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This page is dedicated to Robotic [[Hero_Companions|Hero Companions]] Feats. In order to get a complete list of all Feats available for a normal Hero Character please go [[Feats|here]]. | |||
On this page, these Feats are like special abilities or traits a Robotic Companion can learn. Feats are themed and organized into '''categories''' like Combat Martial Arts or Skill Enhancements. | |||
==Feats== | |||
{| class="wikitable sortable" style="10px;" | |||
|+ Table: Feats | |||
! style="text-align:left;" | Feat | |||
! Prerequisites | |||
! Summary | |||
|- | |||
! colspan="3" | Category: Robotic Companion | |||
|- | |||
| [[Jumper|Jumper]] || 2 Rank in Acrobatics || Gain Advantage on all Acrobatic checks. | |||
|- | |||
| [[Narrow Frame|Narrow Frame]] || - || You do not take penalties while moving through narrow spaces. | |||
|- | |||
| [[Sure Footed|Sure Footed]] || Quadruped chassis || You do not take penalties for moving across difficult terrain. Gain an advantage on certain checks. | |||
|- | |||
| [[Improved Natural Attack|Improved Natural Attack]] || Natural Attack || 1 Natural attack is increased by one Hit Die Level and gains a +1 to Accuracy and +1 to damage. | |||
|- | |||
| [[Advanced Combat Techniques]] || - || Unlocks the use of 1 Advanced Combat Technique that they can now use at will. | |||
|- | |||
! colspan="3" | Category: Combat Martial Arts | |||
|- | |||
|[[Blind Fight|Blind Fight]]|| - ||re-roll melee attacks that miss because of concealment. | |||
|- | |||
|[[Martial Art Focus|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 Master]]|| Martial Arts Focus, Advantage Die 1d8.|| The character’s threat range on an unarmed strike improves to 19–20. | |||
|- | |||
|[[Dan Martial Artist| - Dan Martial Artist]]|| Martial Arts Master, Advantage Die 1d12.|| When the character scores a critical hit with an unarmed strike, it deals triple damage. | |||
|- | |||
|[[Nerve Pinch| - Nerve Pinch]]|| Martial Arts Focus, Advantage Die 1d8.|| Perform a melee attack that can paralyze the target. | |||
|- | |||
|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 AC bonus against only melee attacks. | |||
|- | |||
|[[Elusive Target| - Elusive Target]]|| Dexterity 14, Defensive Martial Arts.|| Opponents that target you with a melee attack take disadvantage. | |||
|- | |||
|[[Muscle Memory| - Muscle Memory]]|| Defensive Martial Arts, Advantage Die 1d10.|| In the melee, if enemy attacks and misses, the character may immediately make a trip against the opponent. | |||
|- | |||
|[[Improved Feint| - Improved Feint]]|| Intelligence 13, Combat Martial Arts.|| Advantage bonus on Bluff checks made to feint in melee combat. | |||
|- | |||
! colspan="3" | Category: Melee Weapon Combat | |||
|- | |||
|[[Weapon Finesse|Weapon Finesse]]|| - || Use Dexterity modifier instead of Strength modifier on attack rolls. | |||
|- | |||
| [[Melee Weapon Focus|Melee Weapon Focus]]|| - || Character gains advantage while using specific melee weapons | |||
|- | |||
| [[Improved Melee Weapon Focus| - Improved Melee Weapon Focus]]|| Melee Weapon Focus || The chosen weapon's damage die increases by one level and gains +1 bonus damage. | |||
|- | |||
| [[Sweeping Blow| - Sweeping Blow]]|| Melee Weapon Focus, Advantage Die 1d8 || Causes the target to perform a saving throw or be tripped | |||
|- | |||
| [[Throw Off Guard| - Throw Off Guard]]|| Melee Weapon Focus || Causes the target to have a temporarily lower AC when defending against other enemy attacks. | |||
|- | |||
| [[Defensive Strike| - Defensive Strike]]|| Melee Weapon Focus || Deal less damage but increase your own AC against the target's attacks. | |||
|- | |||
| [[Aggressive Strike| - Aggressive Strike]]|| Melee Weapon Focus || Deal more damage but decrease your own AC against the target's attacks. | |||
|- | |||
! colspan="3" | Category: Ranged Combat | |||
|- | |||
|[[Point Blank Shot|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| - Double Tap]]|| Dexterity 13, Point Blank Shot.|| Disadvantage on this attack, but deals +1 die of damage with a successful hit. | |||
|- | |||
|[[Precise Shot|Precise Shot]]|| - || Take a full-round action to line up a shot for a bonus. | |||
|- | |||
|[[Dead Aim| - Dead Aim]]|| Wisdom 13, Precise Shot.|| Take a round to study target on the following round shoot for a major bonus. | |||
|- | |||
|[[Trick Shot| - Trick Shot]]|| Precise Shot.|| A character may ignore the cover of a target. | |||
|- | |||
|[[Burst Fire|Burst Fire]]|| Proficiency level 5+ || Can use Burst Fire weapon attribute even if not on the weapon. Deal +1 dice of damage. | |||
|- | |||
|[[Quick Draw|Quick Draw]]|| - ||The character can draw a weapon as a free action. | |||
|- | |||
|[[Quick Reload|Quick Reload]]|| - ||Reloading a firearm with an already filled box magazine or speed loader is a Simple Action. | |||
|- | |||
! colspan="3" | Category: Two-Weapon Fighting | |||
|- | |||
| [[Akimbo Specialist|Akimbo Specialist]] || - ||The character can now gain an advantage when using off-hand weapons. | |||
|- | |||
| [[Niten Ichi| - Niten Ichi]] || Akimbo Specialist || The character takes no penalties for using two melee weapons. | |||
|- | |||
| [[Gun-Fu| - Gun-Fu]] || Akimbo Specialist || The character takes no penalties for using two ranged weapons. | |||
|- | |||
! colspan="3" | Category: Skill Enhancements | |||
|- | |||
|[[Acrobatic|Acrobatic]]|| - ||Misc +2 bonus to the Acrobatic skill. | |||
|- | |||
|[[Attentive|Attentive]]|| - ||The character gets an minor +1 bonus on Study and Sense Motive skills | |||
|- | |||
|[[Builder|Builder]]|| - ||Pick one new skill under craft to become class skills. | |||
|- | |||
|[[Cautious|Cautious]]|| - ||Misc +2 bonus to the Disable Device skill. | |||
|- | |||
|[[Computer Wiz|Computer Wiz]]|| - ||Misc +2 bonus to the Computer Use skill. | |||
|- | |||
|[[Educated|Educated]]|| - ||Pick two Knowledge skills. The character gets a permanent +2 Misc bonus on all checks with those skills. | |||
|- | |||
|[[Hawk Eye|Hawk Eye]]|| - ||Misc +1 bonus to Perception Skill | |||
|- | |||
|[[Guide|Guide]] || - ||Misc +1 bonus to both the Pilot and Survival skills. | |||
|- | |||
|[[Linguist|Linguist]] || - || Gain 1 rank in the main Language skill and 1 rank in a specific language of your choice. | |||
|- | |||
|[[Medical Expert|Medical Expert]]|| - ||Misc +1 bonus to both the Craft (pharmaceutical) and Treat Injury skills. | |||
|- | |||
|[[Meticulous|Meticulous]]|| - || Misc +1 bonus to both the Decipher Script and the Study skill. | |||
|- | |||
|[[Stealthy|Stealthy]]|| - ||Misc +2 bonus on the Stealth skill. | |||
|- | |||
|[[Surgeon|Surgeon]]|| Treat Injury 2 ranks ||The character can use the Treat Injury skill to perform surgery without penalty. | |||
|- | |||
! colspan="3" | Category: Misc Feats | |||
|- | |||
|[[Bazooka_Arm|Bazooka Arm]]|| - || The Character is extremely effective at throwing grenades. | |||
|- | |||
|[[Drive-By Attack|Drive-By Attack]]|| - ||Takes no vehicle movement penalty when making an attack | |||
|- | |||
|[[Jerry Rigging|Jerry Rigging]] || - || You can repair items without material costs just once. You can repair structures in 1/10th the time. | |||
|- | |||
|[[Lightning Reflexes|Lightning Reflexes]]|| Advantage Die 1d8||Advantage bonus on all Dexterity saving throws. | |||
|- | |||
|[[Mastercrafter|Mastercrafter]]|| - || Reduces the DC check for crafting masterworked items by 2. | |||
|- | |||
| [[Multitasker|Multitasker]] || - || Allows a Character to do multiple skills or actions at a time. | |||
|- | |||
|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables | |||
|- | |||
|[[Track|Track]]|| - ||A character can add their Advantage Die to survival checks when tracking | |||
|- | |||
|[[Xenomedic|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. | |||
|- | |||
|} | |||
Latest revision as of 05:26, 28 May 2026
This page is dedicated to Robotic Hero Companions Feats. In order to get a complete list of all Feats available for a normal Hero Character please go here.
On this page, these Feats are like special abilities or traits a Robotic Companion can learn. Feats are themed and organized into categories like Combat Martial Arts or Skill Enhancements.
Feats
| Feat | Prerequisites | Summary |
|---|---|---|
| Category: Robotic Companion | ||
| Jumper | 2 Rank in Acrobatics | Gain Advantage on all Acrobatic checks. |
| Narrow Frame | - | You do not take penalties while moving through narrow spaces. |
| Sure Footed | Quadruped chassis | You do not take penalties for moving across difficult terrain. Gain an advantage on certain checks. |
| Improved Natural Attack | Natural Attack | 1 Natural attack is increased by one Hit Die Level and gains a +1 to Accuracy and +1 to damage. |
| Advanced Combat Techniques | - | Unlocks the use of 1 Advanced Combat Technique that they can now use at will. |
| 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 Artist | Martial Arts Master, Advantage Die 1d12. | When the character scores a critical hit with an unarmed strike, it deals triple damage. |
| - 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 the melee, if 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 | The chosen weapon's damage die increases by one level and gains +1 bonus 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: 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: Skill Enhancements | ||
| Acrobatic | - | Misc +2 bonus to the Acrobatic 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 +2 bonus to the Disable Device skill. |
| Computer Wiz | - | Misc +2 bonus to the Computer Use skill. |
| Educated | - | Pick two Knowledge skills. The character gets a permanent +2 Misc bonus on all checks with those skills. |
| Hawk Eye | - | Misc +1 bonus to Perception Skill |
| Guide | - | Misc +1 bonus to both the Pilot and Survival skills. |
| Linguist | - | Gain 1 rank in the main Language skill and 1 rank in a specific language of your choice. |
| 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. |
| Stealthy | - | Misc +2 bonus on the Stealth skill. |
| Surgeon | Treat Injury 2 ranks | The character can use the Treat Injury skill to perform surgery without penalty. |
| Category: Misc Feats | ||
| Bazooka Arm | - | The Character is extremely effective at throwing grenades. |
| Drive-By Attack | - | Takes no vehicle movement penalty when making an attack |
| Jerry Rigging | - | You can repair items without material costs just once. You can repair structures in 1/10th the time. |
| Lightning Reflexes | Advantage Die 1d8 | Advantage bonus on all Dexterity saving throws. |
| Mastercrafter | - | Reduces the DC check for crafting masterworked items by 2. |
| Multitasker | - | Allows a Character to do multiple skills or actions at a time. |
| Salvage | - | Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables |
| Track | - | A character can add their Advantage Die to survival checks when tracking |
| 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. |