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AnimalFeats

From FuturePath

This page is dedicated to Animal 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 an Animal Companion can learn. Feats are themed and organized into categories like Combat Martial Arts or Skill Enhancements.

Feats

Table: Feats
Feat Prerequisites Summary
Category: Animal Companion
Jumper 2 Rank in Acrobatics Gain Advantage on all Acrobatic checks.
Narrow Frame - You do not take penalties while moving through narrow spaces.
Stable Gallop Animal with 3 legs or more. The penalties for a charge are removed for the animal's rider.
Sure Footed Quadruped animal You do not take penalties for moving across difficult terrain. Gain an advantage on certain checks.
Valiant Steed Animal Gain a morale advantage bonus on saves against fear and mind effects.
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.
Improve Natural Armor - Natural armor bonus increases by +1.
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: 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.
Category: Skill Enhancements
Acrobatic - Misc +2 bonus to the Acrobatic skill.
Athletic - Misc +2 bonus to the Athletic skill.
Attentive - The character gets an minor +1 bonus on Study and Sense Motive skills
Cautious - Misc +2 bonus to the Disable Device skill.
Confident - Misc +1 bonus to the Diplomacy and Bluff skill.
Deceptive - Misc +1 bonus to both the Bluff and Disguise skills.
Hawk Eye - Misc +1 bonus to Perception Skill
Guide - Misc +1 bonus to both the Pilot and Survival skills.
Nimble - Misc +2 bonus on the Sleight of Hand skill.
Persuasive - You gain a Misc +1 to both Diplomacy and Intimidate skills.
Stealthy - Misc +2 bonus on the Stealth skill.
Trustworthy - Misc +2 bonus on the Diplomacy skill.
Category: Misc Feats
Alertness - The character gets a +2 permanent bonus to Passive Perception.
Athletic Prowess - Allows the Athletic skill rank to boost your Intimidate Skill.
Endurance - Advantage bonus on the following checks and saves, see the list in the description.
Great Fortitude Advantage Die 1d8 Advantage bonus on all Constitution saving throws.
Intimidating Prowess - Add your Strength Modifier to Intimidate skill checks in addition to 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.
Multitasker - Allows a Character to do multiple skills or actions at a time.
Planetary Adaption - You gain one of the benefits listed in the description, depending on your planet of origin.
Track - A character can add their Advantage Die to survival checks when tracking
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.
Zero-G Training Dexterity 13, Acrobatics 2 ranks. You take no disadvantage on attack rolls in low-gravity or zero-gravity environments.
* If a Feat from this category is picked then it is only associated with 1 natural attack picked at that time by the player. An Animal cannot have more than 1 natural attack; this is treated like a Melee Weapon.