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This section provides several feats for use in a Warcraft campaign. As well, it presents two new kinds of feat: Technology feats, which deal with the building of and tinkering around with technological devices; and Tauren feats, available only to tauren and tied to their shamanistic traditions. A tinker can take any Technology feat as a bonus feat.
Bash [General]
One blow from your weapon can leave an opponent stunned and reeling.
Prerequisites: Str 13, Power Attack, base attack bonus +4.
Benefit: You can declare a bash attempt before taking a full attack action with a bludgeoning weapon. For the successful attack of your choice, roll damage normally; the foe struck by your attack must then make a Fortitude save (DC 10 + the damage rolled). The foe suffers no damage from the blow, but on failed save he is stunned for 1 round. A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You can use Bash only once per round and no more than once per level per day.
When you use Bash, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A fighter may select Bash as one of his fighter bonus feats.
Battle Cry [General]
You can terrify opponents with a fearsome battle cry. Most characters must be berserk with rage to use this ability. (Orcs are so intimidating that this ability works even when they're in a good mood.)
Prerequisite: Cha 13, ability to rage.
Benefit: As a move action, you can sound a battle cry that strikes fear into the hearts of your opponents. Each foe within 30 feet of you at the time of the battle cry must make a Will save (DC 10 + half your character level + your Charisma bonus); add 2 to the Will save DC if you have at least 5 ranks in Intimidate. A foe who fails this saving throw suffers a -2 morale penalty to attack rolls, Will saves, and AC for 1 round. This penalty does not stack unless a character with Collective Fury is involved in the battle. Battle Cry produces a mind-affecting effect.
Special: Non-orc characters may take this feat, but can only use it while raging. Each use reduces a non-orc character's total rage time by 1 round.
Battle Language [General]
You can use short phrases and gestures to communicate orders and vital information during the chaos of battle.
Prequisites: Bluff 3 ranks.
Benefit: In combat, you can support a friend who also has this feat to take "aid another" actions. You must be within 100 feet of your friend, and you must be able to see each other. Attempting to help a companion in this manner is a move action. The sender makes a DC 15 Bluff check, and if successful, the recipient gains a +2 circumstance bonus either to his next attack roll or to his AC against an opponent's next attack (your choice). This bonus stacks with other aid another attempts, but not with other Battle Language attempts.
Normal: "Aid another" actions can be taken only when in melee combat range to distract or interfere with an opponent.
Special: If you have 5 or more ranks in Knowledge (military tactics), you receive a +2 synergy bonus to send or intercept Battle Language. A fighter may select Battle Language as one of his fighter bonus feats.
Block Spell [Metamagic]
You may channel magic energy to block the effects of a spell.
Prequisites: Iron Will, Magic Energy Control, caster level 5th.
Benefit: When you are the target of a spell, you may disrupt the casting and counter its effects. Make a SpellCraft check (DC 15 + the spell's level). If you succeed, you identify the spell and may automatically counter it by spending a spell slot that is at least one spell level higher than the spell you are attempting to disrupt. You do not need to have an appropriate counterspell prepared and ready to cast.
Normal: Most spells can only be countered by casting the same spell, a spell with a diametrically opposed effect, or Dispel Magic.
Brilliant Leadership [Metamagic]
You inspire and challenge other spellcasters that follow you, encouraging them to explore their talents to the fullest.
Prequisites: Leadership, able to cast 3rd-level spells.
Benefit: Each day, any of your followers who are spellcasters may prepare or cast extra spells. Each follower gets one extra spell per day for each spell level, up to two spell levels below the highest spell level you can cast. For example, if you can cast 5th-level spells, your follows can gain 1 extra spell per level up to 3rd-level spells.
Build firearms [Technology]
You have a talent for building and using firearms.
Benefit: You get a +2 bonus to Craft (technological device) checks when crafting a firearm. Your Technological Limit for building firearms is increased by 2. (On technological limit, see "Creating Technological Devices" in Chapter Three: Adventuring.)
Special: Once per week, instead of making the usual attack roll, you may declare an automatic critical threat using a firearm that you have built. You must still roll to confirm the critical, as normal.
A tinker may select Build Firearms as one of his tinker bonus feats.
Build Siege Weapons [Technology]
You have a talent for building - or sabotaging! - large weapons and engines of destruction.
Benefit: You get a +2 bonus to Craft (technological device) checks when building catapults, cannons, mortars, and other siege weapons. Your technological limit for building these weapons is increased by 2.
Special: You may make a Craft (technological device) check to sabotage any technological device or weapon that is larger than Medium. The DC for the check equals the DC to create the item. If you succeed, the item becomes useless until repaired. If you succeed by 5 or more, you can rig the item to suffer a catastrophic malfunction the next time it is used, destroying the item and (as the GM's discretion) endangering whoever is using it.
A tinker may select Build Siege Weapons as one of his tinker bonus feats.
Build Small Devices [Technology]
You have nimble fingers and a gift for fine workmanship.
Prequisites: Dex 13
Benefit: You get a +2 bonus to Craft (technological device) checks when building a device of Tiny, Diminutive, or Fine size. Your technological limit ofr building such devices is increased by 2.
Special: You can build devices that are easily concealed or disguised as other objects. if you choose to conceal or disguise a device, then any character trying to find it must make a Spot check. Any character trying to discover what the device does must make a Use Technological Device check. The DC of these checks is equal to 10 + your Craft (technological device) skill modifier.
A tinker may select Build Small Devices as one his tinker bonus feats.
Build Teamwork [Technology]
You work well with others and can use teamwork to speed the construction of technological devices.
Prequisites: Leadership, at least 2 other technology feats.
Benefit: When you are assisted in a Craft check by at least 3 other people who each have at least 1 rank in a Craft skill, the result of a successful Craft check is doubled. This feat has no effect on an unsuccessful Craft check.
A tinker may select Build Teamwork as one of his tinker bonus feats.
Build Vehicles [Technology]
You have a talent for building and operating vehicles.
Benefit: You get a +2 bonus to Craft (technological device) and Use Technological Device checks when building or using a vehicle you are driving. Your technological limit for building vehicles is increased by 2.
Special: Once per day for 1d6 minutes, you may double the speed of a vehicle you are driving. When this period is over, you may extend it for 1 additional minute by making a DC 20 Use Technological Device check. You may continue to extend the period each minute by making another Use Technological Device check; each subsequent check increases the DC by 1. The vehicle's speed returns to normal the first time you miss a check.
A tinker may select Build Vehicles as one of his tinker bonus feats.
Close Shot [General]
You can use a ranged weapon while avoiding opponents in melee combat.
Prequisites: Dex 13, Dodge, Point Blank Shot, Precise Shot, base attack bonus +4.
Benefit: You may fire a ranged weapon without provoking an attack of opportunity.
Normal: If you fire a ranged weapon, any opponent that threatens you gets an attack of opportunity.
Special: A fighter may select Close Shot as one of his fighter bonus feats.
Collective Fury [General]
The only sight scarier than one angry orc is a gang of angry orcs. That kind of rage can rout armies and level buildings.
Prequisites: Cha 13, Battle Cry, Leadership.
Benefit: When a character with Collective Fury rages, all other characters within 30 feet aho have the ability to rage gain the benefits of the Battle Cry feat. Multiple Battle Cry effects do not stack.
Special: When an orc with Collective Fury rages, all orcs within 30 feet gain a +2 enhancement bonus to Strength as well as the Battle Cry ability.
Defend [General]
You're trained to fight shoulder-to-shoulder and share the benefits of a shield with a nearby ally.
Prequisites: Shield proficiency, base attack bonus +2.
Benefit: If you are fighting with a shield, any ally within 5 feet who is not fighting with a shield gains your shield's AC bonus. You do not lose your shield bonus, and this bonus stacks with the ally's armor bonus as per the normal stacking rules.
Any ally within 5 feet who is fighting with a shield gains a +2 circumstance bonus to AC; this bonus does not stack with itself. If multiple characters with Defend stand within 5 feet of each other and fight with shields, each character gains only the highest shield bonus to AC
Special: A fighter may select Defend as one of his fighter bonus feats.
Deflect Spell [Metamagic]
You may counter a spell and choose a new target for it.
Prequisites: Block Spell, Iron Will, Magic Energy Control, Mirror Spell, Reflect Spell, caster level 9th.
Benefit: If you successfully counter a spell - using the same spell, a spell with a diametrically opposed effect, Dispel Magic, or the Block Spell feat - you may deflect the spell at any target you choose. The new target is determined as if you had originally cast the spell yourself.
Special: Two or more spellcasters with Deflect Spell may counter and retarget the spell until no spellcaster succeeds at countering it. The spell then has its normal effect on its current target. (Once you have identified the spell you are trying to counter, you do not need to make any further Spellcraft checks to identify it.)
Delay Malfunction [Technology]
You know how to make last-minute repairs to malfunctioning equipment - adjustments that can prevent a disaster or at least stave it off for a few crucial seconds.
Benefit: When a device malfunctions, you may make a DC 15 Craft (technological device) check. If you succeed, the device operates normally for 1d3 rounds, giving you a chance to finish the job you are doing, make an emergency repair, or get clear before it blows up. If you roll a natural 20 on the check, the malfunction is completely averted. You cannot try again for any specific malfunction, even after a successful use of this feat.
Special: Goblin characters can avoid the malfunction entirely by rolling a natural 19 or 20 on the check.
A tinker may select Delay Malfunction as one of his tinker bonus feats.
Devoted Leadership [General]
Your faith in your followers gives them the confidence they need to survive difficult situations.
Prequisites: Cha 13, Wis 13, Leadership.
Benefit: Your followers receive a +2 morale bonus to AC, as well as a +1 morale bonus to all saves. Followers must be within a distance of 5 feet x your Charisma bonus to benefit from Devoted Leadership. You can use Devoted Leadership for a number of rounds per day equal to your character level (to a maximum of 20), and the rounds need not to be consecutive or used all at once.
Drums of Courage [General]
You can drive your tribe's warriors into a terrifying frenzy by playing the sacred war rhythms as they go into battle.
Prequisites: Perform (percussion instruments) 5 ranks.
Benefit: As your tribe enters battle, you can play your war drums to inspire courage in its warrior. Make a DC 20 Perform (percussion instruments) check. If successful, all warriors of your tribe who can hear your drums receive a +1 morale bonus to attack and damage rolls and to Will saves. This morale bonus lasts for as long as the warriors hear your drums and for 5 rounds thereafter. Playing the war drums is a standard action and requires concentration, which means you must take a standard action each round to keep playing.
Emergency Repair [Technology]
You are adept at spotting mechanical problems and making quick repairs.
Prequisites: Wis 13, Delay Malfunction.
Benefit: As a full-round action, you may make a DC 20 Craft (mechanical object) check to repair a malfunctioning or broken technological device. If you succeed at the check, the device does not destroy itself or endanger its user due to the malfunction. Instead, it operates normally for 1 hour and then ceases functioning until it can undergo normal repairs.
If you roll a natural 20 on the check, the item is completely and permanently repaired.
Special: Goblin characters can completely and permanently repair an item by rolling a natural 19 or 20 on the check.
A tinker may select Emergency Repair as one of his tinker bonus feats.
Enduring Leadership [General]
Your tireless efforts are an example to your followers, and you need but a word to push those followers to the peak of their physical abilities.
Prequisites: Endurance, Leadership.
Benefit: Once per day before an encounter begins, as a free action you may inspire your followers to exceptional efforts. They receive a +4 morale bonus to their Initiative check, and their speed increases by +10 feet for the duration of the combat.
Special: If you or any of your followers enter into a rage during this combat, then the characters who rage are not fatigued when the rage ends.
Exotic Weapon Proficiency: Thorium Weapons [General]
You can use weapons made out of thorium effectively.
Prequisites: Appropriate proficiency with non-thorium version of a weapon.
Benefit: You are proficient with a particular weapon made out of thorium and may add half your Strength bonus to damage rolls. Thus, for example, an attack with a one-handed thorium weapon would add 1.5x your Strength bonus, while an attack with a two-handed thorium weapon would add double your Strength bonus.
Normal: Characters who are not proficient with thorium weapons suffer a -4 penalty to attack with them, even if they are proficient with a non-thorium version of the weapon they are using. Characters receive their normal Strength bonus to damage rolls.
Expert Rider [General]
You can perform a variety of physical stunts while on horseback.
Prequisites: Dex 13, Ride skill.
Benefit: The DCs for all Ride tasks are reduced by 2, and you can take 10 on Ride checks for mounted combat maneuvers.
Normal: You cannot take 10 on skill checks when threatened or distracted.
Special: A fighter can select Expert Rider as one of his fighter bonus feats.
Follower of the Totem [General]
You have been trained in ths shamanic traditions of the tauren and can tap into the forces of nature.
Prequisites: Wis 13, orc or tauren.
Benefit: Once per day as free action, you may gain a +2 sacred bonus to any ability. This bonus lasts for 1d6+1 rounds.
Special: Tauren characters with this feat are considered to have the Exotic Weapon Proficiency (tauren totem) feat.
Lightning Reload [General]
You reload firearms with well-practiced efficiency.
Prequisites: Dex 13, Exotic Weapon Proficiency (firearms).
Benefit: If your firearm takes a standard action to reload, you may reload it as a move action> If the firearm takes nore than 1 round to reload, you may reload it in half the normal time.
Special: A fighter may select Lightning Reload as one of his fighter bonus feats.
Magic Energy Control [Metamagic]
You understand the flow of magic energy and find it easy to tap into and control.
Prequisites: Iron Will.
Benefit: You may perform your daily preparation of spells in half the normal time.
Special: A high elf character with this feat no longer suffers from effects of magic addiction. As a result, he prepares his spells in the normal amount of time, rather than half. A high elf is not actually cured of the addiction, however, so night elves, for instance, can still detect the addiction normally.
Mirror Spell [Metamagic]
You may channel additional arcane energy to duplicate the effects of a spell you have just cast.
Prequisites: Iron Will, Magic Energy Control, caster level 3rd.
Benefit: When you cast an arcane spell, the spell is treated as if you had cast it twice. The two copies of the spell are resolved simultaneously. They may have the same or different targets, and both copies of the spelol are resolved separately.
To use this feat, you must spend a spell slot as if you had used it to cast the duplicate spell. This spell slot must be of the same spell level or higher as the spell you cast.
Mounted Sharpshooter [General]
You have learned how to use a firearm while mounted.
Prequisites: Dex 13, Ride skill, Expert Rider.
Benefit: You do not suffer any penalty while making ranged attacks with a firearm while mounted. You must still make a Ride check to keep your mount under control.
Normal: If you make a ranged attack with a firearm while mounted, you suffer a -4 penalty to your attack roll.
Special: A fighter can select Mounted Sharpshooter as one of his fighter bonus feats.
Pistol Whip [General]
You can use a firearm as an improved melee weapon without damaging it.
Benefit: You are proficient at using a firearm as a melee weapon and can do so without breaking it. Small firearms are treated as light hammers, Medium firearms are treated as clubs, and Large firearms are treated as warhammers.
Normal: Any character may use a firearm as a melee weapon; however, the character is not necessarily proficient with the weapon (determine proficiency based on the weapon the firearm is treated as, noted above), and the firearm is broken if it hits. It cannot be fired until repaired with a Craft (mechanical object) check.
Special: A fighter may select Pistol Whip as one of his fighter bonus feats.
Precision Leadership [General]
By training your followers to coordinate their fire, you have turned individual soldiers into a single deadly ranged weapon.
Prequisites: Leadership, Point Blank Shot.
Benefit: When making a ranged attack, each of your followers gains a +1 bonus to the attack roll for every 5 followers attacking at the same time. All followers must be bear you, within a radius equal to 10 feet x your Charisma bonus, and must attack with the same kind of weapon. The followers must attack the same target, which must be within 100 feet of you.
Special: You and all the other followers that are attacking fire a ranged attack at the same target, then the damage from all of the hits is added together before any damage reduction is applied.
Pulverize [Tauren]
A mighty blow to the ground with your totem frightens the spirits of the earth, causing them to shake the ground in their haste to escape.
Prequisites: Wis 13, Exotic Weapon Proficiency (tauren totem), Follower of the Totem.
Benefit: You can declare a Pulverize attempt on a full attack action with your tauren totem. Instead of making a normal attack roll, you strike the ground with your tauren totem. Roll damage for the attack, but do not apply the damage to any target. Instead, any creature within 20 feet of you must succeed at a Reflex save (DC 10 + the damage rolled) or fall prone. You can use Pulverize only once per round and no more than a number of times per day equal to 1 + your Wisdom bonus.
A prone creature suffers a -4 penalty to melee attack rolls, cannot use a ranged weapon (except for a crossbow), and receives a -4 penalty to AC against melee attacks and a +4 bonus to AC against ranged attacks.
When you use Pulverize, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). A pulverize attempt draws an attack of oppotunity.
Reflect Magic [Metamagic]
Instead of dissipating the energy of a countered spell, you may reflect that spell back upon its caster.
Prequisites: Block Spell, Iron Will, Magic Energy Control, Mirror Spell, caster level 7th.
Benefit: If you are the target of a spell and successfully counter it - using the same spell, a spell with a diametrically opposed effect, dispel magic, or the Block Spell feat - then you may reflect the spell back upon its caster. The spell resolves normally against this new target.
Two spellcasters with Reflect Spell may bounce the spell between them until one spellcaster fails to counter it. The spell then has its normal effect on the character who failed to counter it.
Ride Bareback [General]
You do not need a saddle or bridle to guide a mount.
Prequisites: Ride skill.
Benefit: You do not suffer any penalty on Ride checks when riding bareback.
Normal: Characters that ride bareback suffer a -5 penalty to Ride checks.
Scavenge Materials [Technology]
Your are adept at "making do" with whatever materials come to hand.
Prequisites: Craft 8 ranks.
Benefit: You may build an item using raw materials equivalent to only 1/10 the item's market value. The Craft check DC needed to build the item increases by 10.
Storm Bolt [General]
You can stun opponents with a well-hurled weapon.
Prequisites: Str 13, Bash, Power Attack, base attack bonus +4.
Benefit: You can declare use of Storm Bolt before taking a full attack action with a ranged bludgeoning weapon. For the successful attack of your choice, roll damage normally, although the foe applies it as nonlethal damage. Also, the foe struck by your attack must make a Fortitude save (DC 10 + the damage rolled) or be stunned for 1 round. A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You can use Storm Bolt only once per round and no more than once per character level per day.
When you use Storm Bolt, you forfeit any bonus or extra attacks granted by other feats of ablities (such as the Manyshot feat or the haste spell). Constructs, oozes, plants, undead, incorporeal creatures immune to critical hits cannot be stunned.
Special: A fighter may select Storm Bolt as one of his fighter bonus feats.
Sunder Armor [General]
You can strike blows that damage and destroy armor.
Prequisites: Str 13, Power Attack.
Benefit: You can use a melee attack with a slashing or bludgeoning weapon to strike a piece of armor that your opponent is wearing. Doing so does not provoke an attack of opportunity from your opponent.
If you score a critical hit against your opponent while targeting his armor, roll damage normally and make a Strength check (DC 15 + targeted armor's armor bonus). If your damage surpasses the armor's hardness and your Strength check succeeds, the armor you have targeted is reduced by 1 point of armor bonus until repaired. You cannot damage magic armor that has an enhancement bonus unless your own weapon has an enhancement bonus equal or greater than the armor's.
Normal: Targeting an opponent's armor provokes an attack of opportunity.
Special: A fighter may select Sunder Armor as one of his fighter bonus feats.
Trick Shot [General]
You can bounce a ranged attack off a surface and hit a target from an unexpected angle.
Prequisites: Dex 13.
Benefit: Trace a path from you to a wall of other convenient surface, then from that point to your target. This is the path your attack takes. Figure your target's cover based on the direction your attack is coming from when it reaches the target. With a good angle, most cover, shield spells, and other directional forms of protection can be negated. Concealment is not affected by this feat.
You may only bounce the weapon off one surface, and any range penalty is figured based on the total distance of the path from you to the surface to the target.
Hitting a target you cannot see using this feat is possible, but you suffer from the usual 50% miss chance associated with total concealment.
Special: If you are using a moonglaive and are proficient with that weapon, you may bounce it off two surfaces. A fighter may select Trick Shot as one of his fighter bonus feats.
Vehicle Proficiency [Technology]
You are familiar with and can operate vehicles that move over land, through water, or in the air.
Benefit: Choose a specialty: land vehicles, water vehicles, or air vehicles. You may operate a vehicle of the appropriate type by making a Use Technological Device check.
Normal: Characters who operate a vehicle without the appropriate proficiency suffer a -4 penalty to the Use Technological Device check.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different specialty. A tinker may select Vehicle Proficiency as one of his tinker bonus feats.
War Stomp [Tauren]
With an imperious blow of your tauren totem, you command the spirits of air and earth to batter your opponents.
Prerequisites: Cha 13, Wis 13, Exotic Weapon Proficiency (tauren totem), Follower of the Totem, Pulverize, base attack bonus +8.
Benefit: You can declare a war stomp attempt on a full attack action. Instead of making a normal attack roll, you stomp powerfully on the ground with your tauren totem, potentially damaging any opponents within 20 feet of you. Choose a number of targets equal to 1 + your Wisdom bonus. Roll 1d6 + your Strength bonus points of damage. Each target must succeed at a Fortitude save (DC 10 + the damage rolled) or suffer the damage and dazed for 1 round. A dazed creature can take no actions, but it suffers no penalty to AC. You can use War Stomp only once per round and no more than a number of times per day equal to 1 + your Charisma bonus.
When you use War Stomp, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the Haste spell). Creatures who save successfully are immune to the effects of your War Stomp for 24 hours. A war stomp attempt draws an attack of opportunity.
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