Feats

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The following feats are available in addition to those in Pathfinder Core. For a list of feats available in Pathfinder Core, please refer to the Feats section of the PRD. Note there may be some changes and restrictions due to house rules and clarifications.

House Feats

Adamantine Body (Armored Body)

Description: At the cost of mobility, A War Golem’s body can be layered with adamantine to provide formidable protection and some degree of damage reduction.
Prerequisite: War-Golem, 1st Level Only
Benefit: Your armor bonus increases to +8 and you gain DR 2/Adamantine. Your base land speed is decreased to 20’ and you are considered to be wearing heavy armor. You have a +1 maximum dexterity bonus to AC and a –5 armor check penalty whenever it is applicable. Your arcane spell failure chance is at 35%.
Special: War golems who take this feat may not utilize druidic supernatural class abilities or spell like abilities. War-Golems who take this feat may not access special abilities forbidden to those wearing heavy armor.

Connections

Prerequisites: membership in a Faction or Organization, or an established Associate
As a member of a given organization or faction, you have some degree of influence and access to resources. Alternately, you know someone well who is willing to aid you in useful ways, perhaps to repay a debt or due to friendship ... or fear. Whatever the source of your connections, the feat permits you to use your relationship to derive assistance on a reliable basis.
Note that this feat makes no determination of the nature of the relationship or regard, and that lacking this feat is not evidence of lack of status. A noble may have no Connections feats, while the noble's stable-hand may have learned to use his proximity to the noble to his constant benefit.
Benefit: Each time you select this feat, pick two skills related to your connections. You receive a +2 connections bonus to both skills (+4 at level 10) when organization/guy can reasonably help you. Reasonably generally means you are nearby (in the city) and have time to spare (an afternoon, a day, generally not rushed for time).
In addition, one of the two skills is chosen to be your Reputation skill. This skill can be used as Diplomacy for topics and folks related to the skill, somewhat flavored by the type of connection you have.
Special: You may take this feat additional times, either selecting new skills from the same connection, or additional connections. It's possible to take the same skill from two different sources, particularly as different Reputation skills, but probably not advisable.

Lightning Reload (Combat Feat)

Your hand are a blur as you load your weapons.
Prerequisite: BAB +6
Benefit: Choose Pistol or Rifle; it takes you less time to reload the chosen type of weapon. Reload time goes from a move action to a free action for that type of firearm.
Special: You may take lightning reload additional times, applying the benefits to an additional type of weapon.

Mithral Body (Armored Body)

Description: A War Golem’s body can be crafted with a layer of mithril that provides some protection without sacrificing gracefulness or speed.
Prerequisites: War Golem, 1st level only
Benefits: Your armor is increased to +5 and you are considered to be wearing light armor. Younow have a +5 maximum dexterity bonus to AC, a-2 penalty on skill checks that require an armor check and an arcane spell failure of 15%.
Special: War Golems must take this feat at 1st level. War-Golem Druids who take this feat cannot cast druid spells or use their druid supernatural class abilities. War Golems with this feat do not gain access to any class feature prohibited to characters who wear light armor.

Mithral Fluidity (Armored Body)

Description: Your movements are fluid and smoother then most other War Golems.
Prerequisites: War-Golem, Mithral Body
Benefit: The maximum dexterity bonus applied to War-Golems with the Mithral Body feat is increased by 1. In addition, the armor check penalties are decreased by 1.
Special: This feat can be taken multiple times. However, penalties cannot be reduced below 0.

Steady Shot

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.

Feats from Other Sources

Emblem of Ea allows a limited selection of feats from other sources.

3.5 Feats

We allow some feats from 3.5. Many of these are from the Complete books.

Danger Sense, Lightning Reload, Practiced Spellcaster, Ranged Disarm, Ranged Sunder, Short Haft, Steady Shot, Dive for Cover, Double Wand Wielder, Wandstrike, Natural Bond

APG Feats

The following feats are conditionally approved from the APG. Note, some of these are modified to adjust to our custom races. See Pathfinder Racial Feats, below. To see a description of individual APG feats, check out the Paizo PRD.

Approved Feats from the APG
Arcane Blast Arcane Shield Aspect of the Beast Bashing Finish Bloody Assault
Bodyguard Bull Rush Strike Charge Through Cloud Step Cockatrice Strike
Combat Patrol Covering Defense Cosmopolitan Crippling Critical Dazing Assault
Dazing Spell Deepsight Disarming Strike Disrupting Shot Disruptive Spell
Diviner\'s Delving Dreadful Carnage Ectoplasmic Spell Elemental Fist Elemental Focus
Elemental Spell Elven Accuracy Enforcer Extra Rage Power Extra Rogue Talent
Fast Healer Favored Defense Fight-on Focused Shot Focused Spell
Following Step Furious Focus Gang Up Gnome Trickster Goblin Accuracy (Elven Accuracy but for goblins with guns)
Go Unnoticed Greater Blind-Fight Greater Dirty Trick Greater Drag Greater Elemental Focus
Greater Reposition Greater Shield Specialization Groundling Heroic Defiance Heroic Recovery
Improved Blind-Fight Improved Dirty Trick Improved Drag Improved Ki Throw Improved Reposition
Improved Second Chance Improved Sidestep In Harm\'s Way Ironguts Ironhide
Keen Scent Ki Throw Leaf Singer Lingering Performance Lingering Spell
Low Profile Lucky Halfling Master Alchemist Missile Shield Mounted Shield
Mounted Skirmisher Parry Spell Parting Shot Perfect Strike Persistent Spell
Point Blank Master Preferred Spell Punishing Kick Pushing Assault Raging Vitality
Ray Shield Razortusk Reach Spell Repositioning Strike Saving Shield
Second Chance

Pathfinder Racial Feats

Tenebrae's races have access to the following racial feats, with additional requirements or modifications noted in parentheses. These feats are from various sources (the APG, Bestiary). Note that this list replaces the listed racial requirements--this is because of our custom races and setting. It is not something we are looking to change, though you may see additional options from other sources added as we move forward.

Egalrin: Flyby Attack, Hover, Wingover (all available at 9 hd or later)
Giantborn: Fight-On, Smash, Ironguts
Gnomes: Gnome Trickster, Groundling, Go Unnoticed
Gobbers: Go Unnoticed, Well-Prepared, Goblin Accuracy (a new feat, this is Elven Accuracy, but for goblins with guns)
Halflings: Lucky Halfling, Well-Prepared, Go Unnoticed
Half-elf: Leaf Singer, Shared Insight, Sociable
Half-orc: War Singer, Fight-On, Iroguts, Ironhide
Khazad-Mornir: Fight-On, Ironguts, Steel Soul, Ironhide, Storm Lashed (pre-req is only khazid-mornir, skill req removed)
Khazad-Aul: Fight-On, Ironguts, Stone-Faced, Stone Singer, Steel Soul, Ironhide, Stone Sense
Llyranesi, Mul'niessa, and Sylvanori: Elven Accuracy, Leaf Singer
Oruch: Fight-On, War Singer, Ironguts, Ironhide
Sith'makar: Keen Scent, Razortusk, Smell Fear, Ironhide
...Arvek Nar to come soon!