Feats
*BONDED
WEAPON [General]
You have used a single weapon so much that you have formed an almost
spiritual bond with that specific weapon.
Prerequisite: Base Attack Bonus +8,
Improved Critical (with weapon), Proficient with Weapon, Weapon
Focus (with
weapon), Weapon Specialization (with weapon)
Benefit: Choose a single unique
weapon. For one month you train exclusively with that weapon,
learning
how to best wield that specific weapon most effectively. During
the training period, you may use no other weapons or you must repeat
the
process. After the month of training, give the weapon a name
to
symbolize your intimate knowledge of the weapon. You gain an additional
+2 to
all attack rolls and +1 to damage with your named weapon (this
stacks
with the weapon focus and weapon specialization bonuses).
You do not
gain the bonuses or penalties of this feat when wielding a weapon
of the same
type, and suffer a -2 to all attack rolls with all other weapons.
Special: If ever your named weapon
is
destroyed or taken from your possession for more than a week, you
must repeat
the process of naming a weapon and continue to suffer the -2 to
attack rolls
with all weapons of a different type. You may never have more
than one bonded weapon.
*COUNTER
STRIKE [General]
You are trained in taking advantage of openings in your opponent's
defenses when you successfully use the Skilled Parry feat.
Prerequisite: Base Attack Bonus +5,
Dex 15+, Dodge, Expertise, Combat Reflexes, Skilled Parry
Benefit: Whenever you have successfully
avoided an attack through use of the Skilled Parry feat, you may
make an attack of opportunity against the attacker provided you
are not unarmed.
Special: You may make a Counter Strike
provided you are not denied your Dexterity bonus to Armor Class
and you still have an attack of opportunity available to use. Counter
Strike counts as an attack of opportunity and as such, its usage
is limited by the number of attacks of opportunity you have each
round.
*SKILLED
PARRY [General]
You are trained at parrying your opponents attacks
Prerequisite: Base Attack Bonus +5,
Proficient with Weapon, Int 13+, Dex 13+, Dodge, Expertise
Benefit: When an opponent attacks you,
you are allowed a Reflex Save with DC equal to the opponent's attack
roll to avoid all damage from a single attack provided you are not
unarmed.
Normal: A character not capable of
this feat can forgo their attack to defend themselves and move during
a round as a standard action and gain a +4 dodge bonus to Armor
Class for that round.
Special: Skilled Parry counts as an
attack of opportunity and as such, the number of attacks of opportunity
you have each round limits its usage.
*TRAINED
BLOCK [General]
You are trained at minimizing your opponents attacks
Prerequisite: Proficient with Weapon,
Str 13+, Int +13, Expertise, Power Attack, Sunder
Benefit: When an opponent attacks you,
you are allowed a Reflex Save with DC equal to the opponent's attack
roll. If successful, the damage from a single attack is reduced
by a number equal to your Base Attack Bonus. Use may use this feat
provided you are not unarmed and provided you are wielding a melee
weapon. You may not use this feat against creatures two or more
sizes larger than yourself (ie a Small gnome cannot Block a Large
Hill Giant)
Normal: A character not capable of this feat can forgo their attack
to defend themselves and move during a round as a standard action
and gain a +4 dodge bonus to Armor Class for that round.
Special: Trained Block counts as an
attack of opportunity and as such, the number of attacks of opportunity
you have each round limits its usage. If you are using Trained Block
with a magical weapon you may add its magical bonus to your Base
Attack Bonus when determining the damage reduction granted by this
feat.
Special Qualities
Crystal Weakness (Ex):
Horrors have a weakness to crystal weapons. Attacks made with weapons
of pure crystal bypass the horror's damage reduction and deal 1
point of damage plus the attackers damage bonus.
Vampiric Bond (Su):
After a successful attack, a horror may forgo his Bampiric
Touch ability to attempt a vampiric bond with the creature attacked.
The creature receives a Will save vs DC 10 + the night horror's
Will modifier to resist the vampiric bond. At anytime thereafter,
the horror may choose to use his vampiric touch ability on the bonded
creature (no save) as long as the creature remains on the same plane
of existence. The bond remains in place until either the horror
or the creature dies, or until removed by remove curse or similar
spell. The horror can have no more bonded creatures than his Wisdom
modifier.
Vampiric Touch (Su):
This functions as the spell vampiric touch as cast by a 6th
level sorcerer each time the Night Horror makes a successful claw
attack.
* Note
These feats have been submitted to the Netbook
of Feats maintained by the D&D
Community Council
Tyson Neumann 2001
neumannt@health.missouri.edu
Read the d20 Open Gaming License