Difference between revisions of "Feats"

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=== Mass Maneuvers ===
 
=== Mass Maneuvers ===
  
Type of Feat: Combat Maneuver (Modifier)<br/>Prerequisite: None.<br/>Specifics: A character with this feat is able to apply certain Combat Maneuvers against more than one target. Activating this feat will cause the character to attempt a Mass version of the next Maneuver they attempt.<br/><br/>The details of any Mass variant of a Maneuver are detailed under that Maneuver's description.<br/><br/>Use: Activated.<br/>Special: Fighters receive this feat for free at third level.
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Type of Feat: Combat Maneuver (Modifier)<br/>Prerequisite: None.<br/>Specifics: A character with this feat is able to apply certain Combat Maneuvers against more than one target. Activating this feat will cause the character to attempt a Mass version of the next Maneuver they attempt.<br/><br/>The details of any Mass variant of a Maneuver are detailed under that Maneuver's description.<br/><br/>Use: Activated.<br/>Special: Fighters receive this feat for free at first level.
  
 
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Revision as of 07:14, 1 January 2021


Armor Proficiency (light)

Type of Feat: General
Specifics: This feat grants the knowledge to make effective use of light armor.
Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.


Armor Proficiency (medium)

Type of Feat: General
Specifics: This feat grants the knowledge to make effective use of medium armor.
Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.


Cleave

Type of Feat: General
Prerequisite: None.
Specifics: Once per round, if the character kills an opponent, they receive a free attack against any opponent who is within melee weapon range.
Use: Automatic.
Special: This feat automatically upgrades to Great Cleave at level 6. This removes the once per round limitation.


Great Fortitude

Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.
Use: Automatic.


Improved Unarmed Strike

Type of Feat: General
Prerequisite: None.
Specifics: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack. In addition, the character receives a bonus to Shield AC when fighting unarmed equal to the AC bonus of any equipped gauntlets or bracers.
Use: Automatic. Monks receive this feat for free at Level 1.


Iron Will

Type of Feat: General
Prerequisite: None.
Specifics: The character's strong presence of mind gives him a +2 bonus to all Will saving throws.
Use: Automatic.


Lightning Reflexes

Type of Feat: General
Prerequisite: None.
Specifics: The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws.
Use: Automatic.


Ranged Fighting

Type of Feat: General
Prerequisite: None.
Required For: Improved Ranged Fighting, Crossbow Fighting
Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet.
Use: Automatic.
Special: This feat automatically upgrades to Improved Ranged Fighting at level 6, granting a 'Rapid Shot' mode to gain an extra attack per round with a ranged weapon (excluding crossbows) at a -2 penalty to all attacks. The character also receives the Crossbow Fighting feat at level 6, allowing crossbows to receive as many attacks per round as other weapons.


Shield Proficiency

Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat has the training required to use a shield.
Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.


Toughness

Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat is tougher than normal, gaining one bonus hit point per level. Hit points are gained retroactively when choosing this feat.
Use: Automatic.


Two-Weapon Fighting

Type of Feat: General
Prerequisite: None.
Required for: Improved Two-Weapon Fighting.
Specifics: When fighting with two weapons, this feat reduces the penalty of the off-hand weapon by 4.
Use: Used automatically when fighting with two weapons.


Weapon Finesse

Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).
Use: Automatic when using any of the following weapons: dagger, handaxe, kama, katana, kukri, light hammer, longsword, mace, quarterstaff, rapier, scimitar, short sword, sickle, whip and unarmed strike.
Special: Innate to all characters.


Resist Poison

Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +4 bonus on Fortitude saving throws against poison.
Use: Automatic.


Stealthy

Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +2 bonus on Stealth checks.
Use: Automatic.


Quicken Spell

Type of Feat: Metamagic
Prerequisite: Ability to cast first-level spells
Specifics: The caster reduces the time taken to cast spells, allowing them to cast two spells in one round. Grants ten charges, with each affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20. Costs 4 Metamagic.

Use: Selected.


Great-Weapon Fighting

Type of Feat: General
Prerequisite: None.
Required for: Improved Great-Weapon Fighting
Specifics: A character with this feat can make powerful attacks when wielding a single melee weapon with both hands. Gain a +3 bonus to the damage roll when wielding these weapons.
Use: Automatic.
Special: This feat automatically upgrades to Improved Great-Weapon Fighting at level 6, increasing the damage bonus to +6.


Single Weapon Fighting

Type of Feat: General
Prerequisite: None.
Required For: Improved Single Weapon Fighting
Specifics: When wielding a one-handed melee weapon with the off-hand empty, the character gains a +3 attack bonus. Tiny and Small weapons (excluding whips) also gain a +1 damage bonus.
Use: Passive
Special: This feat automatically upgrades to Improved Single Weapon Fighting at level 6, increasing the attack bonus to +6.


Shield Fighting

Type of Feat: General
Prerequisite: None.
Specifics: While wielding a shield, the character gains a +10% resistance to all physical damage.
Use: Automatic.
Special: This feat automatically upgrades to Improved Shield Fighting at level 6, increasing the damage resistance to +20%.


Torch Fighting

Type of Feat: General
Prerequisite: None.
Required for: Improved Torch Fighting
Specifics: While wielding a torch in the off-hand, opponents in melee range suffer a -2 penalty to attacks for 3 rounds following an attack against you. While suffering this effect, any further attacks provoke a counterattack of fire damage equal to half your Constitution modifier (rounded up). This counterattack may be performed a maximum number of times per round equal to your attacks per round, with each counterattack resetting one round after its execution.

Use: Automatic.
Special: This feat automatically upgrades to Improved Torch Fighting at level 6, increasing the damage bonus to the character's full Constitution modifier.


Maneuver: Knockdown

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat can attempt to knock an opponent to the ground. The defender must make a Fortitude save against the character's Maneuver DC or be struck prone for one round. Polearms have an increased range and a DC modifier of +2.

Mass: The character attempts to knock down all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.

Use: Activated.
Special: Barbarians and Monks receive this feat for free at third level.


Maneuver: Blind

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat can attempt to blind an opponent. The defender must make a Reflex save against the character's Maneuver DC or be blinded for one round.

Mass: The character attempts to blind all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.

Use: Activated.
Special: Rogues receive this feat for free at third level.


Maneuver: Commander Strike

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat rallies their allies. The nearest friendly character receives an extra attack for a duration of (1 + Cha mod) rounds. Additional applications of this maneuver from either the same or another character will stack the effects' durations.

Mass: Affects all nearby allies, at an increased cost of 3 Maneuvers.

Use: Activated.


Maneuver: Provoke

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat distracts and infuriates their enemies. The defender must succeed a Will save or be unable to cast spells, or use items for a duration of (Cha mod + 1, minimum 1) rounds.

PCs may make a Will save each round to avoid this effect. NPCs will be unable to attack targets other than the character for the duration, excepting Attacks of Opportunity.

Mass: The character attempts to provoke all nearby enemies, at an increased cost of 3 Maneuvers.

Use: Activated.


Maneuver: Called Shot

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat makes a targeted strike on their opponent. The defender must succeed on a Fortitude save or suffer a -2 attack bonus penalty, and a Reflex save or suffer a 20% movement speed penalty. These effects both last for a duration of (1 + Wis mod) rounds, and are cumulative.

Mass: The character attempts a called shot against all nearby enemies, at an increased cost of 3 Maneuvers.

Use: Activated.


Mass Maneuvers

Type of Feat: Combat Maneuver (Modifier)
Prerequisite: None.
Specifics: A character with this feat is able to apply certain Combat Maneuvers against more than one target. Activating this feat will cause the character to attempt a Mass version of the next Maneuver they attempt.

The details of any Mass variant of a Maneuver are detailed under that Maneuver's description.

Use: Activated.
Special: Fighters receive this feat for free at first level.


Maneuver: Bypass

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character using this Maneuver may pass through other characters' spaces for one round.

Mass: Grant all nearby allies to move through other characters' spaces for one round. Repeated applications stack durations.
Use: Activated.


Dash

Type of Feat: Free Action
Prerequisite: None.
Specifics: A character using this feat gains +50% movement speed for one round. An additional +1% movement speed is granted for each point of Athletics skill. Dash may be used a number of times equal to the character's Constitution Modifier + 2. Slaying any non-Minion creature restores one use of Dash.

Use: Activated.
Special: You may use this feat again before its duration has expired to extend the duration of the Dash you currently have applied. All characters receive this feat for free at level 1.


Silent Spell

Type of Feat: Metamagic
Prerequisite: Ability to cast first-level spells
Specifics: The spells will be cast without verbal components. Grants ten charges, with each affecting one spellcast. While active, this feat may be activated again to add another 10 charges at the same cost. These charges cannot exceed 20. Costs 1 Metamagic.

Use: Selected.


Extend Spell

Type of Feat: Metamagic
Prerequisite: Ability to cast first-level spells
Specifics: The caster's next spell will have their duration doubled. Costs 1 Metamagic.

Use: Selected.


Empower Spell

Type of Feat: Metamagic
Prerequisite: Ability to cast first-level spells
Specifics: Spells will have their damage from variable effects such as dice increased by 50%. Costs 2 Metamagic.

Use: Selected.


Selective Spell

Type of Feat: Metamagic
Prerequisite: Ability to cast first-level spells
Specifics: The caster's next spell which would otherwise possibly harm allies, will instead shape around and ignore them, preventing them from being harmed. Costs 1 Metamagic.

Use: Selected.


Heighten Spell

Type of Feat: Metamagic
Prerequisite: Ability to cast first-level spells
Specifics: The caster's next spell becomes more difficult to resist, raising the DC of their next spell by 4. Costs 2 Metamagic.

Use: Selected.


Conversion

Type of Feat: Metamagic
Prerequisite: Ability to cast first-level spells
Specifics: Converts metamagic into spell slots. Use of this feat will replenish the lowest level expended spell you know. Metamagic is converted at a rate of twice the Spell Level - e.g. a level 1 spell slot will cost 2 Metamagic to replenish while a level 4 slot will require 8.

Use: Selected.
Special: Bards, Clerics, Druids, Wizards, and Sorcerers receive this feat for free at first level.


Maneuver: Reel In

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat can throw out a chain to hook an opponent and reel them in. The defender must make a Reflex save against the character's Maneuver DC or be pulled toward them.

Mass: The character attempts to reel in all enemies near to the target, at an increased cost of 3 Maneuvers.

Use: Selected.


Maneuver: Knockback

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat can attempt to knock an opponent back a short distance. The defender must make a Fortitude save against the character's Maneuver DC or be pushed away.

Mass: The character attempts to knock back all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.

Use: Activated.
Special: Monks receive this feat for free at third level.


Martial Acuity

Type of Feat: General
Prerequisite: None
Specifics: Your mental faculties augment the precision of your attacks. You gain a bonus to attack equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The attack bonus from your combined physical and mental ability modifiers cannot exceed 5 plus half your character level (rounded up).

Use: Automatic.


Strategic Defense

Type of Feat: General
Prerequisite: None

Specifics: You gain a bonus to AC equal to the highest of your Intelligence, Wisdom, or Charisma modifiers. The combined bonus of Dexterity modifier and this ability cannot exceed +10, and is subject to the Maximum Dexterity Bonus property of armour.

Use: Automatic. Monks receive this feat for free at level 1.


Simple Weapon Mastery

Type of Feat: General
Prerequisite: None
Specifics: You gain a damage bonus when using Simple weapons. Large weapons receive a +1d4 bonus, Light Crossbows receive a +2 bonus, and all other weapons receive a +1 bonus.

Note: While dual wielding, these damage bonuses will not appear on the character sheet, but will be applied when striking.

Use: Automatic. Barbarians, Fighters, Paladins, Monks, Rangers, and Rogues receive this feat for free at first level.


Maneuver: Stun

Type of Feat: Combat Maneuver
Prerequisite: None.
Specifics: A character with this feat can attempt to stun an opponent. The defender must make a Will save against the character's Maneuver DC or be stunned.

Mass: The character attempts to stun all nearby enemies, at an increased cost of 3 Maneuvers. Characters wielding a melee weapon affect those enemies around themselves, whilst those wielding ranged weapons affect the area around their target.

Use: Activated.
Special: Monks receive this feat for free at third level.


Selective Gadget

Type of Feat: General
Prerequisite: None.
Specifics: Gadgets only damage hostile creatures. Gadgets include: caltrops, choking powder, deceitful decoy, smoke bomb and tanglefoot bag.
Use: Automatic.


Dodgeroll

Type of Feat: Free Action
Prerequisite: None.
Specifics: The character rapidly covers a short distance in a straight line, passing through other creatures. Uses up 1 use of Dash.

Use: Selected


Spell Focus

Type of Feat: General
Prerequisite: Spellcasting Level 1

The character receives a +2 bonus to all of their spell DCs. This automatically upgrades to its Greater form at level 6, granting a +4 bonus to spell DCs.

Use: Automatic.

Channel Divinity

Channel Divinity: Divine Might

Type of Feat: General Prerequisite: Channel Divinity

Specifics: The character may spend one Channel Divinity to add his Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 10 rounds.

Use: Selected. Special: Paladins receive this feat for free at 3rd level.

Channel Divinity: Divine Shield

Type of Feat: General Prerequisite: Channel Divinity

Specifics: The character may spend one Channel Divinity to gain damage reduction against physical damage. The threshold for this damage reduction is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character's Charisma or Wisdom bonus, whichever is higher, for a duration of 10 rounds.

Use: Selected. Special: Paladins receive this feat for free at 3rd level.