Feats: Difference between revisions

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|{{Bracket|Immunity}} to {{Bracket|Sickened}}, ignore basic biological needs. At 10th level, {{Bracket|Immunity}} to {{Bracket|Nauseated}}.
|{{Bracket|Immunity}} to {{Bracket|Sickened}}, ignore basic biological needs. At 10th level, {{Bracket|Immunity}} to {{Bracket|Nauseated}}.
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|[[Chatty Bugger]]
|6th level
|Talk with anything, and gain increased resistance to social skill checks.
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|[[Cheerful Hemoglobin]]
|6th level
|{{Bracket|Fast healing}} 5 and {{Bracket|Immunity}} to {{Bracket|Bleeding}}.
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|[[Damage Specialization]]
|6th level
|Additional damage with the {{Bracket|Precision}} descriptor equal to your [[KOM]].
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|[[Drink Deep]]
|[[Livers Need Not Apply]], 12th level
|Use 3 drinks for other related feats as a [[swift action]] twice per {{Bracket|Encounter}}.
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|[[Elemental Specialization]]
|Spellcasting track
|Spells that deal damage of a chosen energy type deal additional damage equal to your [[level]].
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|[[Esoteric Adept]]
|Spellcasting track, 6th level
|Learn a single [[spell]] from any [[spell list]].
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|[[Exit, Stage Left]]
|1st level only
|Spend a [[swift action]] to gain a [[move action]].
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|[[Feign Death]]
|1st or 3rd level only
|Pretend to be {{Bracket|Dead}}, causing greatly exaggerated rumors.
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|[[Floating Feat]]
|3rd level only
|Change a chosen feat at the beginning of every [Scene]. At 12th level, change two chosen feats.
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|[Guild Initiation
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|Switch one of your tracks for another, as per [[multiclassing]].
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Revision as of 23:47, 20 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

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.
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.

Iconic Feats

Combat Feats

Style Feats

Skill Feats

Racial Feats