Feats

The following feats are either unique to the RoA campaign setting, or have been modified to fit with the variant rules as described on the Variant Rules page.

Abelite Rider
(Combat)

You have served at least two years with the Abelite Riders of North Abel, patrolling the coasts and the Verdant Span for goblin and hobgoblin raiding parties from GripGik. Your riding skills are difficult to match.

Prerequisites: Ride 1 rank, must be from North Abel.

Benefit: You reduce the armor check penalty to your Ride checks by 1, and an additional 1 for every four ranks you have in the Ride Skill.



Abelite Veteran
(Combat)

You are not only a skilled rider, but have also shed the blood of no few goblinoid raiding parties.

Prerequisites: Abelite Rider.

Benefit: You gain a +1 competence bonus on attack rolls and a +1 Dodge Bonus to AC against creatures of the goblinoid subtype. Goblinoid creatures do not gain any bonus for flanking you.

Normal: Creatures flanking you gain a +2 bonus to attack rolls against you.



Diehard
(General)

It’s extremely difficult to put you down permanently.

Prerequisites: Endurance.

Benefit: You do not suffer Wound Point damage from taking actions when at or below half your Wound Point total. When at 0 or fewer Wound Points, you may continue to act normally, though you are still staggered and any strenuous actions taken will cause you to suffer 1 damage to your Wound Points. You must still make a Constitution check at the beginning of each round to avoid dying.

Normal: You are unconscious and dying when at less than half your Wound Points.



Extra Sniper Pool
(General)

You can tap into your Sniper Pool more often.

Prerequisites: Sniper Pool class feature.
Benefit: Increase your daily Sniper Pool total by 2.
Special: You may take this feat multiple times. Its effects stack.



Legend of the Hundred Arrows
(Combat)

For most Hundred Arrow Archers, the tales told of their deeds are myth and hyperbole. For you, not so much.

Prerequisites: Death Arrow class feature, Sniper Pool class feature, Strafing Fire, Volley Specialist, Weapon Focus (any bow), Weapon Specialization (any bow).

Benefit: Your additional sniping abilities become considerably more potent.

When using the Scatter Shot ability, you deal double normal damage. Precision damage and damage from weapon properties are not doubled. If you score a critical hit against one of your targets, you deal an additional +4 Wound damage and the target is dazed for an additional round.

The save DC for Arrow Volley increases by 2. When using your Arrow Volley ability, you may spend two additional points from your sniper pool to instead deal 1d6 damage per arrow used (maximum 20 arrows).



Strafing Fire
(Combat)

You are capable of firing at multiple enemies at once.

Prerequisites: Extreme Precision class feature, Sniper Pool class feature, Manyshot.

Benefit: You gain access to the Scatter Shot ability.

Scatter Shot (Su): By spending two points from your Sniper Pool as a standard action, you may make a single attack roll at your highest attack bonus and apply it against all foes in a 30-foot cone in front of you. Any foes struck take normal weapon damage, including precision damage and damage from special weapon properties (such as flaming). Foes struck must also succeed at a Fortitude Save (DC 10 + 1/2 character level + Int mod) or be dazed for one round. If your attack is a critical threat, you must choose one enemy to be the target of the potential critical. Opponents that are critically hit by Scatter Shot do not receive a saving throw against the daze effect.



Stunning Fist
(Combat)

You know just where to strike to temporarily stun a foe.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk or pugilist may attempt a stunning attack a number of times per day equal to his monk or pugilist level, plus one more time per day for every four levels he has in classes other than monk or pugilist.



Toughness
(General)

You are hardier than most.

Benefit: You gain +3 Wound Points, and an additional Wound Point per Hit Die beyond 3rd.



Treesinger
(General)

Living in the enchanted realm of the elves, you have learned the sacred art of Treesinging to create new structures.

Prerequisites: Craft (woodcarving) 2 ranks, Perform (song) 5 ranks, ability to cast wood shape, elf or half-elf.

Benefit: You are able to join a Concert to shape trees and other wooden structures into a new form. Singing a tree into a new shape (or singing a new structure within the existing shape of the tree) requires one casting of wood shape and a Perform (song) check. The DC of the check equals 10 + 1 per 10 cubic feet of wood being shaped, and requires eight hours. For each other elf with this feat that joins the Concert, the time required is reduced by 30 minutes. If there are particularly ornate portions to the new structure (such as a detailed railing or staircase) you may be required to succeed at a relevant Craft (woodcarving) check, as dictated by your DM. For each other elf in the Concert with this feat, you gain a +1 bonus to this check.

Performing a Treesinging Concert is exhausting; you cannot Treesing for more than eight hours a day, and you cannot shape more than 10 cubic feet of wood per caster level.



Volley Specialist
(Combat)

You are capable of launching a one-man arrow volley to devastate your opponents.

Prerequisites: Extreme Precision class feature, Sniper Pool class feature, Manyshot.

Benefit: You gain access to the Arrow Volley ability.

Arrow Volley (Su): By spending two points from your Sniper Pool as a full-round action, you may fire a volley of arrows into a 20-foot radius spread, with a range equal to your weapon’s first range increment. For every two arrows you fire, you deal 1d6 damage to everyone in the area (max 20 arrows) and they are staggered for one round. Those in the area are allowed a Reflex Save (DC 10 + 1/2 character level + Int Mod). A succsessful saving throw halves the damage and negates the stagger effect.



Feats

Realms of Acadecia DM_Apoc