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®
PDF Version 1
May 2008
®
By Monte Cook
Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
Additional Credits
Editing and Production: Sue Weinlein Cook
Cover Illustration: Michael Komarck
Interior Illustrations: Caleb Cleveland, Kev Crossley, Scott Purdy,
Sam Wood, and Kieran Yanner
Cover Design: Peter Whitley and Caroline McKee
Interior Page Design: Peter Whitley
Playtesters: Sue Cook, Matt Filla, Jude Gagliano, Tod Gagliano,
Sarah Schneider, and Kent Wayson
Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. All rights reserved. All other content ©2008 Monte J. Cook. All rights
reserved. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible
with 3rd Edition and Revised 3rd Edition rules. This edition of Book of Experimental Might II: Bloody, Bold, and Resolute is produced under version 1.0a and/or draft
versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate
later versions of the license and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a:
Any and all Malhavoc Press logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited to The
Complete Book of Eldritch Might, The Book of Experimental Might, and Monte Cook’s Arcana Evolved; any specific characters, monsters, creatures, and places; capital-
ized names and names of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, and abilities; any
and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, like-
nesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the System Reference Document or as Open Game
Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Book of Experimental Might II: Bloody, Bold, and
Resolute are designated as Open Game Content: the feats in their entirety in Chapter Two, and anything else contained herein which is already Open Game Content by
virtue of appearing in the System Reference Document or some other Open Game Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2008 Wizards of the Coast, Inc. The
remainder of these Open Game Content portions of this book is hereby added to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “Book of
Experimental Might II: Bloody, Bold, and Resolute ©2008 Monte J. Cook.” This material is protected under the copyright laws of the United States of America. Any repro-
duction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Monte Cook,
except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her
own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
2 Book of Experimental Might II: Bloody, Bold, and Resolute
Table of Contents
Introduction: DANGEROUS DESIGNS
Overview ....................................................................................................................................................3
Using This Book ........................................................................................................................................3
Chapter One: FIGHTING DOMAINS
Domain Benefits .......................................................................................................................................5
Basic Power and Bonus Power .....................................................................................................................................................5
Key Feat and Domain Feats ...........................................................................................................................................................5
Design Decisions: Domain Feats ..........................................................................................................................................................6
Selecting Fighting Domains..................................................................................................................6
Domain Descriptions...............................................................................................................................6
The Domain of Agility...................................................................................................................................................................6
The Domain of Ferocity................................................................................................................................................................6
The Domain of Fighting Dirty .....................................................................................................................................................7
The Domain of Intellect...............................................................................................................................................................7
Sidebar: Training in Fighting Domains .........................................................................................................................................7
The Domain of Leadership............................................................................................................................................................8
The Domain of Might ....................................................................................................................................................................9
The Domain of Mounted Combat ................................................................................................................................................9
The Domain of Quick Defense ...................................................................................................................................................10
The Domain of Ranged Combat..................................................................................................................................................10
The Domain of Speed ...................................................................................................................................................................10
The Domain of Stalwart Defense...............................................................................................................................................11
The Domain of Two-Weapon Fighting.......................................................................................................................................12
The Domain of Unarmed Combat ...............................................................................................................................................12
Sidebar: Why Not Just Be a Monk?..................................................................................................................................................12
The Domain of Weapon Mastery.................................................................................................................................................12
The Domain of Weapon and Shield Fighting ...........................................................................................................................13
Sidebar: Game Balance.....................................................................................................................................................................13
Appendix
Open Game License.................................................................................................................................64
Introduction
3
Dangerous Designs
And then we were surrounded. I knew we had to fight our way out, but many of the others questioned whether “brute
force” was the answer. When they approached the enemy under the flag of truce to parlay, they discovered that the cultists
were actually all demons in disguise. My allies were murdered quickly, and all they gained for us was an even smaller
fighting force. “‘Brute force,’” I should have told them, “is indeed not the answer. Skill, bravery, and fortitude are the
answer.” One way or another, they are always the answer.
—Dierna Hillerchaun, leader of the Knights of the Pale
Malhavoc Press
Malhavoc Press is Monte Cook’s roleplaying game imprint devoted to the publication of evocative elements that go beyond tradi-
tional fantasy. Malhavoc products such as Ptolus, Monte Cook’s Arcana Evolved, and The Complete Book of Eldritch Might exhibit a
mastery of the 3rd Edition rules that only one of its original designers can offer. Current titles are available to purchase in print or
electronic (PDF) format at <www.montecook.com>.
Like the material in that book, the contents of this one explain why I use a particular new rule or suggest some things to
is of a more tentative nature than that of most previous Malhavoc consider if you’re thinking about using it.
Press releases. It really stretches some of the central concepts from This book is not a condemnation of the Core Rules. It simply
the Core Rules. It introduces all-new ideas that take things in fresh provides ideas and material for doing something new with them,
directions. It might not mix well in your games with non-core just for fun. It’s not a “fix,” because, in my opinion, nothing in the
material. DMs should carefully consider everything they read in Core Rules is really all that broken. Instead, consider these chap-
this book and feel free to experiment with it themselves. ters some new options designed for people who are really familiar
Throughout Book of Experimental Might II, all references to with the rules—so familiar, in fact, that a new spin might make
spells, feats, and other rules not in this book come from the v. 3.5 for a refreshing change.
revision of the three Core Rulebooks: the Player’s Handbook, Monte Cook
DMG, and MM. This sourcebook is protected content except for April 2008
items specifically called out as Open Gaming Content on the title
page. For full details, please turn to the Appendix on page 64.
Open content is not otherwise marked in the text of this book.
As I did in The Book of Experimental Might, I’ve annotated these
pages to show you not only what rules I have added, but why. You’ll
find numerous asides, many of them set apart as sidebars, that
Chapter One
5
Fighting Domains
When you are sizing up your opponent, it’s not enough just to see what weapon he uses. It’s more important, in fact, to
figure out how he’s going to use it. A longsword in the hand of a ferocious beast of a man is a completely different weapon
than one in the hand of someone with finesse. Both can be deadly, of course, but in different ways.
—Tiel Lawley, battle cleric
Design Decisions: Domain Feats It’s possible that exotic races or cultures could have their own
domains. Dark elves might have a domain based on trickery, for
Not all the feats on the domain feat lists are the kind of feat example, or a winged race could develop one based on aerial combat.
you’d want to be saddled with forever. This flexible assort-
ment is intentional and is meant to work hand in hand with
Throughout this section, in the descriptions of the basic and
the fighter’s ability to reselect domain feats. Strikes From All bonus power for each domain, all references to “level” refer specifi-
Around isn’t handy if you know you’re going up against a lot cally to a level in the class that granted the domain.
of undead, for example. Even old stand-bys like Cleave aren’t
useful on every adventure.
All the key feats and domain feats listed in these descriptions are
detailed in Chapter Two.
Feats of Daring
Come on, men! The path to glory and honor starts with the hilt of your sword.
—Lord Dorant Khatru, Order of Iron Might
Feat Boosts
A “feat boost” is a method characters can use to unlock a
potent power associated with a feat. Boosting a feat can allow a
character such benefits as a reroll on a single skill check or
attack, a brief +20 foot bonus to speed, or the ability to force an
adjacent foe to stand still for the rest of the round. Most feat
descriptions in this chapter include a note that explains the
feat’s special “boosted” power.
Starting at 3rd level, and at every odd-numbered level after
that, a fighter earns one feat boost per day. This means that at
Chapter Two: Feats of Daring
15
Design Decisions: Boost Development
The obvious game design solution to the question of, “Hey, the fighter needs a little something,” would be to give him more
feats, but I didn’t want to do that in this book. After all, the first Book of Experimental Might already increased characters’ total
feats by offering a new feat every level. Instead, I wanted to give fighters an opportunity to do more with the feats they already
had. That’s where the idea of feat boosts came from.
Basically, the fighter gains a new feat boost at every level at which he does not gain a new bonus feat. The rogue gets a few
feat boosts, too, but they are mainly the purview of the fighter.
For DMs interested in developing the concept of feat boosts further, there’s a lot here to build upon. For instance, a magic item
that grants feat boosts to anyone with “boostable” feats would be very valuable, interesting, and fun. Here’s an example of
such an item:
Belt of Adrenaline: This woven leather belt is covered in metal studs. Once per day, when desired, it tightens ever so
slightly, just for a second. The wearer suddenly sees things with a moment of greater clarity and acts with a microburst of
extra energy. It grants the character a single feat boost.
Faint enchantment; CL 5th; Create Wondrous Item, prayer; Price 3,000 gp
You could also design magical weapons, armor, or other items that grant boosts only to the feats of a specific fighting domain.
The sword of the tactician might add feat boosts for feats from the domain of Leadership, for example. The shield of Thatar
adds boosts for the feats of the domain of Weapon and Shield Fighting. (The cost for a boost of only one domain should prob-
ably be about 2,000 gp.)
And if there are “boosting” items, why not spells? Particularly for clerics, a 4th-level spell that grants the target a boost as a
bequeathal from a deity—a bit of holy luck as a blessing—would certainly be appropriate. (Note: This spell is 4th level accord-
ing to the spell progression in The Book of Experimental Might; it would be 2nd level in the Core Rules).
But you can go even further than that. A god could reward faithful service with boons in the form of feat boosts that recipients
can use whenever they wish, and that last until used. A paladin who destroys an evil magic item might gain such a boon. Any
character who performs a service that helps the followers of a particular god and then prays at that deity’s altar might earn one
as well.
Or, the DM could hand out feat boosts as rewards for nice roleplaying, heroic actions, or just for being a good player. Maybe
everyone gets a feat boost or two when they reach the midway point of a level as they gain experience points. You can do a lot
with them.
Those aforementioned items that tie to domains could do more than just grant extra boosts, too. Perhaps the sword of the
tactician also adds to the total of the command point pool of anyone with the Command feat (see page 31). The rapier of
expertise might allow someone to gain the bonus power of the domain of Intellect without taking eight associated feats.
Boots of combat sprinting could give someone the fighter bonus feat ability of Defensive Run (page 33). And so on.
Core Rules feats that are not listed in this chapter cannot be Note that double feats never provide a fighter bonus feat
boosted. Likewise, uberfeats cannot be boosted (see below). special ability, because taking a double feat always requires a
Boosting a feat is not an action, and it can be done on your bonus feat slot as well as a regular feat slot (there is no choice).
turn or someone else’s turn. Nonfighter Double Feats: A DM may allow a nonfighter
to select a double feat by using a feat slot for a level and giv-
New Feat Types ing up a class-based ability gained at that level, such as a bar-
The three new types of feat introduced in this chapter are barian’s greater rage ability or a ranger’s camouflage ability.
designed to increase the overall flexibility of the role that feats This option is entirely at the discretion of the DM and
play in the game. These new types are called double feats, uber- should be allowed only rarely.
feats, and oblation feats.
Uberfeats
Double Feats An uberfeat is the ultimate expression of a combat style. Each
Double feats are special, particularly powerful feats that require uberfeat offers extremely powerful abilities that are available
two feat slots. The feat slots must be available immediately—a only to high-level fighters. For instance, the Deadly Sniper
character cannot save a feat slot in order to use it with his next uberfeat allows a character to treat all targets within his maxi-
level’s feat slot to gain a double feat. This means, essentially, mum range as within point blank range, grants his ranged
that only fighters can gain double feats, for only members of attacks additional dice of damage, and places foes at risk of
this class may have two slots available at once. A fighter can being shaken and dazed with each attack. The prerequisites
select any double feat for which he qualifies by “spending” the of such powerful feats are often challenging to meet, but their
feat slot he earned upon gaining a level plus his fighter bonus benefits more than make up for this difficulty—and even
feat slot for that level (assuming he has one). compensate for the special cost of an uberfeat.
16 Book of Experimental Might II: Bloody, Bold, and Resolute
Special costs are one of the unique aspects of the uberfeat. In addition to
requiring a feat slot, an uberfeat requires a character to “retire” a certain num-
ber of feats from play. The player selects these feats and, once they are retired,
the character no longer enjoys the benefits they granted. However, the charac-
ter does not lose a retired feat, so it still counts toward prerequisites of other
feats.
For example, if a character chose to retire his Weapon Focus feat, he
would no longer gain the +1 attack bonus it had given him with the chosen
weapon. However, he would not lose his Weapon Specialization feat, which
requires Weapon Focus as a prerequisite. Later on, he could take Greater
Weapon Specialization as a new feat, even though it also requires Weapon
Focus.
A retired feat cannot be reactivated or reassigned through the rules for
reselecting domain feats or swapping feats (see page 5). A fighter cannot
choose the feat again at a later level to regain its benefit, except in one
specific case. If a fighter chooses to retire a feat that specifies a particu-
lar weapon, such as Improved Critical (longsword), he can take the feat
again and choose another weapon.
Each uberfeat is tied thematically to one of the fighting domains
described in Chapter One. (For instance, the Deadly Sniper feat men-
tioned above belongs to the domain of Ranged Combat.) In order to
select an uberfeat, a character must first have access to the domain to
which it is tied.
Only fighters can gain uberfeats. Uberfeats cannot be boosted.
Oblation Feats
Oblation feats involve paying homage to a god by offering up
one’s foes to the divinity. In return, the god grants a small bless-
ing upon the devoted worshipper. For instance, an Oblations to
the God of Battle grants a character with this feat a free attack
whenever his total damage inflicted in honest combat reaches
200 points.
Basically, as you keep a running total of damage you inflict
upon your foes, different abilities “cost” you points from your
total. So to use the free attack gained from the Oblations to the
God of Battle, you spend 200 points. A character with 213 points
in such a situation has his total reduced to 13, although as soon
as he inflicts 87 more points, he will be able to afford to use the
ability again. This means that points can be saved up for multi-
ple uses, although never more than one use per round.
For each of these feats, the player must keep track of the
damage a character inflicts over time, and to what type of foe.
This is a new concept—a new bit of “bookkeeping”—but not
an arduous one. In fact, many players will find it fun.
While the players should keep track for themselves (it’s
not the DM’s job), the DM should help by always making
it very clear to the player when he is inflicting damage of
a type appropriate to his oblation feat (see each feat on
pages 48–49 for more information). Remember that
damage stopped by damage reduction does not count
toward the damage total.
Oblation feats cannot be boosted and have no
special effect if taken as fighter bonus feats.
Chapter Two: Feats of Daring
17
General Feats (Beginning With A–C)
General Feat Domains Prerequisites Bonus Level* Benefit
Accept Attack Ferocity, Stalwart — — Inflict maximum damage after your foe
Defense automatically hits you
Acrobatic Quick Defense, — 9th +2 bonus to Jump and Tumble
Unarmed Combat
Acrobatic Charge Speed, Unarmed Combat Fleet of Foot, Dex 15 9th Turn once while charging
Acrobatic Run Speed, Unarmed Combat Fleet of Foot, Dex 15 9th Turn once while running
Acrobat’s Foe Stalwart Defense — 15th +10 bonus to oppose Tumble checks
Advance Mount Mounted Combat Handle Animal (5 ranks) 5th Increase mount’s Hit Dice by +2
Agile Agility — 9th +2 bonus to Balance and Escape Artist
Alertness Quick Defense — 9th +2 bonus to Listen and Spot
Anchor Foe** Stalwart Defense — — Keep an adjacent foe in his square
Animal Affinity Mounted Combat — 9th +2 bonus to Handle Animal and Ride
Armor Spiking Stalwart Defense BAB +3 — +1d6 points of extra damage in a full attack action
Astounding Dexterity Agility Dex 13 15th Add half your level to Dexterity-related checks
Athletic Might — 9th +2 bonus to Climb and Swim
Axefighter Weapon Mastery Weapon Focus, Dex 13 15th +2 morale bonus to attack and damage when you
drop a foe with an axe
Battlefield Tactics Leadership Combat Advice, Cha 15, — Grant allies an extra 5-foot step
BAB +8
Berserk Attack Ferocity† — 11th Subtract a number from your AC and add it to
your melee damage rolls
Blind-Fight Intellect — — Reroll miss chance for concealment, grant no
bonuses to invisible attackers, move at three-
quarter speed in poor visibility
Blinding Strike Fighting Dirty, Intellect BAB +7 11th Foe is temporarily blinded
Block Quick Defense, Weapon Combat Expertise, 11th Subtract a number from your AC and
and Shield Fighting Dex 13 add it to your ally’s
Bloody Strike Intellect BAB +5 11th Foe loses 1 hp per round due to bleeding
Bolstered by Leadership — 13th +2 morale bonus to attack and damage when you
Success drop a foe
Boost Feat — — — Gain one feat boost (or one more boost) per day
Canny Strike Agility, Fighting Dirty, Distraction, Int 15, 9th Sneak attack like a rogue three times per day
Intellect Wis 13
Can’t Lay a Hand Quick Defense, Weapon — 5th +2 dodge bonus to touch AC
and Shield Fighting
Careful Eye Agility, Fighting Dirty, Int 13, Wis 11 10th Foe loses Dex bonus to AC against your attack
Ranged Combat
Careful Strike Agility Dex 13, Int 13 — Subtract a number from your damage rolls and add
it to your melee attack rolls
Catch Attack** Unarmed Combat Improved Unarmed Strike, — Block and grab a foe’s next melee attack
Improved Grapple,
Improved Disarm,
Unarmed Parry, Dex 15,
Str 13, BAB +9
Cleave Might Power Attack, Str 13 — Make an extra melee attack after dropping a foe
Close-Quarter Fire Ranged Combat Point Blank Shot, 17th Draw no attack of opportunity when firing into a
Dex 13 threatened area
Combat Advice Leadership Cha 15, BAB +6 11th Grant allies +1 bonus to attack and damage
* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.
** Indicates a double feat.
† Indicates the key feat for the listed fighting domain.
18 Book of Experimental Might II: Bloody, Bold, and Resolute
* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.
** Indicates a double feat.
† Indicates the key feat for the listed fighting domain.
Chapter Two: Feats of Daring
19
General Feats (Beginning With E–I)
General Feat Domains Prerequisites Bonus Level* Benefit
Elude Blows Intellect, Quick Defense, — 9th Subtract a number from your melee damage
Weapon Mastery rolls and add it to your AC vs. melee attacks
Endurance Ferocity, Stalwart Defense — 7th +4 bonus to stamina-related checks and saves
Far Shot Ranged Combat Point Blank Shot 11th Increase range increment by one-half or more
Fast Healer — — — Heal at double the normal rate
First Strike Speed Dex 13 7th +1d6 points of damage or more against flat-footed
foes
Flail Defense Weapon Mastery Weapon Focus, Dex 13 7th +2 parry bonus to AC when using a flail
Fleet of Foot Speed† — 19th +10 to your ground speed
Foil Readied Action** Quick Defense Dex 17, BAB +3 — Cause foe to lose a readied action against you
Full Opportunity Agility Dex 13, BAB +6 15th Make all your attacks in an attack of opportunity
Got Your Back Leadership, Weapon — 9th Adjacent ally gains +1 bonus to AC
and Shield Fighting
Great Blow Two-Weapon Fighting Two-Weapon Fighting, 11th Make one attack with two weapons to achieve
Improved Two-Weapon maximum damage on a hit
Fighting, Str 17, Dex 17,
BAB +6
Great Cleave Might Cleave, Power Attack, 17th Make extra melee attacks after dropping a foe
Str 13, BAB +4
Great Fortitude Stalwart Defense — 9th +2 bonus to Fortitude saves
Greater Ignore Stalwart Defense Ignore Condition 13th Ignore debilitating conditions for 1 round per level
Condition
Greater Increased Ferocity Increased Vigor, base 19th Gain 40 temporary hit points
Vigor attack bonus +15
Greater Two- Two-Weapon Fighting Improved Two-Weapon — Make a third attack with your off-hand weapon at
Weapon Fighting Fighting, Two-Weapon –10 penalty
Fighting, Dex 19, BAB +11
Greater Weapon Weapon Mastery Proficiency and Weapon 13th +1 bonus on attack rolls with selected weapon
Focus Focus with selected
weapon, fighter level 8th
Greater Weapon Weapon Mastery Proficiency, Weapon 13th +2 bonus on damage rolls with selected weapon
Specialization Specialization, and
Greater Weapon Focus
with selected weapon,
fighter level 12th
Hamper Defense Fighting Dirty — 7th Allies gain a +2 circumstance bonus to attacks
against a foe you hit
Hamper Movement Fighting Dirty — 11th Struck foes suffer a –10 penalty to speed
Hampering Shot Fighting Dirty, Point Blank Shot, 13th Foe takes only one action per round after a
Ranged Combat BAB +6 successful ranged attack
Hands as Weapons Unarmed Combat Improved Unarmed Strike — Add an enhancement bonus or weapon special
ability to your unarmed attacks
Heavy Armor Stalwart Defense BAB +9 15th +1 dodge bonus to AC
Specialization
Ignore Condition Stalwart Defense — 11th Ignore a debilitating condition for 1 round per level
Impact Reduction Stalwart Defense, BAB +8 13th DR 1/piercing
Weapon and Shield
Fighting
Impressive Cleave** Might Power Attack, Cleave, — +5d6 damage on a Cleave attack
Str 15, BAB +12
* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.
** Indicates a double feat.
† Indicates the key feat for the listed fighting domain.
20 Book of Experimental Might II: Bloody, Bold, and Resolute
* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.
** Indicates a double feat.
† Indicates the key feat for the listed fighting domain.
Chapter Two: Feats of Daring
21
General Feats (Beginning With L–N)
General Feat Domains Prerequisites Bonus Level* Benefit
Leap Back** Quick Defense, Defensive Move, — Leap 15 feet away from a threat as a free action
Unarmed Combat Mobility,Spring Attack,
Dex 13, BAB +4, Jump
(5 ranks)
Leap From the Mounted Combat Mounted Combat, Jump 11th +4 damage bonus when charging while
Saddle (5 ranks), Ride (3 ranks) mounted
Leap Into the Fray Ferocity, Unarmed — 9th +4 attack and damage bonus when charging
Combat
Light Armor Quick Defense BAB +9 15th +1 dodge bonus to Armor Class
Specialization
Light as a Feather Agility Jump (5 ranks), — Reduce the effective distance fallen after a
Tumble (5 ranks) successful check
Light Weapon Agility Weapon Finesse, — Increase the damage die of a light weapon
Mastery Dex 13
Lightning Reflexes Quick Defense — 9th +2 bonus on Reflex saves
Low Blow Fighting Dirty — 11th Daze a struck foe for 1 round + 1 round per 5 levels
Macefighter Weapon Mastery Weapon Focus, BAB +3 11th Ignore part of a foe’s armor bonus to AC when
using a mace
Mage Fighter — — 15th +10 bonus to oppose spellcaster’s Concentration
checks
Magical Parry** Quick Defense Parry, BAB +9 — Add magic weapon’s enhancement bonus to your
AC and Reflex saves
Magical Weapon Weapon Mastery Weapon Focus, BAB +6, 13th Grant selected magic weapon +1 weapon quality
Focus Spellcraft (1 rank)
Manyshot Ranged Combat Point Blank Shot, Rapid 15th Fire multiple arrows at one target as a standard
Shot, Dex 17, BAB +6 action
Massive Two- Two-Weapon Fighting Two-Weapon Fighting, 11th Use any one-handed weapon in your off hand as
Weapon Fighting Str 17, Dex 15, BAB +7 though it were a light weapon
Massive Weapon Weapon and Str 18, BAB +13 15th Wield a two-handed weapon with a shield
and Shield Shield Fighting
Medium Armor — BAB +9 15th +1 dodge bonus to AC
Specialization
Melee Master** Weapon Mastery Weapon Focus, BAB +10 — Target may make only one action per round
Mighty Hurl Ranged Combat — 7th Ignore first range increment with thrown weapon;
+1 damage with thrown weapons
Mighty Strength Might Power Attack, Str 13 15th Add half your level to Strength checks and
Strength-based skill checks
Mobility Quick Defense, Speed Defensive Move or — +4 dodge bonus to AC against opportunity attacks
Defensive Stance, Dex 13 caused by moving
Modify Combat Style Intellect BAB +7 15th +2 competence bonus to attack rolls against one foe
Mounted Archery Mounted Combat Mounted Combat, 15th Half penalty for ranged attacks while mounted
Ride (1 rank)
Mounted Combat Mounted Combat† Ride (1 rank) 9th Negate hits on mount with Ride check
Mounted Defense Mounted Combat Mounted Combat, 15th +2 bonus to AC and saves while mounted
Ride-By-Attack,
Defensive Move, Dex 15,
Ride (3 ranks), BAB +6
Moving Strike Speed — 13th Move, attack, then move in a single turn
Negotiator Leadership — 9th +2 to Diplomacy and Sense Motive
* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.
** Indicates a double feat.
† Indicates the key feat for the listed fighting domain.
22 Book of Experimental Might II: Bloody, Bold, and Resolute
* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.
** Indicates a double feat.
† Indicates the key feat for the listed fighting domain.
Chapter Two: Feats of Daring
23
General Feats (Beginning With R–S)
General Feat Domains Prerequisites Bonus Level* Benefit
Revitalize Stalwart Defense — 9th Add your Con bonus to the hit point total you
recover from taking a breather
Ride-By Attack Mounted Combat Ride (1 rank), 11th Move before and after a charge attack while
Mounted Combat mounted
Run Speed — 5th Move four or five times your normal speed;
+4 bonus to Jump after running start
Running Circles Speed — — Draw no attacks of opportunity from adjacent
foe for moving through his threatened areas
Shared Shield Weapon and Shield Dex 15, BAB +8 — Share your shield’s AC bonus with adjacent ally
Fighting
Shield Specialization Weapon and Shield Shield proficiency, — Extra +1 or +2 armor bonus while using a shield
Fighting† BAB +4
Shot on the Run Ranged Combat Defensive Move — Move before and after ranged attack
(or Defensive Stance),
Mobility, Point Blank Shot,
Dex 13, BAB +4
Skill Over Luck** Weapon Mastery Weapon Focus, Greater — Use the better of two attack rolls with chosen
Weapon Focus, Int 15, weapon
fighter level 14th
Small Scrapper Ferocity Size Small or smaller, 15th +1 dodge bonus to AC and +1 bonus to attacks
Dex 15, BAB +2 against larger foes
Smash Might Power Attack, Domain 11th Might domain’s basic power grants +1 damage
of Might, Str 15, BAB +8 per level
Smash and Grab Ferocity, — — Grab foe after a hit to either grapple or inflict
Unarmed Combat a –2 penalty to attacks, saves, and checks
Snatch Arrows Unarmed Combat Deflect Arrows, Improved 11th Catch ranged or thrown weapon used against
Unarmed Strike, Dex 15 you; either keep it or send it back at attacker
Spearfighter Weapon Mastery Weapon Focus, BAB +3 11th Make an attack of opportunity with your spear
against foe who used full attack action against you
Speed Burst Speed Character level 4th — Extra move action once per day per two levels
Spirited Charge Mounted Combat Ride (1 rank), Mounted 11th Deal double or triple damage on a mounted charge
Combat, Ride-By Attack
Spring Attack Speed Defensive Move — Move before and after melee attack
(or Defensive Stance),
Mobility, Dex 13, BAB +4
Spur Mount** Mounted Combat Ride (10 ranks), — +30 to mount’s speed plus Pounce or Hover
Mounted Combat
Stalwart Stance Stalwart Defense† Dex 13, BAB +6 7th +1 dodge bonus to AC and +4 bonus to oppose
being moved or knocked down
Strikes From Two-Weapon Fighting Two-Weapon Fighting, 11th Foe struck by both your weapons must save
All Around Improved Two-Weapon or be shaken
Fighting, Dex 17, BAB +6
Stunning Blow Might Power Attack, BAB +9 15th Foe is stunned for 1 round
Stunning Fist Unarmed Combat Improved Unarmed 13th Damaged foe must save or be stunned
Strike, Dex 13, Wis 13,
BAB +8
Sudden Attack** Agility Weapon Finesse, — Attack with a light weapon or a rapier during
BAB +11 someone else’s turn
Superior Flanking Intellect Uncanny Dodge, 9th +4 to flanking attacks; foe is considered flanked
BAB +5 by all
* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.
** Indicates a double feat.
† Indicates the key feat for the listed fighting domain.
24 Book of Experimental Might II: Bloody, Bold, and Resolute
* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.
** Indicates a double feat.
† Indicates the key feat for the listed fighting domain.
Chapter Two: Feats of Daring
25
* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.
** Indicates a double feat.
† Indicates the key feat for the listed fighting domain.
Oblation Feats
Oblation Feat Tracking Benefit
Oblations to the God of Battle 200 points of honest combat damage Free attack at your highest bonus
Oblations to the God of Death 200 points of damage to living creatures +3d6 points of negative energy damage
Oblations to the God of Life 100 points of damage to undead creatures Restore 3d6 hp, 1d4 ability score points,
or one negative level
Oblations to the God of Righteous Justice 150 points of damage to evil creatures Declare an attack against you a miss
Oblations to the God of Vile Darkness 150 points of damage to good creatures Declare an attack against you a miss
26 Book of Experimental Might II: Bloody, Bold, and Resolute
Uberfeats
Uberfeat Domain(s) Prerequisites Cost Benefit
Avatar of Might Might Power Attack, Smash, Knock Down, 4 retired feats, Damage bonus points equal to twice
Knock Back, Str 18, BAB +16, Might 1 feat slot your fighter level on full attack actions
domain
Deadly Sniper Ranged Point Blank Shot, Precise Shot, 4 retired feats, Expanded point blank range, +2d6
Combat Hampering Shot, Improved Precise 1 feat slot damage, foes are shaken and possibly
Shot, Pinning Shot, Dex 18, BAB +18 dazed
Fencing Master Agility Combat Reflexes, Light Weapon 4 retired feats, +2 attack bonus, +2d6 damage, and
Mastery, Rapid Strike, Weapon 1 feat slot extra attack with light weapon or rapier
Finesse, Dex 18, BAB +18
Ghost Quick Combat Expertise, Defensive Move, 4 retired feats, 50% miss chance under most conditions
Defense Defensive Stance, Can’t Lay a Hand, 1 feat slot
Parry, Dex 19, BAB +18
Honored Master Intellect, Combat Expertise, Outmatched 4 retired feats, Trade –2 attack penalty for max damage
Weapon Opponent, Parry, Using the 1 feat slot and automatic confirmation of critical
Mastery Advantage,Weapon Focus, Greater threats, dodge bonus to AC; use full
Weapon Focus, Int 17, BAB +16 attack to hit automatically with a critical
strike; immune to disarm, trip, and feint
Living Fortress Stalwart Stalwart Stance, Endurance, 4 retired feats, Immune to critical hits; +4 bonus to AC;
Defense Diehard,Impact Reduction, Resist 1 feat slot DR 3/—; exempt from various conditions
Critical, Heavy Armor Specialization,
Ignore Condition, Con 18, BAB +18
Living Weapon Unarmed Improved Unarmed Attack, Iron Fist, 5 retired feats, Successful attack on foe in a full attack
Combat Stunning Fist, Acrobatic, Dex 17, 1 feat slot action actually hits all foes within range
BAB +16 or hits one with all your attacks auto-
matically
Master and Leadership Command, Battlefield Tactics, 4 retired feats, Grant generous competence bonuses to
Commander Combat Advice, Defensive Advice, 1 feat slot yourself and your allies
Inspiring Presence, Cha 18,
BAB +18
Master of the Ferocity Berserk Attack, Endurance, Diehard, 3 retired feats, 1d10 hp per round, +4 attacks, +6d6
Inner Beast Increased Vigor, Greater Increased 1 feat slot damage, and foes may become panicked
Vigor, Terrify, Unnerve, Con 18, while you are disabled or dying
BAB +16
Right Bastard Fighting Dirty Canny Strike, Deafening Strike, 4 retired feats, Foes lose Dex bonus to AC on alternate
Debilitating Strike, Distraction, 1 feat slot rounds; you get +7d6 sneak attack
Blinding Strike, Punishing Blow, damage and may stun them; +2 bonus
BAB +13 to attack stunned foes, plus chance to
blind them
Saddlemaster Mounted Ride (20 ranks), Mounted Combat, 3 retired feats, Bonus points equal to your level to add
Combat Animal Affinity, Power of the Steed, 1 feat slot to your (or your mount’s) attacks,
Dex 17, BAB +16 damage, checks, and saves
Speed Demon Speed Fleet of Foot, Moving Strike, Mobility, 4 retired feats, +10 speed; extra move action every
Defensive Move, Dodging Charge, 1 feat slot round; never provoke opportunity
Spring Attack, Running Circles, attacks by moving; never lose your Dex
Dex 18, BAB +18 bonus to AC
Sword and Board Weapon and Shield Specialization, Improved 4 retired feats, Bonus points equal to your fighter level
Master Shield Fighting Shield Specialization, Weapon 1 feat slot to add to your attacks, damage, and AC
Focus, Block, Dex 17, BAB +16
Whirling Dervish Two-Weapon Two-Weapon Fighting, Double 4 retired feats, Bonus points equal to up to twice your
Fighting Smash, Double Strike, Greater Two- 1 feat slot fighter level to add to your attack or
Weapon Fighting, Improved Two- damage rolls
Weapon Fighting, Dex 18, BAB +18
Chapter Two: Feats of Daring
27
Feat Descriptions Acrobat’s Foe [General]
This chapter presents 228 feats for you to choose from, available to You are experienced in fighting tumblers.
all characters who qualify. They are designed to work with the vari- Benefit: When making an attack roll as an opposed check to a
ous fighting domains described in Chapter One. You’ll note that, foe’s Tumble check, you gain a +10 bonus.
while many feats are new, some of those described here are modified Fighter Bonus Feat: Starting at 15th level, if you took this as a
versions of core feats. Details are provided in the feat descriptions fighter bonus feat, you can reroll any opposed check made against a
below. The tables on the previous pages list these feats in brief by foe’s Tumble check if desired (but you must take the second roll).
category. Boosted: You can force your opponent to reroll a single attack
roll.
Accept Attack [General]
You allow a foe to hit you in order to gain the advantage over him. Advance Mount [General]
Benefit: You allow an opponent in melee combat to hit you auto- You improve your mount.
matically. No attack roll is made. The damage is automatic. As a free Prerequisite: Handle Animal (5 ranks)
action, you immediately inflict maximum damage (no attack roll Benefit: After spending one month with your mount, you increase
needed) on that opponent. This feat works only against opponents its Hit Dice by 2. With this increase, you also raise all associated sta-
who can possibly hit you and whom you can possibly hit. For example, tistics, such as base attack bonus, skills, feats, and so on. You may
a character fighting an incorporeal spirit without a magic weapon spend this month training intensely with your mount before you
cannot use this feat. You cannot use Power Attack to increase the select this feat.
damage using this feat. If your mount dies, you can apply this feat to a new mount, but
Boosted: You can force your opponent to reroll a single attack roll. only after you have spent a month training with it.
Special: You can take this feat more than once, applying it each
Acrobatic [General] time to your mount. You cannot increase your mount’s Hit Dice
You have excellent body awareness and coordination. faster than your own, however, so you cannot take this feat more
Benefit: You enjoy a +2 bonus on all Jump checks and Tumble than every other level.
checks. Fighter Bonus Feat: Starting at 5th level, if you took this as a
Fighter Bonus Feat: Starting at 9th level, a fighter who took this fighter bonus feat, you can also increase one of the mount’s ability
as a fighter bonus feat gains a +4 bonus on Jump checks and Tumble scores by +1.
checks.
Boosted: You can reroll a Jump check or Tumble check.
Feat Presentation
Acrobatic Charge [General] Below is an explanation of the format used in the feat descrip-
You can turn as you charge. tions in this chapter:
Prerequisites: Fleet of Foot, Dexterity 15 F e a t N a m e [Type of Feat]
Benefit: When using a charge action, you can make one turn Description of what the feat does or represents in plain
rather than moving only in a straight line. language.
Fighter Bonus Feat: Starting at 9th level, if you took this as a P r e r e q u i s i t e : A minimum ability score, another feat or feats,
fighter bonus feat, you can make more than one turn during a a minimum base attack bonus, a skill, or a minimum level a
character must have in order to acquire this feat. This entry is
charge, but you must succeed at a Balance check (DC 15 + number absent if a feat has no prerequisite. A feat may have more
of previous turns) to attempt each turn past the first one. than one prerequisite.
Boosted: You gain a +10 bonus to speed for 1 round while using T r a c k i n g : Type of damage the character must inflict before
this feat. gaining the benefit (applies only to oblation feats).
B e n e f i t : What the feat enables the character to do, in game
Acrobatic Run [General] terms.
You can turn as you run. S p e c i a l : Additional facts about the feat, if any, including an
Prerequisites: Fleet of Foot, Dexterity 15 uberfeat’s special cost.
Benefit: When using a run action, you can make one turn rather F i g h t e r B o n u s F e a t : An additional ability available to fight-
ers who take this feat as one of their fighter bonus feats. This
than moving only in a straight line. entry includes the level at which this special ability takes
Fighter Bonus Feat: Starting at 9th level, if you took this as a effect.
fighter bonus feat, you can make more than one turn during a run, B o o s t e d : The special benefits characters gain by spending
but you must succeed at a Balance check (DC 15 + number of previ- one of their daily feat boosts on this feat. (See “Feat Boosts,”
ous turns) to attempt each turn past the first one. page 14.)
Boosted: You gain a +20 bonus to speed for 1 round while using D e s i g n N o t e : An occasional tactic or suggestion for getting
the most out of the feat.
this feat.
28 Book of Experimental Might II: Bloody, Bold, and Resolute
Boosted: For 1 round, you give your mount a +4 bonus to all its not all of the attacks merely results in +1d6 points of damage. The
attacks and its Armor Class. armor spikes must be capable of hurting the foe in order to provide
the additional damage. For example, a foe with DR 10/magic does
Agile [General] not suffer the bonus damage unless the armor spikes are a magical
You are particularly flexible and poised. weapon.
Benefit: You enjoy a +2 bonus on all Balance checks and Escape Do not multiply the bonus damage from this feat in the case of a
Artist checks. critical hit.
Fighter Bonus Feat: Starting at 9th level, if you took this as a Boosted: With spikes on your armor, you gain a free additional
fighter bonus feat, you gain a +4 bonus on Balance checks and attack at your highest attack bonus when using the full attack
Escape Artist checks. action. This attack inflicts 1d6 points of piercing damage plus
Boosted: You can reroll a Balance check or Escape Artist check. whatever damage bonuses are appropriate.
point per round until he receives magical healing, someone per- Fighter Bonus Feat: Starting at 9th level, if you took this as a
forms a Heal check (DC 15) upon him, or he makes a successful fighter bonus feat, you can take Canny Strike again to add another
save (the second save attempt requires a full-round action as he +1d6 points of damage to your sneak attacks.
nurses the wound himself). Boosted: You gain an additional use of this feat that does not
Special: Foes without conventional anatomies might not be count as one of your daily uses.
affected by this feat. Certainly any creature immune to critical hits
due to having no discernable anatomy is also immune to the effects Can’t Lay a Hand [General]
of this feat. You know how to keep foes from so much as touching you.
Fighter Bonus Feat: Starting at 11th level, if you took this as a Benefit: You enjoy a +2 dodge bonus to your touch Armor Class
fighter bonus feat, you can use the benefit as a standard action, or (but only touch AC, not normal AC) as long as you wear light
with an attack that is a part of a full attack action, but only three armor or no armor. You must be aware of the attack to gain this
times each day. feat’s benefit.
Boosted: You can force the opponent to reroll the Fortitude sav- Special: A condition that makes you lose your Dexterity bonus to
ing throw made to resist the effect. Armor Class (if any) also makes you lose dodge bonuses like this
Design Note: This feat can be used with melee or ranged attacks. one. Also, note that dodge bonuses stack with each other, unlike
most other types of bonus.
Bolstered by Success [General] Fighter Bonus Feat: Starting at 5th level, if you took this as a
You feel invigorated when you fell a foe. fighter bonus feat, you gain a +3 dodge bonus to touch Armor Class
Benefit: You gain a +2 morale bonus to attack and damage rolls instead of just a +2 bonus.
when you drop (kill or knock out) a foe. You enjoy this bonus start- Boosted: You can force an opponent to reroll one touch attack
ing immediately after the action you used to drop the foe until the roll.
end of your next turn. If, during a single round, you drop more
than one foe, the bonus increases by an additional +1 bonus to Careful Eye [General]
attack and damage rolls for each dropped foe after the first (to a You note the brief moment when your foe is unprepared.
maximum attack bonus equal to your base attack bonus). Prerequisites: Intelligence 13, Wisdom 11
Fighter Bonus Feat: Starting at 13th level, if you took this as a Benefit: Three times per day, but no more than once per round, a
fighter bonus feat, you gain a +2 morale bonus to attack rolls and a foe loses his Dexterity bonus to Armor Class against an attack from
+4 morale bonus to damage rolls. Each successive dropped foe in a you. You can make a sneak attack against this foe if you have the
single round grants an additional +1 bonus to attack rolls and a +2 ability to do so. However, you must declare that you are using this
bonus to damage. feat before you make your attack roll (thus, a failed attack roll ruins
Boosted: Once you have dropped a foe in the current encounter, the attempt).
you can reroll one attack roll. Fighter Bonus Feat: Starting at 10th level, if you took this as a
Design Note: This feat works well in the hands of someone with fighter bonus feat, you can share this ability with your allies. That
Whirlwind Attack or Great Cleave. means that, when you use the feat, the target loses his Dexterity
bonus to Armor Class against the attacks of you and all your allies
Boost Feat [General] until your next turn. Rogues can make sneak attacks against this foe.
You know how to get the most out of your training. Boosted: You gain an additional use of this feat that does not
Benefit: Once per day, you can use the boosted effect of any feat count as one of your daily uses.
you have. Fighters gain an additional boost in a given day. Design Note: Obviously, Careful Eye is a great choice for rogues
Special: You can take this feat up to two more times to get up to or for characters with the Canny Strike feat.
three boosts each day.
Boosted: You cannot boost this feat. Careful Strike [General]
You can sacrifice force for precision in your attacks.
Canny Strike [General] Prerequisites: Dexterity 13, Intelligence 13
You know just where to strike a foe to inflict the most damage. Benefit: On your action, before making attack rolls for a round,
Prerequisites: Distraction, Intelligence 15, Wisdom 13 you may choose to subtract a number from all your melee damage
Benefit: Three times per day, but no more than once per round, rolls and add it to all your melee attack rolls. This number may not
you can make a sneak attack (like a rogue) against a foe, inflicting exceed your base attack bonus, nor may it exceed your current max-
+1d6 points of damage. If you can already make sneak attacks (or a imum damage potential (excluding critical hits). The penalty on
similar attack, such as that granted by the First Strike feat), you can damage and bonus on attacks applies until your next action. The
add this feat’s damage to that which you would normally inflict. minimum amount of damage inflicted is 1 point.
You must declare that you are using this feat before you make your You cannot use this feat to increase your attack bonus and then
attack roll (thus, a failed attack roll ruins the attempt). use a feat or maneuver that utilizes your attack bonus but does not
Chapter Two: Feats of Daring
31
inflict damage (i.e., a grapple, a disarm attempt, the Counterstroke Special: One cannot receive bonuses from this feat from two dif-
feat, etc.). ferent characters in the same day.
You cannot use this feat in the same round as you use Berserk Fighter Bonus Feat: Starting at 11th level, if you took this as a
Attack, Power Attack, or Combat Expertise. fighter bonus feat, you grant your allies a +2 competence bonus
Boosted: You can reroll one attack roll using this feat. rather than a +1 bonus.
Boosted: You can gain the benefits of this feat for 1 round using a
Catch Attack [General—Double Feat] free action rather than a move action.
You not only block but grab incoming attacks.
Prerequisites: Improved Unarmed Strike, Improved Grapple, Combat Expertise [General]
Improved Disarm, Unarmed Parry, Dexterity 15, Strength 13, base You are trained at using your combat skill for defense as well as
attack bonus +9 offense.
Benefit: You initiate a readied action that allows you to try to block Prerequisite: Intelligence 13
and grab the next melee attack from a chosen foe. When that foe Benefit: When you use the attack action or the full attack action
attacks, you oppose his attack roll with your own. If you succeed, you in melee, you can take a penalty of as much as –5 on your attack roll
block the attack, prevent further actions from the foe this turn, and and add the same number (+5 or less) as a dodge bonus to your
can make an immediate attack of opportunity against the foe, who Armor Class. This number may not exceed your base attack bonus.
has lost his Dexterity bonus to Armor Class. If the foe’s attack was an The changes to attack rolls and Armor Class last until your next
unarmed or natural weapon attack, you have him grappled. If it was a action.
weapon attack, he must beat you at an opposed Strength check or be You cannot use this feat in the same round as you use Berserk
disarmed. To use this benefit, you must have both hands free. Attack, Power Attack, or Elude Blows.
The attack of opportunity you make counts against your total Fighter Bonus Feat: Starting at 15th level, if you took this as a
number of attacks of opportunity each round. fighter bonus feat, you gain an additional +2 dodge bonus to Armor
Boosted: You can reroll the opposed attack roll associated with Class when using this feat.
this feat (your foe does not reroll). Boosted: You can force your opponent to reroll his attack made
against you.
Cleave [General]
You can follow through with powerful blows. Combat Reflexes [General]
Prerequisites: Power Attack, Strength 13 You can respond quickly and repeatedly to opponents who let their
Benefit: If you deal a creature enough damage to make it drop (typi- guard down.
cally by killing it or knocking it unconscious), you gain an immediate, Benefit: When foes leave themselves open, you may make a num-
extra melee attack against another creature within reach. You cannot ber of additional attacks of opportunity equal to your Dexterity
take a 5-foot step before making this extra attack. Make the extra attack bonus. For example, a fighter with Dexterity 15 can make a total of
with the same weapon and at the same bonus as the one that dropped three attacks of opportunity in 1 round—one attack of opportunity
the previous creature. You can use this benefit once per round. that any character is entitled to, plus two more because of his +2
Boosted: You can take a 5-foot step before making the extra Dexterity bonus. If four goblins move out of the character’s threat-
attack. ened squares, he can make one attack of opportunity each against
three of the four.
Close-Quarter Fire [General] You can still make only one attack of opportunity per opportunity.
You can use ranged attacks up close. You may also make attacks of opportunity while flat-footed.
Prerequisites: Point Blank Shot, Dexterity 13 Fighter Bonus Feat: Starting at 13th level, if you took this as a
Benefit: You do not draw attacks of opportunity for using a fighter bonus feat, you gain an additional attack of opportunity each
ranged weapon in a threatened area. round.
Fighter Bonus Feat: Starting at 17th level, if you took this as a Boosted: You gain a +4 bonus to the attack roll of one attack of
fighter bonus feat, you gain a +1 damage bonus for using ranged opportunity.
attacks on adjacent foes.
Boosted: You can reroll one ranged attack roll. Command [General]
You direct your allies efficiently in battle.
Combat Advice [General] Prerequisite: Charisma 13
You instruct your allies in the best ways to attack their foes. Benefit: You have a pool of command points equal to your level.
Prerequisites: Charisma 15, base attack bonus +6 Every day, on any round in which you use a move action to direct
Benefit: When you spend a move action surveying the area and your comrades, you can spend these points to aid your allies (but not
issuing orders, all allies within sight and hearing of you gain a +1 yourself). These points become competence bonuses to individual
competence bonus to attack and damage rolls until your next turn. attack rolls, damage rolls, saving throws, or skill checks. You can
32 Book of Experimental Might II: Bloody, Bold, and Resolute
never add more to a single roll than your Charisma bonus. So, a same round as Anchor Foe (see page 28), despite the fact that the
10th-level character with Charisma 15 can grant ten competence latter feat normally requires a move action.
bonuses of +1, five bonuses of +2, or some combination thereof. Boosted: You can reroll the opposed attack roll associated with
If your allies’ actions are a part of a predetermined plan (DM’s this feat (your foe does not reroll).
discretion), the allies need not be within sight or hearing of you to Design Note: Like the counterspell action, Counterstroke is a
enjoy this aid. If your directions are not part of a set plan, however, great option for using your action to render an opponent harmless
allies must be able to see or hear you to gain the bonuses. while your friends slay him.
Fighter Bonus Feat: Starting at 15th level, if you took this as a
fighter bonus feat, you may add 5 points to your command pool Covering Fire [General]
and +1 point to the limit on your largest single bonus. You use your ranged attacks to worry foes.
Boosted: Your command pool gains 5 extra points, which you Prerequisites: Point Blank Shot, Precise Shot
must use on your next turn. Benefit: Using this feat requires a full-round action and five
arrows, bolts, bullets, daggers, or whatever is appropriate for the
Commanding Presence [General] ranged weapon you use. When you do so, every target within your
People just seem more likely to follow you. first range increment or 30 feet (whichever is greater) suffers a –1
Prerequisites: Command, Charisma 13 morale penalty to all attack rolls until your next turn as they dodge
Benefit: NPC allies within sight and hearing of you obey your or worry about your attacks. Alternatively, within the range speci-
orders. If they wish to disobey, they must first succeed at a Will fied above, you can focus your covering fire on a single target. That
save (DC 10 + half your level + your Charisma modifier). If your target suffers a –3 morale penalty to attack rolls until your next
orders run counter to those of another character with this feat, you turn.
must make a Charisma check opposed by the other commander. Fighter Bonus Feat: Starting at 15th level, if you took this as a
The winner’s orders are obeyed. fighter bonus feat and you focus on one target, you can force that
Boosted: You can force a target to reroll the Will saving throw target to attempt a Will saving throw opposed by your attack roll.
made to resist obeying you. Should you succeed, in addition to suffering the morale penalty, the
target can take only a single action that round (either a standard
Compensate for Size [General] action or a move action, but not both).
You leap up and around when fighting a larger foe, compensating Boosted: You can gain the benefits of this feat using a standard
for your small size. action rather than a full-round action.
Prerequisite: Dexterity 13
Benefit: You leap about when fighting a creature larger than Crippling Strike [General]
yourself. This tactic grants you an additional +1 dodge bonus to Your attacks slice through muscle and tendons.
Armor Class, as well as a +1 competence bonus to melee attack rolls Prerequisites: Sneak attack, Intelligence 17
for each difference in size category. To use this feat, you must wear Benefit: When you damage an opponent with a sneak attack (or
either light armor or no armor. You must be aware of the attack to the First Strike feat), the target also suffers 1 point of temporary
gain this bonus. Strength damage.
Special: A condition that makes you lose your Dexterity bonus to Fighter Bonus Feat: Starting at 9th level, if you took this as a
Armor Class (if any) also makes you lose dodge bonuses like this fighter bonus feat, you can use it three times per day on attacks
one. Also, note that dodge bonuses stack with each other, unlike that are not sneak attacks. You must declare that you are using this
most other types of bonus. feat before you make your attack roll (thus, a failed attack roll ruins
Fighter Bonus Feat: Starting at 7th level, if you took this as a the attempt).
fighter bonus feat, you can use its ability while wearing medium or Boosted: You can reroll one melee or ranged damage roll.
heavy armor.
Boosted: An adjacent foe larger than you loses his Dexterity Crushing Blow [General]
bonus to Armor Class for 1 full round of your choosing. You are adept at destroying objects.
Prerequisites: Power Attack, Improved Sunder, Strength 17,
Counterstroke base attack bonus +8
Benefit: You inflict +2d6 points of extra damage against objects
[General—Double Feat] and constructs when making melee strikes.
You know how to counter someone else’s attacks. Fighter Bonus Feat: Starting at 15th level, if you took this as a
Prerequisites: Parry, Dexterity 15, base attack bonus +6 fighter bonus feat, you inflict an additional +1d6 points of damage
Benefit: If you beat an adjacent opponent’s opposed roll (your against objects or constructs.
attack roll versus his attack roll), you block all of his melee attacks Boosted: You can reroll one melee or ranged damage roll made
until your next turn. This full-round action may be used in the against an object or construct.
Chapter Two: Feats of Daring
33
Deadly Sniper [Uberfeat] Design Decisions: Whither Dodge?
You are deadly at range.
Prerequisites: Point Blank Shot, Precise Shot, Hampering Shot, Defensive Move and Defensive Stance replace the Dodge feat.
Any feat that normally requires Dodge should allow either of
Improved Precise Shot, Pinning Shot, Dexterity 18, base attack the other two feats to work in its place.
bonus +18
Benefit: All distances up to your maximum range are considered
point blank range for you. You can make sneak attacks within this
range, although targets are no more susceptible to them than usual. Boosted: You can gain the benefits of this feat for 1 round using
Your ranged attacks inflict +2d6 points of damage. Foes struck by a free action.
your ranged attacks find themselves shaken for 1 round and must
make a Will saving throw (DC 10 + half your level + your Dexterity Defensive Move [General]
bonus) or be dazed for 1 round. Do not multiply bonus damage from You are trained at avoiding ranged attacks by moving or ducking.
this feat in the case of a critical hit. Prerequisite: Dexterity 13
Special: Deadly Sniper costs four retired feats and one feat slot. It Benefit: You enjoy a +4 dodge bonus to Armor Class against all
is the uberfeat for the domain of Ranged Combat. ranged attacks in a round in which you move at least 10 feet, or in any
circumstance in which you have cover. The Precise Shot feat (see page
Deafening Strike [General] 51) can negate this Armor Class bonus, but it cannot negate both this
You are skilled at striking at a foe’s ears. bonus and the –4 penalty for firing into melee in a single attack. Thus,
Prerequisite: Base attack bonus +6 a character with this feat fighting in melee against an attacker with
Benefit: As a full attack action, you may make a single attack roll Precise Shot forces the opponent to cope with the +4 dodge bonus but
that inflicts normal damage. If you damage an opponent who has not the –4 penalty. You must be aware of the attack to gain this bonus.
discernable ears, he must attempt a Fortitude save (DC 10 + half Special: A condition that makes you lose your Dexterity bonus to
your level + your Wisdom bonus). Should he fail the save, he is deaf- Armor Class (if any) also makes you lose dodge bonuses like this
ened for 1 round plus an additional 1 round for every three levels. one. Also, note that dodge bonuses stack with each other, unlike
Fighter Bonus Feat: Starting at 13th level, if you took this as a most other types of bonus.
fighter bonus feat, you daze your struck opponents for 1 round in Fighter Bonus Feat: Starting at 19th level, if you took this as a
addition to deafening them. fighter bonus feat, you gain an additional +2 bonus, for a +6 total
Boosted: You can force a target to reroll the Fortitude saving dodge bonus to Armor Class.
throw associated with this feat. Boosted: You can use this feat to force an opponent to reroll one
ranged attack roll.
Debilitating Strike [General]
The injuries you inflict hamper your foe. Defensive Run [General]
Benefit: Your successful attack not only inflicts damage as normal You can duck and weave as you move.
but imposes on the target a –1 penalty to all attack rolls until your Prerequisites: Fleet of Foot, Run, Dexterity 13
next turn. This penalty does not stack with itself, so multiple Benefit: When using a charge or run action, you gain a +2 dodge
strikes—from you or from others with this feat—do not increase bonus to Armor Class. This bonus cancels out the standard AC
the penalty. penalty you incur when charging. You must be aware of the attack to
Fighter Bonus Feat: Starting at 7th level, if you took this as a gain this bonus.
fighter bonus feat, you impose a –2 penalty rather than a –1 penalty. Special: A condition that makes you lose your Dexterity bonus to
Boosted: You can reroll one attack roll. Armor Class (if any) also makes you lose dodge bonuses like this
Design Note: This feat works with melee and ranged attacks. one. Also, note that dodge bonuses stack with each other, unlike
most other types of bonus.
Defensive Advice [General] Characters with this feat who have 5 or more ranks in Tumble and
You instruct your allies in the best ways to defend themselves. wear light armor or no armor gain an additional +1 dodge bonus to
Prerequisites: Charisma 15, base attack bonus +6 Armor Class when running or charging.
Benefit: You spend a move action surveying the area and issuing A 9th-level fighter who took Dodging Charge as a fighter bonus
orders. All allies within sight and hearing gain a +1 competence feat (see page 35) gains a net +2 bonus to Armor Class. (Dodging
bonus to Armor Class until your next turn. Charge cancels the penalty and Defensive Run adds the bonus.)
Special: One cannot receive bonuses from this feat from two dif- Fighter Bonus Feat: Starting at 11th level, if you took this as a
ferent characters in the same day. fighter bonus feat, you also gain the bonus to Armor Class when
Fighter Bonus Feat: Starting at 11th level, if you took this as a making a double move.
fighter bonus feat, you grant your allies a +2 competence bonus Boosted: You gain a +10 bonus to speed for 1 round while using
rather than a +1 bonus. this feet.
34 Book of Experimental Might II: Bloody, Bold, and Resolute
Defensive Stance [General] Special: One cannot receive this feat’s penalties from two differ-
You are trained at avoiding and blocking blows. ent characters in the same day.
Prerequisite: Dexterity 13 Boosted: You can reroll one melee or ranged damage roll using
Benefit: You enjoy a +1 dodge bonus to Armor Class against all this feat.
melee attacks. You must be aware of the attack to gain this bonus. Design Note: This is a great choice for character with the Cleave
Special: A condition that makes you lose your Dexterity bonus to feat.
Armor Class (if any) also makes you lose dodge bonuses like this
one. Also, note that dodge bonuses stack with each other, unlike Diehard [General]
most other types of bonus. You can remain conscious after attacks that would fell others.
Fighter Bonus Feat: Starting at 17th level, if you took this as a Prerequisite: Endurance
fighter bonus feat, you gain an additional +1 bonus, for a +2 total Benefit: When you reach the dying condition (see The Book of
dodge bonus to Armor Class from this feat. Experimental Might, Chapter Four), you automatically become stable.
Boosted: You can force an opponent to reroll one melee attack You may choose to act as if you were disabled, rather than dying—
roll using this feat. in other words, you are “disabled-but-dying.” You must make this
decision as soon as you are reduced to the dying condition (even if
Deflect Arrows [General] it isn’t your turn). If you do not choose to act as if you were dis-
You can deflect incoming arrows as well as crossbow bolts, spears, abled, you immediately fall unconscious.
and other projectile or thrown weapons. When disabled-but-dying, you can take either a single move
Prerequisites: Improved Unarmed Strike, Dexterity 13 action or a standard action each turn, but not both, and you cannot
Benefit: You must have at least one hand free (holding nothing) take a full-round action. You can take a move action without fur-
to use this feat. Once per round, when a ranged weapon normally ther injuring yourself, but if you perform any standard action (or
would hit you, you may deflect it and take no damage from it. You any other action the DM deems equally strenuous, including free
must be aware of the attack and not flat footed. Deflecting a actions like casting a quickened spell), you take 1 point of damage
ranged weapon is not an action. Unusually massive ranged after completing the act. Should you reach a hit point total equal to
weapons, such as boulders hurled by giants, can’t be deflected, nor your Constitution score expressed as a negative number, you imme-
can ranged attacks generated by spell effects. diately die.
Boosted: You can deflect two ranged weapon attacks in a single Fighter Bonus Feat: Starting at 13th level, if you took this as a
round. fighter bonus feat, you can take full-round actions as normal while
disabled-but-dying. However, you still lose 1 hit point per round as
Deflect Grappler [General] you do so.
You are trained at avoiding and blocking blows. Boosted: You gain a +4 bonus to one attack roll, skill check, or
Benefit: You gain a +4 dodge bonus to Armor Class against all saving throw while disabled-but-dying.
touch attacks that initiate a grapple. You also enjoy a +4 bonus to
grapple checks to resist being grappled. You must be aware of the Disrupt Caster
attack to gain this bonus.
Special: A condition that makes you lose your Dexterity bonus to [General—Double Feat]
Armor Class (if any) also makes you lose dodge bonuses like this You disrupt a spellcaster attempting to cast a spell.
one. Also, note that dodge bonuses stack with each other, unlike Prerequisites: Mage Fighter, Dexterity 15, base attack bonus +3
most other types of bonus. Benefit: Three times per day, you may attempt to disrupt the
Fighter Bonus Feat: Starting at 11th level, if you took this as a spell of a caster you are adjacent to. This is a free action that you
fighter bonus feat, you also can make an attack of opportunity take on another character’s turn. Handle the attempt normally
against a grappler who normally would not provoke attacks of according to the Core Rules.
opportunity when starting a grapple—even one with the Improved You can use this feat’s benefit against magical disciplines (as
Grapple feat (see page 41) or the improved grab ability. This counts described in Chapter One in The Book of Experimental Might) and
against your total number of attacks of opportunity each round. spellsongs (see Chapter Six in The Complete Book of Eldritch Might)
Boosted: You can force an opponent to reroll one grapple check. as well as standard spells.
Boosted: You gain an additional use of this feat that does not
Demoralize [General] count as one of your daily uses.
When you take down a foe, his allies become demoralized.
Benefit: When you drop a foe (kill him or knock him uncon- Distraction [General]
scious), all the foe’s allies within 60 feet suffer a –2 morale penalty You use thrown sand, a tossed rock, a feint with your weapon, a
to attack and damage rolls. This effect lasts for 1 round plus an surprising outburst, or virtually any similar tactic to distract an
additional 1 round for every five levels. opponent.
Chapter Two: Feats of Daring
35
Benefit: As a free action, while performing a full attack action, you
can force an adjacent foe to make a Will saving throw (DC 10 + half
your level + your Dexterity bonus or your Charisma bonus). Foes
who fail this save are dazzled until your next turn.
Boosted: You can force one opponent to reroll the Will saving
throw associated with this feat.
• to compute the Difficulty Class of a struck caster’s Fighter Bonus Feat: Starting at 7th level, if you took this as a
Concentration check fighter bonus feat, you gain the bonus for 1 round plus an addition-
• for the Fortitude save DC of a coup de grace attack al 1 round for every three levels.
• to see whether feats such as Knock Back or Knock Down Boosted: Once an ally has fallen in the current encounter, you
(see pages 43–44) take effect can reroll one attack roll.
Fighter Bonus Feat: Starting at 7th level, if you took this as a Elude Blows [General]
fighter bonus feat, you can combine the damage from any two You use your weapon to defend yourself.
attacks you make in a single round against a single target, as long Benefit: On your action, before making attack rolls for a
as you make them with two different weapons. round, you may choose to subtract a number from all melee dam-
Boosted: You can reroll one damage roll while using two age rolls and add it to your Armor Class versus melee attacks.
weapons. This number may not exceed your base attack bonus, nor may it
exceed your current maximum damage potential (not including
Double Strike critical hits). The penalty on damage and bonus to Armor Class
applies until your next action. The minimum amount of damage
[General—Double Feat] inflicted is 1 point.
You are skilled at using both your weapons quickly. You cannot use this feat in the same round as you use Combat
Prerequisites: Two-Weapon Fighting, Improved Two-Weapon Expertise, Power Attack, or Berserk Attack.
Fighting, Dexterity 15 Fighter Bonus Feat: Starting at 9th level, if you took this as a
Benefit: When you use two melee weapons, you can choose to fighter bonus feat, you gain an additional +1 parry bonus to Armor
attack once with both of them during a standard attack action. Class when you subtract at least 1 point from damage using Elude
Both attacks suffer a –2 penalty to attack rolls, in addition to any Blows.
other penalties. Boosted: You can force an opponent to reroll one melee attack
Boosted: You can reroll a single attack roll while using two roll.
weapons.
Endurance [General]
Draw Attack [General] You are capable of amazing feats of stamina.
Your unique combat style allows you to draw out attacks to place Benefit: You gain a +4 bonus on the following checks and saves:
foes at a disadvantage. • Swim checks made to resist nonlethal damage
Prerequisites: Defensive Stance or Defensive Move, Mobility, • Constitution checks made to continue running
Dexterity 15 • Constitution checks made to avoid nonlethal damage from a
Benefit: When an opponent makes an attack of opportunity forced march
against you, you may immediately make one against him. You • Constitution checks made to hold your breath
may use this benefit three times each day. • Constitution checks made to avoid nonlethal damage from
Using this feat counts against your total number of attacks of starvation or thirst
opportunity each round. • Fortitude saves made to avoid nonlethal damage from hot or
Fighter Bonus Feat: Starting at 15th level, if you took this as a cold environments
fighter bonus feat, you can use it every time an opponent makes an • Fortitude saves made to resist damage from suffocation
attack of opportunity against you. There is no daily limit, although
each use of it counts against your total number of attacks of oppor- Also, you may sleep in light armor or medium armor without
tunity permitted each round. becoming fatigued.
Boosted: You can force an opponent to reroll one attack of Fighter Bonus Feat: Starting at 7th level, if you took this as a
opportunity roll. fighter bonus feat, you gain a special damage resistance of DR 3/—
that applies only to nonlethal damage.
Driven by Failure [General] Boosted: You reroll any check or save modified by this feat.
Your intensity grows as you watch your allies drop.
Benefit: You gain a +4 morale bonus to attack and damage rolls Far Shot [General]
when you see an ally fall (killed or knocked unconscious). You gain You can get greater distance out of a ranged weapon than most
this bonus starting on your next turn, and it lasts for 1 round plus people.
an additional 1 round for every five levels. This bonus persists even Prerequisite: Point Blank Shot
if you observe the ally recover. However, the morale bonus does not Benefit: When you use a projectile weapon, such as a bow, its
stack with itself, so seeing multiple allies fall does not grant you range increment increases by one-half (multiply by 1.5). When you
higher bonuses. use a thrown weapon, its range increment doubles.
Chapter Two: Feats of Daring
37
Fighter Bonus Feat: Starting at 11th level, if you took this as a Rerolls
fighter bonus feat, you suffer no penalty for firing into your second
range increment. When a player rerolls her own roll, she must always decide
whether to reroll before learning the result of the roll. She
Boosted: You ignore all range penalties for one ranged attack. must accept the second roll, even if it is worse than the first.
When a player could force a foe to reroll, the player can be
Fast Healer [General] told whether the initial roll resulted in success or failure, but
When you rest, you heal faster than others. not the degree of success or failure. For example, if the DM
Benefit: You heal at double the normal rate. That means an 8th- rolled a critical threat, he should not reveal that fact to a
player who can make him reroll—he should reveal only that
level character with this feat heals 16 hit points per day rather than 8 it was a hit. Based only on that information, the player
points. With the help of a healer making a Heal check, the character decides whether to make the DM reroll. Once the player
heals 32 hit points rather than 16. knows the attack roll was a critical threat, she can no longer
force the reroll.
A character who pauses for ten minutes to rest during the day to
regain Grace gains 20 hit points back.
A character who uses the Take a Breather action gains twice his
level in hit points rather than just his level. Benefit: If you wield a light flail, heavy flail, dire flail, nunchaku,
When you receive magical healing, add a +1 bonus to the hit or spiked chain while fighting defensively, maintaining full defense,
points regained plus an additional 1 point for every five levels. or using the Counterstroke, Parry, or Elude Blows feats, you add a
Boosted: You immediately heal your level in Grace as a free action. +2 parry bonus to your Armor Class against melee attacks for that
round. Normally a flail is difficult to parry with, but those with
Fencing Master [Uberfeat] special training can use its drawback (its flexible nature) as an
You are a master of agile combat. advantage, wrapping the weapon around a foe’s to help foil his
Prerequisites: Combat Reflexes, Light Weapon Mastery, Rapid attacks (this adds no extra bonus to grapple or disarm attempts). To
Strike, Weapon Finesse, Dexterity 18, base attack bonus +18 gain this benefit, you must have chosen one of the aforementioned
Benefit: Whenever you use a light weapon or a rapier, you gain a weapons for your Weapon Focus feat.
+2 competence bonus to attack rolls, inflict an extra +2d6 points of Fighter Bonus Feat: Starting at 7th level, if you took this as a
damage, and gain an additional attack each round at your highest fighter bonus feat, you may add a +3 parry bonus to Armor Class
attack bonus—even when making only a single attack action. Do not rather than a +2 bonus when using the appropriate weapon.
multiply the bonus damage in the case of a critical hit. Boosted: You can reroll one attack roll with a weapon on the list
Special: This feat costs four retired feats and one feat slot. It is the above.
uberfeat for the domain of Agility.
Fleet of Foot [General]
First Strike [General] You are much faster than you look.
You skillfully make attacks that take out opponents quickly. Benefit: You add +10 to your ground speed.
Prerequisite: Dexterity 13 Fighter Bonus Feat: Starting at 19th level, if you took this as a
Benefit: When you strike a flat-footed foe at the beginning of fighter bonus feat, you increase your ground speed by another +10,
combat, the attack inflicts +1d6 points of damage. This damage for a total of +20.
bonus stacks with sneak attack damage and faces the same limita- Boosted: You gain an additional +10 bonus to speed for
tions (creatures immune to critical hits and sneak attacks are 1 round.
immune to this ability). Do not multiply this damage in the case of a
critical hit. You can make ranged attacks using First Strike, but only Foil Readied Action
when within 30 feet of the target.
Special: You can take this feat up to three times. Each time, add [General—Double Feat]
+1d6 points to the damage inflicted against flat-footed opponents. You know how to anticipate someone else’s surprise.
So, the second time you take the feat, you inflict +2d6 points of Prerequisites: Dexterity 17, base attack bonus +3
damage, and the third time you inflict +3d6 points of damage. Benefit: Three times per day, but no more than once per round,
Fighter Bonus Feat: Starting at 7th level, if you took this as a you may—as a free action that you take on another character’s
fighter bonus feat, you may reroll any 1s you roll for damage in a turn—block (and prevent) someone else’s readied action or attack
First Strike attack. of opportunity. You must be adjacent to the character attempting
Boosted: You may reroll one initiative check. the action. This character does not lose the prevented action, so an
action she readies remains readied, a spell she readies stays pre-
Flail Defense [General] pared (and readied for the next trigger), and an attack of opportu-
You can use a flail to disrupt the attacks of your opponent. nity she readies can go off in the same round, should another be
Prerequisites: Weapon Focus, Dexterity 13 provoked.
38 Book of Experimental Might II: Bloody, Bold, and Resolute
For example, if a character readies a melee attack on anyone that Great Cleave [General]
comes within 5 feet, this feat stops her from attacking you. However, You wield a melee weapon with such power that you can strike
if another target triggers her readied attack, it is resolved normally. multiple times when you fell your foes.
Boosted: You gain an additional use of this feat that does not Prerequisites: Cleave, Power Attack, Strength 13, base attack
count as one of your daily uses. bonus +4
Benefit: This feat works like Cleave (see page 31), except that
Full Opportunity [General] there is no limit to the number of times you can use it per round.
Your attacks of opportunity come fast and furious. Fighter Bonus Feat: Starting at 17th level, if you took this as a
Prerequisites: Dexterity 13, base attack bonus +6 fighter bonus feat, you can take a single 5-foot step between each of
Benefit: Whenever you make an attack of opportunity, you can use your extra attacks, as long as your total movement in the round
the full attack action to make all of your attacks. You may use this abili- does not exceed your speed.
ty only once per round, regardless of how many attacks of opportunity Boosted: You gain a +6 damage bonus to all extra attacks made
you are allowed to make (thanks to Combat Reflexes, for example). using this feat.
Fighter Bonus Feat: Starting at 15th level, if you took this as a
fighter bonus feat, you add a +2 competence bonus to all opportu- Great Fortitude [General]
nity attack rolls. You are tougher than normal.
Boosted: You can reroll one opportunity attack roll. Benefit: You get a +2 bonus on all Fortitude saving throws.
Fighter Bonus Feat: Starting at 9th level, if you took this as a
Ghost [Uberfeat] fighter bonus feat, you gain an additional +1 bonus to Fortitude
You are very difficult to hit. saving throws, for a total bonus of +3 from this feat.
Prerequisite: Combat Expertise, Defensive Move, Defensive Boosted: You may reroll one Fortitude save.
Stance, Can’t Lay a Hand, Parry, Dexterity 19, base attack bonus +18
Benefit: You have a 50 percent miss chance at all times as long Greater Ignore Condition [General]
as you wear light armor or no armor, are not flat footed, and are You can shrug off detrimental effects for a time through sheer force
aware of the attack. of will
Special: This feat costs four retired feats and one feat slot. It is Prerequisite: Ignore Condition
the uberfeat for the domain of Quick Defense. Benefit: Once per day, you can ignore all debilitating conditions
affecting you for 1 round per level. Once this benefit lapses, the
Got Your Back [General] conditions return for the remainder of their complete durations,
You help protect an adjacent ally. as described in Ignore Condition (page 40).
Benefit: You offer a +1 bonus to Armor Class to one adjacent ally. Fighter Bonus Feat: Starting at 13th level, if you took this as a
You must be aware of any incoming attack on the ally to provide fighter bonus feat, you ignore the condition for 1 round per level,
the bonus, and you must be able to act (not held, bound, etc.). This and that time counts as part of the condition’s duration, as
AC bonus does not stack with the bonus provided by Shared Shield described in Ignore Condition.
(see page 54). Boosted: As a free action, you can immediately attempt a second
Fighter Bonus Feat: Starting at 9th level, if you took this as a saving throw to shrug off one unwanted condition. The condition
fighter bonus feat, you grant your ally a +2 bonus to Armor Class must have a duration measured in rounds.
rather than a +1 bonus.
Boosted: You can force an opponent to reroll an attack roll made Greater Increased Vigor [General]
against an adjacent ally (not one made against you). You summon deep reserves of might to make yourself nigh invincible.
Prerequisites: Increased Vigor, base attack bonus +15
Great Blow [General] Benefit: You can grant yourself 40 temporary hit points, regard-
You attack with both of your weapons at once. less of your current hit point total. As with all temporary hit points,
Prerequisites: Two-Weapon Fighting, Improved Two-Weapon these are added to your Grace total. (For background on Grace, see
Fighting, Strength 17, Dexterity 17, base attack bonus +6 the “Hit Points” section in Chapter Four of The Book of
Benefit: As a full attack action while wielding two weapons, you Experimental Might.)
make a single attack with both weapons, using your highest attack The temporary hit points last one minute for every level. You can
bonus. If either is a hit, you inflict maximum damage for both use this benefit only once per day.
weapons. You cannot use Power Attack or Berserk Attack to Fighter Bonus Feat: Starting at 19th level, if you took this as a
increase the damage from this feat. fighter bonus feat, Greater Increased Vigor grants you not tempo-
Fighter Bonus Feat: Starting at 11th level, if you took this as a rary hit points, but true healing.
fighter bonus feat, you can attempt a Great Blow using a standard Boosted: You immediately heal a number of Grace hit points
attack action rather than a full attack action. equal to your level as a free action.
Boosted: When using two weapons, you can reroll an attack roll.
Chapter Two: Feats of Daring
39
Greater Two-Weapon Fighting Hamper Defense [General]
Your attack makes it more difficult for your foe to defend himself
[General] against others.
You are a master at fighting two-handed. Benefit: Your successful attack not only inflicts damage upon a foe
Prerequisites: Improved Two-Weapon Fighting, Two-Weapon as normal, but all other characters (your allies or others) gain a +2
Fighting, Dexterity 19, base attack bonus +11 circumstance bonus to attack rolls against the foe until your next
Benefit: You get a third attack with your off-hand weapon, albeit turn. This bonus does not stack with itself, so multiple strikes—
at a –10 penalty. from you or from others with this feat—do not increase the bonus.
Boosted: Your third attack with your off-hand weapon suffers no You can use this ability once per day per level. You must declare that
–10 penalty for one attack. you are using Hamper Defense before you make your attack roll
(thus, a failed attack roll ruins the attempt).
Greater Weapon Focus [General] Fighter Bonus Feat: Starting at 7th level, if you took this as a
Choose one type of weapon, such as greataxe, for which you have fighter bonus feat, you give others a +4 circumstance bonus to attack
already selected Weapon Focus. You are especially good at using this rolls rather than a +2 bonus.
weapon. Boosted: You can reroll one ally’s attack roll against the targeted
Prerequisites: Proficiency with selected weapon, Weapon Focus foe.
with selected weapon, fighter level 8th
Benefit: You gain a +1 bonus on all attack rolls you make using the Hamper Movement [General]
selected weapon. This bonus stacks with other bonuses on attack The injuries you inflict temporarily hamper your foes’ movement.
rolls, including the one from Weapon Focus. Benefit: Your successful attack not only inflicts damage as normal,
Special: You can gain Greater Weapon Focus multiple times. Its but targets suffer a penalty to their speed. They move 10 feet slower
effects do not stack with each other—each time you take the feat, it for 1 round plus an additional 1 round for every five levels. A foe
applies to a new type of weapon. whose speed is reduced to 0 or below cannot move. This penalty
A fighter must have Greater Weapon Focus with a given weapon does not stack with itself, so multiple strikes—from you or from
in order to gain the Greater Weapon Specialization feat for that others with this feat—do not increase the penalty.
weapon. Fighter Bonus Feat: Starting at 11th level, if you took this as a
Fighter Bonus Feat: Starting at 13th level, if you took this as a fighter bonus feat, you inflict a 20-foot penalty to foes’ speed, rather
fighter bonus feat, you gain an additional +1 bonus on all attack than a 10-foot penalty.
rolls, for a total bonus of +2 from this feat. Boosted: As a free action, you force one adjacent foe to remain in
Boosted: You can reroll one attack roll using this feat. the same square until the beginning of your next turn.
Hands as Weapons [General] Benefit: Once per day, you can ignore one debilitating condition
You hone your body so that it can hold special magical abilities. (shaken, sickened, paralyzed, and so on) for 1 round per level. Once
Prerequisite: Improved Unarmed Strike this benefit lapses, the condition returns for the remainder of its
Benefit: You or someone else can add an enhancement bonus or complete duration. In other words, say a character is sickened for 10
a weapon special ability (such as flaming or disruption) to your rounds but ignores the condition after the third round for 6 rounds.
unarmed attacks. You must add the bonus or abilities normally, After the 6 rounds have elapsed, he is sickened for 7 more rounds.
such as by enlisting the aid of a character with the Craft Magic Fighter Bonus Feat: Starting at 11th level, if you took this as a
Arms and Armor feat who pays the gold and XP costs, and so on. fighter bonus feat, you can ignore the condition for 1 round per
Like weapons, these bonuses and abilities can be suppressed, but level, and that time counts as part of the condition’s duration. So,
not permanently dispelled. Obviously, some weapon special abili- say a character is shaken for two minutes and uses this ability
ties, such as dancing, cannot apply to your unarmed attacks. immediately to ignore the condition for 12 rounds. At the end of
This feat can modify unarmed attacks with natural weapons, the 12 rounds, the character remains shaken for only 8 rounds.
such as claws or a bite attack. Characters with more than one Boosted: As a free action, you can immediately attempt a second
unarmed or natural attack need not take this feat multiple times. saving throw to shrug off one unwanted condition. The condition
Boosted: You can reroll an unarmed attack roll. must have a duration measured in rounds.
Improved Shield Bash [General] attack against the opponent with a bonus of +6. Finally, she takes
You can bash with a shield while retaining its protection. her last attack at a bonus of +1.
Prerequisite: Shield proficiency Fighter Bonus Feat: Starting at 9th level, if you took this as a
Benefit: When you perform a shield bash, you may still apply the fighter bonus feat, you inflict +1d6 additional points of damage on
shield’s shield bonus to your Armor Class. any opponent prone from having just been tripped.
Fighter Bonus Feat: Starting at 11th level, if you took this as a Boosted: You can reroll the Strength check tied to this feat.
fighter bonus feat, you may add your shield’s enhancement bonus
to your attack and damage rolls when attempting a shield bash Improved Two-Weapon Fighting
with a magic shield.
Boosted: You can reroll a shield bash attack roll when using this [General]
feat. You are an expert in fighting two handed.
Prerequisites: Two-Weapon Fighting, Dexterity 17, base attack
Improved Shield Specialization bonus +6
Benefit: In addition to the standard single extra attack you get
[General] with an off-hand weapon, you also get a second attack with it,
You are incredibly good at using a shield for defense. albeit at a –5 penalty.
Prerequisites: Shield Proficiency, Shield Specialization, base Boosted: Your second attack with your off-hand weapon suffers
attack bonus +10 no –5 penalty for one attack.
Benefit: You can block one melee attack with your shield if you
succeed at an opposed check using your attack roll against the Improved Unarmed Strike [General]
attacker’s attack roll. This is a free action that you can use once per You are skilled at fighting while unarmed.
round on another character’s turn. You must be aware of the Benefit: You are considered “armed” even when unarmed—that
incoming attack and not be flat footed. is, you do not provoke attacks of opportunity from armed foes
Boosted: You can reroll the opposed check involved with this whom you attack while unarmed. However, you still get to make an
feat (your foe does not reroll). attack of opportunity against any foe who attempts an unarmed
attack on you. In addition, your unarmed strikes can deal lethal or
Improved Sunder [General] nonlethal damage, at your option.
You are skilled at attacking your opponents’ weapons and shields, Boosted: Your can reroll an unarmed attack roll.
as well as other objects.
Prerequisites: Power Attack, Strength 13 Improved Uncanny Dodge [General]
Benefit: When you strike at an object that an opponent holds or You react to danger before your senses would normally allow you to.
carries (such as a weapon or shield), you do not provoke an attack Prerequisites: Uncanny Dodge, Dexterity 15
of opportunity. You also gain a +4 bonus on any attack roll made Benefit: You cannot be flanked as long as you wear light armor
against an object held or carried by another character. or no armor—you can react to opponents on opposite sides as
Fighter Bonus Feat: Starting at 11th level, if you took this as a easily as you can react to a single attacker. This defense denies a foe
fighter bonus feat, you may add a +4 bonus to the damage you the ability to sneak attack by flanking you, unless the attacker has
inflict upon a struck object. at least four more rogue levels than you have class levels.
Boosted: You can reroll an attack roll made to strike an object Boosted: You are immune to sneak attacks for 1 round.
when using this feat.
Increased Vigor [General]
Improved Trip [General] You summon deep reserves of might to continue fighting.
You are trained not only in tripping opponents safely but also in Benefit: If your current hit point total is less than 10, you can
following through with an attack. grant yourself 1d8 temporary hit points, plus an additional 1d8 tem-
Prerequisites: Combat Expertise, Intelligence 13 porary hit points for every five levels. As with all temporary hit
Benefit: You provoke no attack of opportunity when you attempt points, these are added to your Grace total. (For more on Grace, see
to trip an opponent while you are unarmed. You also gain a +4 “Hit Points” in Chapter Four of The Book of Experimental Might.)
bonus on your Strength check to trip the opponent. These temporary hit points last one minute per level. You can use
If you trip an opponent in melee combat, you immediately get a this benefit only once per day.
melee attack against him, as if you hadn’t used your attack for the Fighter Bonus Feat: Starting at 15th level, if you took this as a
trip attempt. For example, at 11th level, a fighter gets three attacks fighter bonus feat, Increased Vigor grants you not temporary hit
at bonuses of +11, +6, and +1. In the current round, she attempts to points, but true healing.
trip her opponent. Her first attempt fails (using up her first attack). Boosted: You immediately heal a number of Grace hit points
Her second attempt succeeds, and she immediately makes a melee equal to your level as a free action.
Chapter Two: Feats of Daring
43
Inspiring Presence [General] Multiple Effects
You inspire your allies.
Benefit: All allies within 60 feet of you gain a +1 morale bonus to Many different feats in this chapter are triggered by making a
successful attack. Do they all stack? Can you use Debilitating
Will saving throws. Strike, Knock Down, Knock Back, and Stunning Blow all in
Special: One cannot receive bonuses from this feat from two dif- one attack? The short answer is yes. The more complex
ferent characters in the same day. answer is: if the DM allows it. But the DM must consider it
both balanced and realistically possible for various feat-
Fighter Bonus Feat: Starting at 9th level, if you took this as a related abilities to apply on the same attack.
fighter bonus feat, you make a ranged or melee attack on a foe after
As a very general rule, a DM would be justified in saying that
which, if it succeeds, all allies within 60 feet of you gain a +4 morale no single attack can convey more than four special effects. If
bonus to Will saves. (This effect is in addition to inflicting damage you do impose such a limitation, the player gets to decide
from the successful attack.) This bonus lasts for 1 round plus an which effects are in play.
additional 1 round for every five levels. You may use this benefit three
times each day.
Boosted: You can reroll one of your Will saving throws (or allow Just a Touch [General]
an ally to do so). You make such precise strikes that you ignore the protection your
foes’ armor provides.
Iron Fist [General] Prerequisites: Dexterity 15, base attack bonus +7
Your unarmed strikes inflict more damage than normal. Benefit: Three times per day, but no more than once per round,
Prerequisites: Improved Unarmed Strike, base attack bonus +8 your melee attack becomes a touch attack. You suffer a –2 penalty to
Benefit: You have a –2 penalty to your attack rolls for the round and damage rolls when making such an attack, however.
a bonus of +1d6 points to the damage you inflict with your unarmed Fighter Bonus Feat: Starting at 9th level, if you took this as a
strikes. Do not multiply this damage in the case of a critical hit. fighter bonus feat, you gain the benefit of Just a Touch with no
Fighter Bonus Feat: Starting at 11th level, if you took this as a penalty to damage rolls.
fighter bonus feat, you can take Iron Fist again, gaining an addition- Boosted: You gain an additional use of this feat that does not
al +1d6 points of damage (and incurring no additional penalties); count as one of your daily uses.
the damage bonuses stack.
You can take the feat a third time at 16th level. Knock Back [General]
Boosted: You may reroll one unarmed damage roll. You can strike foes so hard you push them backward.
Prerequisites: Power Attack, Improved Bull Rush, Strength 15,
Iron Will [General] base attack bonus +10
You have a stronger than normal will. Benefit: If you inflict 20 points of damage or more to a Medium
Benefit: You enjoy a +2 bonus on all your Will saving throws. or smaller creature in a single melee attack, you may try to knock the
Fighter Bonus Feat: Starting at 9th level, if you took this as a target straight back 5 feet as well. Make a Strength check opposed by
fighter bonus feat, you gain an additional +1 bonus to Will saves, for the target’s Strength or Balance check; on a success, you knock back
a total bonus of +3 from this feat. the target.
Boosted: You may reroll one Will saving throw. You must inflict 30 points of damage in a single blow to attempt
to knock back a Large creature, 40 points to attempt to knock back a
Juggernaut Charge [General] Huge creature, 50 points to try to knock back a Gargantuan creature,
You move like an unstoppable juggernaut. and 60 points to attempt to knock back a Colossal creature.
Prerequisites: Power Attack, Knock Down, Improved Overrun, The target gains a +4 bonus on the opposed check for every size
Power Charge, Strength 18, base attack bonus +16 category he is larger than Medium or a –4 penalty for every size cate-
Benefit: When using the charge action, you can attack and knock gory he is smaller than Medium. The target gains a +4 bonus if he
down an opponent using the Knock Down feat (see page 44), then has more than two legs or is otherwise more stable than a normal
continue moving in a straight line to finish the charge by attacking humanoid (such as a dwarf).
another foe without drawing attacks of opportunity from the first If you already have the domain of Might bonus power (see Chapter
one. You cannot move more than twice your speed, and all movement One: Fighting Domains), you gain an additional +4 bonus to your
must be in a straight line. Strength check to determine whether you knock back the target.
Fighter Bonus Feat: Starting at 19th level, if you took this as a Knocking a target back into a solid surface (such as a wall) inflicts
fighter bonus feat, you can attack a total of three opponents if you 1d6 points of damage on the target.
successfully knock down the first two. You still must move in a Fighter Bonus Feat: Starting at 18th level, if you took this as a
straight line and may move no further than twice your speed. fighter bonus feat, you push foes back 5 feet or 10 feet (your choice).
Boosted: You gain a +10 bonus to speed for 1 round while using Boosted: You can reroll the opposed check associated with this
this feat. feat (your foe does not reroll).
44 Book of Experimental Might II: Bloody, Bold, and Resolute
style and modify your own style to take advantage of it. This grants Moving Strike [General]
you a +2 competence bonus to attack rolls against that foe for the You can attack while moving.
rest of that combat session. Benefit: You may move a portion of your speed, make a single
Fighter Bonus Feat: Starting at 15th level, if you took this as a attack, and then move up to the remainder of your speed all in one
fighter bonus feat, succeeding at the Spot check also grants you a turn. Unlike with the Spring Attack feat (page 55), however, you
+1 dodge bonus to Armor Class. enjoy no special immunity to attacks of opportunity while moving.
Boosted: You may reroll one melee attack roll made against a foe Fighter Bonus Feat: Starting at 13th level, if you took this as a
you have successfully targeted with this feat. fighter bonus feat, you may make a Moving Strike with a double
move, which allows you to move a total of twice your speed.
Mounted Archery [General] Boosted: You gain a +10 bonus to speed for 1 round while using
You are skilled at using ranged weapons while mounted. this feat.
Prerequisites: Mounted Combat, Ride (1 rank)
Benefit: Cut in half the penalty you take when using a ranged Negotiator [General]
weapon while mounted: –2 instead of –4 if your mount is taking You are good at gauging opinions and swaying attitudes.
a double move, and –4 instead of –8 if your mount is running. Benefit: You enjoy a +2 bonus on all Diplomacy checks and
Fighter Bonus Feat: Starting at 15th level, if you took this as a Sense Motive checks.
fighter bonus feat, you suffer no penalty from using a ranged Fighter Bonus Feat: Starting at 9th level, if you took this as a
weapon while mounted. fighter bonus feat, you gain a +4 bonus on Diplomacy checks and
Boosted: You may ignore the attack roll penalties from this feat Sense Motive checks, instead of a +2 bonus.
for 1 round. Boosted: You can reroll a Diplomacy or Sense Motive check.
all your attacks in a round. If any of the attacks hit, they automati- second attack roll would also hit the foe, you pin him to an adja-
cally inflict maximum damage. You must be wielding a weapon that cent wall or other sizable object, or the floor. The target then
you use with Weapon Focus and Weapon Specialization. spends a full-round action to unpin himself. If he decides not to
Fighter Bonus Feat: Starting at 15th level, if you took this as a unpin himself, he cannot move from that spot, he suffers a –2
fighter bonus feat, you can take a –10 penalty to all attacks in a penalty to attack rolls, and he loses his Dexterity bonus to Armor
round against an outmatched opponent. All of your attacks that Class.
hit are considered confirmed critical hits. Boosted: You may reroll one ranged attack roll.
Boosted: You may reroll a melee or ranged attack roll made
with a weapon that you use with Weapon Focus and Weapon Point Blank Shot [General]
Specialization. You are skilled at making well-placed shots with ranged weapons at
close range.
Paralyzing Blow [General] Benefit: You enjoy a +1 bonus on attack and damage rolls with
You can temporarily paralyze an opponent with a hit. ranged weapons at ranges of up to 30 feet.
Prerequisite: Base attack bonus +15 Fighter Bonus Feat: Starting at 9th level, if you took this as a
Benefit: You must use a bludgeoning weapon or an unarmed fighter bonus feat, you gain an additional +1 bonus on attack and
attack to take advantage of this feat. As a full attack action, you may damage rolls, for a total bonus of +2 from this feat.
make a single attack roll that inflicts normal damage. Should you Boosted: You may reroll one ranged attack roll using this feat.
damage your opponent, he must attempt a Fortitude saving throw
(DC 10 + half your level + your Wisdom bonus). Opponents who Power Attack [General]
fail the save become paralyzed and helpless for 1 full round. You can make exceptionally powerful melee attacks.
Boosted: You can force an opponent to reroll the saving throw Prerequisite: Strength 13
associated with this feat. Benefit: On your action, before making attack rolls for a round,
you may choose to subtract a number from all your melee attack rolls
Parry [General] and add that same number to all your melee damage rolls. The num-
You know how to counter someone else’s attacks. ber you choose may not exceed your base attack bonus. The penalty
Prerequisite: Base attack bonus +6 on attacks and the bonus on damage apply until your next turn.
Benefit: When making a full attack action with a melee weapon, You cannot use this feat in the same round as you use Berserk
you may devote one or more of your attacks to defense. You deter- Attack, Careful Strike, or Elude Blows.
mine which attacks you wish to use for defense, and if someone Special: If you attack with a two-handed weapon—or with a
attacks you in melee between now and your next turn, use those one-handed weapon wielded in two hands—you may add twice the
attacks as opposed rolls against your opponent’s attacks. If you number you subtracted from your attack rolls when rolling damage.
beat an adjacent opponent in the opposed roll (attack roll versus You can’t add the Power Attack bonus to the damage dealt with a
attack roll), you block a melee attack. light weapon (except with unarmed strikes or natural weapon
For example, say you have three attacks, and you decide to attacks), even though the penalty on attack rolls still applies.
devote the first two (with +19 and +14 attack bonuses, respectively) (Normally, you treat a double weapon as a one-handed weapon and
to parries against your opponent, a roper. The roper makes six a light weapon. When you choose to use a double weapon like a
attacks, and you parry the first two, adding +19 and +14 to your two-handed weapon, attacking with only one end of it in a round,
rolls. The roper adds +11 to each of its attack rolls. You manage to you treat it as a two-handed weapon.)
beat it on the first opposed roll, but not on the second. That means Fighter Bonus Feat: Starting at 11th level, if you took this as a
you block its first attack but not its second; it resolves that attack fighter bonus feat, you gain an additional +2 bonus to damage
normally, as well as its four remaining attacks. when Power Attacking.
Boosted: You may reroll one opposed check involved with this Boosted: You can reroll one melee damage roll you make using
feat (the foe does not reroll). this feat.
Rapid Shot [General] Boosted: You gain an additional use of this feat that does not
You can use ranged weapons with exceptional speed. count as one of your daily uses.
Prerequisites: Point Blank Shot, Dexterity 13
Benefit: You may make one extra attack per round with a ranged Reflexive Shield [General]
weapon. The attack is at your highest base attack bonus, but each You can use your shield to protect against area attacks.
attack you make in that round—the extra one and the normal Prerequisites: Shield Specialization, Shield Proficiency,
ones—carries a –2 penalty. You must take a full attack action to use Dexterity 13, base attack bonus +4
this feat. Benefit: While holding a shield, you gain a +4 bonus to Reflex
Fighter Bonus Feat: Starting at 15th level, if you took this as a saving throws against area attacks, such as fireball, breath weapons,
fighter bonus feat, you do not suffer the –2 attack penalty for using and so on.
Rapid Shot. Fighter Bonus Feat: Starting at 11th level, if you took this as a
Boosted: You can take one extra ranged attack with a –5 penalty fighter bonus feat, you can ready a standard action to block incom-
as a part of a full attack, in addition to the extra attack granted by ing area attacks. If you succeed at your Reflex save for such an
Rapid Shot. attempt, you suffer no damage, even if the effect normally would
indicate that you suffer half damage.
Rapid Strike [General] Boosted: You can reroll any Reflex saving throw (it does not
You can make an extra, blindingly fast melee strike. have to be one you made with this feat).
Prerequisites: Weapon Focus, Dexterity 15, base attack bonus +3
Benefit: Select a melee weapon that you are proficient with and Rejuvenate [General—Double Feat]
that you wield with the Weapon Focus feat. Once per day per level, With just a few moments of concentration, you restore yourself for
as part of a full attack action, you can use this weapon to make one further punishment.
additional attack, with a base attack bonus of one-half your highest Prerequisites: Revitalize, Stalwart Stance
normal base attack bonus. Even if you wield more than one Benefit: Once per day you can spend 1 full round to regain all
weapon, however, no more than one Rapid Strike is possible in lost Grace* hit points.
a single round. Boosted: You immediately heal up to your Constitution bonus
Special: You may take this feat multiple times, each time select- (if any) in Health* hit points as a free action.
ing a different weapon. * See “Hit Points” in The Book of Experimental Might, Chapter Four.
Fighter Bonus Feat: Starting at 13th level, if you took this as a
fighter bonus feat, you make your additional attack at your highest Resist Charge [General]
normal base attack bonus. You know how to ready yourself for an opponent’s charge
Boosted: You gain an additional use of this feat that does not Prerequisite: Base attack bonus +4
count as one of your daily uses. Benefit: If you are not flat footed, foes gain no benefit from
using the charge action against you. Further, you get to make an
Readied Burst of Blows [General] attack of opportunity against any foe charging you. This counts
You can ready more than one attack. against your total number of attacks of opportunity each round.
Prerequisites: Dexterity 13, base attack bonus +6 Fighter Bonus Feat: Starting at 11th level, if you took this as a
Benefit: If you do not move at all—not even a 5-foot step—you fighter bonus feat, you gain a +2 bonus to attack foes who are
can ready a full attack action rather than just a standard action. charging you.
Boosted: You may reroll any readied attack roll (it does not have Boosted: You can force one opponent to reroll one of his charge
to be a readied attack you made with this feat). attack rolls against you.
Run [General]
You are fleet of foot.
Benefit: When running, you move five times your normal speed
(if wearing light or no armor and carrying no more than a light load)
Revitalize [General] or four times your normal speed (if wearing medium or heavy armor
You gain more when you take a breather. or carrying a medium or heavy load). If you make a jump after a run-
Benefit: Whenever you use the Take a Breather action (see ning start, you gain a +4 bonus on your Jump check. While running,
Chapter Four in The Book of Experimental Might) to heal damage, you you retain your Dexterity bonus to Armor Class.
may add your Constitution bonus to the total number of hit points Fighter Bonus Feat: Starting at 5th level, if you took this as a
you recover. If your Constitution score does not warrant a bonus, fighter bonus feat, you need not slow your speed when moving over
you gain nothing from this feat. difficult terrain, up stairs, and so on. The DM may still require you
Fighter Bonus Feat: Starting at 9th level, if you took this as a to make a Balance check, however, depending on the situation.
fighter bonus feat, you add your Constitution score to the number Boosted: You can take an additional move up to your speed for
of hit points healed, rather than adding your Constitution bonus. 1 round.
Boosted: You can take a second breather in a single encounter.
Running Circles [General]
Ride-By Attack [General] You can move very fast around a single enemy.
You are skilled at making fast attacks from your mount. Benefit: If you start your turn within a foe’s threatened area, you
Prerequisites: Ride (1 rank), Mounted Combat no longer draw attacks of opportunity from that foe for moving
Benefit: When you are mounted and use the charge action, you through his threatened areas. Thus, once you are adjacent to an orc,
may move and attack as if with a standard charge and then move you can move around that orc without drawing attacks of opportuni-
again (continuing the straight line of the charge). Your total move- ty. Likewise, once you are within a cloud giant’s reach, you can move
ment for the round can’t exceed double your mounted speed. You all the way up to it without drawing any attacks.
and your mount do not provoke an attack of opportunity from the Boosted: You gain a +10 bonus to speed for 1 round while using
opponent that you attack. this feat.
54 Book of Experimental Might II: Bloody, Bold, and Resolute
Saddlemaster [Uberfeat] Benefit: Once per round, when you make an attack roll with your
Your mounted combat skills improve every aspect of your combat chosen weapon, you can roll twice and take the better of the two
abilities, as well as those of your mount. rolls.
Prerequisites: Ride (20 ranks), Mounted Combat, Animal Special: You may take this feat multiple times, each time select-
Affinity, Power of the Steed, Dexterity 17, base attack bonus +16 ing a different weapon.
Benefit: While mounted, you have a pool of points equal to your Boosted: You can use this ability twice in a round for 1 round.
level that you can use each round to add to your (or your mount’s)
attack rolls, damage rolls, skill checks, or saving throws. You cannot Small Scrapper [General]
add more than +5 to any single roll. You use your small size and nimble reflexes as an advantage against
Special: This feat costs three retired feats and one feat slot. It is larger, slower foes.
the uberfeat for the domain of Mounted Combat. Prerequisites: Size Small or smaller, Dexterity 15, base attack
bonus +2
Shared Shield [General] Benefit: You gain a +1 dodge bonus to Armor Class and a +1
You can use your shield to protect others. bonus to attack rolls when fighting foes larger than you. You must
Prerequisites: Dexterity 15, base attack bonus +8 be aware of the attack to gain this bonus.
Benefit: You can share the Armor Class bonus gained from your Special: A condition that makes you lose your Dexterity bonus to
shield with one adjacent ally who does not have a shield, starting Armor Class (if any) also makes you lose dodge bonuses like this
on the round after you became adjacent (if you remain adjacent). one. Also, note that dodge bonuses stack with each other, unlike
Neither you nor the ally can move more than 5 feet, or the shared most other types of bonus.
shield bonus is lost (even if you end your turn adjacent). Fighter Bonus Feat: Starting at 15th level, if you took this as
This AC bonus does not stack with the bonus provided with Got a fighter bonus feat, you gain additional +1 bonuses, for a total
Your Back (see page 38), nor does it stack with itself, so two charac- bonus of +2 to Armor Class and +2 to attack rolls from this feat.
ters with this feat cannot both protect a third character. Boosted: You can force one opponent to reroll one of his attack
Boosted: You can force one opponent to reroll one of his attack rolls against you if he is larger than you.
rolls made against an ally who is covered by this feat’s benefit.
Smash [General]
Shield Specialization [General] You can summon forth extra power to deliver extremely powerful
You are especially good at using a shield for defense. blows.
Prerequisites: Shield proficiency, base attack bonus +4 Prerequisites: Power Attack, domain of Might, Strength 15, base
Benefit: You know just how to angle a shield against incoming attack bonus +8
attacks to more easily deflect the force of the blow or to encourage a Benefit: The damage bonus you gain from the basic power of the
ranged weapon to slide off the shield rather than strike it directly. domain of Might becomes +1 per level (rather than +1 plus an addi-
You may add a +1 bonus to the shield’s armor bonus for melee tional +1 per two levels.)
attacks and a +2 bonus for ranged attacks. You must be aware of Fighter Bonus Feat: Starting at 11th level, if you took this as a
the incoming attack and not be flat footed. fighter bonus feat, you can use this ability five times each day rather
Boosted: You can force one opponent to reroll one of his attack than just three times (see “Domain of Might” in Chapter One).
rolls while you are using a shield. Boosted: You gain an additional use of this ability that does not
count as one of your daily uses.
Shot on the Run [General]
You are highly trained in skirmish ranged weapon tactics. Smash and Grab [General]
Prerequisites: Defensive Move (or Defensive Stance), Mobility, You can grab a foe as a part of your attack.
Point Blank Shot, Dexterity 13, base attack bonus +4 Benefit: You must have one hand free to gain this benefit; if
Benefit: When using the attack action with a ranged weapon, fighting unarmed, two free hands are needed. When your attack
you can move both before and after the attack, provided that your (either with a weapon or an unarmed attack) hits and inflicts dam-
total distance moved is not greater than your speed. age, you may use your free hand to try to grab the damaged oppo-
Boosted: You gain a +10 bonus to speed for 1 round while using nent. Make a touch attack immediately; on a hit, you can attempt
this feat. one of two things:
1. Attempt a grapple check with a –5 penalty to initiate a grapple
Skill Over Luck immediately. Use the normal grapple rules.
2. Hinder the foe with a grab, a shake, or a push. The foe suffers
[General—Double Feat] a –2 penalty to attacks, saves, and checks until the beginning
You do not rely on luck when fighting with your preferred weapon. of your next turn. You do not keep your grip on him, however.
Prerequisites: Weapon Focus, Greater Weapon Focus,
Intelligence 15, fighter level 14th Boosted: You can reroll your grapple check.
Chapter Two: Feats of Daring
55
Snatch Arrows [General] Benefit: You enjoy a bonus to your ground speed of +10. You gain
You are adept at grabbing incoming arrows, as well as crossbow an extra move action every round, but it must be used for moving.
bolts, spears, and other projectile or thrown weapons. You can even use this bonus action to move, take a standard action,
Prerequisites: Deflect Arrows, Improved Unarmed Strike, and then move again. You never provoke attacks of opportunity by
Dexterity 15 moving. You never lose your Dexterity bonus to Armor Class for any
Benefit: When using the Deflect Arrows feat (see page 34), you may reason.
catch the weapon instead of just deflecting it. You may send thrown Special: This feat costs four retired feats and one feat slot. It is the
weapons, such as spears or axes, back at the original attacker immedi- uberfeat for the domain of Speed. Note that, if you have both this
ately (even though it isn’t your turn) or keep them for later use. feat and Speed Burst, you cannot use two extra move actions in a
You must have at least one hand free (holding nothing) to use this single round. You may use Speed Burst to perform additional move
feat. actions in which you do not actually move.
Fighter Bonus Feat: Starting at 11th level, if you took this as a
fighter bonus feat, you gain a +2 attack and damage bonus when Spirited Charge [General]
throwing weapons back at the original attacker. You can also throw You are trained at making a devastating mounted charge.
them at any other viable target (even though it isn’t your turn). Prerequisites: Ride (1 rank), Mounted Combat, Ride-By Attack
Boosted: A foe whom you target with a returned thrown weapon Benefit: When using the charge action while mounted, you deal
loses his Dexterity bonus to Armor Class against that attack. double damage with a melee weapon (or triple damage with a
lance).
Spearfighter [General] Fighter Bonus Feat: Starting at 11th level, if you took
You know the secrets of using a spear’s constant jabs this as a fighter bonus feat, you can move through
to keep your foes on the defensive. allies and still make a mounted charge.
Prerequisites: Weapon Focus, base attack Boosted: Neither you nor your mount draws
bonus +3 attacks of opportunity from anyone, for any rea-
Benefit: When you use the Weapon Focus feat son, on the round in which you make a mounted
with a spear, longspear, shortspear, javelin, trident, charge.
or dwarven urgrosh as a melee weapon, you can
keep a foe at bay. A foe within reach who uses a full Spring Attack [General]
attack action against you provokes an attack of You are trained in fast melee attacks and fancy
opportunity by doing so. This counts against your footwork.
total number of attacks of opportunity each round. Prerequisites: Defensive Move (or Defensive
Fighter Bonus Feat: Starting at 11th level, if you Stance), Mobility, Dexterity 13, base attack bonus +4
took this as a fighter bonus feat, you can also subtract Benefit: When using the attack action with a
–2 from your attack rolls with the weapon to put all melee weapon, you can move both before and after the
foes within reach at a –1 attack penalty—even attacks attack, provided that your total distance moved is not
against other characters. greater than your speed. Moving in this way does not pro-
Boosted: For 1 round, if a foe makes any attack upon you at all voke an attack of opportunity from the defender, though it might
while you wield one of the weapons listed above, you can make an provoke attacks of opportunity from other creatures, if appropriate.
attack of opportunity against him. You can’t use this feat if you are wearing heavy armor. You must move
at least 5 feet both before and after you make your attack in order to
Speed Burst [General] utilize the benefit of Spring Attack.
You can move very fast in short bursts. Boosted: For 1 round when using this feat, you draw no attacks of
Prerequisite: Character level 4th opportunity from anyone for moving.
Benefit: Once per day per two character levels, you can take an
extra move action in a single round. You cannot use this benefit Spur Mount [General—Double Feat]
more than once per round. Your skill in riding improves any mount you ride.
Boosted: You gain an additional use of this feat that does not Prerequisites: Ride (10 ranks), Mounted Combat
count as one of your daily uses. Benefit: Whatever mount you ride gains a +30 bonus to its fastest
speed. A nonflying mount gains the Pounce ability, and a flying
Speed Demon [Uberfeat] mount gains the Hover ability. Mounts that already have one of these
You are shockingly fast and maneuverable. granted abilities gain a +2 competence bonus to attack and damage
Prerequisites: Fleet of Foot, Moving Strike, Mobility, Defensive rolls instead.
Move, Dodging Charge, Spring Attack, Running Circles, Dexterity Boosted: You can reroll one of your mount’s attack rolls.
18, base attack bonus +18
56 Book of Experimental Might II: Bloody, Bold, and Resolute
Fighter Bonus Feat: Starting at 13th level, if you took this as a shield bonus to your Armor Class. When you fight defensively or
fighter bonus feat, you gain a +4 bonus on the touch attack and use the total defense action, this shield bonus increases to +2.
grapple check when beginning a Throw maneuver. Fighter Bonus Feat: Starting at 9th level, if you took this as a
Boosted: You may reroll the Strength check tied to this feat. fighter bonus feat, you gain an additional +1 shield bonus to Armor
Class, for a total bonus of +2 (or +3) from this feat.
Torchfighting [General] Boosted: You can force one opponent to reroll one of his attack
You can use a torch as a dangerous weapon. rolls when you wield two weapons.
Benefit: You can use a torch as a light club, inflicting with it 1d4
points of damage (plus Strength modifier as a normal bludgeoning Two-Weapon Fighting [General]
weapon) and 1d4 points of fire damage. Further, any creature with You can fight with a weapon in each hand. You can make one extra
eyes whom you strike with the torch must attempt a Fortitude save attack each round with the second weapon.
(DC 10 + half your level + your Dexterity modifier) or be blinded Prerequisite: Dexterity 15
for 1 round and dazzled for 1d4 rounds after that. After 1d6 suc- Benefit: Your penalties on attack rolls for fighting with two
cessful strikes, the torch is destroyed. weapons are less severe than normal. The penalty for your primary
Fighter Bonus Feat: Starting at 7th level, if you took this as a hand is reduced by 2, and the one for your off hand is reduced by 6.
fighter bonus feat, you inflict 1d6 points of normal damage and Boosted: You can reroll one attack roll while using two weapons.
1d6 points of fire damage; the torch lasts for 1d6 + 2 hits.
Boosted: You can force your opponent to reroll the Fortitude Two-Weapon Set-Up
saving throw associated with this feat.
[General—Double Feat]
Toughness [General] You use one weapon to set up a devastating attack with your other
You are tougher than normal. weapon.
Benefit: You receive additional hit points just as if you had Prerequisites: Two-Weapon Fighting, Improved Critical, base
gained a level (that is, you gain hit points equal to your Hit Dice + attack bonus +9
your Constitution modifier; see Chapter Four of The Book of Benefit: If you hit a foe with one of your weapons, the threat
Experimental Might). You always gain at least 3 hp, no matter what. range of your other weapon increases by 5 for that round. Any criti-
Special: You may gain this feat multiple times. Its effects stack. cal confirmed by the second weapon adds +1d10 damage (but do
Fighter Bonus Feat: Starting at 13th level, if you took this as a not multiply this additional damage for the critical hit).
fighter bonus feat, Toughnes grants you an additional 10 hit points. Boosted: You can reroll one critical confirmation roll.
Boosted: You may reroll one Fortitude save.
Design Note: This feat differs from the version in the Core Rules Unarmed Parry [General]
to make it attractive to characters of any level. You use your hands, arms, and even feet to block blows.
Prerequisite: Dexterity 15
Trample [General] Benefit: When you are unarmed, you gain a +1 dodge bonus to
You are trained in using your mount to knock down opponents. Armor Class. You do not need a weapon or a shield to use the Block
Prerequisites: Ride (1 rank), Mounted Combat or Parry feats. You must be aware of an attack to gain this bonus.
Benefit: When you attempt to overrun an opponent while Special: A condition that makes you lose your Dexterity bonus to
mounted, your target may not choose to avoid you. Your mount Armor Class (if any) also makes you lose dodge bonuses like this
may make one hoof attack (or claw attack, as appropriate) against one. Also, note that dodge bonuses stack with each other, unlike
any target you knock down, gaining the standard +4 bonus on most other types of bonus.
attack rolls against prone targets. Fighter Bonus Feat: Starting at 9th level, if you took this as a
Fighter Bonus Feat: Starting at 9th level, if you took this as a fighter bonus feat, you gain an additional +1 dodge bonus to Armor
fighter bonus feat, you grant your mount a +4 damage bonus on Class, for a total bonus of +2 from this feat.
the attacks made against trampled foes. Boosted: You can force one opponent to reroll one of his attack
Boosted: You can reroll any one of your mount’s attack rolls. rolls against you while you are unarmed.
(not just one made against a foe knocked down with Trample).
Uncanny Agility [General]
Two-Weapon Defense [General] You can perform acts of amazing agility.
Your two-weapon fighting style bolsters your defense as well as Prerequisite: Dexterity 15
your offense. Benefit: You can add a +10 bonus to a single Balance, Climb,
Prerequisites: Two-Weapon Fighting, Dexterity 15 Jump, or Tumble check each day.
Benefit: When wielding a double weapon or two weapons (not Fighter Bonus Feat: Starting at 9th level, if you took this as a
including natural weapons or unarmed strikes), you enjoy a +1 fighter bonus feat, you can use this benefit three times each day.
Chapter Two: Feats of Daring
59
Unexpected Blow
[General—Double Feat]
You trick your foe and render him unprepared.
Prerequisite: Base attack bonus +7
Benefit: Three times per day, but only once in a given round, you
can make an additional melee attack against a foe at your full attack
bonus with an additional +2 bonus. The foe loses his Dexterity
bonus to Armor Class for this attack. You inflict upon the foe +1d6
points of damage, which is treated as sneak attack damage (thus
creatures immune to such damage are immune to this as well). If you
have the sneak attack ability, this bonus adds to the damage. You
cannot use this benefit in a round in which you use Rapid Strike. Do
not multiply this bonus damage in the case of a critical hit.
Boosted: You gain an additional use of this feat that does not
count as one of your daily uses.
Unexpected Shot
[General—Double Feat]
Your speed renders your target unprepared.
Prerequisites: Point Blank Shot, base attack bonus +7
Benefit: Three times per day, but only once in a given round, you
can make an additional ranged attack against a foe at your full attack
bonus with an additional +2 bonus. The foe loses his Dexterity
bonus to Armor Class for this attack. You inflict upon the foe +1d6
points of damage, which is treated as sneak attack damage (thus
creatures immune to such damage are immune to this as well). If you
have the sneak attack ability, this bonus adds to the damage. You
cannot use this benefit in a round in which you use Rapid Shot. Do
not multiply this bonus damage in the case of a critical hit.
Boosted: You gain an additional use of this feat that does not
count as one of your daily uses.
Unnerve [General]
You use your ferocity to scare those around you.
Prerequisites: Berserk Attack, base attack bonus +3
Benefit: When you successfully strike a foe, all foes within 30 feet
of you suffer a –1 morale penalty to their attacks against you while
Boosted: You gain an additional use of this feat that does not you howl and seethe or rear up and show your size and might. The
count as one of your daily uses. penalty lasts until your next action. You can use this benefit once per
day plus one additional time for every five levels. You may never use
Uncanny Dodge [General] it more than once per round, however.
You react to danger before your senses normally would allow you to Fighter Bonus Feat: Starting at 11th level, if you took this as a
do so. fighter bonus feat, you can extend the benefit’s duration. If, on the
Prerequisite: Dexterity 15 round following a round in which you used this benefit, you success-
Benefit: You retain your Dexterity bonus to Armor Class (if any), fully strike a foe, all foes affected last round continue to be affected.
even if you are caught flat footed or struck by an invisible attacker, as This goes on until a round in which you do not strike a foe or until
long as you wear light armor or no armor. However, you still lose the original victims are no longer involved in the combat (dead, fled,
your Dexterity bonus to AC if immobilized. unconscious, etc.). Even if you stretch the duration of this effect over
Boosted: You can force one opponent to reroll any one of his multiple rounds, it counts only as a single use of the benefit.
attack rolls against you (not just one made while you are wearing Boosted: You gain an additional use of this feat that does not
light armor or no armor). count as one of your daily uses.
60 Book of Experimental Might II: Bloody, Bold, and Resolute
Unsteady [General] a combat advantage. You cannot use Power Attack or Berserk
You use your mount’s strength, weight, and size to knock foes off Attack to increase the damage using this benefit.
balance. Boosted: You can reroll any one of your attack rolls (it does not
Prerequisite: Mounted Combat have to be one you made when you had an advantage over the foe).
Benefit: When you make a melee attack against a foe adjacent to Design Note: This is a great feat for a fighter who frequently
your mount, the foe loses his Dexterity bonus to Armor Class. You flanks with his rogue ally.
can use this benefit once per day plus an additional one time for
every two levels. You cannot use it more than once per round, how- Weapon Finesse [General]
ever. You are especially skilled at using weapons that utilize Dexterity as
Fighter Bonus Feat: Starting at 11th level, if you took this as a much as Strength.
fighter bonus feat, you may add a +2 bonus to your melee attack Prerequisite: Base attack bonus +1
when using this ability. Benefit: With a light weapon, rapier, whip, or spiked chain made
Boosted: You gain an additional use of this feat that does not for a creature of your size category, you may use your Dexterity
count as one of your daily uses. modifier instead of your Strength modifier on attack rolls. If you
carry a shield, its armor check penalty applies to your attack rolls.
Using the Advantage [General] Natural weapons are always considered light weapons.
You know how to maximize any advantage. Fighter Bonus Feat: Starting at 13th level, if you took this as a
Prerequisite: Base attack bonus +10 fighter bonus feat, you gain a bonus to damage with any of these
Benefit: If you gain a bonus to attack an opponent due to certain weapons. The bonus is equal to your Intelligence modifier (if
combat advantages, you inflict an additional +1d6 points of dam- any).
age on that foe. The advantages are: your flanking, higher ground, Boosted: You can reroll one attack roll you made with a weapon
or invisibility; the defender sitting, kneeling, or being prone; the from the above list.
defender cowering, climbing, or being stunned; the defender being
off balance or helpless; or any time the defender loses his Dexterity Weapon Focus [General]
bonus to Armor Class. Do not multiply this bonus damage in the Choose one type of weapon, such as greataxe. (You can also choose
case of a critical hit. unarmed strike or grapple—or ray, if you are a spellcaster—as your
Fighter Bonus Feat: Starting at 15th level, if you took this as a weapon for purposes of this feat.) You are especially good at using
fighter bonus feat, you inflict maximum damage (excluding bonus this weapon. (If you have chosen “ray,” you are especially good with
dice, such as from a sneak attack) against foes over whom you have rays, such as the one produced by the ray of frost spell.)
Chapter Two: Feats of Daring
61
Prerequisites: Proficiency with chosen weapon, base attack bonus +1 Benefit: While fighting with two weapons and using a single
Benefit: You gain a +1 bonus on all attack rolls you make using the attack action, you gain a pool of points equal to your fighter level
selected weapon. that you can use each round to add to your individual attack or
Special: You can gain this feat multiple times. Its effects do not damage rolls. You cannot add more than half of the pool to the
stack—each time you take the feat, it applies to a different weapon. attack/damage of a single weapon. For example, if you are 18th level,
Fighter Bonus Feat: Starting at 9th level, if you took this as a you can add +9 to one attack of one weapon, and +5 to one attack
fighter bonus feat, you gain an additional +1 bonus on attack rolls, and +4 to one damage roll of the other weapon.
for a total bonus of +2 from this feat. While fighting with two weapons and using a full attack action,
Boosted: You can reroll one attack roll you made while using the your pool doubles in size, and you can spread out the bonuses to dif-
weapon selected for this feat. ferent attacks and damage rolls with the same weapon, although you
still cannot add more than half the pool to a single weapon, nor can
Weapon Mastery [General] you add more than one quarter of your total pool to one die roll. So,
You are extra skilled at fighting foes who use your favored weapon. say you are 18th level and have four attacks with your primary
Prerequisite: Weapon Focus weapon and three attacks with your off-handed weapon. Your pool
Benefit: You enjoy a +2 competence bonus to attack rolls made would contain 36 points, and you could add +18 worth of bonuses to
against a foe who uses a weapon that you have selected to use with each weapon, but never more than +9 to a single roll.
your Weapon Focus feat. Special: This feat costs four retired feats and one feat slot. It is the
Fighter Bonus Feat: Starting at 7th level, if you took this as a uberfeat for the domain of Two-Weapon Fighting. Because this feat
fighter bonus feat, you gain an additional +2 competence bonus, for relies on your ability to attack with both weapons using just a stan-
a total bonus of +4 to affected attack rolls. dard action, you may not retire Double Strike (page 36) when choos-
Boosted: You can reroll one of your attack rolls made against a foe ing this feat.
that is using your favored weapon.
Whirlwind Attack [General]
Weapon Specialization [General] You can strike nearby opponents in an amazing spinning attack.
Choose one type of weapon, such as greataxe, for which you have Prerequisites: Combat Expertise, Defensive Move (or Defensive
already selected the Weapon Focus feat. (You can also choose Stance), Mobility, Spring Attack, Dexterity 13, Intelligence 13, base
unarmed strike or grapple as your weapon for purposes of this feat.) attack bonus +4
You deal extra damage when you wield this weapon. Benefit: When you use the full attack action, you can give up your
Prerequisites: Proficiency with selected weapon, Weapon Focus regular attacks and instead make a single melee attack at your full
with selected weapon, fighter level 4th base attack bonus against each opponent within reach. When you
Benefit: You enjoy a +2 bonus on all the damage rolls you make use the Whirlwind Attack feat, you also forfeit any bonus or extra
using the selected weapon. attacks granted by other feats or abilities (such as the Cleave feat or
Special: You can gain this feat multiple times. Its effects do not the haste spell).
stack—each time you take the feat, it applies to a different weapon. Boosted: You can reroll any one attack roll (it does not have to be
Fighter Bonus Feat: Starting at 9th level, if you took this as a one made using Whirlwind Attack).
fighter bonus feat, you gain an additional +1 damage bonus, for a
total bonus of +3 from this feat. Wild Swing [General]
Boosted: You can reroll one damage roll made while using the You swing your melee weapon around wildly and force foes back.
weapon selected for this feat. Prerequisite: Base attack bonus +8
Benefit: With a standard action, you force all adjacent foes to
Weave and Dodge [General] move back 5 feet immediately. Foes that do not wish to move back do
You are particularly hard to hit. not have to, but if they fail a Reflex save (DC 15), you make an auto-
Prerequisites: Defensive Move, Domain of Quick Defense, matic attack on them with a +2 attack bonus. Foes that cannot move
Dexterity 15, base attack bonus +8 back (such as those up against a wall) automatically fail the saving
Benefit: The miss chance provided by the bonus power of the Quick throw.
Defense domain becomes 50 percent, rather than only 25 percent. Fighter Bonus Feat: Starting at 11th level, if you took this as a
Boosted: You can force one opponent to reroll one of his attack rolls. fighter bonus feat, you can use a reach weapon to force foes back
10 feet; the Reflex save associated with this feat becomes DC 20.
Whirling Dervish [Uberfeat] Boosted: You can force your opponent to reroll the Reflex saving
You make deadly attacks with your two weapons. throw associated with this feat.
Prerequisites: Two-Weapon Fighting, Double Smash, Double
Strike, Greater Two-Weapon Fighting, Improved Two-Weapon
Fighting, Dexterity 18, base attack bonus +18
Chapter Three
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