Conditional Feats

November 25th, 2014

Joshua Zaback

Extraordinary Feats Archive

                Today we talk about feats which are only useful some of the time. While this might sound less than desirable to some of you, I promise that these potent feats will come through when it counts. Are you willing to take the risk?


Death Curse
As breath leaves your body, you utter a dire portent filled with spell power, damning your foe to eternal suffering.
Prerequisite: Ability to cast a spell with the curse descriptor.
Benefit: When you die, you may cast any spell with the curse descriptor which you can currently cast. That spell has its casting time reduced to 1 free action and its range is set to 100 feet. If you target the character who dealt the killing blow, he suffers a -4 penalty on his saving throw. You can use this ability even if it is not your turn, regardless of the normal casting time of the spell.


Dire Defense
You know when it’s bad and how to get away from the big blow.
Benefit: You gain a +4 dodge bonus to your AC against attacks made to confirm critical hits with a critical multiplier of x3 or higher. When your base attack bonus reaches +10, this bonus is doubled to +8.


Lethal Blow
Sometimes you can make a perfect hit.
Prerequisite: Critical Focus.
Benefit: Whenever you make a roll to confirm a critical threat, if the confirmation roll would also be a critical threat, you may choose to increase the critical multiplier of your weapon by 1 for that attack, and make a new confirmation roll at a -5 penalty. This ability cannot be used to increase the critical multiplier of the weapon by an amount greater than the weapon’s normal critical multiplier (for example, it could be used twice with a dagger or 4 times with a scythe).


Perfect Control
You can act when others would be too impaired to do so.
Benefit: If you have a condition which limits you to a single move action, you can make a standard action, instead. If you would be limited to a single standard action, you can make a full round’s worth of actions, instead. Finally, if you are confused, you may roll twice and take your preferred result.


Sight the Unseen
When under attack by the unseen, you can usually spot your foe.
Prerequisite: Perception 1 rank.
Benefit: Whenever you are attacked by a creature you cannot see, you may immediately make a Perception check at a +10 bonus. If the check is successful, you are immediately aware of the target and can see them normally, and you are not denied your Dexterity bonus to AC against the attack. If the target moves, he may no longer be visible to you, and further Stealth checks made by the target are resolved normally.