Make your own free website on Tripod.com

D&D Counters
New Feats


Agile Riposte [General]
You have learned to strike when your opponent is most vulnerable - at the instant your opponent strikes you.
Prerequisite: Dexterity 13, Dodge.
Benefit: Once per round, if the opponent you have designated as your dodge target (see the Dodge feat) makes a melee attack or melee touch attack against you and misses, you may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.
Even a character with the Combat Reflexes feat canít use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than you are normally allowed in a round.

Carouser [General]
Your tolerance for alcohol is very developed.
Benefit: You gain a +8 bonus to all Fortitude saves against the effects of alcohol (as per the Arms and Equipment Guide).

Contortionist [General]
Your body is amazingly flexible.
Prerequisite: Dexterity 13+.
Benefit: You gain a +2 bonus to all Escape Artist checks and Perform (dance) checks.

Dead Aim [General]
You are capable of lining up deadly shots with ranged weapons.
Prerequisite: Wisdom 13, Far Shot.
Benefit: Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she canít move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the characterís concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.

Eidetic Memory [General]
Your memory is nearly photographic.
Benefit: You gain a +1 bonus to all Knowledge skills.

Eye for Detail [General]
You have an eye for detail.
Benefit: You gain a +2 bonus on Appraise checks and Forgery checks.

Focused [General]
You have an enviable attention span.
Benefit: You get a +2 bonus on all Balance checks and Concentration checks.

Improvisational Fighting [General]
You know how to fight with practically anything.
Benefit: You suffer only a -2 penalty for attacking with an improvised weapon or a weapon with which you are not proficient.
Normal: A character without this feat suffers a -4 penalty for attacking with an improvised weapon or a weapon with which he is not proficient.
Special: A fighter may select Improvisational Fighting as one of his fighter bonus feats.

Obtain Animal Companion [General]
You gain an animal companion.
Prerequisites: Knowledge (nature) 4 ranks, divine caster level 3rd.
Benefit: You can obtain an animal companion in the same manner as a druid or ranger.
For the purposes of determining the types of companions available to you, your levels in all the classes that allow you to cast divine spells stack.

Sharpened Teeth [General]
Your teeth are filed to sharp points.
Benefit: You gain a bite attack appropriate to your size (1d2/x2 for Small characters, 1d3/x2 for Medium-size characters, 1d4/x2 for Large characters, etc.).
Special: Many people find sharpened teeth creepy.

Spell on the Run [General]
You are highly trained in skirmish spell tactics.
Prerequisite: Dex 13, Dodge, Mobility, spellcasting ability.
Benefit: When casting a standard-action spell, you can move both before and after the spell, provided that your total distance moved is not greater than your speed.

Superior Two-Weapon Fighting [General]
You are a master in fighting two-handed.
Prerequisites: Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your offhand weapon, albeit at a Ė10 penalty. This feat also allows you to use a melee weapon in one hand and a ranged weapon in the other.
Special: A character may gain this feat multiple times. Its effects stack.
A fighter may select Superior Two-Weapon Fighting as one of his fighter bonus feats.

Trip Finesse [General]
You are especially skilled at tripping stronger opponents.
Prerequisites: Int 13, Combat Expertise, Improved Trip.
Benefit: When making a trip attempt, you may use your Dexterity modifier instead of your Strength modifier.
Normal: A character without this feat applies her Strength modifier to trip attempts.
Special: A fighter may select Trip Finesse as one of his fighter bonus feats.

Ventriloquist [General]
You know how to throw your voice.
Benefit: You can use the Bluff skill to make listeners think something you say comes from somewhere else.

Whip Grab [General]
You can pick up small objects with a whip.
Prerequisites: Proficiency with whip, Dexterity 13.
Benefit: When using a whip, you can make a ranged touch attack with it to grab hold of a small, unattended item. If the attack is successful, you can then bring it to your free hand as a move action. The target item must weigh no more then the whip used.
Special: A fighter may select Whip Grab as one of his fighter bonus feats.


Dungeons & Dragons is a registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.