Lately I’ve been fascinated with combat-oriented characters and their capacity for doing things other than combat. For instance, the Use Magic Device skill lets the well-treasured fighter become a spell-slinger with loads of hit points, and I’ve taken a great shining to the idea of using a character in a non-traditional role. To that end, I’ve decided that this week’s feats should be devoted to letting characters step out of their comfort zones and try something new.
Athletic Charge (Combat)
Prerequisite: Base speed 35 feet.
Benefits: Whenever you move more than 60 feet as part of a charge action, any attack that you make as part of that charge deals additional damage. The amount of additional damage is equal to 1d6 per 10 feet beyond 60 that you moved (to a maximum bonus of 5d6). This bonus damage does not apply to charges made while mounted.
Prerequisite: Disable Device 5 ranks.
Benefits: Whenever you succeed on a Disable Device check to open a lock, if the locked object was trapped, and the result of the Disable Device check exceeds the DC to disable the trap by 5 or more, you automatically disable the trap, as well, even if you did not successfully detect it.
Additionally, you gain a +2 bonus on Reflex saves made against traps.
Magic Item Mastery
Prerequisite: Use Magic Device 5 ranks.
Benefits: You can take 10 on Use Magic Device checks made to use wands. If you have 10 or more ranks in Use Magic Device, you can take 10 on Use Magic Device checks made to use staves. If you have 15 or more ranks in Use Magic Device, you can take 10 on all Use Magic Device checks, except those made to activate blindly.
Magical Life Force
Prerequisites: Toughness, ability to cast 1st level spells.
Benefits: You gain bonus hit points equal to three times the spell level of the highest-level spell you can cast (for example, a 7th-level wizard would gain 12 bonus hit points, since the highest-level spell he can cast is 4th-level). These bonus hit points stack with those gained by Toughness.
Mind Over Body
Prerequisite: Wis 13.
Benefits: Whenever you would make a Strength, Dexterity, or Constitution ability check, you may add your Wisdom modifier to the result. Additionally, whenever you use this ability, if you would normally suffer a penalty on the check due to a low ability score, that penalty does not apply (for example, a character with a Strength of 8 and a Wisdom of 18 would gain a +4 bonus on a Strength check when using this ability). You can use this ability a number of times per day equal to your Wisdom modifier.
Skilled Spell Resistance
Prerequisites: Spellcraft 5 ranks, Great Fortitude, Iron Will.
Benefits: Whenever you fail a Fortitude or Will saving throw made to resist the effects of a spell, you may attempt a Spellcraft check (DC 10 + the caster’s caster level). If the check is successful, you may reroll the Fortitude or Will save with a +2 bonus. If you have 10 or more ranks in Spellcraft, this bonus increases to +4. You may use this ability 3 times per day.