Publication:Grim-N-Gritty/Appendix 4
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Appendix 4 - New and Revised Feats[edit]
The following are new or revised combat feats designed to fit with the GnG combat system.
Advanced Block [General]
Prerequisites: BAB +4, Dexterity 13, Combat Reflexes, Improved BlockBenefit: As free actions each round, you may perform a number of blocks equal to your Dexterity modifier. For example, if you have a Dexterity modifier of +3, you may attempt three free blocks each round.
Advanced Breaking Strikes [General]
Prerequisites: BAB +8, Strength 13, Power Attack, Basic Breaking Strikes, Improved Breaking Strikes, Improved Bull Rush, Improved SunderBenefit: Advanced Breaking Strikes permits you to perform two special melee attacks: break weapon and break body. In order to perform a Breaking Strike, you must wield a weapon with which you are proficient. To perform a Breaking Strike while unarmed, you must have the Improved Unarmed Strike feat.
Break Item: Break Weapon is a melee attack that damages your enemy and sunders his weapon or shield. When you Break Weapon, make an attack roll at a -4 penalty. Resolve damage by the normal means and apply the damage to both your target and the item you selected to sunder. (You choose the item before you make the attack. You can select only a weapon or shield held by your enemy.) Improved Sunder provides no benefit when you Break Weapon.
Break Body: This powerful melee attack damages your opponent and shatters his bones, tendons, limbs, etc. Break Body imposes a -8 penalty to your attack roll. If the attack hits and inflicts at least 1 HP damage to your target, then your target must make a Fortitude saving throw against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, your victim suffers 1 point of temporary Strength and Constitution damage.
Advanced Called Shot [General]
Prerequisites: BAB +4, Improved Called ShotBenefit: You provoke no attack of opportunity when performing a Called Shot. (You must wield a weapon with which you are proficient to gain the benefit of this feat.)
Advanced Dive for Cover [General]
Prerequisites: BAB +4, Dexterity 13, Combat Reflexes, Improved Dive for CoverBenefit: As free actions each round, you may perform a number of Dive for Cover actions equal to your Dexterity modifier.
Advanced Feint [General]
Prerequisites: Intelligence 13, Combat Expertise, Improved FeintBenefit: Once per round, as a free action, you can make a Bluff check to feint in combat.
Normal: Feinting in combat is a standard action.
Advanced Grapple [General]
Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Improved TripBenefit: You may perform the following actions while grappling: choke, lock, and throw. All of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.
Choke: Performing a choke imposes a -4 penalty to your Grapple check. You grab your opponent in such a way as to restrain the flow of blood within the body. (You do not necessarily have to strangle your opponent’s throat.) If you win the grapple check, you damage your opponent and force your enemy to make a Fortitude save against DC 10 + one-half of your base attack bonus + your Strength modifier. If he fails the save, he is stunned for one round and dazed for 1d4 rounds after that. You must inflict at least 1 HP damage to stun and daze your opponent. Opponents with no Constitution score are immune to chokes, as are enemies whose anatomy does not rely on blood-flow.
Lock: A lock is a superior form of pin. To initiate a lock, you make an opposed grapple check with a -4 penalty to your roll. If you win the check, your opponent is locked (see combat rules), and you hold him immobile for one round. You have the same actions available to you as if you were grappling, not pinning.
Throw: You can throw an opponent prone while grappling. Make an opposed grapple check with a -4 penalty to your roll. If you win the grapple check, your opponent falls prone and suffers damage, as normal for your unarmed strike (even if using a weapon to grapple). For every five points you beat your opponent’s roll, you can choose to throw him 5-feet away from you. If you do choose to throw your opponent away from you, you automatically end the grapple. Otherwise, you can choose to end or maintain your grapple when you throw your enemy.
Advanced Feint [General]
Prerequisites: Intelligence 13, Combat Expertise, Improved FeintBenefit: Once per round, as a free action, you can make a Bluff check to feint in combat.
Normal: Feinting in combat is a standard action.
Advanced Grapple [General]
Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Improved TripBenefit: You may perform the following actions while grappling: choke, lock, and throw. All of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.
Choke: Performing a choke imposes a -4 penalty to your Grapple check. You grab your opponent in such a way as to restrain the flow of blood within the body. (You do not necessarily have to strangle your opponent’s throat.) If you win the grapple check, you damage your opponent and force your enemy to make a Fortitude save against DC 10 + one-half of your base attack bonus + your Strength modifier. If he fails the save, he is stunned for one round and dazed for 1d4 rounds after that. You must inflict at least 1 HP damage to stun and daze your opponent. Opponents with no Constitution score are immune to chokes, as are enemies whose anatomy does not rely on blood-flow.
Lock: A lock is a superior form of pin. To initiate a lock, you make an opposed grapple check with a -4 penalty to your roll. If you win the check, your opponent is locked (see combat rules), and you hold him immobile for one round. You have the same actions available to you as if you were grappling, not pinning.
Throw: You can throw an opponent prone while grappling. Make an opposed grapple check with a -4 penalty to your roll. If you win the grapple check, your opponent falls prone and suffers damage, as normal for your unarmed strike (even if using a weapon to grapple). For every five points you beat your opponent’s roll, you can choose to throw him 5-feet away from you. If you do choose to throw your opponent away from you, you automatically end the grapple. Otherwise, you can choose to end or maintain your grapple when you throw your enemy.
Advanced Maintain Footing [General]
Prerequisites: BAB +4, Dexterity 13, Combat Reflexes, Improved Maintain FootingBenefit: As free actions each round, you may perform a number of Maintain Footing actions equal to your Dexterity modifier.
Advanced Nerve Strikes [General]
Prerequisites: BAB +8, Improved Unarmed Strike, Basic Nerve Strikes, Improved Nerve StrikesBenefit: Advanced Nerve Strikes permits you to perform two special melee attacks: rip innards and rip body. You may perform a nerve strike if you wield a weapon with which you are proficient. (To perform unarmed nerve strikes, you must have the feat, Improved Unarmed Strike.) If your target has no discernable anatomy, you may not perform nerve strikes against it. You cannot perform nerve strikes against creatures two or more size categories larger than you.
Rip Innards: This nerve strike shreds your target’s internal organs. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers 2 points of temporary Constitution damage. Also, he loses 1d4 HP per round for 1d4 rounds, due to internal hemorrhaging.
Rip Body: Rip Body lays the foundation of pain and incapacitates your victim with horrible wracking spasms and nausea. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is nauseated for one round and sickened for 1d4+1 rounds.
Treating Nerve Strikes: Another person can aid the victim of a nerve strike and negate the strike’s effect. This requires a successful Heal check against the original Fortitude save DC of the strike. The check is a full-round action that provokes attacks of opportunity.
Note: You cannot perform a nerve strike at the end of a charge.
Advanced Nerve Strikes [General]
Prerequisites: BAB +4, Dexterity 13, Combat Reflexes, Improved Roll with BlowBenefit: As free actions each round, you may perform a number of Roll with Blow actions equal to your Dexterity modifier.
Advanced Unarmed Strike [General]
Prerequisites: Improved Unarmed StrikeBenefit: You treat your unarmed damage as though you were one size larger (e.g., from 1d4 to 1d6).
Armor Ignoring Power [Metapsionic]
Benefit: None of your target’s Protection applies against the damage of your power. Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level.
Armor Piercing Power [Metapsionic]
Benefit: Only one-half of your target’s Protection applies against the damage of your power. Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.
Armor Ignoring Spell [Metamagic]
Benefit: None of your target’s Protection applies against the damage of your spell. An armor ignoring spell uses up a spell slot four levels higher than the spell’s actual level.
Armor Piercing Spell [Metamagic]
Benefit: Only one-half of your target’s Protection applies against the damage of your spell. An armor piercing spell uses up a spell slot two levels higher than the spell’s actual level.
Basic Breaking Strikes [General]
Prerequisites: BAB +1, Power Attack, Strength 13, Improved Bull RushBenefit: Basic Breaking Strikes permits you to perform two special melee attacks: break spirit and break stance. In order to perform a Breaking Strike, you must wield a weapon with which you are proficient. To perform a Breaking Strike while unarmed, you must have the Improved Unarmed Strike feat.
Break Spirit: You strike a blow on your opponent and not only inflict damage, but also shatter his morale, his strength of mind, his desire to fight. You blow strikes terror in his heart. To Break Spirit, you make an attack roll at a -4 penalty. If your attack hits, determine damage by the normal method. If your attack inflicts at least 1 HP damage to your target, your enemy must make a Will save against DC 10 + one-half of your base attack bonus + your Strength modifier. If he fails the save, he is shaken for 1d4 rounds. Opponents immune to fear cannot be shaken by Break Spirit.
Break Stance: You perform a melee attack that inflicts damage and pushes your opponent backwards. To Break Stance, you make an attack roll at a -4 penalty. If your attack hits, determine damage by the normal method. If the attack hits, your opponent and you make an opposed Strength check. If you and the target are different sizes, the larger combatant gets a bonus on the Strength check of +4 per difference in size category. You get a +2 bonus if you were charging. The target gets a +4 stability bonus if it has more than two legs or otherwise exceptional stability. If you win the Strength check, you push the target back 5 feet. You can push the target back an additional 5-feet for every 5 points by which you exceed the target’s check result, provided that you move with the target. You cannot exceed your normal movement for the action.Unlike a bull rush, you do not provoke an attack of opportunity when you attempt to break your opponent’s stance. The Improved Bull Rush feat does not give you a +4 bonus on the opposed Strength roll when you Break Stance. Even if your attack inflicts no damage, it may push
your target back.
Basic Nerve Strikes [General]
Prerequisites: BAB +1, Improved Unarmed StrikeBenefit: Basic Nerve Strikes permits you to perform three special melee attacks: rip nerves, rip mind, and rip senses. You may perform a nerve strike if you wield a weapon with which you are proficient. (To perform unarmed nerve strikes, you must have the feat, Improved Unarmed Strike.) If your target has no discernable anatomy, you may not perform nerve strikes against it. You cannot perform nerve strikes against creatures two or more size categories larger than you.
Rip Nerves: This nerve strike causes intense, lingering pain to the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers terrible, mind-numbing pain, which causes the sickened condition for 1d4+1 rounds. Sickened characters take a –2 penalty on all attack rolls, defense rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Rip Mind: This nerve strike staggers the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is staggered for one round.
Rip Senses: This nerve strike blinds or deafens the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is blinded or deafened for one round. Before you make the strike, you must determine which sense you affect.
Treating Nerve Strikes: Another person can aid the victim of a nerve strike and negate the strike’s effect. This requires a successful Heal check against the original Fortitude save DC of the strike. The check is a full-round action that provokes attacks of opportunity.
Note: You cannot perform a nerve strike at the end of a charge.
Block Projectile [General]
Prerequisites: BAB +4, Dexterity 15, Improved BlockBenefit: You may use the Block action against thrown projectiles and ranged attacks from mechanical devices, such as slings, bows, and crossbows. You may not attempt to block “fast” projectiles, like firearm bullets, or energy beams. You suffer a -4 penalty to your attack roll when you attempt to block a projectile from a sling, bow, crossbow, or similar device. You suffer no penalty when blocking thrown weapons.
Breaking Block [General]
Prerequisites: BAB +1, Intelligence 13, Combat Expertise, Basic Breaking Strikes, Improved Bull RushBenefit: Breaking Block functions like a regular block, subject to all its limitations and requirements, but you also suffer a -4 penalty on the opposed roll. If you win the opposed roll, you block your opponent’s attack and inflict damage with your melee weapon or unarmed strike. Because of the impromptu nature of your blow, you may not apply Relative Degree to the damage. You may perform Breaking Block against melee attacks, only. In order to perform a Breaking Block, you must wield a weapon with which you are proficient. To perform a Breaking Block while unarmed, you must have the Improved Unarmed Strike feat.
Special: You may perform a Riposte (per the feat) after a successful Breaking Block.
Catch Projectile [General]
Prerequisites: BAB +4, Dexterity 15, Improved Block, Block Projectile, Improved Unarmed StrikeBenefit: When using the Block Projectiles feat you may catch the weapon instead of just deflecting it. You can immediately hurl a thrown weapon back at the original attacker (even though it is not your turn) or keep it for later use. You must have at least one hand free (holding nothing) to use this feat.
Clean-up Blow [General]
Prerequisites: BAB +4, Strength 13, Power Attack, Basic Breaking Strikes, Improved Bull RushBenefit: When you stun an opponent, daze an opponent or render him unconscious, you can perform an immediate attack of opportunity.
Close Combat Shot [General]
Prerequisites: Point Blank ShotBenefit: You can make a ranged attack with a light,
ranged weapon while in a threatened area without
provoking an attack of opportunity.
Combat Sense [General]
Prerequisites: BAB +4, Intelligence 13, Knowledge (strategy and tactics) 7 ranks, Combat ExpertiseBenefit: You can designate a single opponent during your action and receive a +1 competence bonus on attacks against that opponent. You can select a new opponent one per round as a non-action.
Dead Aim [General]
Prerequisites: Wisdom 13, Point Blank Shot, Far ShotBenefit: Before making a ranged attack, you may take a full-round action to line up your shot. This grants you a +2 circumstance bonus on your next attack roll. Once you begin aiming, you cannot move, even to take a 5-feet step, until after you make your next attack, or the benefit of the feat is lost. Likewise, if something disrupts your concentration or someone attacks you before your next action, you lose the benefit of aiming. You may continue aiming after the first round. For each full-round action you spend lining up your shot, the bonus increases by +2 to a maximum of +6.
Defensive Position [General]
Prerequisites: Intelligence 13, Combat ExpertiseBenefit: You gain an additional +2 cover bonus to
Defense and an additional +2 cover bonus on Reflex
saves whenever you have cover or improved cover.
Defensive Strike [General]
Prerequisites: BAB +4, Intelligence 13, Combat ExpertiseBenefit: If an opponent makes a melee attack against
you and misses while you are using the total defense
option, you can attack that opponent on your next turn
(as an attack action) with a +4 bonus on your attack roll.
You gain no bonus against an opponent who does not
attack you or against an opponent who makes a
successful attack.
Dodge [General]
Prerequisites: Dexterity 13Benefit: You gain a +1 dodge bonus to Defense.
A condition that makes you lose your Dexterity bonus
to Defense (if any) also makes you lose dodge bonuses.
Also, dodge bonuses stack with each other, unlike most
other types of bonuses.
Dynamic Grip [General]
Prerequisites: BAB +1, Martial Weapon ProficiencyBenefit: This feat has several benefits:
• You can use a reach weapon to attack adjacent
targets.
• When you wield a staff or other weapon with a
long pole-like handle about six feet in length,
you can use it as a reach weapon, attacking
opponents up to 10-feet away.
• When you wield a weapon with a handle about
as long as your forearm (or longer), you can
use the weapon as a double weapon, striking an
opponent with its blunt tip. The blunt end of
the weapon inflicts 1d6 bludgeoning damage.
Normal: Characters without this feat cannot attack
adjacent targets with a reach weapon.
Elusive Target [General]
Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, DodgeBenefit: While fighting an opponent or multiple
opponents in melee, other opponents attempting to
target you with ranged attacks take a -4 penalty. This
penalty is in addition to the normal -4 penalty for firing
into melee, making the penalty to target you -8.
Special: An opponent with the Precise Shot feat
reduces the total penalty to -4 when targeting you.
Epic Block Projectile [Epic]
Prerequisites: BAB +15, Dexterity 25, Block Projectile, Improved BlockBenefit: You may use the Block action against any
type of ranged attack, including firearm bullets and
energy beams.
You suffer a -4 penalty to your attack roll when you
attempt to block a projectile from a sling, bow,
crossbow, or similar device. You suffer a -8 penalty
against “fast” projectiles, like firearm bullets. Against
energy attacks, you suffer a -12 penalty.
Epic Block Projectile [Epic]
Prerequisites: Gain a +1 bonus to Defense. You retain this bonus even when flat-footed and in situations where you lose your Dexterity modifier to Defense.Benefit: Fill in the benefits this feat grants.
Special: A character can gain this feat multiple times. Its effects stack.
Epic Flow with Enemy [Epic]
Prerequisites: Dexterity 25, Intelligence 13, Wisdom 13, Dodge, Combat Expertise, Tumble 30 ranks, Improved EvasionBenefit: Once per round, when struck by an attack from an opponent with whom you have established “flow”, you may automatically avoid all damage from the attack.
Feather Touch [General]
Prerequisites: BAB +1, Dexterity 13, Wisdom 13, Weapon Finesse, Improved Unarmed Strike, Basic Nerve StrikesBenefit: Feather Touch provides two benefits. First,
you may substitute your Dexterity bonus for your
Strength bonus when determining the save DC of your
nerve strikes. Second, you may deliver a nerve strike
with such a light touch that an opponent barely feels the
brush of your strike, even though he suffers the effects.
This type of light nerve strike inflicts no physical
damage to your opponent, but your opponent must still
perform a Fortitude save against the effect. (You can
only perform a Feather Touch against opponents that
wear light or no armor.) A Feather Touch is so gentle that an opponent may
not notice you have performed a nerve strike against
them. If you wish to perform a surreptitious Feather
Touch, treat it as a Pick Pocket attempt against your
opponent.
Flow with Enemy [General]
Prerequisites: Dexterity 13, Intelligence 13, Wisdom 13, Dodge, Combat ExpertiseBenefit: As a full-round action, you may begin to
flow with a single, adjacent opponent. Your opponent
and you make an opposed roll using 1d20 + base attack
bonus + Wisdom modifier. If your result equals or
exceeds your opponent’s result, you enter your
opponent’s space (but do not provoke an attack of
opportunity) and your initiative count changes to that of
your opponent. For the next 2d4 + your Wisdom
modifier in rounds, you gain a +1 dodge bonus to
Defense against that opponent, and that enemy cannot
perform attacks of opportunity against you. Whenever
your opponent moves, you automatically move with him
(up to your speed limit). Whenever your opponent
attacks, he provokes an attack of opportunity from you.
Furthermore, you may perform an action a split second
before he does.
If your opponent does not move or perform actions,
you do not do so either. However, you may willingly
end the flow at any time, as a free action. Then, you
may act freely (though you lose all benefits of flow with
that enemy).
If your opponent manages to move outside your
reach, then you lose flow.
Flurry of Blows [General]
Prerequisites: Combat ReflexesBenefit: You must wear light or no armor to gain the
benefit of this feat. You must wield a light melee
weapon or have the opportunity to make an unarmed
strike.
With a flurry of blows, you may make one extra
melee attack in a round at your highest base attack
bonus, using an unarmed strike or light melee weapon.
A -2 penalty applies to this attack and each other attack
made in the round. You must take a full attack action to
use this ability. The penalty applies to all attacks for one
full round, including attacks of opportunity.
Hail of Bullets [General]
Prerequisites: Dexterity 13, Point Blank Shot, Rapid ShotBenefit: As a full-round action, you fire a shot from a
firearm or energy weapon at your full base attack bonus
at each opponent within 30 feet. You may not fire bursts
at each opponent.
Improved Accelerated Pair [General]
Prerequisites: Point Blank ShotBenefit: You ignore the attack penalty when
performing an accelerated pair (double tap).
Normal: A character suffers a -4 attack penalty when
performing an accelerated pair attack.
Improved Block [General]
Prerequisites: BAB +1, Dexterity 13Benefit: Once per round, as a free action, you may
perform a Block (in addition to any other actions you
perform during a round).
Improved Breaking Strikes [General]
Prerequisites: BAB +4, Strength 13, Power Attack, Basic Breaking Strikes, Improved Bull RushBenefit: Improved Breaking Strikes permits you to perform two special melee attacks: break grip and break balance. In order to perform a Breaking Strike, you must wield a weapon with which you are proficient. To perform a Breaking Strike while unarmed, you must have the Improved Unarmed Strike feat.
Break Grip: This breaking strike damages your enemy and causes him to drop an object he carries, such as a shield or weapon. To Break Grip, you make an attack roll at a -6 penalty. If your attack hits, determine damage by the normal method. If your attack inflicts at least 1 HP damage to your target, your enemy may lose his grip and drop an item (selected by you when you make the attack). You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. (An unarmed strike is a light weapon, so you always take a penalty when trying to Break Grip with an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item is not a melee weapon, the defender takes a –4 penalty on the roll. If you beat your target, you force him to drop the item. Unlike the disarm action, your target does not get a chance to disarm you if you fail the opposed roll. Even if you perform Break Grip while unarmed, you do not gain control of the item dropped by your target. The object always falls to the ground. The Improved Disarm feat provides no bonuses for Break Grip.
Break Balance: You deliver a melee attack that damages your target and knocks him to the ground, prone. To Break Balance, you make an attack roll at a -6 penalty. Resolve damage by the normal method. If the attack hits, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win the opposed check, you knock your target prone. Even if Break Balance inflicts no damage, it might knock your target down when it hits. Unlike the trip action, the defender may not react and attempt to trip you if you fail the Strength check. The Improved Trip feat provides no benefits to Break Balance.
Improved Called Shot [General]
Prerequisites: BAB +1Benefit: Reduce the attack penalties for all called shot effects by one. You gain this benefit only when wielding a weapon with which you are proficient.
Improved Charge [General]
Prerequisites: Intelligence 13, Combat ExpertiseBenefit: You can make a charge without having to
move in a straight line. All other charge rules apply, but
you can alter your direction when making a charge to
avoid obstacles.
Improved Deep Impact [Psionic]
Prerequisites: BAB +5, Strength 13, Psionic Weapon, Deep ImpactBenefit: To use this feat, you must expend your
psionic focus. You can resolve your attack with a melee
weapon as an armor piercing touch attack. You must
decide whether to use this feat prior to making an
attack. If your attack misses, you still expend your
psionic focus.
Improved Dive for Cover [General]
Prerequisites: Dexterity 13Benefit: Once per round, as a free action, you may
perform Dive for Cover (in addition to any other actions
you perform during a round).
Improved Fell Shot [Psionic]
Prerequisites: BAB +5, Dexterity 13, Point Blank Shot, Psionic Shot, Fell ShotBenefit: To use this feat, you must expend your
psionic focus. You can resolve your ranged attack as an
armor piercing, ranged touch attack.
You must decide whether to use this feat prior to
making an attack. If your attack misses, you still expend
your psionic focus.
Improved Flurry of Blows [General]
Prerequisites: Combat Reflexes, Flurry of BlowsBenefit: You can perform a flurry of blows while
wielding a melee weapon of any size, though you must
still wear light or no armor.
Improved Grapple [General]
Prerequisites: Dexterity 13, Improved Unarmed StrikeBenefit: 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. You may also grapple
with weapons.
Normal: Without this feat, you provoke an attack of
opportunity when you make a touch attack to start a
grapple.
Improved Maintain Footing [General]
Prerequisites: Dexterity 13Benefit: Once per round, as a free action, you may
perform Maintain Footing (in addition to any other
actions you perform during a round).
Improved Nerve Strikes [General]
Prerequisites: BAB +4, Improved Unarmed Strike, Basic Nerve StrikesBenefit: Improved Nerve Strikes permits you to perform two special melee attacks: rip strength and rip dexterity. You may perform a nerve strike if you wield a weapon with which you are proficient. (To perform unarmed nerve strikes, you must have the feat, Improved Unarmed Strike.) If your target has no discernable anatomy, you may not perform nerve strikes against it. You cannot perform nerve strikes against creatures two or more size categories larger than you.
Rip Strength: This nerve strike weakens the target, lowering his Strength score. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers 2 points of temporary Strength damage.
Rip Dexterity: This nerve strike lowers the victim’s Dexterity. Make an attack roll at a -8 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers 2 points of temporary Dexterity damage.
Treating Nerve Strikes: Another person can aid the victim of a nerve strike and negate the strike’s effect. This requires a successful Heal check against the original Fortitude save DC of the strike. The check is a full-round action that provokes attacks of opportunity.
Note: You cannot perform a nerve strike at the end of a charge.
Improved Roll with Blow [General]
Prerequisites: Dexterity 13Benefit: Once per round, as a free action, you may
perform Roll with Blow (in addition to any other actions
you perform during a round).
Improved Unavoidable Strike [Psionic]
Prerequisites: BAB +5, Strength 13, Psionic Fist, Unavoidable StrikeBenefit: To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as an armor piercing touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Improvised Weapon Mastery [General]
Prerequisites: Intelligence 13, Simple Weapon Proficiency, Combat Expertise, Improvised Weapon ProficiencyBenefit: Treat an improvised weapon as one size
category larger than it is for the purpose of determining
the damage it deals.
Improvised Weapon Proficiency [General]
Prerequisites: Intelligence 13, Simple Weapon Proficiency, Combat ExpertiseBenefit: You may attack without penalty when wielding any improvised weapon.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Infinite Block [Epic]
Prerequisites: BAB +4, Dexterity 25, Combat Reflexes, Improved Block, Advanced BlockBenefit: You may perform any number of blocks each round, as free actions.
Nonlethal Force [General]
Prerequisites: BAB +1Benefit: You can deal nonlethal damage with a
weapon that normally deals lethal damage (if you so
choose) without taking the normal –4 penalty on the
attack roll.
Power Attack [General]
Prerequisites: Strength 13Benefit: When you wield a one-handed melee weapon or a two-handed melee weapon, add 1/2 you Strength modifier to the damage you deal (effectively your full Strength modifier when using a weapon two-handed). You do not gain this benefit with a light weapon or if you use an ability score other than Strength to supply your attack bonus.
Normal: When a character wields a two-handed weapon or uses a one-handed weapon with two hands, he adds one-half of his Strength bonus to damage.
Quick Reload [General]
Prerequisites: BAB +1Benefit: You only gain the benefit of this feat when
wielding a weapon with which you are proficient.
The time required to reload a single shot weapon, like
a crossbow, is reduced to a free action. This permits you
to fire that weapon as many times as you have attacks
(in a full attack action).
Reloading a heavy single shot weapon (like a heavy
crossbow) is a move action.
Reloading a firearm or energy weapon with an
ammunition pod, power cell, box magazine, or speed
loader is a free action. Reloading a revolver without a
speed loader, or reloading any firearm with an internal
magazine, is a move action.
Redirect Force [General]
Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, Dodge, Improved Unarmed Strike, Improved Grapple, Improved TripBenefit: When an opponent misses you with a melee
attack, you may perform a trip, throw, or bull rush as an
immediate attack of opportunity.
Reflect Projectiles [Epic]
Prerequisites: BAB +15, Dexterity 25, Block Projectile, Improved BlockBenefit: When you successfully block a ranged
attack, you may reflect that attack back upon your
attacker using your base ranged attack bonus.
Riposte [General]
Prerequisites: BAB +1, Dexterity 13, Intelligence 13, Combat Expertise, DodgeBenefit: If you successfully block an opponent’s
melee attack, you may perform an attack of opportunity
against that opponent.
Sniper [General]
Prerequisites: Wisdom 13, Point Blank Shot, Far Shot, Dead Aim, Sneak AttackBenefit: You can apply your sneak attack bonus at
any range.
Sudden Action [General]
Prerequisites: Intelligence 13, Combat Expertise, Improved InitiativeBenefit: Once per cycle, you can change your place
in the initiative order, moving higher in the count by a
number less than or equal to your character level, as you
see fit. You must declare the use of this ability at the start
of any round, before anyone else takes an action.
any range.
Tactical Aid [General]
Prerequisites: BAB +4, Intelligence 13, Charisma 13, Combat Expertise, Knowledge (strategy & tactics) 7 ranksBenefit: As a full-round action, you provide tactical
aid to all of your allies (including you) within sight and
voice range of your position. When you do so, you
make a Knowledge (strategy & tactics) skill check
against DC 20. If your skill check succeeds, your allies
gain a +1 competence bonus on initiative rolls, attack
rolls, or defense rolls (your choice when you first use
this ability) for 2d4+1 rounds. If your roll succeeds by
10 or more point, increase the bonus to +2. If it
succeeds by 20 or more points, your allies gain a +3
competence bonus.
Unbalance Opponent [General]
Prerequisites: Dexterity 13, Intelligence 13, Wisdom 13, Dodge, Combat Expertise, Improved Grappling, Improved Unarmed Strike, Flow with EnemyBenefit: Select a opponent with whom you are currently using Flow with Enemy against. When targeting
you, that opponent may not apply Strength bonuses to
attack rolls or grapple checks. (If the opponent has a
Strength penalty, he still suffers the penalty.)
The feat has no effect against opponents two or more
size categories larger than you.
Opponents still apply their Strength modifier to
damage rolls against you.
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