Difference between revisions of "Established Feats"
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Revision as of 15:23, 4 October 2011
Established Feats are only available to characters at or above the Established Stage. Established feats go above and beyond Novice feats. While they may be more expensive, the powers they offer are quite potent.
General Established Feats
Feat Name | Cost | Prerequisites | Benefits
|
---|---|---|---|
Close Shot | 4 | Point Blank Shot, Dodge, 7 Agility | Don't Present an Opening when firing into an adjacent hex |
– Threatening Shot | 6 | Close Shot, Agility 8 | Use ranged attacks as Actions of Opportunity |
—— Improved Threatening Shot | 6 | Precise Shot, Threatening Shot, Agility 9 | Use ranged attacks as Actions of Opportunity within 10 feet |
Harrying Shot | 4 | Point Blank Shot, 7 Agility, 5 Will | Reduce enemy's ability to act upon a successful hit. |
Rapid Shot | 6 | Point Blank Shot, Precise Shot, Speed 7 | Reduce the AP of ranged attacks by 2 in exchange for a -2 attack roll penalty. |
Constant Shield | 6 | Improved Shield Use, CA +12, Agility 4 | No longer lose your shield bonus to AC when Flat-footed. |
Expanded Concentration | 6 | +4 Concentration | Gain an additional Combat Thread |
Fugitive Step | 6 | Traceur, +8 Acrobatics | Move on walls and ceilings |
Greater Two Weapon Fighting | 6 | +12 Combat Ability, Improved Two Weapon Fighting | Further reduces the penalties of fighting with two weapons by -2/-2 |
Leadership | 6 | None | Gain access to the Leadership skill, create information networks, gain help from experts and professionals at reduced to no cost. |
Lock On | 6 | Point Blank Shot, Marksman, Precise Shot, Agility 6, Intuition 7 | Every consecutive hit on the same target gives a +2 to attack for the same target, up to a maximum of your Inu, so long as you don't change targets. |
Perfected Persona | 4 | +8 Disguise, Have assumed the persona 4 times in the past | Take 10 and get a +4 bonus on Disguise Checks when assuming a specific persona. |
Established Magic Feats
Affects magical abilities.
Feat Name | Cost | Prerequisites | Benefits |
---|---|---|---|
Enchanter | 4 | 5 ranks in any one discipline, spellcasting score of 6 or better | No longer drop effects requiring Tenacity when you go to sleep or are knocked unconscious. |
Spellproof | 6 | 5 ranks in the Magic Discipline, spellcasting score of 8 or better, Counterspelling | Gain Spell Resistance equal to 10 + Willpower + your ranks in Magic, so long as you are conscious. |