d20 Fifth Element Games Art of Defence II.pdf

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MODULE 7
Art of Defence II
Iain Fyffe
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ART of DEFENCE II
Some of the 32 feats presented here are adapted
from other sources, while most are original. All of
the feats are of the general type. They are presented
in the standard format:
Welcome to Art of Defence II , a book of combat-
related feats. The first Art of Defence detailed 11 feats
that deal with different styles of combat. This book
provides 32 feats that provide tactical options in
combat. The d20 System TM combat mechanics allow
for a great deal of strategy and tactics in battle. Art of
Defence II provides feats that can be used by many
different character types, not just broad-chested
fighters brandishing greatswords. Some feats do
apply to basic melee attacks, but many deal instead
with tactical movement, leadership and teamwork,
attacks of opportunity, or dealing with opponents in
unusual ways. It your characters are ever involved
in a fight, there's something here for you.
FEAT NAME
Description of the feat.
Prerequisites : The things, if any, a character needs
to have before acquiring the feat, such as minimum
ability scores, or other feats or skill ranks.
Benefit : What the character ("you") is able to do
with the feat. Unless otherwise stated, the effects of
a feat do not stack, so there is no benefit to acquiring
it more than once.
Normal : What a character without the feat is limited
in doing in the particular circumstances.
Special : Additional information about the feat, such
as whether a fighter can select the feat as a fighter
bonus feat.
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published
by Wizards of the Coast, Inc. ‘d20 System' and the 'd20 System' logo are trademarks of
Wizards of the Coast, Inc. and are used according to the terms of the d20 System License
version 6.0. A copy of this License can be found at www.wizards.com/d20.
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ART of DEFENCE II
SUMMARY OF NEW FEATS
Feat
Page
Ftr Bonus
Prerequisites
Aimed Shot
3
Yes
Wis 13, Point Blank Shot, base attack bonus +6
Coordinate Allies
3
No
Cha 13
Defensive Position
3
Yes
Hide 5 ranks
Defensive Strike
3
Yes
Combat Reflexes, base attack bonus +6
Disabling Critical
3
Yes
Proficiency and Weapon Focus with weapon, base attack bonus +6
Expert Ambush
3
Yes
Dex 13, Improved Initiative
Fast Healer
3
Yes
Con 15
Fearless
4
No
Wis 13
Field Commander
4
Yes
Leadership, base attack bonus +6
Follow-Step
4
Yes
Dex 15, Dodge, Mobility
Immediate Reaction
4
Yes
Improved Initiative
Improved Aid
4
Yes
Base attack bonus +4
Improved Coup de Grace
4
Yes
Improved Critical, Power Attack, base attack bonus +6
Inspire Allies
4
No
Cha 13, Coordinate Allies
Interrupting Parry
5
Yes
Int 13, Combat Expertise, base attack bonus +8
Melee Archer
5
Yes
Dex 13, Point Blank Shot, Rapid Shot
Persistent Wound
5
Yes
Combat Expertise, base attack bonus +4
Powerful Strike
5
Yes
Proficiency, Weapon Focus and Weapon Specialization with
weapon, fighter level 10th
Quick Critical
5
Yes
Proficiency and Weapon Focus with weapon, base attack bonus +8
Quick Strike
6
Yes
Dex 13, Combat Reflexes, base attack bonus +6
Read Opponent
6
Yes
Wis 13, Combat Expertise, base attack bonus +4
Redirect Blow
6
Yes
Dex 13, Dodge, Combat Expertise, Improved Disarm, base attack
bonus +6
Riposte
6
Yes
Dex 13, Combat Reflexes, base attack bonus +4
Shake it Off
6
Yes
Con 13
Sidestep
7
Yes
Dex 15, Dodge, Mobility, Combat Reflexes
Sow Distrust
7
No
Cha 13, Diplomacy 11 ranks
Spring Up
7
Yes
Dex 13
Surprise Attack
7
Yes
Dodge, Mobility, Combat Reflexes, base attack bonus +4
Survivor
8
Yes
Con 15
Sweep
8
No
Wis 13, Spot 7 ranks
Talk Down
8
No
Cha 13, Diplomacy 7 ranks
Ward Off
8
Yes
Combat Expertise, Combat Reflexes, base attack bonus +8
2
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ART of DEFENCE II
total defence, a character may not make any attacks
of opportunity.
Special : A fighter may select Defensive Strike as one
of his fighter bonus feats.
AIMED SHOT
You are able to aim your ranged attacks carefully.
Prerequisites : Wis 13, Point Blank Shot, base attack
bonus +6.
Benefit : When you use the full attack option with a
ranged weapon, you can forego one of your attacks
in exchange for a +4 bonus on another, by taking the
time to aim carefully. If you have four or more attack
in a round, you can forego two attacks for a +4 bonus
to two other attacks.
Special : A fighter may select Aimed Shot as one of
his fighter bonus feats.
DISABLING CRITICAL
Choose one type of weapon, such as greataxe. Your
critical hits with this weapon are particularly
damaging.
Prerequisites : Proficiency with weapon, Weapon
Focus with weapon, base attack bonus +6.
Benefit : When you score a critical hit, your target
must make a Fort save (DC 10 + your base attack
bonus) or suffer 4 points of ability damage to one of
Strength, Dexterity or Constitution (your choice).
This ability has no effect on creatures who are
immune to critical hits.
Special : A fighter may select Disabling Critical as
one of his fighter bonus feats. You can select this feat
multiple times. Its effects do not stack; each time
you take the feat, it applies to a different weapon.
COORDINATE ALLIES
You have a knack for getting people to work
together.
Prerequisites : Cha 13.
Benefit : When you spend a full round directing
your allies, you can make a Charisma check against
DC 10. If successful, you provide any of your allies
within 30 feet a +1 bonus on their attack rolls and
skill checks. The bonus lasts for a number of rounds
equal to your Charisma modifier. You cannot
coordinate yourself.
EXPERT AMBUSH
You are adept at taking actions before your
opponents are aware.
Prerequisites : Dex 13, Improved Initiative.
Benefit : In a surprise round, you are able to take a
full-round action.
Normal : In a surprise round, characters who are
aware of their opponents are able to take a standard
action.
Special : A fighter may select Expert Ambush as one
of his fighter bonus feats.
DEFENSIVE POSITION
You excel at finding cover and using it to your
advantage.
Prerequisite : Hide 5 ranks.
Benefit : You gain an additional +2 cover bonus to
AC and an additional +2 cover bonus on Reflex
saves whenever you have one-quarter, one-half,
three-quarters, or nine-tenths cover.
FAST HEALER
You recover from wounds quickly.
Prerequisites : Con 15.
Benefit : You recover 2 hit points per character level
with a full night's rest, and 4 hit points per character
level for complete bed rest for an entire day and
night. You also heal 2 points of ability damage with
a full night's rest, and 4 points for complete bed rest
for an entire day and night.
Normal : A character recovers 1 hit point per
character level with a full night's rest, and 2 hit
points per character level for complete bed rest for
an entire day and night. A character recovers 1 point
DEFENSIVE STRIKE
You are able to make one normal attack when on the
defensive.
Prerequisites : Combat Reflexes, base attack bonus
+6.
Benefit : When you use the fighting defensively
option, your first attack each round does not suffer
the usual -4 penalty. Also, when you use the total
defence option, you can make one attack of
opportunity each round, subject to the normal rules
for attacks of opportunity.
Normal : When fighting defensively, a character
suffers a -4 penalty to all attack rolls. When using
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ART of DEFENCE II
IMMEDIATE REACTION
You are always ready to act at the beginning of
combat.
Prerequisites : Improved Initiative.
Benefit : You are not flat-footed before you act at the
beginning of combat. You don't lose your Dexterity
bonus to AC and are able to make attacks of
opportunity before your first turn in the combat.
Normal : A character is flat-footed at the beginning
of combat before he takes his first turn.
Special : A fighter may select Immediate Reaction as
one of his fighter bonus feats.
of ability damage with a full night's rest, and 2
points for complete bed rest for an entire day and
night.
Special : A fighter may select Fast Healer as one of
his fighter bonus feats.
FEARLESS
You fear nothing.
Prerequisite : Wis 13.
Benefit : You gain a +4 morale bonus on Will saves to
resist fear effects and on level checks to oppose
Intimidate checks.
IMPROVED AID
You are good at providing aid to your allies in
combat.
Prerequisites : Base attack bonus +4.
Benefit : When you successfully use the aid another
action in combat, you provide either a +4 bonus to an
ally's attack roll or a +4 bonus to his AC for one round.
Normal : A character who uses the aid another action
in combat provides a +2 bonus to an ally's attack roll
or AC.
Special : A fighter may select Improved Aid as one
of his fighter bonus feats.
FIELD COMMANDER
You are skilled at directing and aiding your allies in
battle.
Prerequisites : Leadership, base attack bonus +6.
Benefit : By using a standard action or a move action,
you can confer certain benefits on all your allies
within 30 feet who you can communicate with. Each
such ally cannot be flat-footed for the next round,
can make one additional attack of opportunity over
the next round, and receives a +2 bonus to attack a
particular opponent that you specify for the next
round. All allies receive the attack bonus against the
same opponent.
Special : A fighter may select Field Commander as
one of his fighter bonus feats.
IMPROVED COUP DE GRACE
You are skilled at executing coups de grace.
Prerequisites : Improved Critical, Power Attack,
base attack bonus +6.
Benefit : When making a coup de grace, you
automatically cause maximum damage, you do not
provoke an attack of opportunity, and the target's
save DC to avoid death is 20 + damage dealt.
Normal : When making a coup de grace, a character
provokes attacks of opportunity, and the target's
save DC to avoid death is 10 + damage dealt.
Special : A fighter may select Improved Coup de
Grace as one of his fighter bonus feats.
FOLLOW-STEP
You are able to follow an opponent when he takes a
5-foot step away from you.
Prerequisites : Dex 15, Dodge, Mobility.
Benefit : If an opponent uses a 5-foot step to move
out of an area you threaten, you can follow him by
taking a 5-foot step yourself, even though it is not
your turn. You must again threaten the opponent
when you are finished the move. This step does not
count against you normal movement; it is a free
action. If an opponent performs an action after
taking his 5-foot step, resolve that action before you
make your 5-foot step.
Special : A fighter may select Follow-Step as one of
his fighter bonus feats.
INSPIRE ALLIES
You can inspire your allies, bolstering them and
improving their chances of success.
Prerequisites : Cha 13, Coordinate Allies.
Benefit : When you spend a full round inspiring
your allies, you can make a Charisma check against
DC 10.
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ART of DEFENCE II
If successful, you provide any of your allies within
30 feet a +2 morale bonus on saving throws, attack
rolls, and damage rolls. The effect lasts for a number
of rounds equal to your Charisma modifier. You
cannot inspire yourself.
Heal check versus DC 15. The victim can attempt a
Fort save each round, starting with the round after
the wound is inflicted.
Special : A fighter may select Persistent Wound as
one of his fighter bonus feats.
INTERRUPTING PARRY
You are skilled at parrying an opponent's blows to
disrupt his attack routine.
Prerequisites : Int 13, Combat Expertise, base attack
bonus +8.
Benefit : When an opponent attacks you with the full
attack option, you can attempt to disrupt his attacks
with a well-timed parry. After the opponent's first
attack, you can make an opposed attack roll as a free
action, using your highest base attack bonus. If you
win the opposed roll, your opponent loses his next
two attacks (assuming he has that many attack
remaining). This has no effect on an opponent using
natural attacks or unarmed attacks.
Special : A fighter may select Interrupting Parry as
one of his fighter bonus feats.
POWERFUL STRIKE
Choose one type of weapon, such as longsword. You
are able to cause great damage with this weapon.
Prerequisites : Proficiency with selected weapon,
Weapon Focus with selected weapon, Weapon
Specialization with selected weapon, fighter level
10th.
Benefit : You automatically cause maximum damage
on any hit you land with the selected weapon. This
applies only to the weapon's base damage die; it
does not include extra damage, such as from critical
hits or sneak attacks.
Special : A fighter may select Powerful Strike as one
of his fighter bonus feats. You can select this feat
multiple times. Its effects do not stack; each time you
take the feat, it applies to a different weapon.
MELEE ARCHER
You are adept at using ranged weapons while in
melee.
Prerequisites : Dex 13, Point Blank Shot, Rapid Shot.
Benefit : You do not provoke attacks of opportunity
when using a ranged weapon.
Normal :
QUICK CRITICAL
Choose one type of weapon, such as longspear. You
are good at landing critical hits with this weapon
when you get the opportunity.
Prerequisites : Proficiency with selected weapon,
Weapon Focus with selected weapon, base attack
bonus +8.
Benefit : When you score a critical threat with the
selected weapon, you do not need to roll to confirm
the critical; it is confirmed automatically. The only
exception is when you would need to roll within the
weapon's normal threat range (before considering
the effects of magic or other feats) to confirm the
critical. In such a case you must still roll to confirm
the critical. For example, you are using a weapon
with a threat range of 19-20. If you score a critical
threat, you automatically score a critical hit unless
you need to roll a 19 or 20 to confirm the critical, in
which case you must attempt to confirm the critical
normally.
Special : You can gain this feat multiple times. Each
time it applies to a different weapon.
A fighter may select Quick Critical as one of his
fighter bonus feats.
A
character
provokes
attacks
of
opportunity when using a ranged weapon.
Special : A fighter may select Melee Archer as one of
his fighter bonus feats.
PERSISTENT WOUND
You can inflict bleeding wounds on an opponent
when using a piercing or slashing weapon.
Prerequisites : Combat Expertise, base attack bonus
+4.
Benefit : When you roll a 6 or higher of a damage roll
when using a piercing or slashing weapon (before
considering any bonuses), you inflict a bleeding
wound. This wound deals one additional point of
damage in the round you inflict it, and 2 points per
round thereafter, until the victim receives any type
of magical healing, makes a Fort save versus DC 15,
or receives treatment from someone who makes a
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