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    Feats

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    Join date : 2018-09-12

    Feats

    Post by Admin on Tue Oct 09, 2018 10:09 am

    Every Feat, unless specified, has a total of 10 ranks.
    Eventually there will be level requirements but that will require balancing.
    +++++
    There are two kind Weapon Feats, Effectiveness and Exactness



    Effectiveness feats raise damage.
    Sword, Mace, Bow, Spear, Axe.

    Exactness feats raise attack skill.
    One-Hand, Two-Hand, Bow.

    Each advancement takes only one feat point.
    +++++

    Personal Feats are limited by the corresponding primary stat, for example if you have only 9 strength you may only have 9 Value strength feats.
    What is a Value? A level one feat has a value of one and a level two feat has a value of two and so on.  

    +++++

    Personal Feats:

    STR
    ---Leather Armor Proficiency
    Reduce incoming Bludgeon Damage by 1 while wearing Leather armor.

    ---Metal Armor Proficiency
    Reduce incoming Edge Damage by 1 while wearing Metal Armor.

    ---Shield Proficiency
    Reduce incoming Piercing Damage by 1 while holding a shield.

    ---Combat Brutality, two ranks
    Do an extra 2 damage.

    ---Runner
    Sprint to any target you have line-of-sight with, used once per fight.

    ---
    Raise attack roll by 2 after rolling, can be used twice per day, hits cannot crit.

    DEX
    ---Caution
    +1 to Open Lock and Hide.

    ---Dual Strike
    +1 Attack to an enemy who has already been attacked that round.

    ---Precise Shot
    +1 Damage for arrows and bolts.

    ---Dueling
    When using a single handed weapon and no shield gain +1 attack and defense.

    ---Interception
    Intercept all attacks in the surrounding 8 'tiles'. Can be used twice a day, lasts for 2 rounds of combat.

    ---Footwork
    Successful defense rolls allow you to move one tile back

    CON
    ---Conditioning
    Each rank of this gains you +1 in Fortitude, Reflex and Will saves.

    ---Toughness, three ranks.
    When leveling you gain an additional 2 Hp for each rank of toughness, this is also applied retroactive.

    ---Sturdy Insides
    Resist one point of bleeding, poison and bane damage.

    ---Second Wind
    Refresh Stamina, 1 use per day.

    ---Enduring
    Immune to Movement debuffs and DOT effects.

    INT
    ---Higher Learning
    May use non elemental paths(elemental paths being Fire, Water, Air, Earth).
    Requires you be level 5

    ---Arcane Adept, three ranks
    Any single spell's Knowledge requirement is reduced by 1, this has no effect on stamina costs.

    ---Armor Penetration, one rank
    If a target has Leather armor raise your attack on roll by 1, if Metal armor by 2.

    ---Brains Over Brawn
    You may use your INT modifier during STR or DEX checks.

    ---Cunning Dodge
    You may choose to use your INT modifier instead of your DEX modifier for Reflex saves and Tumble checks.

    ---Summoner
    Summons now have +100% hp

    ---Lich-Kin
    Undead summons do not disintegrate

    ---Mastery
    One Spell now has 10 fatigue cost, does not take space on your memorized list
    Requires you be level 15


    WIS
    ---Initiate of Learning, two ranks
    Once a day you may add a +3 to a knowledge check.

    ---Keep Focused, one rank
    When in combat add your CON modifier to your Will save.

    ---Awareness
    Your passive perception and precision is raised by 1.

    ---Combat Barrage
    During combat you may attack an extra time, this extra attack has a penalty of -2

    CHA
    ---Empathy
    +1 to Bluff, Diplomacy, Intimidate.

    ---Awesome Body, one rank
    Add 1 hit point per 4 points of Charisma Value

    ---Battle Cry, three ranks
    All allies nearby gain +1 to hit until the end of your next turn.

    ---Combat Intimidation, one rank
    Roll Intimidation, the target must make a Will save otherwise they flee.

    ---Fortune's Favor, one rank
    Re-roll any kind of roll

    ---Grace Gatherer, one rank
    Survival checks become 10 regardless of roll.

    ---Indomitable, two ranks
    Add a 1d10 when resisting stuns and other disabling effects.

    ---Innate Magic
    Once a day you may free cast a spell that has a School level of zero

    ---Unyielding Soul
    When any mind-affecting spell is cast on you, you may take 1d10 damage rather than be affected.

    ---Will to Live
    Your Cha replaces your Con for determining the bonus to your Fortitude saves.

      Current date/time is Fri Dec 14, 2018 8:01 pm