Oni's Feats

Feats Detail

  • Acrobatic Bluff Trick or Feint in combat with Acrobatics instead of Bluff; target resists with the better of Acrobatics or Sense Motive. Source: Core Rules
  • Athletic Versatility Coy can use his Acrobatics skill for Athletics checks such as Climb or Swim. Source: House Rules
  • Attack Focus: Melee 9 +9 to Melee attacks and grapples. Source: Core Rules
  • Attractive +4 to Bluff and Diplomacy checks to deceive, seduce or change the attitude of anyone that might find him appealing. Source: Core Rules
  • Blind Fight Halve the miss chance from concealment or ignore it for one attack if I spend an HP prior to the attack roll. Half penalty for being unable to see, move reduced by 1/4 instead of 1/2. Source: Core Rules
  • Challenge: Improved Feint Feint in combat as a Move action without the usual -5 penalty. Source: Warriors & Warlocks, or Mastermind's Manual
  • Damaging Escape When Oni escapes from a grapple he gets an unarmed attack against the grappler as a free action. Works with Takedown Attack. Source: Warriors & Warlocks.
  • Defensive Roll 3 +3 to either Toughness saves or to Reflex saves to avoid an AoE attack (not both). Cannot be used if denied his Dodge bonus, or unable to take a free action unless successful at a Concentration check. Source: Core Rules
  • Defensive Throw As a free action make an immediate Trip attack at full bonus when a foe misses you in melee combat. Source: Warriors & Warlocks
  • Defensive Strike If an opponent attacks Coy in melee combat and misses, his next melee attack against that opponent has a +4 bonus to hit. Source: Warriors & Warlocks
  • Dodge Focus 8 +8 to total Defense unless denied your dodge bonus. Source: Core Rules
  • Evasion A successful Reflex save vs an area of effect attack results in no damage instead of half. Source: Core Rules
  • Grappling Finesse Oni can use his DEX instead of his STR bonus to make grapples and retains his dodge bonus to Defense against all opponents when grappling. Source: Core Rules
  • Improved Critical 2 Melee. Oni scores a critical strike on melee attacks on an 18, 19 or 20. Source: Core Rules
  • Improved Grab Oni can immediately initiate a grapple after a hit with a melee attack as a free action if the foe is no larger than medium size. Melee attack inflicts normal damage and counts at the initial roll to start a grapple. Source: Core Rules
  • Improved Grapple Grapple with one hand, leaving the other hand free. Can maintain a pin with one hand and perform actions with the other. Source: Core Rules
  • Improved Throw Choose which ability the target of your Trip attacks uses to defend with; STR or DEX. Source: Core Rules
  • Improved Trick Trick in combat as a move action without the usual -5 penalty to the roll. Source: Warriors & Warlocks
  • Improved Trip +4 bonus on attempts to trip an opponent and they do not get the chance to trip Oni. Source: Core Rules
  • Luck Oni has 2 base Hero Points instead of 1. Source: Core Rules
  • Move-By Action May take a move action before and after a standard action so long as the total distance moved is equal to your movement speed. Source: Core Rules
  • Power Attack Subract up to 5 points from your attack rolls to add the same amount to your damage until the start of your next round. Source: Core Rules
  • Precise Strike When making a melee attack Oni can ignore any cover less than total. Source: Warriors & Warlocks
  • Redirect If successful with a Trick action Oni can redirect a missed attack against him to another target adjacent to him within range of the attack as a reaction. The attacker makes a new attack with the same modifiers. Source: Core Rules
  • Reversal When escaping from a grapple Oni can immediately initiate a grapple against one his attackers. Source: Warriors & Warlocks.
  • Takedown Attack If Oni KOs or Disables an opponent he can make an immediate extra attack against another opponent within range and within 5 feet of where the previous target was attacked. Can move 5' before this extra attack and it uses the same modifiers as the first attack. Takedown movement counts towards your total move for the round. Can be used once per round against non-minions, unlimited use against minions until he misses, or there aren't any targets within range. Source: Core Rules
  • Trance DC15 concentration check and a minute of meditation to slip into a deep trance. While tranced suspend Disease or Poison effects, add +5 to Oni's CON to Determine how long he can hold his breath and make Concentration checks in lieu of CON checks to resist suffocation. Oni is aware of his surroundings while in trance but the only action he can take is to end the trance at will. Notice check vs Concentration result to tell that Oni is alive. Source: Core Rules
  • Uncanny Dodge (Mental) Oni retains his dodge bonus when surprises or flat-footed. Does not protect against Feints or other combat maneuvers, or when denied the dodge bonus due to being helpless, pinned, immobilized or moving all out; only vs Surprise or being Flat-Footed. Oni's is a Mental sense, if the foe has total concealment to being sensed mentally this feat does not apply. Source: Core Rules
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