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List of Feats


The player characters gain a new special ability each time they gain three levels. These capacities are called feats. Many feats have prerequisites, such as being a spellcaster, having a certain feat or having a sufficient base attack bonus. Fighters gain many more feats than wizards and clerics do. The following feats are available in Knights of the Chalice.


Feats related to combat tactics


   Improved Bull Rush: no Attack of Opportunity (AOO) and +4 on the check to push someone.

   Improved Grapple: no AOO when starting grapple, no -4 penalty on grapple attack checks.

   Improved Initiative: +4 on initiative checks to determine who acts first.

   Improved Unarmed Strike: no AOO when attacking with fists (prereq. for improved grapple).

   Toughness: +3 Hit Points. Can be selected several times.

   Blindfight: much better chance to hit when blinded or the enemy is concealed or invisible.

   Quick Draw: using the inventory becomes a free action (normal: a move action).

   Cleave: when facing two enemies, if your attack kills one, you get a free attack on the other.

   Great Cleave: same as cleave but can give you more than one free attack per round.

   Weapon Finesse: use Dexterity modifier rather than Strength on attacks with light weapons.

   Combat Reflexes: you can take more than one AOO against enemies every round.

   Dodge: a +1 bonus to armor class.

   Mobility: +4 bonus to armor class when victim of an AOO while moving away from enemy.

   Spring Attack: you can move both before and after a standard action.

   Whirlwind Attack: you can take a single attack on all enemies in your vicinity.

   Two-weapon fighting: reduced penalties for wielding two weapons at the same time.

   Improved Two-weapon Fighting: additional attack when wielding two weapons.

   Greater Two-weapon Fighting: additional attack when wielding two weapons.

   Two-weapon defence: a +1 bonus to armor class when wielding two weapons.

   Point Blank Shot: +1 bonus on ranged attacks when target is within 3 squares.

   Precise Shot: No -4 penalty when shooting at a target involved in melee combat.

   Improved Precise Shot: your ranged attacks ignore both cover and light concealment.

   Rapid Reload (Light Crossbow): reload light crossbow as a free action and without AOO.

   Rapid Reload (Heavy Crossbow): reload heavy crossbow as a move action.


Feats related to weapons and armour


   Simple Weapon Proficiency: no penalty for using dagger, maces, sickle, morningstar, spear...

   Martial Weapon Proficiency: no penalty for using one of the various martial weapons.

   Exotic Weapon Proficiency: no penalty for using one of the exotic weapons.

   Light Armour Proficiency: no attack penalty when wearing leather armor, chain shirt...

   Medium Armour Proficiency: no attack penalty when wearing scale mail, breastplate...

   Heavy Armour Proficiency: no attack penalty when wearing banded mail, half-plate, full-plate...

   Shield Proficiency: no attack penalty when using a shield.

   Weapon Focus: +1 bonus to attack when using a given weapon (prereq. for greater focus).

   Greater Weapon Focus: another +1 bonus to attack when using a given weapon.

   Weapon Specialisation: +2 bonus to dmg with a weapon for which you have weapon focus.

   Greater Weapon Specialisation: another +2 bonus to damage.

   Improved Critical: increases your chance of a critical hit with a given weapon.


Feats associated to magic


   Spell Focus: +1 to difficulty class for all spells of the chosen magic school.

   Greater Spell Focus: another +1 to difficulty class.

   Spell Penetration: higher chance to bypass a creature's spell resistance.

   Greater Spell Penetration: higher chance to bypass a creature's spell resistance.

   Great Fortitude: higher chance to resist spells involving fortitude saving throws.

   Iron Will: higher chance to resist spells with willpower saving throws (most enchantments).

   Lightning Reflexes: higher chance versus spells with reflex saves and most breath attacks.

   Superior Concentration: +4 on concentration checks such as when casting is disturbed.

   Improved Counterspell: any spell of same school and higher level can counter a given spell.

   Augment Summoning: summoned elementals gain +4 to strength and constitution.

   Metamagic Empower: you can cast damage spells with a 50% damage bonus.

   Metamagic Maximise: you can cast a damage spell dealing the maximum damage possible.

   Metamagic Widen: you can cast an area spell over an area two times larger.

   Metamagic Still: you can cast a spell even when paralysed or without a free hand.

   Metamagic Silent: you can cast a spell even if you are mute or the area is silenced.

   Metamagic Heighten: you can cast a spell with a +1 bonus to its difficulty class.


Feats related to item crafting


   Forge Weapon and Armour: spend some gold to create a non-magic weapon or armor.

   Scribe Scroll: you can create a scroll of any spell known by you.

   Craft Wand: you can enchant a wand with 50 charges of a spell (only spells of level 1 to 4).

   Forge Ring: you can create a ring of protection, fire resistance, cold resistance... [see the list]

   Craft Wondrous Item: you can create magic cloaks, magic bracers, etc. [see the list]

   Craft Magic Weapon and Armour: you can enchant weapons and armors. [see details]



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