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Feats

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Culainn's Leap [General]

Prerequisites: BAB +12, 15+ ranks in Jump, Whirlwind Attack.

Benefit: Developed by the Priests of Culainn in honor of their founder's might, this feat allows a character to make a full attack action at the end of a charge.

Enhanced Concentration [General]

Prerequisites: Con 16+, Combat Casting, 8+ ranks in Concentration, 19+ in the Ability Score associated with the spellcasting of the class (Intelligence for Wizards; Wisdom for Clerics, Druids, Paladins, and Rangers; Charisma for Sorcerers and Bards).

Benefit: You can make a Concentration check to cast a spell or perform a standard while maintaining concentration on a previously cast spell. If the Concentration check fails, you become flustered, losing both the maintained spell and the standard action. You must also make a Fortitude save at 15 + the maintained spell level or become winded, taking 2d4 points of temporary Con damage. Spells that have a duration of "concentration + x" continue for the "x" duration as if concentration were voluntarily dropped. 0-level spells count as level 1. The following table reflects the Concentration checks that must be made:
DCAction

15+spell levelAttacking, using a skill, etc.

15+maintained spell level+second spell levelCasting another spell.

15+spell level+DC from p.65 of PHBCasting another spell in any situation that normally requires a concetration check.

For example, Labrinnon casts Hypnotic Pattern (2nd level spell, duration concentration + 2 rounds). The next round, he decides to cast Magic Missile at an adjacent enemy. Confined in a small area, he can't take a 5'step before casting, so he decides to cast defensively. He would make a Concentration check against DC 33 (15 + 2 [Hypnotic Pattern] + 15 + 1 [MM cast defensively]). If he makes the check, the MM goes off and he maintains concentration on the Hypnotic Patern. If the check fails, the MM fizzles, concentration is lost on the Hypnotic Patern (although it does continue for the 2 additional rounds as indicated in the spell description), and he would make a Fortitude save against DC 17 or take 2d4 points of temporary Con damage.

Improved Deflect Arrows [General]

Prerequisites: BAB +8, Combat Reflexes, Deflect Arrow, Dex. 15+.
Benefit: As the feat Deflect Arrow, except a character may make a number of attempts each round equal to their Dex. Bonus+1 (up to a maximum of 4).

Run-by Attack [General]

Prerequisites: BAB +7, Combat Reflexes, Lightning Reflexes, Mobility, Quick Draw.

Benefit: You may attack multiple opponents during your movement.

A character that possesses this feat may move and attack, making a number of attacks equal to their Dexterity bonus, though the character may only make one attack per opponent. The charcater may make move before of after each attack, up to double their base move. Utilizing a Run-by Attack is a full round action. Moving within and out of an opponents space still provokes an attack of opportunity..