Feats: Difference between revisions
Line 564: | Line 564: | ||
|Convert d4s from healing Incantations and healing spells to d6s. | |Convert d4s from healing Incantations and healing spells to d6s. | ||
|- | |- | ||
| | |[[Retcon]] | ||
| | |Two of [[Arcana]], [[Bluff]], or [[Diplomacy]] trained, 6th level | ||
| | |Alter memories and records of a conversation. | ||
|- | |- | ||
| | |[[Safekeeper Adept]] | ||
| | |[[Arcana]] trained, 3rd level | ||
| | |You gain a modest extradimensional storage unit. | ||
|- | |- | ||
| | |[[Safekeeper Magus]] | ||
| | |[[Safekeeper Adept]], 12th level | ||
| | |Your extradimensional storage is now a 50 ft cube. | ||
|- | |- | ||
| | |[[Savvy Librarian]] | ||
| | |[[Geography]] or [[History]] trained | ||
| | |Use Geography or History for identifying all creatures and gain a +2 to the chosen skill. | ||
|- | |- | ||
| | |[[Shout of Doom]] | ||
| | |[[Arcana]] trained, a {{Bracket|Dispelling}} ability, 15th level | ||
| | |Weaken a creature's tracks temporarily. | ||
|- | |- | ||
| | |[[Sinister Sinews]] | ||
| | |[[Intimidate]] trained | ||
| | |[[Strength]] governs your Intimidate skill and {{Bracket|Fear}} effects rather than [[Charisma]]. | ||
|- | |||
|[[Terrifying Shout]] | |||
|[[Intimidate]] trained, 6th level | |||
| +2 to Intimidate checks and use in-combat Intimidate on all opponents in {{Bracket|Close}} range. | |||
|- | |||
|[[Terror]] | |||
|[[Intimidate]] trained, 6th level | |||
|Leave opponents {{Bracket|Frightened}} in comabt, prevent the use of [[Bluff]] and Intimidate in [[social encounters]]. | |||
|- | |- | ||
|} | |} |
Revision as of 18:19, 24 July 2017
Feats represent extra abilities that you pick up as you become more experienced. They can be used to enhance your track abilities, to shore up some weaknesses, or simply to customize your character further. If your character concept is a warrior with a signature magical ability, or a spellcaster who can surprise would-be “mage hunters” with a tricky attack using his staff, then feats are probably the best way
You gain two feats at 1st level (one regular feat and one bonus feat from your race) and gain new feats at level 3, 6, 9, 12, 15, and 18.
Some feats have prerequisites. You must satisfy the prerequisite – usually a level requirement or another feat – before you may select that feat. Should you somehow lose the prerequisites for a feat, it stops working until you regain the prerequisites.
Unless otherwise noted, a feat may only be taken once. You must meet the prerequisites for any feats you select at the level that you select them.
Remember that feat bonuses, like any bonuses of the same type, don’t stack with one another.
General Feats
Name | Prerequisites | Effects |
---|---|---|
Arcantric Accuracy | 6th level | +2 feat bonus to attack rolls. Improves when targeted by spells and spell-like abilities. |
Baptized in Rage | 9th level | Inflict [Entangled] on opponents within 100 ft. |
Battleforged | Build-in natural weapon and armor. | |
Bravado | Reaver | Lower your Reaver bonuses to heal yourself. Bonuses from Reaver may rise to +5. |
Breakneck Pace | +15 ft to movement speed. | |
By Will Sustained | [Immunity] to [Sickened], ignore basic biological needs. At 10th level, [Immunity] to [Nauseated]. | |
Chatty Bugger | 6th level | Talk with anything, and gain increased resistance to social skill checks. |
Cheerful Hemoglobin | 6th level | [Fast healing] 5 and [Immunity] to [Bleeding]. |
Damage Specialization | 6th level | Additional damage with the [Precision] descriptor equal to your KOM. |
Drink Deep | Livers Need Not Apply, 12th level | Use 3 drinks for other related feats as a swift action twice per [Encounter]. |
Elemental Specialization | Spellcasting track | Spells that deal damage of a chosen energy type deal additional damage equal to your level. |
Esoteric Adept | Spellcasting track, 6th level | Learn a single spell from any spell list. |
Exit, Stage Left | 1st level only | Spend a swift action to gain a move action. |
Feign Death | 1st or 3rd level only | Pretend to be [Dead], causing greatly exaggerated rumors. |
Floating Feat | 3rd level only | Change a chosen feat at the beginning of every [Scene]. At 12th level, change two chosen feats. |
Guild Initiation | Switch one of your tracks for another, as per multiclassing. | |
Glyphweave Adept | Spellcasting track | Your spells are harder to identify, and you can improve them with extra effort. |
Into the Breach | Shadow Blink or The Sky Empties | [Teleport] an adjacent ally and allow them to make an attack action. |
Livers Need Not Apply | Constitution 14, must not have The Bitter Dregs | Store drinks inside your body, which can be consumed to heal you. |
Manyspell Magus | Glyphweave Adept, 9th level | Break down higher level spells into numerous lower-level spells. |
Multiclass Flexibility | Must have multiclassed, Guild Initiation, or Full Buy-In | Change a track’s reliance on one ability score to another ability score. |
My Shadow Grows Long | The Sun Grows Dim | Use melee weapons to make a limited number of ranged attacks each turn. |
Objective Analysis | GM permission | Examination reveals details of an object’s history. |
Open Lesser Binding | Attune one additional Lesser item. | |
Open Greater Binding | Open Lesser Binding, 12th level | Attune one additional Greater item. |
Optimistic Viscera | +1 hit point per level and +1 to all saves. | |
Reaver | Must not have Livers Need Not Apply | Every time you kill an opponent, gain a +1 to attack rolls and AC for the [Encounter], up to +4. |
Reprisal | Reaver | When your allies are badly injured, you heal and your Reaver bonus rises. |
Recon | Gain extra 5 ft step, allies move before a combat encounter starts. At 6th level, gain another 5 ft step. | |
Ruinous Charge | Strength KOM/KDM, 12th level, GM permission | Gain the Burrow movement mode, and Charge through most mundane materials. |
Rune Magic | Spellcasting Track | Prepare your spells as specialized arcane traps. |
Senseshift Adept | Project your senses from any part of your body. | |
Seven Drunken Immortals | Livers Need Not Apply | Expend 3 drinks to heal yourself and allies in 15 ft. |
Spirited Strength | Livers Need Not Apply | Consume a drink to gain a fury bonus to attack and damage. |
Small Concessions | Grant all parties one token in a social encounter. | |
Slow and Steady | 1st level only | Instead of falling [Prone], halve your movement speed. |
Summon Mote | You gain a tiny supernatural ally of growing potency. | |
Telekinetic Adept | Move objects that can be used as weapons. Gain a +2 bonus to Athletics, and apply Intelligence instead of Strength to Athletics checks. | |
Telekinetic Scion | Telekinetic Adept, 6th level | Move up to 2,000 pounds with your mind and damage opponents with psychic forces. |
Telekinetic Strength | Telekinetic Scion | Double the weight you may lift with Telekinetic Scion and increase the psychic punishment you can dish out. |
Telekinetic Master | By Will Sustained, Telekinetic Scion, 12th level | Triples the weight you may lift with Telekinetic Scion. Gain +2 hit points per level and [Fast healing] equal to your level. |
The Bigger They Are | ||
The Bitter Dregs | Must not have Livers Need Not Apply, 9th level | You gain a +1 feat bonus to all d20 rolls. |
The Earth Cracks | [Tremorsense] out to 20 ft. Improved to 30 ft at 5th level and to 40 ft at 10th level. | |
The Left Hand of Death | Must not have The Right Hand of Creation, 12th level | Briefly delay all healing within [Close] range for 2 [Rounds]. |
The Sky Empties | The Earth Cracks | [Teleport] twice per [Encounter], damaging those in your path at 6th level. |
The Smell of Napalm | Livers Need Not Apply, 12th level | Expend all remaining drinks to deal proportionate [HP reduction] to nearby opponents. |
The Right Hand of Creation | Must not have The Left Hand of Death, 12th level | Briefly delay all damage within [Close] range for 2 [Rounds]. |
The Sun Grows Dim | Manipulate the shadows to create small objects, and eventually cast prying eyes. | |
Three Body Collision | Bull Rush adjacent opponents when you hit them, and damage opponents when you Bull Rush them into obstacles or occupied squares. | |
Towering | [Large] size | Flying} targets from the ground, and [Lesser resistance] to damage from grounded creatures. |
Troubleshooter | +2 to your Diplomacy and [[Intimidate] defenses. Walk away from social encounters without losing tokens. | |
Truly Bad People | Acid blood damages those who hit you. | |
Words of Power | Manipulate the fabric of reality to leave foes [Blinded], turn [Invisible], or turn into wind. | |
Wake | Push and damage opponents you move past | |
Wings of War | 9th level | Learn to Fly. |
Weaponized | 6th level | Use your KOM for your weapon’s base damage |
You Will Falter | 3rd level | Reduce the potency of enemy healing effects. |
You Will Fail | You Will Falter, 9th level | Further reduce the potency of enemy healing effects. |
Iconic Feats
Characters may only have one [Iconic] feat, and that feat cannot be exchanged or replaced by any means except direct GM permission. NPCs with [Iconic] feats should be relatively rare. [Iconic] feats may not be appropriate for all campaigns, so consult with your GM.
Name | Prerequisites | Effects |
---|---|---|
A Light Against Shadow | Emanate light, which you can intensify to inflict [HP reduction] and [Blinded] on nearby foes. | |
Big Damn Hero | Briefly ignore many negative conditions. | |
Blacksmith | Increase the bonuses of your weapons, armor and shields. At 6th and 12th levels, gain +1 hit point per level. | |
Dartmuth Secret | Intelligence and Arcana replace other ability scores and Athletics for some purposes. At 5th level, leave special patches of rust to spy with. | |
Did the Math | 12th level | Take your turn over once per [Scene]. |
I Am Not Left Handed | Gain focus points for attacking, spend focus points to reduce the AC of your opponents. | |
Juggernaut | [Large] size without penalties and improved Bull Rush. At 10th level, [Immunity] to [Slowed]. | |
Justice, Blind | You are permanently [Blinded] but can see beyond sight and your attacks are suitably precise. | |
Lucky Cigarette Case | Your weapons gain the [Parrying] property, and you can quickly reduce damage taken by attacks. | |
On a Pale Horse | When you slay one opponent, leave all others [Cowering]. | |
Something of a Traditionalist | Just Blade track | +2 hit points per level. Eventually use Mystic Focus as part of the Charge maneuver. |
Strike Down | Just Blade track, Mystic Focus | Infuse your Grim Heritor, and eventually your Mental Thrust, with furious electrical energy. |
Vengeance is Mine | Gain focus points, which can be spent to enact painful revenge upon taking damage. |
Combat Feats
Name | Prerequisites | Effects |
---|---|---|
A Hell of a Thing | 6th level | Cause an opponent continuous damage and [HP reduction], but suffer [HP reduction] in return. |
Batter Down | To Iron Married, 6th level | Opponents are [Prone] on a critical hit. |
By Steel Beholden | To Iron Married, 12th level | Recover 1 HP per level on a critical hit. |
Cataphract | Ride trained | While mounted, take no AC penalty for charging, gain +2 to attack rolls, and gain +2 to damage using Power Attack and Deadly Aim. |
Fancy Footwork | 6th level | Give up attacks in an attack action for 5-ft steps. |
In Mithril Reborn | By Steel Beholden, 12th level | Critical hit on an attack roll of 16 or 17. |
Kensai | One or more Style Feats, 6th level | Intentionally miss on attacks to gain focus points. Spend focus points for combat bonuses. |
Perfect Defense | Interrupt enemy Charge, Deadly Aim or Power Attack maneuvers. | |
Reckless Strike | When using Power Attack, take a penalty to AC instead of attack rolls. | |
Runic Gunknoight | One or more Style Feats, 12th level | Make attacks in an area. |
Shadow Blink | As a swift action, [Teleport] when you move. | |
Sniper | Perception trained | Increase the range of your ranged weapons by one category, and use Perception in place of in combat Bluff checks. |
Spectacular Beats | Discipline of the Serpent track, 3rd level | Master the use of improvised weapons for combat maneuvers. |
Tell Them, Still Angry | 6th level | Explode on death, dealing [HP reduction]. |
To Iron Married | Critical hit on an attack roll of 18 or 19. | |
Way of the Gun | Any Style Feat, Discipline of the Serpent track | Use select combat maneuvers with ranged attacks. |
You Shall Not Pass! | Double your [Melee] range and make it impassable once per [Encounter]. |
Style Feats
You may have multiple [Style] feats, but you may only use (and gain the benefit of) one at a time, chosen each time you pick up, draw, or switch to a weapon, as a swift action, or part of a move action.
Name | Prerequisites | Effects |
---|---|---|
A Song of Arrows | 6th level | Attack as an immediate action |
And My Axe | ||
Epic Flail | Gain [Reach] for all melee weapons, and forsake {{Bracket|Reach]] to ignore half your opponent’s deflection bonus to AC. | |
Meteor Crush | 3rd level | Make a single attack that deals extra damage and knocks down [Flying] opponents. |
Mighty Smash | ||
Musketeer | ||
Pistolero | To Iron Married | Opponents are [Blinded] on a critical hit. |
Simply Smashing | Extra damage and [Prone] to opponents you hit three times. | |
Swift Hand-Throw | Opponents are [Blinded] and [Knocked down] on a critical hit. | |
The Shattering Wind | 3rd level | Dispel effects with a hit once per [Encounter]. At 10th level, twice per [Encounter]. |
The Terrible Swift Lash | One additional 5 ft step. At 10th level, as a swift action, knock an opponent [Prone] with an attack. | |
This is a Knife | [HP reduction] on critical hits. |
Skill Feats
These feats all require you to be trained in one or more skills and represent the ability to apply those talents in a new way. Many [Skill] feats grant bonuses to their associated skills, but remember that feat bonuses do not stack with one another.
Name | Prerequisites | Effects |
---|---|---|
Anatomical Targeteer | Medicine trained, 6th level | User the Medicine skill instead of Bluff or Perception in combat. Attacks inflict [Bleeding]. |
Arcane Engineer | Rune Magic, Arcana and Engineering trained, 12th level | Create portable rune traps and deploy them to nearby squares. |
Arcane Magister | Arcana trained | +2 to Arcana checks and to DCs of magical abilities from one track. |
Arcane Recitation | Arcana trained, 6th level | +3 to DCs of magical abilities as a swift action. |
Charm | Diplomacy trained, 6th level | Persuade opponents in combat encounters to second-guess their offensive actions and prevent the use of Intimidate in social encounters. |
Cloaked Casting | Spellcasting track, Larceny trained | +2 to Larceny checks. With a successful Larceny check, a spell you cast can’t be identified. |
Confusion | Bluff trained, 6th level | Confused} and force creatures to accede to demands in social encounters. |
Create Teleportation Circle | Two of Arcana, Engineering, or Geography trained, 9th level | Construct a permanent dimensional gateway. |
Daggerstorm | Arcana trained, 9th level | Unleash a hail of magical homing daggers. |
Danger Sense | Perception trained, 6th level | +2 to Perception checks. Gain a second chance to notice the hidden. |
Deft Strike | Larceny trained | Ignore [Damage reduction] and [Resistance] with a Larceny check. |
Disjunction | Engineering trained, a [Dispelling] ability, 12th level | Weaken a creature's items temporarily. |
Dread Secret | History trained, 6th level | Reveal a terrible truth, leaving a creature [Dazed]. |
Earthsahper Journeyman | Geography trained, 9th level | Burrow through earth and stone. |
Earthshaper Liege | Earthshaper Journeyman or Earthshaper Warden | Armor of stone grants [Immunity] to {{Bracket|Blown away} and an item bonus to AC. |
Earthshaper Warden | Geography trained, 9th level | [Resistance] to all damage on the first [Round] of combat. |
Explosives Expert | Engineering trained, Demo Man track | +2 to Demo Man DCs and Engineering checks. |
Ghost Hunter | Perception trained, 6th level | +2 to Perception checks, use see invisibility, and turn physical damage from your weapons into magic damage with the [Force] descriptor. |
Journeyman Healer | Medicine trained | Decrease Medicine DCs for nearby allies by 2. |
Lightbender Adept | Arcana trained, 6th level | Call the shadows to play back past events and reveal [Invisible] creatures. |
Lightbender Magus | Lightbender Adept | Control light to leave opponents damaged and [Dazzled]. |
Master Healer | Journeyman Healer, 6th level | Bottle your Medicine checks for later use. |
Martial Magister | One Physical skill trained. | +2 to DCs of extraordinary abilities from one track and three combat maneuvers. |
Master Scount | Acrobatics and Athletics trained | +2 to Acrobatics and Athletics checks and ignore difficult terrain. Gain the Swim movement mode. |
Mystic Healer | Arcana or Medicine trained, Incantation or Shaman spellcasting track | Convert d4s from healing Incantations and healing spells to d6s. |
Retcon | Two of Arcana, Bluff, or Diplomacy trained, 6th level | Alter memories and records of a conversation. |
Safekeeper Adept | Arcana trained, 3rd level | You gain a modest extradimensional storage unit. |
Safekeeper Magus | Safekeeper Adept, 12th level | Your extradimensional storage is now a 50 ft cube. |
Savvy Librarian | Geography or History trained | Use Geography or History for identifying all creatures and gain a +2 to the chosen skill. |
Shout of Doom | Arcana trained, a [Dispelling] ability, 15th level | Weaken a creature's tracks temporarily. |
Sinister Sinews | Intimidate trained | Strength governs your Intimidate skill and [Fear] effects rather than Charisma. |
Terrifying Shout | Intimidate trained, 6th level | +2 to Intimidate checks and use in-combat Intimidate on all opponents in [Close] range. |
Terror | Intimidate trained, 6th level | Leave opponents [Frightened] in comabt, prevent the use of Bluff and Intimidate in social encounters. |
Racial Feats
[Racial] feats are feats that are exclusive to members of a particular race (and not merely creatures who have the corresponding racial track). Though some must be taken at character creation, others can be taken later as a creature grows into its racial abilities.