| Mortagon |
new feats:
Deadly opening (Combat)
Prerequisites: Base attack bonus +6, Vital strike, Combat reflexes
Benefit: You may add the additional damage from your vital strike feats on any successful attack of opportunity.
Improved weapon finesse (Combat)
Prerequisites: Weapon finesse, Dex 13+
Benefit: You may add your dexterity bonus instead of strength to damage with any weapon you are using the weapon finesse feat with. You add only half your dexterity bonus on attacks made with your off-hand weapon. You may not use the power attack feat when you are using a weapon in this way.
Greater weapon finesse (Combat)
Prerequisites: Weapon finesse, Improved weapon finesse, Bab +7, Dex 17+
Benefit: As improved weapon finesse, except you add 1.5 times your dexterity bonus to damage with weapons you use weapon finesse with, and your total dexterity bonus to your off hand attacks.
Momentum (Combat)
Prerequisites: Dodge, Mobility
Benefit: Whenever you move and then attack you deal extra damage. For every 10 ft. you move before attacking you deal 1d6 points of damage. You may not use this feat while mounted (all though your mount may if it have this feat), but you may use it on a charge. This bonus is not multiplied on a successful critical hit.
Spell channel (Metamagic)
Prerequisites: Ability to channel energy
Benefit: A spell modified with this metamagic feat affects all targets of the spell as if you had used channel energy on them. You must spend one of your daily uses of channel energy when casting a spell modified with this feat. Any saves to resist channeling from this feat uses the spells DC. A Spell channeled spell takes up a slot 2 levels higher than normal.
Improved dodge (Combat)
Prerequisites: Dodge, Bab +6
Benefit: You gain a +2 dodge bonus to AC. This replaces the bonus gained from the dodge feat.
Greater dodge (Combat)
Prerequisites: Dodge, Improved dodge, Bab +11
Benefit: You gain a +3 dodge bonus to AC. This replaces the bonus gained from the dodge and improved dodge feats.
Greater unarmed strike (Combat)
Prerequisites: Improved unarmed strike, Bab +6
Benefit: Your unarmed strikes now deal 1d6 points of damage. If you are a monk, treat your monk levels as 2 higher for the purpose of calculating unarmed damage. Add this feat to the list of bonus feats available to monks at 1st level.
Improved combat reflexes (Combat)
Prerequisites: Combat reflexes, Bab +6
Benefit: Increase the number of attacks of opportunities you can make each round by 2. In addition you gain a +2 bonus on attack rolls when making attacks of opportunities.
Greater combat reflexes (Combat)
Prerequisites: Combat reflexes, Improved combat reflexes, Bab +11
Benefit: Increase the number of attacks of opportunities you can make each round by 2. In addition you can act as normal in the surprise round.
Vital follow up (Combat)
Prerequisites: Vital strike, Two-weapon fighting, Bab +6
Benefit: When you use the vital strike feat to make an attack and you hit you may make an additional attack with your off hand weapon as a swift action. This additional attack does not deal additional damage from the vital strike feat.
Vital maneuver (Combat)
Prerequisites: Vital strike, Any Improved maneuver feat, Bab +6
Benefit: When you use the vital strike feat to make an attack and you hit you may make a free combat maneuver against the target of your vital strike as a swift action.
Pacify
Prerequisites: Persuasive
Benefit: You can make Bluff and diplomacy checks to make creatures reluctant to take hostile actions or persuade them to attack other targets. No matter which skill you use, pacifying a creature takes a standard action that does not provoke attacks of opportunity, and has a DC of 10 + targets level or hit dice + targets wisdom modifier and bonuses against mind affecting effects and compulsion effects. You cannot make this check against a target that does not understand you or have an intelligence score of 3 or lower. Before making these checks you may make a sense motive check (same DC as above) to gain an insight bonus on these checks equal to your wis modifier until the end of your next turn. The benefits you gain from this feat depend upon which skill you use. This is a mind-affecting, compulsion effect.
Bluff: By looking pitiful as if you pose no threat you goad the target into to attacking another creature than you while giving you an opening. If there is no other targets the creature merely hesitates for one round and may only take a move action on his turn. If you attack the creature persuaded in this way before the end of your next turn, he is considered flat-footed for your next attack.
Diplomacy: You calm a creature making it hesitant to take any hostile actions. The target takes a -2 penalty to all attack and damage rolls, and must roll a concentration check as if casting defensively to cast any hostile spells (hostile spells are those that would break an invisibility spell) any rage effects the target has ends (with all the usual penalties).
| Mortagon |
Revised feats:
Vital strike
Prerequisites: Base attack bonus +6
Benefit: When you take the attack action or any other standard action to make an attack you may deal 2d6 points of additional damage. This additional damage is not multiplied on a critical hit.
Improved vital strike
Prerequisites: Base attack bonus +11, Vital strike
Benefit: When you take the attack action or any other standard action to make an attack you may deal 4d6 points of additional damage. This additional damage is not multiplied on a critical hit.
Greater vital strike
Prerequisites: Base attack bonus +16, Vital strike, Improved vital strike
Benefit: When you take the attack action or any other standard action to make an attack you may deal 6d6 points of additional damage. This additional damage is not multiplied on a critical hit.
Antagonize
Prerequisite: Persuasive
Benefit: You can make Bluff and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC of 10 + targets level or hit dice + targets wisdom modifier and bonuses against mind affecting effects and compulsion effects. You cannot make this check against a target that does not understand you or have an intelligence score of 3 or lower. Before making these checks you may make a sense motive check (same DC as above) to gain an insight bonus on these checks equal to your wis modifier until the end of your next turn. The benefits you gain from this feat depend upon which skill you use. This is a mind-affecting, compulsion effect.
Intimidate: The creature flies into a rage. On its next turn it must focus all its actions against you by either targeting you with a ranged attack, spell, melee attack or combat maneuver or otherwise trying to harm you in a direct way. Catching the creature in an area of effect spell qualifies as targeting the creature. The effect ends as soon as the target has performed one of the actions above against you. A barbarian or other character with the rage ability affected by this feat must use this ability if able to if successfully antagonized in this way, and must maintain its rage for the duration it is antagonized if able to.
Bluff: You fluster your enemy. For the next minute the target takes a -2 penalty on all attack rolls made against creatures other than you and has a 10% spell failure on all spells that do not target you or include you in its area of effect. A barbarian or other character with the rage ability affected by this feat must use this ability if able to if successfully antagonized in this way and must maintain its rage for the duration it is antagonized if able to.