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New Feats

ANIMAL COMPANION [EXPERTISE]
Prerequisites: Wild Empathy, Wisdom bonus +1, Charisma Bonus +1, Handle Animal (8 ranks).
Benefit: You can befriend an animal companion selected from the following list (subject to GM amendment and the types of animals naturally found in your game world environment): badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), manta ray, owl, pony, porpoise, shark (Medium), snake (Small or Medium viper), squid or wolf.
To befriend your animal companion you must encounter it (normally by seeking it out in its natural environment) and make Handle Animal checks to improve the creature's attitude to Helpful (you must also deal with the creature's initial attitude and behaviour, and any worsening that may be caused by poor Handle Animal check results). You must then bond with the creature over at least 24 hours, during which time you can do nothing unrelated. The animal then becomes a loyal companion that accompanies you on your adventures as appropriate for its kind.
You can teach your companion tricks with the Handle Animal Skill. You can teach your companion one trick more than the normal limit.
You gain a +4 circumstance bonus on Handle Animal checks involving your animal companion. You can handle your animal companion as a free action, or push it as a move action.
You can release your companion from service. If you do, or if your animal companion dies or is otherwise permanently lost, you can befriend a new companion as described above.
[Not yet in play: You can take this feat more than once, if you have at least 11 ranks in Handle Animal. With sufficient feats and ranks (3 ranks per extra feat) you become able to befriend higher-level creatures.]

AVOID ATTACK [COMBAT]
[formerly the Evasion special ability - renamed because 'Evasion' is now a basic stat replacing (touch) AC and Reflex save]
Prerequisite: Dodge; Dexterity modifier +1; BEB +1
Benefit: You can avoid even magical and unusual attacks with great agility. If you make a successful Evasion roll against an attack that normally deals half damage on a successful Evasion roll, you instead take no damage. Avoid Attack can be used only if you are wearing light armor or no armor, and are not helpless.

BLIZZARD OF BLOWS [COMBAT]
Prerequisite: Flurry of Blows, Greater Flurry of Blows, Improved Flurry of Blows, BAB +14.
Benefit: When using your Flurry of Blows feat, you may make a second extra attack at your full attack bonus.

CAMOUFLAGE [EXPERTISE]
Prerequisite: Hide (12 ranks), Survival (8 ranks)
Benefit: You can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

CRIPPLING STRIKE [COMBAT]
Prerequisite: Sneak Attack (4d6 damage), BAB +8
Benefit: You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 1 point of Strength modifier damage. Ability modifier points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

DEFENSIVE ROLL [COMBAT]
Prerequisites: Dodge; Uncanny Dodge; Dexterity modifier +1; Alertness OR 5 ranks in each of Listen and Spot; BEB +5
Benefit: You can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer body points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt an additional Evasion roll (DC = hit damage). If the Evasion roll succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll - if you are denied your Dexterity bonus to Evasion, you can't use this ability. Since this effect would not normally allow a character to make an Evasion roll for half damage, the Avoid Attack and Greater Avoid Attack feats do not apply to the defensive roll.

FAVOURED ENEMY [COMBAT, EXPERTISE]
Prerequisite: None, but you may not gain a skill check bonus from this feat that exceeds half the number of ranks you have in that skill, and you may not gain a bonus to damage from this feat that exceeds half your BAB.
Benefit: You may select one type of creature. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks (to a maximum bonus equal to half your ranks in that skill) when using these skills against creatures of this type. Likewise, you get a +2 bonus on weapon damage rolls (to a maximum of half your BAB) against such creatures.
The types of creature you may select are: Animal, Beast, Humanoid (Aquatic), Humanoid (Bestial), Humanoid (Dwarf), Humanoid (Elf), Humanoid (Goblin), Humanoid (Human), Humanoid (Reptilian), Plant, Unnatural or Vermin. You may gain this feat more than once. Each time you do so, you may EITHER select an additional favoured enemy from the list above OR increase your bonus against any one existing favoured enemy by 2 (subject to the maximum bonuses by skill ranks and BAB given above).
If a specific creature falls into more than one category of favoured enemy, your bonuses do not stack; use whichever bonus is higher.

FLURRY OF BLOWS [COMBAT]
Prerequisite: BAB +2.
Benefit: When unarmoured and using only a light weapon (or weapons, including unarmed strike), you may strike with a flurry of blows at the expense of accuracy. When using a full attack action, you may elect to make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action.

GREATER AVOID ATTACK [COMBAT]
Prerequisite: Dodge; Avoid Attack; Dexterity bonus +1; BEB +3
Benefit: As Avoid Attack, except that, if you are not helpless, are wearing light armour or no armour, and are subject to an attack or effect allowing an Evasion roll for half damage, then you take no damage from that attack if your Evasion roll is successful, and half damage even if it is not.

GREATER FLURRY OF BLOWS [COMBAT]
Prerequisite: Flurry of Blows, Improved Flurry of Blows, BAB +10.
Benefit: When using your Flurry of Blows feat, the resulting penalty on attack rolls is eliminated.

GREATER RAGE [COMBAT]
Prerequisite: Rage (three times); 40 resilience points; BAB +8.
Benefit: When raging, your Strength and Constitution modifiers improve by 3, rather than by 2. Your morale bonus to Will saves is +3 rather than +2. You can suspend 2 rather than 1 body point of damage per wounding hit (from as many wounding hits as times you have the Rage feat). Your Evasion penalty while raging is still -2.

IMPROVED FLURRY OF BLOWS [COMBAT]
Prerequisite: Flurry of Blows, BAB +6.
Benefit: When using your Flurry of Blows feat, the resulting penalty on attack rolls reduces to -1.

INDOMITABLE RAGE [MIND]
Prerequisite: Rage (4 times); 56 resilience points.
Benefit: While in a rage, you gain a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves you also receive during your rage.

INTUITIVE EVASION [COMBAT]
Prerequisite: Wisdom bonus +1 (more to stack), Base Evasion Bonus +1 (more to stack), Concentration (4 ranks)
Benefit: When unarmoured and unencumbered, you gain a +1 bonus to your Evasion. This is not a dodge bonus and is not lost when you are flat-footed. However it is lost if you are helpless or immobilised, or if you wear armour, use a shield or carry a medium or heavy load.
You can gain this feat more than once; the effects stack, to a maximum equal to your Wisdom bonus or your Base Evasion Bonus, whichever is lower.

MIGHTY FIST [COMBAT]
Prerequisite: Improved Unarmed Strike, Weapon Proficiency (unarmed strike), BAB +4 (+4 additional per time you gain this feat)
Benefit: Your unarmed strike damage increases. The first time you gain this feat, it increases by two steps along the following progression:1, d2, d3, d4, d6, d8, d10, 2d6, 2d8, 3d6, 3d8, 4d8 (and then +1d8 each step).
You may gain this feat more than once, as long as you meet the feat prerequisites and have a BAB at least 4 times the number of times you wish to have this feat (so to gain this feat a third time you must have BAB +12). Each additional time you gain this feat increases your damage one more step on the dice progression.
Normal: A Medium human's unarmed strike typically does d3 damage.

MIGHTY RAGE [COMBAT]
Prerequisite: Rage (6 times); 88 resilience points; Greater Rage; BAB +16.
Benefit: When raging, your Strength and Constitution modifiers improve by 4, rather than by 3 or 2. Your morale bonus to Will saves is +4 rather than +3 or +2. You can suspend 3 rather than 2 or 1 body points of damage per wounding hit (from as many wounding hits as times you have the Rage feat). Your Evasion penalty while raging is still -2.

NATURE SENSE [EXPERTISE]
Benefit: You gain +2 on Knowledge (Nature) and Survival checks.

OPPORTUNIST [COMBAT]
Prerequisite: Combat Reflexes, BAB +8
Benefit: Once per round (and no more, despite your Combat Reflexes feat), you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This counts towards your allowed number of attacks of opportunity per round.

RAGE [COMBAT]
Prerequisite: 8 resilience points; to take this feat more than once, 16 additional rp per additional time you take this feat.
Benefit: You can fly into a rage once per day. In a rage, your Strength and Constitution modifiers temporarily improve by 2, and you gain a +2 morale bonus on Will saves, but you take a -2 penalty to Evasion. You gain a special ability while raging to suspend body point damage - if you suffer a wounding hit, one time you can ignore 1 body point of damage until you stop raging. While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may prematurely end your rage. At the end of the rage, you lose the rage modifiers and restrictions and become fatigued (worsen your Strength and Dexterity modifiers by 1, can't charge or run) for the duration of the current encounter (unless you also have Tireless Rage; see below). Also at the end of the rage you suffer any suspended body damage.
You can fly into a rage only once per encounter. Entering a rage takes no time itself, but you can do it only during your action, not in response to someone else's action.
You can gain this feat more than once - if you do, you can fly into a rage one time per day for every time you have gained this feat (but still only once per encounter). Also, although you cannot suspend more than 1 body point of damage per wounding hit, you can do so in each rage as many times as you have this feat. Other benefits of raging remain the same regardless of how many times you have this feat (though they can increase as you gain different feats - see Greater Rage and Mighty Rage).

SKILL MASTERY [EXPERTISE]
Prerequisite: 12 ranks in each skill to which the feat applies
Benefit: You become so certain in the use of certain skills that you can use them reliably even under adverse conditions.
Select four skills. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so. You may gain this feat multiple times, selecting four more skills for it to apply to each time.

SNEAK ATTACK [COMBAT]
Prerequisite: BAB +2; you cannot by stacking this feat gain more dice of sneak attack damage than half your BAB.
Benefit: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage.
Your attack deals 1d6 extra damage any time your target would be denied a Dexterity bonus to Evasion (whether the target actually has a Dexterity bonus or not), or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals resilience damage instead of body damage. You cannot use a weapon that deals body damage normally to deal resilience damage only in a sneak attack, not even with the usual -4 penalty.
You can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
You can gain this feat more than once. Each time you gain this feat, your sneak attack damage increases by 1d6 (to a maximum number of dice equal to half your BAB)

SWIFT TRACKER [EXPERTISE]
Prerequisite: Track; Survival 10 ranks
Benefit: You can move at up to your normal speed each round while following tracks without taking a penalty to your Survival check to follow the tracks. You can move more than your normal speed each round while tracking, up to twice your normal speed, and take a -10 penalty to the Survival check.
Normal: You take a -5 penalty if you move more than half your speed and up to your normal speed in a round, and a -20 penalty if you move more than your normal speed up to twice normal speed.

TIRELESS RAGE [BODY]
Prerequisite: Rage (5 times); 72 resilience points; Endurance
Benefit: You no longer become fatigued at the end of your rage.
Normal: After raging, you suffer penalties for the rest of the encounter (see Rage feat description).

TRACKLESS STEP [EXPERTISE]
Prerequisite: Survival (4 ranks, more to stack)
Benefit: In natural surroundings, you leave little trail; Survival checks to follow your trail are made at -4.
You can gain this feat more than once: each time increases the penalty to Survival checks by 4, to a maximum equal to your own ranks in Survival.

TRAPFINDING [EXPERTISE]
Prerequisite: Disable Device 4 ranks; Search 4 ranks; Intelligence modifier 0.
Benefit: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20 (which is likely to apply to particularly well-hidden nonmagical traps; magic traps are not yet in play, but I envisage an additional feat being required to locate them).
If you beat a trap's DC by 10 or more with a Disable Device check you can study a trap, figure out how it works, and bypass it (with your party) without disarming it.
Normal: Characters without this feat have no chance to locate traps using the Search skill if the DC is higher than 20. They cannot use the Disable Device skill to bypass traps without disarming them.

TRAP SENSE [COMBAT]
Prerequisites: Dodge; Dexterity bonus +1; Alertness OR 5 ranks in each of Listen and Search; BEB +1. If you stack this feat, your Trapsense Evasion bonus cannot exceed your BEB .
Benefit: You gain an intuitive sense that alerts you to danger from traps, giving you a +2 dodge bonus to Evasion to avoid the effects of traps or attacks made by traps. You can gain this feat more than once, increasing your Evasion bonus against traps by 2 each time (to a maximum of your BEB).

UNCANNY DODGE [COMBAT]
Prerequisites: Dodge; Dexterity modifier +1; Alertness OR 5 ranks in each of Listen and Spot; BEB +1
Benefit: You retain your Dexterity bonus to Evasion (if any) even if you are caught flat-footed or struck by an attacker you cannot see. However, you still lose your Dexterity bonus to Evasion if immobilized.
Normal: If you are caught flat-footed or struck by an attacker you cannot see, you lose your Dexterity bonus to Evasion (if any).

UNFLANKABLE [COMBAT]
Prerequisites: Dodge; Dexterity modifier +1; Uncanny Dodge; Alertness OR 5 ranks in each of Listen and Spot; BEB +3
Benefit: You can no longer be flanked. An attacker with the Sneak Attack feat therefore no longer gains extra damage against you by flanking you EXCEPT that an attacker with more Sneak Attack extra damage dice than (your BEB plus 1) can sneak attack you if in a flanking position.

VANISH INTO THE WILD [EXPERTISE]
Prerequisite: Camouflage, Hide (15 ranks), Survival (10 ranks)
Benefit: While in any sort of natural terrain, you can use the Hide skill even while being observed.

WILD EMPATHY [EXPERTISE]
Prerequisites: Wisdom bonus +1, Charisma Bonus +1, Handle Animal (4 ranks).
Benefit: You can seek to improve the attitude of an animal with a Handle Animal check, applying the rules for using Diplomacy checks to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
You can also use this ability to influence a beast with animal intelligence, at a -4 penalty on the check.

WOODLAND STRIDE [EXPERTISE]
Prerequisite: Trackless Step, Survival 10 ranks
Benefit: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion (nyip) still affect you.
Normal: Light undergrowth cost 2 squares of movement per square entered. Heavy undergrowth costs 4 squares per square entered.