FeatsMonster Manual V Feats
ABILITY FOCUS []A particular special ability of a creature that has this feat is more potent than normal. Prerequisite: Special ability that allows a saving throw. Benefit: Add +2 to the DC for all saving throws against the special ability 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 ability. AWESOME BLOW []A creature that has 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 push the opponent only 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. EMPOWER SPELL-LIKE ABILITY []The creature can use a spell-like ability with greater effect than normal. Prerequisite: Spell-like ability at caster level 6th or higher. Benefit: Choose one of the creature’s spell-like abilities, subject to the restrictions below. The creature can use that ability 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. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected. The creature can select only a spell-like ability duplicating a spell of 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. 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 that has 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. HOVER []The creature can come to a halt in midair. Prerequisite: Fly speed. Benefit:When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability. If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so. If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature’s HD) to cast a spell. Normal:Without this feat, a creature must keep moving when flying unless it has good or better maneuverability. IMPROVED NATURAL ATTACK []The natural attacks of a creature that has 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 that has 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 or advancing), 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 that has 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 that has 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 works only 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 apply this extra damage to only one of those attacks. Special: A fighter can select Powerful Charge as one of his fighter bonus feats. QUICKEN SPELL-LIKE ABILITY []A creature that has 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 select a only spell-like ability duplicating a spell of a level less than or equal to half its caster level (round down) minus 4. For a summary, see the table below.
For example, a creature that uses its spell-like abilities as a 15th-level caster can quicken only spell-like abilities that duplicate spells of 3rd level or lower. In addition, a spell-like ability that duplicates a spell with a casting time of 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. SNATCH []The creature can grab opponents much smaller than it and hold them in its mouth or claw. Prerequisite: Size Huge or larger. Benefit: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack, if the creature gets a hold on an opponent three or more sizes smaller, it can squeeze each round for bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon (if any). The creature can drop an opponent it has snatched as a free action or use a standard action to fling it aside. A flung opponent travels 1d6×10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent when flying, the opponent takes this amount or falling damage, whichever is greater. WINGOVER []The creature can change direction quickly while flying. Prerequisite: Fly speed. Benefit: A flying creature that has this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive. The change of direction consumes 10 feet of flying movement. BATTLE MAGIC TACTICS []Through intense training and impeccable timing, you and your allies learn to augment each other’s magical attacks when you focus your efforts on a single target. Prerequisites: Spellcraft 6 ranks, arcane caster level 3rd. Benefit: Each time you cast a spell that requires the target to make a saving throw, that target gains a Battle Magic Tactics token after the spell resolves. A creature gains a token whether the save succeeds or fails, but a creature that avoids a spell through spell resistance does not gain a token. Each Battle Magic Tactics token imposes a cumulative –1 penalty on saving throws against the spells of spellcasters that have this feat. At the end of each round, all Battle Magic Tactics tokens disappear. BRUTAL THROW []You have learned how to hurl weapons to deadly effect. Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons. Normal: A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll. Special: A fighter can select Brutal Throw as one of his fighter bonus feats. DAUNTING PRESENCE []You are skilled at inducing fear in your opponents. Prerequisites: Cha 13, base attack bonus +1. Benefit: You can take a standard action to awe an opponent. The opponent must be within 30 feet, have line of sight to you, and have an Intelligence score. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), it is shaken for 10 minutes. This feat has no effect on a creature that is already shaken. Special: A fighter can select Daunting Presence as one of his fighter bonus feats. KUO-TOAN MONASTICISM []Themonitors learn to use the strange, sticky substance common to kuo-toas as part of their martial arts. If a monitor’s first punch hits, it sticks its hand to the target, executes an acrobatic tumble, and unfailingly lands its second strike. Prerequisites: Kuo-toa, flurry of blows. Benefit: As a swift action, a kuo-toa can smear a strange, sticky substance on its hands. When using flurry of blows, the kuo-toa automatically hits with one of its extra attacks if its first attack hits. A kuo-toa that has this feat uses Hit Dice, rather than character level, to determine its Stunning Fist save DC. MAGE SLAYER []You have studied the ways and weaknesses of spellcasters and Can time your attacks and defenses against them expertly. Prerequisites: Spellcraft 2 ranks, base attack bonus +3. Benefit: You gain a +1 bonus on Will saves. Spellcasters you threaten cannot cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by you. Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4. MIND-SHATTERING STRIKE []Violent madness lurks just beneath the surface in all kuo- toas. The monitors learn to control this madness and channel it into their enemies. Prerequisites: Kuo-toa, Kuo-Toa Monasticism, Stunning Fist, flurry of blows. Benefit: Before making an unarmed strike, a kuo-toa monitor can choose to use this feat, consuming one of the monitor’s daily uses of the Stunning Fist feat. If kuo-toa monitor’s next unarmed attack hits, the struck opponent must make a Will save (DC 10 + 1/2 the monitor’s HD + its Wis modifier). On a failed save, that foe attacks the closest nonkuo-toa on his next turn. This feat also grants one additional daily use of the Stunning Fist feat. SENSE QUINTESSENCE []You are capable of discerning sources of quintessence, a magic substance precious to Thoon. Prerequisites: Detect magic (as a spell or spell-like ability), affiliation with Thoon. Benefit:When you use detect magic, you also detect any quantities of quintessence within the spell’s area. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of quintessence. 2nd Round:Number of different quintessence sources, and the size and potency (moderate or strong) of the most powerful quintessence source. 3rd Round: The location and potency of each quintessence source. |