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Augmented Feats


Weapon Lore

+0 - Chose a weapon. You gain a +1 bonus to your attack rolls when using this weapon.

+1 - You gain the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

+4 - You gain a bonus to your attack and damage rolls equal to ¼ of your HD with your chosen weapon. This part of the feat can be used in place of Weapon Focus/Specialization

+8 - When using the weapon you have chosen, your critical threat range is doubled. This effect does not stack with the Keen Enhancement. This part of the feat can be used in place of Improved Critical

+12 - The damage you deal from your chosen weapon has increased. You now gain a bonus to your attack and damage rolls equal to 1/3 of your HD with your chosen weapon. This part of the feat can be used in place of Greater Weapon Focus/Specialization

+16 - As long as you are wielding your chosen weapon, you gain a +1 to your critical multiplier, you can no longer be disarmed, and you can "take a 10" on any of your attack rolls.


Marksman

+0 - When making ranged attacks, the ranged penalty is reduced by 1

+1 - You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. in addition, you may add your DEX modifier (if applicable) to your damage rolls. This part of the feat can be used in place of Precise Shot

+4 - When you use a projectile weapon, such as a bow, its range increment increases by 50%. When you use a thrown weapon, its range increment is doubled. Also the range applicable for moves like "Sneak Attack" and "Skirmish" is doubled.

+8 - Whenever you make a ranged attack, your shots ignore cover/concealment(20%)

+12 - Once per round, you may treat your next attack as a touch attack

+16 - Whenever you make a ranged attack, your shots now ignore cover/concealment(50%)


Vanguard

+0 - When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your DEX bonus to AC.

+1 - You may make a full attack as part of a charge action.

+4 - When you are in a charge, the first hit you land deals double damage to your target.

+8 - Whenever an opponent would deal double damage to you during a charge, you only take the normal amount instead.

+12 - While charging you are treated as though you were under the effects of the spell, Haste. This effect last until the end of your turn

+16 - When you are in a charge, the first hit you land now deals triple damage to your target.


Ghost

+0 - You get a +2 bonus on all Sleight of Hand checks and Use Rope checks

+1 - You gain a bonus to your Hide and Move Silently checks equal to ¼ of your HD

+4 -

+8 - You can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without having anything to actually hide behind. you cannot, however, hide in your own shadow. In Addition, you may now make Sleight of hand checks as a swift action.

+12 -

+16


Murderous

+0 - You gain Intimidate as a class skill if you do not already have it. If you do, you gain a bonus to Intimidate equal to ¼ of your HD

+1 - Whenever you drop a foe to -10 HP or lower, you gain a +1 bonus to your damage rolls for 1 minute and any foe within 30ft must make a Will save (DC 10 + ½ your HD + your Charisma Modifier) or be shaken for 2d4 rounds

+4 - You may now Coup de grace as a move action

+8 - Foes that are Stunned or Frightened can now be Coup de graced

+12 - You may now Coup de grace as a swift action

+16 - Whenever you drop a foe to -10 HP or lower, you now gain a +3 bonus to your damage rolls for 1 minute and any foe within 30ft must make a Will save (DC 10 + ½ your HD + your Charisma Modifier) or be frightened for 2d4 rounds


Brawler

+0 - You do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. This part of the feat can be used in place of Improved Unarmed Strike

+1 - You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. This part of the feat can be used in place of Improved Grapple

+4 - You deal additional damage equal to ½ of your HD to anyone you are grappling.

+8 - Your unarmed strike damage is treated as a monk equal to your level. Also, if you hit a creature with a melee attack, it deals normal damage and you can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

+12 - If you break free from a grapple, you may use one of your attacks of opportunity to initiate a grapple against that foe as an immediate action.

+16 - You are constantly under the effects of the spell, Freedom of Movement. This effect is treated as an extraordinary ability.


Duality

+0 - When you fight with two weapons, your penalties on attack rolls are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. In addition, when wielding two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. This part of the feat can be used in place of Two-Weapon Fighting/Defense

+1 - You gain a +1 bonus to your attack and damage rolls when wielding two weapons

+3 - You may now apply your full strength bonus to your damage rolls for your off-hand weapon

+6 - In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. And when wielding two weapons (not including natural weapons or unarmed strikes), you now gain a +2 shield bonus to your Armor Class. When you are fighting defensively or using the total defense action, this shield bonus increases to +4. This part of the feat can be used in place of Improved Two-Weapon Fighting/Defense

+9 - When you use a full-attack action to make multiple attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

+12 - You get a third attack with your off-hand weapon, albeit at a -10 penalty. Also when wielding two weapons (not including natural weapons or unarmed strikes), you now gain a +3 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +6. In addition, if you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to ½ of your HD + 1-½ times your Strength bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent. This part of the feat can be used in place of Greater Two-Weapon Fighting/Defense


Spell Ballista

+0 - You gain a +1 bonus to your attack and damage when using rays

+1 - You may turn any spell with the range "Touch" into a ray with a 30ft range. This does not increase the spell level or casting time.

+2 - You may add you main ability score modifier as a bonus to your damage rolls when using a ray

+4 - The range for any ray spell is doubled without increasing the spell level or casting time.

+6 - Whenever a ray you cast hits a foe, you may choose to have it knock the foe prone unless they make a DC 28 balance check

+8 - Once every 1d4 rounds, you may choose to have a ray that you cast pierce through everyone it hits. Make a separate attack roll against each creature in the line. If struck, creatures along this line take damage from your shot, though any extra damage (such as from a sneak attack or a flaming weapon) is applied only against the first creature struck