IH Feats


Feats

Note that many of the feat masteries found at the Iron League are allowed. The following are merely that changes I have made to existing feats within my game.

 

Combat Expertise:

 

Power Attack:

 

Iaijutsu Mastery (Finesse, Power)

You are a student of the art of the perfect strike, the art of drawing your weapon and attacking with it in the same fluid motion.

Base mastery: Quickdraw

Special: Note that the benefits for expanded mastery levels 2, 4, 6, and 8 are all identical. They are listed as separate mastery abilities because you can’t take the same ability more than once. However, their effects all stack as do the base attack bonuses from expanded masteries 3, 5 and 7.

 

Expanded mastery: 2. As a standard action, you draw your weapon and slash at your opponent with lightning speed. Make an opposed base attack check. If you succeed, you deal an extra 1d10 damage.

Note that damage from the Iaijutsu focus mastery is not increased on critical hits. Iaijutsu damage, unlike sneak attack damage, affects all creatures. It is not considered precision damage and does stack with sneak attack dice.

 

Expanded Mastery: 3. You add your charisma modifier to your initiative. In addition, you gain a +2 bonus to your base attack check when attempting to inflict Iaijutsu damage.

 

Expanded Mastery: 4. Your Iaijutsu damage is increased by 1d10 (you must have taken the expanded mastery 2).

 

Expanded Mastery: 5. When you make an Iaijutsu attack, you add your charisma modifier to damage. In addition, you gain a +2 bonus to your base attack check when attempting to inflict Iaijutsu damage.

 

Expanded Mastery: 6. Your Iaijutsu damage is increased by 1d10 (you must have taken the expanded mastery 2).

 

Expanded Mastery: 7. You may perform an Iaijutsu attack as part of a charge. In addition, you gain a +2 bonus to your base attack check when attempting to inflict Iaijutsu damage.

 

Expanded Mastery: 8. Your Iaijutsu damage is increased by 1d10 (you must have taken the expanded mastery 2).

 

Expanded Mastery: 9. As a standard action, you may make two attacks instead of one. Your second attack is made at your highest base attack bonus -5. Both attacks may deal Iaijutsu damage. You must make individual base attack checks for each attack.

 

Toughness:

 

Unarmed Combat (Finesse, Power)

Improved unarmed strike is the base feat of this mastery. All subsequent feats may be taken with the appropriate mastery rating.

Note: You can only take one feat from each mastery level. So you’ll have to choose between flurries of attacks and incredible wh restling ability, or a mediocre combination of the two.

 

Base Mastery: Improved Unarmed Strike

Expanded Mastery: 1. No attacks of opportunity for initiating a Grapple, and gain a +4 to all your Grapple checks.

 

Expanded Mastery: 2. Increase unarmed damage one step on the following table.

Current Damage New Damage
1 1d3
1d3 1d6
1d4 1d8
1d6 1d10
1d8 1d12
1d10 2d8
1d12 2d10
2d8 2d12
2d10 4d8

 

Expanded Mastery: 3. Your training in unarmed combat techniques gives you excellent poise and coordination, and gives you an advantage when opponents try to knock you off balance. You gain a +4 bonus to all Strength or Dexterity checks made to resist any bull rush, overrun, or trip attack against you.

 

Expanded Mastery: 3. You may now offensively grapple opponents one size category larger than you currently can. Also opponents that are larger than you receive only one half of their size bonus when grappling with you.

Special: With two of Masteries Three, Six and Ten your opponents now receive only one quarter of their size bonus to their grapple checks. With all three of masteries Three, Six, and Ten your opponents no longer receive any benefit of their size bonuses when grappling with you.

 

Expanded Mastery: 4. You can make extremely rapid unarmed strikes. When you use the full attack action with unarmed strikes, you may choose to make one extra attack at your highest attack bonus. However, if you choose to make this extra attack, then each attack you make that round (the extra one and the normal ones) suffers a -2 penalty to the attack roll.

 

Expanded Mastery: 5. You learn more advanced unarmed combat techniques that allow you to inflict more damage with your unarmed strikes. Your unarmed strike damage improves as shown on the damage table above.

 

Expanded Mastery: 6. You may now offensively grapple opponents one size category larger than you currently can. Also opponents that are larger than you receive only one half of their size bonus when grappling with you.

Special: With two of Masteries Three, Six and Ten your opponents now receive only one quarter of their size bonus to their grapple checks. With all three of masteries Three, Six, and Ten your opponents no longer receive any benefit of their size bonuses when grappling with you.

 

Expanded Mastery: 6. You can make blindingly fast unarmed strikes. When you use the full attack action with unarmed strikes you may decide to make two extra attacks at your highest attack bonus. However, if you choose to make these extra attacks, then each attack you make that round (the two extra ones and the normal ones) suffers a -6 penalty to the attack roll.

You cannot use this ability and Unarmed Combat's expanded mastery 4 ability to gain three extra unarmed strikes per round. You either gain one extra attack for a -2 penalty, or two extra attacks for a -6 penalty.

 

Expanded Mastery: 7. You have learned to make a debilitating nerve strike with your unarmed attacks. Make a single attack roll as a full-round action. If the attack inflicts damage, the target must make a Fortitude save (DC 10 + the damage dealt after DR) or become nauseated.

A creature affected by your nerve strike may make another Fortitude to shrug off the nausea every round at the end of its action. The Difficulty Class of the check falls by 2 for every round that has passed since your made your nerve strike.

If a creature that is already suffering the effects of a nerve strike is struck by another nerve strike, the effects of the first nerve strike immediately cease. The creature must immediately make a Fortitude save against the new Difficulty Class inflicted by your nerve strike. Note that this means that if an ally is suffering from the effects of a nerve strike you could deliberately nerve strike him for minimum damage and potentially reduce the DC of his ongoing Fortitude saves.

A creature immune to sneak attacks is not vulnerable to nerve strikes. You cannot use a nerve strike while striking a creature with concealment or while hitting the limbs of a creature whose vitals are beyond reach.

 

Expanded Mastery: 8. You learn more advanced unarmed combat techniques that allow you to inflict more damage with your unarmed strikes. Your unarmed strike damage improves as shown on the damage table above.

 

Expanded Mastery: 10. You can make blindingly fast unarmed strikes. When you use the full attack action with unarmed strikes you may decide to make three extra attacks at your highest attack bonus. However, if you choose to make these extra attacks, then each attack you make that round (the three extra ones and the normal ones) suffers a -10 penalty to the attack roll.

You cannot use this ability and Unarmed Combat's expanded mastery 4 or 6 ability to gain four or more extra unarmed strikes per round.

 

Expanded Mastery: 10. You may now offensively grapple opponents one size category larger than you currently can. Also opponents that are larger than you receive only one half of their size bonus when grappling with you.

Special: With two of Masteries Three, Six and Ten your opponents now receive only one quarter of their size bonus to their grapple checks. With all three of masteries Three, Six, and Ten your opponents no longer receive any benefit of their size bonuses when grappling with you.

 

 

Whip Mastery (Finesse)

You are skilled with the whip both in and out of combat. Although it is not the mightiest of weapons, it can be used to disarm, trip, and distract opponents and give you significant control over the battlefield.

Base Mastery: 1

Benefit: You become proficient with the whip. When using a whip, you can choose to deal either lethal or nonlethal damage without penalty.

Normal: Whips are exotic weapons that deal lethal slashing damage.

 

Expanded Mastery: 2. You are skilled at quickly striking opponents who get to close. You threaten all adjacent squares (within 5 feet) as if wielding a normal melee weapon.

Additionally, using a whip does not provoke an attack of opportunity.

 

Expanded Mastery: 3. You have such fine control over the whip that you can use it like a third hand. You gain a +5 on checks to accomplish the following actions. Use a standard action and make a Dexterity Check to target something within range:

Normal: You may attempt these actions but do not gain a +5 bonus on the Dexterity check. Additionally, non-proficient wielders take a -4 on the Dexterity check.

 

Expanded Mastery: 4. You are skilled at quickly striking opponents at medium range for your whip. You threaten all squares 10 ft away, as if wielding a normal reach weapon. If you already threaten areas with your whip then you can choose once per round, as a free action, which area to threaten, but you can not threaten multiple areas at the same time.

Additionally, using a whip does not provoke an attack of opportunity.

 

Expanded Mastery: 5. As a standard action, you can attack with your whip to deal subdual damage. If you hit and deal damage, your opponent must make a Fortitude saving throw (DC 10 + half your level + your Strength modifier) or be stunned for 1d3 rounds.

 

Expanded Mastery: 6. You are skilled at quickly striking opponents at the edge of your whip's reach. You threaten all squares 15 ft away. If you already have threaten areas with your whip then you can choose once per round, as a free action, which area to threaten, but you can not threaten multiple areas at the same time.

Additionally, using a whip does not provoke an attack of opportunity.

 

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