Hello everyone, and welcome to another great edition of Extraordinary Feats, where we bring you the best new feats each week to tweak mighty heroes, or to allow villains to trip up the aforementioned heroes by using fantastic and unexpected abilities. This week I wanted to spend a little time devoting attention to feats which make the hero lifestyle easier and more appealing.
The core rules already provide us with a few examples of feats that make the adventurer’s life easier. Endurance, for example, allows mighty barbarian warriors to sleep in their armor, ready to contribute their talents to the best of their abilities even when the party is attacked in the middle of the night, while Eschew Materials allows the frugal and lazy spellcaster to go about his business without worrying about how much bat guano he’s carrying around. Even Run allows those cowardly rogues to escape even the most horrifying of monsters while they feast on the less-prepared party members. Today’s offering of feats will follow in that proud tradition of making the hero’s life a little bit simpler.
Magical aptitude and skill allow you to subtly alter the power of certain magic items, such as wands or scrolls, to be more powerful.
Prerequisite: Use Magic Device 1 rank.
Benefit: Whenever you use a spell completion item you increase any saving throw DCs associated with that item by +1.
Intensive training allows you to perform common feats of athleticism, even while in your heaviest armor.
Benefit: You reduce the armor check penalty for any armor with which you are proficient by 2 for the purposes of the Acrobatics, Climb, and Swim skills.
A comprehensive study of alchemy allows you to subtly alter the formula of common items to make them more powerful.
Prerequisites: Craft Alchemy 1 rank, Skill Focus (Craft [alchemy]).
Benefit: You are able to increase the potency of alchemical items. To do so, you must have the item in question, and expend an amount of raw materials whose value is equal to twice the market price of the item to be augmented. The process takes one hour. The saving throw DC to resist the effect of such augmented items is equal to 10 + 1/2 the number of ranks you possess in the Craft (alchemy) skill + your Intelligence modifier. Only items that can be crafted with Craft (alchemy) can be modified in this way, and items that do not offer a saving throw are not affected.
Whether through years of rote routine or simply a natural proclivity for accomplishing things quickly, you have achieved great speed in removing and donning armor.
Prerequisite: Base attack bonus +1, Dexterity 13+.
Benefit: You do not suffer any penalty for hastily donning any armor with which you are proficient. Additionally, you may don any armor without help; however, you may not hastily don any armor which would ordinarily require help. Finally, you are able to remove armor in half the time normally required. This feat has no effect on shields.
Your skill with a grappling hook is legendary, allowing you to scale castle walls and foreboding cliffs with ease.
Prerequisites: Base attack bonus +1.
Benefit: You gain a +5 bonus on ranged touch attacks made to throw a grappling hook. This bonus only applies to attack rolls made while using the grappling hook as a tool, and does not apply to other attack rolls made with a grappling hook.