FeatsHeroes of Battle Feats
* A fighter can select this feat as one of his fighter bonus feats. BALLISTA PROFICIENCY []You have trained in ballista operation. Benefit: You do not take the normal ?4 nonproficiency penalty when making an attack roll with a ballista (see page 65). Special: A fighter can select Ballista Proficiency as one of his fighter bonus feats (see page 38 of the Player?s Handbook). BLOCK ARROW []You can block incoming arrows with your shield. Prerequisites: Dex 13, Shield Proficiency. Benefit: You must be using a shield to use this feat. Once per round when you would normally be hit with a ranged weapon, you can deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons, such as boulders hurled by giants, siege weapon attacks, and ranged attacks generated by spell effects (such as Melf?s acid arrow) can?t be deflected. Special: A fighter can select Block Arrow as one of his fighter bonus feats (see page 38 of the Player?s Handbook). COORDINATED SHOT []You are extraordinarily talented at making ranged attacks past your allies. Prerequisite: Point Blank Shot, Precise Shot. Benefit:When making a ranged attack against a foe who has cover due to the position of your ally or allies, your ranged attacks ignore the Armor Class bonus granted to the target because of that cover. Cover from other sources is unaffected. Special: A fighter can select Coordinated Shot as one of his fighter bonus feats (see page 38 of the Player?s Handbook). COURAGEOUS RALLY []You can rally demoralized foes with your bardic music. Prerequisites: Bardic music (inspire courage) class feature. Benefit:When you use bardic music to inspire courage, you can make a free rally check (see page 73) as part of the same action used to activate your bardic music. You add a morale bonus on this rally check equal to the morale bonus granted by your inspire courage class feature. EXPANDED AURA OF COURAGE []Your aura of courage protects more allies than normal. Prerequisite: Aura of courage class feature. Benefit: Your aura of courage now affects allies within 60 feet of you. Normal:Without this feat, your aura of courage only works on allies within 10 feet. EXPERT SIEGE ENGINEER []You are particularly skilled at operating siege weapons, such as catapults and battering rams. Prerequisite: Profession (siege engineer) 8 ranks. Benefit: You gain a +2 competence bonus on attack rolls and damage rolls made when using a siege engine. (Chapter 4 has rules for operating siege engines). Special: A fighter can select Expert Siege Engineer as one of his fighter bonus feats (see page 38 of the Player?s Handbook). EXTRA FOLLOWERS [LEADER]Your charismatic magnetism attracts even more followers to your banner. Prerequisites: Cha 13, Leadership. Benefit: You can lead twice as many followers as indicated for your Leadership score (see page 106 of the Dungeon Master?s Guide). For example, a character with this feat and a Leadership score of 15 can lead forty 1st-level followers, four 2nd-level followers, and two 3rd-level followers. GUERRILLA SCOUT []You know how to use your senses to greater effect. Benefit: You gain a +1 bonus on initiative checks. Listen and Spot ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. Normal: If Listen and Spot are cross-class skills for you, each rank you purchase in those skills without having this feat costs 2 skill points. GUERRILLA WARRIOR []You know how to move stealthily, even when armored. Benefit:When you are wearing light or medium armor, reduce the armor check penalty of the armor by 1 (minimum 0). Hide and Move Silently ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. Normal: If Hide and Move Silently are cross-class skills for you, each rank you purchase in those skills without having this feat costs 2 skill points. IMPROVED COHORT [LEADER]You attract a more powerful cohort than you normally would. Prerequisites: Cha 15, Leadership.289 Benefit: The maximum level of the cohort you gain from the Leadership feat (see page 106 of the Dungeon Master?s Guide) is one lower than your character level. Normal:Without this feat, a cohort?s maximum level is two levels below the associated PC?s level. INSPIRATIONAL LEADERSHIP [LEADER]Your cohort and followers are exceptionally faithful to your cause. Prerequisites: Cha 17, Leadership. Benefit: As long as their morale is already no worse than normal (see Morale Conditions, page 73), the cohort and followers you gain from the Leadership feat always begin combat in a heartened condition. (A heartened character gains a +1 morale bonus on Will saves against fear effects, including morale checks). If your cohort or followers are already shaken or worse at the start of a battle, the benefit of this feat does not apply. You also gain a +5 bonus on rally checks made to rally the cohort and/or followers you have gained from the Leadership feat. MOUNTED MOBILITY []You are skilled at dodging past opponents while mounted. Prerequisite:Mounted Combat, Ride 4 ranks. Benefit: If you are mounted, you and your mount get a +4 dodge bonus to Armor Class against attacks of opportunity provoked when your mount moves out of a threatened square. A condition that makes you or yourmount lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Special: A fighter can select Mounted Mobility as one of his fighter bonus feats (see page 38 of the Player?s Handbook). NATURAL LEADER []You have a natural commanding presence. Prerequisites: Cha 13. Benefit: You gain a +4 bonus on rally checks (see page 73). PLUNGING SHOT []You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you. Prerequisites: Dex 13, Point Blank Shot. Benefit: If your target is at least 30 feet lower than you, you deal an extra 1d6 points of damage with a thrown weapon or a projectile weapon. PRACTICED COHORT [LEADER]Your cohort works well as part of your team. Prerequisite: Cha 15, Leadership. Benefit: Your cohort gained from the Leadership feat gains any teamwork benefit (see Teamwork Benefits, page 115) for which you qualify, even if he or she doesn?t meet the team member prerequisite for the benefit. In addition, your cohort doesn?t count against the normal limit of eight members on a team, and his or her presence on the team doesn?t affect any other character?s ability to qualify for the teamwork benefit. Normal: If you do not have this feat, every member of a team must meet the team member prerequisite in order for anyone on the team to enjoy the teamwork benefit. Also, the maximum number of members in a team is eight. READY SHOT []You can make devastating attacks with ranged weapons against charging opponents. Prerequisite: Point Blank Shot. Benefit: You can ready an action to fire a ranged weapon at a foe who charges you. You must wait until the target is within 15 feet before you attack. If you score a hit with this readied attack, your attack deals an extra 3d6 points of damage. Creatures immune to extra damage from critical hits are immune to this effect. SHIELD WALL []You are skilled in using shields when in formation with other shield-bearers. Prerequisite: Shield Proficiency. Benefit:When you and an adjacent ally are each using a shield, your shield bonus to Armor Class increases by 2. Special: A fighter can select Shield Wall as one of his fighter bonus feats (see page 38 of the Player?s Handbook). VETERAN KNOWLEDGE []You are capable of seeing potential battlefield advantages where others cannot. Prerequisite: Base attack bonus +2, Knowledge (history) 1 rank. Benefit: You gain a +5 bonus on Knowledge checks made to gain a strategic advantage (see Strategic Advantages, page 70). Special: A fighter can select Veteran Knowledge as one of his fighter bonus feats (see page 38 of the Player?s Handbook). |