Welcome back to Extraordinary Feats. Today’s feats are primarily about monks (though there’s a little bit in there for everyone), and since monks are generally men of few words, I’m going to go ahead and let the feats do all the talking.
Your mastery of your chosen art, and your strong inner will, has dramatically extended your lifespan.
Prerequisites: Timeless body class feature or ability to cast 7th-level arcane spells.
Benefit: Your maximum age is doubled. You still reach the middle-age, old, and venerable age categories at the same time that you normally would, but you do not die until you are twice as old as the age at which you would normally die of old age.
Attack From Above (Combat)
You can use your slow fall to great advantage, attacking an opponent with great force.
Prerequisite: Slow fall class feature.
Benefit: Whenever you use your slow fall class feature, when you reach the ground, if the length of the fall did not exceed the amount of distance you can slow fall, you can immediately make a melee attack against a single opponent within reach. You are treated as having higher ground (+1 to attack rolls) for this attack. If the attack hits, you deal 2 additional points of damage for every 10 feet by which you fell.
The powers that allow you to speak with any living thing put you in tune with the pulse of the universe, and allow you to better influence those you speak with.
Prerequisite: Tongue of sun and moon class feature.
Benefit: You may choose to use this power any time you speak. If you do, all creatures that can hear you must succeed on a Will save (DC 10 + 1/2 your monk level + your Wisdom modifier) or be affected as though by the spell calm emotions for as long as you continue to speak, plus an additional one minute per monk level you possess. Additionally, you gain a +4 bonus on Diplomacy checks made to influence creatures who fail this saving throw. A creature who successfully resists this ability becomes immune to it for 24 hours.
Improved Unarmored Specialist (Combat)
Prerequisites: Unarmored Specialist, evasion class feature.
Benefit: As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor), double your Dexterity bonus for the purposes of your AC (for example, a character with a Dexterity score of 15 would have a +4 Dexterity bonus to AC, because the normal bonus is +2, and doubled it becomes +4). Anything that would cause you to be denied your Dexterity bonus to AC still causes you to lose the entire bonus.
Normal: Normally you add your Dexterity bonus, rather than twice your Dexterity bonus, to AC.
Your inner peace allows you to use your opponent’s enchantments against them.
Prerequisites: Still mind class feature, or Improved Iron Will and Iron Will, character level 9th.
Benefit: Whenever you succeed on a Will save to resist an enchantment spell or effect by 6 or more, you can turn the attack back on its source. The spell’s caster must succeed on a Will save as though he were the target of the spell, and if he fails, he suffers from the spell’s effects.
Roll With It (Combat)
Whenever you get knocked down, you spring right back up.
Benefit: The first time that you are knocked prone each turn, you may stand up as an immediate action. Additionally, any time you attempt to get up from prone you may make an Acrobatics check. The DC for this check is equal to 5 + the CMD of any opponent that would make an attack of opportunity against you for standing up. If the check succeeds, you do not provoke an attack of opportunity from that creature.
Too Fast to Dodge (Combat)
Prerequisites: Too Fast to Fight, movement speed of 80 feet or greater.
Benefit: Whenever you use the charge action, you gain the benefits of your Too Fast to Fight feat. Additionally, you do not suffer a penalty to your AC, and your bonus to the attack roll is increased to +4. Anything that would prevent you from using your Too Fast to Fight feat also prevents you from using Too Fast to Dodge.
Too Fast to Fight (Combat)
Your incredible speed allows you to move so fast that by the time the enemy realizes you’re there, you’re already gone.
Prerequisite: Movement speed of 60 feet or greater.
Benefit: When you take the run action, you don’t provoke attacks of opportunity for leaving squares that opponents threaten. You still provoke attacks of opportunity for attempting to move through the opponent’s square, as well as for movement made when not running. Anything that reduces your movement speed below 60 feet (such as having a heavy load or wearing cumbersome armor) prevents the use of this ability. If you have more than one movement speed (such as a swim speed or a fly speed), this applies only to run actions made using forms of movement whose speed is 60 feet or greater.
Unarmored Specialist (Combat)
You are so well-trained at fighting without armor that you find yourself better protected without it.
Benefit: As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor) you gain a +2 dodge bonus to AC. At 10th level, this bonus increases to +4.
Your spiritual oneness and inner peace have granted you great resistance to mental attacks.
Prerequisites: Improved Iron Will, Iron Will, character level 13th.
Benefit: Any time you are forced to make a Will save, you may choose to “take 8” on that save, treating it as though the result of the die roll had been 8 (you still add any bonuses as normal, including the bonus from Iron Will).