Sky Arch

Would you like to react to this message? Create an account in a few clicks or log in to continue.

A homebrew tabletop forum


    Feats

    avatar
    Admin
    Admin


    Posts : 112
    Join date : 2018-09-12

       Feats    Empty Feats

    Post by Admin 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.
    +++++

    Each class also has useful feats that are awarded on leveling, they can be found here: https://skyarch.forumotion.com/t105-class-feats-list#118

    +++++

    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 1 and a level two feat has a value of 2 and so on.  
    Feats given to you via class do not count to this limit.
    +++++

    Personal Feats:

    STR
    ---Armor Proficiency(Bludgeon)
    Reduce incoming Bludgeon Damage by 1.

    ---Armor Proficiency(Slash)
    Reduce incoming Slash Damage by 1.

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

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

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

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

    ---Shield Bash
    Using a shield, on your turn to spend 125% of your normal fatigue to unbalance an opponent, on hit this reduces their maximum movement by 50% on their next turn.


    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
    All attacks within your weapon's length may be intercepted, roll defense in place of the target. Can be used twice a day, lasts for 2 rounds of combat(when it's your turn twice).

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

    ---Riding*
    Your mount now gains 5 feet of movement per turn. Additionally your animal handling checks gain a +1.

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

    ---Toughness, three ranks. Second Rank available at level 6, third rank at level 10.
    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, one rank.
    Refresh Stamina, 1 use per day. Must be your first action, ends turn on use.

    ---Enduring
    Immune to Movement debuffs. This does not negate damage or stuns/binds/grabs.

    ---Athleticism*
    Your maximum moment speed per turn is raised by 5 feet, this is constantly active.

    INT
    ---Higher Learning
    May use one 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
    Ignore 1 armor when making damage rolls.

    ---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 this attack cannot crit.

    CHA
    ---Trader*
    Deals resulting in gold or resources will be increased by 5%.

    ---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 their moral is broken. Used twice per day.

    ---Fortune's Favor, one rank
    Re-roll any kind of roll once per day.

    ---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.

      Similar topics

      -

      Current date/time is Fri May 17, 2024 4:36 am