Novice Feats
From Legends of Cphera
Feats allow characters to further develop themselves. Feats are a pool of new abilities, improvements, and rule tweaks that are accessible to all characters, allowing them to step beyond the restrictions of their class.
General Novice Feats
Feat Name | Cost | Prerequisites | Benefits |
---|---|---|---|
Brawler | 4 | None | Unarmed attacks do 1d8+str sublethal and get a +1 to attack |
— Improved Brawler | 4 | Brawler | Unarmed attacks do 1d10+str sublethal and get a further +1 to attack |
Cloak and Dagger | 4 | +2 CA, Simple Shield Proficiency | An additional +1 to AC from using a cloak as a shield, when wielding a finesse weapon and wearing only light armor |
— Cloak Snatch | 4 | +4 CA | Arrow deflection DC with a cloak is reduced by 5 |
— Cloak Mastery | 2 | +4 CA | Cloak may now apply 1 point of its AC bonus against non-finessable weapons. |
Combat Awareness | 4 | +4 CA, 6 Will | Can mark an additional opponent for countering |
— Manycounter | 6 | +10 CA, 8 Will, Combat Awareness | No limit to marking opponents for countering |
Combat Reflexes | 4 | +2 CA | Attacks made off-turn cost 1 less AP |
— Combat Adjustment | 4 | +4 CA, Combat Reflexes | Spend 2 AP to change CA distribution as an Immediate Action |
Dodge | 4 | 4 Agility | Gain a +1 to defense against faced character |
— All-around Dodge | 4 | Dodge, Agility 5, Intuition 4 | The bonus gained from dodge now applies to opponents in all adjacent hexes. |
— Improved Dodge | 4 | Dodge, 5 Agility, 5 Intuition | Dodge bonus increased to +2 in all spaces against which no facing penalty is taken. |
— Split Focus | 6 | Dodge, +6 CA, 5 Will | Ignore the effects of one pair of Flanking opponents |
—— Improved Split Focus | 6 | Split Focus, 7 Will | Be Surrounded by 5 mêlée opponents instead of 3 |
—— Split Shieldwork | 6 | Split Focus, Simple Shield Proficiency | One of the areas chosen to take no penalty gains your shield bonus to AC as well, if any. |
Ground Movement | 2 | None | Movement when prone costs twice normal instead of four times. |
— Groundfighting | 2 | +2 CA, Ground Movement | The character gains bonuses to fighting while prone. |
Hack and Slash | 2 | +2 CA, proficiency in at least 10 weapons | Character may choose to deal less damage in exchange for having melee slashing weapons deal piercing or piercing weapons deal slashing. |
Improved Counter | 4 | +4 CA, 5 Agility | Gain a +4 bonus to Counter Checks |
— Countering Flurry | 4 | Improved Counter | Strike a countered opponent multiple times |
— Lingering Counter | 4 | Improved Counter | Effects of counters don't wear off until opponent's next turn |
— Swift Counter | 4 | +6 CA, 6 Speed, Improved Counter | The AP cost of a Counter is reduced to 1 |
—— Lightning Counter | 4 | +8 CA, 7 Speed, Swift Counter | The AP cost of a Counter is reduced to 0 |
Improved Grab | 4 | None | +2 on touch attack for Grab, grabbing doesn't make you open |
— Improved Trip | 4 | +4 CA, Improved Grab | +4 on strength check to Trip, tripping doesn't make you open |
—— Throw | 4 | Improved Trip | Tripped opponent is shifted 5 feet, takes 1d6 damage. |
—— Take Down | 2 | Improved Trip, Improved Grapple | A trip check that beats the opponent by 5 or more ends in an automatic pin. |
— Improved Disarm | 4 | +4 CA, Improved Grab | +2 on check to Disarm and can't be counter-disarmed |
— Improved Grapple | 4 | 5 Agility, Improved Grab | +4 on all Grapple checks, +4 to AC vs outside attackers while grappling |
—— Greater Grapple | 4 | 6 Agility, 6 Strength Improved Grab, Improved Grapple | Further +4 to all Grapple checks |
—— Defensive Grapple | 4 | Improved Grab, Improved Grapple | Retain Agility to AC while grappling, can make grappled opponents take attacks directed at you |
Improved Initiative | 2 | None | +2 on all Initiative checks. May be taken as many times as you want, but after the second time the price increases to 4. |
Improved Unarmed Strike | 4 | None | Strikes when unarmed count as armed and deal normal damage |
— Improved Unarmed Disarm | 4 | Improved Unarmed Strike, Improved Disarm | Disarming while unarmed doesn't present an opening |
Improved Shield Use | 4 | +2 CA, proficiency with at least one shield | +4 to all shield checks, no need for BDB to use shield |
— Shield Defense | 4 | +4 CA, Improved Shield Use | Making a shield check to block a ranged attack costs 1 AP |
— Shielded Cover | 4 | +2 Base Reflex Save, Improved Shield Use | Whenever you have a shield bonus to AC, you gain the same bonus to all reflex saves. |
— Shield Other | 4 | 6 Agility, Improved Shield Use | Transfer some benefits of your shield to a character directly behind you. |
Point Blank Shot | 4 | +2 CA, proficient in a ranged-only weapon | +1 to attack with ranged weapons within 30 feet, small other bonuses |
— Far Shot | 4 | Point Blank Shot | 1 more range increment for projectile weapons, doubled range increment for thrown weapons |
— Precise Shot | 4 | Point Blank Shot | No penalty for firing into combat. |
— Manyshot | 6 | +8 CA, Point Blank Shot | Fire multiple arrows with one attack |
—— Spread Shot | 6 | +16 CA, Manyshot | Arrows fired with Manyshot can strike separate targets |
— Marksman | 4 | Point Blank Shot, Agility 6 | Add Agility to damage instead of strength within the first range increment. |
Poison Use | 4 | Uses Poison (GM's discretion) | +1 to saves vs poison, no longer risks poisoning self when applying poison |
— Poison Immunity | 4 | Poison Use, Endurance 6 | The character becomes immune to one type of poison |
Precise Strike | 6 | +4 CA | Increases Overflow Damage to 1/2 of the difference |
— Improved Precise Strike | 6 | +10 CA, Precise Strike | Increases Overflow Damage to 3/4 of the difference, always cause overflow damage |
—— Greater Precise Strike | 6 | +18 CA, Improved Precise Strike | Increases Overflow Damage to the full difference, always cause overflow damage |
— Bleeding Strike | 4 | Precise Strike | Sacrifice 5 points of overflow damage for 1 point of Bleeding Damage |
—— Hampering Strike | 4 | Bleeding Strike, Improved Precise Strike | Sacrifice 5 points of overflow damage to slow or cripple opponent |
——— Crippling Strike | 6 | Hampering Strike, Greater Precise Strike | Sacrifice 5 points of overflow damage for 1 point of Strength damage |
——— Nerve Strike | 6 | Hampering Strike, Greater Precise Strike | Sacrifice 5 points of overflow damage for 1 point of Agility damage |
Quick Draw | 4 | 5 Speed | No AP cost to draw an item |
Rapid Reload | 4 | Proficiency in weapon chosen | No or reduced AP cost to reload a class of ranged weapons. |
Slow Bleed | 4 | 7 Endurance | When Dying the chance to stabilize is 15% per round instead of 10% |
Traceur | 4 | +5 Acrobatics | Perform multiple acrobatic actions in one Move Action. |
Two Weapon Fighting | 4 | +2 CA | Reduces the penalties of fighting with two weapons by -2/-2 |
— Two Weapon Defense | 4 | 6 Agility, Two Weapon Fighting | +2 shield bonus to AC when wielding two weapons or a double weapon. |
— Improved Two Weapon Fighting | 4 | +6 CA, Two Weapon Fighting | Reduces the penalties of fighting with two weapons by -0/-2 |
Weapon Finesse | 4 | 5 Agility | Use Agility instead of Strength for attack rolls with some weapons |
Weapon Focus | 4 | +2 CA, proficient with selected weapon | +1 on all attacks with a selected type of weapon |
—Style Focus | 4 | Weapon Focus with selected weapon, +4 CA, proficient with all selected weapons/equipment | +1 on all attacks with a selected combination of weapons |
——Greater Style Focus | 6 | Weapon Focus with selected weapon, Style Focus with selected grouping, +6 CA, proficient with all selected weapons/equipment | Another +1 on all attacks with a selected combination of weapons, and further bonuses |
—Weapon Devotion | 6 | Weapon Focus with selected weapon, +2 CA, proficient with selected weapon | +1 on all attacks and further bonuses with a single, specific weapon |
——Greater Weapon Devotion | 6 | Weapon Focus and Weapon Devotion with selected weapon, +4 CA, proficient with selected weapon | Increases bonuses gained by Weapon Devotion |
—Knife Fighter | 4 | Weapon Focus with knife, dagger, or punching dagger, +4 CA | Reduced penalties and some benefits when fighting with knives. |
Proficiency Tree
Proficiencies cost half at first level (minimum 1). Some of them also have other rules about being taken at first level. See the entries for these rules.
Feat Name | Cost | Prerequisites | Benefits |
---|---|---|---|
Light Armor Proficiency | 2 | None | Gain proficiency with all light armor |
—Heavy Armor Proficiency | 2 | Light Armor Proficiency | Gain proficiency with all heavy armor |
——War Armor Proficiency | 4 | Heavy Armor Proficiency | Gain proficiency with all war armor |
Simple Shield Proficiency | 2 | None | Gain proficiency with all simple shields |
—Light Shield Proficiency | 2 | Simple Shield Proficiency | Gain proficiency with all light shields |
——Heavy Shield Proficiency | 2 | Light Shield Proficiency | Gain proficiency with all heavy shields |
Simple Weapon Proficiency | 2 | None | Gain proficiency with all simple weapons |
—Exotic Weapon Proficiency | 4 | Simple Weapon Proficiency | Gain proficiency with a single exotic weapon |
—General Martial Weapon Proficiency | 4 (even at first) | Simple Weapon Proficiency, must be taken at first level | Gain proficiency with all martial weapons |
—Martial Weapon Proficiency | 4 | Simple Weapon Proficiency | Gain proficiency with any three martial weapons |
Sole Weapon Proficiency | 1 | None | Gain proficiency with any single, non-exotic weapon, or two if taken at first level. |
Fighter Package: If taken at first level, gaining proficiency with all simple and martial weapons, all shields, and all but war armor, costs 10 GUP
Magic Tree
Affects magical abilities.
Feat Name | Cost | Prerequisites | Benefits |
---|---|---|---|
Capacity Burn | 4 | 4 ranks in any one discipline, spellcasting score of 5 or better | Burn Capacity to increase the potency of a spell. |
Counterspelling | 4 | 4 ranks in any one discipline, 5 ranks in Knowledge (Magic) spellcasting score of 5 or better | +2 on all checks to cast Counterspells, Knowledge (magic) DC required to cast reduced by 5. |
— Spellbreaker | 6 | 8 ranks in any one discipline, 10 ranks in Knowledge (Magic) spellcasting score of 8 or better, Counterspelling | An additional +2 to counterspelling, counterspells now cost 2 AP instead of 4. |
Resist Fire | 4 | 5 ranks in the Fire Discipline, spellcasting score of 6 or better | Gain fire resistance equal to your ranks in Fire. |
— Fire Immunity | 6 | 15 ranks in the Fire Discipline, spellcasting score of 7 or better, Resist Fire | Gain immunity to fire damage. |
Resist Cold | 4 | 5 ranks in the Cold Discipline, spellcasting score of 6 or better | Gain cold resistance equal to your ranks in Cold. |
— Cold Immunity | 6 | 15 ranks in the Cold Discipline, spellcasting score of 7 or better, Resist Cold | Gain immunity to cold damage. |
Resist Electricity | 4 | 5 ranks in the Lightning Discipline, spellcasting score of 6 or better | Gain electrical resistance equal to your ranks in Cold. |
— Electrical Immunity | 6 | 15 ranks in the Lightning Discipline, spellcasting score of 7 or better, Resist Electricity | Gain immunity to electrical damage. |
Favored Spell | 1 | 5 ranks in any Discipline, spellcasting score of 6 or better | Choose a single spell which you can cast with a roll of 10. You gain a +2 on future attempts to cast this spell. |