Combat Modification (3.5e Feat)
From D&D Wiki
Author: ArochanoX
Combat Modification [Racial]
- Armadillo cloak
You can spin your body into tight ball. In this form, you gain a +5 bonus on natural armor, but you lose your dexterity bonus to AC. You can't do any actions while in this form. You can only spin (move) 10ft / round as a full round action. Spinning into a tight ball is a standard action that provokes no attacks of opportunity.
- Bowling leap
If you spin into tight ball (as armadillo cloak above), while running, your body becomes a dreaded weapon. With a running start of at least 20ft, when you spin your body into tight ball, you immediately start spinning onward like a bowling ball. You move a straight line unless there are slopes (DM's judgement) for 60 feet or shorter if you would exeed your maximum movement. Everyone in that line must make a Reflex Saving Throw (DC: d20 + ½ your BAB + Str modifier) or take damage based on your mechanoid type. A successful save still does half damage. You end up rolled in a tight ball at the end of the line.
Mechanoid type | Damage |
---|---|
Bronze | 3d6 + 1½ x Str modifier |
Iron | 3d8 + 1½ x Str modifier |
Mithral | 2d8 + 1½ x Str modifier |
Adamantine | 4d8 + 1½ x Str modifier |
Platinum | 3d10 + 1½ x Str modifier |
- Note
Feat related to the Mechanoid race.
Back to Main Page → 3.5e Homebrew → Character Options → Feats → Racial