Feats

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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. Feats are themed and organized into categories like Ranged Combat or Space Ship Operations.

Feats are normally acquired when leveling up. Feats will specify with Category the Player can pick from. A Character gains a Feat at 3rd, 9th, 15th level these Feats do not specify any Category and the Player can choose any Feat from any Category as long as the Character meets the prerequisites. The Character also gets Bonus Feats on 4th, 8th, 12th, 16th, 20th levels as part of their Path. These Feats are only for the Misc Feats Category. The Character may also gain Bonus Feats from an Advance Class. These Bonsu Feats will specify which categories the Player can choose from.

Feats

Table: Feats
Feat Prerequisites Summary
Category: Leadership & Companions
Leadership - Allows a Character to roll with an 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.
Martial Arts Focus Strength or Dexterity Score of 15 or higher The Damage die for unarmed strikes goes up a level.
- Martial Arts Master Martial Arts Focus, Advantage Die 1d8. The character’s threat range on an unarmed strike im­proves to 19–20.
- Dan Martial Artiest Martial Arts Master, Advantage Die 1d12. When the character scores a critical hit with an unarmed strike, its triple damage die.
- Nerve Pinch Martial Arts Focus, Advantage Die 1d8. Perform a melee attack that can paralyze the target.
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.
- Improved Feint Intelligence 13, Combat Martial Arts. Advantage bonus on Bluff checks made to feint in melee combat.
Category: Melee Weapon Combat
Weapon Finesse - Use Dexterity modifier instead of Strength modifier on attack rolls.
Melee Weapon Focus - Character gains advantage while using specific 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 1d8 Causes the target to perform 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 target's attacks.
- Aggressive Strike Melee Weapon Focus Deal more damage but decrease your own AC against the target's 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. A character may ignore the cover of a target.
Burst Fire Proficiency level 5+ Can use Burst Fire weapon attribute even if not on the 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 Provides the ability to use Advance Ship Functions.
Spaceship Helm Officer Pilot 2 Rank Provides the ability to use Advance Ship Functions.
Spaceship Weapons Officer Provides the ability to use Advance Ship Functions.
Spaceship Communications Officer Provides the ability to use Advance Ship Functions.
Spaceship Engineer Craft (Electronic, Mechanical) 1 rank Provides the ability to use Advance Ship Functions.
Spaceship Science Officer Study 2 Rank Provides the ability to use Advance Ship Functions.
Spaceship Medical Officer Treat Injury 2 rank Provides the ability to use Advance Ship Functions.
Category: Techniques
Advance Combat Techniques - Allows a Character to learn a single Advance Combat Technique.
Technique Focus - Pick a Technique that can be used once per day without counting against total usage.
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 to use another lower level technique.
- Technique, Master Advance Technique Techniques that use Advance Class level to modify stats now uses Character level.
Technique, Quicken Novice Technique A Technique can now be performed as a Free Action.
Category: Two-Weapon Fighting
Akimbo Specialist - The character can now gain an advantage when using off-hand weapons.
- Niten Ichi Akimbo Specialist The character takes no penalties for using two melee weapons.
- Gun-Fu Akimbo Specialist The character takes no penalties for using two ranged weapons.
Category: Proficiency Tree
Training Expert - Immediately gain and spend another Proficiency Tree point
Power Armor Expert 5 levels in Armor Proficiency Gain a point in Power Armor Proficiency Tree as well as the ability to train in that tree.
Heavy Melee Weapon Training No Other Proficiency Training Allows one to gain more than 6 points in the Melee Weapon Proficiency Tree cheaper.
Heavy Ranged Weapon Training No Other Proficiency Training Allows one to gain more than 6 points in the Ranged Weapon Proficiency Tree cheaper.
Heavy Armor Training No Other Proficiency Training Allows one to gain more than 7 points in the Armor Proficiency Tree cheaper.
Category: Specialty Skills
Decipher Message -
Demolitions -
Escape Artist -
Performer -
Handle Animal -
Category: Misc Feats
Charismatic Plus Affinity with Charisma You gain one 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.
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.
Athletic Prowess - Allows the Athletic skill rank to boost your Intimidate Skill.
Attentive - The character gets an minor +1 bonus on Study and Sense Motive skills
Bazooka Arm - The Character is extremely effective at throwing grenades.
Builder - Pick one new skill under craft to become class skills.
Cautious - Misc +2 bonus to the Disable Device skill.
Confident - Misc +1 bonus to the Diplomacy and Bluff skill.
Craft Cybernetics Craft (Electrical) and (Mechanical) 3 Ranks, Knowledge (Sciences) 1 Rank. 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 increased by 1.
Deceptive - Misc +1 bonus to both the Bluff and Disguise skills.
Drive-By Attack - Takes no vehicle movement penalty when making an attack
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 the description.
Computer Wiz - Misc +2 bonus to the Computer Use skill.
Great Fortitude Advantage Die 1d8 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 - Misc +1 bonus to both the Decipher Script and the Study skill.
Multitasker - Allows a Character to do multiple skills or actions at a time.
Nimble - Misc +2 bonus on the Sleight of Hand skill.
Planetary Adaption - You gain one of the benefits listed in the description, depending on your planet of origin.
Persuasive - You gain a Misc +1 to both Diplomacy and Intimidate skills.
Salvage - Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables
Stealthy - Misc +2 bonus on the Stealth skill.
Studious - Misc +2 bonus on the Study skill and a Misc +1 to any Knowledge skill.
Surgeon 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 be affected 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.
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 (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.