Feats

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Zanaikin
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Feats

Postby Zanaikin » Mon May 17, 2010 10:34 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Zanaikin
Tsunshun
Posts: 4433
Joined: Fri Apr 28, 2006 2:37 am
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Class: Strategist 5/Worldforger 3/SW Engineer 5
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Re: Feats

Postby Zanaikin » Wed Dec 29, 2010 3:49 pm

COMBAT FEATS
AGILE RIPOSTE [Initiative, Martial Arts]
Prerequisites: Dexterity 15, Agility 15, Initiative 7 Ranks, Martial Arts 7 Ranks, Sweeping Defense [Feat]
Benefits: Once per round, you may make an attack of opportunity against an opponent within reach who attacked you in melee and missed (not guarded). The riposte counts as a disruptive attack against the next attack action the opponent makes this round. You must be using dexterity as your Martial Arts key ability in order to benefit from this feat.
Skill 20 Mod: Whenever you successfully damage an opponent with a riposte, they provoke attacks of opportunity from creatures other than you.
Skill 30 Mod: You may riposte as many times per round as you have attacks of opportunity.

ALLIED DEFENSE [Martial Arts]
Prerequisites: Dexterity 15, Guard 5 Ranks, Martial Arts 7 Ranks
Benefits: Whenever an ally adjacent to you is attacked, you may take an immediate action to boost their AC or reflex with aid other. If you are holding a shield, any aid other actions you take to boost an ally's defense also grants a cover bonus to reflex equal to half the bonus granted by your shield (tower shields cannot grant this bonus due to their cumbersome weight).
Skill 20 Mod: You may attempt to guard against attacks made on adjacent allies at a -10 penalty.
Skill 30 Mod: Whenever an ally adjacent to you is struck by an attack, you may take an immediate action to trade places with them and receive the attack instead (you forfeit all reflex checks or guard attempts); if it's an area of effect attack and this does not move them outside the area, your ally gains an extra +10 cover bonus to reflex instead (-5 per size they're bigger than you, +5 per size they're smaller than you).
Special: If you have Mana Shield [Feat], you may now use it to protect allies adjacent to you.

ANYTHING GOES [Martial Arts]
Prerequisites: Dexterity 15, Martial Arts 5 Ranks, Unarmed Combat [Talent]
Benefits: You no longer provoke attacks of opportunity when attempting to perform a dirty trick. You also receive a +3 bonus on checks to perform a dirty trick and CMD against dirty tricks. Furthermore, removing the condition inflicted by your dirty trick requires a standard action instead.
Skill 20 Mod: Your bonus on checks to perform a dirty trick and CMD against dirty tricks increases to +5.
Skill 30 Mod: Conditions caused by your dirty trick lasts 1d4 rounds (increases for failing by more than 5 as normal). Furthermore, removing the condition inflicted by your dirty trick requires a full-round action instead.

ARC SHOT [Marksmanship/Martial Arts]
Prerequisites: Dexterity 15, Intelligence or Wisdom 13, Marksmanship or Martial Arts 7 Ranks
Benefits: You may now take aim when making an indirect shot and receive bonuses as normal. Furthermore, the Reflex DC to evade your indirect shot increases by +3. You gain the benefits of Arc Shot for projectile weapons if you meet the marksmanship prerequisites, or for throwing weapons if you meet the martial arts prerequisites (you may gain bonuses in both simultaneously).
Skill 20 Mod: The Reflex DC to evade your indirect shot increases by +5 instead.
Skill 30 Mod: You may use your attack roll in replace of the regular reflex DC for indirect shot you make. This ability replaces and does not stack with the +5 reflex DC boost granted by this feat.

BLIND-FIGHT [Perception]
Prerequisites: Perception 5 Ranks
Benefits: You are not flatfooted against concealed and invisible enemies you are aware of, but instead you are considered automatically flanked by them (you do not need to know their location, only aware of their presence).
Skill 10 Mod: You may reroll miss chances caused by concealment when fighting in melee. You also gain blindsense 10ft and may move at full speed even when visually impaired.
Skill 20 Mod: You gain blindsight 10ft and blindsense 30ft instead.
Skill 30 Mod: You gain blindsight 20ft and blindsense 60ft instead.

CLEAVE [Martial Arts]
Prerequisites: Strength 13, Martial Arts 3 Ranks
Benefits: Whenever you deal a creature enough damage to make it drop (typically by dropping it to below 0 HP) on a melee attack, you get an immediate free melee attack against another creature that is adjacent to the first and also within reach. You may take a 5ft-step in between the attacks but may not perform any other type of movement. The extra attack is made with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. You must be using a bludgeoning or slashing melee weapon to gain the bonuses of this feat. When using this feat, you receive penalties as if you were making a smash attack.
Skill 10 Mod: You may cleave a number of times per round equal to 1/3 your strength modifier (min 1).
Skill 20 Mod: Whenever you make a Smash Attack, you may select two adjacent creatures whom are both within reach and resolve your attack against both simultaneously.
Skill 30 Mod: You may also attack two adjacent targets simultaneously when making a Standard Attack.

COMBAT TRAINING [Martial Arts/Marksmanship]
Prerequisites: Martial Arts or Marksmanship 1 Rank
Benefits: You gain a free talent, which may be any weapons proficiency (melee or ranged depending on Martial Arts or Marksmanship), armor proficiency, or a combat talent with prereqs involving the skill you took Combat Training with. You must meet all prerequisites for the talent as normal.
Skill 10 Mod: You gain second free talent.
Skill 20 Mod: You gain third free talent.
Skill 30 Mod: You gain fourth free talent.
Special: You may take Combat Training more than once. You must specify whether you are taking it for Martial Arts or Marksmanship each time.

DEAD AIM [Marksmanship]
Prerequisites: Dexterity 13, Marksmanship 3 Ranks
Benefits: Whenever you make a ranged attack that benefits from taking aim, you may reduce either your opponent's cover AC or any penalties (e.g. ranged increments, shooting into melee) by an amount equal to your take aim bonus, to a minimum penalty of 0. This may effectively double the bonuses you gain from taking aim.
Skill 10 Mod: Any ranged attack that gains at least a +5 bonus from Take Aim is considered a Critical Shot.
Skill 20 Mod: You may initiate take aim by taking only a swift action (normally a move action).
Skill 30 Mod: Any ranged attack that gains at least a +2 bonus from Take Aim is considered a Critical Shot.

EINHANDER [Martial Arts]
Prerequisites: Dexterity 13, Martial Arts 3 Ranks
Benefits: Whenever you fight with only a weapon in one hand and neither shield nor weapon in the other (although it may hold a torch, sheath, etc), you gain a +2 bonus to Guard, Martial Arts, and Reflex checks. Furthermore, you may wield up to 4% your carrying capacity as light weapons when wielding with one hand and nothing in the other.
Skill 10 Mod: Your bonus to Guard, Martial Arts, and Reflex checks increases to +3.
Skill 20 Mod: Your bonus to Guard, Martial Arts, and Reflex checks increases to +4.
Skill 30 Mod: Your bonus to Guard, Martial Arts, and Reflex checks increases to +5.

EVASIVE ACTION [Acrobatics, Reflex]
Prerequisites: Dexterity 15, Agility 15, Acrobatics 7 Ranks, Reflex 7 Ranks
Benefits: Whenever you move 20ft or more in a single round, you gain a 20% chance to automatically evade any targetted attacks, as if they never targetted you in the first place (i.e. Orders that normally inflict penalities for merely targetting you with an attack do not do so). Evasive Action does not affect area attacks.
Skill 20 Mod: You gain a 30% chance to automatically evade targetted attacks instead.
Skill 30 Mod: You gain a 40% chance to automatically evade targetted attacks instead.

FOCUSED DEFENSE [Reflex]
Prerequisites: Dexterity 13, Agility 13, Reflex 3 Ranks
Benefits: Once per round, you may select an opponent you see within 30ft. You gain a +3 bonus to Guard and Reflex against the selected opponent.
Skill 10 Mod: You gain a +5 bonus to Guard and Reflex against the selected opponent instead.
Skill 20 Mod: ???
Skill 30 Mod: Once per round, you gain a free guard attempt (free action) against your selected opponent.

GRENADE EXPERT [Martial Arts]
Prerequisites: Dexterity 13, Martial Arts 7 Ranks
Benefits: You may make direct hits with grenades through precise control and timing by beating the target's touch AC (10 + their Reflex modifier); targets hit directly does not receive a reflex save for half damage (if any). you may also increase the reflex DC of any grenade you throw by +3, although this bonus is penalized by range increment penalties.
Skill 20 Mod: You may increase the reflex DC of any grenade you throw by +5 instead.
Skill 30 Mod: You may use your attack roll in replace of the regular reflex DC for any grenade you throw. This ability replaces and does not stack with the +5 reflex DC boost granted by this feat.

GUARDCRASHER [Martial Arts]
Prerequisites: Strength 24, Martial Arts 7 Ranks, Mighty Swing [Feat]
Benefits: The guard break DC of when you make a Smash Attack increases by +5.
Skill 20 Mod: Whenever you successfully break the guard of an opponent, if they were guarding with a shield, you may deny them of all bonuses from the shield for 1 round; if they were guarding with only a weapon (no shield), you may make a free disarm check against them.
Skill 30 Mod: Whenever you successfully break the guard of an opponent, they must also make a Fortitude check (same DC) or receive an injury on the arm holding the shield (or weapon); if they are holding a weapon two-handedly then only the main hand is injured.

IMPROVED BULL RUSH [Martial Arts]
Prerequisites: Strength 15, Martial Arts 5 Ranks
Benefits: You no longer provoke attacks of opportunity when attempting to bull rush an opponent. You also receive a +3 bonus on bull rush checks and CMD against bull rush.
Skill 20 Mod: Your bonus on trip checks and CMD against trip increases to +5.
Skill 30 Mod: Opponents you successfully bull rush provoke attacks of opportunity (you do not count as soft cover for the opponent you're bull rushing).

IMPROVED DISARM [Martial Arts]
Prerequisites: Dexterity 15, Martial Arts 5 Ranks
Benefits: You no longer provoke attacks of opportunity when attempting to disarm an opponent. You also receive a +3 bonus on disarm checks and CMD against disarm.
Skill 20 Mod: Your bonus to disarm checks and CMD against disarm increases to +5.
Skill 30 Mod: Whenever you successfully disarm an opponent, they provoke an attack of opportunity if they are no longer armed or holding a shield.

IMPROVED FEINT [Bluff, Martial Arts]
Prerequisites: Dexterity 15, Bluff 5 Ranks, Martial Arts 5 Ranks
Benefits: You may attempt to feint an opponent as a move action (normally a standard action), or as a free action when you blindside an opponent.
Skill 20 Mod: You may attempt to feint an opponent as a swift action instead.
Skill 30 Mod: You may feint against all opponents currently engaged in melee with you simultaneously.

IMPROVED GRAPPLE [Martial Arts]
Prerequisites: Strength or Dexterity 15, Martial Arts 5 Ranks, Unarmed Combat [Talent]
Benefits: You no longer provoke attacks of opportunity when attempting to grapple an opponent. You also receive a +3 bonus on grapple checks and CMD against grapple.
Skill 20 Mod: Your bonus on grapple checks and CMD against grapple increases to +5.
Skill 30 Mod: You may maintain a grapple with only a move action (normally a standard action).

IMPROVED OVERRUN [Martial Arts]
Prerequisites: Strength 15, Martial Arts 5 Ranks
Benefits: You no longer provoke attacks of opportunity when attempting to overrun an opponent. You also receive a +3 bonus on overrun checks and CMD against overrun.
Skill 20 Mod: Your bonus on overrun checks and CMD against overrun increases to +5.
Skill 30 Mod: Opponents you successfully overrun and knock prone provoke attacks of opportunity.

IMPROVED RESILIENCE [Fortitude]
Prerequisites: Vitality 13, Fortitude 5 Ranks, Improved Toughess [Talent]
Benefits: You gain 1 point of all purpose damage reduction (DR/-). Unlike armor, this applies even to environmental and internal conditions, such as cold damage from freezing weather or non-lethal damage from failed endurance checks.
Skill 10 Mod: You gain 2 DR/- instead.
Skill 20 Mod: You gain 3 DR/- instead.
Skill 30 Mod: You gain 4 DR/- instead.

IMPROVED SHIELD BASH [Martial Arts]
Prerequisites: Dexterity 15, Guard 5 Ranks, Martial Arts 7 Ranks
Benefits: You may retain your shield's bonuses to AC and guard when making a shield bash.
Skill 20 Mod: Whenever you make a shield bash as a charge attack or smash attack, your opponent must make a Fortitude check (DC 10 + your Strength modifier + Power Attack damage bonus) or be dazed for 1 round.
Skill 30 Mod: Whenever you make a chain attack using only a weapon wielded one-handedly, you may make a free shield bash attack. If you do, all attacks you make this round takes a -2 penalty (as if you were fighting with two light weapons and benefiting from the basic Two-Weapon Fighting [Feat] bonuses).

IMPROVED SUNDER [Martial Arts]
Prerequisites: Strength or Dexterity 15, Martial Arts 5 Ranks
Benefits: You no longer provoke attacks of opportunity when attempting to sunder an opponent's equipment. You also receive a +3 bonus on sunder checks and CMD against sunder.
Skill 20 Mod: Your bonus on sunder checks and CMD against sunder increases to +5.
Skill 30 Mod: Your weapon automatically deals maximum damage when attempting to sunder.

IMPROVED TRIP [Martial Arts]
Prerequisites: Strength or Dexterity 15, Martial Arts 5 Ranks
Benefits: You no longer provoke attacks of opportunity when attempting to trip an opponent. You also receive a +3 bonus on trip checks and CMD against trip.
Skill 20 Mod: Your bonus on trip checks and CMD against trip increases to +5.
Skill 30 Mod: Opponents you successfully trip provoke attacks of opportunity from you.

KI EVASION [Concentration]
Prerequisites: Resolve 15, Concentration 9 Ranks, Ki Channeling [Talent], Ki Mobility [Feat]
Benefits: You gain +1 point to your ki pool and receives an enhancement bonus to reflex equal to the number of points remaining in your ki pool.
Skill 20 Mod: Once per round, you may channel 1 ki point throughout your body, you gain a 50% chance to automatically evade any targetted attacks for 1d4 rounds, as if they never targetted you in the first place (i.e. Orders that normally inflict penalities for merely targetting you with an attack do not do so). This chance does not affect area attacks.
Skill 30 Mod: After channeling 1 ki point throughout your body, you gain a 50% chance to automatically evade targetted attacks for 1 minute instead. Bonuses from spending multiple ki points do not stack.
Special: Ki Evasion does not stack with other sources that grant a chance to automatically evade attacks (e.g. Evasive Action).

KI STRIKE [Concentration]
Prerequisites: Resolve 15, Concentration 7 Ranks, Ki Channeling [Talent], Unarmed Combat [Talent]
Benefits: You gain +1 point to your ki pool and receives an enhancement bonus to unarmed strike damage equal to the number of points remaining in your ki pool.
Skill 20 Mod: Once per round, you may channel 1 ki point into your unarmed strikes; the next time you hit a living creature with an unarmed strike this round, it deals maximum damage.
Skill 30 Mod: After channeling 1 ki point into your unarmed strikes, all unarmed strike attacks you make this round against living creatures will deal maximum damage.

MANYSHOT [Marksmanship/Martial Arts]
Prerequisites: Dexterity 15, Marksmanship 7 Ranks or Martial Arts 7 Ranks
Benefits: When making a Standard Attack with a bow or with daggers, darts, or shurikens, you may fire two shots with a single attack at a -2 penalty (-4 with daggers). You may attack more than one target, but you the same attack roll on all shots and all targets must be within 15ft of each other. Resolve the damage of each projectile separately, with each being reduced by damage reduction. If the attack scores a critical hit, only one projectile deals critical damage.
Skill 20 Mod: You may fire one plus one additional shot (min 1) per attack for every 3 points of dexterity modifier, up to one less shot than you have fingers in your hand. The attack penalty increases to -1 (-2 with daggers) per shot in the attack.
Skill 30 Mod: You may fire a Manyshot as the first attack of any Chain Attack action. If you are attacking with both hands, you may fire a Manyshot with the first attack of each hand.

MARTIAL FLEXIBILITY [Martial Arts/Marksmanship, Perception]
Prerequisites: Dexterity 13, Martial Arts or Marksmanship 3 Ranks, Perception 3 Ranks
Benefits: You may add half your ranks (rounded down) in Martial Arts or Perception, whichever is lower, to your ranks known in Knowledge[Martial], Marksmanship, and Reflex for the purpose of making skill checks. Contrarily, you may add half your ranks (rounded down) in Marksmanship or Perception, whichever is lower, to your ranks known in Knowledge[Martial], Martial Arts, and Reflex. Your total 'ranks' in these skills cannot exceed your character level. These 'ranks' count as real ranks for the purpose of meeting prerequisites and unlocking bonuses.

MIGHTY SWING [Martial Arts]
Prerequisites: Strength 13, Martial Arts 3 Ranks
Benefits: You may add twice your strength modifier to melee damage when making a Standard Attack, or three times your strength modifier when making a smash attack. You gain the bonuses of this feat only when wielding a melee weapon two-handedly.
Skill 10 Mod: You may add 200% times your attack penalty to melee damage when using power attack.
Skill 20 Mod: You may ignore the penalties of power attack on the first attack you make each round; you continue to take penalties as normal for all subsequent attacks (including attacks of opportunity).
Skill 30 Mod: You may add 250% times your attack penalty to melee damage when using power attack.

MOUNTED COMBAT [Ride]
Prerequisites: Ride 5 Ranks
Benefits: You may control your mount in combat as a swift action (normally a move action). You may also evade attacks with your mount (using Ride instead of its Reflex) as an immediate action (normally a readied standard action).
Skill 10 Mod: You may attempt to guard against attacks targeting your mount.
Skill 20 Mod: Once per round, you may control your mount in combat as a free action.
Skill 30 Mod: Your mount no longer provokes attacks of opportunities from moving while you are riding it.

PILEDRIVER [Martial Arts]
Prerequisites: Strength 15, Martial Arts 7 Ranks, Mighty Swing [Feat]
Benefits: Whenever you deal a direct hit (5 damage or more) in melee with a bludgeoning or slashing weapon, you may initiate a free bull rush or trip attempt using your damage roll instead of making a combat maneuver check against their CMD. If you fail, your opponent does not gain an attempt to counter-trip you, and you do not have a chance of falling prone. You may add +5 to your damage for the purpose of using this ability when using a bludgeoning weapon, as it already allows pushback.
Skill 20 Mod: You may use Piledriver to bull rush or trip an opponent even without hitting them, as long as they were forced to guard against your attack. However, your damage roll is halved for the purpose of determining the bull rush or trip result.
Skill 30 Mod: Whenever you successfully bull rush or trip an opponent using Piledriver, the opponent must make a Fortitude check (DC = damage dealt) or be staggered for 1 round. If they fail the check by 10 points or more, they become stunned for 1 round instead.
Special: If you have Cleave [Feat], successfully bull rushing an opponent using Piledriver also counts as 'downing' a foe for the purpose of granting cleave attacks.

POLEARM EXPERT [Martial Arts]
Prerequisites: Dexterity 13, Martial Arts 3 Ranks
Benefits: You may treat the haft of a polearm as a light mace (2d4 bludgeoning). You may threaten and attack adjacent squares with the haft if your polearm has reach, or within your own square if your polearm has no reach. You may switch between using the main weapon and the haft at any time, even when it's not your turn. Whenever your opponent provokes an attack of opportunity by moving out of the main weapon's reach and into the haft's reach, you may make the attack of opportunity with your haft instead to push them back out; this also works vice versa when opponents move (or pushed) back out into the main weapon's reach. You may also use slashing polearms (but not piercing) as a double weapon.
Skill 10 Mod: You receive Armed Deflection [Talent] for free, even if you do not meet its prerequisites (in which case you may only use it with polearms and spears); if you already have this talent, you regain 3 skill points instead.
Skill 20 Mod: When wielding a polearm, you may choose any square adjacent to you and treat that square as your location for determining who you are flanking, even if that square is occupied by another creature, object, or solid barrier. You must be threatening your opponent with your main weapon (rather than haft) to benefit from this ability.
Skill 30 Mod: Opponents provoke attack of opportunities from you for taking a 5ft step from the main's weapon's reach into the haft's reach, or vice versa. The acrobatics DC for attempting to tumble between the two reaches also increases by +5, as if they were attempting to tumble across your square.
Special: This feat may apply to any weapon of the polearm weapon group, as well as any hafted weapon that has the Guard weapon property.

PRECISE SHOT [Marksmanship/Martial Arts]
Prerequisites: Dexterity 15, Martial Arts or Marksmanship 7 Ranks, Perception 5 Ranks
Benefits: You do not incur the -5 attack penalty for making ranged attacks on targets currently engaged in melee. You gain the benefits of Precise Shot for projectile weapons if you meet the marksmanship prerequisites, or for throwing weapons if you meet the martial arts prerequisites (you may gain bonuses in both simultaneously).
Skill 20 Mod: You may reroll on any miss chances granted by concealment (but not total concealment) when making a ranged attack.
Skill 30 Mod: You may halve any AC bonuses granted by cover (but not total cover) when making a ranged attack when making a ranged attack.

RAGING MIGHT [Fortitude]
Prerequisites: Strength 13, Vitality 13, Fortitude 3 Ranks
Benefits: You may fly into a rage at any time as a free action, which grants you +4 morale bonus to strength and vitality. However, you also suffer a -2 penalty to dexterity and cannot use any intelligence- or charisma-based skill checks (except intimidate), as well as any other actions that require patience or concentration (including guarding or spellcasting). You may end your rage as a free action, but becomes fatigued for twice the number of rounds you stayed in rage afterwards. You may rage for a number of rounds per day equal to your fortitude modifier. You may not use Raging Might if you are already fatigued or worse.
Skill 10 Mod: You may ignore the penalties of any fear effect while raging.
Skill 20 Mod: Your bonuses to strength and vitality increases to +6.
Skill 30 Mod: You no longer have a limit for how long you may stay in rage per day. However, the maximum amount of time you may stay in rage each time remains one round per fortitude modifier. You are only fatigued for a equal number of rounds as you were in rage (instead of twice) when you stop raging.

RAPID SHOT [Marksmanship]
Prerequisites: Dexterity 15, Marksmanship 7 Ranks
Benefits: You may make a standard attack as a move action when using ranged projectile weapons. When making a chain attack, you may make one extra attack as a free action, albeit at a -5 cumulative penalty.
Skill 20 Mod: The cumulative attack penalty for attacks after the first when making a Chain Attack is reduced to -3 (e.g. a three-hit chain attack at +20 would be +20/+17/+14).
Skill 30 Mod: ???

SHIELD WARD [Guard]
Prerequisites: Dexterity 13, Guard 3 Ranks
Benefits: You may add your shield's guard bonus to your CMD.
Skill 10 Mod: While you are wielding a shield, you have a chance to automatically receive a free guard attempt (free action) against any attack made against you. This chance is based on your shield: light shield (10%), heavy shield (20%), tower shield (30%).
Skill 20 Mod: Your chances of automatically receiving a free guard attempt increases by 10% for all shields.
Skill 30 Mod: Your chances of automatically receiving a free guard attempt increases by 20% instead for all shields.
Special: If you are using the Polearm Expert feat, you may treat your polearm as a light shield for the purpose of using this feat.

SNEAK ATTACK [Martial Arts]
Prerequisites: Dexterity 15, Martial Arts 7 Ranks
Benefits: You do not take any penalties after making a critical attack (you still take penalties during the attack). Standard attacks you make against flatfooted enemies are automatically treated as a critical attack. This feat benefits only melee and thrown weapon attacks.
Skill 20 Mod: Standard attacks you make against flanked enemies are automatically treated as a Critical Strike.
Skill 30 Mod: Standard attacks you make against entangled, exhausted, nauseated, or staggered enemies are automatically treated as a Critical Strike.

SWEEPING DEFENSE [Initiative, Martial Arts]
Prerequisites: Agility 13, Initiative 3 Ranks, Martial Arts 3 Ranks
Benefits: Whenever you strike an opponent with an attack of opportunity provoked by moving, the target must make a Fortitude check (DC = damage dealt) or be unable to move for the rest of the round; the target may take any other action normally (including movement by teleport).
Skill 10 Mod: Opponents you threaten provoke attacks of opportunity from you when making a critical attack or smash attack.
Skill 20 Mod: Opponents you threaten provoke attacks of opportunity from you when drawing a weapon (unless they have Quick Draw [Talent]), readying/loosening a shield, or when charging you.
Skill 30 Mod: Opponents you threaten provoke attacks of opportunity from you when attempting to move from a hex you threaten, if even they would not normally provoke attacks of opportunity for doing so (e.g. taking a Step or tumbling away).

TIDAL ASSAULT [Martial Arts]
Prerequisites: Dexterity 29, Martial Arts 15 Ranks
Benefits: You may choose to take a penalty to all Martial Arts checks (up to -5) to reduce all cumulative attack penalties when making a chain attack by the same amount (e.g. a four-hit chain attack at +30 with a -3 penalty would make +27/+25/+23/+21 instead of +30/+25/+20/+15).
Skill 30 Mod: You may add a +5 bonus to the last attack when making a chain attack with at least three attacks.

TWO-WEAPON DEFENSE [Martial Arts]
Prerequisites: Dexterity 15, Martial Arts 5 Ranks, Two-Weapon Fighting [Feat]
Benefits: Whenever an attack would normally overwhelm or break your guard, you automatically spend an immediate action to grant a +10 bonus to your guard modifier against that attack.
Skill 10 Mod: You may forfeit the first attack from your off-hand weapon during your turn to gain a free guard attempt or attack of opportunity (free action).
Skill 20 Mod: You may also forfeit the second attack from your off-hand weapon during your turn to gain a free guard attempt or attack of opportunity (free action).
Skill 30 Mod: Once per round, you gain a free guard attempt (free action) with your off-hand weapon.

TWO-WEAPON FIGHTING [Martial Arts]
Prerequisites: Dexterity 15, Martial Arts 5 Ranks
Benefits: You may fight with two weapons at only -2 attack penalty to each weapon. This penalty increases to -5 if you are not wielding light weapons or a double-weapon.
Skill 10 Mod: Your attack penalties for fighting with two weapons reduce to -0/-0 for light and double-weapons (-2/-2 otherwise) when you are wielding the same type of weapon with both hands (e.g. two short-swords).
Skill 20 Mod: You gain 1 attack with your off-hand weapon at -5 penalty when making a standard attack. You may also make a second attack of opportunity with your off-hand weapon, albeit at a -5 penalty, whenever an opponent provokes them.
Skill 30 Mod: ???

WHIRLWIND SLASH [Acrobatics, Martial Arts]
Prerequisites: Dexterity 17, Agility 15, Acrobatics 15 Ranks, Martial Arts 15 Ranks
Benefits: When making a chain attack with a slashing weapon, you may forgo all normal attacks to make one slashing attack at every foe within your reach. You may take a 5ft-step in between the attacks but may not perform any other type of movement. You may not benefit from extra attacks granted by other sources (e.g. cleave, two-weapon fighting) when using this feat.
Skill 30 Mod: You may step or move as normal during a whirlwind, making attacks as appropriate against any foe that was within reach at any point during your movement. You provoke attack of opportunities as normal for this movement.



MYSTIC FEATS
ALTRUISTIC SOUL [Concentration]
Prerequisites: Any Good Alignment, Concentration 3 Ranks
Benefits: Twice per day, you may reduce the willpower cost of a faith Conjuration[Healing] spell by 1 point.
Skill 10 Mod: You may now use this ability up to five times per day.
Skill 20 Mod: You may now subtract reduce the willpower cost of all faith Conjuration[Healing] spells you cast by 1 point; this replaces the previous bonuses.
Skill 30 Mod: Once per day, you may ignore the willpower cost of any one faith Conjuration[Healing] spell.

BARRIER FIELD [Spellcraft]
Prerequisites: Spellcraft 5 Ranks, Mana Shield [Feat]
Benefits: You form a skintight, intangible mana barrier around yourself to defend against attacks. Barrier Field may be activated, maintained, or deactivated as if it were a martial stance, with no concentration required. When active, it grants you DR 10/-. However, every 2 points of damage reduced by Barrier Field will drain 1MP (rounded up), and Barrier Field will automatically deactivate when your MP count no longer support it against the incoming damage (unconverted damage in the last hit will still affect you). Barrier Field is not a typical form of damage reduction and cannot be bypassed by effects that would normally ignore DR (e.g. critical hits).
Skill 10 Mod: Your DR increases to 15/-, with 1MP drained per 3 points of damage instead (round up).
Skill 20 Mod: Your DR increases to 20/-, with 1MP drained per 4 points of damage instead (round up).
Skill 30 Mod: Your DR increases to 25/-, with 1MP drained per 5 points of damage instead (round up).

BATTLE CASTER [Spellcraft]
Prerequisites: Affinity 15, Spellcraft 7 Ranks
Benefits: You may reduce base casting time of level 0 spells to a move action (normally standard action) and level 1 spells to a standard action (normally move+standard action). You may also reduce move action spells to swift action instead.
Skill 20 Mod: You may reduce the base casting time of level 2 spells to a move+standard action (normally 1 round).
Skill 30 Mod: You may reduce the base casting time of level 3 to level 5 spells by 1 round, and that of level 0 spells to a swift action.

COMMAND SHIKIGAMI [Spellcraft]
Prerequisites: Knowledge[Planar] 3 Ranks, Spellcraft 3 Ranks, Arcane Magic Proficiency [Talent], Imbue Magic [Talent], Talisman Magic [Talent]
Benefits: You learn to permanently retain and command shikigami spirits summoned using Summon Spirit [Spell] with enchanted paper cutouts. You may attain up to three basic shikigamis.
Skill 10 Mod: You may now control a number of shikigamis, as long as their total level does not exceed your Spellcraft modifier.
Skill 20 Mod: You may now attain improved shikigamis.
Skill 30 Mod: You may now attain advanced shikigamis.
Special: You may not learn Command Shikigami if you already have Familiar Bond [Talent].

MANA SHIELD [Spellcraft]
Prerequisites: Spellcraft 3 Ranks
Benefits: You may create a shield of unrefined mana with only 1AP to block or weaken a incoming attack. When you use this ability, you may expend any number of MP. You reduce the damage of the immediately following attack by 2 times the MP spent. Mana Shield is not a typical form of damage reduction and cannot be bypassed by effects that would normally ignore DR (e.g. critical hits).
Skill 10 Mod: You reduce the damage by 3 times the MP spent instead.
Skill 20 Mod: You reduce the damage by 4 times the MP spent instead.
Skill 30 Mod: You reduce the damage by 5 times the MP spent instead.

MUSIC OF INSPIRATION [Performance, Spellcraft]
Prerequisites: Concentration 5 Ranks, Performance 7 Ranks, Spellcraft 7 Ranks, Arcane Magic Proficiency [Talent]
Benefits: You may begin a musical performance to inspire all allies who hear it. The performance requires a standard action to begin or maintain, during which you may move at up to half your normal speed. All allies who can clearly hear your performance has their morale state boosted by one grade (up to 'Hopeful') and may use your performance modifier instead of their concentration modifier against fear effects. This bonus lasts as long as you maintain concentration and they can hear you. Music of Inspiration costs 1MP to begin, plus 1MP per full minute of maintenance.
Skill 20 Mod: ---
Skill 30 Mod: Allies affected by the performance are boosted by two morale grades (up to 'Confident') instead.

MUSIC OF SPELLBREAKING [Performance, Spellcraft]
Prerequisites: Concentration 5 Ranks, Performance 7 Ranks, Spellcraft 7 Ranks, Arcane Magic Proficiency [Talent]
Benefits: You may begin a musical performance that erratically disrupts the flow of mana within the area. The performance requires a standard action to begin or maintain, during which you may move at up to half your normal speed. Any spellcaster receives a 30% chance to automatically fail any arcane spell or spell-like ability they cast, the chance of which is halved if they were deafened but ought to hear your performance beacuse the sound still surrounds them. Divine spells also receive a 15% chance to automatically fail, which is completely negated if they were deafened.
Skill 30 Mod: Arcane spellcasting failure chance increases to 40%, and divine failure chance increases to 20%.
Skill 30 Mod: Arcane spellcasting failure chance increases to 50%, and divine failure chance increases to 25%.

MYSTIC SPECIALIZATION [Psicraft/Spellcraft]
Prerequisites: Psicraft or Spellcraft 3 Ranks
Benefits: Select a subcategory you know at least two spells or powers from. You gain a +5 bonus to Knowledge and Spellcraft checks to learn or cast spells from the selected subcategory, which also allows you to memorize extra spells from the selected subcategory. However, you also take a -10 penalty to Knowledge and Spellcraft checks to learn or cast spells from subcategories opposed to the one you selected, and you may not memorize spells of opposed subcategories unless they are also of a subcategory you have Mystic Specialization in.
Skill 10 Mod: You gain a +10 bonus to Knowledge and Spellcraft checks to learn or cast spells from the selected subcategory instead.
Skill 20 Mod: You may expend 1 less MP than normal when casting spells from the selected subcategory.
Skill 30 Mod: Once per day, you may 'Take 20' on both the Concentration and Spellcraft checks to cast a spell of the selected subcategory. You may make additional uses of this ability by expending 1WP.
Special: You may take this feat multiple times, choosing a different subcategory each time. You may not choose a subcategory that is opposed to one of your existing specialization subcategories, nor do the bonuses stack should a spell fall under multiple specialization subcategories.

MYSTIC TRAINING [Psicraft/Spellcraft]
Prerequisites: Psicraft or Spellcraft 1 Ranks
Benefits: You gain a free mystics talent, which must have prereqs involving the skill you took Mystic Training with. You must meet all prerequisites for the talent as normal.
Skill 10 Mod: You gain second free talent.
Skill 20 Mod: You gain third free talent.
Skill 30 Mod: You gain fourth free talent.
Special: You may take Mystic Training more than once.

REPULSE FOE [Spellcraft]
Prerequisites: Charisma 13, Resolve 13, Spellcraft 7 Ranks, Faith Magic Proficiency [Feat], Foe Specialist [Talent]
Benefits: Select a foe of your faith that you have taken the Foe Specialist [Talent] for. You may repel enemies of your selected type by holding up a 'holy' symbol of your faith and channeling energy through it, which requires a standard action to begin or maintain. During this time, all foes within 30ft of you must make a Concentration check (DC = 10 + your Impression or Intimidate modifier), boosted by their character level as if to resist demoralization, or become frightened for 1 round, then shaken for 1 minute. Effects do not stack for foes who are caught within the repulse effect for more than one round, but it does stack with other fear effects; non-intelligent creatures who are normally not affected by morale effects can still be affected by Repulse Foe. Repulsing foes costs 1MP and 1WP to begin, plus 1MP per minute of maintenance.
Skill 20 Mod: Enemies who failed their Concentration checks are instead panicked for 1 round before falling to shaken, while those who succeeded on their Concentration checks are shaken as long as they remain within the area.
Skill 30 Mod: Repulse Foe affects all enemies within 60ft of you instead.


SKILL FEATS
ADAPTIVE FOCUS [Profession (Factotum)]
Prerequisites: Wisdom 17, Profession (Factotum) 7 Ranks, Savoir Faire [Feat], Jack of All Trades [Feat]
Benefits: You gain +3 bonus to all skill checks of one selected skill. Once per day, you may choose to switch for a different skill to focus on after taking 10 minutes to study appropriate materials. You may also switch talents more than once per day by taking 1WP. This bonus does not stack with those granted by other Skill Focus [Feat].
Skill 20 Mod: Your bonus to skill checks increase to +5.
Skill 30 Mod: Once per round, you may 'Take 11' on any check made with the selected skill, regardless of circumstance.
Special: If you have Talent Mimicry [Feat], you may switch both the talents and the focused skill within the same 10 minutes if they involve the same skill.

DILIGENT LEARNER [Concentration]
Prerequisites: Focused Mind Racial Ability or Resolve 13, Concentration 1 Ranks
Benefits: You gain 5 extra skill points.
Skill 10 Mod: You gain another 5 extra skill points (10 total).
Skill 10 Mod: You gain another 5 extra skill points (15 total).
Skill 10 Mod: You gain another 5 extra skill points (20 total).

DIVERSE KNOWLEDGE [Knowledge (History)/Profession (Factotum)]
Prerequisites: Intelligence 13, Knowledge (History) or Profession (Factotum) 3 Ranks
Benefits: You may add one-third your ranks (rounded down) in Knowledge[history] or Profession[factotum] (whichever is higher) to your ranks known in any other Knowledge skill for the purpose of making skill checks; your total 'ranks' in these skills cannot exceed your character level. These 'ranks' count as real ranks for the purpose of meeting prerequisites, increasing memorization limits, and unlocking bonuses.

JACK OF ALL TRADES [Profession (Factotum)]
Prerequisites: Wisdom 13, Profession (Factotum) 3 Ranks or Level 1
Benefits: You may make trained-only skill checks as if you had 1 rank in them.
Skill 10 Mod: You gain +1 bonus on all skill checks.
Skill 20 Mod: You gain +2 bonus on all skill checks instead.
Skill 30 Mod: You gain +3 bonus on all skill checks instead.

MASTER ARTISAN [Craft (Any)]
Prerequisites: Craft (Any) 7 Ranks
Benefits: Select a craft skill you have at least 7 ranks in. When creating an item using the selected skill, you may lower its purchase DC by 1 for the purposes of determining time consumption.
Skill 20 Mod: You may also lower its purchase DC by 1 for the purpose of determining material costs.
Skill 30 Mod: You may lower its purchasing DC by 2 instead for the purposes of determining time consumption.

SAVOIR FAIRE [Profession (Factotum)]
Prerequisites: Wisdom 15, Profession (Factotum) 3 Rank, Jack of All Trades [Feat]
Benefits: You may use one-third your ranks (rounded up) in Profession (Factotum) to substitute for total ranks known in any skill for the purpose of making skill checks. These 'ranks' do not help meet prerequisites, trained-only skill requirements, or unlock bonuses (e.g. feat abilities, bonus HP/MP/weapon damage, modifier for spells/powers/maneuvers memorized, guard/reflex modifier to AC); they merely allow you to make checks using the skill.

TALENT MIMICRY [Profession (Factotum)]
Prerequisites: Wisdom 17, Profession (Factotum) 7 Ranks, Savoir Faire [Feat], Jack of All Trades [Feat]
Benefits: You gain any one talent for which you meet the prerequisites of. Once a day, you may choose to swap this talent for another for which you meet the prerequisites of after taking 10 minutes to study appropriate materials. You may not meet prerequisites with this talent (except for the skill 30 mod bonus below). You may also switch talents more than once per day by taking 1WP.
Skill 20 Mod: You may use the virtual ranks you gained from Savoir Faire as if they were real ranks for the purpose of meeting prerequisites for this talent (this is an exception to the 'does not meet prerequisites' rule of Savoir Faire).
Skill 30 Mod: You may gain a second talent, which may use the first talent as a prerequisite. You may choose to swap out the second talent at the same time you switch the first.

VERSATILE PERFORMER [Perform (Any)]
Prerequisites: Intelligence or Charisma 15, Perform (Any) 7 Ranks
Benefits: Select a perform skill you are trained in, you may add half your ranks (rounded down) in your highest ranked Perform skill to your ranks known in the Perform skill you have chosen for the purpose of making skill checks; your total 'ranks' in these skills cannot exceed your character level. These 'ranks' count as real ranks for the purpose of meeting prerequisites and unlocking bonuses.
Skill 20 Mod: You may select a second perform skill to add half your ranks to.
Skill 30 Mod: You may select a third perform skill to add half your ranks to.
Special: You may take Versatile Performer more than once, its effects stack.



INHERENT FEATS
Inherent feats represent a character's born nature. These feats are either specific to a race, requires a racial ability, or may only be taken at either level 1 or at the GM's consent at certain story points. Features that serves well as inherent feats include bloodlines, mutations, unique abilities, etc.

GREATER RESILIENCE [Fortitude]
Prerequisites: Improved Resilience Racial Trait, Vitality 13, Fortitude 5 Ranks
Benefits: Your damage reduction from Improved Resilience [Feat] doubles. You may also heal non-lethal damage or convert lethal damage to non-lethal at a rate of 1 hit point every 10 minutes.
Skill 10 Mod: You may heal damage every 5 minutes instead.
Skill 20 Mod: You may heal damage every 2 minutes instead.
Skill 30 Mod: You may heal damage every minute instead.

IMPROVED EMPATHY [Sense Motive]
Prerequisites: Empathy Racial Ability, Sense Motive 5 Ranks
Benefits: You may use empathy to detect the emotions of one adjacent creature without making physical contact. Furthermore, you automatically feel the presence of living creatures within your empathy range, although you must concentrate to pinpoint their square (as if through blindsense); creatures who have no emotions or are suppressing their emotions cannot be sensed this way.
Skill 10 Mod: Your empathy range extends out to 10ft.
Skill 20 Mod: Your empathy range extends out to 30ft instead.
Skill 30 Mod: Your empathy range extends out to 60ft instead.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


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