of the foe who struck you, you have deflected the attack (use the shield AC bonus as a bonus to this attack roll when parrying with a shield). For a dodge, you use your base attack bonus and add to this all your dodge bonuses to AC, including DEX (up to the limit any armor you wear allows, of course), making the attack based on this rather than your weapon melee attack skill. You may continue to attempt to deflect/dodge additional hits against you, but each attempt after the first suffers the usual -5 to hit penalty associated with making multiple, iterative attacks (-3 in the case of monks using unarmed combat). You may attempt as many such actions as you have iterative attacks, including using your offhand actions as well, but you cannot use this feat against any attack that denies you your DEX bonus to AC. If you have attacks left when it is your turn to act, you may use them at their current attack value.

Expert Marksman: this feat requires Point Blank Shot, Precise Shot, Concentration 5+ ranks, Spot 5+ ranks, DEX 13+ and Base Attack 6+. You are a dead eye shot. To use this feat you must use a Full Round Action. You make well placed shots with your ranged weapon, shots that strike vital areas and cause multiple times normal damage. To use this feat, you spend up to 2 (or more if you have this feat several times) of your iterative attacks aiming, setting up your shot. Then, when you have used up as many such iterative attacks as you desire (up to your limit) for aiming your shot, you then either take the shot with your next iterative attack, or hold that attack using the Cover option detailed later. Upon taking this feat once, you can use only 2 iterative attacks to aim before taking the shot or holding it to Cover. Each time you take this feat again, you can use another 2 of your iterative attacks to aim in this way (but you must have 5 additional ranks in Concentration and Spot over the previous minimum required each additional time you take this feat). Aiming bonuses accrued apply only for the shot that comes immediately after them in the same Full Round Action, and cannot be combined with those from other Full Round Actions taken earlier or later. You can make more than one aimed shot in this fashion in a round, provided you still have at least 2 iterative attacks remaining, and this feat can be used at any time during your attack sequence. Thus, if you had 5 iterative attacks in a round, you could make the first 3 of them normally, even in combination with other feats you might have, and then use the remaining 2 for this feat, or make 2 such aimed shots, each using up 2 of your iterative attacks, back to back and use the remaining iterative attack as you like, etc. When you use an iterative attack to aim, you make a special attack roll as if you were attacking the target with that iterative attack (any attack bonuses that only apply to one shot, such as True Strike, are not counted in these aiming attacks, but would count for the actual shot itself). If you hit, you gain 1 level of aiming bonus against the target and a +5 bonus to hit on your final shot. If you score a critical hit, you still only get a +5 bonus to hit on your final shot, but you gain a number of levels of aiming bonus equal to your critical multiplier rather than just a single level of aiming bonus. If you miss, you simply do not get any to hit bonus or levels of aiming bonus for that iterative action. If you have this feat multiple times, you can repeat this aiming action with your next iterative attack(s), with the usual, cumulative -5 iterative penalty to hit when resolving this next aiming attempt, and apply the same effects as above (the to hit bonuses and levels in aiming bonuses stack with each other for the final shot when using more than one iterative attack to aim). When you have taken all the aiming actions you wish for a particular shot, either up to your feat limit (dependant on how many times you have this feat) or based on how many iterative attacks you have remaining, you can declare the next iterative attack to be the actual shot and take advantage of the aiming bonuses you have received from your previous aiming action(s). When you take your shot, you make it at whatever current attack bonus you would get for that iterative attack, and add to it the bonus to hit from aiming you have received as well as any other special bonuses that might apply to the shot (like True Strike). If this shot hits, you score x# damage with the attack, where # is equal to 1 + the number of levels of aiming bonus you have for that attack. If you instead Covered the target, you hold your action and can keep the aiming bonus as long as you do nothing else but concentrate on keeping the target in your sights. When you use the Cover action, if the target is aware of you and attempts to avoid your shot, you must make opposed initiative checks with each other, and if you win, you get the shot off with full aimed bonuses, otherwise, you merely get off a normal Readied Action shot at your highest attack bonus. Targets who are immune to critical hits, or have any level of concealment from you take no additional damage from such a shot, and the target must be within point blank range or you gain no additional damage from this shot.

Faith: this feat requires Divine Caster Level 4+. This feat allows a divine spellcaster who uses WIS as his primary ability to increase his understanding and mastery of his faith. He gains a bonus spell slot of level up to his WIS bonus, but not higher than the highest level spell slot he can cast, which may be used for Spells per Day. The user chooses what level this bonus spell slot will be each day. As greater spell level slots become available, or as the WIS of the user changes, this feat can adapt. This feat can be taken multiple times, however, the total levels of all bonus spell slots gained by all such feats cannot exceed the user’s WIS bonus. Thus, a cleric with a +8 WIS bonus with the Faith feat twice, could have any combination of 2 slots adding to not more than 8 total levels, with no slot higher than the spell level he can currently cast.

Finesse: this feat requires Combat Reflexes, Weapon Finesse, DEX 13+ and a Base Attack 4+. You have exceptional combat finesse with your weapons. When using a weapon in which you have Weapon Finesse, if you score a critical threat, you may choose to forego the confirmation roll (thus losing the chance to inflict a critical hit) and instead take a special finesse action. This finesse action counts as an attack of opportunity. The finesse action can be any action you wish, provided it requires no more than a partial action to perform, it requires no more than a 5’ step, and it only targets the foe (or his possessions) against which you scored the critical threat. This even allows finesse to be used against creatures immune to critical hits, as you are not attempting a critical hit, but using the threat opening to perform some act of finesse. For example, you could choose to merely make another attack against the foe (boring, but allowed), or make a disarm attempt, or a trip attempt (which may entitle you to a free attack after all if you also possess the Improved Disarm or Improved Trip feats), or a short bull rush of 5’, or a grapple attempt, etc. It is possible that the finesse action will provoke its own attack of opportunity from the foe in question (like a grapple against an armed foe), and the finesse action taken is not immune to such.

Flanking Shot: this feat requires Precise Shot (thus also Point Blank Shot). This feat allows a missile weapon to take advantage of flanking if the target flanked is within 30'. The target must be between the attacker and an ally who threatens him, so that the attacker and ally are on opposite sides of the target.

Giant’s Grip: this feat requires Weapon Focus, STR 15+ and Base Attack 4+. You have the grip of a giant! You can wield a weapon one size larger than you in one hand or even a giant’s weapon two sizes larger than you in both hands! You suffer no penalty to hit when fighting this way, but you only get this bonus if the weapon is one you have Weapon Focus in. Using "giant" weapons can give you a reach of 5’ more than you normally have if the weapon is at least huge size, and you still threaten foes within your usual reach as well, just as if you were a larger creature, but taking advantage of this reach with such a weapon imposes a -2 to hit penalty on all attacks made at reach.

Gifted: you are gifted in the skills of 1 particular class. Choose 1 class, this class is now a favored class for you, this favored class is in addition to your normal favored class. You may take this feat multiple times.

Great Ranged Cleave: this feat requires Point Blank Shot, Ranged Cleave, DEX 13+ and Base Attack 4+. Your shots are so devastating you can destroy/drop several objects/enemies with well placed attacks. You may now use Ranged Cleave an unlimited number of times in a round, even more than once with the same arrow, potentially destroying/dropping 3 or more objects/foes in a single shot!

Greater Ranger Focus: this feat requires Ranger Focus and the Favored Enemy ability. You get your favored enemy bonus as a dodge bonus to AC, a competence bonus to Reflex saves and a bonus to hit in addition to the usual bonus against your favored enemies. This feat overrides the Ranger Focus feat.

Improved Combat Reflexes: this feat requires Combat Reflexes and a Base Attack of 6+. You are very good at reacting to openings in combat. You receive a +4 bonus to hit on all attacks of opportunity you make (making it even harder yet for foes to get past you with Tumble). This bonus of +4 also applies to any counter tumble roll you make, and you can use Tumble untrained for this purpose (and only for this purpose). In addition, you can make multiple attacks of opportunity on the same foe in a single round (normally you can make at most 1 attack per foe per round) in the same fashion your Base Attack bonus would allow, with each of these additional attacks of opportunity against the same foe suffering a cumulative -5 to hit penalty (though the +4 bonus the feat gives still applies to each of these).

Improved Countersong: this feat requires the Countersong ability and 9+ ranks in Perform. This feat allows the user to counterspell an opponent's spell while using his Countersong ability. Only spells with a verbal component can be countered in this way. The user must still Ready an Action to Counterspell and make his Spellcraft check to know the spell, but unlike normal counterspelling, he need not have the spell as one of his spells known, nor even have the spell on his spell list. He must spend 1 of his spells per day slots of equal or greater level than the level of the spell to be countered for this ability to function. All other rules of counterspelling are followed normally.

Improved Counterspell: this feat requires 1+ ranks in Spellcraft. You are very proficient at counterspelling. You may counterspell with a spell of the same school as the target spell as long as it is of equal or greater level. Normally you require the exact same spell to counterspell. You may also counterspell an opponent's spell in a reactive manner. You use up an attack of opportunity and can make a counterspell attempt. You may use this aspect of the feat only once per round, but it can be used in addition to a normal Readied Action counterspell. Finally, should you possess the Quicken Spell feat, you may also counterspell an opponent's spell as a free action, 1 time per round. The free counterspell still requires the Spellcraft check as normal, and it does count as your quickened action for the round, so if you have already used such an action you cannot also use this option.

Improved Feint: this feat requires Bluff 5+ ranks. The feat allows the user to use the Feint option under the Bluff skill as part of a Move Equivalent Action (thus you still get your movement and are able to use this feat). You may attempt to Feint as a free action (no more than once per action) but the Bluff check suffers a –10 penalty.

Improved Flanker: This feat requires 1 or more rogue levels. If at least one ally threatens your opponent, you are considered to be flanking that opponent if in melee (with a missile weapon as well if you have Flanking Shot), and get all the normal benefits of flanking, regardless of your actual position. If you can get into the normal flanking position with an ally, then you gain an additional +2 flanking bonus to hit on top of the standard bonus. Finally, you count as having +4 levels in rogue for purposes of overcoming Uncanny Dodge, which stack with your existing rogue levels for this purpose.

Improved Inspire Courage: this feat requires Bardic Music, Inspire Courage and 6+ ranks in Perform. When using the inspire courage bardic ability, all your allies, including yourself, within earshot of this Bardic Song gain immunity to fear both mundane and magical. Furthermore, you can spend more than just the single bardic music use to gain even greater effect. You can use 1 additional bardic music attempt on the inspire courage attempt for every 6 levels of bard you possess. Each additional attempt adds another +1 morale bonus to hit and damage for all allies who hear it (including the bard). This stacks with the usual morale bonus of this song. So a bard with 18 levels could use up 3 additional bardic music attempts when inspiring courage and give +4 morale bonus to hit and damage rather than the usual +1.

Improved Mobility: this feat requires Dodge, Mobility, DEX of 13+ and Tumble Skill. This feat allows use of the Tumble Skill even in Heavy Armor or with a Heavy Load. If wearing Heavy Armor or carrying a Heavy Load, the user suffers a –10 penalty to his Tumble skill, while Medium Armor/Loads imposes no additional penalty. Furthermore, if in Light Armor or less and with not more than a Light Load, the user can Tumble up to twice his speed, as part of normal movement and attempt to avoid Attacks of Opportunity rather than the usual limit of 20'. Finally, when using the Run or Charge Action, you are no longer required to move in a straight line.

Improved Precise Shot: this feat requires Point Blank Shot, Precise Shot, DEX 13+ and Base Attack 4+. You can fire very precisely, and you reduce the cover bonus of your foes by 1 step (but full cover still remains as such, and quarter cover is totally negated).

Improved Rapid Shot: this feat requires Point Blank Shot, Rapid Shot, DEX 13+ and Base Attack 8+. You get 2 extra attacks per round with a ranged weapon. The 2 extra attacks are at your highest base attack bonus, but each attack (the extra ones and the normal ones) suffers a -4 penalty. You must use the full attack action to use this feat.

Improved Sneak Attack: this feat requires the sneak attack ability and Combat Reflexes. You are even better trained than a normal Rogue at reacting to openings opponents leave for you. You are able to make a sneak attack anytime a foe provokes an Attack of Opportunity against you.

Improved Turning: this feat requires the Turn/Rebuke Undead ability, Turn/Rebuke Level 3+, the Extra Turning Feat and CHA 13+. This feat allows the user to use his turn/rebuke undead ability with greater effect and range. You may choose to enhance any turn/rebuke attempt with one or more of the following three options (all of which stack with each other): Empower (for every additional turn/rebuke attempt the user sacrifices during one of his normal turn/rebuke attempts he increases the turn/rebuke damage by 50%, with multiple attempts sacrificed in this manner stacking with each other), Heighten (for every additional turn/rebuke attempt the user sacrifices during one of his normal turn/rebuke attempts his effective turn/rebuke level for that attempt by +2, with multiple attempts sacrificed in this manner stacking with each other) and/or Quicken (by spending one additional turn/rebuke attempt you can make your turn/rebuke attempt as a free action, but you cannot use this enhancement more than once per round). You can only sacrifice a limited number of additional attempts for any single turn/rebuke attempt. You may sacrifice one additional attempt to enhance any turn/rebuke for every time you have taken the Extra Turning feat.

Improved Wild Shape: this feat requires the Wild Shape ability. This feat allows the user to assume the form of an additional creature type aside from Animal. Choose from Beast (but not a Magical Beast), Plant or Vermin as an additional type of creature you can wild shape into. These feat can be chosen multiple times, each time, choose another creature type.

Panache: this feat requires Weapon Focus and 5+ ranks in Perform. You are a flashy combatant, choose any weapon you can use in one hand for which you have weapon focus, you can use your CHA modifier instead of your STR modifier to hit with that weapon. This feat can be taken multiple times, each time it applies to a new weapon.

Poison Use: this feat allows you to use poisons with no danger to yourself. See DMG, page 79, for the normal dangers of using poison. You also know how to deliver poison efficiently, when you poison someone, the DC of the poison you use increases by +2. Furthermore, if you possess the sneak attack ability, and sneak attack a foe while using poison, this bonus increases to +4. If delivered at range, you must be within 30’ to gain the DC bonus.

Pole Fighting: this feat requires STR 13+, weapon proficiency with a pole arm. When using a non-reach pole arm in two hands, you can use the butt end to make an additional attack, treating the pole arm as a double weapon. The butt end counts as a normal club for this purpose. You can fight as if using two weapons, but if you do, you incur all the normal penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon (see Attacking with Two Weapons, PHB page 124). For pole arms with reach, it means you can choose which end of the weapon to use for each attack. The butt end of the weapon acts like a club but you gain the increased STR bonus to damage for using it in both hands, and it has no reach, so can be used against adjacent foes. The normal end of the weapon can be used as normal, with its normal reach. This means you threaten both the hexes next to you and those under your longer pole arm reach as well. When using a polearm, you gain a +2 bonus on all trip and disarm attempts, and can drop the weapon rather than be disarmed or tripped in returned. When Fighting Defensively or using Total Defense, you get a +1 armor bonus to AC that stacks with all other armor bonuses, and is lost if you lose your DEX bonus. Pole arms include the halfspear, shortspear, trident, glaive, guisarme, halberd, longspear, ranseur and quarterstaff. The merits of this feat are intrinsic to the quarterstaff.

Power Lunge: this feat requires Base Attack 3+, Power Attack and STR 13+. This feat allows you to add a bonus 50% of your base STR damage bonus to a charge attack. You also increase any Power Attack damage by 50% when charging and using this feat. You provoke an Attack of Opportunity when using this feat.

Precise Attack: this feat requires a 13+ DEX. This feat allows an attacker with a DEX based weapon to strike more vulnerable areas, taking a penalty to hit on all attacks for a damage bonus to all attacks (within 30' only for ranged weapons). For every -1 to hit on all attacks taken the damage bonus on all attacks (within 30' for ranged attacks) is +1. The penalty taken in this way cannot exceed the base attack bonus of the attacker plus his DEX bonus. This penalty and bonus last until your next action. The damage bonus granted by this feat is not effective against those targets immune to critical hits.

Rage of Fury: this feat requires the Rage ability. This feat allows the attacker, when Raging, to gain up to an additional +5 Rage bonus to hit, but suffers an equal Rage penalty to AC. The bonus gained cannot exceed your Base Attack, and must be chosen at the start of the rage where it cannot be changed until the rage ends. The Rage bonus gained is also added to the duration of the rage, extending the rage by a like number of rounds.

Ranged Cleave: this feat requires Point Blank Shot and a DEX 13+. Your shots are devastating. When you drop a foe or destroy an object with one of your shots (typically by reducing a foe to less than 0 hitpoints, killing it, or destroying an object by reducing it to 0 hitpoints, etc.), you may make another attack with that same shot against any object or foe within 30’ of the object or foe you destroyed/dropped with your initial attack. This object or foe must, however, be in the line of your first shot (to determine this, if a line from the center of your hex, passing through any part of the target’s hex you destroyed/dropped, also touches another target within 30’, that target is in the line of your shot). You may use this ability only 1 time each round.

Ranger Focus: this feat requires the Favored Enemy ability. You get your favored enemy bonus as either a dodge bonus to AC and a competence bonus to Reflex saves or a bonus to hit (or some combination of these adding up to your favored enemy bonus) in addition to the usual bonus against your favored enemies. Choose which bonus you receive at the beginning of each round.

Rapid Strike: this feat requires Combat Reflexes, Quick Draw, Weapon Focus and Base Attack 8+. You can make an extra attack per round with a melee weapon in which you have Weapon Focus. The extra attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. You must use the full attack action to use this feat.

Riposte: this feat requires Opportunist and Combat Reflexes. You may make an attack of opportunity against an opponent who tries to attack you in melee and misses. You may make as many of these attacks as you have attacks of opportunity each round, following the rules for such.

Rune Marked: this feat must be chosen upon taking your first level in sorcerer or bard and you must be dwarven. You are born with a connection to the earth, and the knowledge of Rune Magic is in your blood. Your favored class becomes either sorcerer or bard, whichever class you gained first when choosing this feat. You use CON rather than CHA as your ability score for using Rune Magic, and all spellcasting classes you take which use spontaneous casting now use Rune Magic instead. Your spells known become runes known, and each such rune known you must inscribe upon your flesh. Your spells per day become rune castings per day. Although you use runes, the effect of a rune is the same as the spell of the same name. Because of the nature of rune magic, you cannot use metamagic feats on the fly, as you cannot alter runes in this manner, they must be inscribed with the meta-effect included. To use a metamagic feat, you must learn the rune permanently modified in this way, filling in one of your runes known with the modified rune. However, you need not take metamagic feats to use them in this way, you have access to a number of such feats (if the DM allows them) to permanently modify your runes in this way, based on your Spellcraft ranks. You may choose 1 metamagic feat you know how to work into your runes for every 4 ranks you have in Spellcraft. You must qualify for this feat as if you were going to take it (the metamagic feats you know how to include into your runes are treated as if you had them for this purpose only). You may always update your runes later incorporating new feats as you like, using the same rules sorcerers use to change their spells known. However if you have another spellcasting class that prepares spells, you must take a metamagic feat normally to use it for spells of that class. Spellcraft is based on Con for you, as you absorb and sense magic through your body via your runes and your bond to the earth.

Sage Knowledge: this feat gives you a +2 bonus to all Knowledge Skill checks you make with a Knowledge Skill in which you have at least 1 rank and Knowledge (Any) becomes a class skill for you. If a particular Knowledge skill is already a class skill for you, you are allowed to make 1 re-roll (taking the best result) when checking knowledge about that skill, provided you have at least 1 rank in it.

Set Tempo: this feat requires Bardic Music and 9+ ranks in Perform. Using up 1 of your bardic music attempts for the day, you can control the tempo of those in your immediate vicinity. You choose 1 of 2 possible tempos. You may quicken the tempo of you and your allies, this affects you and 1 other ally within 30' of you for every rank you possess in Perform. Those affected gain an extra partial action each round. This does not stack with effects that also give extra partial actions, nor does this effect give the +4 haste bonus to AC that the haste spell does. Alternatively, you may slow the tempo of 1 foe within 30' of you for each rank in Perform you possess. These foes may resist this effect with a Will save against DC 13 + your CHA modifier. Those who fail the save are slowed exactly as if affected by a slow spell. Either effect lasts as long as you continue to sing, even for up to 5 rounds after you stop singing or after the targets move more than 30' from you, for up to 1 round/level of the class(s) with the Bardic Music ability. This is a supernatural, mind-affecting ability.

Shield Focus: this feat requires the Shield Proficiency Feat. This feat gives the user a +1 Armor Bonus to AC that stacks with the armor bonus from any shield he uses. The user must wield the shield to gain this AC bonus, so animated shields do not allow the user this bonus. This bonus is lost whenever you lose your DEX bonus. The user also suffers 1 less on the skill check penalty and 10% less on the arcane spell failure chance with shields. This feat also grants the user the ability to use a shield in his offhand for either attack or defense and still retain the shield's AC bonus.

Sorcery: this feat requires Arcane Caster Level 4+. This feat allows an arcane spellcaster who uses CHA as his primary ability to increase his understanding and mastery of the arcane. He gains a bonus spell known of level up to his CHA bonus, but not higher than the highest level spell he knows. As greater spell level slots become available, or as the CHA of the user changes, this feat can adapt, however, changing the bonus spell known in this way requires the same procedure described in the Sorcerer/Bard section near the end of this document. This feat can be taken multiple times, however, the total levels of all bonus spells known slots gained by all such feats cannot exceed the user’s CHA bonus. Thus, a sorcerer with a +8 CHA bonus with the Sorcery feat twice, could have any combination of 2 spells known slots adding to not more than 8 total levels, with no spell known slot higher than the spell level he can currently know.

Superior Two-Weapon Fighting: this feat requires Two-Weapon Fighting, Improved Two-Weapon Fighting and Base Attack 11+. You have fully mastered the art of the two weapon combat. You may take your full number of iterative attacks based on your Base Attack bonus with your off-hand weapon, up to 4 as with a 20 Base Attack (the Epic feat Perfect Two-Weapon Fighting will extend this limit). When combined with Ambidexterity however, you also reduce the penalty for fighting with two weapons by 2. Thus, you are at no penalty if you use a light weapon in your offhand and only at -2 to hit otherwise.

Supreme Combat Reflexes: this feat requires Combat Reflexes, Improved Combat Reflexes, Base Attack 6+ and Tumble Skill. When you are hit in combat, you may make a Tumble Skill roll (you must be able to use the Tumble skill to make this roll), and if you roll higher than your foes attack roll, you dodge the attack. You may use this feat as many times per round as you have attacks of opportunity left, and each use counts against how many attacks of opportunity you may make for the rest of the round. However, each use of this feat after the first in the same round reduces your Tumble skill roll for each successive attempt by a cumulative -5. You may only attempt to use this feat 1 time against any single attack. You may not use this feat if you are flat footed, immobilized, surprised or lose your DEX bonus to AC.

Transference: this feat requires any Item Creation feat. While touching a magic item or items (artifacts cannot be used in this fashion) use their XPs to fuel an item creation feat instead of your own. The magic item(s) are destroyed in this process. You get Market Value/25 in XP from any magic item drained in this process (items with charges modify their XP as a ratio of charges left in the item). Any drained XP you do not use for that single item you are creating and using this feat for, is lost; it cannot be saved for another item creation later. You can attempt to drain more than 1 item during any single item creation attempt, adding the total XP drain together. Using this feat to drain a good aligned magic item will usually be considered an evil act, unless special circumstances exist. You may also drain XP for making magic items from others who are willing. They must remain with you for the whole process, in physical contact, and you can only make use of half the XP they sacrifice in this way (so they end up losing the other half of the XP for nothing, just a side effect of the process). However, if the one drained is qualified to take the item creation feat used in the process (need not have it, just qualified to take it), his XP can be fully used, without the waste.

True Sorcery: this feat allows an arcane spellcaster who uses CHA as his primary ability to master his arcane talent. He is able to swap a number of spell slots equal to his CHA bonus between Spells Known and Spells Per Day. If he swaps a Spell Per Day it becomes a Spell Known of the same level. If he swaps a Spell Known it becomes a Spell Per Day of the same level. This feat can be taken multiple times, its effects stack.

Weapon Grandmastery: this feat requires Fighter Level 12+, Weapon Focus, Weapon Specialization and Weapon Mastery. Choose a weapon you have Weapon Focus, Weapon Specialization and Weapon Mastery in, you are now a Weapon Grandmaster with that weapon. You add +2 to your Base Attack and +2 to weapon damage (this stacks with Weapon Focus, Weapon Specialization, Weapon Mastery and the damage bonus only applies to attacks within 30’). The base damage for the weapon also increases by 1 die step (d12 becomes 2d8).

Weapon Mastery: this feat requires Fighter Level 8+, Weapon Focus and Weapon Specialization. Choose a weapon you have Weapon Focus and Weapon Specialization in, you are now a Weapon Master with that weapon. You add +1 to your Base Attack and +1 to weapon damage (this stacks with Weapon Focus and Weapon Specialization and the damage bonus only applies to attacks within 30’). You also double the critical threat range for your weapon (stacks with Improved Critical and Keen).

Wizardry: this feat requires Arcane Caster Level 4+. This feat allows an arcane spellcaster who uses INT as his primary ability to increase his understanding and mastery of the arcane. He gains a bonus spell slot of level up to his INT bonus, but not higher than the highest level spell slot he can cast, which may be used for Spells per Day. The user chooses what level this bonus spell slot will be each day. As greater spell level slots become available, or as the INT of the user changes, this feat can adapt. This feat can be taken multiple times, however, the total levels of all bonus spell slots gained by all such feats cannot exceed the user’s INT bonus. Thus, a wizard with a +8 INT bonus with the Wizardry feat twice, could have any combination of 2 slots adding to not more than 8 total levels, with no slot higher than the spell level he can currently cast.

New Metamagic Feats:

Dismissable Spell: you may treat a dismissable spell as if it had the (D) indicator after its duration. A dismissable spell uses up a spell slot 0 levels higher than the actual spell's level, so it does not alter the spell slot level required to use it.

Effortless Spell: this feat requires 10+ ranks in Concentration. An effortless spell can modify any spell requiring concentration to maintain. You can cease concentration on an effortless spell for up to a total of your Primary ability bonus in rounds and still be considered to be "concentrating" on the spell. If you re-establish true concentration on the spell during this time when you are considered to be "concentrating" you can continue on with the spell as if you had been concentrating all along. You can cease concentration in this way as many times as you wish so long as you have enough rounds remaining from your ability bonus to cover the lapse in true concentration. An effortless spell uses up a spell slot 0 levels higher than the actual spell's level, so it does not alter the spell slot level required to use it.

Focus Spell: this feat requires 1 or more Spell Focus Feats. You may cast any spell with a Spread, Burst, Emanation, Cone or Cylinder effect of a school in which you have a Spell Focus feat as a focused spell. A focused spell has its effect changed to Target: 1 creature or object. The focused spell also does double hitpoint damage to the target, unless the spell allows a save and the target makes that save, in which case the spell has only the usual effect on the target, either inflicting only half of the normal (not double) damage or doing no damage if the spell indicates this is the normal result for a successful save. A focused spell uses up a spell slot 2 levels higher than the actual spell's level.

Imbue Spell: you may imbue one of your spells onto another. The recipient can only have half his level or HD in total imbued spell levels at any time (counting the metamagic effects on a spell's "level" for this purpose). To release an imbued spell, the recipient must be able to speak if the spell has a verbal component, must have human like hands and be able to use at least 1 of them if the spell has a somatic component, and must have any focus or material component the spell requires, including the loss of XP if required. The released spell is treated in all respects as if cast by the one who imbued it, this means the one imbued cannot use a Personal Range spell unless he has that spell on his spell list or makes a successful Use Magic Device skill check to fool the spell into thinking he has it on his spell list. Until an imbued spell is used by the recipient or until the recipient dies, which releases all imbued spells on that creature harmlessly, without effect, the caster of the imbued spell cannot recover the spell slot used for the spell. An imbued spell uses up a spell slot 1 level higher than the actual spell's level.

Manipulate Spell: you may control the area affected by any spell with a Spread, Burst, Emanation, Cone or Cylinder effect. You control the radius/range of the effect, modifying the effect in increments of 5', to a minimum of 5' diameter (effects only 1 HEX). The radius/range cannot be increased beyond that allowed for the spell. A manipulated spell uses up a spell slot 0 levels higher than the actual spell's level, so it does not alter the spell slot level required to use it.

Share Spell: you may cast a personal only spell onto another. This feat converts any spell with a range of Personal or a spell that cannot normally be cast on others to one with a range of Touch. A share spell uses up a spell slot 1 level higher than the actual spell's level.

Suppressible Spell: you may suppress the effects of a suppressible spell, saving its duration and effect for some later time. A spell can be made suppressible only if it has a duration of more than 1 round and the (D) indicator after its duration or if it has been made dismissable through use of the Dismissable Spell feat. It requires a Standard Action to suppress a suppressible spell and a Standard Action to reactivate a suppressed spell. While suppressed, a spell does not lose duration, only the time a spell is active counts against its duration. Regardless of the duration remaining, a suppressible spell expires 24 hours after being cast. A suppressible spell uses up a spell slot 2 levels higher than the actual spell's level.

Skill Checks

Taking "10"

You may only take "10" for a skill in which you have at least 1 rank.

Cooperative Efforts

The first helper needs to make either a DC 10 skill check or a check at DC of the Skill score of the one being helped, which ever is higher, to give the ally a +2 bonus. So if the ally has a skill score of +12 because he has 10 ranks and a +2 ability score bonus, then the helper needs to check against DC 12 not DC 10. The next helper must have at least 1 rank in the skill and make a check at DC +5 higher than the last one who helped to add another +2 (DC 17 in this example). The next must have 5 ranks and make a check at DC +5 higher still to add another +2 (DC 22 in this case). This can go on with each additional helper requiring 5 more ranks above the previous requirement and making a check as a DC +5 above what was previously required.

If at any point in this chain of helpers, one of them fails by 5 or more in their help attempt, no further help along the chain above that point counts. If that individual failed by 10 or more, not only does it end any further effect from those in the chain above his position, but he actually hinders the process and instead of granting the +2 bonus, imposes a -2 penalty from his participation.

Not all situations allow for help, and in some cases, only a limited number of helpers will be able to assist, especially in cases of limited working space. The DM is free to determine additional penalties to the DC required to help given the circumstances.

Synergy Bonuses

If a creature has the indicated number of Ranks or more in the following skills, he receives the synergy bonus listed.

Skill(Ranks)

Synergy Bonus

   

Animal Empathy(5)

+2 on Handle Animal Checks (With animals only)

Animal Empathy(9)

+2 on Handle Animal Checks (With animals and beasts)

   

Bluff(5)

+2 on Intimidate, Pick Pocket and Diplomacy Checks

 

+2 on Disguise Checks (When you know you are being watched)

 

+2 on Innuendo Checks (Transmit message only)

   

Decipher Script(5)

+2 on Use Magic Device Checks (Scrolls only)

   

Escape Artist(5)

+2 on Use Rope Checks (To bind someone with a rope)

   

Handle Animal(5)

+2 on Ride Checks

   

Intuit Direction(5)

+2 on Wilderness Lore Checks (To avoid getting lost)

   

Jump(5)

+2 on Tumble Checks

   

KS: Arcana(5)

+2 on Spellcraft Checks

   

KS: Nature(5)

+2 on Wilderness Lore Checks

   

Prof.: Herbalist(5)

+2 on Heal Checks

   

Sense Motive(5)

+2 on Diplomacy Checks

 

+2 on Innuendo Checks (Receive message only)

   

Spellcraft(5)

+2 on Use Magic Device Checks (Scrolls only)

   

Tumble(5)

+2 on Balance and Jump Checks

   

Use Magic Device(5)

+2 on Spellcraft Checks (To decipher spells on scrolls)

   

Use Rope(5)

+2 on Climb Checks (When using a rope)

 

+2 on Escape Artist Checks (When escaping from rope bonds)

 

Skill Modifications

Appraise: for every 5 over the needed DC you make the check, you come 5% closer to the actual value.

Concentration: the DC for casting defensively is 10 + the attack modifier of the one who threatens you + spell level of the spell you are casting.

Escape Artist: when used to escape a grapple, you get the reverse of the usual size modifier to the check, so if you are small, you get a +4 to your check.

Heal: the DC for First Aid (stabilizing someone who is dying), is DC 10 – current negative hitpoint level of the target. So if one were at –8 hitpoints, the DC to stabilize them would be DC 18.

Intimidate: the base DC is 10 + the target’s HD/Level + target’s Will save vs. fear. Those immune to fear are also immune to intimidation (though they may negotiate if they see it in their best interests). The DC is modified further by special conditions. The DC is at -5 (easier) if what you ask poses no risk or penalty for the target. If the request/demand puts the target at some risk, the DC is +5. If the demand places the target at great risk the DC is +10. If the demand is nearly suicidal, the DC is +20.

Intuit Direction: you may also attempt to intuit your depth underground or elevation above sea level. These require a DC 25. You may even attempt to intuit the direction to a person or object you know. The base DC for this is 25 modified by how well you know the target. If you are intimately familiar with the target (like your spouse, close friend, living quarters, personal objects, etc.), the modifier is +0. If you only have firsthand knowledge (you have met the target or have seen the object), the modifier is +10. Secondhand knowledge (heard of them) imposes a +20 modifier. You must have some knowledge of the target to even attempt this. If the target is within 1 mile, the DC is unmodified, if within 10 miles, it is at +5, within 100 miles imposes a +10, within 1,000 miles imposes a +15, within 10,000 miles imposes a +20 and so on. If you possess a likeness or picture, the DC is reduced by 5 and if you possess a body part, very personal possession or piece of the target, the DC is reduced by 10. This use of the skill calls upon the psychic abilities of the user, he has a deep talent for this and has developed it. You may attempt to intuit direction in this way only 1 time each day, and if the DC becomes harder during a day when your check succeeded, you must make it again or lose the direction. If the DC becomes easier however, you get another check to pick up the direction.

Scry: the base scry DC altered. It is a base of DC 15 for familiar knowledge, DC 20 for firsthand knowledge, DC 30 for secondhand knowledge and DC 40 for no knowledge. The modifiers remain the same.

Sense Motive: the Hunch DC is either 20 or it is the Disguise/Bluff check (whichever is most appropriate) of the subject if the hunch applies to him. Sense enchantment has a DC equal to the save modifier for the spell DC (spell level + ability bonus) +20.

Spellcraft: when trying to identify a spell being cast to counter it, the DC is modified by how many components the spell has. If the spell has all 3 (V, S and M) then the DC is normal. If 1 is missing, the DC is +2, +4 for 2 missing and +10 for all 3 missing. If the target cannot be seen, you must attempt to sense the magic being cast, which suffers a +10 penalty if the target is within 30’ and a further +1 for every 10’ further away he is. This is on top of the penalty for missing components (so if you cannot see or hear the target, you are at a +20 penalty with a +1 extra per 10’ further than 30’ away the target is). If the target is visible and/or audible, but too far away to see or hear well, then that component may be considered "missing" for you. If the target is further away than 60’, you must make a Spot and/or Listen check against DC 0 + 1 per 10’ distant the target is or you cannot see/hear the Verbal, Somatic and/or Material components well enough and suffer the penalty as if they were missing.

Tumble: the base DC to avoid attacks of opportunity is 10 + the attack modifier of the one threatening you. The DC is +10 if you attempt to Tumble through that foe’s area. If you make a DC 15 check, you ignore 10’ of falling damage, and for every +15 over this you make your check, you can ignore 10’ more.

Spells

Heal/Harm Spells

The Heal spell has been altered; it does all it did before, except it heals only 1d8/level. The Harm spell inflicts 1d8/level on the target, no save.

Time Stop

This spell has been removed. The Trickery Domain level 9 slot now becomes Shapechange.

Mordenkainen’s Disjunction

This spell is effectively a more powerful Greater Dispel Magic. It acts like a targeted dispel in the sense that all spells and magic items in the area are subject to it, but it is really an area effect dispel. All spells and magic items are subject to it. The caster makes a dispel check with a +25 maximum caster level, against all spells and effects in the area which are normally subject to a Greater Dispel. For spells not normally subject to dispel, the disjunction still has a chance to dispel them, but the dispel check DC to dispel these spells has a penalty equal to the spell’s level. So an antimagic field cast by a level 20 caster has a dispel check DC of 11 + 20 + 6 (the level of antimagic field). Magic items, if dispelled, are suppressed as usual for d4 rounds, just as if hit by a dispel magic. This spell no longer destroys magic items or artifacts, and it has no chance to affect artifacts at all.

Tenser’s Transformation

The base attack bonus granted by this spell is limited in that the modified base attack of the recipient cannot exceed his character level or HD.

Summon Monster spells

These spells summon 1 or more monsters with a combined Encounter Level equal to the caster level minus 1 but never more than double the spell level. All summoned creatures are cut off from their spell-like and supernatural powers, including spellcasting ability. They retain only their exceptional and natural powers. Creatures summoned need not be outsiders, they can be from any plane the caster is familiar with, defined as the caster having at least 1 rank in Knowledge (Plane) for the plane they wish to draw from per level of the summoning spell. Default summoning comes from the outer planes. Such creatures are usually “normal” creatures with the celestial or fiendish template.  

Magic Items

Vorpal Weapons

Vorpal ability is handled differently. The basic Vorpal power is now a +2 ability, and this allows the weapon to score an automatic Coup de Grace on the target if a 20 is rolled and the vorpal power is confirmed with a second hit (just as with confirming critical hits). If the foe survives the damage (a normal critical hit for the weapon), he must still make the Fortitude save required of a Coup de Grace or be slain (the DM is free to determine if this means a severed head, or some other form of death). For every +2 of additional vorpal enhancement, the vorpal base range doubles. Thus a +4 vorpal effect activates on a 19-20, a +6 on an 18-20 and a +8 on a 17-20.

Fortification

Each +1 enhancement taken grants a 10% chance to negate a critical hit or sneak attack. Non-epic items cannot exceed +5 Fortification while epic items can have the full +10.

Bracers of Armor

Any item that grants a force armor bonus like this is treated as armor with up to +10 (non-epic) or +20 (epic) total enhancement bonuses allowed. Up to half of this can be force armor bonus (stacks with shields) for a +1 for each point of force armor bonus. The rest of the slots can be filled with the same enhancements armor is allowed to take. The price of these items is the same as armor: 1,000 gp x (total enhancement plusses)^2, double this cost for epic items.

Weapons

Club and Quarterstaff

These weapons can do either subdual or real damage at the attacker's option.

Maces & Great Club

These weapons gain a +1 to hit impact bonus against Medium and Heavy Armor.

Picks, Gnome Hooked Hammer (Pick) and Scythe

These weapons gain a +1 to hit armor-piercing bonus against Medium and Heavy Armor.

Bodkin Arrows

These special arrow heads are designed to penetrate armor, not cause massive wounds like normal war arrowheads are. The standard arrow head is broad and designed to caused nasty wounds, but making it hard to penetrate armor. The bow built for strength converts the strength bonus into damage using these arrows. The bow built for strength converts the same bonus into armor penetration bonus (like firearms) when using bodkin arrows, but gains no additional damage bonus, as the arrowheads are needle like and lose the normal wounding power of broad headed arrows. Of course a compromise between the designs can be had, with a slightly wider head but not as wide as normal. Any arrow can be designed to convert some of the strength bonus into damage and the rest into penetrating power, the ratio is up to the arrow head designer. For bows without a strength modifier, you can drop the damage die by 1 step for a +1 armor penetration bonus. This armor piercing bonus only applies in full strength at point blank range (30’). Reduce it by 2 points for ranges up to 5 increments and by 4 for ranges past 5 increments (but never reduce it below 0).

Heavy Bolts/Ballista

Heavy bolts gain a +2 to hit armor-piercing bonus against Armor at point blank range (30’). Ballista bolts get 3 times the bonus, or +6 to hit armor-piercing bonus against Armor at point blank range (30’), +4 at ranges up to 5 increments and +2 at ranges beyond 5 increments.

Armor

Armor’s Max Dex now applies to all dodge and Dex bonuses, even those to modify skills and initiative.

Shields

Shield bonuses only apply to half the battlefield. You choose which half of the battlefield once each round, when you first use your shield that round. If you lose your Dex bonus, you also lose your shield bonus. Non-proficient shield users can only defend against a single opponent each round, they do not receive their shield against any other.

Firearms

Early Firearms

Early firearms use the same basic statistics as advanced firearms, but with the following modifiers:

  • Armor-piercing bonuses are reduced by 2 points at all steps and the higher bonus for Point Blank shots is lost.
  • Critical number drops to 20 (x3).
  • Range increment is 100-ft.
  • Only rifles exist, and firing them is a full round action.
  • Re-load rate is double that for advanced firearms.
  • Miss-fire chance is 1-3, fouling is 11-18, and backfire is 19-20. A backfire destroys the weapon and inflicts d3 damage on the user.

Advanced Firearms

Pistols gain a +6 to hit armor piercing bonus against Armor at Point Blank Range (30'), +4 at ranges up to 5 range increments and +2 at all other ranges. Rifles gain a +8 to hit armor-piercing bonus against Armor at Point Blank Range (30'), +6 at ranges up to 5 range increments and +4 at ranges beyond this. Firearms are simple, piercing weapons, therefore most can fire them without penalty. Pistols can be fired in melee without provoking an attack of opportunity from the one fired upon. A rifle can only be fired without provoking such an attack of opportunity if it is affixed with a bayonet, so the user threatens the target.

Weapon

Cost

Damage

Critical

Range Increment

Weight

Pistol-(Small)

250-gp

1d10

19-20 (x3)

50-ft

3-lb

Rifle-(Medium)

500-gp

1d12

19-20 (x3)

150-ft

10-lb

Bullets (10)

3-gp

-

-

-

2-lb

Powder(24)

35-gp

-

-

-

2-lb

Pistols can be used in 1 hand (using two uses the two weapon fighting rules), but rifles require both hands to be used effectively. Using a rifle in 1 hand imposes a -4 to hit, and using 2 rifles, just as with 2 pistols, uses the rules for two weapon fighting. When fired, if a 1 is rolled on the attack die, the weapon has miss-fired in some way. On the second d20 roll, if the result is a 1-18, the weapon hangs fire, going off d3 rounds later, and on a 19-20 the weapon fouls. Each time the weapon hangs fire, the chance for a miss-fire and for a fouled weapon increases by +1 until the weapon is cleaned (requires 30 minutes). So after the first hang fire, then, on a roll of a 1-2 on the attack die the second d20 must be rolled, and the fouled weapon result occurs on a 18-20, not the usual 19-20. A fouled weapon cannot be fired until it is cleaned.

Re-loading a pistol requires 2 full round actions, which provoke attacks of opportunity. Re-loading a rifle requires 4 full round actions, provoking attacks of opportunity.

Firearm Proficiency

By spending 1 feat on this proficiency, the character becomes familiar with all firearms, gaining proficiency in them (if he did not already have proficiency in Simple, Ranged weapons), and can re-load them in 1/2 the time (1 full round for a pistol and 2 full rounds for a rifle). In addition, the character is skilled enough to keep his weapon cleaned and primed, therefore, he reduces the miss-fire chance by 1 point, making a miss-fire on a good weapon a non-issue, but if he finds a dirty weapon or one damaged, until he can clean it, he only reduces the miss-fire chance by 1 point. Finally, the character knows how to keep his powder dry, and is allowed a Wilderness Lore check at DC 10 in wet weather to keep his powder dry. If he enters water or otherwise exposes himself to excessive water, this check is at a penalty that the DM feels appropriate at least a +2 DC.

Range Penalty

For all projectile weapons (slings, bows, crossbows and firearms), shots beyond half the effective range (usually the 6th range step and beyond) have their damage reduced by 1 die step and any strength bonus reduced by half as well.

General Combat

Armor as Damage Reduction (Optional Rule)

As an optional rule that can be used, which provides a different feel from the normal D&D method of AC, armor type bonuses can be made to give Damage Reduction rather than AC.

In this system, if used, the term AC (armor class) is removed and replaced with the new concept of Defense (D). Only defenses that make one actually harder to hit apply to your Defense. Thus, your old D&D touch AC becomes your new system Defense. Dex bonuses, Dodge bonuses, Deflection bonuses (like those from rings of protection), Size modifiers and Cover bonuses (such as from a shield spell) are those that modify your Defense. Armor bonuses, Shield Armor Bonuses and Natural Armor bonuses as well as any enhancement bonuses to these would no longer improve your Defense (in fact because armor limits your Max Dex, it may impede it a bit), but provide you with a Damage Reduction bonus equal to the old D&D armor bonus they would have given you. This Damage Reduction bonus adds to and stacks with all others except itself. This makes heavily armored creatures, whether from armor or natural armor, very hard to hurt with physical attacks.

Now, aside from the feats Power Attack and Precise Attack which allow you to take to hit penalties and do more damage (thus helping you overcome this new Damage Reduction you will face), all creatures can take a penalty to overcome this Damage Reduction. This penalty can be at most equal to their attack bonus with the weapon. This only negates Damage Reduction and does not increase damage like Power Attack or Precise Attack do. If you have these feats, you can do both; taking advantage of the above option available to all and then add your Power/Precise Attack on top of it. This will make very high armor/natural armor bonuses for some powerful creatures hard to fully overcome, making them tougher in a sense (so this is an aspect that must be looked at if you want to use this system).

Finally, when dealing with critical hits, only that damage that actually gets past the Damage Reduction of a creature is multiplied; it is not multiplied before Damage Reduction is applied. Additionally, when making a Coup de Grace, you can ignore 10 + your attack bonus of the foe’s Damage Reduction.

Armor Bonus

Armor gives a reflex save cover bonus against damage causing attacks. Light gives a +1, Medium a +2 and Heavy a +3. However, due to the restrictive nature of the helmet, Listen and Spot checks suffer an equal penalty. Natural Armor also gives a bonus, +1-3 gives a +1, +4-6 a +2 and +7 or more a +3 but no penalty to Listen or Spot.

Racial Changes

Half-Orcs

In addition to all normal racial features, half-orcs also gain weapon proficiency with one of the following weapons:

Battleaxe, Warhammer, Greataxe, Longspear, or the Orc Double Ax

In addition, the half-orc gains much innate toughness from his orc parentage, and thus, gains the Toughness Feat for free as well.

Class Changes

Prestige Classes

A PC may only ever take 10 levels in prestige classes, as these classes represent a special focus for that PC. If the prestige class chosen advances all 10 levels, then that is the only prestige class that PC can take, otherwise, if the PC finishes up a shorter prestige class, he can take others provided the sum of their maximum allowed levels is 10 or less. To take on another, the PC must finish up the current prestige class he is advancing in.

Class Features

Any class feature that grants a bonus (such as to AC, saves or initiative) based on an ability score modifier (such as the paladin’s divine grace, the high cleric’s divine blessing, the swashbuckler’s panache, the blackguard’s dark blessing, the monk’s AC bonus from Wis, etc.) has a maximum bonus it can grant equal to 3 + class level attained in the class that granted this feature.

Multiclass Spellcasters

Spellcasters stack their caster levels from different classes provided they are using the same type of magic (Arcane, Divine or Psionic). This caster level stacking only applies to the caster level for spell effects (not spells/day for example), scroll casting and spell penetration rolls. So a Cleric 5/Paladin 4 casts divine spells as normal (limited to level 3 spells as a level 5 cleric and level 1 spells as a level 4 paladin) but treats his caster level as 7 (5 from cleric and 2 from half the paladin levels). This also applies to Turning/Rebuking Undead, the effective levels for turning/rebuking stack from classes with this power.

Intimidate Skill

Bards, Fighters and Rangers gain Intimidate as a class skill.

Sense Motive Skill

Clerics, Druids, Monks, Paladins and Rangers gain Sense Motive as a class skill.

Sorcerer

Sorcerers gain 4 + INT Modifier in skill points each level.

A sorcerer can opt to give up pursuits in Alchemy in exchange for pursuits in another area. This manifests in the Alchemy skill becoming a cross class skill for the sorcerer and the sorcerer instead gaining proficiency in 1 of the following skills: Bluff, Diplomacy or Intimidate. This decision must be made during the first level of sorcerer the character takes, and it cannot be changed at a later time. A sorcerer can also opt to give up pursuits in Professional skills in exchange for pursuits in another area. This manifests in the Profession skill becoming a cross class skill for the sorcerer and the sorcerer instead gaining proficiency in 1 of the following skills: Disguise, Gather Information or Perform. This decision must be made during the first level of sorcerer the character takes, and it cannot be changed at a later time.

Also, Sorcerers feel magic, they do not analyze it with their mind like a wizard does. Their Spellcraft skill is based on CHA not INT.

Bard

Bards gain 6 + INT Modifier in skill points each level.

A bard can opt to give up pursuits in Alchemy in exchange for pursuits in another area. This manifests in the Alchemy skill becoming a cross class skill for the bard and the bard instead gaining proficiency in the Intimidate skill. This decision must be made during the first level of bard the character takes, and it cannot be changed at a later time.

Also, Bards feel magic, they do not analyze it with their mind like a wizard does. Their Spellcraft skill is based on CHA not INT.

Cleric/Druid

Clerics and druids use WIS for Spellcraft not INT.

Sorcerer/Bard

Although sorcerers and bards are the only core classes with CHA based arcane ability, the following applies to these 2 classes as well as any other class with CHA based arcane spellcasting ability. This does not apply to spell-like powers, only to actual arcane spellcasting ability.

The CHA based arcane caster can undergo expensive and time consuming research into the way of the arcane to understand himself and his relationship to the powers within him. This allows the caster to change out any 1 spell he knows for another spell of equal level he understands. This process is not easy, and can only be done 1 time at a given level with the rules below. If the sorcerer/bard desires to change more than 1 spell in the same class level, the time required is doubled for each additional spell changed. So double for the 2nd spell, triple for the 3rd and so on for multiple spells changed in the same level. The caster must first understand the spell he is going to replace his existing known spell with, this requires a Spellcraft check with a DC 20+spell level of the new spell (harder than normally required for learning spells as the spell must not merely be understood in the way a wizard understands magic, but must be known fully in the way sorcerers and bards "know" magic, as sorcerers and bards know their powers far better than any wizard knows his spells). If this fails, that spell cannot be learned by the caster and he must choose another or wait until he increases his ranks in Spellcraft by at least 1 rank to try again. Once he understands the spell in this way, he can proceed. The caster then spends time studying the intimate details of the spell and attempts to incorporate it into his known spells. This process requires 1 day per level of the spell and costs 1,000 gp per day of study. If interrupted for more than 1 day, the caster may continue, but must add on an additional day of time with the added 1,000 gp cost for each interruption of more than 1 day. Once complete, the caster can then replace 1 of his old known spells with the newly learned new spell. The caster needs to obtain a written copy of the spell, to change a spell known into this new spell, but does not require this copy once the process is finished.

Wizard

A wizard specialist gets his +2 to Spellcraft checks toward detecting (as with a detect magic spell) and counterspelling (making the check to recognize the spell to be able to counterspell it) spells of his specialty school in addition to the usual +2 bonus to Spellcraft checks to learn such spells.

Ranger

Ranger bonus feats are gained in a different manner now. At level 1, a ranger gains Track free, but not Ambidexterity and Two-Weapon Fighting. At level 2 a ranger can choose to get either Ambidexterity or Point Blank Shot free, regardless of whether he qualifies or not. These may be used only in Light or No Armor. At level 3, the ranger gains either Two-Weapon Fighting (if he chose Ambidexterity at level 2) or Rapid Shot (if he chose Point Blank Shot at level 2) free, regardless of whether he qualifies or not. These may be used only in Light or No Armor.

Ranger’s Favored Enemy bonus is now applied in another way. Each level, including level 1, the Ranger chooses a creature type from the list of types for the normal Favored Enemy ability, and he gains a +1 favored enemy bonus to that creature type. This favored enemy bonus has the usual effects, adding to damage and some skill checks against that type, but it also has a new benefit. The ranger gains Knowledge (Favored Enemy Type) as a class skill for each favored enemy type he chooses at least a +1 in. Each new level, the ranger can choose another type and gain a +1 bonus to it, or choose 1 of his existing favored enemy types and increase that bonus by +1. The bonuses stack in this way but only up to +5 for any 1 type.

Rangers add the following spells to their spell list:

Level 1: Faerie Fire, Goodberry and Obscuring Mist

Level 2: Barkskin

Level 3: Dispel Magic

Level 4: Animal Growth, Awaken, Commune with Nature, Death Ward and Wall of Thorns

Paladin

Paladins add the following spells to their spell list:

Level 2: Consecrate

Level 3: Magic Vestment

Level 4: Righteous Might

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