Introducing Feats!

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tooleychris
Rider of Rohan
Rider of Rohan
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Introducing Feats!

#1 Post by tooleychris »

I've implemented a new feat system for the game that allows 1 special perk at 100%, or 75%+ AND a critical is rolled. Whenever this happens I'll give you a list of available "power ups" to chose from.
I'm placing them all here as well so you can see what prerequisites are required to be met to gain certain feats.
Basic Roleplaying Feats are special bonus abilities gained by mastering skills and/or achieving critical successes with them.
Starting at 100% the character gains a new feat for that skill every 25% points. Many have prerequisites requiring a lesser feat, so be aware when choosing!
I understand that the inclusion of feats may make players wish they had chosen their paths differently. I will allow players to re-make characters if this is the case.

Non-Combat Skills

Skill Focus
You have a knack for learning new things about a skill.
Prerequisite: Any non-weapon skill 100%, or 75% +critical success
Allows the character a +1 bonus to any one skill on a successful experience roll. Choose one. This skill also gains a -5 on the roll for learning. Ie: The skill Sense is 75, this feat is added to it. On the next
experience gain roll, the character needs to roll over 70 to gain an increase of 1d6+1. Once a skill
reaches 100 it loses the -5 bonus to rolls, but retains the +1 to the increases.

Skill Specialization
You are a specialist at using a specific skill
Prerequisite: Any non-weapon skill 100%+, or 75% +critical success, AND Skill Focus
Whenever the character uses the chosen skill their range for a special success increases by +1.
Ie:if a character has a 80% in Hide, the normal Special Success range is 5-16. This feat would change the range to 5-17. This feat can be chosen multiple times for different skills. They do not stack.

Able Learner
You are more adept at finding new uses and better mastery of skills.
Prerequisite: Any non-weapon skill 100%+, or 75% +critical success
Normally, whenever a skill reaches 100% or greater, the experience gain rolls becomes 100 minus the relevant characteristic. This feat also subtracts 1/2 the characters INT score from the percentile needed to succeed. Ie: Little Finger, the procurer, has a Bargain skill of 110%, an APP of 16, and an INT of 12. When he makes his Experience gain roll his chance is now 88%.(110-16-6) This feat can be chosen multiple times for different skills. They do not stack.

Skill Mastery
You are more focused when using a specific skill
Prerequisite: Any non-weapon skill 100%+, or 75% +critical success, AND Skill Specialization
Whenever the character uses a Skill they have a focus in, the skill their range for a critical success
increases by +1. Ie: if a character has a 80% in Hide, the normal Critical Success range is 1-4. This
feat would change the range to 1-5. This feat can be chosen multiple times for different skills. They do
not stack.

Oratory (Command)
Shepherd of the Flock:
Prerequisite: Command 100%+, or 75% +critical success
Having this feat enables the character to attract loyal companions and devoted followers,
subordinates who assist her. These tend to be mostly peasants, with the occasional craftsman, or artisan. For every point of Command above 75% the character gains 10 loyal followers who are considered to be peasant NPCs. For every 5 points above 75% the character attracts 1 average level craftsman. For every 10 points above 75% the character attracts 1 veteran level craftsman.These followers will remain devoted to the character along as they are treated well, and have access to food, water, and lodging.

Leadership:
Prerequisite: Command 100%+, or 75% +critical success
Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. For every point of command above 75% the character gains 10 loyal followers who are considered to be of normal power. For every 5 points above 75% the character attracts 1 veteran level follower. For every 10 points above 75% the character attracts 1 heroic follower. These followers will remain devoted to the character as long as they are treated well, and have access to food, water, and lodging.

Natural Leader
Prerequisite: Command 100%, or 75% +critical success,AND Leadership(or Shepherd of the Flock),AND have a stronghold, castle, walled or hard to reach village under their command.
The characters Command score is considered doubled when attracting
followers.

Warlord
Prerequisite: 100%, or 75% +critical success,AND Leadership, have a stronghold, castle, walled or hard to reach village under their command.
Physical skills for all normal powered militia under your command increase by 20%.

Cult/Coven Leader
Prerequisite: Command 100%, or 75% +critical success, AND Shepherd of the Flock
Your followers from Shepherd of the Flock feat begin to see you as an avatar or even a deity. You gain 1d4 additional peasant followers and 1 craftsman per 6 months as your flock recruits others. Their loyalty is nearly unwavering.

ART (Perform)

Bardic Music
Your music or singing is inspiring to those who hear it.
Prerequisite: Art(Perform)music instrument, singing,ect...100%, or 75% +critical success, may
require instrument.
Your music causes those who hear it to receive a +10% to all skills used while you perform. You, however take a -20% to all physical skills when performing.

Bardic inspiration
Your music or singing is inspiring to those who hear it.
Prerequisite: Prerequisite: Art(Perform)music instrument, singing,ect...100%, or 75% +critical success, AND 3+ MP, may require an instrument
Your music causes those who hear it to receive a +15% to all skills used while you perform. They also gain a +25% resistance to fear effects. You, however take a -10% to all physical skills as long as you are performing.This replaces Bardic Music feat and does not stack. This feat costs 3 MPs per use.

Angelic Chorus
Your music or singing is mesmerizing.
Prerequisite: Art(Perform)music instrument, singing,ect...100%, or 75% +critical success, MP
5+, may require instrument.
Your performance is so stunning that on a special success it causes enemies who hear it to roll an
skill/5 vs POW resistance roll or be unable to do anything but stand there listening until they are attacked or the performance ends. On a Critical success it causes enemies who hear it to roll an skill/5 vs POW resistance roll or do anything to protect the musician until they are attacked by the musician or the performance ends. Using this feat costs 5 MPs.

Lingering Song
Your music or singing is hard to forget and the effects are felt even when you are not performing.
Prerequisite: Art(Perform)music instrument, singing,ect...100%, or 75% +critical success,
instrument, singing,ect..., MP 1+, may require instrument.
You may make the effects of your performance remain in effect for 1 additional round per MP spent, even if you stop performing and take other actions. The performance cannot affect others in this time, but only those already affected prior to stopping the performance.
ART (Painting, sculpting,
ect...)


Renown
Prerequisite: Art 100%, or 75% +critical success
You are known in your local area for good works and gain a good reputation among the people there. This could lead to free food or lodging at peoples homes if they are admirers.

Competent Artist
Your works of art are stunning
Prerequisite: Art 100%, or 75% +critical success
You could make a modest living as an artist. Every day you spend doing your art you are paid 30 BPs

Master Artist
Your works of art are requested by nobles
Prerequisite: Art 100%, or 75% +critical success, AND Competent Artist
You could make a decent living as an artist. Every day you spend doing your art you are paid 60 BPs

Great Renown
Prerequisite: Art 100%, or 75% +critical success, AND Renown
You are known in your kingdom for good works and gain a good reputation among the people there. This could mean free food at inns, free stay at a nobles castle, the attentions of the opposite sex, ect...

Angelic Artist
Your works of art are requested by kings of nations
Prerequisite: Art 100%, or 75% +critical success, AND Master Artist
You could make a very good living as an artist. Every day you spend doing your art you are paid 120 BPs.

World Renown
Prerequisite: Art 100%, or 75% +critical success, AND Great Renown
You are known in many kingdom and perhaps your nation for good works and gain an amazing reputation among the people there. You are never likely to pay for a meal, people everywhere tend to recognize you and are willing to do small favors just to be in your presence. This might include kings and queens.

Craft(Weaponsmith)

Dangerous Instruments
Prerequisite:
Craft(Weaponsmith)100%, or 75% +critical success
Weapons you create do an additional 1 HP of damage on a special or critical success. Additional damage is not multiplied but added after.

Sturdy Instruments
Prerequisite: Craft(Weaponsmith)100%, or 75% +critical success
Weapons you create have +1 HP, +1d4 additional HPs on a Special Success, and +1d6+1 HPs on a Critical Success.

Impervious Instruments
Prerequisite: Craft(Weaponsmith)100%, or 75% +critical success, AND Sturdy Instruments
Weapons you create have +1d4 HPs on normal success, +1d6 additional HPs
on a Special Success, and +1d8+1 HPs
on a Critical Success.

Indestructibility Instruments
Prerequisite: Craft(Weaponsmith)100%, or 75% +critical success, AND Impervious Instruments
Weapons you create have +1d6 HPs on normal success, +1d8+1 additional HPs on a Special Success, and +1d10+1 HPs on a Critical Success.

Wounding Instruments
Prerequisite: Craft(Weaponsmith)100%,, or 75% +critical success, AND Dangerous Instruments
Weapons you create do an additional +1HP damage on a Special Success, and +2 HPs on a Critical
Success.This stacks with Dangerous Instruments feats. Additional damage is not multiplied but added after.

Keen Instruments
Prerequisite: Craft(Weaponsmith)100%, or 75% +critical success, AND Skill Focus Craft(Weaponsmith)
Weapons you create have their Special Success roll range increased by +1. Ie: if you need a 5-14 to achieve a special success, you now only need a 5-15. This can stack with Deadly Instruments feat.

Deadly Instruments
Prerequisite:
Craft(Weaponsmith)100%, or 75% +critical success, AND Keen Instruments
Weapons you create have their Critical Success roll range increased by +1. Ie: if you need a 1-4 to achieve a critical success, you now only need a 1-5. This can stack with Keen Instruments feat.

Craft(Armorsmith)
Sure Guard
Prerequisite:
Craft(Armorsmith)100%, or 75% +critical success
Armor built by you absorbs +1 HP of damage when struck on a special or better craft success.

Safe Guard
Prerequisite:
Craft(Armorsmith)100%, or 75% +critical success, AND Sure Guard
Armor built by you absorbs +2 HPs of damage when struck on a special
success.+3 HPs on a Critical Success. This does not stack with Sure Guard
feat, but replaces it.

Fortress
Prerequisite:
Craft(Armorsmith)100%, or 75% +critical success, AND Safe Guard
Armor built by you absorbs +3 HPs of damage when struck on a special success.+4 HPs on a Critical Success. This does not stack with Sure Guard or Safe Guard feat, but replaces it.

Light Armor
Prerequisite:
Craft(Armorsmith)100%, or 75% +critical success
Armor built by you subtracts 5% from the Skills Affected while wearing it.

Mobile Armor
Prerequisite:
Craft(Armorsmith)100%, or 75% +critical success, AND Light Armor feat
Armor built by you subtracts 10% from the Skills Affected while wearing it. On a Critical Success rounds to put on is reduced by 2. This does not stack with Light Armor feat but replaces it.

Second Skin
Prerequisite:
Craft(Armorsmith)100%, or 75% +critical success, AND Mobile Armor
Armor built by you subtacts 15% from the Skills Affected while wearing it on a normal success. On a Special success is subtracts 20%. On a critical success its burden is also reduced by one category and rounds to put on is cut in half. This does not stack with Light Armor feat but replaces it.

Sure Shield
Prerequisite:
Craft(Armorsmith)100%, or 75% +critical success
Shields you create have +1 HP on a success, +1d4 HPs on Special Success, +1d6+1 additional
HPs on a Critical Success.

Solid Shield
Prerequisite:
Craft(Armorsmith)100%, or 75% +critical success, AND Sure Shield
Shields you create have +1d4 HPs on a success, +1d6 HPs on Special Success, +1d8+1 additional HPs on a Critical Success.This does not stack with Sure Shield feat but replaces it.

Shield Wall
Prerequisite:
Craft(Armorsmith)100%, or 75% +critical success, AND Solid Shield
Shields you create have +1d6+1 HPs on a success, +1d8+1 HPs on Special Success, +1d10+1 additional HPs on a Critical Success.This does not stack with Sure Shield or Solid Shield feat
but replaces it.

Attack/Defense Skills
Brawl
Armor Skin

The characters skin becomes more dense and capable of blocking light damage.
Prerequisite: Brawl 100%, or 75% +critical success, AND CON 14
The character gains a +1 natural armor bonus, as if wearing armor that blocks 1 HP damage.
This feat can be taken up to 4 times and its effects stack.

Circle Kick
The character can follow up on good attacks with a kick
Prerequisite: Brawl 100%, or 75% +critical success, AND Dex 14
When any critical unarmed brawl attack is achieved the character can follow up immediately with a kick to any target within melee range for their Brawl damage. Rolling another brawl skill attempt at 1/2 skill % of the lowest attack in the round. This can only be used for 1 attack per round regardless of how many attacks the character receives.

Flurry of Blows
The character sacrifices accuracy for more punch.
Prerequisite: Brawl 100%, or 75% +critical success, AND Dex 14
When attacking unarmed more than once per round, the character can add a third attack at 1/2 the % as the lowest % attack without further penalty.Ie: If Bruce has a Brawl Skill of 115, His first attack is
made at 58, his second at 57. His third attack would be made at 28.

Improved Unarmed Strike
The character hands and feet become
deadly weapons
Prerequisite: Brawl 100%, or 75% +critical success, AND Dex 14
When attacking unarmed you do 1d4 damage instead of 1d3. The +1d3 damage bonus for having a brawl skill of 100+ also becomes +1d4.

Bare Gauntlet
The character hands become skilled at parrying blows without taking damage.
Prerequisite: Brawl 100%, or 75% +critical success,AND Dex 14, MP 1+
When the character parries a weapon using brawl skill and succeeds instead of taking minimal weapon
damage, he or she only takes 1 HP on a Special Success if they spend 1 MP per point of damage above 1 in the effort. The characters parrying limb is never is danger of breaking from a parry as long as they have 1 MP remaining. Any damage greater than 1 that penetrates the parry is treated
normally and could destroy the arm.

Inner Strength
The character hands can be fortified with chi power.
Prerequisite: Brawl 100%, or 75% +critical success, AND DEX 14, MP2+,Improved Unarmed Strike
When the character spends 2 MP the DB is increased by +1d4. This is counted as damage bonus (DB) so Special and Critical hits dont modify it.

Parry Missile
The character can use Deflect Missile feat while unarmored and unarmed.
Prerequisite: Brawl/Parry 100%, or 75% +critical success, AND Dexterity 15, Combat Expertise
When wielding no weapon and unencumbered by armor, you may roll to parry and deflect the first ranged weapon attack made against you that round, as long as you know where it comes from, as a difficult roll (1/2% parry). This counts as a parry/dodge attempt.

Snatch Missile
The character can catch a missile while unarmored and unarmed.
Prerequisite: Brawl 110%, Dexterity 16, Combat Expertise,Parry Missile
When wielding no weapon and unencumbered by armor, you may roll to parry and catch the first ranged weapon attack made against you that round as long as you know where it comes from.This counts as a parry/dodge attempt. A caught missle can be thrown at the same or another target at the end of this round with a -20% penalty if other actions were taken, or no penalty if this is the only action.

Parry the Rain
The character can deflect multiple missiles while unarmored and unarmed.
Prerequisite: Brawl 110%, Dexterity 17, Combat Expertise, Parry Missile
When wielding no weapon and unencumbered by armor, you may roll to parry and deflect the first two
ranged weapon attack made against you that round as long as you know where it comes from. Each missile parry after the first two subtracts 30% from the parry skill. This counts as a parry/dodge attempt.
Weapon Skills

Favoured Enemy
You have trained hard against one race or species of creature
Prerequisite: Any weapon skill 100%, or 75% +critical success against CHOSEN creature
Pick one type of creature or race, such as giants, humans, orcs, dragons, ect...in combat against
that target you receive an additional 10% to your weapon skills (including parry) against that
creature.

Improved Favored Enemy
Attacks against a specific creature or race are more effective.
Prerequisite: Any weapon skill 100%, Favored Enemy
Attacks against your favored enemy do +1d6 damage instead of 1d4 from normal favored enemy. This replaces Favored Enemy Feat.

Bane of Enemies
You have trained hard against one race or species of creature
Prerequisite: Any weapon skill 100%+ AND Improved Favored Enemy
Pick one of your favored enemies...in combat against that target you do an additional 1d4 damage on a special or critical hit.

Bleeding Wound
Your attacks with blades can cause wounds to bleed.
Prerequisite: Any weapon skill 100%, Weapon Focus
On a special or critical weapon skill success, the weapon causes the wound to bleed profusely for 2 rounds on a special success, and 4 rounds on a critical success. This bleeding causes an additional point of damage every round but can be stopped by successful use of Physik skill or magical healing.
Multiple bleeding wounds stack with each other while within the duration. This feat has no effect on creatures who do not bleed such as undead.

Cleaving Strike
Your attacks with blades can cut
through foes and strike others.
Prerequisite: Any weapon skill 100%+, Combat Expertise, STR 13
Whenever your swing with a bladed weapon drops a foe you may make an immediate attack against another who is within melee range with 1/2 of your weapon skill %. This does not count against multiple attacks in a round if its on the first attack of the round. If, for example the character has a weapon skill of 115 and makes two attacks in a round at 58%/57%, and the second attack kills
the foe, a cleave strike can be made at 28%

Great Cleave:
Your attacks with blades can cut through foes and strike others.
Prerequisite: Any weapon skill 100%, Combat Expertise, STR 15, Cleaving Slice
Works as Cleaving Strike, except if you kill the second opponent you may now attack a third within melee range with 1/3 of your weapon skill %.This does not count against multiple attacks in a round if its on the first attack of the round. If, for example the character has a weapon skill of 115 and makes two attacks in a round at 58%/57%, and the second attack kills the foe, a cleave strike can be made at 28%, if this also kills a foe the next cleave is rolled at 19% (57%/3)

Improved Critical
Your deadly accuracy with weapons improves
Prerequisite: Any weapon skill 100%, Combat Expertise
Add 1 point to any weapons threat range that you have 100% skill in.
Ie: If a critical range for the weapon is normally 1-5 it becomes 1-6.

Improved Sneak Attack
You know better where to strike opponents from flanking positions.
Prerequisite: Any weapon skill 100%, or 75% +critical success
Your flanking attacks are made at +30% instead of the standard
+20%

Combat Expertise:
Your strategies in combat increase your fighting ability.
Prerequisite: Any weapon skill 100%, or 75% +critical success, INT 12
In combat you may subtract up to 20% from your next attack roll and add it
to your parry roll or dodge. Not visa verse.

Combat Insight:
Your tactical mind helps you do more damage.
Prerequisite: Any weapon skill 100%, or 75% +critical success, INT 14
You can change your damage bonus from being STR+SIZ to INT+SIZ for melee
attacks with light, one handed weapons.

Crippling Strike
You attack opponents with such precision that your blows weaken and hamper them.
Prerequisite: Any weapon skill 100%, Improved Critical
Whenever you score a special or critical hit on an enemy you also do 1d4 points of STR damage against them. This damage heals naturally after 8 hours rest, magic healing, or a successful special or better physik roll.

Weakening Strike
You attack opponents with such precision that your blows weaken and hamper them.
Prerequisite: Any weapon skill 100%, Improved Critical
Whenever you score a special or critical hit on an enemy you also do 1d4 point of CON damage against them. This damage heals naturally after 8 hours rest, magic healing, or a successful special or better physik roll.

Improved Disarm
Your disarm attempts are more effective
Prerequisite: Any weapon skill 100%, or 75% +critical success
When a victim of your disarm attempts make their STR roll it is at x2 instead of x3.

Weapon Asunder
You are skilled at breaking opponents weapons and shields
Prerequisite: Any weapon skill 100%, or 75% +critical success
Whenever your blows are parried you do an additional +1d4 damage to their
weapon or shield. If this breaks the weapon or shield, these points do not
turn to HP damage against the target.

Flourish
The character sacrifices accuracy for more uses of light weapons.
Prerequisite: any light weapon 100%, or 75% +critical success, AND Dex 14
When attacking with a light weapon more than once per round, the character can add a third attack at
the same % as the second attack without further penalty but cannot parry or dodge at all in the same
round.

Improved Knockdown
Prerequisite: Any melee weapon skill 100%, or 75% +critical success
You may make knock-back attempt with your weapon instead of just with a shield. An Adventurer knocks back an opponent one yard for each point that the attacker’s STR exceeds the foe’s SIZ, with a minimum result of 1 yard. The opponent must make a successful Agility roll, or go sprawling as well.

Improved Power Attack
The character sacrifices weapon prowess for raw damage.
Prerequisite: Melee Weapon 100%, or 75% +critical success, STR 15, Power Attack
The character may subtract 50% from their melee weapon skill % when rolling to hit and add an additional +1d6+1 damage to a successful roll. This does not stack with Power Attack, but either may be used per attack in a given round, declared before each attack.

Improved Two-Weapon Fighting
Prerequisite: Melee weapon skill 100%(in primary hand),and 30% in off hand, or 75%/37% +critical success
Whenever you make an experience roll success with your primary weapon, the character automatically makes an off hand experience gain success.

Monkey Grip
Prerequisite: +4 STR more than is required to wield a melee weapon, Melee Weapon 100%, or 75% +critical success
You may effectively use weapons that usually require 2 hands in 1 hand instead. Ie: A great sword usually requires a 14 STR to wield it with two hands effectively. A character with this feat could use it with one hand as long as their STR is 18.

Overwhelming Critical
Your deadly skill with weapons improves
Prerequisite: Any weapon skill 110%, Combat Expertise,Improved Critical
Add 2 points to any weapons threat range that you have 100% skill in. Ie: If a critical range for the
weapon is normally 1-5 it becomes 1-7. This replaces Improved Critical feat.

Perfect Two-Weapon Fighting
Prerequisite: Melee weapon skill 100% in primary and 50% in off hand,Improved Two-Weapon Fighting.
Whenever you make an experience roll success with your primary weapon, the character gains +1% in his or her off hand for every point gained in the primary. These points cannot raise the off hand above the primary. This replaces Improved Two-Weapon Fighting

Power Attack
The character sacrifices weapon prowess for raw damage.
Prerequisite: Melee Weapon 100%, or 75% +critical success, AND STR 13
The character may subtract 25 points from their melee weapon skill % when rolling to hit and add an additional +1d4+1 damage to a successful roll.

Rage
Prerequisite: Melee Weapon 100%, or 75% +critical success, AND CON 14
The character can enter a frenzy of blood lust where their attacks suffer a 10% penalty, their dodge and parry skills cannot be used, but they gain a +1d4 to their DB(damage bonus).
The Rage lasts 1 round per CON/5, after which the character is winded, moving at 1/2 rate, and
takes a -20% penalty to all physical skills for 1/2 the number of rounds they were frenzied. Rage can be used 3xday.

Extend Rage
Prerequisite:
Melee weapon skill 100%, Rage
The amount of rounds the character is frenzied now lasts 1 round per CON/2,after which the character is winded, moving at 1/2 rate, and takes a -20% penalty to all physical skills for 1/2 the number of
rounds they were frenzied.

Great Rage
Prerequisite:
Melee Weapon 100%, Rage
The character can enter a frenzy of blood lust where their dodge and parry skills cannot be used,
and they gain a +1d6 to their DB(damage bonus)The Rage lasts 1 round per CON/5(or CON/2 if Extend Rage is taken), after which the character is winded, moving at 1/2 rate, and takes a -10% penalty to all physical skills for 1/2 the number of rounds they were frenzied. This feat also grants an additional Rage use per day.

Spring Attack
You can jump into combat, attacking before those with long weapons.
Prerequisite:Weapon Skill 100%, Combat Expertise, Moderate or less encumbrance
In a combat round you can make a jump at your opponent, attacking 1 DEX rank sooner, even before those with long weapons.

Whirlwind Attack
Prerequisite:
Melee weapon skill 100%, Combat Expertise, Weapon Focus
The character can make a single attack against everyone within melee range at 50% of their current skill. No parry or dodge roll is allowed during the round this feat is used.

Ranged Combat
Improved Critical
Overwhelming Critical
Favoured Enemy
Improved Favored Enemy
Bane of Enemies
Crippling Strike
Weakening Strike
Bleeding Wound


Missile of Slaying:
Once per day the archer can fire an arrow of deadly power.
Prerequisite:MP 5+, Ranged Weapon 100%, Enhance Arrow
Once per day the character can fire a missile and spend 5 MP point to make the target roll a Resistance Roll DEX vs CON or be slain.

Enhance arrow
The characters can enhance arrows with magical properties.
Prerequisite: Ranged Weapon 100%, or 75% +critical success, MP 1+
When the archer spends a MP on an attack, the arrow acts as if it is magical and does +1 damage.

Manyshot
The character can fire two missiles in one shot.
Prerequisite: Ranged Weapon 100%, or 75% +critical success
Whenever a character fires a missile, two are loaded and fired at the same target. Only one attack roll is made, if it hits then the target takes damage for both missiles. If it misses, they both miss. This attack cannot be made if the character attacks more than once that round.

Rapid Reload
Prerequisite:
Crossbow 100%, or 75% +critical success
The character can reduce the time to load and fire any crossbow by 1. So a heavy crossbow changes from 1/3 rounds to 1/2 rounds. A medium or light crossbow changes from 1/2 to 1/1 round.

Parry

Armed Deflection
The character can use Deflect Missile feat while armed.
Prerequisite: Dexterity 16, Intelligence 10, Combat Expertise, Epic Prowess, Epic Weapon
Focus, Parry 100% or 75% +critical success
When wielding a weapon you have selected for the Epic Weapon Focus feat, you may roll to parry and
deflect the first ranged weapon attack made against you that round.

Canny Defense
The characters sharp mind aids in defending against attacks.
Prerequisite: Dexterity 15, Intelligence 12, Combat Expertise, Light Weapon or Brawl skill of
100%
When not wearing armor and using no weapon or a light one handed weapon, the character may add their INT score to their Parry rolls.

Riposte Master
The character is more accurate with counter attacks
Prerequisite: Combat Expertise, Parry 100%, or 75% +critical success
When the character qualifies for a riposte attack they can use their primary weapon or secondary weapon. They need not have a second weapon or shield equipped.

Enhanced Riposte
The character is more accurate with counter attacks
Prerequisite: Parry 100%, or 75% +critical success
When the character qualifies for a riposte attack they can add 10% to the counter attack roll.

Disarming Parry
A successful Parry can turn and twist a weapon out of the targets grasp.
Prerequisite: Parry 100%, or 75% +critical success
A Special or better successful Parry causes a free disarm attempt against the targets weapon.

Dodge

Perceptive Target
Your reflexes allow you to dodge missile fire
Prerequisite: Dodge 100%, or 75% +critical success
You may Dodge 1 missile per round as a dodge action as long as you can see the attacker.

Tumbling
The can tumble through ranks of enemies.
Prerequisite: Dodge 100%, or 75% +critical success
Using this feat allows you to roll a single Dodge skill roll to avoid all melee attacks along your path which can be up to half your movement. Each attack along your path rolls against this single dodge roll; If one of them succeed in hitting you, your tumble stops there, losing any remaining dodge attempts for the round. Doing this makes your character attack last in the round.

Omniscient Target
Your reflexes allow you to dodge more missile fire
Prerequisite: Dodge 100%, Perceptive Target
You may Dodge all missiles fired at you in a round as a dodge action as long as you can see the attacker. You roll dodge skill once and use that result for each ranged attack made against you that round. Doing this forces you to lose all attacks and other actions besides move in the round.

Opportunist
Enemies attacks that are dodged may be turned on them.
Prerequisite: Dodge 100%, or 75% +critical success
Whenever you successfully dodge a melee attack with a Critical Success you may make a free attack on that enemy from their flank without gaining the +20% bonus for flanking. This extra attack doesn't cost you penalties to your attacks later in the round. You may only use this once per round.

Knowledge(spellcraft)

Combat Caster
Prerequisite:
Knowledge(spellcraft) 100%, or 75% +critical success
If the caster is hit during the round he or she is casting a spell, they get a +10% to the LUC roll to not
be disrupted.

Battle Caster
Prerequisite:
Knowledge(spellcraft)100%, Combat Caster
If the caster is hit during the round he or she is casting a spell, they get a +10% to the LUC roll to not be disrupted. This stacks with Combat Caster feat.

Armored Caster
Prerequisite: Knowledge(spellcraft) 100%, or 75% +critical success
The caster removes 5% from Skills Affected Penalty for wearing one type of Armor, chosen when taking this feat. If the type is ever changed, they must start over at 5%.
Special: This feat can be taken multiple times, its effects stack, with the same type of armor.

Augment Summoning I
Summoned creatures are stronger.
Prerequisite: Knowledge(spellcraft) 100%, or 75% +critical success
This feat allows all creatures summoned to have an additional 10% to all skills and 25% more HPs. This does not count towards summoning unique creatures with names like demons, devils,
angels, ect...

Arcane Defense
The spellcaster is more resilient against magic
Prerequisite: Knowledge(spellcraft) 100%, or 75% +critical success
This feat allows resistance rolls to be made with a +1 shift in the defending Characteristic. Example:
A spell that is cast at the character requires a POW vs CON resistance roll. A character with this feat would add +1 to his CON for the purposes of the roll only.

Arcane Power
The spell casters spells are harder to resist.
Prerequisite: Knowledge(spellcraft) 100%, or 75% +critical success
This feat forces the targets resistance rolls to be made with a -1 shift in the defending
Characteristic. Example: A spell that is cast at the character requires a POW vs CON resistance roll.
A character with this feat would force -1 to the targets CON for thepurpos es of the roll only.

Augment Healing I
Healing spells are more potent
Prerequisite: Knowledge(spellcraft) 100%, or 75% +critical success, a healing spell
When a healing spell is cast and a special success is rolled on Knowledge(spellcraft), the spells
heal dice are increased one die size. A critical success also adds +1 to the HPs recovered. Ie: a 1d4 becomes a 1d6,a 1d6 becomes a 1d8.

Augment Healing II
Healing spells are more potent
Prerequisite: Knowledge(spellcraft)100%, Augment Healing I, a healing spell
When a healing spell is cast it gains +1 HP per spell level healed, if a special success is rolled on
Knowledge(spellcraft), the HPs die roll is maximized. On a critical success the spells heal dice are
increased one die size AND the HPs die roll is maximized. Ie: a 1d4 becomes a 1d6 for 6 HPs,a 1d6 becomes a 1d8 for 8 HPs This does not stack with Augment Healing I, but replaces it.

Augment Summoning II
Summoned creatures are even stronger.
Prerequisite: Knowledge(spellcraft)100%,Augment Summoning I
This feat allows all creatures summoned to have an additional 10% to all skills and 25%
more HPs. This does not count towards summoning unique creatures with names like demons, devils,
angels, ect...This stacks with Augment Summoning I.

Empower Spell
Spells cast with this feat are stronger
Prerequisite: Knowledge(spellcraft) 100%, or 75% +critical success
This feat allows a spell to be cast at 50% more Damage for 2 additional
MP above normal costs.

Extend Spell
Spells cast with this feat last longer
Prerequisite: Knowledge(spellcraft) 100%, or 75% +critical success
This feat allows a spell to be cast with +50% longer durations for an additional 2 MP.

Maximize Spell
Spells cast with this feat are at maximum effectiveness.
Prerequisite: Knowledge(spellcraft) 100%, Empower Spell, Skill Focus spellcraft
All spells cast using this feat have any random numbers maximized for an additional 2 MP/level. Ie: a level 3 Magic missile that normally does 3d6 damage and costs 9 MP, would instead do 18 damage,or 6 HP per missile, and cost 15 MP.

Natural Spell
Spells can still be cast in other forms.
Prerequisite: Knowledge(spellcraft) 100%, or 75% +critical success
When the character is in a different shape, such as polymorph or animal form, they can still cast spells by succeeding at a luck roll.

Persistent Spell
Some spells cast with this feat last 24 hours.
Prerequisite: Knowledge(spellcraft)125%, Extend Spell, Skill Focus spellcraft
Spells cast with this feat last 24 hours, but cost 3x MP of the original spell.

Permanent Spell
Some spells cast with this feat last until dispelled.
Prerequisite: Knowledge(spellcraft) 150%, Extend Spell, Maximize Spell,Persistent Spell
Spells cast with this feat last until dispelled but cost permanent POW loss equal to the MP of the original spell.

Plant Shape
The caster can take on the form of any plant like creature, or natural plant.
Prerequisite:Knowledge(spellcraft) 100%, or 75% +critical success , a spell that changes the casters shape.
Shape Changing spells can be modified to change the caster into plant, like a tree, or any plant
creature, like a treant.

Quicken Spell
Some spells cast with this feat are triggered quicker
Prerequisite: Knowledge(spellcraft) 100%, Skill Focus Spellcraft
When a spell with this feat is cast, the spell triggers at the end of the same round instead of the beginning of the next. It costs 2 additional MP to use this feat, and no parry attempts may be made in the same round.

Silent Spell
Spells cast with this feat do not require verbal components
Prerequisite: Knowledge(spellcraft) 100%, or 75% +critical success
This feat allows a spell to be cast without speaking an incantation for an additional 1 MP per level of spell. This negates helmet skill penalties for casting spells.

Still Spell
Spells cast with this feat do not require somatic components or gestures.
Prerequisite: Knowledge(spellcraft) 100%, or 75% +critical success
Spells cast with this feat do not require the hand and finger gestures normally required for casting. This negates armor skill penalties (not helmet) for casting but costs an additional 1 MP/level of spell.
ALLEGIANCE

Animal Companion
Allows the character a small or medium sized animal companion from dog, wolf, hawk, falcon, or medium cat, bear, ect...
Prerequisite: Balance 75%, Nature 100%, or 75% +critical success
The character gains a faithful animal companion from a selection of natural beasts. This animal is of
average human intelligence and can communicate with the character through simple voice or hand
commands, and follow simple, non-suicide commands. If this animal is mistreated and leaves or dies, you cannot gain another until your balance score increases again.

Enhanced Animal Companion
Allows the characters animal companion to become larger and stronger.
Prerequisite: Balance 100%, Nature 100% Critical Success on Nature Roll, Animal Companion
The characters animal companion gains a +25% in all skills and has its STR,DEX,CON,and SIZ maxed for its species type. This animal is of average human intelligence and can communicate with the character through simple voice or hand commands, and follow simple, non-suicide commands. If this animal is mistreated and leaves or dies, you cannot gain another until your balance score increases again.

Detect Allegiance
The character can detect anothers highest allegiance side %.
Prerequisite: Any allegiance of 75%, Sense 100%, or 75% +critical success

Undead Salvation
The characters faith in the Light gives them power over un-death.
Prerequisite: Allegiance to Light 75%, Knowledge(religion or spellcraft) 100%, or 75% +critical success
Once per day, per 25% over 50% the character has in Light allegiance,
he or she can make a knowledge religion or spellcraft skill roll and cause undead in a 10' radius, who fail a POW vs POW resistance roll to take damage equal to the characters POW. A special success does 50% more POW damage. A critical success causes double damage.

Repel Undead
The characters faith in their allegiance to Balance gives them power over un-death.
Prerequisite: Allegiance Balance 75%, Knowledge(religion or spellcraft) 100%, or 75% +critical success
Once per day, per 25% over 50% the character has in Balance he or she cause undead who fail a POW vs POW resistance roll to avoid interacting with the character in any way. They cannot come within 10' ,as long as the character concentrates and takes no actions other than movement.
A special success causes the effect to last 1d6+1 rounds after the character stops concentrating.A
critical success causes the undead to disrupt,exorcising the evil spirit within, and only leaving the
shell.

Control Undead
The characters faith in the Shadow
gives them power over un-death.
Prerequisite: Allegiance Shadow 75%, Knowledge(religion or spellcraft) 100%, or 75% +critical success
Once per day, per 25% over 50% the character has in Shadow Allegiance, he or she cause undead in a
10' radius, who fail a POW vs POW resistance roll to become under their control as long as the
character concentrates and takes no actions other than movement. This succeeds even if the undead are under another users control. A special success causes the effect to last 1d6+1 rounds after the character stops concentrating. A critical success causes the undead to act as if the character created them and follow simple commands.

Divine Might
Unwavering faith allows the power of your deity to enhance your combat ability.
Prerequisite: Light, Shadow, or Balance score of 75, Knowledge(religion or spellcraft) 100%, or 75% +critical success
Once per day the character can add their Allegiance score to any melee attack for the purpose of
determining special or critical successes, and allows a bonus to damage equal to 1% the highest
Allegiance score.

Divine Grace
Your deity favors you and protects you in combat.
Prerequisite: Light, Shadow, or Balance score of 75, Knowledge(religion or spellcraft) 100%, or 75% +critical success
Once per day per 30% in Allegiance the character can add their Allegiance score to a parry or
dodge roll for the purpose of determining special or critical successes.

Divine Resistance
Your faith provides resistance to your body and soul.
Prerequisite: Light, Shadow, or Balance score of 75, Knowledge(religion or spellcraft) 100%, or 75% +critical success
Once per day per 30% in Allegiance the character can subtract their Allegiance score from a resistance roll.

Diamond Body
Your faith provides resistance to your body.
Prerequisite: Balance Allegiance score of 100%, Nature or Physik 100%, or 75% +critical success
Once per day per 30% in Allegiance the character becomes immune to poison and disease for 1 round per point in Balance.

Diamond Soul
Your faith provides resistance to your soul.
Prerequisite: Balance Allegiance score of 100%, Nature or Physik 100%, or 75% +critical success
Once per day per 30% in Allegiance the character becomes immune to any mental control such as Charm, Hold, Command, Quest, ect...for 1 round per point in Balance.

Divine Shield
Your faith is your protection.
Prerequisite: Light, Shadow, or Balance score of 100%, Knowledge(religion or spellcraft) 100%, or 75% +critical success
Once per day per 30% in Allegiance ,for 1 round per 10 points in Allegiance the character becomes immune to any non-magic damage.

Lay on Hands
Your faith grants you healing power.
Prerequisite: Light,or Shadow score of 75, Knowledge(religion or spellcraft) 100%, or 75% +critical success, MP 1+
Once per day per 30% in Allegiance you can heal(Light)/cause(Shadow) 1 HP per MP you spend on a touch.This can only be used once per wound.

Perfect Self
Your faith provides resistance to your body and soul.
Prerequisite: Balance Allegiance score of 150, Diamond Soul, Diamond Body, Nature or Physik 100%, +critical success
The character becomes immune to poison, disease,to any mental control such as Charm, Hold, Command, Quest, ect...and regenerates +1 HP per hour. The character no longer needs to eat, drink, or sleep, but still gains the benefits of such if they are allowed to meditate for 1 hour per day.

Sacred Purification
Your faith allows you to remove diseases and poison in yourself and others.
Prerequisite: Allegiance to Light score of 100, Physik 100%, or 75% +critical success, MP 2+,5+
Once per day per 30% in Allegiance the character can remove diseases by spending 2 MPs, or remove poison for 5 MPs by laying their hands on themselves or another who is infected/affected.

Smite Infidel
Prerequisite: Light, Shadow, or Balance score of 100%, Knowledge(religion or spellcraft) 100%, or 75% +critical success, 1+ MP
Once per day per 30% in Allegiance, the character may charge their attack with divine energies of their beliefs or religion. If used against a creature with more points in any other allegiance than the characters, they increase their attack skill by 10% and damage by +1 per MP they charge the attack with. If they miss, the MP and Smite infidel use is lost. Activating this power costs only 1 DEX rank, or can take place normally on the next round.

Summon Familiar
You gain a small, faithful, intelligent animal servant
Prerequisite: Any Allegiance +30% more than all others, Knowledge(religion or spellcraft) 100%, or 75% +critical success
The powers of your allegiance have saw fit to reward you with a small animal to help guide you in your
journey. It can be any small mammal, bird, or reptile. This creature has average human INT and can communicate telepathically with the character and follow simple commands that doesn't endanger it. The character can see through the familiars eyes as long as it is within 100' and the character spends 1 MP per 5 rounds.The caster can cast any touch spell memorized though the familiar for an additional cost of 2 MPs. If the familiar dies, it cannot be replaced until the Allegiance score increases again.

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