FeatsMonster Manual III Feats
ABILITY FOCUS []The special attack of a creature with this feat is more potent than normal. Prerequisite: Special attack. Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack. AWESOME BLOW []A creature with this feat can choose to deliver blows that send its smaller opponents flying like bowling pins. Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger. Benefit: As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. Special: A fighter can select Awesome Blow as one of his fighter bonus feats. CRAFT CONSTRUCT [ITEM CREATION]A creature with this feat can create golems and other magic automatons that obey its orders. Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item. Benefit: The creature can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item’s price in XP and use up raw materials costing half of this price. The creature can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice. EMPOWER SPELL-LIKE ABILITY []A creature with this feat can use a spell-like ability with greater effect than normal. Prerequisite: Spell-like ability at caster level 6th or higher. Benefit: The creature can use one of its spell-like abilities as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one-half. An empowered spell-like ability does half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so on as appropriate. For example, a phoelarch’s empowered scorching ray deals 1- 1/2 times normal damage (roll 4d6 and multiply the result by 1-1/2 for each ray). Saving throws and opposed rolls (such as the one made when a character casts dispel magic) are not affected. Spell-like abilities without random variables are not affected. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) –2. For a summary, see the table in the description of the Quicken Spell-Like Ability feat on the next page. For example, a creature that uses its spell-like abilities as a 13th-level caster can only empower spell-like abilities duplicating spells of 4th level or lower. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. FLYBY ATTACK []A creature with this feat can attack on the wing. Prerequisite: Fly speed. Benefit:When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. Normal:Without this feat, the creature takes a standard action either before or after its move. IMPROVED NATURAL ARMOR []The natural armor of a creature with this feat is thicker and harder than normal for its kind. Prerequisites: Natural armor, Con 13. Benefit: The creature’s natural armor bonus increases by 1. Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by 1. IMPROVED NATURAL ATTACK []The natural attacks of a creature with this feat are more dangerous than its size and type would otherwise dictate. Prerequisite: Natural weapon, base attack bonus +4. Benefit: The damage for one of the creature’s natural attack forms increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. IMPROVED TOUGHNESS []A creature with this feat is significantly tougher than normal. Prerequisite: Base Fortitude save bonus +2. Benefit: The creature gains a number of hit points equal to its current Hit Dice. Each time it gains a Hit Die (such as by gaining a level), it gains 1 additional hit point. If it loses a Hit Die (such as by losing a level), it loses 1 hit point permanently. Special: A fighter can select Improved Toughness as one of his fighter bonus feats. MULTIATTACK []A creature with this feat is adept at using all its natural weapons at once. Prerequisite: Three or more natural attacks. Benefit: The creature’s secondary attacks with natural weapons take only a –2 penalty. Normal:Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty. POWERFUL CHARGE []A creature with this feat can charge with extra force. Prerequisites:Medium or larger, base attack bonus +1. Benefit:When the creature charges, if its melee attack hits, it deals an extra 1d8 points of damage (if it is of Medium size). For Large creatures, the extra damage is 2d6 points; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. This feat only works when the creature makes a charge. It does not work when the creature is mounted. If the creature has the ability to make multiple attacks after a charge, it can only apply this extra damage to one of those attacks. Special: A fighter can select Powerful Charge as one of his fighter bonus feats. QUICKEN SPELL-LIKE ABILITY []A creature with this feat can employ a spell-like ability with a moment’s thought. Prerequisite: Spell-like ability at caster level 10th or higher. Benefit: The creature can use one of its spell-like abilities as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). Using a quickened spell-like ability is a swift action that does not provoke attacks of opportunity. The creature can perform another action—including the use of another spell-like ability—in the same round that it uses a quickened spell-like ability. The creature can use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) –4. For a summary, see the table below. For example, a creature that uses its spell-like abilities as a 15th-level caster can only quicken spell-like abilities duplicating spells of 3rd level or lower. In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened. Normal: Normally the use of a spell-like ability requires a standard action and provokes attacks of opportunity unless otherwise noted. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. ADAMANTINE BODY []At the cost of mobility, a warforged character’s body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction. Prerequisites: Warforged, 1st level only. Benefit: Your armor bonus is increased to +8, and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a –5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%. Normal: Without this feat, a warforged character has an armor bonus of +2. Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor. EXTRA SHIFTER TRAIT [SHIFTER]You manifest a second shifter trait while shifting. Prerequisites: Shifter, two other shifter feats. Benefit: Select a second shifter trait from those described in the Shifter Traits section. You manifest all the benefits of the second trait except for the temporary bonus to an ability score. HEALING FACTOR [SHIFTER]When your current period of shifting ends, you heal a limited amount of damage. Prerequisites: Shifter, Con 13. Benefit: When you stop shifting, you immediately heal a number of hit points equal to your character level. This benefit does not occur if you die (at –10 hit points) before the period of shifting ends. IMPROVED FORTIFICATION []You improve your warforged fortification, gaining immunity to sneak attacks and extra damage from critical hits. Prerequisites: Warforged, base attack bonus +6. Benefit: You gain immunity to sneak attacks and extra damage from critical hits, but you lose the ability to be healed by spells of the healing subschool. MITHRAL BODY []A warforged character’s body can be crafted with a layer of mithral that provides some protection without hindering speed or gracefulness. Prerequisites: Warforged, 1st level only. Benefit: The warforged’s armor bonus is increased to +5, and the character is considered to be wearing light armor. He now has a +5 maximum Dexterity bonus to AC, a –2 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 15%. Normal: Without this feat, a warforged character has an armor bonus of +2. Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Warforged druids who take this feat cannot cast druid spells or use any of their druid supernatural or spell-like class abilities. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing light armor. MITHRAL FLUIDITY []Your movements are smoother and more fluid than those of other warforged. Prerequisites: Warforged, Mithral Body. Benefits: The maximum Dexterity bonus a warforged with the Mithral Body feat can apply to Armor Class is increased by 1. In addition, the armor check penalties to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks are reduced by 1. Special: This feat can be taken multiple times. However, armor check penalties cannot be reduced to less than +0. SHIFTER DEFENSE [SHIFTER]By delving into your shifter heritage, you have developed the ability to ignore a little damage from every attack. Prerequisites: Shifter, two other shifter feats. Benefit: While shifting, you gain damage reduction 2/silver. SHIFTER INSTINCTS [SHIFTER]Your heritage has given you sharp senses and quick reflexes, and you have learned to trust your equally sharp instincts. Prerequisite: Shifter. Benefit: You gain a +1 bonus on Listen, Sense Motive, and Spot checks, and a +2 bonus on initiative checks. |