Home >Extras >Custom Creations >Black Flame Studios’ Lab >Alternate Rules >Reignited >

Feats

Combat Expertise does not exist, and is removed as a prerequisite for any feats which may require it. Characters can perform it without the need of the feat.

Endurance does not exist, and is removed as a prerequisite for any feats which may require it. Characters can sleep in armor without incurring penalties so long as they possess Armor Proficiency.

Agile Maneuvers does not exist. Combat Reflexes instead is used.


Alignment Channel (General)

Prerequisites: Ability to channel energy.
Description: Allies of your alignment type receive double healing from your channels. Allies one step away from your alignment type receive +50% healing. Allies further than one step away from your alignment type are unable to be healed through channeling, but damage is instead increased by +50% if channeling to harm.

Arcane Armor Training (Combat)

Prerequisites: Armor Proficiency (any)
Description: You do not take Spell Failure chance when wearing armor you are proficient with.

Special: If you’re already unaffected by Spell Failure with armor and an arcane spellcaster, you receive a +1 bonus to the DCs of spells cast while wearing armor.

Arcane Blast (General)

Prerequisites: Arcane spellcaster
Description: You can sacrifice a spell slot of 1st level or higher, creating a ray of pure arcane energy. This attack deals 2d6 points of damage per spell slot sacrificed, deals force damage, and has a range of 30 ft. Arcane Blast is a ranged touch attack.

Special: If a spell which deals damage is sacrificed, add your Caster Level level as a bonus to the Arcane Blast’s damage.

Arcane Shield (General)

Prerequisites: Arcane spellcaster
Description: You can sacrifice a spell slot of 1st level or higher, creating a whirling mass of energy protecting you. You gain a deflection bonus to AC equal to the spell level sacrificed. This lasts until the end of the encounter.

Blind-Fighting (Combat)

Description: Once per round you can choose to negate the need for a percentile roll for concealment for a single attack roll you make. Any other time however you roll the percentile dice twice and take the better result. In addition you do not lose Dexterity to AC against invisible creatures.

Special: Characters with Uncanny Dodge or Improved Uncanny Dodge can do this twice per round instead of once per round.

Catch Off-Guard (Combat)

Description: You receive a +2 bonus to attack and damage rolls with improvised weapons.

Special: Improvised Weapons are Simple weapons for the purpose of Weapon Focus and similar feats.

Characters can use Improvised Weapons without Catch Off-Guard, but gain no bonus.

Channel Smite (Combat)

Prerequisites: Ability to channel energy, character level 5th or higher
Description: You are able to spend a use of your channel energy before making an attack, and when doing this you add your channel energy damage as bonus damage on top of your weapon’s damage roll. This damage is precision damage.

This only applies to one attack roll at a time, however this can be activated multiple times for each attack roll.

Cleave (Combat)

Prerequisites: Power Attack
Description: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is within your reach. You can only make one additional attack per round with this feat.

Special: You can spend 2 Stamina in order to make an additional attack past the first additional attack. For attack you spend Stamina to perform, you take a -2 to AC.

Close the Gap (Style)

Prerequisites: Step Up, Dexterity 13+
Description: You are skilled at keeping foes close, and keep them within range.

Blade Lock: If an opponent succeeds in their attempt to Parry your attack, you can spend 3 Stamina to instead engage in a blade lock. In order to do this the opponent must be within one size category. During a blade lock, both characters must attempt Feats of Strength or Acrobatics against each other. Whoever wins the blade lock is counted as grappling the foe while not being counted as also being grappled.

After which, the winner of the blade lock can either prevent their target from moving, or make an attack against them as a free action which cannot be parried.

Large Squeeze: So long as you possess at least 1 Stamina, you treat one-handed weapons as light weapons for the purpose of determining if a weapon can be used in a grapple or swallow whole.

Long Step: By spending 1 Stamina per 5 ft. you can move one additional space to close in on the opponent.

Combat Casting (General)

Description: You get a +4 bonus on concentration checks. In addition to this, once per encounter, you can choose to cast a spell without provoking an attack of opportunity.

Crossbow Mastery (Combat)

Prerequisites: Point-Blank Shot, Rapid Reload, and Rapid Shot.
Description: Crossbows you wield are considered to be Automatic weapons instead of being Single weapons. In addition to this, you do not provoke attacks of opportunity when firing or reloading crossbows.

Elephant Stomp (Combat)

Prerequisites: Power Attack, Improved Overrun
Description: When your Overrun attempt exceeds a foe’s CMD by 5 or more, stop in front of your opponent and knock the opponent prone. After knocking the opponent prone you receive a free attack roll against the opponent using your highest Base Attack Bonus. On a critical hit, you also stun the opponent for 1d4(+1 round per level).

Extra Stamina (Combat)

Description: You increase your Stamina by 3. For every level/Hit Dice past 3rd, you increase this by 1.

Great Cleave (Combat)

Prerequisites: Cleave, character level 4 or higher
Description: When using Cleave you do not have a limit to the amount of attacks you can make and do not need to spend Stamina to do so. In addition, you can cleave into enemies who are within your reach or adjacent to the previous target.

Greater Blind-Fight (Combat)

Prerequisites: Awareness 15 ranks, Improved Blind-Fight
Description: Concealment no longer affects you. In addition to this, you can never be blinded and are considered to have sight regardless of the state of your eyes. Your tremorsense’s range grows by +20 ft., and you also gain lifesense of 20 ft.

Greater Channel Smite (Combat)

Prerequisites: Channel Smite, character level 8 or higher
Description: When you use Channel Smite, you gain a bonus to attack and damage equal to the number of dice rolled on your channel (example, a 6d6 channel grants +6 to attack and damage).

Greater Weapon Focus (Combat)

Prerequisites: Weapon Focus, character level 8 or higher
Description: Your bonus granted from Weapon Focus is instead +2. In addition to this you receive a +2 bonus on Combat Maneuvers performed with this weapon, and CMD checks against this weapon (such as disarm or sunder).

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Greater Weapon Specialization (Combat)

Prerequisites: Greater Weapon Focus, Weapon Specialization, character level 12 or higher
Description: Your bonus granted from Weapon Specialization is instead +4. In addition to this you are able to deal your weapon’s minimum damage to enemies who are hit by your Combat Maneuvers with your weapons (such as trip or disarm).

Enemies who fail to hit your CMD on disarm attempts also take your minimum damage from your weapon.

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Improved Blind-Fight (Combat)

Prerequisites: Awareness 10 ranks, Blind-Fight.
Description: You ignore any miss chances for anything less than total concealment. In addition to this, you have tremorsense of 10 ft. and are able to detect creatures adjacent to you despite not seeing them.

Improved Unarmed Strike (Combat)

Description: Your unarmed strikes deal 1d6 points of bludgeoning damage, and you take no penalty to attack rolls when using this weapon lethally.

Special: Without this feat, you deal 1d4 points of bludgeoning damage, and you take a -4 penalty to attack rolls when using this weapon lethally.

You do not need this feat to provoke attacks of opportunity with unarmed strikes unlike normal.

Monkey Lunge (Combat)

Prerequisites: Lunge, Acrobatics 1 Rank
Description: So long as your movement speed isn’t being hindered (except by armor you’re proficient with) you can perform Lunge without taking the penalty to AC.

Point-Blank Shot (Combat)

Description: You gain a +1 bonus to ranged attack and damage rolls against enemies within 30 feet.

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

Special: This feat also functions as Precise Shot both in function and for prerequisites.

Quick Draw (Combat)

Description: You are able to draw or sheathe your weapons as a free action instead of as a move action. These do not provoke attacks of opportunity.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

When picking up an item (or using Stealth or a Steal combat maneuver to steal an item) you can stow the item away as part of the action to steal it (a free action with this feat). In order to do so without anyone noticing, a Stealth check must be made against the Awareness of those aware of your presence. This Stealth check takes a -20 penalty against those in combat who are able to see you attempting this.

Rapid Reload (Combat)

Description: Ranged weapons you use are able to be reloaded as a free action, so long as you possess Weapon Focus in that weapon group. If you do not possess Weapon Focus, the action is instead reduced to a move action (or a standard action for two-handed firearms).

Rapid Shot (Combat)

Prerequisites: Point-Blank Shot
Description: When making a full-round attack with a ranged weapon you can choose to fire an additional shot at your highest base attack bonus. You take a -2 to all attack rolls while using Rapid Shot, and thus it must be chosen to be used before starting your full-round attack.

Rapid Strike (Combat)

Prerequisites: Power Attack
Description: When making a full-round attack with a melee weapon you can choose to make an additional attack at your highest base attack bonus. You take a -2 to all attack rolls while using Rapid Strike, and thus it must be chosen to be used before starting your full-round attack.

Strong Arm Style (Style)

Prerequisites: Fighter level 8 or higher, Power Attack
Description: Using your strength to put power behind your swings, you learn techniques in order to aide you.

Brutal Attacker: So long as you possess 1 Stamina or more, you treat weapons without Brutish as having Brutish.

Knockout Hit: Spend 3 Stamina and if you knock the opponent unconscious, they are knocked unconscious for a number of hours equal to 4 + Strength modifier. Opponents with Ferocity or similar abilities are knocked unconscious instead of triggering Ferocity.

Overpower: Spend 2 Stamina when an opponent fails to Parry you. You can put them offguard, making them flat-footed until the beginning of your next turn.

Unstoppable Combatant (Combat)

Prerequisites: Vitality Surge, Constitution 15+
Description: Using a Second Wind is a free action for you instead of a Swift Action. In addition to this, 2 Stamina Points can be spent to use any extra Second Wind (such as those which were regained by Vitality Surge) even if it is within the same turn.

Vitality Surge (Combat)

Description: You can catch a Second Wind even if you are not at half or lower HP, and additional HP from a Second Wind applies as temporary hit points if it goes over your maximum hit points.

In addition to this, you can spend 5 Stamina Points to regain your usage of Second Wind for the day. This Second Wind cannot be used within the same combat however as per the normal rules.

Weapon Finesse (Combat)

Description: Weapons you wield possess the Finesse weapon special ability if it doesn’t already possess it. If it does, you use Dexterity modifier for damage in place of Strength modifier (if higher).

Weapon Finesse also allows you to use your Dexterity in place of Strength on CMB checks.

Weapon Focus (Combat)

Prerequisites: Proficiency with weapon group.
Description: You gain a +1 bonus to attack rolls with all weapons from a selected Weapon Group (such as Sword, Polearm, Axe, etc.) – in the case of Exotic weapons, you must choose a single exotic weapon rather than the whole Exotic weapon group.

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

Weapon Specialization (Combat)

Prerequisites: Weapon Focus
Description: You gain a +2 bonus to damage rolls with a weapon group you’ve selected with Weapon Focus.

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