Feats: Difference between revisions

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| [[Two-Weapon Combat|Two-Weapon Combat]] || - ||The character can now gain advantage when using off hand weapons.
| [[Two-Weapon Combat|Two-Weapon Combat]] || - ||The character can now gain advantage when using off hand weapons.
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| [[Dual Wielding|Dual Wielding]] || Two-Weapon Combat || The character takes no penalties for using two melee weapons.
| [[Dual Wielding| - Dual Wielding]] || Two-Weapon Combat || The character takes no penalties for using two melee weapons.
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| [[Akimbo Master|Akimbo Master]] || Two-Weapon Combat || The character takes no penalties for using two ranged weapons.
| [[Akimbo Master| - Akimbo Master]] || Two-Weapon Combat || The character takes no penalties for using two ranged weapons.
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|[[Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]|| Dexterity 13, Two-Weapon Fighting, Advantage Die 1d8.|| The Character can now apply there Advantage die with there offhand weapon if they have proficiency with that weapon.
|[[Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]|| Dexterity 13, Two-Weapon Fighting, Advantage Die 1d8.|| The Character can now apply there Advantage die with there offhand weapon if they have proficiency with that weapon.

Revision as of 06:38, 12 May 2017

Feats are like Talents except instead of being associated with a specific Class Feats can be taken by anybody as long as the Character meats the Prerequisites. Some Feats are themed like Melee Feats or Ranged Combat Feats. Feats are normally acquired when leveling up. The Character's Classes will detail when Bonus Feats are earned. The Feats table below has short summary as well as a Link to a page with more information.

Feat Description Summary

Here is the format for the Feat table.

Feat: The name of the feat. This also is a link to a page for just that Feat that explains the Feat in more detail.

Prerequisite: A minimum ability score, another feat or feats, a minimum Affinity Die, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite. A character can gain a feat at the same level at which he or she gains all the prerequisites. A character can’t use a feat if the character has lost a prerequisite.

Summary: This describes the Benefit that can be granted in a short summary. For more detail click on the Feat that links to the full description.

Below are items that may show up on the full description of a particular Feat.

Benefit: What the feat enables a character to do in detail.

Normal: What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.

Special: Additional facts about the feat.

Feats

Table: Feats
Feat Prerequisites Summary
Category: Core Class Plus
Charismatic Plus Affinity with Charisma You gain a talent from the Charismatic hero’s talent trees.
Dedicated Plus Affinity with Wisdom You gain one talent from the Dedicated hero’s talent trees.
Fast Plus Affinity with Dexterity You gain one talent from the Fast hero’s talent trees.
Smart Plus Affinity with Intelligence You gain one talent from the Smart hero’s talent trees.
Strong Plus Affinity with Strength You gain one talent from the Strong hero’s talent trees.
Tough Plus Affinity with Constitution You gain one talent from the Tough hero’s talent trees.
Category: Leadership & Companions
Leadership - Allows a Character to roll with advantage when assisting others in actions.
Manager Leadership Allows a Character to assist multiple people and actions in the same round.
Companionship - Allows a Character to have an Animal or Robot Companion
Companionship, Improved Companionship Improves the leveling of a Companion
Category: Combat Martial Arts
Blind Fight - re-roll melee attacks that miss because of concealment.
Combat Martial Arts - Unarmed attacks count as armed
Improved Combat Martial Arts Combat Martial Arts, Advantage Die 1d8. The character’s threat range on an unarmed strike im­proves to 19–20.
Advanced Combat Martial Arts Combat Martial Arts, Improved Combat Martial Arts, Advantage Die 1d12. When the character scores a critical hit with an unarmed strike, its triple damage die.
Martial Arts Focus Combat Martial Arts, Strength or Dexterity Score of 15 or higher The Damage die for unarmed strikes goes up a level.
Nerve Pinch Combat Martial Arts, Advantage Die 1d8. Preform a melee attack that can paralyze the target.
Improved Feint Intelligence 13, Combat Martial Arts. Advantage bonus on Bluff checks made to feint in melee combat.
Knockout Punch Combat Martial Arts, Advantage Die 1d12 When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.
Improved Knockout Punch Combat Martial Arts, Knockout Punch, Advantage Die 2d8. First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.
Category: Defensive Martial Arts
Defensive Martial Arts - +1 AC bonus against only melee attacks.
Elusive Target Dexterity 14, Defensive Martial Arts. Opponents that target you with a melee attack take disadvantage.
Muscle Memory Defensive Martial Arts, Advantage Die 1d10. In melee, if an enemy attacks and misses, the character may immediately make a trip against the opponent.
Category: Melee Weapon Combat
Weapon Finesse - Use Dexterity modifier instead of Strength modifier on attack rolls.
Melee Weapon Focus - Character gains advantage while using melee weapons
Improved Melee Weapon Focus Melee Weapon Focus Melee weapons now due 1 damage die level higher of damage.
Sweeping Blow Melee Weapon Focus, Advantage Die 1d10 Causes the target to preform a saving throw or be tripped
Throw Off Guard Melee Weapon Focus Causes the target to have a temporarily lower AC when defending against other enemy attacks.
Defensive Strike Melee Weapon Focus Deal less damage but increase your own AC against the targets attacks.
Aggressive Strike Melee Weapon Focus Deal more damage but decrease your own AC against the targets attacks.
Category: Ranged Combat
Point Blank Shot - Removes penalties for targets within 10ft and gains a +1 to all damage dice if the target is within 10ft.
- Double Tap Dexterity 13, Point Blank Shot. Disadvantage on this attack, but deals +1 die of damage with a successful hit.
Precise Shot - Take a full round action to line up a shot for a bonus.
- Dead Aim Wisdom 13, Precise Shot. Take a round to study target on the following round shoot for a major bonus.
- Trick Shot Precise Shot. Character may ignore the cover of a target.
Burst Fire Proficiency level 5+ Can use Burst Fire weapon attribute even if not on weapon. Deal +1 dice of damage.
Quick Draw - The character can draw a weapon as a free action.
Quick Reload - Reloading a firearm with an already filled box magazine or speed loader is a Simple Action.
Category: Space Ship Operations
Spaceship Captain Leadership You bonus now effects all officers for the whole ship round.
Spaceship Helm Officer Pilot 2 Rank You can add your Advantage die to Pilot checks if you are at the helm.
Spaceship Weapons Officer You can add your Advantage die to firing Weapons if you are at the Gunnery position.
Spaceship Communications Officer You can add your Advantage die to Charisma based rolls while at the Comms position.
Spaceship Engineer Craft (Electronic, Mechanical) 1 rank You can add your Advantage die to rolls for repairing the ship in combat
Spaceship Science Study 2 Rank You can add your Advantage die to rolls for multi science related skills while on board your Spaceship.
Spaceship Medical Treat Injury 2 rank You can add your Advantage die to rolls for Treat Injury while on board your Spaceship.
Category: Techniques
Advance Combat Techniques - Allows a Character to learn a single Advance Combat Technique.
Technique, Novice - A Character can use Level 0 Techniques infinitely.
Technique, Advance Novice Technique A Character can sacrifice a higher level technique to be able able to use another lower level technique.
Technique, Master Advance Technique Techniques that use Advance Class level to modify stats now uses Character level.
Category: Two-Weapon Fighting
Two-Weapon Combat - The character can now gain advantage when using off hand weapons.
- Dual Wielding Two-Weapon Combat The character takes no penalties for using two melee weapons.
- Akimbo Master Two-Weapon Combat The character takes no penalties for using two ranged weapons.
Improved Two-Weapon Fighting Dexterity 13, Two-Weapon Fighting, Advantage Die 1d8. The Character can now apply there Advantage die with there offhand weapon if they have proficiency with that weapon.
Advanced Two-Weapon Fighting Dexterity 14, Two-Weapon Fighting, Im­proved Two-Weapon Fighting, Advantage Die 2d8. The offhand weapon can now be Medium sized and if it is melee weapon no longer has a reduction in die level.
Category: Misc Feats
Acrobatic - Misc +2 bonus to the Acrobatic skill.
Alertness - The character gets a +2 permanent bonus too Passive Perception.
Animal Affinity - The character gets an advantage bonus on all Handle Animal checks.
Athletic - Misc +2 bonus to the Athletic skill.
Attentive - The character gets an minor +1 bonus on Study and Sense Motive skills
Builder - Pick one new skill under craft to become class skills.
Cautious - Misc +1 bonus to both the Demolitions and Disable Device skills.
Confident - Misc +2 bonus to the Intimidate skill.
Craft Cybernetics Craft (electrical) 3 ranks, Craft (mechanical) 3 ranks, Knowledge (life sciences) 1 ranks. You can build cybernetic attachments.
Cybernetic Surgery Treat Injury 3 ranks, Surgery. You can install or remove a cybernetic attachment.
Cybertaker - The maximum number of cybernetic attachments you can have is increases by 1.
Deceptive - Misc +1 bonus to both the Bluff and Disguise skills.
Drive-By Attack - Takes no vehicle speed penalty when making an attack while in a moving vehicle
Educated - Pick two Knowledge skills. The character gets a permanent +2 Misc bonus on all checks with those skills.
Endurance - Advantage bonus on the following checks and saves, see list in description.
Computer Wiz - Misc +2 bonus to the Computer Use skill.
Great Fortitude Affinity with Constitution Advantage bonus on all Constitution sav­ing throws.
Guide - Misc +1 bonus to both the Pilot and Survival skills.
Jerry Rigging - You can repair items without material costs just once. You can repair structures in 1/10th the time.
Intimidating Prowess - Add your Strength Modifier to Intimidated skill checks in addition too your Charisma
Iron Will Advantage Die 1d8 Advantage on all Wisdom saving throws.
Lightning Reflexes Advantage Die 1d8 Advantage bonus on all Dexterity saving throws.
Mastercrafter - Reduces the DC check for crafting masterworked items by 2.
Medical Expert - Misc +1 bonus to both the Craft (pharmaceutical) and Treat Injury skills.
Meticulous - A Misc +2 bonus on the Decipher Script skill.
Nimble - Misc +1 bonus on the Escape Artist and Sleight of Hand skills.
Planetary Adaption - You gain one of the benefits listed in the description, depending on your planet of origin.
Salvage - Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables
Spacer - Advantage bonus on Computer Use checks made to use onboard spacecraft computer systems.
Stealthy - Misc +2 bonus on the Stealth skill.
Studious - Misc +1 bonus on the Decipher Script and Study skills.
Surgery Treat Injury 2 ranks The character can use the Treat Injury skill to perform surgery without penalty.
Talented Advantage Die 1d10 The Character can choose a talent to effected by Character level instead of Class
Track - A character can add there Advantage Die too survival check when tracking
Trustworthy - Misc +2 bonus on the Diplomacy skill.
Weapon Focus Proficient with weapon +1 bonus on all attack rolls he or she makes using the selected weapon.
Wild Talent - Select one 0-level psionic power.
Ultra Immune System - You gain an advantage bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness.
Xenomedic Knowledge (earth and life sciences) 4 ranks, Treat Injury 5 ranks, Surgery. Use the Treat Injury skill on a living creature regardless of its type, without penalty.
Zero-G Training Dexterity 13, Acrobatics 2 ranks. You take no disadvantage on attack rolls in low-gravity or zero-gravity environments.