Difference between revisions of "Established Feats"
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Revision as of 08:55, 12 December 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. |
Exceptional Ability | 8 | At least two physical scores above 6 | Increase a physical score under 12 by one point |
Expanded Concentration | 6 | +4 Concentration | Gain an additional Combat Thread |
— Wary Action | 6 | Expanded Concentration, 5 Agility, +6 Concentration | Use a Combat Thread to not Present an Opening when one would otherwise be shown |
Fugitive Step | 6 | Traceur, +8 Acrobatics | Move on walls and ceilings |
Greater Grapple | 4 | 6 Strength, 6 Agility, Improved Grab, Improved Grapple | Further +4 to all Grapple checks, total of +8 |
— Choke Hold | 4 | Greater Grapple, Strength 6 | Pinned opponents take 1d12 + Strength Sublethal Damage per round |
— Mechanical Advantage | 6 | Greater Grapple | Make a Grapple check against pinned opponents to break limbs |
Greater Two Weapon Fighting | 6 | +12 Combat Ability, Improved Two Weapon Fighting | Further reduces the penalties of fighting with two weapons by -2/-2 |
Greater Unarmed Strike | 4 | Improved Unarmed Strike, Strength 6 | Unarmed strikes deal 1d8 points of damage with a x3 crit |
— Concussive Strike | 6 | Greater Unarmed Strike, Strength 8 | Unarmed strike deals half damage for a chance to Stun opponents |
— Launching Strike | 6 | Greater Unarmed Strike, Strength 8 | Spend 2 extra AP to Shift opponents with unarmed strikes |
— Splintering Strike | 6 | Greater Unarmed Strike, Improved Trip, Strength 8, Agility 6 | Break a grabbed opponent's limbs |
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. |
Rapid Unarmed Strike | 6 | Improved Unarmed Strike, Speed 6 | Attacking with unarmed strikes costs 2 AP |
— Unarmed Flurry | 4 | Rapid Unarmed Strike, Speed 6 | When attacking one opponent with unarmed attacks, take a cumulative -2 attack penalty to attack for 1 AP |
—— Improved Unarmed Flurry | 6 | Unarmed Flurry, Speed 7 | Reduces the penalty from Unarmed Flurry to a cumulative -1 attack penalty |
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. |