Novice Feats

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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
Overtaking Counter 4 Improved Counter, +6 CA Gain a +2 on attacks following a successful counter.
Countering Flurry 4 Improved Counter, +6 CA, 4 Speed Make two attacks against a countered opponent.
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
—— Defensive Grapple 4 Improved Grab, Improved Grapple Retain Agility to AC while grappling, can make grappled opponents take attacks directed at you
—— Flying Tackle 4 Improved Grapple Initiate a Grapple as part of a Charge with a +4 bonus
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
Empty Hands 4 +6 CA, Improved Unarmed Strike You take no AC penalty when using Unarmed Strikes.
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.
Second Skin 4 Str 5, proficient in at least one type of armor and one shield Negate some penalties from wearing armor; overcome Armor Penalty.
Improved Second Skin 4 +6 CA, Str 6 Increases the benefits gained from Second Skin
Armored Charge 2 +4 CA, Str 6, Agility 5 A Charge costs only 6 AP as long as you are proficient with your armor.
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.
Woodsman 4 Survival 4 Ranks, 3 Inu +2 on Stealth and Awareness checks made in the wilderness
Tracker 4 Woodsman, Survival 6 Ranks, Survival (Tracking) 12 Ranks Track at up to your full overland speed.
Favored Terrain 6 Woodsman, +6 CA, Survival 6 Ranks +1 to CA when in favored environment
——Hunter 6 Woodsman, Favored Terrain, +12 CA, Survival 7 Ranks Another +1 to CA when in favored environment

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 Always 4 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.

Military 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 Lightning.
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.
Improved Favored Spell 2 8 ranks in any Discipline, spellcasting score of 6 or better Choose a single spell which you have taken Favored Spell with. Your bonus on attempts to cast this spell improves to +4.