Hello everyone, and welcome to another exciting edition of Extraordinary Feats, where week after week we bring you fine, high quality feats. This week I’ve been thinking a lot about the flashy sorts of things we always seem to see heroes doing in movies, but which we don’t really have feats for, or for which we have feats that simulate the experience only poorly. Thusly, I’ve decided to create some flashy feats for you all to enjoy.
Agile Thief (Combat)
Your grace and agility allow you to avoid collisions in intimate quarters, while leaving your hands free to relive others of their burdens.
Prerequisites: Acrobatics 1 rank, Combat Expertise.
Benefit: Whenever you successfully use Acrobatics to move through a square occupied by another creature, you may choose to make a disarm or steal combat maneuver check at a -5 penalty against that character as a swift action. If the result of your Acrobatics check beat the DC to move through the target’s square by 10 or more, the -5 penalty on the disarm or steal combat maneuver check does not apply.
Even when you don’t put your whole heart into a performance, you can still inspire others.
Prerequisites: Perform (any) 1 rank, bardic performance class feature, bard level 5th.
Benefit: You can perform a lesser version of your inspire courage ability. This functions identically to the inspire courage class feature, except that the effect is always determined as though your bard level were 1 (meaning that it grants only a +1 bonus), and it only uses up 1 daily round of bardic performance for every 3 rounds (or fraction thereof) that you use this ability. When you reach bard level 7, you can also perform a lesser version of inspire competence that functions in the same way, except that it is a modified version of inspire competence instead of inspire courage.
Shower with Gore (Combat)
You know how to kill a man in a bloody fashion, and revel in taking the time to shower your foes in the blood and offal of their allies.
Prerequisites: Intimidate 5 ranks.
Benefit: Whenever you kill a creature with the coup-de-grace action, you spill the target’s gore in a gruesome fashion. All hostile creatures within 15 feet automatically become shaken for 1d4 rounds as a result of this display. Additionally, any creature within this range that has fewer Hit Dice than the slain creature must succeed on a Will save (DC 10 + 1/2 your ranks in Intimidate + your Charisma modifier), or become frightened for 1d4 rounds instead. This is a mind-affecting emotion fear effect.
Your spells are accompanied by bangs, flashes of light, plumes of smoke, and other eye-catching obviously magical effects.
Prerequisites: Spellcraft 1 rank, able to cast 1st-level spells.
Benefit: You may choose to double the casting time of any spell you cast (a spell with a casting time of 1 standard action becomes a full-round action, while a spell with a casting time of less than 1 standard action becomes a standard action). If you do, the spell is accompanied by a number of visual and auditory effects of your design. While these extra effects can be anything you desire, the effect on those nearby is always the same: any character that can clearly see and hear you while you cast the spell must succeed on a Will save (DC equal to the spell’s saving throw DC minus 5) or become fascinated for 1 round. A character who succeeds on his Will save is immune to the effects of this feat for 24 hours.
Tuck and Roll
You know how to hit the ground safely and roll to standing in the blink of an eye.
Prerequisite: Acrobatics 5 ranks.
Benefit: Whenever you fall a distance of 5 feet or more, you may attempt a special Acrobatics check (DC 10 + 1 for every 5 feet you fall). If this check is successful, you suffer only half the fall damage you would normally, and can move up to 5 feet upon landing as a free action. At the end of this movement you are standing, even if you suffer enough fall damage to be prone at the end of your fall. Additionally, any time that you are forced to make a Reflex save, as an immediate action, you may attempt an Acrobatics check (DC equal to the DC of the Reflex save +5). If you succeed, you can take a 5-ft. step immediately, before the effect that triggered this ability occurs. If this movement causes you to be outside the area of the effect that triggered the ability, then you do not need to make a Reflex save and automatically avoid the effect.