Difference between revisions of "Feats"

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=Feats=
 
=Feats=
This page lists available feats on our MUX. If the pre-reqs listed here are different than the ones in the PRD, this means we've altered them to be inline with theme. Of course, typos may still occur.
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This page lists available feats on our MUX. If the pre-reqs listed here are different than the ones in the PRD, this means we've altered them to be inline with theme. Of course, typos may still occur. We do not allow Leadership or Improved Familiar at this time.
   
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[[Racials_Draft_Review|Additional feats that need added below]]
Note that there may be some changes and restrictions due to [[House Rules|house rules and clarifications]]. The main ones to know are just that we do not allow Leadership or Improved Familiar.
 
   
{{CoreFeatList}}
 
   
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[[File:Feats_A-D.png|link=Feats A-D]] [[File:Feats_E-I.png|link=Feats E-I]]
   
==House Feat Descriptions==
 
'''The following descriptions are for house feats only. To see the descriptions of other feats, click on their name in the table above.'''
 
   
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[[File:Feats_J-Z.png|link=Feats J-Z]] [[File:Feats_metamagic.png|link=Feats Metamagic]]
   
'''Abyssal Mask'''
 
:Although you can sometimes feel Taara's chilly grip, you've learned to make use of that tie. Your features are likely a little more twisted than most--but, when you call on your ties to the Abyss, they become truly monstrous in a way that strikes fear into others’ hearts.
 
:'''Prerequisites:''' Mul'niessa, Intimidate 1
 
:'''Benefit:''' You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.
 
   
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{{Clear}}
'''Apex Predator'''
 
: '''Pre-req:''' Sith-makar
 
: '''Benefit:''' You are a predator among predators. You may attempt to influence animals or magical beasts as per a ranger's wild empathy, but use your strength bonus instead of Wisdom. Additionally, nonmagical beasts of equal or lower HD start out as indifferent to you and will tend to avoid contact if given the choice.
 
   
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=Extras=
'''Blood of the Dark Fae'''
 
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==Human "Fervor" Feats==
: The power of the dark and ancient fae sings in your veins. In times of emergency, you can draw on this power to heal yourself.
 
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Fervor feats are a special type of General feat intended for humans.
: '''Prerequisite:''' Oruch, 13 Con, BAB 4+
 
: '''Benefit:''' As a standard action, you heal 1d8 points of damage + your Constitution modifier. For every four levels you have attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. After calling on this ability, you become temporarily disoriented, and make will saves at -1 until after your next turn. This may only be used once per day, and the penalty to your save stacks with other sources.
 
   
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Though a flexible race, humans may also be creatures of both dedication and passion. The fervor feats represent human idealism and dedication.
'''Goblin Accuracy'''
 
: '''Prerequisite:''' Gobber
 
: '''Benefit:''' This is Elven Accuracy, but for goblins with guns. See the [http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#elven-accuracy-(combat) Elven Accuracy] entry.
 
   
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==Feats from 3.5==
'''Draconic Breath'''
 
  +
We also allow some feats from 3.5. Many of these are from the Complete books. WotC doesn't allow us to post information regarding these feats, so you will need to find it on your own. These feats are:
: '''Pre-req:''' Sith-makar, 3+ hd
 
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* Practiced Spellcaster (Spellcraft: 1)
: '''Benefit:''' You gain a draconic breathweapon based on the energy resistance you chose at level 1. This breathweapon does 1d6 damage per 3 hit dice, and may be used up to a number times per day equal to your constitution modifier (min 1). This is a standard action that does not provoke attacks of opportunity.
 
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* Short Haft (BAB 3+, Proficiency with a reach weapon, Weapon Focus with a reach weapon)
   
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[[Category:Admin|Feats]]
:The breathweapon is a line or cone as appropriate (reference the sorcerer draconic bloodline).
 
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[[Category:Feats|Feats]]
 
'''Far Traveler'''
 
:'''Prerequisites:''' Lucht, Linguistics 1
 
:'''Benefit:''' Upon taking this feat, you immediately gain a bonus language. You then gain an additional bonus language for every 4 hit dice you possess.
 
 
'''Fiendish Darkness'''
 
:You can use your darkness spell-like ability more often.
 
:'''Prerequisites:''' Mul'niessa
 
:'''Benefit:''' You can use darkness three times per day as a spell-like ability.
 
:'''Normal:''' Mul'niessa can use darkness once per day as a spell-like ability.
 
 
''' Firearm Mastery'''
 
: '''Prerequisites:''' Dex 15, EWP (Firearms), Point Blank Shot, Rapid Reload (Firearms)
 
: You reload your firearm with lightning swiftness. You may reload one or two-handed firearms as a free action. In addition, you do not provoke attacks of opportunity when firing or reloading with your firearm.
 
 
'''Human Improvisation'''
 
:You can figure out how to do almost anything.
 
:'''Prerequisites:''' Int 13, human
 
:'''Benefit:''' You gain a +2 bonus on all skill checks for skills you have no ranks in. You may also roll these skills untrained.
 
 
'''Horse Lord'''
 
: '''Prerequisite:''' Arvek Nar, Handle Animal 1
 
: '''Benefit:''' A trait considered desirable by the arvek nar, this trait, should it develop or be born within an individual, is highly prized among their armies, and you receive a +2 to all diplomacy checks with others of your kind. An individual with this trait possesses a unique connection with the horse, and receives a +2 to Handle Animal and Wild Empathy checks with this creature. In addition, they may Speak with Animals (horse only) at will.
 
 
'''Horse Lord, Improved'''
 
: '''Prerequisite:''' Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5
 
: '''Benefit:''' You and your mount move as one.
 
: Should you have an equine as a mount, treat its intelligence as 3 higher for the purpose of the number of tricks it may learn. In addition, whenever you use Mounted Combat to avoid damage, roll twice, and take the better of the two results.
 
 
'''Never Stand Down'''
 
: Never one to back down, the strength of your ancient blood and rage bolsters you against the effects of fear.
 
: '''Prerequisites:''' Oruch
 
: '''Benefit:''' +4 to saves against fear and fear-based effects.
 
 
'''Pistol Whip'''
 
: '''Prerequisites:''' EWP (Firearms), Int 13, BAB: 3+
 
: '''Benefit:''' You may perform an attack with the butt or handle of your firearm as a standard action. When you do, you are considered to be proficient with the firearm as a melee weapon and gain a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of size, the critical multiplier of this attack is 20/×2. If the attack hits, make a combat maneuver check to knock the target prone as a free action. If your check fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
 
 
'''Rebuke the Horde'''
 
: A far-off ancestor was a leader among some oruch clan. You possess some of this ability.
 
: '''Prerequisites:''' Oruch, 13 Cha
 
: '''Benefit:''' You make Intimidate and Diplomacy rolls at a +2 bonus when dealing with other oruch or half-oruch (+4 at 10 ranks), though not the mogareg. In addition, you may make an Intimidation or Diplomacy roll against other oruch or half-oruch as a swift action as part of combat.
 
 
'''Resonant Tubing'''
 
: Your body is fitted with a set of horns and an artificial lung capable of blowing air through them, together capable of being used as a strangely harmonious instrument.
 
: '''Prerequisite:''' Perform (wind instruments) 1 ranks, War Golem
 
: '''Benefit:''' You are capable of using your very body as a musical wind instrument, for any task that requires one. You need not hold on in either hand because the noise is created internally and emanated from tubes sticking out of the war golem body. You have a natural control over these pipes, and gain a +2 circumstance bonus on all Perform (wind instrument) checks used with these internal pipes. If you have 10 or more ranks in Perform (wind instrument) the bonus to checks made with the same skill increases to +4, which overlaps but does not stack with the previous bonus. (source unknown)
 
 
'''Steady Shot'''
 
: '''Description:''' You pick off targets with great precision.
 
: '''Prerequisite:''' BAB +1, Weapon focus in the chosen weapon
 
: '''Benefit:''' Choose Pistol or Rifle. +1/2 Dex modifier to damage and max sneak attack range is 60'. This feat cannot benefit repeating rifles.
 
: '''Special:''' Fighters may select this as a bonus feat.
 
: '''Note: '''This is crossbow sniper, but for guns.
 
 
'''Steamroller'''
 
: '''Pre-req:''' Strength 13, Improved Bull Rush, War Golem Slam, War Golem
 
: '''Benefit:''' When you hit an opponent with a slam attack as part of a charge, you might also initiate a bull rush as a free action. This does not require you to move into your opponent’s square and does not provoke an attack of opportunity. If you successfully push your opponent 15 feet or more, he is also knocked prone.
 
 
'''Strengthened Wings '''
 
:'''Pre-req:''' Egalrin, HD 5+
 
:'''Benefit:''' You may fly in medium armor or with a medium load. In addition, flying now requires no more exertion than running or walking, though your speed is still reduced by encumbrance or total weight.
 
 
:This also improves your glide ability.
 
 
'''Strengthened Wings, Improved'''
 
:'''Pre-req:''' Egalrin, Strengthened Wings, Str 13
 
:'''Benefit:''' You may fly in heavy armor or with a heavy load, though your speed is still reduced by encumbrance or total weight.
 
 
:This also improves your glide ability.
 
 
'''Taara's Own'''
 
:'''Pre-req:''' Mul'niessa
 
: '''Benefit:''' Taara has a tight grip on your soul, tighter than most. Because of this hold, you receive a +2 versus any death spells and magical drain effects.
 
 
'''Taleteller's Kin'''
 
:You always seem to know a story or two whenever you travel, likely from a relative or fireside tale.
 
:'''Pre-req:''' Lucht, K/Local 1
 
:'''Benefit:'''You receive a +3 to all knowledge/local rolls. If you have 10 ranks, this increases to +6. In addition, once a day you may choose to roll knowledge/local twice and take the higher of the two rolls.
 
 
'''Territorial Defender''' (combat)
 
: You know how to defend your territory.
 
: '''Prerequisites:''' combat reflexes, sith'makar, base attack bonus +5.
 
: '''Benefit:''' As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet. At 10 BAB, this is increased to 10 feet. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal. This does not stack with Combat Patrol.
 
 
'''Terror of the Wild'''
 
:Creatures of the wild see you as a predator.
 
: '''Prerequisite:''' Sith-makar
 
: '''Benefit:''' You may posture or put on a display of prowess as a full-round action. Make an Intimidate check to demoralize all animals or magical beasts within 30 feet who can see your display.
 
 
'''Unit Tactics'''
 
: '''Prerequisite:''' Arvek Nar, K/military theory 5+
 
: '''Benefit:''' Even for an arvek nar, you are trained in the arts of organized warfare and the organization and movement of troops across the field is almost innate. Allies who begin their position within 30' of you at the beginning of combat receive a +1 to their initiatitve.
 
 
'''Up Shields'''
 
: '''Prerequesite:''' Arvek Nar, proficiency with heavy or tower shield, BAB 1
 
: '''Benefit:''' When using a heavy or tower shield, as a move action the Arvek Nar may provide partial cover to himself and an adjacent ally until the beginning of his next turn (+2 ac, +1 ref saves). This feat does not stack with itself.
 
 
'''War Golem Slam'''
 
: '''Prerequisite:''' War Golem
 
: '''Benefit:''' You can make a slam attack for 1d6 points of damage, plus your Strength modifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the slam is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.
 
 
=Feats from 3.5=
 
We also allow some feats from 3.5. Many of these are from the Complete books. WotC doesn't allow us to post information regarding these feats, so you will need to find it on your own. These feats are: Practiced Spellcaster, Short Haft, Steady Shot, Natural Bond
 
 
[[Category:Admin]][[Category:Characters]]
 

Latest revision as of 04:36, 6 December 2018

Feats

This page lists available feats on our MUX. If the pre-reqs listed here are different than the ones in the PRD, this means we've altered them to be inline with theme. Of course, typos may still occur. We do not allow Leadership or Improved Familiar at this time.

Additional feats that need added below


Feats A-D.png Feats E-I.png


Feats J-Z.png Feats metamagic.png


Extras

Human "Fervor" Feats

Fervor feats are a special type of General feat intended for humans.

Though a flexible race, humans may also be creatures of both dedication and passion. The fervor feats represent human idealism and dedication.

Feats from 3.5

We also allow some feats from 3.5. Many of these are from the Complete books. WotC doesn't allow us to post information regarding these feats, so you will need to find it on your own. These feats are:

  • Practiced Spellcaster (Spellcraft: 1)
  • Short Haft (BAB 3+, Proficiency with a reach weapon, Weapon Focus with a reach weapon)