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+2 bonus on Craft (technological device) checks and +2 Technology Limit to build non-firearm weaponry; +1 on attack rolls with self -made weaponry

Bice

[QeneRal]

You can use your prodigious jaws effectively in batde.

Prerequisites: Str 13, must be an orc, troll or monstrous humanoid without a bite natural attack.

Benefit: You gain a bite attack as a natural weapon. Your bite attack deals 1d4 points of damage, and is a secondary attack.

Special: Larger and smaller characters deal different damage, based on their size, as described in the Monster Guide, Chapter 3: Improving Monsters. Also, see the Monster Guide, Chapter 5: Monster Types, Subtypes, and Abilities, "Natural Weapons," for more details on natural weapons.

This feat might not be appropriate for some monstrous humanoids (like harpies). As always, the GM has final say.

Cleanse [QeneRal]

You are especially good at treating disease and poison. Prerequisites: Heal 6 ranks.

Benefit: You gain a +5 bonus on Heal checks to treat disease or poison.

Concusstve Shoe [QeneRal, CJJaRRioR]

When you use a ranged weapon, you can deal blows that slow down your target, temporary reducing his speed and reflexes.

Prerequisites: Agy 15, Point Blank Shot, Precise Shot.

Benefit: Before making a ranged attack roll, you may declare that the attack is a concussive shot. If your attack hits, it deals no damage, but instead reduces your target's speed and reflexes. The target must make a Fortitude save (DC = 5 + the damage you would have dealt) or take a -4 penalty on initiative checks (and to his current initiative) and a 50% penalty to his base speed for a number of rounds equal to your character level. The effects of multiple concussive shots stack.

CRirical ScRihe [QeneRal, CJJaRRioR]

Your devotion and knowledge of a particular favored enemy allows you to make critical hits against that enemy, finding weak points in otherwise unknown places.

Prerequisites: Base attack bonus +10, Improved Critical, favored enemy class feature or Foe Hunter (see below).

Benefit: You may make critical hits normally against your favored enemy.

Normal: Certain creature types, such as undead, are immune to critical hits.

Special: Creatures vulnerable to critical hits are likewise vulnerable to backstab attempts. The creature's other immunities, such as immunity to fatigue or ability damage, still function against you.

(]j:x Rn Holy ScRihe [QeneRal]

You may use your holy strike ability one additional time per day.

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