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Solo Feats

September 23rd, 2014

Alex Riggs

Extraordinary Feats Archive

                Let’s face it: players have enough feats. There, I said it. Between the Pathfinder Roleplaying Game Core Rulebook, the Advanced Player’s Guide, dozens of other sourcebooks from Paizo throughout the years, and the steady stream of feats from this very website, there are more feats out there than anyone wants to look through, and most of the good ideas have been touched on three or four different times.

                You know who needs feats, though? The bad guys. The monsters, the villains, the henchmen. Sure, they can use a lot of the same feats that players can, but they just have different goals with their stats. They want different things. And so today’s feats, while completely usable by players, are designed to cater to the under-represented demographic of NPCs. What do they do? They give you benefits when you have to fight alone against lots of opponents!

 

Solo Feats

                Solo feats provide an edge to single characters who are fighting against two or more opponents simultaneously. All solo feats provide a benefit that only applies when you are fighting alone against a certain number of enemies. For the purposes of solo feats “fighting alone” means that none of your allies are participating in the combat in any way (including casting spells, using special abilities, making ranged attacks, and so on). In fact, even being present and refraining from acting may count as being a part of the fight, if your opponents spend time attacking or otherwise interfering with your ally instead of fighting you. Familiars, animal companions, eidolons, cohorts, and followers all count as allies for the purposes of solo feats, and if they are involved in the fight then you are not considered to be fighting alone. The GM is the final arbiter of what does and does not count as fighting alone.

 

Solo Accuracy (Solo)
Undaunted by multiple foes, you manipulate the flow of battle to make them create openings in each others’ defenses.
Prerequisites: Solo Strength, character level 8th.
Benefit: As long as you are fighting alone against 3 or more enemies, you gain a +2 competence bonus on attack rolls.

 

Solo Confidence (Solo)
You are unintimidated by the numbers of your foes, and it shows.
Prerequisite: Intimidate 1 rank.
Benefit: As long as you are fighting alone against 2 or more enemies, whenever you use the Intimidate skill to demoralize an opponent, you can affect one additional opponent per two class levels you possess (rounded down, minimum 1 additional opponent). 

 

Solo Defense (Solo)
Your fighting style allows you to turn attackers against one another, making you better defended when facing multiple foes.
Prerequisite: Character level 4th.
Benefit: As long as you are fighting alone against 2 or more enemies, you gain a +4 competence bonus to AC, and a +2 bonus to saving throws. These bonuses are halved if you are flanked.

 

Solo Redirect (Solo)
As you dodge and weave between your foes, you ensure that their attacks against you land on each other, instead.
Prerequisite: Mobility, base attack bonus +6.
Benefit: As long as you are fighting alone against 2 or more enemies, whenever a creature makes an attack of opportunity against you and misses, you can choose to have the opponent redirect that attack of opportunity against another one of your enemies who is adjacent to the attacking creature. The attacking creature makes a new attack roll against the other creature, as though the other creature were the original target of the attack of opportunity.

 

Solo Spell Potency (Solo)
In a desperate situation, you can increase the effectiveness of your spells.
Prerequisite: Any two solo feats, character level 12th.
Benefit: As long as you are fighting alone against 4 or more enemies, the saving throw DCs of spells that you cast which have a single target are increased by +1.

 

Solo Strength (Solo)
You know how to take advantage of the overconfidence of multiple foes, and hammer home your blows.
Prerequisite: Character level 4th.
Benefit: As long as you are fighting alone against 2 or more enemies, your melee attacks deal an additional 2 points of damage. This damage is multiplied in the event of a critical hit.

 

Solo Swiftness (Solo)
When overwhelmed with opponents, you are able to act and react with incredible speed.
Prerequisite: Any two solo feats, character level 12th.
Benefit: As long as you are fighting alone against 4 or more enemies, you get to act twice each round: once on your normal initiative, and once on your normal initiative minus 10. This allows the character to perform two actions per round that normally take an entire round, such as making a full-attack action. For the purposes of spells that have a duration of a round or longer, or trigger at the beginning of the round or the start of the creature’s turn (such as saving throws against ongoing effects, or taking bleed damage), only your first turn each round counts toward such durations or triggers such effects. This ability does not stack with anything else that would grant you extra turns each round.