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Feats of Fall

November 4th, 2014

Joshua Zaback

Extraordinary Feats Archive

                It’s Autumn Week here at Necromancers of the Northwest, a celebration of all things autumn. To me, that means the weather’s cooling down, the skies are turning grey, and people are hard at work with the harvest. Unfortunately, harvest-related feats are of limited use to most adventurers, so in celebration of fall, I’ve created these great feats to help you do something most adventurers do at least once in their career: fall down.

 

Bombardment Specialist
You are an expert when it comes to using gravity to deliver your attacks.
Benefits: Whenever you cause an object to fall onto a creature (whether you drop it, push it off a cliff or similar surface, or use some mechanism to do so) that falling object deals 2d6 more damage than it otherwise would to any creature that it strikes. Additionally, the object still does full damage to the target, even if it falls less than 30 feet. Finally, you gain a +2 bonus on ranged touch attacks made to drop objects on a creature, treat the range increments of such dropped objects as 30 feet, rather than 20 feet, and the Reflex DC to take half damage from the object is equal to 10 + 1/2 your base attack bonus + your Dexterity modifier, or the normal DC, whichever is higher.

 

Directed Fall
As you fall, you can manipulate your body, using your own gyrations to create momentum and control where you land.
Prerequisites: Acrobatics 1 rank.
Benefits: For every 10 feet you fall vertically, you may move 5 feet horizontally in the direction of your choosing. Once you have begun to move horizontally in this fashion, you can continue to make course corrections every 10 feet further you fall vertically, including making turns, doubling back, and so on, if desired.

 

Drag Down
When you are knocked to the ground, you take others with you.
Prerequisites: Dex 13, Acrobatics 1 rank.
Benefits: Whenever you are knocked prone for any reason, as an immediate action you may attempt a trip combat maneuver against any number of adjacent characters up to your Dexterity modifier. These trip attempts suffer no penalty for you being prone, and do not provoke attacks of opportunity.

 

Fall Back
If you can’t avoid being knocked down, you make sure to do it far away from danger.
Prerequisites: Acrobatics 1 rank.
Benefits: Whenever you would be knocked prone for any reason, as an immediate action you may take a single 5-foot step before falling prone. You may use this ability even if you moved or already took a 5-foot step this turn.

 

Soft Landing
You always land on your feet and know how to take advantage of falling safely.
Prerequisites: Acrobatics 1 rank.
Benefits: You always land on your feet when you fall, and are not knocked prone, even if you suffer damage from the fall. Additionally, whenever you make an Acrobatics check to soften a fall, for every 5 points by which your Acrobatics check exceeds the DC (typical DC is 15), you ignore an additional 10 feet fallen, reducing the damage from the fall accordingly.