Feats: Difference between revisions

From FuturePath
Jump to navigation Jump to search
Line 55: Line 55:
|[[Improved Combat Martial Arts|Improved Combat Martial Arts]]|| Combat Martial Arts, Affinity Die 1d8.|| The character’s threat range on an unarmed strike im­proves to 19–20.
|[[Improved Combat Martial Arts|Improved Combat Martial Arts]]|| Combat Martial Arts, Affinity Die 1d8.|| The character’s threat range on an unarmed strike im­proves to 19–20.
|-
|-
|[[Advanced Combat Martial Arts|Advanced Combat Martial Arts]]|| Combat Martial Arts, Improved Combat Martial Arts, Affinity Die 1d8.|| When the character scores a critical hit with an unarmed strike, its triple damage.
|[[Advanced Combat Martial Arts|Advanced Combat Martial Arts]]|| Combat Martial Arts, Improved Combat Martial Arts, Affinity Die 1d12.|| When the character scores a critical hit with an unarmed strike, its triple damage die.
|-
|-
|[[Nerve Pinch|Nerve Pinch]]|| Combat Martial Arts, Affinity Die 1d8.|| Preform a melee attack that can paralyze the target.
|[[Nerve Pinch|Nerve Pinch]]|| Combat Martial Arts, Affinity Die 1d8.|| Preform a melee attack that can paralyze the target.

Revision as of 21:05, 22 August 2016

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 Inelegance 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: Melee Combat Martial Arts
Combat Martial Arts - Unarmed attacks count as armed
Improved Combat Martial Arts Combat Martial Arts, Affinity 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, Affinity Die 1d12. When the character scores a critical hit with an unarmed strike, its triple damage die.
Nerve Pinch Combat Martial Arts, Affinity Die 1d8. Preform a melee attack that can paralyze the target.
Brawl Combat Martial Arts Can make unarmed attacks more effectively.
Improved Brawl Brawl, Affinity Die 1d8. When making an unarmed attack, the character can had his/her affinity die on his or her attack roll.
Improved Feint Intelligence 13, Combat Martial Arts. Advantage bonus on Bluff checks made to feint in melee combat.
Knockout Punch Combat Martial Arts, Affinity 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, Affinity Die 2d8. First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.
Category: Melee Defensive Martial Arts
Defensive Martial Arts - +1 AC bonus against only melee attacks.
Elusive Target Dexterity 13, Defensive Martial Arts. Opponents that target you with a melee attack take disadvantage.
Combat Throw - Advantage bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks
Improved Combat Throw Defensive Martial Arts, Combat Throw, Affinity Die 1d6. In melee, if an enemy attacks and misses the character, the character may immediately make a trip CMO against the opponent.
Category: Ranged Combat
Burst Fire Wisdom 13, Simple Firearms Proficiency, Advanced Firearms Proficiency. Can use Burst Fire weapon attribute even if not on weapon. Deal +1 dice of damage.
Point Blank Shot - The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
Double Tap Dexterity 13, Point Blank Shot. –4 penalty on this attack, but deals +1 die of damage with a successful hit.
Precise Shot - The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Dead Aim Wisdom 13, Precise Shot. Take a full round action to line up a shot for a bonus.
Skip Shot Point Blank Shot, Precise Shot. Character may ignore cover between the character and the target in certain conditions.
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 Operations - You can apply yourself as the Captain, Helm Officer, Weapons Officer, Communications Officer without taking any penalties.
Spaceship 1st Mate Spaceship Operations, Leadership You gain an advantage bonus when attempting to aid another Officer.
Spaceship Captain Spaceship 1st Mate You bonus now effects all officers for the whole ship round.
Spaceship Helm Officer Spaceship Operations, Pilot 2 Rank You can add your affinity die to Pilot checks if you are at the helm.
Spaceship Weapons Officer Spaceship Operations You can add your affinity die to firing Weapons if you are at the Gunnery position.
Spaceship Communications Officer Spaceship Operations You can add your affinity die to Charisma based rolls while at the Comms position.
Spaceship Engineer Craft (Electronic, Mechanical) 1 rank You can add your affinity die to rolls for repairing the ship in combat
Spaceship Science Study 2 Rank You can add your affinity die to rolls for multi science related skills while on board your Spaceship.
Spaceship Medical Treat Injury 2 rank You can add your affinity die to rolls for Treat Injury while on board your Spaceship.
Spaceship Dodge Spaceship Operations, Spaceship Helm Officer +1 dodge bonus to your ship’s AC if you are either the pilot or possibly the captain.
Spaceship Feint Spaceship Operations, Spaceship Helm Officer Advantage bonus on checks made to feint in Spaceship combat if you are either the pilot or captain.
Spaceship Weapons Focus Spaceship Operations, Spaceship Weapons Officer Similar to the Weapon Focus Feat except for Spaceship Weapons with improved bonus.
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 Fighting - The character can now use a second weapon ranged or melee if it is already in there and and is considered a Small weapon.
Improved Two-Weapon Fighting Dexterity 13, Two-Weapon Fighting, Affinity Die 1d8. The character gets a second attack with his or her offhand weapon, albeit it cannot benefit from Affinity die .
Advanced Two-Weapon Fighting Dexterity 13, Two-Weapon Fighting, Im­proved Two-Weapon Fighting, Affinity Die 1d10. Gets a third attack with his or her offhand weapon as well as melee weapon along with a ranged weapon
Category: Weapons/Armor
Firearms, Simple Proficiency - The Character doesn't take disadvantage for using a simple firearm.
Firearms, Advanced Proficiency Simple Firearms Proficiency The Character doesn't take disadvantage for using an advanced firearm.
Firearms, Heavy Proficiency Advanced Firearms Proficiency The Character doesn't take disadvantage for using a heavy firearm.
Melee Weapon, Simple Proficiency - The Character doesn't take disadvantage when using simple melee weapons
Melee Weapon, Advanced Proficiency Simple Melee Weapon Proficiency The Character doesn't take disadvantage when using advanced melee weapons
Melee Weapon, Heavy Proficiency Advance Melee Weapon Proficiency The Character doesn't take disadvantage when using heavy melee weapons
Weapons, Archaic Proficiency - The Character doesn't take disadvantage when using archaic weapons (both melee and ranged)
Weapons, Exotic Proficiency - The Character doesn't take a disadvantage when using exotic weapons (both melee and ranged)
Armor Proficiency (light) - Ability to wear light armor and add the armor bonus.
Armor Proficiency (medium) - See Armor Proficiency (light).
Armor Proficiency (heavy) Armor Proficiency (light), Armor Profi­ciency (medium). See Armor Proficiency (light).
Armor Proficiency (Powered) Armor Proficiency ( light), Armor Proficiency (medium), Armor Proficiency (heavy) See Armor Proficiency (light).
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 advantage bonus on most Study and Sense Motive checks
Blind-Fight - re-roll melee attacks that miss because of concealment.
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.
Force Stop Drive 4 ranks, Vehicle Expert. Character can force the other vehicle or space ship to a stop by nudging it.
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 Affinity Die 1d8 Advantage on all Wisdom saving throws.
Lightning Reflexes Affinity 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.
Surface Vehicle Operation Drive Skill 3 ranks The character takes no penalty on Drive checks or accuracy checks made when operating a surface vehicle of the selected class.
Surgery Treat Injury 2 ranks The character can use the Treat Injury skill to perform surgery without penalty.
Talented Affinity Die 1d8 The Character can choose a talent to effected by Character level instead of Class
Track - A character can add there Affinity Die too survival check when tracking
Trustworthy - Misc +2 bonus on the Diplomacy skill.
Vehicle Dodge Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert. +1 dodge bonus to AC while in vehicle.
Vehicle Expert - Misc +2 bonus for the Drive skill.
Weapon Finesse Proficient with weapon Use Dexterity modifier instead of Strength modifier on attack rolls.
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.