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®

I t’s back—and more experimental than ever! This book


exists because you loved The Book of Experimental Might
and demanded new options for nonspellcasting classes. In
response, Monte shares more creative rules from his own
campaign. Here you’ll find ...
• New rules for fighting domains: areas of specialization like
Two-Weapon Fighting, Mounted Combat, and Fighting Dirty,
as well as techniques based on agility, speed, strength, and
intellect. The 15 domains provide new abilities to fighter
types willing to devote themselves to a focused path .
• A retooling of the feat system, with three new concepts—
double feats, oblation feats, and uberfeats—and dozens of
new choices.
• Special benefits for choosing a feat as a fighter bonus feat—
reinstating the fighter class as the king of feats.
• Optional rules including more combat choices, a method
for “boosting” feats for extra benefits, new uses for the
Grace/Health system introduced in the first Book of
Experimental Might, and more.
Like its predecessor, Book of Experimental Might II keeps your
characters adventuring longer, enhances existing classes for
greater playability, and expands your game options to add to
the fun. Continue the experiment!
Bonus material at WWW.MONTECOOK .COM
Requires use of the Dungeons & Dragons® Core Books, Third Edition,
published by Wizards of the Coast®, Inc.
©2008 Monte J. Cook

®
PDF Version 1
May 2008
®

BOOK OF EXPERIMENTAL MIGHT II


BLOODY, BOLD,
AND RESOLUTE
A combat sourcebook

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

For supplemental material, visit Monte Cook’s Website: <www.montecook.com>

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

Chapter Two: FEATS OF DARING


Fighter Bonus Feats ...............................................................................................................................14
Feat Boosts...............................................................................................................................................14
Design Decisions: Boost Development..............................................................................................................................................15
New Feat Types..........................................................................................................................................15
Double Feats..................................................................................................................................................................................15
Uberfeats .......................................................................................................................................................................................15
Oblation Feats ..............................................................................................................................................................................16
Feat Descriptions ...................................................................................................................................27
Sidebar: Feat Presentation.............................................................................................................................................................27
Design Decisions: Fighter Bonus Feat Abilities ............................................................................................................................29
Design Decisions: Whither Dodge?.....................................................................................................................................................33
Sidebar: Rerolls ...............................................................................................................................................................................37
Sidebar: Multiple Effects...............................................................................................................................................................43
Sidebar: Dodge Bonuses .................................................................................................................................................................47
Sidebar: Making New Oblation Feats ...........................................................................................................................................49
Sidebar: Bonus Damage Dice ..........................................................................................................................................................51
Design Decisions: Superior Flanking................................................................................................................................................57
Sidebar: Using the Feats for Monsters ......................................................................................................................................60

Chapter Three: VERY OPTIONAL RULES


Maneuver Options..................................................................................................................................62
Crazy Legs Charge .......................................................................................................................................................................62
Knock Down .................................................................................................................................................................................62
Throw.............................................................................................................................................................................................62
Turning Charge ...........................................................................................................................................................................62
Hit Points.................................................................................................................................................62
Spending Grace ............................................................................................................................................................................62
Grace and Nonlethal Damage ...................................................................................................................................................63
Grace and Forced Rest................................................................................................................................................................63
Sidebar: Grace as a Commodity .....................................................................................................................................................63
Minimum Hit Points.....................................................................................................................................................................63

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

W hen Malhavoc Press released The Book of


Experimental Might, I was overwhelmed by how
well it was received. Among those who did find
fault with it, however, the most common criticism was that
the book didn’t devote enough space to nonspellcasters. A
Overview
The book’s subtitle, “Bloody, Bold, and Resolute,” comes from
Macbeth, my favorite work of Shakespeare. It’s probably my
favorite because it was the first Shakespeare play I ever read
long, long ago, and the first I ever saw performed. It’s also the
few readers contended that the rules actually hurt the fighter best I’ve ever seen performed. Its dark, hard-edged nature
class. (I pointed out this possible perception myself in the appealed to me as a teenager, and it appeals to me still.
book, although I still contend that the class is quite viable.) I think the line, “Be bloody, bold, and resolute; laugh to
Still, the comment got me thinking. scorn the power of man, for none of woman born shall harm
Some readers wanted to know, “Why don’t fighters get Macbeth,” is very appropriate to the fantasy adventurer.
disciplines?” Well, disciplines were designed to make spell- (And it is spoken by an apparition conjured by a witch, so all
casters more like fighters, so the question makes no sense. the better.) Every fighter could do worse than to strive to be
The Book of Experimental Might de-emphasizes what are basi- bloody, bold, and resolute. Bloody because he shouldn’t be
cally per-day abilities (spells) and gives characters with few afraid to get in there and take damage as well as deal it. Bold
or no per-round abilities the option of always having some- because fear and hesitation don’t get you the treasure.
thing to do. This isn’t an area where fighters need any help. Resolute because your friends depend on you to go toe-to-
They’re the kings of always having something to do—they’re toe with the enemy, not run away.
ready to use their best attack every round. To help you achieve these three goals, this book centers
Perhaps, then, what nonspellcasters needed was some per- around new feats and feat-related concepts. There are only
day abilities that functioned like spells. A resource to man- three chapters.
age. Except I’d already gone down this path with Arcana Chapter One: Fighting Domains—This chapter presents
Evolved’s ritual warrior and combat rites. the concept of fighting domains, which are basically feat
So for this book, I designed a less intrusive solution. It’s groupings based on combat style. These domains reward
not a whole new class, but a method of allowing fighters to characters for taking feats that all match a similar style.
“boost” their main power source—feats—a limited number Chapter Two: Feats—In this large chapter you’ll find a
of times a day. But I wanted a little more. I’ve always liked massive listing of new feats and updated core feats. The
the idea that fighters (and anyone who does a lot of physical chapter introduces new concepts such as double feats, uber-
combat) specialize in certain styles. With 3rd Edition, this feats, feat boosts, and special abilities for those who take a
concept became workable with “feat chains” based on Power feat as a fighter bonus feat.
Attack, Combat Expertise, or Point Blank Shot, for example. Chapter Three: Very Optional Rules—The book wraps
I decided to take this a step further, though, and actually up with a brief discussion of some potential gamebusting
reward characters for focusing on one area. That’s how fight- rules that nevertheless might be fun to try. In the Books of
ing domains were born. Experimental Might, these ideas are the most experimental of all.
Here’s something I want to be up-front about: This book
makes fighters more complicated to play. I mention this Using This Book
because I do feel there needs to be a class for the player who You can, of course, use just some of this book rather than all
doesn’t want to have a lot of abilities to keep track of or a lot of it. New feats are easy to introduce into any campaign. The
of options to juggle. If you’re that player, this book might not design of this book does assume, however, that you are also
be for you. At the very least, you might not want to adopt all using the rules from the first Book of Experimental Might,
the options presented here. such as gaining a feat at every level and using Grace and
Health points.
4 Book of Experimental Might II: Bloody, Bold, and Resolute

Contributors to Book of Experimental Might II: Bloody, Bold, and Resolute


About the Author
Monte Cook has worked professionally in the game industry since 1988 for companies including Iron Crown Enterprises, TSR Inc.,
and Wizards of the Coast. He is a codesigner of Dungeons & Dragons® 3rd Edition and author of the 3rd Edition Dungeon Master’s
Guide. He has designed dozens of popular roleplaying books through his own company Malhavoc Press and also has authored
miniatures games, novels, comic books, and short stories.

About the Illustrators


Self-taught cover artist Michael Komarck has worked as a projectionist at the local cineplex, a children’s book illustrator, graphic
designer, and owner of a small publishing company. Since 2003 he has illustrated covers for fantasy authors including Robert Asprin
and George R.R. Martin and many game companies. Visit <www.komarckart.com>.
Caleb Cleveland is a 2d concept artist and illustrator whose designs have been seen in roleplaying publications, interior design cat-
alogues, on stage, on film, in furniture showrooms, and in the proposals of marketing and advertising companies. Caleb lives in
Irvine, California, with his beautiful wife Karen. View samples of his artwork at his website <www.calebclevelanddesign.com>.
Leeds, England, illustrator Kev Crossley learned early on that a monster lived in the abandoned house down the street—after that,
he saw monsters everywhere. He drew them all the way through school, but in art college and university he was told to stop. After
getting a job in computer games, however, people started paying him to draw monsters. The moral of the story? Art college and uni-
versity were a waste of time. Check out his work at <www.kevcrossley.com>.
Scott Purdy, a UK-based illustrator, has a great love of horror, evil, and all things tentacular. He wills clients his way if they have
need of nasty critters to bring to life. You can see more of Scott’s work at <www.scottpurdy.net>.
Seattle-based illustrator Sam Wood is well known in the roleplaying and electronic game industries. While a staff artist at Wizards of
the Coast, Sam illustrated Dungeons & Dragons, Magic: The Gathering, and many other games. In addition to Malhavoc Press, he's
worked for a wide range of companies, from Green Ronin to Microsoft.
Born and raised in the Australian coastal city of Darwin, illustrator Kieran Yanner came to the U.S. at the age of twenty to pursue his
dreams. With some hard work and many a sleepless night he has amassed a broad client base from around the world and has pro-
duced creative works for a number of leading entertainment companies. See more of his work at <www.kieranyanner.com>.

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

A lso called styles, schools, or foci, fighting domains


allow characters to concentrate their efforts on one
method of combat and gain additional benefits
from this specialization. Each domain represents a different
method of fighting. Some domains focus on offense, some
as a character meets the prerequisites. There are no restrictions
on taking feats outside the domain. In fact, some domain feats
may have prerequisite feats that lie outside the domain.
The main benefit of taking domain feats comes when the
character has collected eight feats from the same domain;
on defense, and some on a combination of the two. But in this total qualifies him to receive the domain’s bonus power,
any case, domains reward characters—particularly fighters— as described above. Taking the same feat twice, which is
for focusing on just a few styles of combat. allowed for some feats (such as Weapon Focus), counts as
Just as a cleric domain includes a set of spells appropriate two different feats. A double feat or an uberfeat (see page 15)
to its overall concept, fighting domains contain collections counts as only one feat.
of feats along a given theme. There is some overlap in DMs who allow feats from other books are free to add
concept—and, in fact, overlap in feats—offered by each more options to domain feat lists. The size of a domain feat
domain. For example, the similar domains of Speed and list does not appreciably affect the domain’s overall value.
Agility both share a few qualities with the domain of Quick
Defense. Still, each fighting domain is distinct and special, Reselecting Domain Feats
providing characters with unique powers as well as thematic Another benefit of choosing domain feats is that characters
feat offerings. can swap out a particular feat for another one that might be
Characters gain access to domains based on their class more helpful in a particular situation. A character may trade
(see next page). Fighters have the easiest access and are like- one feat for another within the same domain at no cost, as
ly to gain the largest benefit from them. long as he has access to the domain in question. Switching
one’s domain feats takes one full day of practice, study, and
Domain Benefits preparation for each feat a character wishes to swap. He
Each fighting domain offers a basic power and a bonus must still qualify for all his feats (i.e., he must have all pre-
power to those who select it. They also include a key feat and requisites) and, once he has made a swap, he retains that
domain feats grouped around a particular concept. feat assortment until he reselects again. A character can
never switch out a domain’s key feat.
Basic Power and Bonus Power For example, Hyurth is a 12th-level fighter with the Might
When a character chooses a fighting domain, he immediately and Stalwart Defense fighting domains. Hyurth has the fol-
gains that domain’s basic power, which is called out in the lowing domain feats from the Might domain: Athletic,
domain’s description. Cleave, Improved Bull Rush, Power Attack, Power Charge, and
Characters who have selected eight of the feats associated Knock Back. Before going on his next mission, Hyurth can
with the domain also receive its listed bonus power. One of change some of his feats. He cannot swap Power Attack for
the eight feats must be the domain’s key feat. (However, having anything else, as it is the Might key feat. He cannot trade in
the key feat is not required to access a domain’s basic power.) Improved Bull Rush without also losing Knock Back, because
the former is a prerequisite of the latter. But with little fuss,
Key Feat and Domain Feats he could swap Athletic for Great Cleave, or Power Charge for
The key feat is simply a feat that makes a good first choice Knock Down. Each trade would take one day, as Hyurth refo-
for those who select the domain. It is often a prerequisite for cuses his training to utilize his might in different ways.
many of the domain feats, and having it is required for a While feat reselection is unlikely to happen too often, it
character to gain the domain’s bonus power. gives the fighter something to do while he waits for the wizard
Each domain has a dozen or so domain feats. All of these are to identify items, prepare scrolls, copy spells into his spell-
available to take as regular feats or fighter bonus feats, as long book, or whatever it is that those mages do with their time.
6 Book of Experimental Might II: Bloody, Bold, and Resolute

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.

The Domain of Agility


Characters cannot swap double feats or uberfeats (see Chapter You have trained to utilize your speed and reflexes to improve your
Two: Feats of Daring). ability to strike foes when and where they are the most vulnerable.
This ability is designed to work alongside the rules in Chapter Characters often use lighter weapons with this domain—they
Three of The Book of Experimental Might that allow characters to are sometimes seen as fencers. Those with this domain almost
swap a feat that they have not used during the preceding level for always have high Dexterity scores but not always high Strength
another at the time they gain a level. While reselecting as described scores. Fighters and rogues often train in this domain.
here works well for feats within the same domain, the previous The Nidaris school in the Dragonsbirth Mountains is one of the
swapping rules can apply to feats that lie outside a single domain. foremost training facilities for Agility, but no one is allowed within
Note that characters who swap out a key feat in this fashion lose the fortress-school without a written recommendation from an
access to the domain’s bonus power. instructor or a graduated student. “Alacrity over brutality” is their
motto.
Selecting Fighting Domains Humans, elves, halflings, and gnomes typically prefer this style
All fighters should pick a fighting domain at 1st level. At 9th level, more than do the other major races.
they choose a second domain. At 17th level, they get a third. Basic Power: You can choose to add a competence bonus to your
While fighting domains are primarily the purview of fighters, melee attack roll three times each day. The competence bonus is
other classes can use them, too, if the DM allows it. Some classes equal to +1 plus an additional +1 for every three levels. You cannot
may gain access to a single fighting domain if they give up some use Power Attack on the same round as you use this power.
class abilities, as follows: Bonus Power: When you are struck in melee combat, you can
• A barbarian that gives up the improved uncanny dodge abili- immediately make an attack against the foe that struck you as a free
ty can select a fighting domain at 5th level. action, as if making an attack of opportunity. You can use this
• A monk that gives up the improved evasion ability can select a power three times per day. This counts against the total number of
fighting domain at 9th level. attacks of opportunity you can make in 1 round.
• A paladin that gives up the remove disease ability (at all lev- Key Feat: Weapon Finesse
els) gains a fighting domain at 6th level. Domain Feats:
• A ranger that gives up the animal companion ability gains a • Agile
fighting domain at 4th level. • Astounding Dexterity
• A rogue that gives up the improved uncanny dodge ability can • Canny Strike
select a fighting domain at 9th level. • Careful Eye
• Careful Strike
Otherwise, nonfighters must spend a feat slot to select a fighting • Combat Reflexes
domain and gain its basic power. They must be at least 10th level to • Crippling Strike
do so. Nonfighters can then earn the fighting domain’s bonus • Draw Attack
power by selecting domain feats as a fighter would (but, of course, • Fencing Master (uberfeat)
they do not get the fighter bonus feats that a fighter does). • Full Opportunity
Nonfighters cannot select double feats or uberfeats (see Chapter • Light as a Feather
Two: Feats of Daring). • Light Weapon Mastery
Monsters without appropriate class levels should not have access • Rapid Strike
to fighting domains. • Sudden Attack (double feat)
• Uncanny Agility
Domain Descriptions
The following is a list of the fighting domains available. DMs could The Domain of Ferocity
create more if they wish, but these fifteen domains cover most You have trained to release your inner beast. You kill foes quickly
standard fighting styles. and savagely—woe to anyone who stands in your way.
Chapter One: Fighting Domains
7
Characters with this domain typically (but not always) wear light Of all the races, humans, halflings, and half-orcs are the most
armor and wield large weapons. They prefer melee to ranged combat, common dirty fighters, although the occasional half-elf and gnome
and they usually have high Strength and Constitution scores. may utilize some of its tricks.
A focus on this domain usually requires a journey into the deep Basic Power: Whenever you knock a foe prone in melee (includ-
wilderness, for the greatest teachers live far from civilization for fear ing if you slay him or knock him unconscious), you get to make an
of losing control of their own inner beast. Their training often attack of opportunity on that foe immediately. This counts against
includes a mystical spirit-quest in which the student must confront the total number of attacks of opportunity you can make in 1 round.
the animal inside them—literally. Bonus Power: If a melee opponent in your threatened area does
Humans, half-orcs, and the rare dwarf are devotees of this fight- anything other than attack you or use full defense on his turn, you
ing domain. may attack him on your next turn as though you were flanking him—
Basic Power: If you take a –2 penalty to attack rolls and hit a foe in with a +2 bonus to attack rolls and the possibility of a sneak attack.
melee combat, you can daze that foe for 1 round, due to your ferocious- Key Feat: Distraction
ness. The target may attempt a Fortitude saving throw (DC 10 + half Domain Feats:
your level + your Strength modifier) to resist. You can use this power • Blinding Strike
once per day plus one additional time per day for every three levels. • Canny Strike
Bonus Power: All foes within 30 feet of you must make a Will sav- • Careful Eye
ing throw (DC 10 + half your level + your Charisma bonus) or become • Deafening Strike
shaken for 1 round plus 1 round per four levels. You can use this power • Debilitating Strike
once per day plus one additional time per day for every three levels. • Hamper Defense
Key Feat: Berserk Attack • Hamper Movement
Domain Feats: • Hampering Shot
• Accept Attack • Low Blow
• Diehard • Paralyzing Blow
• Endurance • Pinning Shot
• Greater Increased Vigor • Punishing Blow
• Improved Initiative • Quick Poison
• Increased Vigor • Right Bastard (uberfeat)
• Large Bruiser • Unexpected Blow (double feat)
• Leap Into the Fray • Unexpected Shot (double feat)
• Master of the Inner Beast (uberfeat)
• Outlast Foe The Domain of Intellect
• Small Scrapper Brains over brawn, you always say. You focus on how best to use your
• Smash and Grab weapon, not on how hard you hit, for you know that the proper strike
• Terrify in the proper place can be more valuable than a hundred lesser blows.
• Unnerve Characters focused upon the Intellect domain use many different
• Wild Swing types of weapons and armor, because it is the mind of the wielder
that is truly important. They are quite skilled at both offense and
The Domain of Fighting Dirty defense. Typically, students of this domain have high Intelligence
You do what you need to do get the job done, and in this case the job
is winning the fight. You aren’t interested in honor, tradition, or
Training in Fighting Domains
nobility—you’re a scrapper and a backstabber, and that’s why you’re
still alive. There’s no such thing as an unfair fight. Many DMs will want to enforce some kind of training regimen
Characters devoted to this domain typically wear light or no for fighters, or anyone with a fighting domain. This is the kind
of thing the character can do while the wizard is copying
armor and use one-handed weapons, or fight with two weapons. spells into his spellbook or scribing scrolls. Generally, one day
However, you never know who’s going to turn out to be a dirty fight- per level upon gaining each new level might be appropriate.
er. Fighters and rogues typically favor this domain moreso than Failure to continue training means a temporary loss of all
other classes, but barbarians and even rangers might use it as well. domain basic and bonus powers until the training is complet-
ed. In addition, at 1st, 3rd, and 5th levels, at least one day of
A paladin likely will not. training should be with an instructor of higher level. This typi-
Fighting dirty is usually taught on the streets and dank alleyways cally costs 5 gp or 10 gp per day. After that time, characters
of the less pleasant parts of town. Fister Allet is a difficult man to can train again on their own. Instructional manuals can take
the place of a trainer in a pinch. Whenever possible, the DM
find, but if you know the right people in the wrong sections of should try to be casual in the enforcement of these training
Dohrinthas, you might find him as a teacher—if he doesn’t rob you “rules” to fit the flow of the campaign.
and leave you for dead, that is.
8 Book of Experimental Might II: Bloody, Bold, and Resolute

scores. While it is primarily the


domain of fighters, sometimes a
rogue or ranger will learn its secrets
as well.
Trainers in this fighting domain are
common, particularly in cities—although
not all trainers are the same. The best is
perhaps a human man named Jerenam
Thasanou in the city of Tarsis. His methods
are harsh, but his students are the best.
Humans and elves typically embrace this
domain more than other races do.
Basic Power: Five times each day, you can make
an opposed Intelligence check with a foe. If you suc-
ceed, you gain a +1 competence bonus to attack and
damage rolls against that foe, plus an additional
bonus of +1 per five levels. This bonus lasts for 1 round.
Bonus Power: You add your Intelligence bonus to your
weapon damage rolls and add it as a dodge bonus to your
Armor Class.
Key Feat: Combat Expertise
Domain Feats:
• Blind-Fight
• Blinding Strike
• Bloody Strike
• Canny Strike
• Combat Reflexes
• Compensate for Size
• Counterstroke (double feat)
• Deafening Strike
• Debilitating Strike
• Elude Blows
• Honored Master (uberfeat)
• Improved Disarm
• Improved Feint
• Improved Trip
• Just a Touch
• Modify Combat Style
• Opportunist
• Outmatched Opponent
• Paralyzing Blow
• Parry
• Superior Flanking
• Using the Advantage

The Domain of Leadership


The key to winning a battle is leadership. You know that combat-
ants need organization and discipline, and you have studied
strategies from throughout history written by some of the greatest
military commanders that have ever lived.
Characters who focus on this domain usually have good
Intelligence and Charisma scores. Fighters and paladins are the
most likely to gravitate toward Leadership training.
Chapter One: Fighting Domains
9
The Imperial Military Academy on the Plains of Panish turns out opponent gains a +4 bonus if he has more than two legs or is otherwise
some of the world’s best battlefield leaders. There, instructors stress more stable than a normal humanoid (such as a dwarf). (However,
both tactical thinking and historical perspective. They encourage you do not receive a similar bonus if you have extra stability.)
their emerging leaders to be creative as well as disciplined. You must inflict 30 points of damage in a single blow to push
Although every race values good leadership, humans likely focus back a Large creature, 40 points to push back a Huge creature, 50
on it the most, and half-orcs the least. points to push back a Gargantuan creature, and 60 points to push
Basic Power: When you strike a foe in combat, all allies within back a Colossal creature.
30 feet of you gain a +1 attack and damage bonus with regard to that Key Feat: Power Attack
foe. This competence bonus lasts until the beginning of your next Domain Feats:
turn. • Athletic
Bonus Power: All allies within 30 feet of you gain a +1 morale • Avatar of Might (uberfeat)
bonus to attacks, saves, and checks all the time. They must be able to • Cleave
both hear you and see you to gain the bonus. • Crushing Blow
Key Feat: Command • Great Cleave
Domain Feats: • Impressive Cleave (double feat)
• Battlefield Tactics • Improved Bull Rush
• Bolstered by Success • Improved Overrun
• Combat Advice • Improved Sunder
• Commanding Presence • Knock Back
• Defensive Advice • Knock Down
• Demoralize • Mighty Strength
• Driven by Failure • Power Charge
• Got Your Back • Smash
• Inspiring Presence • Stunning Blow
• Iron Will
• Leadership The Domain of Mounted Combat
• Master and Commander (uberfeat) You have trained to fight on the back of your mount as well as or
• Negotiator better than those on their feet. You use your mount to gain a terrible
advantage of speed and power.
The Domain of Might Many of those who focus on Mounted Combat have high
You have trained in what is perhaps the most straightforward com- Dexterity scores and wield a lance in combat. Fighters and paladins
bat style. The domain of Might hones brute force to a fine edge to are the most likely candidates to devote themselves to this domain.
maximize its potential. The great horseclans of Nall have teachers called Tharhanes that
Characters with this domain typically have high Strength scores are perhaps the greatest instructors in the art of mounted combat.
and often use two-handed weapons. Fighters and barbarians are the They are also some of the greatest horse trainers in the world.
most common devotees. Humans are the most common students of this domain. However,
Trainers and schools for this fighting domain are very common, just about every race has a few individuals who like to fight astride
but none is better known than the Coliseum of Nur, where gladiators mounts that may vary from riding dogs to dire boars to giant eagles.
train with captive ogres and even giants to learn various techniques. Basic Power: Whenever your mount makes a successful attack,
All races other than elves, halflings, and gnomes frequently train you gain a competence bonus equal to +1 plus an additional +1 for
their young warriors in this style. every three levels to attack the same opponent.
The Ferocity and Stalwart Defense domains complement this one Bonus Power: Whenever your mount attacks successfully, you can
thematically. make an immediate attack of opportunity against the same foe. This
Basic Power: You can choose to inflict additional damage three counts against the total number of attacks of opportunity you can
times per day in the amount of +1 plus an additional +1 for every two make in 1 round.
levels. This bonus works only in melee or with thrown weapons, and Key Feat: Mounted Combat
it lasts for 1 round. Domain Feats:
Bonus Power: If you inflict 20 points of damage or more in a single • Advance Mount
blow to a Medium or smaller creature, you can choose to push the target • Animal Affinity
straight back 5 feet as well. You make a Strength check with a +4 bonus, • Leap From the Saddle
opposed by your opponent’s Strength check. Both combatants gain a • Mounted Archery
+4 bonus for every size category they are larger than Medium or a –4 • Mounted Defense
penalty for every size category they are smaller than Medium. Your • Power of the Steed
10 Book of Experimental Might II: Bloody, Bold, and Resolute

• Ride-By Attack The Domain of Ranged Combat


• Saddlemaster (uberfeat) Be it with a bow, a crossbow, or a thrown dagger, you know the true
• Spirited Charge secret to success in combat is to keep your foes at a distance. Your
• Spur Mount (double feat) skills involve precision at range as well as speed and agility.
• Terrify Devotees of this domain typically have high Dexterity scores.
• Trample Fighters, rangers, and some rogues tend to favor it.
• Unnerve Whole martial orders are built around ranged combat, such as
• Unsteady the Order of the Bow in the elven sanctuary known as Iridithil’s
Home. If you can impress teacher Nyphistree Silvertree with your
The Domain of Quick Defense dedication and skill, she can help you become a world-class archer.
Your training has honed your ability to move quickly, dodge blows, This domain appeals to elves, humans, and halflings most often.
and otherwise defend yourself with your natural agility while you Basic Power: You can choose to inflict additional damage three
fight. The central focus is simply to not get hit. times per day in the amount of +1 plus an additional +1 for every
Characters with this domain always wear light (or no) armor and two levels. The power works only with ranged weapons (including
may use lighter weapons—they are sometimes seen as fencers. thrown weapons).
Rapiers and daggers are great for quick, rapid thrusts while ducking, Bonus Power: Point Blank Shot range becomes 60 feet rather
weaving, and dodging about to avoid all damage. Quick Defense than 30 feet for you. Sneak attacks are now possible at that range
specialists almost always have high Dexterity scores. Mainly fighters as well, if applicable.
and rogues, and occasionally rangers, pursue this type of training. Key Feat: Point Blank Shot
As with Agility (see page 6), the Nidaris school in the Dragons- Domain Feats:
birth Mountains is perhaps the premier training facility for this • Careful Eye
domain. The greatest teacher, the female elf Everaen, is a total pacifist. • Close-Quarter Fire
Humans, elves, halflings, and gnomes typically prefer this style • Covering Fire
moreso than do the other major races. • Deadly Sniper (uberfeat)
Basic Power: You can choose to add a dodge bonus to your • Far Shot
Armor Class three times each day. The dodge bonus is equal to +1 • Hampering Shot
plus an additional +1 per three levels. This power lasts for 1 round, • Improved Precise Shot
and it remains in effect only while you wear light or no armor. • Manyshot
Bonus Power: You dodge and weave so quickly you are a blur. • Mighty Hurl
For 1 round plus 1 round for every five levels, you have a 25 percent • Pinning Shot
miss chance. You can use this power three times per day. This • Precise Shot
power remains in effect only while you wear light or no armor. • Quick Draw
Key Feat: Defensive Move • Ranged Mastery (double feat)
Domain Feats: • Rapid Reload
• Acrobatic • Rapid Shot
• Alertness • Shot on the Run
• Block • Unexpected Shot (double feat)
• Can’t Lay a Hand
• Combat Expertise The Domain of Speed
• Counterstroke (double feat) You specialize in moving quickly to enhance your attacks, to make
• Defensive Stance yourself harder to hit, and simply to get from one place on the
• Elude Blows battlefield to another more quickly.
• Foil Readied Action (double feat) Characters with this fighting domain typically have high
• Ghost (uberfeat) Dexterity scores. Fighters, barbarians, and monks are the most
• Improved Uncanny Dodge common followers of this style, although occasionally rogues and
• Leap Back (double feat) even rangers train to master it.
• Light Armor Specialization One who wishes to learn the secrets of speed should seek out an
• Lightning Reflexes Esthanal teacher. These wandering fighter/monks are said to move
• Magical Parry (double feat) with supernatural alacrity. Their origin is a mystery.
• Mobility All races occasionally study this style. Thematically, it works well
• Parry along with the domains of Agility and Quick Defense.
• Uncanny Dodge Basic Power: You can choose to add +10 feet to your speed for 1
• Weave and Dodge round three times each day. This addition stacks with Fleet of Foot.
Chapter One: Fighting Domains
11
Bonus Power: Your 5-foot steps become 10-foot
steps, but in all other ways they obey the rules of
5-foot steps.
Key Feat: Fleet of Foot
Domain Feats:
• Acrobatic Charge
• Acrobatic Run
• Defensive Move
• Defensive Run
• Dodging Charge
• First Strike
• Improved Initiative
• Mobility
• Moving Strike
• Power Charge
• Quick Draw
• Run
• Running Circles
• Speed Burst
• Speed Demon (uberfeat)
• Spring Attack
• Whirlwind Attack

The Domain of Stalwart Defense


You have learned to become a bastion that can stand against the tide.
You are a rock that cannot be moved. A living fortress. Heavy armor,
huge shields, and big weapons are the order of the day. You are less
concerned about avoiding blows as you are about surviving them.
Characters using this domain typically have high Constitution
scores. Usually only fighters study this art, although the occasional
paladin may as well.
Deep beneath the earth, in the dwarven citadel of Amur-Rus, lie
the Tablets of Bokal: the greatest repository of knowledge regarding
Stalwart Defense. The best teachers have studied these tablets—many
dwarven teachers have made the pilgrimage to the citadel to read
from them. The most dedicated students make the pilgrimage as well.
Dwarves, humans, and some half-orcs prefer this domain.
Basic Power: You gain permanent bonus hit points equal to the
amount you would normally gain when advancing a level: your Hit
Die plus your Constitution modifier.
Bonus Power: Once per day you can choose simply to ignore one
melee or ranged attack that strikes you. You also ignore any other effects
associated with that attack (poison, level drain, disease, and so on). • Greater Ignore Condition
Key Feat: Stalwart Stance • Heavy Armor Specialization
Domain Feats: • Ignore Condition
• Accept Attack • Impact Reduction
• Acrobat’s Foe • Living Fortress (uberfeat)
• Anchor Foe (double feat) • Outlast Foe
• Armor Spiking • Readied Burst of Blows
• Counterstroke (double feat) • Rejuvenate (double feat)
• Diehard • Resist Charge
• Endurance • Resist Critical (double feat)
• Great Fortitude • Revitalize
12 Book of Experimental Might II: Bloody, Bold, and Resolute

Why Not Just Be a Monk? The Domain of Unarmed Combat


You don’t need weapons. Your body is a weapon. You can accom-
A fighter taking the feats Improved Unarmed Strike and Iron plish with your hands and feet what others cannot do even with
Fist (even multiple times) is hard pressed to be as good as
the monk at unarmed combat. But an unarmed fighter has a
swords and axes.
better base attack bonus, no restrictions on armor, and a Characters who focus on this fighting domain are generally
much greater opportunity to specialize in specific areas unarmored and, obviously, unarmed, although some adherents
through feats. The fighter also may match a player’s character
concept without a monk’s alignment restrictions and quasi-
learn to use their fists in addition to a blade. Fighters and monks
magical powers. generally devote themselves most often to the domain of Unarmed
Combat.
Far in the unknown mountains of the south lies the Fortress of
Nai, a school for training unarmed combatants. The master monk
The Domain of Two-Weapon there, Uo, is said to have slain dragons singlehandedly with his
bare hands.
Fighting Members of all major races may learn to use their bodies as
You are trained in the complex art of fighting with two weapons, weapons.
dividing your attention and focus evenly, attacking multiple foes at Basic Power: When fighting unarmed, you gain a damage bonus
once, and making intricate maneuvers. Your combat style resembles equal to +1 plus an additional +1 for every three levels.
a choreographed dance of death. Bonus Power: Your unarmed attacks affect creatures that nor-
Characters using the Two-Weapon Fighting domain obviously mally are affected only by magic weapons. If you already have this
use both a one-handed weapon and a light weapon, although they power from a feat or class ability, choose one other quality (holy,
can learn to use larger weapons as well. They also may use double silver, etc.); your attacks are considered to have this quality for the
weapons. purpose of overcoming damage reduction.
Two-Weapon Fighting is taught more often by individual trainers Key Feat: Improved Unarmed Strike
than in academies or military camps. The half-elf pirate Niamises, Domain Feats:
for example, has trained many of the greatest two-weapon fighters • Acrobatic
in the world on the deck of her ship, Rapier. • Acrobatic Charge
Elves and half-elves make good use of this domain, as do • Acrobatic Run
humans. Dwarves and half-orcs who adhere to this style typically • Catch Attack (double feat)
do so using a double weapon. • Deflect Arrows
Basic Power: Whenever you hit with your main weapon, you • Deflect Grappler
gain a +1 competence bonus to attack and damage rolls with your • Hands as Weapons
off-hand weapon. • Improved Grapple
Bonus Power: Whenever you strike a foe with both your main • Iron Fist
weapon and your off-hand weapon in the same round, the oppo- • Leap Back (double feat)
nent must attempt a Fortitude saving throw (DC 10 + half your • Leap Into the Fray
level + your Dexterity modifier). On a failure, the foe is dazed for • Living Weapon (uberfeat)
1 round. • Paralyzing Blow
Key Feat: Two-Weapon Fighting • Smash and Grab
Domain Feats: • Snatch Arrows
• Divided Attention • Stunning Fist
• Double Effect • Tackle
• Double Smash • Throw
• Double Strike (double feat) • Unarmed Parry
• Great Blow
• Greater Two-Weapon Fighting The Domain of Weapon Mastery
• Improved Two-Weapon Fighting You know that you cannot be a successful combatant if you do not
• Massive Two-Weapon Fighting understand your weapons. Your weapons are an extension of your-
• Quick Feint self, and each of them has its own secrets.
• Strikes From All Around Characters studying this fighting domain use any and all
• Two-Weapon Defense weapons and armor. Generally speaking, only fighters pursue
• Two-Weapon Set-Up (double feat) Weapon Mastery.
• Whirling Dervish (uberfeat) Schools where a character can learn these secrets are common,
but they usually specialize in only one or two weapons, or perhaps
Chapter One: Fighting Domains
13
a limited grouping of weapons. The Sword School of Thewen is Bonus
one, the Glass Academy (focusing on thrown weapons) is another. Power:
All races value this kind of training. Once per
Basic Power: Whenever you wield a weapon you chose to use with round, when a
the Weapon Focus feat, and you face a foe who uses the same melee opponent
weapon, you gain a +2 competence bonus to attack and damage misses you in
rolls. If both you and your opponent have this ability, the one with combat, you can
the higher base attack bonus gains the benefit of this power. If the make an immedi-
base attack bonuses are the same, no one gains the benefit. ate attack of opportu-
Bonus Power: You enjoy Weapon Focus with all weapons (but not nity against him with
unarmed combat or spells that require attack rolls, unless you specif- your shield bash.
ically take Weapon Focus for those types of attacks). Key Feat: Shield
Key Feat: Weapon Focus Specialization
Domain Feats: Domain Feats:
• Axefighter • Block
• Elude Blows • Can’t Lay a Hand
• Flail Defense • Got Your Back
• Greater Weapon Focus • Impact Reduction
• Greater Weapon Specialization • Improved Shield
• Honored Master (uberfeat) Bash
• Improved Critical • Improved Shield
• Macefighter Specialization
• Magical Weapon Focus • Massive Weapon
• Melee Master (double feat) and Shield
• Outmatched Opponent • Reflective Shield (double feat)
• Paralyzing Blow • Reflexive Shield
• Parry • Shared Shield
• Quick Draw • Sword and Board Master (uberfeat)
• Skill Over Luck • Weapon Focus
• Spearfighter • Weapon Specialization
• Swordsman
• Using the Advantage
• Weapon Mastery Game Balance
• Weapon Specialization Some readers of The Book of Experimental Might thought
that giving spellcasters disciplines and giving everyone more
The Domain of Weapon and feats left fighters—and, by implication, rogues, barbarians,
and monks—out in the cold. I’m not convinced that’s true, but
Shield Fighting what is clear is that spellcasters got a lot of new toys and
nonspellcasters didn’t. So I think that, while the fighting
You have learned to use a shield for defense and a weapon for domain idea does give fighters a slight increase in power,
offense, the perfect combination to win any fight. what it really does is make them more interesting. They’ve
got some new toys to play with.
Characters who study this domain generally use axes, maces, or
There are game balance issues to consider, however. Some of
swords with their shields, and often wear heavy armor. the new feats (such as those in the Agility domain) “steal”
Weapon and Shield Fighting is a very common domain, and rogue abilities and make them accessible to others. However,
instructors are everywhere. The Order of Iron Might trains all comers the rogue class is still far and away the best class to choose
for characters interested in sneak attacks. And nothing beats
(who can pay the training fees) in this domain. The Imperial Military their skill points.
Academy trains most of its soldiers using this combat style as well.
And what’s more, rogues can take those feats too, and
Fighters and some paladins focus on this domain. Members of all become even better at what they do. Likewise with barbarians
races find it equally appealing. and the Ferocity domain, and monks and the Unarmed
Basic Power: Once per round, when a melee opponent misses you Combat domain. I like the fact that these new rules allow you
to build a roguish fighter, a barbarian-style fighter, or even a
in combat, you can shove him with your shield. If you succeed in an monk-style fighter (particularly without all the quasi-mystical
opposed Strength check, you knock him off balance and make him stuff ). But it’s more than just that. Now you can more easily
easier to hit: You gain a bonus to attack rolls against him equal to +1 build an unarmed barbarian, a rogue that fights with his wits,
or a ferocious monk.
plus an additional +1 for every five levels.
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

T his chapter contains feats. Most of them are new, but


some are familiar, albeit with new additions. All of the
feats found here can be taken as fighter bonus feats,
including some core feats that were not originally on the fight-
er bonus feat list. The feats taken from the Core Rules are com-
3rd level the fighter has one boost per day, at 5th he has two per
day, at 7th he has three, and so on. Rogues and barbarians earn
their first feat boost at 4th level and gain another at 8th, anoth-
er at 14th, and another at 20th level. Other classes do not have
access to feat boosts in this fashion but may take a feat that
plete in this chapter, however, so if you are a fighter, this is all grants them boosts (see “Boost Feat” on page 30 and the side-
you need to select and reference your bonus feats—and likely bar on the next page).
most of the rest of your feats, as well. These boost totals are daily totals; characters regain their full
“Feats of Daring” also describes three new feat types— allotment of boosts after a full night’s rest.
double feats, uberfeats, and oblation feats—and some A character can boost a given feat only once per day. A feat
additional built-in abilities, such as boosting. boost power never lasts more than 1 round, and it usually
These feats and related rules are designed to coordinate applies only to one die roll. When a feat boost gives you the
with the “feat every level” rule introduced in The Book of ability to reroll one die roll, unless the feat description says
Experimental Might. otherwise, you can apply this power only to your own rolls. If
forcing an opponent to make a reroll, unless otherwise noted in
Fighter Bonus Feats the feat description, the roll must be a part of an attack or effect
Most of the feats described in this book offer a special, addi- targeting you.
tional ability or bonus that a fighter gains at a given level if he
chose the feat as one of his fighter bonus feats as opposed to
choosing it as a normal feat. These abilities always take effect at
a level for which a fighter does not gain a new fighter bonus
feat (the odd-numbered levels, 3rd and higher).
Of course, no fighter ever has more than eleven bonus feats,
so the majority of his feats will not offer him this special ability.
He will have to choose his bonus feats carefully, weighing
future benefits he will gain from their special abilities with the
more immediate benefits other feats might offer.
A player should designate on his character sheet whether or
not he took a feat as a fighter bonus feat, and then be aware of
the level at which new abilities kick in.
A fighter who has already attained the given level for a feat’s
fighter bonus feat additional ability to take effect gains that
ability immediately.

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

General Feats (Beginning With C–D)


General Feat Domains Prerequisites Bonus Level* Benefit
Combat Expertise Intellect†, Quick Defense Int 13 15th Subtract a number from your attack roll and add
it to your AC
Combat Reflexes Agility, Intellect — 13th Gain extra attacks of opportunity
Command Leadership† Cha 13 15th Grant competence bonuses to your allies
Commanding Leadership Command, Cha 13 — NPC allies obey you
Presence
Compensate for Intellect Dex 13 7th Bonuses to AC, attack, and damage against
Size bigger foes
Counterstroke** Intellect, Quick Defense, Parry, Dex 15, BAB +6 — Block all a foe’s melee attacks
Stalwart Defense
Covering Fire Ranged Combat Point Blank Shot, 15th Foes suffer a morale penalty to attack rolls
Precise Shot
Crippling Strike Agility Sneak attack, Int 17 9th Foe loses 1 point of Strength after a sneak attack
Crushing Blow Might Power Attack, Improved 15th Deal extra damage to constructs and objects
Sunder, Str 17, BAB +8
Deafening Strike Fighting Dirty, Intellect BAB +6 13th Your attack may deafen foe
Debilitating Strike Fighting Dirty, Intellect — 7th Foe suffers –1 penalty to attack rolls
Defensive Advice Leadership Cha 15, BAB +6 11th Grant allies +1 bonus to AC
Defensive Move Quick Defense†, Speed Dex 13 19th +4 dodge bonus to AC against ranged attacks
Defensive Run Speed Fleet of Foot, Run, Dex 13 11th +2 dodge bonus to AC when running or charging
Defensive Stance Quick Defense Dex 13 17th +1 dodge bonus to AC against melee attacks
Deflect Arrows Unarmed Combat Improved Unarmed — Take no damage from ranged attack
Strike, Dex 13
Deflect Grappler Unarmed Combat — 11th +4 dodge bonus to AC against grapples and
related touch attacks
Demoralize Leadership — — Foe’s allies suffer a –2 morale penalty to attack
and damage when you drop the foe
Diehard Ferocity, Stalwart Defense Endurance 13th Automatically stabilize when dying and act as
though only disabled
Disrupt Caster** — Mage Fighter, Dex 15, — Ruin a spellcasting attempt as a free action
BAB +3
Distraction Fighting Dirty† — — Dazzle a foe as part of a full attack action
Divided Attention Two-Weapon Fighting Two-Weapon Fighting, 9th +2 competence bonus when attacking different
Dex 15 foes with different weapons
Dodging Charge Speed Fleet of Foot, Dex 13 9th Draw no attacks of opportunity while charging
Double Effect Two-Weapon Fighting Two-Weapon Fighting, 11th Attack with both weapons on a full attack action
Improved Two-Weapon to gain another feat’s benefit
Fighting, Dex 17, BAB +6
Double Smash Two-Weapon Fighting Two-Weapon Fighting, 7th Combine the damage of two weapons to
Dex 15 determine various outcomes
Double Strike** Two-Weapon Fighting Two-Weapon Fighting, — Attack with weapons as a standard attack
Improved Two-Weapon
Fighting, Dex 15
Draw Attack Agility Defensive Stance or 15th Make an attack of opportunity against a foe who
Defensive Move, makes one against you
Mobility, Dex 15
Driven by Failure Leadership — 7th +4 bonus to attack and damage when you see
an ally fall

* “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

General Feats (Beginning With I–L)


General Feat Domains Prerequisites Bonus Level* Benefit
Improved Bull Rush Might Power Attack, Str 13 13th +4 bonus on bull rush opposed Strength checks
with no attack of opportunity from defender
Improved Critical Weapon Mastery Proficiency with weapon, 15th Double your critical threat range with selected
BAB +8 weapon
Improved Disarm Intellect Combat Expertise, 13th +4 bonus on opposed attack rolls to disarm with
Int 13 no opportunity attack or disarm attempt from foe
Improved Feint Intellect Combat Expertise, Int 13 7th Make a Bluff check to feint in combat
Improved Grapple Unarmed Combat Improved Unarmed 13th +4 bonus on grapple checks with no attack of
Strike, Dex 13 opportunity on initial touch attack
Improved Initiative Ferocity, Speed — 15th +4 bonus on initiative checks
Improved Overrun Might Power Attack, Str 13 13th +4 bonus on Strength check to knock down foe;
he cannot avoid you
Improved Precise Ranged Combat Point Blank Shot, — Your ranged attacks ignore anything less than
Shot Precise Shot, Dex 19, total cover or concealment; target a grappling
BAB +11 foe automatically from range
Improved Shield Weapon and Shield proficiency 11th Add shield bonus to your AC while bashing
Bash Shield Fighting
Improved Shield Weapon and Shield Proficiency, Shield — Block melee attack with your shield after
Specialization Shield Fighting Specialization, BAB +10 successful opposed attack roll
Improved Sunder Might Power Attack, Str 13 11th +4 bonus on attack rolls against objects with no
attack of opportunity from their holders
Improved Trip Intellect Combat Expertise, 9th +4 bonus on Strength check to trip foe with no
Int 13 attack of opportunity from foe; if successful,
you get to attack
Improved Two- Two-Weapon Fighting Two-Weapon Fighting, — Make a second attack with your off-hand
Weapon Fighting Dex 17, BAB +6 weapon at a –5 penalty
Improved Unarmed Unarmed Combat† — — Provoke no attacks of opportunity from armed
Strike foes whom you attack while unarmed; deal
lethal or nonlethal damage
Improved Uncanny Quick Defense Uncanny Dodge, Dex 15 — You cannot be flanked
Dodge
Increased Vigor Ferocity — 15th Gain 1d8 temporary hp + 1d8 per five levels
Inspiring Presence Leadership — 9th Allies gain +1 morale bonus to Will saves
Iron Fist Unarmed Combat Improved Unarmed 11th, 16th Trade –2 attack penalty for +1d6 damage in
Strike, BAB +8 unarmed strikes
Iron Will Leadership — 9th +2 bonus on Will saves
Juggernaut Charge — Power Attack, Knock 19th Attack and knock down multiple opponents
Down, Improved while charging
Overrun, Power Charge,
Str 18, BAB +16
Just a Touch Intellect Dex 15, BAB +7 9th Melee attack becomes a touch attack
Knock Back Might Power Attack, Improved 18th Knock a target back 5 feet after inflicting
Bull Rush, Str 15, BAB +10 20 points of damage in one attack
Knock Down Might Power Attack, Str 15, 13th Knock a foe prone after inflicting 20 points
BAB +6 of damage in one attack
Large Bruiser Ferocity Size Large or larger, 15th Make an attack of opportunity when smaller
Str 15, BAB +8 foes step into your threatened area
Leadership Leadership Character level 6th — Gain a cohort or followers

* “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

General Feats (Beginning With O–R)


General Feat Domains Prerequisites Bonus Level* Benefit
Opportunist Intellect Int 15 — Make opportunity attack against newly damaged
foe
Outlast Foe Ferocity, Stalwart Con 13 — Foe becomes fatigued after a hit 5 rounds into
Defense combat
Outmatched Intellect, Weapon Weapon Focus, Weapon 15th Automatically inflict max damage on all attacks
Opponent Mastery Specialization, BAB +10
Paralyzing Blow Fighting Dirty, Intellect, BAB +15 — Foe paralyzed for 1 full round
Weapon Mastery
Parry Intellect, Quick Defense, BAB +6 — Use your attacks to block your foe’s
Weapon Mastery
Pinning Shot Fighting Dirty, Point Blank Shot, BAB +6 — Ranged attack pins foe to the floor, wall, etc.
Ranged Combat
Point Blank Shot Ranged Combat† — 9th +1 bonus on ranged attack and damage within
30 feet
Power Attack Might† Strength 13 11th Trade attack bonus for damage (up to BAB)
Power Charge Might, Speed Power Attack, Str 13 15th +2d6 points of damage when charging with
a melee weapon
Power of the Steed Mounted Combat Mounted Combat 15th +2 damage bonus to adjacent foes
Precise Shot Ranged Combat Point Blank Shot — Ignore –4 penalty for firing into melee
Punishing Blow Fighting Dirty BAB +6 15th +1d6 damage per iterative attack
Quick Draw Ranged Combat, Speed, BAB +1 — Draw a weapon as a free action
Weapon Mastery
Quick Feint Two-Weapon Fighting Two-Weapon Fighting, — Feint as a free action when wielding two
Improved Feint, Combat weapons
Expertise, Dex 15, Int 13
Quick Poison Fighting Dirty — — Apply poison as a free action
Ranged Mastery** Ranged Combat Point Blank Shot, Precise — Use melee-oriented feats with ranged attacks
Shot, Improved Precise Shot
Rapid Reload Ranged Combat Weapon Proficiency 15th Reload crossbow faster than normal
(crossbow type chosen)
Rapid Shot Ranged Combat Point Blank Shot, 15th Make one extra ranged attack per round with
Dex 13 a full attack action
Rapid Strike Agility Weapon Focus, Dex 15, 13th Make extra melee attack once per day per level
BAB +3
Readied Burst Stalwart Defense Dex 13, BAB +6 — Ready a full attack action
of Blows
Reflective Shield** Weapon and Shield Reflexive Shield, Shield — Use your magic shield to reflect spell back at
Fighting Specialization, Shield the caster
Proficiency, Dex 13,
BAB +10
Reflexive Shield Weapon and Shield Shield Specialization, 11th +4 bonus to Reflex saves against area attacks
Fighting Shield Proficiency,
Dex 13, BAB +4
Rejuvenate** Stalwart Defense Revitalize, Stalwart — Spend 1 full round to regain all Grace hit points
Stance
Resist Charge Stalwart Defense BAB +4 11th Foes gain no benefit from charging you; you may
make an attack of opportunity against them
Resist Critical** Stalwart Defense Stalwart Stance, Impact — Resist half of all critical hits dealt to you
Reduction, Heavy Armor
Specialization, 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.
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

General Feats (Beginning With S–W)


General Feat Domains Prerequisites Bonus Level* Benefit
Swordsman Weapon Mastery Weapon Focus, Combat 13th Follow up a successful sword strike with an
Expertise, Improved immediate disarm attempt as a free action
Disarm, Dex 13
Tackle Unarmed Combat Jump (5 ranks), 9th +4 to touch attack and leaping grapple check
Improved Grapple
Taking Advantage — Distraction 9th +1 competence bonus to attack and damage
against foes with a detrimental condition
Terrify Ferocity, Berserk Attack, 9th Foe must save or be panicked for 1 round per
Mounted Combat Unnerve, BAB +5 level
Throw Unarmed Combat Jump (5 ranks), 13th Immediately attempt to throw a foe you are
Improved Grapple grappling
Torchfighting — — 7th Torch attacks deal 1d4 damage + Str modifier +
1d4 fire and may blind/dazzle foes
Toughness — — 13th Get hit points as though you had gained a level
Trample Mounted Combat Ride (1 rank), 9th Target cannot avoid your mounted overrun
Mounted Combat attempt; if successful, mount gets an attack
Two-Weapon Two-Weapon Fighting Two-Weapon Fighting, 9th +1/+2 shield bonus to AC when using double
Defense Dex 15 weapon or two weapons
Two-Weapon Two-Weapon Fighting† Dex 15 — Penalties for using two weapons reduced by 4
Fighting
Two-Weapon Two-Weapon Fighting Two-Weapon Fighting, — Expanded threat range and +1d10 damage after
Set-Up** Improved Critical, BAB +9 a hit with one weapon
Unarmed Parry Unarmed Combat Dex 15 9th +1 dodge bonus to AC while unarmed
Uncanny Agility Agility Dex 15 9th +10 bonus to Climb, Tumble, Jump, or Balance
check each day
Uncanny Dodge Quick Defense Dex 15 — Retain your Dex bonus to AC while wearing light
armor or no armor
Unexpected Blow** Fighting Dirty Base attack bonus +7 — Make extra melee attack at your full attack bonus
+2 with +1d6 damage; foe loses Dex bonus to AC
Unexpected Shot** Fighting Dirty, Point Blank Shot, — Make extra ranged attack at your full attack bonus
Ranged Combat BAB +7 +2 with +1d6 damage; foe loses Dex bonus to AC
Unnerve Ferocity, Mounted Combat Berserk Attack, BAB +3 11th Foes suffer –1 morale penalty to their attacks
after you hit
Unsteady Mounted Combat Mounted Combat 11th Foe loses Dex bonus to AC against your
mounted melee attack
Using the Intellect, Weapon BAB +10 15th +1d6 damage when you have a combat
Advantage Mastery advantage
Weapon Finesse Agility† BAB +1 13th Use Dex instead of Str on attacks with light
melee weapons
Weapon Focus Weapon Mastery†, Proficiency with 9th +1 to attack rolls with one specific weapon
Weapon and Shield selected weapon,
Fighting BAB +1
Weapon Mastery Weapon Mastery Weapon Focus 7th +2 competence bonus to attack rolls against
foes who use your selected weapon
Weapon Weapon Mastery, Proficiency with selected 9th +2 bonus to damage rolls with selected weapon
Specialization Weapon and Shield weapon, Weapon Focus
Fighting with selected weapon,
fighter level 4th

* “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

General Feats (Beginning With W to End)


General Feat Domains Prerequisites Bonus Level* Benefit
Weave and Dodge Quick Defense Defensive Move, — Quick Defense domain grants miss chance of 50%
Quick Defense domain, (not just 25%)
Dex 15, BAB +8
Whirlwind Attack Speed Combat Expertise, — Make one melee attack against each opponent
Defensive Move (or within reach
Defensive Stance),
Mobility, Spring Attack,
Dex 13, Int 13, BAB +4
Wild Swing Ferocity BAB +8 11th All adjacent foes immediately move back 5 feet
or risk a +2 attack from you

* “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.

Alertness [General] Astounding Dexterity [General]


You have finely tuned senses. You can call upon impressive dexterity when it matters most.
Benefit: You enjoy a +2 bonus on all Listen checks and Spot Prerequisite: Dexterity 13
checks. Benefit: Once each day, you can add one-half your level to your
Special: The master of a familiar gains the benefit of the Dexterity bonus for 1 round to benefit your Dexterity checks or skill
Alertness feat whenever the familiar is within arm’s reach. checks that use Dexterity as their key ability. (This does not benefit
Fighter Bonus Feat: Starting at 9th level, if you took this as your Armor Class or Reflex saves.) You must declare that you are
a fighter bonus feat, you gain a +4 bonus on Listen checks and using this feat before you make your roll.
Spot checks. Fighter Bonus Feat: Starting at 15th level, if you took this as a
Boosted: You can reroll a Listen check or Spot check. fighter bonus feat, you can use the benefit three times each day.
Boosted: You gain an additional use of this feat that does not
Anchor Foe [General—Double Feat] count as one of your daily uses.
You prevent a foe from moving.
Benefit: When you are adjacent to a foe, you can use a move Athletic [General]
action to force him to stay in place with feints and jabs. Every You have a knack for athletic endeavors.
round you use a move action in this fashion, you keep the foe from Benefit: You enjoy a +2 bonus on all Climb checks and Swim
leaving his current square(s) until the beginning of your next checks.
action. You cannot anchor a foe more than two sizes larger than Fighter Bonus Feat: Starting at 9th level, if you took this as
yourself. a fighter bonus feat, you gain a +4 bonus on Climb checks and
Boosted: As a free action, you force one foe to whom you are Swim checks.
adjacent to remain in the same square until the beginning of your Boosted: You can reroll a Climb check or Swim check.
next turn.
Avatar of Might [Uberfeat]
Animal Affinity [General] You are a paragon of strength.
You are good with animals. Prerequisites: Power Attack, Smash, Knock Down, Knock Back,
Benefit: You enjoy a +2 bonus on all Handle Animal checks and Strength 18, base attack bonus +16
Ride checks. Benefit: If you use the full attack action, you have a damage
Fighter Bonus Feat: Starting at 9th level, if you took this as a bonus pool equal to twice your fighter level that you can use each
fighter bonus feat, you gain a +4 bonus on Handle Animal checks round to supplement your individual damage rolls. Decide how you
and Ride checks. are going to divide this resource among your attacks before you
Boosted: You can reroll a Handle Animal check or Ride check. make your attack rolls. For example, if you are 16th level and make
four attacks in your round, you could add +8 damage to each
Armor Spiking [General] attack, +23 damage to one attack and +3 damage to the other three,
You use the spikes on your armor to hurt your opponent. +32 damage to one attack and nothing to the others, and so on.
Prerequisite: Base attack bonus +3 Special: This feat costs four retired feats and one feat slot. It is
Benefit: If you have spikes on your armor and successfully strike the uberfeat for the domain of Might.
an opponent at least once in melee as a part of a full attack action,
you inflict +1d6 points of additional piercing and slashing damage Axefighter [General]
by thrusting the armor’s spikes at the foe. If you hit a single foe You know the secrets of the axe and revel in its ability to take down
with all the attacks of your full attack action, you inflict +1d6 dam- foes quickly.
age plus an additional +2 for each attack. Hitting with some but Prerequisites: Weapon Focus, Dexterity 13
Chapter Two: Feats of Daring
29
Benefit: When you use the Weapon Focus feat with a battleaxe, Design Decisions: Fighter Bonus Feat Abilities
greataxe, throwing axe, handaxe, double axe, dwarven urgrosh, or
dwarven waraxe, you gain a +2 morale bonus to attack and damage For those of you familiar with Arcana Evolved, fighter bonus
feat special abilities are a lot like heightened spell effects.
each time you drop a foe (unconscious or dead). This bonus lasts for There was no easy way to do a “diminished” version, though.
1 round plus an additional 1 round for every five levels. Still, I like the way these special abilities allow feats to scale
Fighter Bonus Feat: Starting at 15th level, if you took this as a with experience level, at least for fighters. And, let’s face it,
the fighter really is the “feat guy” in the game.
fighter bonus feat, you gain a +3 bonus rather than a +2 bonus.
Boosted: You can reroll one attack roll made with a weapon listed
above.
Boosted: You can reroll the miss chance percentile roll twice, not
Battlefield Tactics [General] just once.
You instruct your allies in how to position themselves.
Prerequisites: Combat Advice, Charisma 15, base attack bonus +8 Blinding Strike [General]
Benefit: After you spend a move action surveying the area and You are skilled at striking at a foe’s eyes.
issuing orders, all allies within sight and hearing of you gain an Prerequisite: Base attack bonus +7
additional 5-foot step until your next turn. This can be combined Benefit: As a full attack action, you can make a single attack that
with an existing 5-foot step (allowing a character to make two such inflicts normal damage. If you damage an opponent with discernable
steps), but not with other movement. eyes, the foe must attempt a Fortitude save (DC 10 + half your level
Special: A character cannot receive bonuses from this feat from + your Wisdom bonus). Should he fail the save, the foe is blinded for
two different characters in the same day. 1 round plus an additional 1 round for every three levels, due either
Boosted: You can gain this feat’s benefit as a free action for to damage to his eyes or to getting blood in them.
1 round. Special: Against certain foes with eye-related powers (such as crea-
tures with eyebeams or gaze attacks), this benefit may negate a special
Berserk Attack [General] ability if the DM rules it applicable. On the other hand, this benefit may
You attack without regard to your own safety. not completely blind a creature with many eyes, again, as the DM rules.
Benefit: On your action, before making attack rolls for a round, Fighter Bonus Feat: Starting at 11th level, if you took this as a
you may choose to subtract a number from your Armor Class and fighter bonus feat, you can use the benefit as a standard action, or
add it to all your melee damage rolls for that round. This number with an attack that is a part of a full attack action, but only three
may not exceed your base attack bonus, nor may it exceed your times each day.
current Armor Class. Boosted: You can force the target to reroll the saving throw to resist.
You cannot use this feat in the same round as you use Elude Design Note: This feat can be used with melee or ranged attacks.
Blows, Power Attack, or Weapon Expertise.
Fighter Bonus Feat: Starting at 11th level, if you took this as a Block [General]
fighter bonus feat, using this benefit forces one foe struck to attempt You can defend your nearby allies while in combat.
a Will save (DC 10 + half your fighter level + your Charisma modifi- Prerequisites: Combat Expertise, Dexterity 13
er). Failing the save renders the foe shaken for 1 round plus an addi- Benefit: When you are adjacent to an ally and have a weapon or a
tional 1 round for every five levels. shield in hand, subtract any amount of your own Armor Class (up to
Boosted: You can reroll one damage roll with a melee weapon. your Dexterity bonus) and add it to the AC of your ally.
Fighter Bonus Feat: Starting at 11th level, if you took this as a
Blind-Fight [General] fighter bonus feat, you can give your ally a +2 bonus to Armor Class
You know how to fight in melee without being able to see your foes. for every –1 penalty you take to your own AC.
Benefit: In melee combat, every time you miss because of conceal- Boosted: You can force an opponent to reroll an attack roll made
ment, you can reroll your miss chance percentile roll once to see if against an adjacent ally (not against you).
you hit after all. In addition, an invisible attacker gains no advan-
tages related to hitting you in melee. That is, you don’t lose your Bloody Strike [General]
Dexterity bonus to Armor Class, and the attacker doesn’t enjoy the You know how to inflict wounds that prove particularly troubling to
usual +2 bonus for being invisible. (The invisible attacker’s bonuses your opponents.
do still apply for ranged attacks, however.) Finally, you take only half Prerequisite: Base attack bonus +5
the usual penalty to speed for being unable to see: Darkness and Benefit: You must wield a slashing or piercing weapon to use this
poor visibility in general reduce your speed to three-quarters normal, feat. As a full attack action, you can make a single attack that inflicts
instead of one-half. normal damage. If you damage your opponent, he must attempt a
Special: The Blind-Fight feat is of no use against a character Fortitude saving throw (DC 10 + half your level + your Wisdom
under the effect of a blink spell. bonus). An opponent who fails the save bleeds profusely, losing 1 hit
30 Book of Experimental Might II: Bloody, Bold, and Resolute

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.

Divided Attention [General]


You are skilled at fighting multiple foes with both of your weapons.
Prerequisites: Two-Weapon Fighting, Dexterity 15
Benefit: When you attack different foes with your different
weapons, you gain a +2 competence bonus to each attack.
Fighter Bonus Feat: Starting at 9th level, if you took this as a
fighter bonus feat, you gain an additional +1 competence bonus, for
a total bonus of +3 from this feat.
Boosted: You can reroll one attack roll while using two weapons.

Dodging Charge [General]


You duck and weave as you charge.
Prerequisites: Fleet of Foot, Dexterity 13
Benefit: When using a charge action, you draw no attacks of
opportunity as you pass through threatened areas.
Fighter Bonus Feat: Starting at 9th level, if you took this as a
fighter bonus feat, you do not suffer the standard Armor Class
penalty when charging.
Boosted: You can force an opponent to reroll one melee attack roll.

Double Effect [General]


Your special maneuvers work with both your weapons.
Prerequisites: Two-Weapon Fighting, Improved Two-Weapon
Fighting, Dexterity 17, base attack bonus +6
Benefit: When using a feat that requires a full attack action to
make a single attack—such as Blinding Strike or Bloody Strike (page
29)—you may make a single attack with both your weapons. Each
inflicts damage as normal on a hit. If either attack hits, you may
apply the other feat’s special effect (blindness, and so on).
Fighter Bonus Feat: Starting at 11th level, if you took this as a
fighter bonus feat and use it in conjunction with a feat that imposes
an effect or condition with a duration, you may double the duration
when both your primary and off-hand weapons strike the foe.
Boosted: You can reroll one attack roll while using two weapons.

Double Smash [General]


You are skilled at fighting single foes with both of your weapons.
Prerequisites: Two-Weapon Fighting, Dexterity 15
Benefit: When you use two melee weapons fighting a single foe,
you can add together the damage of each weapon’s primary attack
(if they both hit) for any situation in which the total damage of
one attack determines an outcome. Such situations include the
following:
• before applying damage reduction
• to determine whether you have surpassed the massive damage
threshold
36 Book of Experimental Might II: Bloody, Bold, and Resolute

• 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.

Greater Weapon Specialization Hampering Shot [General]


Your ranged attack makes it harder for your foe to move.
[General] Prerequisites: Point Blank Shot, base attack bonus +6
Choose one type of weapon, such as greataxe, for which you have Benefit: When attempting a ranged piercing attack with a weapon
already selected Weapon Specialization. You deal extra damage when or ammunition at least 3 inches long (a bow, a crossbow, a spear, a
using this weapon. javelin, a dagger, etc.), you can use a full attack action to make a
Prerequisites: Proficiency with selected weapon, Greater Weapon single attack that inflicts normal damage on a hit. If you hit, how-
Focus with selected weapon, Weapon Specialization with selected ever, make a second attack roll (as if you were confirming a critical
weapon, fighter level 12th threat). A success on this second attack roll means that you have
Benefit: You gain a +2 bonus on all damage rolls you make using hindered the foe in some way—you’ve pinned his shield to his
the selected weapon. This bonus stacks with other bonuses on dam- armor, pinned her cloak to her leg, stuck an arrow in its claw, etc. As
age rolls, including the one from Weapon Specialization. a result, for 1d6 rounds, the target can take only a single standard
Special: You can gain Greater Weapon Specialization multiple action or a move action each round (but not both).
times. Its effects do not stack with each other—each time you take Fighter Bonus Feat: Starting at 13th level, if you took this as a
the feat, it applies to a new type of weapon. fighter bonus feat, you can use Hampering Shot once per day as
Fighter Bonus Feat: Starting at 13th level, if you took this as a part of a normal attack (an attack action or one of your attacks in a
fighter bonus feat, you gain an additional +1 bonus on all damage full attack action). You must declare that you are using this feat
rolls, for a total bonus of +3 from this feat. before you make the attack roll (thus, a failed attack roll ruins the
Boosted: You can reroll one damage roll using this feat. attempt).
Boosted: The Hampering Shot affects the target for the maximum
amount of time (6 rounds).
40 Book of Experimental Might II: Bloody, Bold, and Resolute

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.

Heavy Armor Specialization [General] Impact Reduction [General]


You know how to move your heavily armored body to deal best with You know how to take blows strategically to accept incoming attacks.
incoming attacks. Prerequisite: Base attack bonus +8
Prerequisite: Base attack bonus +9 Benefit: You enjoy damage reduction 1/piercing. You must be
Benefit: While wearing heavy armor, you gain a +1 dodge bonus wearing heavy armor or using a shield to gain this benefit.
to Armor Class. You must be aware of the attack to gain this bonus. Fighter Bonus Feat: Starting at 13th level, if you took this as a
Special: A condition that makes you lose your Dexterity bonus to fighter bonus feat, you gain damage reduction 2/piercing instead of
Armor Class (if any) also makes you lose dodge bonuses like this only DR 1/piercing.
one. Also, note that dodge bonuses stack with each other, unlike Boosted: For 1 round, you have damage reduction 5/—.
most other types of bonus.
Fighter Bonus Feat: Starting at 15th level, if you took this as a Impressive Cleave
fighter bonus feat, you gain an additional +1 dodge bonus, for a
total bonus of +2 from this feat. [General—Double Feat]
Boosted: You ignore your armor’s armor check penalty and maxi- You hit very hard on the follow-through.
mum Dexterity bonus for 1 round. Prerequisites: Power Attack, Cleave, Strength 15, base attack
bonus +12
Honored Master [Uberfeat] Benefit: When you make a Cleave attack after felling a foe, you
You are truly a warrior’s warrior. add +5d6 points of damage to the attack. Do not multiply this
Prerequisite: Combat Expertise, Outmatched Opponent, Parry, damage in the case of a critical hit.
Using the Advantage, Weapon Focus, Greater Weapon Focus, Boosted: You can reroll one melee damage roll.
Intelligence 17, base attack bonus +16
Benefit: If you take a –2 penalty on your attack rolls, you inflict Improved Bull Rush [General]
maximum damage on your attacks and always confirm your critical You know how to push opponents back.
threats. If you take an additional –2 penalty on your attack rolls in Prerequisites: Power Attack, Strength 13
a round, you also gain a +4 dodge bonus to Armor Class. Benefit: When you perform a bull rush, you do not provoke an
Alternatively, you can use a full attack action to make a single attack of opportunity from the defender. You also gain a +4 bonus
attack that automatically hits and inflicts a critical strike (if the tar- on the opposed Strength check you make to push back the defender.
get is susceptible to criticals; otherwise, it is normal damage). Fighter Bonus Feat: Starting at 13th level, if you took this as a
You are immune to disarm, trip, and feint attempts. However, fighter bonus feat, consider yourself one size larger than you actu-
you cannot use Power Attack or Berserk Attack to increase the dam- ally are when determining the results of a bull rush that you make
age using this feat. or one that is made against you.
Special: This feat costs four retired feats and one feat slot. It is Boosted: You can use this feat to reroll the opposed Strength
the uberfeat for the domains of Intellect and Weapon Mastery. check required to push back the defender (your foe does not reroll).

Ignore Condition [General] Improved Critical [General]


You can shrug off detrimental effects for a time through sheer force Choose one type of weapon, such as longsword or greataxe. With
of will. that weapon, you really know how to hit where it hurts.
Chapter Two: Feats of Daring
41
Improved Feint [General]
You are skilled at misdirecting your opponent’s attention in combat.
Prerequisites: Combat Expertise, Intelligence 13
Benefit: You can make a Bluff check to feint in combat as a move
action.
Fighter Bonus Feat: Starting at 7th level, if you took this as a
fighter bonus feat, you get a +4 bonus on Bluff checks used to feint.
Boosted: You can attempt one feint as a free action.

Improved Grapple [General]


You are skilled at grappling opponents.
Prerequisites: Improved Unarmed Strike, Dexterity 13
Benefit: You provoke no attack of opportunity when you make a
touch attack to start a grapple. You also gain a +4 bonus on all grapple
checks, regardless of whether you started the grapple.
Fighter Bonus Feat: Starting at 13th level, if you took this as a
fighter bonus feat, consider yourself one size larger than you actually
are when determining the results of any grapple check.
Prerequisites: Boosted: You can reroll one grapple check.
Proficiency with
weapon, base attack Improved Initiative [General]
bonus +8 You can react more quickly than normal in a fight.
Benefit: When using Benefit: You enjoy a +4 bonus on initiative checks.
the weapon you selected, Fighter Bonus Feat: Starting at 15th level, if you took this as a
you double your critical fighter bonus feat, you gain an additional +2 bonus on initiative
threat range. For example, checks, for a total bonus of +6 from this feat.
a longsword usually threatens Boosted: You can reroll one initiative check.
a critical hit on a roll of 19–20
(a range of two numbers). If you use a longsword with Improved Improved Overrun [General]
Critical (longsword), the threat range becomes 17–20 (a range of You are skilled at knocking down opponents.
four numbers). Prerequisites: Power Attack, Strength 13
Special: You can gain Improved Critical multiple times. The Benefit: When you attempt to overrun an opponent, he may not
effects do not stack—each time you take the feat, it applies to a new choose to avoid you. You also gain a +4 bonus on your Strength
type of weapon. This benefit doesn’t stack with any other effect that check to knock him down.
expands a weapon’s threat range (such as the keen edge spell). Fighter Bonus Feat: Starting at 13th level, if you took this as a
Fighter Bonus Feat: Starting at 15th level, if you took this as a fighter bonus feat, consider yourself one size larger than you actually
fighter bonus feat, you deal an additional 10 points of damage on a are when determining the results of an overrun that you make, or
critical strike using the selected weapon. one that is made against you.
Boosted: You automatically confirm one threatened critical using Boosted: You can use this feat to reroll the Strength check to
the selected weapon. knock down your opponent.

Improved Disarm [General] Improved Precise Shot [General]


You know how to disarm opponents in melee combat. Your ranged attacks can ignore the effects of cover or concealment.
Prerequisites: Combat Expertise, Intelligence 13 Prerequisites: Point Blank Shot, Precise Shot, Dexterity 19, base
Benefit: You do not provoke an attack of opportunity when you attack bonus +11
attempt to disarm an opponent, nor does he have a chance to disarm Benefit: Your ranged attacks ignore the Armor Class bonus granted
you. You also gain a +4 bonus on the opposed attack roll you make to targets by anything less than total cover, and the miss chance grant-
to disarm your opponent. ed by anything less than total concealment. Total cover and total con-
Fighter Bonus Feat: Starting at 13th level, if you took this as a cealment provide their normal benefits against your ranged attacks.
fighter bonus feat, you gain an additional +2 bonus to the opposed In addition, when you shoot or throw ranged weapons at a grappling
attack roll, for a total bonus of +6 from this feat. opponent, you automatically strike at the opponent you have chosen.
Boosted: You can reroll one opposed attack roll when disarming a Boosted: You can reroll a single ranged attack roll when using
foe, or when one attempts to disarm you (your foe does not reroll). this feat.
42 Book of Experimental Might II: Bloody, Bold, and Resolute

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

Knock Down [General] Leap Back [General—Double Feat]


You can strike foes so hard you knock them down. You leap safely away from danger.
Prerequisites: Power Attack, Strength 15, base attack bonus +6 Prerequisites: Defensive Move, Mobility, Spring Attack,
Benefit: If you inflict 20 points of damage or more to a Medium Dexterity 13, base attack bonus +4, Jump (5 ranks)
or smaller creature in a single melee attack, you may try to knock Benefit: Three times each day, you may—as a free action that
the target prone as well. Make a Strength check opposed by the tar- you take on another character’s turn—leap back up to 15 feet
get’s Strength or Balance check; on a success, you knock down the away from a threat. You can use this ability to move away from
target. someone making a melee attack (as the foe announces the attack,
You must inflict 30 points of damage in a single blow to attempt but before he makes the attack roll), out of the area of a spell or
to knock down a Large creature, 40 points to attempt to knock effect (before saves or damage are rolled), and so on. This ability
down a Huge creature, 50 points to try to knock down a does not save you from a target spell (as opposed to an area spell)
Gargantuan creature, and 60 points to attempt to knock down a or a ranged attack, unless your new position takes you out of the
Colossal creature. line of effect. You must be wearing light armor or no armor to
The target gains a +4 bonus on the opposed check for every size enjoy this benefit.
category he is larger than Medium or a –4 penalty for every size Boosted: You gain an additional use of this feat that does not
category he is smaller than Medium. The target gains a +4 bonus if count as one of your daily uses.
he has more than two legs or is otherwise more stable than a nor-
mal humanoid (such as a dwarf). Leap From the Saddle [General]
Fighter Bonus Feat: Starting at 13th level, if you took this as a You can ride into combat with reckless abandon.
fighter bonus feat, you gain a +4 bonus to your Strength check in Prerequisites: Mounted Combat, Jump (5 ranks), Ride (3 ranks)
the opposed roll. Benefit: After making a successful charge action while mounted,
Design Note: Unlike the overrun action, the target creature you may attempt a Jump check (DC 20). Success indicates that you
never has an opportunity to knock the attacker prone, and the gain a bonus of +4 on the damage from your charge. A success on
attacker does not need to move. the Jump check also earns you an immediate chance to knock down
Boosted: You may reroll the opposed check associated with this the target as if you had the Knock Down feat (see above). If you
feat (your foe does not reroll). already have the Knock Down feat, you gain an additional +2
bonus to damage when using this feat.
Large Bruiser [General] Fighter Bonus Feat: Starting at 11th level, if you took this as a
You use your large size and great reach against smaller foes. fighter bonus feat, you may leap from the saddle without suffering
Prerequisites: Size Large or larger, Strength 15, base attack the Armor Class penalty involved with a charge.
bonus +8 Boosted: You gain a +10 bonus to speed for 1 round while using
Benefit: When fighting foes smaller than you, once per round this feat.
you get to make an attack of opportunity when they take a 5-foot
step in your threatened area. This counts against your total number Leap Into the Fray [General]
of attacks of opportunity each round. You can throw yourself into combat with reckless abandon.
Fighter Bonus Feat: Starting at 15th level, if you took Large Benefit: When using the charge action, you may attempt a Jump
Bruiser as a fighter bonus feat, you can attempt a special melee check (DC 20). Success means you gain an attack bonus of +4
attack against two smaller foes who are adjacent to each other. rather than one of +2 from the charge. You also gain a damage
Make one attack roll: If it strikes the target with the highest Armor bonus of +4 for this attack. However, the Armor Class penalty
Class, it strikes both foes. This is a single attack. involved in the charge is –4 rather than –2.
Boosted: You can reroll an opportunity attack roll. Fighter Bonus Feat: Starting at 9th level, if you took this as a
Design Note: This is a great feat for giants and ogres, or any fighter bonus feat, you gain the additional bonuses without suffer-
other Large monster. ing the increased Armor Class penalty.
Boosted: You gain a +10 bonus to speed for 1 round while using
Leadership [General] this feat.
You have a certain quality that encourages others to follow you.
Prerequisite: Character level 6th. Light Armor Specialization [General]
Benefit: Having this feat enables you to attract loyal companions You know how to move your lightly armored body to best avoid
and devoted followers—subordinates who assist you. Consult your incoming attacks.
DM to find out what sort of cohort and how many followers you Prerequisite: Base attack bonus +9
can recruit. Benefit: While wearing light armor, you gain a +1 dodge bonus
Boosted: You allow your cohort to reroll one attack, save, or to Armor Class. You must be aware of the attack to gain this
check. bonus.
Chapter Two: Feats of Daring
45
Special: A condition that makes you lose your Dexterity bonus to Living Weapon [Uberfeat]
Armor Class (if any) also makes you lose dodge bonuses like this Your skill in unarmed combat is unmatched.
one. Also, note that dodge bonuses stack with each other, unlike Prerequisites: Improved Unarmed Attack, Iron Fist, Stunning
most other types of bonus. Fist, Acrobatic, Dexterity 17, base attack bonus +16
Fighter Bonus Feat: Starting at 15th level, if you took this as a Benefit: When using a full attack action to make unarmed strikes
fighter bonus feat, you gain an additional +1 dodge bonus to Armor against multiple foes, you may make a single attack roll against the
Class, for a total bonus of +2 from this feat. foe with the highest Armor Class. The foe must be within your reach.
Boosted: You ignore your armor’s armor check penalty and maxi- If you hit, you strike all foes within reach or within 10 feet (which-
mum Dexterity bonus for 1 round. ever is greater).
When fighting a single foe using a full attack action, you may
Light as a Feather [General] make one attack roll against him. If you hit, all of your attacks
You are skilled at falling so as to minimize the amount of damage against that foe automatically hit this round.
you take. Special: This feat costs five retired feats and one feat slot. It is the
Prerequisites: Jump (5 ranks), Tumble (5 ranks) uberfeat for the domain of Unarmed Combat.
Benefit: When you succeed at a Tumble or Jump check to reduce
your amount of falling damage, you reduce the effective distance fall- Low Blow [General]
en by 10 feet plus an additional 10 feet for every three levels. You are skilled at striking vital, debilitating areas on a foe.
Boosted: You suffer half damage from one fall. Benefit: As a full attack action, you may make a single attack roll
that inflicts normal damage. If you damage your humanoid or mon-
Light Weapon Mastery [General] strous humanoid opponent, he must attempt a Fortitude saving
You are particularly skilled at using light weapons. throw (DC 10 + half your level + your Wisdom bonus). Should he
Prerequisites: Weapon Finesse, Dexterity 13 fail the save, he is dazed for 1 round plus an additional 1 round for
Benefit: You increase the damage die of a light melee weapon, a every five levels.
rapier, a whip, or a spiked chain by one die size. So for a Medium Fighter Bonus Feat: Starting at 11th level, if you took this as a
creature, a dagger inflicts 1d6 points of damage instead of 1d4, a fighter bonus feat, you stun your struck opponents rather than
rapier inflicts 1d8 points of damage instead of 1d6, and so on. daze them.
Boosted: You can reroll one attack roll made with a light Boosted: You can force the target to reroll the Fortitude saving
weapon. throw to resist.

Lightning Reflexes [General] Macefighter [General]


You have faster than normal reflexes. You know the secrets of the mace and its ability to harm even well-
Benefit: You enjoy a +2 bonus on all Reflex saving throws. armored foes.
Fighter Bonus Feat: Starting at 9th level, if you took this as a Prerequisites: Weapon Focus, base attack bonus +3
fighter bonus feat, you gain an additional +1 bonus to Reflex saves, Benefit: When you use the Weapon Focus feat with a light mace,
for a total bonus of +3 from this feat. heavy mace, morningstar, light hammer, or warhammer, you can
Boosted: You may reroll one Reflex saving throw. ignore part of a foe’s armor bonus to Armor Class. You ignore 1 point
of armor bonus plus an additional 1 point for every five levels.
Living Fortress [Uberfeat] Fighter Bonus Feat: Starting at 11th level, if you took this as a
You are a titan of iron, almost impossible to harm. fighter bonus feat, Macefighter allows you to ignore an additional
Prerequisites: Stalwart Stance, Endurance, Diehard, Impact 1 point of armor bonus to Armor Class.
Reduction, Resist Critical, Heavy Armor Specialization, Ignore Boosted: You can reroll one attack roll you make with a weapon
Condition, Constitution 18, base attack bonus +18 listed above that you use with Weapon Focus.
Benefit: When wearing heavy armor, you gain the following
benefits: Mage Fighter [General]
• You are immune to critical hits. You are experienced in battling spellcasters.
• You gain an additional +4 bonus to AC. Benefit: When making an attack roll to oppose a spellcaster’s
• You gain DR 3/—. Concentration check, you enjoy a +10 bonus.
• You cannot be dazzled, dazed, stunned, sickened, nauseated, Fighter Bonus Feat: Starting at 15th level, if you took this as a
fatigued, or exhausted. fighter bonus feat, you can reroll any opposed check made against a
spellcaster’s Concentration check, if you desire. However, you must
Special: This feat costs four retired feats and one feat slot. It is the take the second roll.
uberfeat for the domain of Stalwart Defense. Boosted: You can reroll one attack roll made to oppose a
Concentration check.
46 Book of Experimental Might II: Bloody, Bold, and Resolute

Magical Parry [General—Double Feat] Massive Two-Weapon Fighting


You draw upon the power in a magic weapon to defend yourself.
Prerequisites: Parry, base attack bonus +9 [General]
Benefit: When using a magical weapon, you add its enhance- You can use heavier than normal weapons in each hand.
ment bonus to your Armor Class (against both melee and ranged Prerequisites: Two-Weapon Fighting, Strength 17, Dexterity 15,
attacks) and to your Reflex saving throws against spells and all base attack bonus +7
magical effects. If you use two magical weapons, use the higher Benefit: You may use any one-handed weapon in your off hand
enhancement bonus. as though it were a light weapon.
Boosted: You can reroll one Reflex saving throw. Fighter Bonus Feat: Starting at 11th level, if you took this as a
fighter bonus feat, you can use a two-handed weapon in your pri-
Magical Weapon Focus [General] mary hand. However, using a double weapon in this way grants no
You draw upon the power in a magic weapon to gain additional extra attacks.
abilities. You must wield a weapon in your off hand to keep your balance
Prerequisites: Weapon Focus, base attack bonus +6, Spellcraft (not a shield or other object).
(1 rank) Boosted: You can reroll one attack roll while using two weapons.
Benefit: When you use the Weapon Focus feat with a magical
weapon, you can coax more power from it than normal. You grant Massive Weapon and Shield [General]
it a +1 weapon quality of your choosing for 1 round plus an addi- You can hold a large weapon in one hand and still use a shield.
tional 1 round for every five levels. You can gain this benefit once Prerequisites: Strength 18, base attack bonus +13
per day. Benefit: You can use a two-handed weapon in one hand while
Fighter Bonus Feat: Starting at 13th level, if you took this as using a shield in the other, suffering a –1 penalty to attack rolls.
a fighter bonus feat, you can use Magical Weapon Focus three You must use a shield in one hand, not another weapon or object.
times per day, but never to grant more than one weapon quality You cannot make shield bash attacks in the same round as you use
at a time. the two-handed weapon. Using a double weapon in this way grants
Boosted: You gain an additional use of this feat that does not no extra attacks.
count as one of your daily uses. Fighter Bonus Feat: Starting at 15th level, if you took this as a
fighter bonus feat, you suffer no penalty to attack rolls while enjoy-
Manyshot [General] ing the Massive Weapon and Shield benefit.
You can fire multiple arrows simultaneously against a nearby Boosted: You may reroll one attack roll while wielding a shield.
target.
Prerequisites: Point Blank Shot, Rapid Shot, Dexterity 17, base Master and Commander [Uberfeat]
attack bonus +6 You know how to direct your allies efficiently in battle.
Benefit: As a standard action, you may fire two arrows at a single Prerequisites: Command, Battlefield Tactics, Combat Advice,
opponent within 30 feet. Both arrows use the same attack roll Defensive Advice, Inspiring Presence, Charisma 18, base attack
(with a –4 penalty) to determine success, and they deal damage bonus +18
normally (but see “Special,” below). For every 5 points of base Benefit: You have a pool of command points equal to your level.
attack bonus you have above +6, you may add one additional arrow Every round, you can spend these points to aid your allies (includ-
to this attack, to a maximum of four arrows at a base attack bonus ing yourself). These points become competence bonuses to individ-
of +16. However, each arrow after the second adds a cumulative –2 ual attack rolls, damage rolls, saving throws, or skill checks. You can
penalty on the attack roll (for a total penalty of –6 for three arrows never add more to a single roll than your Charisma bonus. So, an
and –8 for four). Damage reduction and other resistances apply 18th-level character with Charisma 18 can grant eighteen compe-
separately against each arrow fired. tence bonuses of +1, nine bonuses of +2, a +4 bonus with seven
Special: Regardless of the number of arrows you fire, you apply +2 bonuses, or some combination thereof.
precision-based damage (such as sneak attack damage) only once. Your allies do not need to be within sight or hearing of you to
If you score a critical hit, only the first arrow fired deals critical gain the bonuses if their actions are a part of some predetermined
damage; all others deal regular damage. plan (DM’s discretion).
Fighter Bonus Feat: Starting at 15th level, if you took this as a The command points granted by this feat are separate from, but
fighter bonus feat, you add the damage of all attacks together stack with, the command points granted by the Command feat (see
before applying damage reduction or to determine other effects page 31). That means an 18th-level character has 18 points per
based on the amount of damage inflicted. round from this feat, plus an additional pool of 18 points that he
Boosted: You ignore the attack roll penalties from this feat for can spend throughout the day (unless he retires Command).
1 round. Special: This feat costs four retired feats and one feat slot. It is
the uberfeat for the domain of Leadership.
Chapter Two: Feats of Daring
47
Master of the Inner Beast [Uberfeat] Dodge Bonuses
The animal within you makes you a demon in battle.
Prerequisite: Berserk Attack, Endurance, Diehard, Increased Stacking dodge bonuses can get out of hand. As a balancing
factor, you may wish to rule that a character’s total dodge
Vigor, Greater Increased Vigor, Terrify, Unnerve, Constitution 18, bonus to Armor Class cannot exceed her level plus her
base attack bonus +16 Dexterity bonus (if any), assuming she gains the bonus from
Benefit: When you are disabled or dying you can act normally more than one source. If the bonus comes from just one
source (such as fighting defensively), then you may wish to
without penalty and you enter what is called the “beast state.” permit the full bonus.
During the beast state you heal at a rate of 1d10 hit points per round.
You gain a +4 ferocity attack bonus and a +6d6 damage bonus. Foes
who are within 30 feet of you and who have fewer Hit Dice than you
must make a Will saving throw (DC 10 + half your level + your
Charisma modifier) to avoid becoming panicked for 10 rounds. Mighty Hurl [General]
A given foe need only make his save once per day. You use thrown weapons more effectively than most people.
The beast state lasts 1 round per level, and you can achieve it only Benefit: You ignore the first range increment of thrown weapons
once per day. Do not multiply the bonus damage in the case of a crit- and inflict +1 point of damage when using a thrown weapon.
ical hit. Fighter Bonus Feat: Starting at 7th level, if you took this as a
Special: This feat costs three retired feats and one feat slot. It is fighter bonus feat, you ignore the first two range increments of
the uberfeat for the domain of Ferocity. thrown weapons. You also gain an additional +2 damage bonus with
Design Note: Once you enter the beast state, it would be smart to thrown weapons, for a total bonus of +3 from this feat.
use Increased Vigor and/or Greater Increased Vigor (see pages 42 Boosted: You can reroll one attack roll made for an attack with a
and 38). thrown weapon.

Medium Armor Specialization Mighty Strength [General]


You can call upon deep reserves of Strength to perform mighty deeds.
[General] Prerequisites: Power Attack, Strength 13
You know how to move while wearing armor to best avoid or block Benefit: Once each day, you can add one-half your level to your
incoming attacks. Strength bonus for 1 round for the purpose of making Strength checks
Prerequisite: Base attack bonus +9 and skill checks using Strength (but not for attack or damage rolls).
Benefit: While wearing medium armor, you gain a +1 dodge bonus Fighter Bonus Feat: Starting at 15th level, if you took this as a
to Armor Class. You must be aware of the attack to gain this bonus. fighter bonus feat, you can use the benefit three times daily rather
Special: A condition that makes you lose your Dexterity bonus to than once per day.
Armor Class (if any) also makes you lose dodge bonuses like this Boosted: You gain an additional use of this feat that does not
one. Also, note that dodge bonuses stack with each other, unlike count as one of your daily uses.
most other types of bonus.
Fighter Bonus Feat: Starting at 15th level, if you took this as a Mobility [General]
fighter bonus feat, you gain an additional +1 dodge bonus to Armor You are skilled at dodging past opponents and avoiding blows.
Class for a total bonus of +2 from this feat. Prerequisites: Defensive Move or Defensive Stance, Dexterity 13
Boosted: You ignore your armor’s armor check penalty and maxi- Benefit: You enjoy a +4 dodge bonus to Armor Class against
mum Dexterity bonus for 1 round. attacks of opportunity caused when you move out of or within a
threatened area.
Melee Master [General—Double Feat] Special: A condition that makes you lose your Dexterity bonus to
When you clearly outclass your opponent, you can dominate him on Armor Class (if any) also makes you lose dodge bonuses like this
the battlefield. one. Also, note that dodge bonuses stack with each other, unlike
Prerequisites: Weapon Focus, base attack bonus +10 most other types of bonus.
Benefit: When you use the Weapon Focus feat on a successful Boosted: You draw no attacks of opportunity for 1 round no mat-
strike in melee combat and your base attack bonus exceeds your ter what actions you take.
opponent’s by more than 10, you inflict normal damage and the tar-
get must make a Fortitude save (DC 10 + damage inflicted). If the Modify Combat Style [General]
foe fails, he is shaken and, for as long as you threaten him, he can You can adapt your combat moves to counter an opponent’s style.
take only a single standard or move action in the round (but not Prerequisite: Base attack bonus +7
both). This effect lasts for the remainder of the encounter. Benefit: After spending a full round in melee with an opponent,
Boosted: You can force one opponent to reroll the saving throw you may make a Spot check (DC = the opponent’s attack bonus) as a
associated with this feat. free action. If you succeed, you spot a weakness in the foe’s combat
48 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.

Mounted Combat [General] Oblations to the God of Battle


You are skilled in mounted combat.
Prerequisite: Ride (1 rank) [Oblation]
Benefit: Once per round when your mount is hit in combat, you You dedicate your strikes to the God of Battle, and he rewards you
may attempt a Ride check (as a reaction) to negate the hit. You with the power to make even more.
negate the hit if your Ride check result exceeds the opponent’s Tracking: You must keep track of all damage you inflict upon
attack roll—essentially, the Ride check result becomes the mount’s creatures in honest combat through melee or ranged attacks (not
Armor Class, if it’s higher than the mount’s regular AC. spells, spell-like abilities, and so on). Honest combat never results
Fighter Bonus Feat: Starting at 9th level, if you took this as a in damage inflicted upon objects, helpless foes, or inappropriate
fighter bonus feat, you can make multiple Ride checks in a single foes like harmless animals.
round to negate hits on your mount: one check for each attack. Benefit: Whenever the total reaches 200 points of damage, you
Also, you may use your Ride check result in place of the mount’s gain the ability to make an additional attack during your turn at
saving throws, if the Ride check result is higher. your highest bonus. While you do so, a faint image of the warrior
Boosted: All ranged and melee attacks against a mount you are god surrounds your body.
riding automatically miss for 1 round. Starting at 10th level, if you wait until the total is 1,000 points
of damage, you may take a free turn at any time. This does not
Mounted Defense [General] change your original initiative order in the round.
Your quick thinking and skill protect you and your mount.
Prerequisites: Mounted Combat, Ride-By-Attack, Defensive Oblations to the God of Death
Move, Dexterity 15, Ride (3 ranks), base attack bonus +6
Benefit: While you are mounted, you and your mount gain a +2 [Oblation]
dodge bonus to Armor Class and a +2 bonus to saving throws. You You dedicate your strikes to the God of Death, and he rewards you
must be aware of the attack to gain this bonus. with death-dealing negative energy.
Special: A condition that makes you lose your Dexterity bonus to Tracking: You must keep track of all damage you inflict upon liv-
Armor Class (if any) also makes you lose dodge bonuses like this ing creatures through melee or ranged attacks (not spells, spell-like
one. Also, note that dodge bonuses stack with each other, unlike abilities, and so on).
most other types of bonus. Benefit: Whenever the total reaches 200 points of damage, you
Fighter Bonus Feat: Starting at 15th level, if you took this as a gain the ability to inflict an additional +3d6 points of negative
fighter bonus feat, you increase both the dodge bonus and the energy on a single attack. Do not multiply this damage in the case
bonus to saves by +1, for total bonuses of +3 from this feat. of a critical hit.
Boosted: You can force one opponent to reroll one of his attack While you use this benefit, a white shroud of light surrounds
rolls while you are mounted. your body and trails off into shadow.
Chapter Two: Feats of Daring
49
Making New Oblation Feats Starting at 10th level, if you wait until the total is 1,000 points of
damage, you can grant yourself and all of your allies within 60 feet a
The oblation feats here are just examples—you can create +5 divine bonus to Armor Class for 1 round per level at a time of
new ones or tailor these to specific deities in your campaign.
There is one balancing factor to keep in mind: The more com-
your choosing.
mon the foe, the higher the threshold for a character to earn
the benefit. Oblations to the God of Vile Darkness
For example, the victims of the God of Death are pretty com-
mon (living creatures), so the threshold is 200 points of [Oblation]
damage. However, the opposite feat’s targets—undead
creatures—are less common. That threshold is only 100 You dedicate your strikes to the God of Vile Darkness, and he
points of damage. rewards you with protection.
Tracking: You must keep track of all damage you inflict upon good
creatures through melee or ranged attacks (not spells, spell-like abili-
ties, and so on).
Starting at 10th level, if you wait until the total is 1,000 points of Benefit: Whenever the total reaches 150 points of damage, you
damage, you gain the ability to hit one living creature automatically gain the ability to declare one attack against you a miss before attack
with a melee attack of your choosing and inflict an additional +8d6 rolls are made. When you do so, a jagged blood-red halo surrounds
points of negative energy damage. Do not multiply this damage in your body.
the case of a critical hit. Starting at 10th level, if you wait until the total is 1,000 points of
damage, you gain DR 10/magic and holy for 1 round per level at a
Oblations to the God of Life time of your choosing.

[Oblation] Opportunist [General]


You dedicate your strikes to the God of Life, and he rewards you with You excel at taking advantage of your foes’ weaknesses.
pure life energy. Prerequisite: Intelligence 15
Tracking: You must keep track of all damage you inflict upon Benefit: Once per round, you may make an immediate attack of
undead creatures through melee or ranged attacks (not spells, spell- opportunity against an opponent whom another character has just
like abilities, and so on). damaged with a melee strike. You make this attack regardless of
Benefit: Whenever the total reaches 100 points of damage, you whether the foe has taken an action that normally would provoke an
gain 3d6 points of healing. If you are fully healed, you enjoy a attack of opportunity.
restoration effect that heals 1d4 points of ability score damage. If This attack counts as your attack of opportunity for the round.
your ability scores are not damaged, you may remove one negative Even if you have the Combat Reflexes feat (page 31), you can’t use
level. If you have no negative levels, you gain 3d6 temporary bonus the Opportunist benefit more than once per round.
hit points that last ten minutes. You may never have more bonus hit Boosted: You may reroll an opportunity attack roll.
points than a number equal to your level.
While you use this benefit, your body is wreathed in pleasant, Outlast Foe [General]
white light. You tire your opponents out and then finish them off.
Starting at 10th level, if you wait until the total is 1,000 points of Prerequisite: Constitution 13
damage, you gain the ability to hit one undead creature automatical- Benefit: Once a combat has lasted 5 rounds, one of your attacks
ly with a melee attack of your choosing and inflict an additional has an additional effect in addition to inflicting normal damage. If
+10d6 points of positive energy damage. Do not multiply this dam- the strike is a success, you and your foe make opposed Constitution
age in the case of a critical hit. checks. Should you succeed, the opponent becomes fatigued.
If the combat lasts more than another 5 rounds, the fatigued foe
Oblations to the God of Righteous automatically becomes exhausted.
Boosted: You may reroll the opposed Constitution check involved
Justice [Oblation] with this feat (the foe does not reroll).
You dedicate your strikes to the God of Righteous Justice, and he
rewards you with protection. Outmatched Opponent [General]
Tracking: You must keep track of all damage you inflict upon evil When you clearly outclass your opponent, you can use your advan-
creatures through melee or ranged attacks (not spells, spell-like tage to inflict greater blows.
abilities, and so on). Prerequisites: Weapon Focus, Weapon Specialization, base attack
Benefit: Whenever the total reaches 150 points of damage, you bonus +10
gain the ability to declare one attack against you a miss before attack Benefit: If an attack at your highest attack bonus can miss your
rolls are made. When you do so, your face beams with golden light. opponent only on a roll of 1, you may choose to take a –5 penalty to
50 Book of Experimental Might II: Bloody, Bold, and Resolute

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.

Pinning Shot [General] Power Charge [General]


You use your ranged attack to pin your opponent to the ground or Once you start a charge, you become extremely dangerous.
against a wall. Prerequisites: Power Attack, Strength 13
Prerequisites: Point Blank Shot, base attack bonus +6 Benefit: When using the charge action, you deal an additional
Benefit: When using a ranged piercing attack with a weapon or +2d6 points of damage with a melee weapon on a successful attack.
ammunition at least 3 inches long (a bow, a crossbow, a spear, a Do not multiply this damage in the case of a critical hit.
javelin, a dagger, etc.), you can attempt a single attack as a full Fighter Bonus Feat: Starting at 15th level, if you took this as a
attack action that inflicts normal damage. Should you hit, make a fighter bonus feat, you gain an additional +10 bonus to damage
second attack roll (as if you were confirming a critical threat). If the when charging.
Chapter Two: Feats of Daring
51
Bonus Damage Dice Quick Feint [General]
Your feints in battle are skillful and rapid.
Generally speaking, when a feat described here provides Prerequisites: Two-Weapon Fighting, Improved Feint, Combat
bonus damage dice (e.g. +1d6), you do not double that extra
damage with a critical hit—just like with sneak attack dam-
Expertise, Dexterity 15, Intelligence 13
age. Bonus damage in the form of a number (e.g. +4 points) Benefit: When using a full attack action and wielding two
is multiplied with a critical hit. weapons, you can forego the attack(s) of one weapon to make a feint
attempt as a free action. This feint robs your chosen foe of his
Dexterity bonus to Armor Class against your attack(s) with your
Boosted: You gain a +10 bonus to speed for 1 round while using other weapon.
this feat. Boosted: You can reroll the opposed check involved with a feint
(the foe does not reroll).
Power of the Steed [General]
You use your mount’s strength, weight, and size to improve your Quick Poison [General]
own attacks. You can apply poisons very quickly.
Prerequisite: Mounted Combat Benefit: You may apply poison to a weapon as a free action that
Benefit: You enjoy a +2 damage bonus against a foe adjacent to you can use once per round. Taking the poison out of storage (from a
your mount. pack or a pouch, etc.) is still a move action.
Fighter Bonus Feat: Starting at 15th level, if you took this as a Boosted: Taking the poison out of storage becomes a free action.
fighter bonus feat, you add an extra +2 bonus to damage when using
Power of the Steed, for a total bonus of +4 from this feat. Ranged Mastery
Boosted: You may reroll one of your mount’s damage rolls.
[General—Double Feat]
Precise Shot [General] You can use ranged attacks to impose effects normally relegated to
You are skilled at timing and aiming ranged attacks. melee attacks.
Prerequisite: Point Blank Shot Prerequisites: Point Blank Shot, Precise Shot, Improved Precise
Benefit: You can shoot or throw ranged weapons at an opponent Shot
engaged in melee without taking the standard –4 penalty on your Benefit: You can use the following feats with ranged attacks rather
attack roll. than melee attacks: Berserk Attack, Careful Strike, Cleave, Great
Boosted: You may reroll one ranged attack roll using this feat. Cleave, Improved Disarm, Improved Sunder, Improved Trip, Just a
Touch, Knock Back, Knock Down, and Punishing Blow.
Punishing Blow [General] Boosted: You can reroll any ranged damage roll. (It does not have
You really know how to make it hurt. to be associated with one of the above feats.)
Prerequisite: Base attack bonus +6
Benefit: You use a full attack action to deliver a single melee blow Rapid Reload [General]
that inflicts +1d6 additional points of damage for every one of your iter- Choose a type of crossbow: hand, light, or heavy. You can reload a
ative attacks. Do not multiply this damage in the case of a critical hit. crossbow of that type more quickly than normal.
Fighter Bonus Feat: Starting at 15th level, if you took this as a Prerequisite: Weapon Proficiency (crossbow type chosen)
fighter bonus feat, make an opposed Strength check with your foe Benefit: The time required for you to reload your chosen type of
when using this feat’s benefit. If you succeed, your target is also crossbow is reduced to a free action (for a hand or light crossbow)
stunned for 1 round. or a move action (for a heavy crossbow). Reloading a crossbow still
Boosted: You may reroll one melee damage roll. provokes an attack of opportunity.
Design Note: This feat is useful to high-level fighters who do not If you have selected this feat for a hand crossbow or light cross-
inflict much damage (perhaps because they are size Small). bow, you may fire that weapon as many times in a full attack action
as you could attack if you were using a bow.
Quick Draw [General] Special: You can gain Rapid Reload multiple times. Each time you
You can draw weapons with startling speed. take the feat, it applies to a different type of crossbow.
Prerequisite: Base attack bonus +1 Fighter Bonus Feat: Starting at 15th level, if you took this as a
Benefit: You may draw a weapon as a free action instead of as a fighter bonus feat, you can reload a heavy crossbow as a free action
move action. You can draw a hidden weapon as a move action. and can fire it with the full attack action as if it were a light cross-
Selecting this feat allows you to throw weapons at your full normal bow.
rate of attacks (much like a character with a bow). Boosted: You can reroll one ranged attack roll made using this
Boosted: Your quick draw catches your foes off guard. They lose feat.
their Dexterity bonus to Armor Class for your first attack.
52 Book of Experimental Might II: Bloody, Bold, and Resolute

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.

Reflective Shield Resist Critical


[General—Double Feat] [General—Double Feat]
You can use your shield to reflect spells back at their casters. Your armor helps you fend off the worst attacks.
Prerequisites: Reflexive Shield, Shield Specialization, Shield Prerequisites: Stalwart Stance, Impact Reduction, Heavy Armor
Proficiency, Dexterity 13, base attack bonus +10 Specialization, base attack bonus +12
Benefit: If you wield a magical shield, three times each day you Benefit: If you are wearing heavy armor, you resist 50 percent of
can choose to send a single-target or ranged touch spell (including all confirmed critical hits dealt to you. Critical hits that you resist
all rays) back at the caster. You must decide to do so before attack become normal hits.
rolls or saving throws (if any) are resolved. If a saving throw is Boosted: You can force one opponent to reroll his critical confir-
needed, use the spell’s original Difficulty Class. If an attack roll is mation roll in an attack against you.
needed, use the caster’s original bonus and make the roll.
Chapter Two: Feats of Daring
53
Fighter Bonus Feat: Starting at 11th level, if you took this as a
fighter bonus feat, you gain a +4 bonus to Armor Class for yourself
and your mount against any attack of opportunity. This does not
stack with Mobility (see page 47).
Boosted: Your mount can take an additional move up to its speed
for 1 round.

Right Bastard [Uberfeat]


You display no scruples or honor in a fight. Your unexpected and
devious techniques give you a huge advantage.
Prerequisites: Canny Strike, Deafening Strike, Debilitating Strike,
Distraction, Blinding Strike, Punishing Blow, base attack bonus +13
Benefit: Every other round, starting with the first round of com-
bat, your foes lose their Dexterity bonus to Armor Class against your
attacks. On these rounds, you may make a single attack as a full
attack action, inflicting +7d6 points of sneak attack damage if you
hit and stunning your foe for 1 round plus an additional 1 round for
every five levels. Further, you gain an additional +2 competence
bonus to attack rolls against stunned foes, and any successful strike
against a stunned foe forces him to attempt a Fortitude save (DC 10
+ half your level + your Wisdom bonus). Should the foe fail the save,
he is blinded for 1 round plus an additional 1 round for every three
levels.
Do not multiply the bonus damage gained from this feat in the
case of a critical hit.
Special: This feat costs four retired feats and one feat slot. It is the
uberfeat for the domain of Fighting Dirty.

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

Stalwart Stance [General] Stunning Fist [General]


You are difficult to affect once you are in position and ready. You know how to strike opponents in vulnerable areas.
Prerequisites: Dexterity 13, base attack bonus +6 Prerequisites: Improved Unarmed Strike, Dexterity 13, Wisdom
Benefit: If you are not flat footed and if you stand in place for 13, base attack bonus +8
1 full round, you gain a +1 dodge bonus to Armor Class and a Benefit: You must declare that you are using this feat before you
+4 bonus to resist bull rushes, overrun attempts, trip attempts, make your attack roll (thus, a failed attack roll ruins the attempt).
knock down attempts, grapple checks, and any other effect that Stunning Fist forces a foe damaged by your unarmed attack to
allows you to make a check to oppose being moved or knocked attempt a Fortitude saving throw (DC 10 + half your level + your
down against your will. You must be aware of the attack to gain Wisdom modifier), in addition to dealing damage normally. A
this bonus. You lose this bonus once you move, other than tak- defender who fails this saving throw is stunned until your next
ing a 5-foot step. action. You may attempt a stunning attack once per day for every
Special: A condition that makes you lose your Dexterity bonus to four levels you have attained (but see Special), and no more than
Armor Class (if any) also makes you lose dodge bonuses like this once per round.
one. Also, note that dodge bonuses stack with each other, unlike Special: Monks may select Stunning Fist as a bonus feat at 1st
most other types of bonus. level, even if they do not meet the prerequisites. Monks who select
Fighter Bonus Feat: Starting at 7th level, if you took this as a this feat may attempt a stunning attack a number of times per day
fighter bonus feat, you gain a +4 bonus to saving throws against equal to their monk level, plus one additional time per day for every
magical effects (like telekinesis) that would move or knock you four levels they have in classes other than monk.
down against your will. Fighter Bonus Feat: Starting at 13th level, if you took this as a
Boosted: You can force one opponent to reroll one of his attack fighter bonus feat, you add a bonus of +3 to the Difficulty Class of
rolls against you. the Fortitude save associated with this feat.
Boosted: You gain an additional use of this feat that does not
Strikes From All Around [General] count as one of your daily uses.
You attack with both your weapons in wide strokes, intimidating
your foe. Sudden Attack
Prerequisites: Two-Weapon Fighting, Improved Two-Weapon
Fighting, Dexterity 17, base attack bonus +6 [General—Double Feat]
Benefit: When you strike a foe with your main and off-handed You can strike foes with sudden quickness.
weapons in the same round, he must make a Will saving throw Prerequisites: Weapon Finesse, base attack bonus +11
(DC 10 + half your level + your Dexterity bonus) or become shaken Benefit: Three times each day, you can make a single attack
for 1 round for every two levels. with a light weapon or a rapier during someone else’s turn, even
Fighter Bonus Feat: Starting at 11th level, if you took this as a if it means that you interrupt the other character’s action in the
fighter bonus feat, you can also use it once per day to limit a foe middle. For example, you could attack a foe who tumbles by you
shaken by this feat to a single action (a standard action or a move (and thus evades your attack of opportunity) in the middle of his
action, but not both). This limit applies on every round of the move.
shaken effect’s duration in which you end your turn adjacent to If the other character is able, he can continue his turn after you
the foe. have resolved your attack.
Boosted: You can force your opponent to reroll the Will saving Boosted: You gain an additional use of this feat that does not
throw associated with this feat. count as one of your daily uses.

Stunning Blow [General] Superior Flanking [General]


You can strike foes so hard you stun them. By distracting flanked foes, you make them easier to attack.
Prerequisites: Power Attack, base attack bonus +9 Prerequisites: Uncanny Dodge, base attack bonus +5
Benefit: Three times each day, you can make a single attack roll Benefit: When you flank a foe, both you and the other flanker
that inflicts normal damage and may stun your opponent. The gain a +4 bonus to attack rolls rather than a +2 bonus. Further, the
struck foe must attempt a Fortitude saving throw (DC 10 + half flanked foe is treated as flanked (e.g. +2 bonus to attack rolls) by
your level + your Strength bonus). Should he fail the save, he everyone involved in the combat. This means that rogues who are
becomes stunned until your next action. not flanking the foe can still make sneak attacks with melee
Fighter Bonus Feat: Starting at 15th level, if you took this as a attacks.
fighter bonus feat, you can use this benefit five times each day Fighter Bonus Feat: Starting at 9th level, if you took this as a
rather than just three. fighter bonus feat, you so distract your flanked opponents that
Boosted: You gain an additional use of this feat that does not even ranged attacks from rogues are considered sneak attacks.
count as one of your daily uses. Boosted: You can reroll one of your attack rolls while flanking.
Chapter Two: Feats of Daring
57
Design Decisions: Superior Flanking Tackle [General]
You can make a leaping grapple attack.
Superior Flanking is one of those weird feats with a benefit Prerequisites: Jump (5 ranks), Improved Grapple
that helps others more than it helps you. I suspect the rogue
player will be begging his fighter-playing friend to take this
Benefit: You may move up to your speed, followed by a grapple
feat, particularly as a fighter bonus feat. Like the very concept attack to tackle a foe. For this maneuver, you get a +4 bonus to your
of flanking itself, Superior Flanking encourages party cooper- touch attack and grapple check. If you succeed at the grapple check,
ation, and I’ve always liked that.
both you and the target are prone, unless your target is more than one
size category larger than you (in which case, he remains standing).
Fighter Bonus Feat: Starting at 9th level, if you took this as a
fighter bonus feat, you can choose whether or not you and the foe
Sword and Board Master [Uberfeat] are prone after the Tackle.
You are a master with a weapon and shield. Boosted: You can reroll any grapple check (it does not have to be
Prerequisites: Shield Specialization, Improved Shield on a tackle attempt).
Specialization, Weapon Focus, Block, Dexterity 17, base attack
bonus +16 Taking Advantage [General]
Benefit: When you make a full attack action equipped with a You gain bonuses to attack disadvantaged foes.
weapon and a shield, you gain a pool of points equal to your fighter Prerequisite: Distraction
level that you can add to your individual attack rolls, damage rolls, Benefit: You enjoy a +1 competence bonus to attack and damage
and Armor Class. No more than half your pool can be devoted to rolls against an opponent with a detrimental condition (dazed,
your weapon or your shield. That means, if you are 16th level, you stunned, blinded, deafened, sickened, nauseated, and so on).
could devote up to 8 points to your shield using one of the options Fighter Bonus Feat: Starting at 9th level, if you took this as a
listed below: fighter bonus feat, you gain an additional +1 competence bonus to
• +4 bonus to Armor Class and +4 bonus for your shield bash attack and damage rolls, for a total bonus of +2 from this feat.
attack roll; Boosted: You can reroll any one melee or ranged damage roll (not
• +2 bonus to Armor Class, +3 bonus to shield bash attack roll, just one made against a foe with a detrimental condition).
and +3 bonus to shield bash damage;
• or simply a +8 bonus to Armor Class. Terrify [General]
You use your ferocity to frighten others.
Likewise, you can divide your other 8 points to your weapon’s Prerequisites: Berserk Attack, Unnerve, base attack bonus +5
various attack and/or damage rolls. Benefit: As a full attack action, you can make a single attack that
Special: This feat costs four retired feats and one feat slot. It is the inflicts normal damage. If you damage your foe, he must attempt a
uberfeat for the domain of Weapon and Shield Fighting. Will saving throw (DC 10 + half your level + your Charisma modifi-
er). Failure means the foe is panicked for 1 round per level.
Swordsman [General] Fighter Bonus Feat: Starting at 9th level, if you took Terrify as a
You know the secrets of the sword, and you can use it to disarm foes. fighter bonus feat, you can use the benefit as a standard action, or
Prerequisites: Weapon Focus, Combat Expertise, Improved with an attack that is a part of a full attack action, but only three
Disarm, Dexterity 13 times each day.
Benefit: When you use the Weapon Focus feat with a longsword, Boosted: You can force your opponent to reroll the saving throw
short sword, greatsword, bastard sword, double-bladed sword, scim- associated with this feat.
itar, falchion, rapier, kukri, punching dagger, or dagger, you may
make a regular attack that, if it strikes the opponent, allows you to Throw [General]
make an immediate disarm attempt as a free action. You may use this You can grab a foe and throw him.
benefit once per day, plus one additional time for every five levels, Prerequisites: Jump (5 ranks), Improved Grapple
but never more than once per round. You must declare that you are Benefit: You initiate a grapple and, if you succeed at the grapple
using this feat before making your attack roll (thus, a failed attack check, you may immediately attempt to throw your foe. Make a
roll ruins the attempt). Strength check (DC 10). For every 5 points by which you succeed,
Fighter Bonus Feat: Starting at 13th level, if you took this as you immediately throw the target up to 5 feet. Your check gains a +4
a fighter bonus feat, you can use its benefit one additional time bonus for every size category that you are larger than the target or
each day. suffers a –4 penalty for every size category that he is larger than you.
Boosted: You gain an additional use of this feat that does not (Normally, throwing a foe would be a separate standard action, and
count as one of your daily uses. you could not throw him more than 5 feet.)
The opponent you wish to throw must weigh less than your heavy
load. Once thrown, the foe is prone.
58 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

Using the Feats for Monsters


Some of the feats in this book seem almost tailor made for monsters: Can’t Lay a Hand, Knock Back, Knock Down, Large Bruiser, and
so on. It just depends on whether the monster is a massive engine of destruction, a quick, defensive combatant, or a dirty fighter.
Really, you could add any of these feats to monsters to make them more interesting and unique.
Here are a few suggestions for using the new feats introduced in this chapter with monsters:

Giants, Dragons, or Quick, Agile Monsters* Dirty Fighters*


Other Huge Beasts
Acrobatic Charge Blinding Strike
Anchor Foe Acrobatic Run Canny Strike
Increased Vigor Block Careful Eye
Knock Back Canny Strike Deafening Strike
Knock Down Can’t Lay a Hand Debilitating Strike
Large Bruiser Elude Blows Demoralize
Outlast Foe Fleet of Foot Hamper Defense
Power Charge Full Opportunity Hamper Movement
Resist Charge Leap Into the Fray
* Goblinoids, intelligent undead, demons, etc.
Resist Critical (double feat) Rapid Strike
Smash Smash and Grab
Stunning Blow Speed Burst
Undead
Weave and Dodge
Demoralize
* Serpents, fey, certain fiends, etc.
Iron Fist
Oblations to the God of Death
Outlast Foe
Terrify
Unnerve

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

Very Optional Rules


This book is, as the name would imply, very experimental. A long time ago, I thought it might be fun to put out a series of
game supplements labeled: “Warning: This material could DESTROY your campaign!” These books would be filled with
crazy, experimental ideas that took the game in bold new directions. In a way, they would do real damage to the core system.
That’s the idea—fun concepts you might want to try, but perhaps not carefully balanced.

I n a way, that’s what the two Experimental Might books are.


The first book was just my campaign house rules, and this
one is a direct response to gamers who said, “Hey, what
about fighters?” I’ve now introduced this material into my
campaign, too (so I believe it matches up with the contents of
foe gains a +4 bonus if he has more than two legs or is other-
wise more stable than a normal humanoid (such as a dwarf).
A knocked-down foe stays in the same square but falls
prone. To knock down a foe without making an attack, use the
standard trip rules.
the first book nicely). But this chapter is perhaps the most
experimental of all. It’s called “Very Optional Rules” because Throw
these ideas really stretch the boundaries of the game system in If a character has an opponent grappled, he can use a standard
ways it was not intended to go. You may find them unbalancing action to attempt to throw his opponent into an adjacent
in your game. Or, they might be just what your campaign need- square, where he will land prone. The opponent must weigh
ed. Most likely, you’ll find them to be a little bit of each. less than the character’s heavy load. The character and his
opponent make opposed grapple checks, and if the character
Maneuver Options succeeds, he throws the opponent. If the opponent wins, how-
Some of the maneuvers introduced through feats in Chapter ever, he breaks the grapple, is not prone, and can immediately
Two: Feats of Daring could have a place in the game even if the readjust to any adjacent square he wishes (or stay in the same
feats themselves are not in play. A character might attempt one square).
of these combat options even without the relevant feat.
The descriptions in this section are simply the standard ver- Turning Charge
sions of certain maneuvers, for those who do not have access to A character using the charge action can make one turn during
the feat of the same name. And, as you can see, having the feat the charge (rather than just moving in a straight line).
makes them much better options. However, he must make a Balance check (DC 12) or, at the
point of the turn, he falls prone and his turn ends. Further, the
Crazy Legs Charge prone character suffers a –4 penalty on his attack roll (with the
A character using the charge action can move farther by taking +2 bonus for charging, the net is –2) and a further –2 to his
a penalty to his attack roll. A character can move up to his Armor Class (for a total of –4 with the charge).
speed in additional movement during the charge, but each Using the Acrobatic Charge feat (see page 27) negates the
extra 5 feet requires him to suffer a cumulative –2 penalty on Balance check and the penalties.
his attack roll.
Hit Points
Knock Down The first Book of Experimental Might introduced the concept of
A character can attempt to knock down a foe with a particularly Health and Grace, as well as a change to starting hit points.
hard strike, but he must take a –4 penalty on his attack roll. The optional rules below offer a number of new wrinkles to
The resulting attack, if it hits, must inflict 20 points of damage game play.
or more in a single melee attack against a Medium or smaller
creature before the character can try to knock down the foe. (It Spending Grace
must inflict 30 points of damage in a single blow to knock As described in Chapter Four of The Book of Experimental Might,
down a Large creature, 40 points to knock down a Huge crea- Grace hit points represent your ability to dodge blows, move to
ture, 50 points to knock down a Gargantuan creature, and 60 react to damage better, and generally avoid getting hurt. If you
points to knock down a Colossal creature.) look at Grace in this fashion as a finite resource—a pool of
To knock down the foe, the attacker makes an immediate physical energy or stamina, for example—then perhaps there
Strength check opposed by the foe’s Strength or Balance check; are other ways to expend that energy for a character’s benefit.
on a success, he knocks down the foe. The foe gains a +4 bonus The danger, of course, is that you are in a literal sense trad-
for every size category he is larger than Medium or suffers a –4 ing in your survivability—your very life energy—to accomplish
penalty for every size category he is smaller than Medium. The something.
Chapter Three: Very Optional Rules
63
The DM should be very aware of how this option intersects
and interacts with things like barbarian rage, bonus hit points
from spells, and temporary magical increases to Constitution.
The hit points gained from the latter would be Health, not
Grace, but it’s still extra hit points in the pool to spend—
robbing Peter to pay Paul, after a fashion.

Grace Cost Benefit


2 Move an extra 5 feet as a part of a single
move or double move, once in a round
5 Gain a +2 bonus to a movement-related
check (Climb, Jump, Balance) or a
Strength check
10 Take an extra move action, once in a round
20 Reroll a movement-related check or any
Strength check
20/level Recall a spell that had been prepared for
the day, but was already cast, usable only
once per day

Grace and Nonlethal Damage


If you use the Grace and Health rules, you may wish to have envi-
ronmental effects and similar nonlethal sources of damage simply
inflict normal Grace damage. Special rules for nonlethal damage
apply only when the character is out of Grace and has only Health
hit points left. This includes the fact that one recovers nonlethal The advantage to using Grace hit point damage rather than
damage more quickly than normal damage, that one regains it in just enforcing rest is that it gives the player characters the
conjunction with normal damage through magical healing, and option of not resting—but then paying the consequence, or
that it knocks a character unconscious rather than killing him. using magic in lieu of rest.

Grace and Forced Rest Minimum Hit Points


Characters who have been physically exerting themselves over a It’s frustrating as a DM, and a little disappointing as a player, to
period of time might take Grace damage to represent the toll the encounter a creature that is size Huge but has only a small hit
activity has had on them. When the characters reach the top of a point total. When you encounter a Huge viper or a Huge mon-
summit, for instance, they should not be at their physical best. strous centipede, you’re expecting a titanic fight. But instead,
However, a short rest—or some immediate magical healing— the monster is dead before you know it.
will put them to rights. A quick solution (as opposed to re-statting all the problem
In other words, this kind of Grace damage forces the reality monsters) is to maintain a general rule about minimum hit
of needing to rest after a period of exertion. One point of Grace points based on size. Using the following chart, creatures
damage per ten minutes of intense activity is appropriate. Or, to always have at least the number of hit points shown due to their
put it another way, six minutes of rest is needed for every full size. In other words, either use the number provided in the
hour of exertion. Exertion, in this case, is moving at a hustle, creature’s stats, or the number below, whichever is greater.
climbing, carrying a heavy load, swimming, etc.
Characters who are out of Grace but suffer more Grace dam- Size Minimum Hit Points
age from exertion translate the effect into nonlethal damage. Large 30
They are fatigued until they recover this nonlethal damage. Huge 60
Gargantuan 90
Grace as a Commodity Colossal 120
You’ll see players spending Grace more at the end of battles,
when they suspect that they won’t be needing it as hit
This rule primarily affects monstrous vermin and giant ani-
points and could really use an extra move action or a bit of mals, but it has a slight effect on a handful of other monsters as
help on a check. They know that they likely can rest after well (like the five-headed hydra). Some creatures, such as incor-
the fight is done to recover the points they’ve spent.
poreal undead, should not be subject to this rule.
64 Book of Experimental Might II: Bloody, Bold, and Resolute

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®

I t’s back—and more experimental than ever! This book


exists because you loved The Book of Experimental Might
and demanded new options for nonspellcasting classes. In
response, Monte shares more creative rules from his own
campaign. Here you’ll find ...
• New rules for fighting domains: areas of specialization like
Two-Weapon Fighting, Mounted Combat, and Fighting Dirty,
as well as techniques based on agility, speed, strength, and
intellect. The 15 domains provide new abilities to fighter
types willing to devote themselves to a focused path .
• A retooling of the feat system, with three new concepts—
double feats, oblation feats, and uberfeats—and dozens of
new choices.
• Special benefits for choosing a feat as a fighter bonus feat—
reinstating the fighter class as the king of feats.
• Optional rules including more combat choices, a method
for “boosting” feats for extra benefits, new uses for the
Grace/Health system introduced in the first Book of
Experimental Might, and more.
Like its predecessor, Book of Experimental Might II keeps your
characters adventuring longer, enhances existing classes for
greater playability, and expands your game options to add to
the fun. Continue the experiment!
Bonus material at WWW.MONTECOOK .COM
Requires use of the Dungeons & Dragons® Core Books, Third Edition,
published by Wizards of the Coast®, Inc.
©2008 Monte J. Cook

®
PDF Version 1
May 2008

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