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UHR #1: Feats

All characters, and creatures which receive feats based on hit die, will receive one feat per character level (or per straight hit die in the case of monsters and single-class characters). Some feats function differently than before.

Power Attack [Fighter]

Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add one-and-a-half times the number subtracted from your attack rolls. If you use a light weapon, add half the number subtracted from your attack rolls. For the purposes of this feat, unarmed strikes count as a one-handed weapon.

Sniper Shot [Fighter]

Prerequisite: Dex 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from Defense and all ranged attack rolls and add twice that number to all ranged damage rolls. The number subtracted may not exceed 1/2 your base attack bonus, rounded down. The penalty on Defense and attacks and the bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon (such as a rifle, bow, or crossbow) or with a Small or Medium projectile weapon (such as a Glock 20 or a Desert Eagle) in two hands, instead add three times the number subracted from your Defense and your attack rolls. If you use a Tiny ranged weapon (such as a dagger, hand crossbow, or Derringer), add an amount equal to the number subtracted from your Defense and your attack rolls.

Skill Emphasis [General]

Benefit: Choose one skill or subskill that is used to make skill checks. The skill is always considered a class skill for you, and you gain a +2 bonus to checks with that skill, plus an additional +1 at 4 ranks and every 4 ranks thereafter.
Special: You can take this feat multiple times. Each time, select a different skill or subskill.

Two-skill Feats [General]

Benefit: Choose one of the two skills related to the feat you have chosen. That skill is always considered a class skill for you. You gain a +2 bonus to each of the two skills related to the two-skill feat you have chosen. At 10 ranks and every 5 ranks thereafter, you gain an additional +1 bonus to the skills. [N.B. This feat is a generic description of the new function of all feats like unto Alertness, Stealthy, Trustworthy, etc.]

Toughness [General]

Benefit: You gain a number of extra hit points equal to your current hit dice. Each time you gain another hit die, the number of extra hit points increases by 1 point.
Special: You can take this feat multiple times. Its effects stack. [N.B. This feat replaces both the Toughness and Improved Toughness feats from 3.5e. The reason for the change from my old Toughness format is that I have officially moved, kicking and screaming, fully into the world of 3.5e.]

Weapon Finesse [Fighter]

Prerequisites: Base attack bonus +1 or higher.
Benefit: When you attack with a one-handed or heavy weapon with the finessable quality, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. In all cases, you must also be proficient with the weapon. Since you need your second hand for balance, if you carry a shield, apply the shield’s armor check penalty to your attack rolls.
Normal: You may only use your Dexterity modifier instead of Strength on attack rolls when using light weapons. [N.B. This is due to a house rule that allows all characters to automatically finesse any light weapon]

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Page last modified on May 08, 2007, at 06:17 PM