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Dark·Heritage - Feats

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Adjust Combat Style [General]
You can adapt your combat moves to counter a foe’s style.
Prerequisite: Base attack bonus +7
Benefit: The character spends a full round in melee with an opponent, then makes a Spot check (DC = the opponent’s attack bonus). If she succeeds, she spots a weakness in the foe’s combat style and modifies her own style to take advantage of it. The character gains a +2 competence bonus to attack rolls against the foe for the rest of that combat session.

Defensive Movement [General]
You are trained at avoiding ranged attacks by moving or ducking.
Prerequisite: Dex 13+
Benefit: The character gains a +4 Dodge bonus to Armor Class against all ranged attacks in a round in which he moves at least 10 feet, or in any circumstance in which he has cover. The Precise Shot feat can negate this armor class bonus, but it cannot negate both this bonus and the –4 penalty for firing into melee in a single attack. Thus, a character with this feat fighting in melee against an attacker with Precise Shot forces the opponent to cope with the +4 dodge bonus but not the –4 penalty.
Special: A condition that makes the character lose his Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Defensive Posture [General]
You are trained at avoiding and blocking blows. This feat replaces Dodge from the Core Rules.
Prerequisite: Dex 13+
Benefit: The character gains a +1 Dodge bonus to Armor Class against all melee attacks.
Special: A condition that makes the character lose his Dexterity bonus to Armor Class (if any) also makes him lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Dirty Blow [General]
You are skilled at striking vital, debilitating areas on a foe.
Prerequisite: Base attack bonus of +3 or higher.
Benefit: As a full-attack action, the character can make a single attack roll that inflicts normal damage. If he damages his humanoid or monstrous humanoid opponent, the foe must attempt a Fortitude save )DC 10 + half his level + Wisdom bonus.) Should he fail the save, he is dazed for 1 full round.

Firearms Drill [General]
You have spent long hours drilling with firearms, making loading second nature.
Prerequisite: Dex 13+
Benefit: Each time you take this feat you can reduce your reload time by one full-round action. You cannot reduce the reload time to less than one full-round, however.
Normal: It usually takes three full-round actions to reload a firearm.

Mental Stability [General]
You are able to recover from the loss of Sanity that often accompanies a life of adventuring.
Benefit: You gain +20 to your current Sanity score. This feat may be taken multiple times.

Mental Toughness [General]
You are better able to handle situations that would otherwise cost you your sanity.
Benefit: You gain Sanity Resistance equal to your Wisdom modifier. Whenever you lose Sanity, subtract this amount from the Sanity lost. This can never reduce Sanity lost to less than 0.

Opportunist [General]
You excel at taking advantage of your foes’ weaknesses.
Prerequisites: Intelligence 15
Benefit: Once per round, a character can make an immediate attack of opportunity against an opponent whom another character has just damaged with a melee strike. The character gets this attack regardless of whether the foe has taken an action that normally would provoke an attack of opportunity. This attack counts as the character’s attack of opportunity for that round. Even a character with the Combat Reflexes feat can’t use the Opportunist ability more than once per round, however.

Quick Strike [General]
You can make an extra, blindingly fast melee strike.
Prerequisites: Dexterity 15,Weapon Focus, proficiency with weapon, base attack bonus +3
Benefit: The character selects a weapon that she’s proficient with and wields with the Weapon Focus feat. Once per day per level, as part of a full attack action, she can use this weapon to make an additional attack, with a base attack bonus of half her highest normal base attack bonus. Even if she wields more than one weapon, however, no more than one rapid strike is possible in a round.
Special: A character may take this feat multiple times, each time selecting a different weapon.

Vicious Strike [General]
You know how to inflict wounds that prove particularly troubling to your foes.
Prerequisite: Base attack bonus +5
Benefit: A character must wield a slashing or piercing weapon to use this feat. As a full attack action, the character can make a single attack roll that inflicts normal damage. If she damages her opponent, he must make a Fortitude saving throw (DC 10 + half her level + Wisdom bonus). Should the opponent fail the save, he bleeds profusely, losing 1 hp per round until he receives magical healing of any kind, someone performs a Heal check (DC 15) upon him, or he makes a successful save (the second save attempt requires a full-round action as he staunches or nurses the wound himself).


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    Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

    System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

    Freeport: City of Adventure, copyright 2002, Green Ronin Publishing; authors Chris Pramas and Matt Forbeck

    Monte Cook's Arcana Unearthed Copyright 2003 Monte J. Cook. All Rights Reserved.

    Dark Heritage - Feats Copyright 2003, Joshua Dyal.



Copyright © 2003, 2004 Joshua Dyal
jdyal@wowway.com