Welcome once again to Extraordinary Feats. This week I’ve been working on a top secret project to be announced later (don’t worry, I’m sure you’ll love it), the subject of which heavily involves double-edged swords (metaphorically, not literally), and so today’s feats fall along the lines of desperate gambles which could come back to bite you, if things don’t go your way. Enjoy!
Desperate Defense (Combat)
You exhibit extraordinary agility for a brief spell, desperately dodging the attacks of your opponents before fatigue catches up with you and you find yourself at their mercy.
Prerequisites: Dex 13, Dodge.
Benefit: You can activate this feat as a swift action at any time. If you do, you gain a +5 dodge bonus to armor class for a number of rounds equal to your Dexterity modifier. At the end of this period, you become disoriented, causing you to gain the fatigued condition and lose your Dexterity bonus to AC. Both of these effects last for 10 minutes. You cannot activate this feat while fatigued.
Desperate Offence (Combat)
You take a desperate gamble that a spurt of offensive power can slay your opponent before you run out of steam and become exhausted.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can activate this feat as a swift action at any time. If you do, you gain a +5 bonus on weapon damage rolls for a number of rounds equal to your Constitution modifier. At the end of this period, you become exhausted for 10 minutes, after which you are fatigued for 1 minute. You cannot activate this feat while exhausted or fatigued.
Hero’s Gambit (Combat)
You risk your own life in order to slay your foe, striking with speed and precision but leaving yourself exposed and vulnerable to attack.
Prerequisites: Combat Expertise, base attack bonus +11.
Benefit: You can activate this feat as a swift action once per day. If you do, then for a number of rounds equal to your Intelligence modifier, whenever you use the full attack action, you may make an additional melee attack at your highest base attack bonus (this does not stack with the haste spell or similar affects). During this period, you also suffer a -5 penalty to AC.
You expend a tremendous amount of spell power on a single devastating magical blast, which renders you unable to cast spells for a short time afterword.
Prerequisites: Quicken Spell, ability to cast 1st-level spells, character level 9th.
Benefit: As a full-round action, you may cast any 3 spells with a casting time of 1 standard action or less, provided that all spells cast in this way either target the same creature or have identical areas. After the spells have been cast, you cannot cast spells (including with this feat) for the next 10 minutes.
Run for It!
You make a fast break away from the action, fleeing at top sprinting speed away from danger, the effort of which is sure to leave you winded and vulnerable.
Benefit: As a full-round action, you may move at 6 times your normal speed in a straight line, suffering all the normal penalties for running. When you use this ability, you do not provoke attacks of opportunity for leaving the square you began your turn in. Any additional attacks of opportunity you provoke as a result of moving in this way occur as normal, but you gain a +4 dodge bonus to your AC against such attacks. At the end of this movement, you are fatigued for 1 minute. You cannot activate this ability while fatigued.