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Title: Generic Classes 2: Player's Handbook 3.5 and Game of Thrones D20 Abilities as Feats
Post by: Moniker on August 01, 2007, 03:01:11 PM
Here is the list I've created for the class abilities as Feats. Please peach!

(reference http://deismaar.pbwiki.com/Generic%20Classes for the revised generic class listings of warrior, adept and expert)

Armiger (General)
The player is skilled at using his armor to deflect blows. This results in a +1 miscellaneous adjustment to Armor Class for every three levels the player has. Note that this does not stack with Dodge.

Prerequisite
Base attack +3

 

Animal Companion (General)
A player may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. Other creatures can be adept at the DM's discretion. This animal is a loyal companion that accompanies the player as appropriate for its kind. A 1st-level player's companion is completely typical for its kind except as noted below. As the player advances in level, the animal's power increases as shown on the table.

 

The Player's Animal Companion
An animal companion is different from a normal animal of its kind in many ways. It is superior to a normal animal of its kind and has special powers, as described below. Class Level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
1st-2nd +0 +0 +0 1 Link, share spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5  
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7  


 

Aura of Courage (Metamagic)
A player is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the player is conscious, but not if she is unconscious or dead.

Prerequisite
3rd level

 

Bravado (General)
Your Charisma allows the player to dominate opponents through sheer presence and force. Select one weapon. When using that weapon, the player may opt to use his Charisma bonus to attack rolls.

Prerequisite
Charisma 13

 

A warrior may select this as one of his warrior bonus feats.

 

Brute (General)
That in which the player may lack in finesse, he makes up in strength. Select one weapon. When using that weapon, the player may opt to use his Strength bonus to attack rolls.

Prerequisite
Strength 13

 

A warrior may select this as one of his warrior bonus feats.

 

Canny (General)
Fighting strategically serves this fighter best. Select one weapon. When using that weapon, the player may opt to use his Wisdom bonus to attack rolls.

Prerequisite
Wisdom 13

 

A warrior may select this as one of his warrior bonus feats.

 

Camouflage (General)
A player can use the Hide skill in her Favored Terrain, even if the terrain doesn't grant cover or concealment.

Prerequisite
Favored Terrain in which Camoflage will be used, Survival 16 ranks, Hide 16 ranks

 

Combat Agility (General)
The player's guard and reflexes allow the player to reroll a Armor Class defense roll if the roll failed previously once per combat round.

Prerequisite
Dex 13, Int 13, Combat Expertise, Dodge

 

A warrior may select this as one of his warrior bonus feats.

 

Bless or Bane Water (Metamagic)
The player may Bless or Bane water as the spell a number of times per day he has in levels.

 

Crippling Strike (General)
The player strike with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 1 point of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Prerequisite
Base Attack +7, Sneak Attack

 

Damage Reduction (General)
Subtract 1 from the damage the player takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Prerequisite
Base attack +7

 

A warrior may select this as one of his warrior bonus feats.A warrior may select this as one of his warrior bonus feats.

 

Defensive Roll (General)
The player can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the player can attempt to roll with the damage. To use this ability, she must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll'"if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Prerequisite
10th level

 

Divine Grace (Metamagic)
A player gains a bonus equal to her Charisma bonus (if any) on all saving throws.

 

Domain Specialization (Metamagic)
Choose one Domain. This grants bonus spells from the Domain list.

Prerequisite
adept

 

Eidetic Memory (General)
The player has a near-foolproof memory for information, gaining a +2 circumstance bonus on all Knowledge checks. If the player is the victim of any effect (magical or mundane) that alters memories, he adds his Intelligence bonus (if any) on his saving throw.

 

Evasion (General)
A player can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the player is wearing light armor or no armor. A helpless player does not gain the benefit of evasion.

Prerequisite
Base Reflex save +3

 

Evasion, Improved (General)
This ability works like evasion, except that while the player still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless player does not gain the benefit of improved evasion.

Prerequisite
Base Reflex save +7, Evasion

 

Familiar (Metamagic)
As the wizard ability. Use level to determine familiar's abilities.

Prerequisite
adept

 

Fast Movement (General)
A character's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor or medium armor and not carrying a heavy load.

 

A warrior may select this as one of his warrior bonus feats.

 

Favored Terrain (General)
The player selects a type of terrain as favored terrain. While adventuring in this terrain, her deep familiarity gives him a bonus +3 competance bonus to the following skills: Animal Empathy, Hide, Intuit Direction, Listen, Move Silently, Search, Spot, and Wilderness Lore.

Prerequisite
A player may only choose 1 favored terrain every five levels

 

Great Performer (General)
The player has an uncanny skill at performing in front of audiences. Choose one Perform skill. The player may roll two dice and take the better result when making checks with this skill.

 

Hard Luck (General)
The player's life has been fraught with hardship, but tenacity and perseverance always seems to pull you through. Whenever a natural 1 is rolled for a Saving Throw, Armor Class, to hit roll or otherwise that would indicate a complete failure, the player gets one free non-attack action. For instance, the player could have failed an attack roll and fumbled his weapon; he can immediately pick it up and move backwards 5 feet (providing that the player hasn't already made his entire move in the combat round).

 

Hide in Plain Sight (General)
A can use the Hide skill even while being observed.

Prerequisite
Favored Terrain in which Hide in Plain Sight is to be used, Camoflage, Survival 20 ranks, Hide 20 ranks

 

Illicit Barter (General)
Players gain a +5 Displomacy check made fo find, buy or sell illicit or illegal goods (such as poison, drugs and banned weapons). As well, the player can raise or lower a price by a maximum 30% in each round of haggling, instead of the normal 25%.

 

Leechcraft (General)
Long study of healing allows the player to give extraordinary care to the injured. The feat allows the player to use the Heal skill to restore lost Constitution points due to Shock damage. Proper impliments, such as a knife, boiled wine, herbs and bandages must be on hand. A healer's kit will suffice.

 

The Heal check takes roughly an hour. The DC is stated below, with a penalty equal to the number of Constitution points lost. It can mend the following:

15-20 = 1 Con restored

21-25 = 2 Con restored

26-30 = 3 Con restored

31-35 = 4 Con restored

36-40 = 5 Con restored

 

Leechcraft can be used on oneself, but at a -5 penalty. Leechcraft can only be performed once upon an injured character until he mends all his Constitution naturally or through Leechcraft. If the Leechcraft check is successful and the injured stays in the healer's care for a day, he can effectively mend twice the normal amount of Hit Points (not Constitution).

 

Lore (General)
A player may make a special knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the player has 5 or more ranks in Knowledge (History), he gains a +2 bonus on this check.) A successful knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A player may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Prerequisite
Knowledge (type determined by question being asked) 4 ranks

 

Master Crafter (General)
The player can make items exceptionally quickly. At each level, the player receives a number of craft points equal to his Intelligence score bonus. Whenever he uses the Craft skill to make any sort of item, he may spend a craft point rather than make a Craft check for a day's or week's work. The player then resolves the Craft attempt as if he had taken 20 on the check.

 

The player gains a new set of craft points every time he gains a level. Any unspent points from the previous level are lost.

 

Master Merchant (General)
The player is an expert at buying, selling and haggling. He receives a +5 bonus on all Profession (merchant) checks and on Diplomacy checks made to haggle or bargain. As well, the player can raise or lower a price by a maximum 30% in each round of haggling, instead of the normal 25%.

 

Nature Sense (General)
A player gains a +2 bonus on Knowledge (nature) and Survival checks.

 

Opportunist (General)
Once per round, the player can make an attack of opportunity against an opponent who has just been struck for damage in melee by a friendly character or NPC. This attack counts as the player's attack of opportunity for that round. Even a player with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Prerequisite
10th level

 

A warrior may select this as one of his warrior bonus feats.

 

Pathfinding (General)
The player gains the ability to quickly find the best route through difficult terrain. If traveling off any trail or road on terrain more difficult than grasslands/plains a check may be made per hour to find the best path. This is a Survival check with a DC of 20. If successful, the player moves as though crossing grasslands/plains for that hour. For any party member who does not share this ability there is a +1 to the DC of the Survival difficulty check. Pathfinding cannot be accomplished while mounted.

Prerequisites
3rd level, 9 ranks in Survival

 

Point Blank Shot, Improved (General)
The player can effectively raise his Point Blank range up by 10 feet everytime this feat is taken.

Prerequisites
Point Black Shot, +7 base attack bonus

 

A warrior may select this as one of his warrior bonus feats.

 

Quick Witted (General)
The player may opt to use his Wisdom bonus to modify his Initiative, instead of Dexterity.

Prerequisite
Wisdom 13

 

A warrior may select this as one of his warrior bonus feats.

 

Rage (General)
A player can fly into a rage a certain number of times per day. In a rage, she temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the player's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a player cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A player may prematurely end his rage. At the end of the rage, the player loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level player, at which point this limitation no longer applies).

 

A warrior may select this as one of his warrior bonus feats.

 

Rage, Greater (General)
A player's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Prerequisite
11th level, Rage

 

A warrior may select this as one of his warrior bonus feats.

 

Rage, Indomitable Will (General)
While in a rage, a player of gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Prerequisite
14th level, Rage, Greater Rage

 

A warrior may select this as one of his warrior bonus feats.

 

Rage, Tireless (General)
A player is no longer becomes fatigued at the end of his rage.

Prerequisite
17th level, Rage, Greater Rage

 

A warrior may select this as one of his warrior bonus feats.

 

Rage, Mighty (General)
A player's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

Prerequisite
20th level, Rage, Greater Rage

 

A warrior may select this as one of his warrior bonus feats.

 

Rebuke the Unliving (Metamagic)
The player, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith and conviction through his holy (or unholy) symbol.

 

A good aligned player (or a neutral aligned player who worships a good deity) can turn or destroy undead creatures. An evil aligned player (or a neutral aligned player who worships an evil deity) instead rebukes or commands such creatures. A neutral aligned player of a neutral deity must choose whether his turning ability functions as good aligned or evil aligned. Once this choice is made, it cannot be reversed.

 

A player may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

 

Resist Nature's Lure (General)
A player gains a +4 bonus on saving throws against the spell-like abilities of fey.

Prerequisite
4th level

 

School Specialization (Metamagic)
A school is one of eight groupings of spells, each defined by a common theme. The adept may specialize in one school of magic. Specialization allows An adept to cast extra spells from her adept school, but she then never learns to cast spells from some other schools.

 

The adept can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her adept school. She must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A player can never give up divination to fulfill this requirement.

Prerequisite
adept, Arcane and 1st level

 

Sermon of Courage (General)
A player can use his word or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the player speak. The effect lasts for as long as the ally hears the player speak and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Sermon of Courage is a mind-affecting ability.

 

Sermon of Competence (General)
A player can use his word or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the player. The player must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the player's words. Certain uses of this ability are infeasible. The effect lasts as long as the player speaks, up to a maximum of 2 minutes. Sermon of Competence is a mind-affecting ability.

Prerequisite
3rd level, Sermon of Courage

 

Sermon of Facination (Metamagic)
A player can use his word or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the player, and able to pay attention to him. The player must also be able to see the creature. The distraction of a nearby combat or other danger prevents the ability from working. For every three levels, he can target one additional creature with a single use of this ability. If a creature's saving throw succeeds, the player cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the words, taking no other actions, for as long as the player continues to speak and concentrate (up to a maximum of 1 round per player level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the player to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.) Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Prerequisite
6th level

 

Sermon of Suggestion (Metamagic)
A player can make a Suggestion (as the spell) to a creature that he has already Fascinated. Using this ability does not break the player's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. A Will saving throw negates the effect. This ability affects only a single creature (but see mass suggestion, below). Sermon of Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Prerequisite
7th level, Sermon of Facination

 

Sermon of Freedom (Metamagic)
A player can use his word or poetics to create an effect equivalent to the Break Enchantment spell (caster level equals the character's player level). Using this ability requires 1 minute of uninterrupted concentration and words, and it functions on a single target within 30 feet.

Prerequisite
10th level, Sermon of Courage

 

Sermon of Heroics (General)
A can use his word or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three player levels the character attains beyond 15th, he can inspire heroics in one additional creature. To Sermon heroics, a player must speak and an ally must hear the player speak for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 morale bonus to AC. The effect lasts for as long as the ally hears the player speak and for up to 5 rounds thereafter. Sermon of Heroics is a mind-affecting ability.

Prerequisite
11th level, Sermon of Courage

 

Sermon of Greatness (General)
A player can use words or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a player attains beyond 8th, he can target one additional ally with a single use of this ability. To do a Sermon of Greatness, a player must lead in prayer and an ally must hear him speak. The effect lasts for as long as the ally hears the player speaks and for 5 rounds thereafter. Recipients gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Sermon of Greatness is a mind-affecting ability.

Prerequisite
14th level, Sermon of Courage, Sermon of Heroics

 

Sermon of Mass Suggestion (Metamagic)
This ability functions like Sermon of Suggestion, above, except that a player can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Prerequisite
15th level, Sermon of Facination, Sermon of Suggestion

 

Skill Mastery (General)
Being that the player is a fast learner and has almost supernatural aptitude with a wide range of skills, he gains 9 bonus skill points every time this Feat is selected.

 

Skill Mastery, Improved (General)
The player becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A player may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Prerequisite
10th level

 

Slippery Mind (Metamagic)
This ability represents the player's ability to wriggle free from magical effects that would otherwise control or compel her. If a player with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Prerequisite
10th level, base Will save +3

 

Smite (General)
Once per day, a player may attempt to muster up enough conviction to focus his range and anger with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per level. At 5th level, and at every five levels thereafter, the player may Muster Conviction one additional time per day, to a maximum of five times per day at 20th level.

Prerequisite
Base attack bonus of +1

 

A warrior may select this as one of his warrior bonus feats.

 

Sneak Attack (General)
As the rogue ability, but 1d6 on damage rolls.

Prerequisites
Hide 4 ranks, Move Silently 4 ranks.

 

A warrior may select this as one of his warrior bonus feats.

 

Sneak Attack, II (General)
Add +3 to your sneak attack damage.

Prerequisites
Level 3, Hide 6 ranks, Move Silently 6 ranks, sneak attack I.

 

Sneak Attack III (General)
Add +6 to your sneak attack damage.

Prerequisites
Level 5, Hide 8 ranks, Move Silently 8 ranks, sneak attack, sneak attack II.

 

Sneak Attack IV (General)
Add +9 to your sneak attack damage.

Prerequisites
Level 7, Hide 10 ranks, Move Silently 10 ranks, sneak attack, sneak attack III.

 

Sneak Attack V (General)
Add +12 to your sneak attack damage.

Prerequisites
Level 9, Hide 12 ranks, Move Silently 12 ranks, sneak attack, sneak attack IV.

 

Sneak Attack VI (General)
Add +15 to your sneak attack damage.

Prerequisites
Level 11, Hide 14 ranks, Move Silently 14 ranks, sneak attack, sneak attack V.

 

Sneak Attack VII (General)
Add +18 to your sneak attack damage. Prerequisites: Level 13, Hide 16 ranks, Move Silently 16 ranks, sneak attack, sneak attack VI.

 

Sneak Attack VIII (General)
Add +21 to your sneak attack damage.

Prerequisites
Level 15, Hide 18 ranks, Move Silently 18 ranks, sneak attack, sneak attack VII.

 

Sneak Attack IX (General)
Add +24 to your sneak attack damage.

Prerequisites
Level 17, Hide 20 ranks, Move Silently 20 ranks, sneak attack, sneak attack VIII.

 

Sneak Attack X (General)
Add +27 to your sneak attack damage.

Prerequisites
Level 19, Hide 22 ranks, Move Silently 22 ranks, sneak attack, sneak attack IX.

 

Stern Visage (General)
The player has cultivated the reknown or the ability to unnerve his opponents through his sheer presence. Once per combat, the player can attempt to use his Intimidate roll to unnerve foes within 30 feet of him of those who're lower level. The DC is 20+ the number of foes surrounding the player. If successful, his opponents are Shaken (-2 to attack, Saving Throws, and Skill checks) for 1 plus a number of rounds equal to the player's Charisma bonus. Opponents who successfully save are immune to Stern Visage for a day.

 

Note that once outside combat, the subjects remain terrified until Shaken wears off.

 

A warrior may select this as one of his warrior bonus feats.

 

Supportive (General)
The player has a gift for assisting others in difficult or complex tasks. If he successfully uses the Aid Another action to assist another character on a skill check, the player gives that character a bonus equal to his own base ranks in the skill (but not the applicable ability bonus or any other bonuses she might add to his own skill checks). When she uses the aid another action in combat, his ally gains bonus on attack rolls equal to the player's own Intelligence bonus (if any).

 

Swift Tracker (General)
A player ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Prerequisite
8th level, Track, 11 ranks in Survival

 

Tactics (General)
Select one weapon. When using that weapon, the player may opt to use his Intelligence bonus to attack rolls when the weapon is drawn from its sheath.

Prerequisite
Intelligence 13

 

A warrior may select this as one of his warrior bonus feats.

 

Toughness, Improved (General)
The player's Shock value raises by 2.

Prerequisite
Toughness

 

A warrior may select this as one of his warrior bonus feats.

 

Toughness, Greater (General)
This ability grants the player an increased Hit Die for consideration when leveling. Meaning, an Expert gains 3 HP per level, he will now be granted 4 HP per level hereafter. This does not increase previously-gained Hit Points. The increase ranges by current class (adept normally get 2, they now get 3 - Experts normally have 3, they now get 4 - Warriors normally have 5, they now get 6).

Prerequisite
Toughness, can only be taken every 6 levels

 

A warrior may select this as one of his warrior bonus feats.

 

Trap Sense (General)
A player gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +1 every three levels thereafter the feat is taken.

Prerequisite
Base Reflex +3

 

Trackless Step (General)
A player leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Prerequisite
7rd level, Woodland Stride, Favored Terrain in which the the player chooses to use Trackless Step

 

Uncanny Dodge (General)
A player can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Prerequisite
Base Reflex +4, Dexterity 15 or higher

 

Uncanny Dodge, Improved (General)
A player can no longer be flanked. This defense also denies another player the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the target does.

Prerequisite
Base Reflex +6, Dexterity 15 or higher, Uncanny Dodge

 

Venom Immunity (General)
A player gains immunity to all poisons.

Prerequisite
9th level and Knowledge, Poison 12 ranks (or equivolent skill)

 

Veteran (General)
When fighting in combat, your opponents have a reduced Shock value of 2.

Prerequisite
Base attack +6

 

A warrior may select this as one of his warrior bonus feats.

 

Wild Empathy (Metamagic)
A player can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The player rolls 1d20 and adds her level and her Charisma modifier to determine the wild empathy check result.

 

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

 

To use wild empathy, the player and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

 

A player can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check

Prerequisite
Handle Animal 4 ranks

 

Woodland Stride (General)
A player may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Prerequisite
Favored Territory in which the player chooses to use Woodland Stride

Title: Generic Classes 2: Player's Handbook 3.5 and Game of Thrones D20 Abilities as Feats
Post by: Stargate525 on August 01, 2007, 07:23:59 PM
Just a question, but isn't Brute a bit redundant? That's already the mechanics for melee attacks.
Title: Generic Classes 2: Player's Handbook 3.5 and Game of Thrones D20 Abilities as Feats
Post by: Moniker on August 02, 2007, 10:44:14 AM
We've use Dexterity as the modifier for attack bonus with melee and ranged weapons, ever since 1st edition.