House Rules - Feats
all Divine feats
- Divine feats that as per the current rules last for one round (such as
Divine Might) last longer. Any of those divine feats last for number
of rounds equal to the relevant modifier.
Fists of Iron
- This feat states that one Stunning Fist use allows the character to attack
unarmed for an additional 1d6 points of damage for one round. This is
changed to: the character may use one Stunning Fist attempt to deal 1d6
extra points of damage for a number of rounds equal to 1/2 his character level plus
his Wisdom modifier. Otherwise, the feat remains the same.
Melee Weapon Mastery
- The only change to this feat is to the number of weapons it effects.
When a character selects this feat, he must select a weapon group instead of
a weapon type and then applies the bonuses to that group. The listed
weapon types are: bludgeoning, slashing, and piercing. Use instead the
following weapon groups: Axes (including Halberd), Clubs and Staves, Daggers
and Knives, Flails, Hammers (including Maul), Maces, Spears (including
Pike), or Swords.
Elusive Dance - This feat does
not work against a target who denies you your Dodge bonus. This feat
does not work if you do something abnormal that causes an attack of
opportunity; such as attempt a sunder without the Improved Sunder feat or
using the Power Lunge feat.
Karmic Strike
- When fighting an opponent with reach, the target may only attack
the weapon of the opponent using a sunder or disarm attack. If the
reach is natural, the attack of opportunity works nomrally.