Jump to content

RoboticFeats

From FuturePath
Revision as of 23:27, 16 August 2020 by Orcephrye (talk | contribs)

This page is dedicated too 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

Table: 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 animal 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 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 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 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: 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 another Rank in both Language and 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 there Advantage Die too survival check 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.