BESM D20 Fantasy Feats
Archery Feats:
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Precision Shooting: By taking a penalty to hit, the archer
can add an equal amount to damage on a hit. You cannot take a bigger
penalty than your Base Attack Bonus.
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Accuracy: You reduce the penalty for difficult shots (long-range
shooting, shooting people in the hand, etc,) by two.
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Arrow Deflection: You can use your opportunity attacks for
a special defense--if someone shoots an arrow that passes within thirty
feet of you, you can try to shoot the arrow out of the air; roll as if
attacking the enemy arrow. If you beat his hit roll, you deflect
the arrow.
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Blind-Shooting: You can aim by hearing alone. Each time
you take this, you reduce your penalties for shooting in darkness by two.
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Close-Range Shot: You gain +1 to hit and damage when shooting
within 30 feet.
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Point-Blank Shot: You can fire ranged weapons while within
someone's threat radius without provoking attacks of opportunity.
Also, you now threaten every square within 30 feet of you with your bow,
if it is in your hands when someone enters that radius. You can take
opportunity attacks with ranged weapons.
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Far Shot: Increase your range increments by 50%.
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Melee Shot: You can fire into melee without suffering a -4
to hit.
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Rapid Shot: Dex 13+. If you take a Full Attack
Action, you can fire one extra shot at your highest attack bonus, though
all your shots suffer a -2 penalty that round.
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Shot on the Run: Dex 13+. Dodge. Mobility.
You can move part of your move, shoot, then move the rest of your move,
if you so desire.
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The following feats also count as Archery feats:
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Judge Opponent, Mounted Archery
Armor Feats
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Armor Proficiency (Light): You suffer no penalties to attack
or defense rolls while wearing light armor.
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Armor Proficiency (Medium): You suffer no penalties to attack
or defense rolls while wearing medium armor.
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Armor Proficiency (Heavy): You suffer no penalties to attack
or defense rolls while wearing heavy armor.
Martial Arts Feats:
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White Belt Hard Martial Arts: The character can now inflict
normal damage with his fists and does not attract opportunity attacks when
doing so.
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Red Belt Hard Martial Arts: The character now inflicts 1d6
damage instead of 1d4 damage with his fists and feet.
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Orange Belt Hard Martial Arts: The character now inflicts
1d8 damage unarmed.
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Yellow Belt Hard Martial Arts: The character now inflicts
1d10 damage unarmed.
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Green Belt Hard Martial Arts: The character now inflicts 1d12
damage unarmed.
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Blue Belt Hard Martial Arts: The character now inflicts 2d8
damage unarmed.
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Indigo Belt Hard Martial Arts: The character now inflicts
3d6 damage unarmed.
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Violet Belt Hard Martial Arts: The character now inflicts
5d4 damage unarmed.
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Black Belt Hard Martial Arts: The character now inflicts 4d6
damage unarmed.
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Deflect Arrows: Once per round, you can make a DC 20 Reflex
save to deflect a missile weapon coming at you.
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Stunning Attack: Once per day per level, the character can
make a stunning blow attack. This has a -2 to hit. If it succeeds,
the foe must make a Fortitude save at a difficulty of 10 + 1/2 level of
the character + Dex bonus of the character. If the foe fails, they
are stunned until the start of the character's actions next round.
Stunned characters can initiate no actions except defense and are flat-footed
for the duration. Stunning blow attacks do subdual damage, not lethal.
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Improved Critical Unarmed: Minimum Attack Bonus: +8
The character checks for a critical hit when attacking unarmed on a 19
or 20.
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Soft Martial Arts: The character may make grappling attacks
without provoking attacks of opportunity
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Dwarf-Fu: Minimum Attack Bonus +4 You have mastered
the art of fighting bigger foes than you. Reduce the size of anything
you wrestle by one step for purposes of determining its bonuses to its
Grappling checks.
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Lock: This feat can be taken multiple times. Each time
you take it, you increase your Grappling Check Bonus by 2.
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Throw: Once you have grappled someone, you can throw them
by winning an opposed Grappling Check. A successful throw hurls the
person half your strength in feet. They take falling damage proportional
to the distance thrown.
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Momentum Throw: Minimum Attack Bonus +4 It
is dangerous to charge anyone who has learned this art. Anyone who
takes more than a five foot step to attack the martial artist can potentially
be thrown. If the martial artist makes a successful defense roll
against an attack by a foe who has moved more than five feet that round,
then he can make a Grappling Check against that foe with a bonus equal
to the distance moved divided by 5. If he succeeds, he throws that
foe half the distance they moved, in a straight line according to how they
were moving when they approached him. The foe takes 1d6 damage for
every ten feet they are thrown. Making a momentum throw consumes
one of the Martial Artist's Attacks of Opportunity.
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The following feats from other categories can be considered Martial Arts
feats:
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Accuracy, Blind-Fighting, Block Ranged Attacks, Cleave, Combat Reflexes,
Dodge, Great Cleave, Improved Initiative, Improved Trip, Judge Opponent,
Power Attack, Whirlwind Attack
Magical Feats:
All magical feats can only be taken by spellcasters.
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Extra Turning: Turn Undead Feature. Each time
you buy this, you can turn or command undead 4 more times a day.
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Spell Focus: Choose one category of magic. The DC of
your spells in that category increases by 2.
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Spell Mastery: Must have Wizardry Feature. Choose
a number of spells equal to your Intelligence Bonus. You can now
prepare these spells without needing a spellbook.
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Stronger Turning: Turn Undead Feature. Add +4
to your roll when you turn undead.
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Item Creation Feats:
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Brew Potion: Spellcaster Level 3+
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Craft Magic Arms and Armor: Spellcaster Level 5+
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Craft Rod: Spellcaster Level 9+
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Craft Staff: Spellcaster Level 12+
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Craft Wand: Spellcaster Level 5+
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Craft Wondrous Item: Spellcaster Level 3+
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Forge Ring: Spellcaster Level 12+
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Scribe Scroll: Spellcaster Level 1+
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Meta-Magical Feats:
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Adjust Energy: This feat only works on spells which produce
fire, lightning, sound, cold, or acid. By burning 2 points of energy
for every level of the spell, you can convert the spell from one type to
another when you cast it. Thus, by burning 6 points, you could turn
a fireball into a sonic explosion.
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Component Substitution: By burning 6 points of Energy, the
spell-caster can substitute anything of equivalent value for the material
component of a spell.
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Empower Spell: By burning 5 points of Energy, the spell-caster
can increase all numeric variable effects of a spell by 1/2. Saving
throws and any opposed rolls are not effected.
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Maximize Spell: By burning 9 points of Energy, the spell-caster
can ensure a spell has the maximum possible effect, although foes still
get saves.
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Enlarge Spell: By burning 3 points of Energy, the spell-caster
can double the range of a spell.
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Extend Spell: By burning 3 points of Energy, the spell-caster
can double the duration of a spell.
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Heighten Spell: For every 3 points of Energy the spell-caster
invests, the spell is treated as if it was one level higher. This
may enable it to bypass Globes of Invulnerability, increases the DC of
saves against it, etc.
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Quicken Spell: By burning 12 points of Energy, the spell-caster
can cast a spell as a Free Action.
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Silent Spell: By burning 3 points of Energy, the spell-caster
can cast a spell silently, without needing to speak.
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Still Spell: By burning 3 points of Energy, the
spell-caster can cast a spell without needing to make any gestures.
Melee Feats
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Blind-Fighting: You suffer no penalties to fight if you can't
see.
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Block Ranged Attacks: If you have a shield, you can now use
Melee Defense to block Ranged attacks.
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Combat Reflexes: Each round, you get Attacks of Opportunity
equal to your Dex Bonus, if the chance presents itself.
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Concealment: You are adept at hiding weapons on yourself.
Any weapon that can fit inside your clothing or any containers you have,
vanishes from easy notice; any attempt at spotting or searching for them
suffers a -8 penalty.
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Hammerspace: You can conceal a single weapon in a tiny extra-dimensional
pocket which follows you around. Anything which detects magic will
sense the pocket.
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Dodge: You are especially nimble at defending yourself against
a single foe. You get a +2 dodge bonus to all defense rolls against
a single foe, chosen by you each round.
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Defensive Fighting: Dex 13+ By accepting
a penalty to hit during the round up to a maximum of your BAB, you gain
an equal bonus to your Armor Class.
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Manuever: Dex 13+. This defensive manuever can only
be used if you have been flanked and if you have opportunity attacks left.
It consumes one of your AoOs. If you successfully avoid being hit
with a Dodge Defense, then the foe who just struck at you instead risks
hitting the person who is flanking you with him.
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Mobility: Dex 13+. You get a +4 dodge bonus to
AC whenever you provoke attacks of opportunity through move actions.
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Spring Attack: Dex 13+. BAB +4 or higher.
You may move part of a move action, attack, then move again, up to your
normal base move without provoking attacks of opportunity, unless you are
in heavy armor, in which case you can still split move, but you provoke
AoOs under normal conditions when you would.
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Whirlwind Attack: Dex 13+. BAB 6+. By making
a full attack action, you can attack everyone you threaten.
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Improved Critical: BAB 8+. You double the threat
range of a weapon.
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Judge Opponent: You must observe a foe for one round.
Then roll a d20 + your BAB:
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9 or less: You can't tell anything about your foe.
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10-14: You can tell roughly how skilled they are by comparison to
yourself.
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15-19: You have a pretty good idea of how good they are at attack
and defense.
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20+: You can tell what combat feats they have, and exactly how good
they are at attack and defense.
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Mounted Combat: Ride 4+. When mounted, you add your
Ride Skill to your AC.
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Mounted Archery: Ride 4+. Halve the normal penalties
for firing from horseback. If you have Ride-By attack, you can use
a missile weapon during a Ride-By attack instead.
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Ride-By Attack: Ride 4+ When moving in a straight-line,
you may take up to a full move, attack, then take another full move.
This does not provoke an opportunity attack.
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Spirited Charge: Ride 7+ Your charge attacks
from horseback do double damage, triple if using a lance.
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Trample: Ride 6+ You may make Overrun attacks
while mounted without provoking attacks of opportunity. Your foe
cannot choose to avoid you, either, and your mount can take one hoof attack
if you succeed.
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Power Attack: Str 13+ By lowering the chance
to hit, you can raise your damage by the same amount, to a maximum of your
Base Attack Bonus.
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Cleave: Str 13+ If you kill a foe with a blow,
you can take a free attack at the same chance to hit on someone else you
threaten. This works once a round.
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Great Cleave: Str 13+ BAB +4 or higher.
As Cleave, but you can use it repeatedly.
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Sunder: Str 13+ You do not provoke attacks of
opportunity when trying to damage a foe's shield or weapon.
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Quick Draw: You can ready a weapon as a free action
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Sweep Attack: Dex 13+ By lowering the damage
of a blow, you can raise your chance to hit by the same amount, to a maximum
of your Base Attack Bonus.
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Improved Disarm. Dex 13+. You do not suffer AoOs
when disarming a foe, nor does he get a chance to disarm you.
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Improved Trip. Dex 13+. If you successfully trip
an opponent, you get a free melee attack on them immediately at the same
attack bonus.
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Tactical Fighter: Int 13+. You are adept at cunning
defensive manuevers. If you choose to fight defensively, you can
subtract up to your BAB from any attacks you make during a round and add
that to your AC.
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Improved Parry: Int 13+ If you successfully parry
an opponent's attack, you can add your Intelligence Bonus to your attack
roll the next time you attack him.
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Riposte: Int 13+ BAB 6+ If you successfully parry
an opponent's attack, you get an immediate opportunity attack on him if
you have any left.
Miscellaneous Feats:
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Alertness: +2 bonus to Spot and Listen
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Improved Initiative: +4 to your Initiative.
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Leadership: 6th level. You gain one or more followers.
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Run: If you take a full action, you can run five times your
base move instead of four.
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Skill Focus: Gain a +3 bonus to one skill.
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Toughness: +1 Hit Point per level. If taken at first
level, you start with maximum hit points, also.
Saving Throw Feats:
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Great Fortitude: +2 to Fortitude Saves
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Iron Will: +2 to Will Saves
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Lighting Reflexes: +2 to Reflex Saves