iwattgaming

 

Feats

Page history last edited by Ian 1 mo ago


 

General

 

Benefit (Alias)

Create a specific identity—such as “Waldren the rug merchant”—with distinct mannerisms and appearance. When you disguise yourself as this identity, you gain various benefits. When making Disguise checks to use your alias, you gain a bonus to the check equal to half your level. 

 

Lucky

The universe just seems to like you. You can use your Charisma instead of the relevant ability score for either your Fort, Ref or Will saves. This feat can be taken multiple times. each time it applies to a different save.

 

Talented Dabbler

You a +4 bonus to your power rank. In any case, a character can not have a power Rank higher than 3+character level.

 

Sniper

When attempting a Stealth check after making a ranged attack while hidden (i.e., ‘Sniping’), you only receive a –10 penalty on your check (instead of the standard –20).

 

Zen Aiming

You may use your Wisdom instead of your Dexterity when making ranged attacks.

 

Adept

 

Expert

 

Hamstring

On a successful Sneak Attack, you may reduce the Sneak Attack damage by 2 and instead damage your opponent’s legs, which reduces its movement by half. A creature with 4 legs requires two Hamstring attacks to have its movement impaired. Creatures with more than 4 legs are immune to this effect, as are those immune to sneak attacks. The movement reduction lasts until it is magically healed, successfully bandaged by a DC 15 Medicine check , or 24 hours pass.

 

Master Plan

If you have the opportunity to prepare for an encounter, you can formulate a plan to deal with it. This requires at least a few minutes, longer at the Narrator’s discretion. Make a Knowledge Tactics check and compare it to the accompanying table. If successful, you and your allies gain a bonus on all skill checks and attack rolls in the scene depending on the result of your check. You choose when during the scene to initiate your master plan. The bonus lasts for 3 rounds, then begins decreasing at a rate of 1 per round until it is gone. You can only use this feat when you have the opportunity to prepare for an encounter in advance, not when dealing with sudden or unexpected encounters.

 

 

DC Bonus
10 +1
20 +2
30 +3
40 +4
+10 +1

 

 

Warrior

 

Bastion of Defense

You can hunker down and enter a purely defensive stance. While in this stance you gain +2 Natural Armor, +2 bonus to Defense, and -2 penalty to Reflex saves. While in this stance you can’t move from your spot, use skills or powers requiring concentration or movement, and you can’t take 10 or take 20 on checks. Your bastion of defense lasts five rounds, after which you are fatigued for five rounds (see Fatigue in Chapter 6). You can use Bastion of Defense once per day at 1st level and an additional time per day for every four warrior levels (twice at 4th level, three times at 8th level and so on). You can spend a point of Conviction to use Bastion of Defense an additional time that day.

 

You can take this feat multiple times. Each time, you gain an additional +1 Natural Armor, +1 bonus to Defense to a maximum of +4 Natural and +4 bonus to Defense (the –2 penalty to Reflex and other effects remain the same). Instead of increasing your Bastion of Defense benefits, taking the Bastion of Defense feat an additional time can extend the duration of your stance by 5 rounds (to a maximum of 20 rounds). This extends the duration of your post-bastion of defense fatigue by the same amount.

 

This stance feat was developed by drobertson from the True20 boards and are posted here with his consent.

 

Battle Dance

You begin an athletic dance with your weapon, twirling in and out of combat with ease. While in this stance you gain +4 bonus to Acrobatics, +10 feet bonus to speed, and -2 penalty to attack rolls. If you move more than 10 feet in a round you also gain +2 bonus to Defense. While in this stance you can’t use skills or powers requiring concentration or patience, and you can’t take 10 or take 20 on checks. Your battle dance lasts five rounds, after which you are fatigued for five rounds (see Fatigue in Chapter 6). You can use Battle Dance once per day at 1st level and an additional time per day for every four warrior levels (twice at 4th level, three times at 8th level and so on). You can spend a point of Conviction to use Battle Dance an additional time that day.

 

You can take this feat multiple times. Each time, you gain an additional +2 bonus to Acrobatics and a +5 bonus to Speed to a maximum of +8 bonus to Acrobatics and +20 bonus to Speed (the –2 penalty to attack rolls, +2 bonus to defense and other effects remain the same). Instead of increasing your Battle Dance benefits, taking the Battle Dance feat an additional time can extend the duration of your battle dance by 5 rounds (to a maximum of 20 rounds). This extends the duration of your post-battle dance fatigue by the same amount.

 

This stance feat was developed by drobertson from the True20 boards and are posted here with his consent.

 

 

Brutal Strike

When wielding two-handed melee weapons, you add your strength, instead of your dexterity, to attacks. Unarmed strikes can also benefit from this feat.

 

Clever Wrestler

You gain a +4 bonus to grapple checks made to resist a grapple attempt.

 

Defensive Strike

If you take a Total Defense action and an opponent attacks & misses you, on your next turn, you receive a +4 bonus to attack that opponent.

 

Focused Stance

You can focus on a single opponent to the exclusion of all others. You can read your foes fighting stance, his method of fighting, as well as how he trains. While in this stance you gain +2 Feint Defense, +2 bonus to your Attacks and Defense against this one foe, and a -2 penalty to your Attacks and Defense against all other foes. While in this stance you can’t use skills or powers requiring concentration or patience, and you can’t take 10 or take 20 on checks. Your focused stance lasts five rounds, after which you are fatigued for five rounds (see Fatigue in Chapter 6). You can use Focused Stance once per day at 1st level and an additional time per day for every four warrior levels (twice at 4th level, three times at 8th level and so on). You can spend a point of Conviction to use Focused Stance an additional time that day.

 

You can take this feat multiple times. Each time, you gain an additional +1 Feint defense and +1 bonus to your Atatck and Defense to a maximum bonus of +4 Feint Defense and +4 Attack and Defense (the –2 penalty to your Atatck and defense against others remain the same). Instead of increasing your Focused Stance benefits, taking the Focused Stance feat an additional time can extend the duration of your stance by 5 rounds (to a maximum of 20 rounds). This extends the duration of your post-focused stance fatigue by the same amount.

 

This stance feat was developed by drobertson from the True20 boards and are posted here with his consent.

 

Intimidating Rage

Prerequisite: Rage

Once per rage you may attempt a Demoralize (i.e., a Intimidate check to make an opponent Shaken) as a Free Action. If he fails, move the target 1 step down the Condition Track. If he fails by 5 or more, move him 2 steps down the Condition Track. If he fails by 10 or more, move him 3 steps down the condition track.  These conditions are non-persistent.

 

Rage

As per the Core rulebook, but instead of a Strength bonus it is a damage bonus. Therefore Parry doesn't increase.

 

Sixth Sense

You are able to enhance your senses and can detect the slightest movement through the air, but your are unable to put the full weight of your strength behind your attacks. While in this stance you gain blindsense out the 30 feet, +4 bonus to Notice Checks, and a -2 penalty to damage. While in this stance you can’t use skills or powers requiring concentration or patience, with the sole exception of Notice, and you can’t take 10 or take 20 on checks. Your sixth sense lasts five rounds, after which you are fatigued for five rounds (see Fatigue in Chapter 6). You can use Sixth Sense once per day at 1st level and an additional time per day for every four warrior levels (twice at 4th level, three times at 8th level and so on). You can spend a point of Conviction to use Sixth Sense an additional time that day.

 

You can take this feat multiple times. Each time, you gain an additional +10 foot bonus to your blindsense, and +2 bonus to Notice checks to a maximum bonus of blindsese 50 feet, and +8 Notice check (the –2 penalty to your damage remain the same). Instead of increasing your Sixth Sense benefits, taking the Sixth Sense feat an additional time can extend the duration of your stance by 5 rounds (to a maximum of 20 rounds). This extends the duration of your post-sixth sense fatigue by the same amount.

 

This stance feat was developed by drobertson from the True20 boards and are posted here with his consent.

 

Trident Mastery

Prerequisite: Attack Focus (Trident)

When you fight with a trident, you can catch an opponent on the vicious barbed tines. As a full attack action, make an attack. If you hit, you may attempt to catch your foe on your weapon. The barbs

dig into his flesh, holding him fast. On the start of your foe’s next turn, he must make a Strength check opposed by your Strength check as a move action. If you and your opponent are different sizes, the larger character gains a +4 bonus to this check for each size category difference. If your foe succeeds, he may act as normal but automatically suffers +1 damage as the trident tears loose. Should he fail, he may not move from his current space—you hold him in place with your trident. To keep him pinned, you must remain in place

and hold onto your trident without using it to attack. If you drop the trident or take any action that prevents you from holding it fast, your foe breaks free. While keeping him pinned, you may twist the trident in place, inflicting +1 damage as a standard action. If you continue to hold him in place each round, he may attempt another opposed Strength check as a move action to break free. An opponent held immobile on your trident suffers a –2 penalty to attacks, defense, and Reflex saves.

 

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