HOUSE RULES: FEATS


SECTIONS
INTRO
COMBAT
NEW FEATS (current page)
MONSTERS
MAGIC
ARADIA (setting)

NEW FEATS
In order to make Momentum Points really work well in the Combat System, the Feats had to be completely rewritten.  This, of course, affected character creation (see next page) and several other aspects of the game, but only slightly.

The biggest change to the Feat system is that there are no more attacks of opportunity or proficiencies.  On the upside, you no longer take a penalty for using weaponry that’s unfamiliar to you.  On the down side, it means radically changing who gets what kind of Feat.

New Feats have been split up into several types: COMBAT FEATS, MAGIC FEATS, HOLY FEATS and MONSTER FEATS.  Some old 3rd Ed. feats no longer work with these rules (those regarding attacks of opportunity and weapon proficencies, for example), but the following still work well enough:

All Item Creation Feats (Scribe Scroll, Brew Potion, Forge Ring, Craft Rod, Staff, Wondrous Item, etc.)
Skill Focus, Alertness,  Leadership,  Run, Toughness, Improved Initiative, Lightning Reflexes, Great Fortitude, Iron Will, Track, Endurance, Weapon Focus, Weapon Specialization, Weapon Finesse

COMBAT FEATS
There are no prerequisites for Combat Feats.  If you’d like to convert an old character to this version of the system, click on the following link to the Feat Conversion Chart to see, roughly, corresponds with what.

BULGING THEWS - You may add your Character Level + either STR or DEX modifier to your attack when targeting more than one Mook in a turn.
CALLED SHOT- You may shoot at any point on an enemy you choose with a ranged attack.  Roll against your target’s REF save rather than AC when targeting a specific body part. You must describe the flight of the object at the target in detail for this to work.
CAT-LIKE GRACE- You can spend MPs for +1 to your own AC until your next turn instead of on +1 to attack.  You can do this as a passive action (meaning you can do it out of turn.)
COMBINED STRIKE - You can spend some of your MPs to do damage with extra weaponry instead of +1 to attacks.  For each MP you spend in this way, you may add the damage from one more weapon into your total (this can include magical attacks and hand-to-hand.)  You can only add each weapon in once, but if a weapon is capable of doing two or more types of damage, you can add each of those in one at a time. (Note that this replaces anybody or any weapon's ability to attack more than once per round.)
EXTREME VIOLENCE - You can spend some of your MPs for +1 to your damage instead of +1 to your attack.
FOLLOW THROUGH - You  may apply some or all of your damage to an opponent’s weapon or armor instead (damage applied to armor reduces its AC.)
IMPROVISED WEAPONRY - Add your character Level to your roll whenever you use something that wasn’t intended for combat as a weapon (like a torch, a waterskin, a bag of holding, a fallen commerade, etc.)  Tripple your damage with it if you’ve never used that kind of item before.  (This is the best compensation for any Rogue's attacks of opportunity.  In fact, it is highly recommended for Rogues, Commoners and any other clever pants or underdog hero.)
PRESSURE POINTS - You may use a melee attack to reduce the amount of MPs a target has left.  If you hit with a melee attack, you may spend additional MPs.  For each additional MP you spend once you hit, your opponent loses 1 MP without benefit.  You must describe a way in which your target was impeded for each MP you spend in this way.
RICOCHET BLOCK - You can spend your MPs to redirect 1 point of damage each from one person to any other in the melee (instead of for +1 attacks.)  This can be done as a passive action (it doesn’t have to be your turn for you to spend MPs in this way.)
SADDLE FORCE - If you are near or astride on a creature you can mount, your Riding skill to your INIT when rolling for MPs each sequence.  You must describe your interaction with the creature you’ve saddled each time you do something during the sequence, however.
SHIELD BASH - You may spend your MPs to move an opponent 1 foot in any direction rather than for +1 attack.
TRICK SHOT - You may use a ranged attack to reduce the amount of MPs a target has left.  If you hit with a ranged attack, you may spend additional MPs.  For each additional MP you spend once you hit, your opponent loses 1 MP without benefit.  You must describe a way in which your target was impeded for each MP you spend in this way.
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