No matter how carefully you are searched, you can always pull out one amazingly large hidden object.
Prereq: Deft Hands, Quick Draw
You can place one inanimate object no larger than a two-handed weapon sized appropriately for yourself into an extradimensional space. You must choose the object at the beginning of each day. You can withdraw or replace the object as a free action once per round. Treat this as an active secret chest using your HD as the caster level for any other issue. #Microfeats #AnimeWeek
Wind of 1,000 Parries
You can be really hard to hit, when you want to be.
Prereq: Base attack +6.
When you take a full attack action, you may choose to forgo any of the attacks you could make this round. For each attack you forgo, you gain a +1 shield bonus to AC until the beginning of your next turn. #Microfeats #AnimeWeek
Wind of 10,000 Parries
You can be really hard to hit, when you want to be.
Prereq: Wind of 1,000 Parries, Base attack +6.
When you take a full attack action, you may choose to forgo any of the attacks you could make this round. For each attack you forgo, you may grant yourself of one adjacent ally gain a +1 deflection or shield bonus to AC until the beginning of your next turn. You need not grant all the bonuses to a single creature, nor all be of the same type. Bonuses granted to an adjacent ally only apply as long as the ally remains adjacent. #Microfeats #AnimeWeek
Stupidly Big Weapon
You may call it a “Sky Buster Sword,” or “the Godslayer,” or just “Gronk,” but the fact is your melee weapon of choice is stupidly big.
Prereq: Str 15 and Proficiency with all martial weapons or Jotungrip class feature.
Select one two-handed melee weapon you are proficient with. You can wield a version of this weapon intended for creatures one size category larger than yourself, treating it as a two-handed weapon. You take an additional –2 penalty on attack rolls when using this over-sized two-handed weapon. #Microfeats #AnimeWeek
Improved Stupidly Big Weapon
Sometimes, size DOES matter.
Prereq: Stupidly Big Weapon or Giant Weapon Wielder class feature, +6 base attack bonus.
Benefit: When attacking with an oversized 2-handed melee weapon, as a full-round action you may make a single melee attack with no penalties for the weapon being an oversized 2-handed melee weapon. (Note this does not give you the ability to make attacks with an oversized 2-handed melee weapon you can’t normally attack with, it just negates the penalties for doing so).
If you have Vital Strike (or its improved or greater versions) or Cleave (or Great Cleave), you can also use your oversized 2-handed melee weapon with those feats without suffering the penalty for it being an oversized 2-handed melee weapon. #Microfeats #AnimeWeek
Kung-Fu Catch. Whether it’s a knee, elbow, the side of your foot, or even a length of braid, you always seem to have a spare surface to catch or hold something.
Prereq: Dex 13, Improved Unarmed Strike.
When calculating how much equipment you can have ready, or whether you have a free hand to catch something or draw equipment, you are treated as if you have one more hand that you actually possess. This has no impact on how many attacks you can make per round, how many weapons or shields you can use at once, or if you can fulfill somatic components, nor does it allow you to use abilities that require both hands be empty, or that you have a specific weapon in one hand and the other hand be empty if you have anything that can be used in combat in your extra “hand,” but it does allow you to carry anything you could carry in one arm and still be considered to have an arm “empty.”
One of your hands is actually a shapechanged demon. Which has ups and downs…
Prereq: Familiar or animal companion.
Your familiar or animal companion becomes a demon which takes the place of one of your hands. If you were missing a hand this is great. If not, now you are missing a hand… but it’s okay because a demon lives there! If it’s otherwise empty, the demon hand can take a single partial action of its own each round (doing only the things that could be done by an imp serving as an improved familiar for a wizard of the same level as whatever class gives you a familiar or animal companion). As long as you are conscious you get to decide what actions your demon hand takes, but if you are knocked unconscious and it isn’t, it can do anything you could do with one hand. The demon hand otherwise acts like your hand.
The demon hand is considered part of you when you have harmless spells cast on you (so if invisibility is cast on you, the demon hand is also invisible), but is treated as a familiar in your space for other purposes. It cannot leave your space. The demon hand generally has a face on the palm or some other sign it is a demon hand, which you can conceal with a Disguise check with a +10 bonus.
Any time you are affected by a mind affecting ability or spell, you can take only partial actions. Your demon hand also gets to take partial actions, and can do anything you can do with just the one hand. The demon hand isn’t necessarily going to do what you want, but if you die it dies, so it’s generally inclined to be helpful.
If some effect severs one of your limbs it’s always the demon hand, which runs around and causes trouble until you grapple it. Treat it as an imp that can’t fly. Once you grapple it, it automatically reattaches. Your own hand can never be restored, because you have a demon hand (even if the demon hand is loose).
Since you have a demon for a hand, you detect as chaotic, and evil, as if you were a demon of your HD total. You also detect as your true alignment. Effects which are more harmful to evil outsiders than your true alignment or type treat you as an evil outsider.