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Feats - Page One
Acrobatic

Prerequisite(s): None

Infers a +3 bonus to all Tumble checks.


Agile

Prerequisite(s): None

Infers a +3 bonus to all Escape Artist checks.


Alertness

Prerequisite(s): None

Infers a +2 bonus to all Listen and Spot checks.


Armor Proficiency (Heavy)

Prerequisite(s): Armor Proficiency (Medium)

Allows the character to wear heavy armor without penalty.


Armor Proficiency (Light)

Prerequisite(s): None

Allows the character to wear light armor without penalty.


Armor Proficiency (Medium)

Prerequisite(s): Armor Proficiency (Light)

Allows the character to wear medium armor without penalty.


Augment Summoning

Prerequisite(s): None

Each creature you summon gains a +4 bonus to both Strength and Constitution.


Blind Fight

Prerequisite(s): None

In melee, each time you miss because of concealment, you re-roll the attack once. Invisible attackers get no advantages when attacking you.


Cleave

Prerequisite(s): Power Attack

In melee, if you kill one enemy you automatically get an extra attack against another enemy within reach.


Combat Expertise

Prerequisite(s): Minimum Intelligence 13

You may take a penalty to your attack roll to improve your Armor Class by dodging.


Combat Reflexes

Prerequisite(s): None

Gain additional attacks of opportunity.


Deep Impact

Prerequisite(s): Power Attack, Psionic Weapon, Base Attack Bonus +5

Resolve melee attacks as touch attacks.


Diehard

Prerequisite(s): None

If reduced between -1 to -9 hit points (inclusively), you become stable (no hit points lost from bleeding). You are disabled rather than dying.


Dodge

Prerequisite(s): Minimum Dexterity 13

Inferse a +1 bonus to Armor Class when up against one opponent.


Enlarge Power

Prerequisite(s): Ability to manifest psionic powers

Doubles the range of a power.


Enlarge Spell

Prerequisite(s): Ability to cast spells

Doubles the range of a spell.


Extend Power

Prerequisite(s): Ability to manifest psionic powers

Doubles the duration of a power.


Extend Spell

Prerequisite(s): Ability to cast spells

Doubles the duration of a spell.


Extra Turning

Prerequisite(s): Ability to turn or rebuke undead

Allows the character to turn or rebuke undead four more times a day.


Fell Shot

Prerequisite(s): Point Blank Shot, Psionic Shot, Base Attack Bonus +5

Resolve ranged attack as touch attack.


Great Fortitude

Prerequisite(s): None

Infers a +2 bonus to all Fortitude saves.


Greater Power Penetration

Prerequisite(s): Power Penetration

Infers a +8 bonus to defeat power resistance.


Greater Spell Penetration

Prerequisite(s): Spell Penetration

Infers a +4 bonus to all caster level checks to defeat spell resistance.


Greater Two-Weapon Fighting

Prerequisite(s): Minimum Dexterity 19, Base Attack Bonus +11, Improved Two-Weapon Fighting

Grants the character a third off-hand attack.

Feats
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