Feats

This page details new and reworked feats for the Breon setting. Many new feats are added as part of reducing the martial feat-tax burden (as inspired by The Elephant in the Room). Reworked feats are a combination of feat-tax reduction and responding to the oddities introduced with the unchained action economy.        

Brace of Pistols

You can draw, shoot, and stow pistols with uncanny speed.


Prerequisite(s)

Dex 13, Two-Weapon Fighting, Quick Draw, Proficiency with any one-handed firearm

Benefits

During an attack action or full attack action you may sheath one-handed firearms as a free action instead of a move action.   Additionally, you reduce the two-weapon fighting penalties with pistols by 2 (minimum 0)

Normal

A character may not sheath weapons as a free action.

Deft Maneuvers (Combat)

You are skilled in a variety of dexterous combat maneuvers.


Prerequisite(s)

Dex 13

Benefits

You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver and receive a +2 bonus each maneuver except feint. Additionally, you can make a Bluff check to feint in combat as simple action.

You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to use one of the listed maneuvers (not feint) against you

Normal

You provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. Feinting in combat is a complex, attack activity costing two actions.

Special

This feat counts as having Int 13, Combat Expertise, Improved Disarm, Improved Trip, Improved Dirty Trick, Improved Reposition, Improved Steal, and Improved Feint for the purposes of meeting the prerequisites of feats which improve or modify the following combat maneuvers:
  • Disarm
  • Trip
  • Disarm
  • Dirty Trick
  • Feint
  • Reposition
  • Steal
This feat combines the effects of Improved Disarm, Improved Trip, and Improved Feint and counts as all those feats for the purposes of prerequisites. You may not take any of these feats in addition to this feat but you may replace one of those feats with this feat at a later time (you know, incase you forget that this exists)

Deflect Arrows

You can knock arrows and other projectiles off course, preventing them from hitting you.


Prerequisite(s)

Dex 13, Unarmed Combatant or Shield Focus

Benefits

Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected. You must have at least one hand free and holding nothing (Unarmed Combatant) or a shield in one of your hands (Shield Focus) to use this feat.

Special

This feat has been reworked to allow shield wielders to deflect arrows though it is important to note that a shield wielder will not qualify for Snatch Arrows. The prerequisites have been changed to use the new Unarmed Combatant feat in place of Improved Unarmed Strike, though characters with the later still qualify for this feat.

Dodge

Your training and reflexes allow you to react swiftly to avoid an opponent’s attacks.


Prerequisite(s)

Dex 13

Benefits

You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Special

This feat also counts as Mobility for the purposes of all prerequisites and does not stack with Mobility

Parting Shot

You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.


Prerequisite(s)

Dex 13, Dodge, Precision Shooting, Shot on the Run, BAB +6

Benefits

Once per encounter, as a full-round action you may move up to double your speed and make a single ranged attack at any point during the movement. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. This otherwise follows the same restrictions as a guarded step.

Special

If you are limited to taking only a standard action such as when staggered or during a surprise round, you may still perform this action as normal with the exception that you may only move up to your speed

Rapid Grappler (Combat)

Grapple at ludicrous speeds


Prerequisite(s)

Dex 13, greater grapple, Improved Grapple, Improved Unarmed Strike, BAB +9 or monk level 9th

Benefits

Benefit: Whenever you use Greater Grapple to successfully maintain a grapple as a move action for the first time on your turn, you can immediately make an free grapple combat maneuver check at a –5 penalty.

Special

In the standard action economy, this feat allows you to grapple up to three times in a turn. The way the Unchained action economy interacts with Greater Grapple already gives this ability to martials. As such, the feat will keep the same role, by adding an additional attempt pending prior successful grapples.

Shot on the Run (Combat)

Make ranged attacks while on the move


Prerequisite(s)

Dex 13, Dodge, Precision Shooting, BAB +4

Benefits

Once each turn, you may make a shot on the run by using two actions. Move up to your speed and make a single ranged attack. You can move both before and after the attack.

Normal

You must end a move action before making an attack and lose all left-over movement.

Special

This feat has been modified to keep its flavor in the Unchained action economy and with reduced feat taxes in mind

Spring Attack (Combat)

Make attacks while on the move


Prerequisite(s)

Dex 13, Dodge, BAB +4

Benefits

Once each turn, you may make a spring attack by using two actions. Move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of the spring attack.

Normal

You must end a move action before making an attack and lose all left-over movement.

Special

This feat has been modified to keep its flavor in the Unchained action economy and with reduced feat taxes in mind

Powerful Maneuvers (Combat)

You are skilled in a variety of strength-focused combat maneuvers.


Prerequisite(s)

Str 13, BAB +1

Benefits

You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush, hamstring, or overrun you or sunder your gear.

Targets of your overrun attempts may not choose to avoid you.

Normal

You provoke an attack of opportunity when performing a bull rush, overrun, or sunder combat maneuver.

Special

This feat counts as having Int 13, Power Attack, Improved Bull Rush, Improved Drag, Improved Overrun, or Improved Sunder for the purposes of meeting the prerequisites of feats which improve or modify the following combat maneuvers:
  • Bull Rush
  • Drag
  • Overrun
  • Sunder
This feat combines the effects of Improved Bull Rush, Improved Drag, Improved Overrun, or Improved Sunder and counts as all those feats for the purposes of prerequisites. You may not take any of these feats in addition to this feat but you may replace one of those feats with this feat at a later time (you know, incase you forget that this exists)

Precision Shooting (Combat)

You make ranged attacks with increased precision


Benefits

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Additionally, you get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Special

This feat counts as both Precise Shot and Point-Blank Shot for all prerequisites and its effects stack with neither of those feats   This feat is a combination of Precise Shot and Point-Blank Shot to reduce feat taxes

Unarmed Combatant (Combat)

You are a skilled hand-to-hand combatant


Prerequisite(s)

Dex 13

Benefits

You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing grapple combat maneuvers. In addition, you receive a +2 bonus on checks made to grapple or trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you

Special

This feat counts as having Int 13, Power Attack, Improved Grapple, and Improved Unarmed Strike for the purposes of meeting the prerequisites of feats which improve or modify the grapple combat maneuvers or Unarmed Strikes. This feat combines the effects of Improved Grapple and Improved Unarmed Strike and counts as all those feats for the purposes of prerequisites. You may not take any of these feats in addition to this feat but you may replace one of those feats with this feat at a later time (you know, incase you forget that this exists)

Weapon Focus (Combat)

Choose one weapon group listed under the fighter’s Weapon Training class feature. You can also choose ray, if you are a spellcaster, as your weapon for the purposes of this feat.


Prerequisite(s)

Proficiency with at least one weapon from the selected weapon group, BAB +1.

Benefits

You gain a +1 bonus on all attack rolls you make using any weapon from the selected group.

A list of weapon groups can be found under the Fighter's Weapon Training class feature

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

Improved Counterspell

Your counterspells are more potent


Prerequisite(s)

Ability to cast Counterspell

Benefits

Your caster level is treated as 2 higher for the purpose of caster level checks while counterspelling.

Counterspell Mastery

Your counterspells are even more final.


Prerequisite(s)

Improved Counterspell, 10 ranks in Spellcraft

Benefits

You gain a +4 bonus on Spellcraft checks to identify spells as they are being cast and add your casting stat modifier to caster level checks made to counterspell.

Normal

You do no not add you casting stat modifier to caster level checks while counterspelling.

Piercing Counterspells

Your counterspells cause disruptions to their targets


Prerequisite(s)

Improved Counterspell, Disruptive Spell, 6 ranks in Spellcraft

Benefits

Creatures affected by your counterspells must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round.

Comments

Please Login in order to comment!
Jan 21, 2025 05:00

I love Deft maneuvers, but why does it only add +2 to trip and disarm? Also, hi Alex!

Jan 27, 2025 04:32

Hi! Like we talked about, I'm not sure why! But it make sense that it should buff everything except feint (since it gets the action economy buff instead)