Difference between revisions of "Princess:Feats"

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Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.
 
Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.
  
Armor Proficiency: You become proficient with all non-exotic armour.
+
Armour Proficiency: You become proficient with all non-exotic armour.
  
Combat Expertise: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to ac until start of your next turn. This ability replaces Fighting Defensively.
+
Combat Expertise[F]: P: Int 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.
 +
* Canny Opportunist [F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting.
 +
** Exploit Adjustment s[F]: You can make AoO against opponent who make 5 feet step from one aquare you threaten to another.
 +
* Defensive Opportunist [F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.
 +
* Daunting Nuisance[F]: P: BAB +4. B: AT=S, make a melee touch attack. If you hit, opponent is counted as a flat-footed by all your allies adjacent to him.
 +
* Improved Disarm[F]:
 +
** Double Weapon Disarm[F]: +4 on disarm with double weapons.
  
Dodge: +1 dodge bonus to AC.
 
  
Power Attack:  When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.
+
Dodge[F,S]: P: Dex 13. B: +1 dodge AC.
 +
* Mobility[F,S]:
 +
* Nimble Deflections[F]: When fighting with two-handed weapon, you gain +2 shield to AC.
 +
 
 +
Improved Unarmed Strike[F]:
 +
* Defensive Metered Foot: P: Concentration 3. B: Choose opponent as a free action. Each time this opponent misses you, you gain +1 dodge AC (max +5) against him, succesful hit resets bonus.
 +
* Offensive Metered Foot: P: Concentration 3. B: Choose opponent as a free action. Each time you hit this opponent, you gain +1 insight (max +5) on attacks against him, miss resets bonus.
 +
* Deft Fist: P: Wis 13, Weapon Finesse, Weapon Focus:Unarmed. B: Ignore cover while making unarmed attacks.
 +
* Ring the Ear: P: Sneak Attack +2d6. B: When making unarmed Sneak Attack may reduce Sneak Attack bonus by d6 and render opponent deaf for 1m, FC +1/2 lvl +Str negates.
 +
* Improved Grapple
 +
** Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.
 +
 
 +
Combat Reflexes:
 +
* Backstab [F]: B: May make AoO against flanked opponent who attacks not you.
 +
* Close-Quarter Defence [F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.
 +
* Improved Combat Reflexes[F]: P: BAB +6. B: When makimg AoO may spend AoO to make additional AoO at -5 penalty.
 +
** Greater Combat Reflexes[F]: P: Dex 15, BAB +11. B: When making AoO may spend AoO to make additional AoO at -10 penalty.
 +
* Sneak Attack of Opportunity: P: Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack if it is not counted as Sneak Attack.
 +
 
 +
Power Attack[F]: P: Str 13. B:  When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.
 +
* Find the Flaw[F]: Ignore N hardness points, where N is your Power Attack reduction.
 +
* Painful Strike: P: Sneak Attack 3d6. When making a Sneak Attack may reduce your Sneak Attack by 2d6 to imply -2 on attacks, saves, checks and ability checks for 1 m.
 +
** Lacerate: P: Improved Disarm, Sneak Attack 4d6. B: May reduce Sneak Attack by 3d6 to cause one of opponents hands to cease function for 1m. FC +1/2 +Str negates.
 +
* Cleave[F]:
 +
** Quick Cleave[F]: +2 on cleave attacks.
 +
* Retribution: For each 5 damage you take from opponent you gain +1 on your first attack against this opponent in the following round.
  
 
Skill Focus: +5 on all checks with selected skill.
 
Skill Focus: +5 on all checks with selected skill.
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Fey Legacy переименовать в Diabolic Legacy, дописать в пререки диаболичность варлока а в Diabolic Skin изменить ДР на Silver и без ограничений на простак.
 
Fey Legacy переименовать в Diabolic Legacy, дописать в пререки диаболичность варлока а в Diabolic Skin изменить ДР на Silver и без ограничений на простак.
 +
 +
== Dragon Magazine ==
 +
 +
Birth Feats: Prerequisite: 1st level, must be naturally born, may not have any other birth feats.
 +
{| class="wikitable" border=1 cellpadding=1 cellspacing=1 style="border: thin #000000;"
 +
|- style="background:#000000; color:#FFFFFF"
 +
! Name
 +
! Benefit
 +
|-
 +
| Born under the High Sun
 +
| +1 Intimidate, +2 fire saves, +1 Fort
 +
|-
 +
| * Venegance of the Noon, P: Lvl 6, Power Attack.
 +
| +3 against fire. AT=s, one your weapon deals extra [d] fire damage for Cha r, 1/day.
 +
|-
 +
| Born under the Rising Sun
 +
| +1 Medicine, +2 fear saves, +1 Will
 +
|-
 +
| * Spirit of Dawn, P: Lvl 6.
 +
| +3 against fear. AT=s, all allies gains +2 morale Will for Cha r, 1/day.
 +
|-
 +
| Born under the Setting Sun
 +
| Concentration class, +1 on 2 Knowledges.
 +
|-
 +
| * Secrets of the Dusk, P: Lvl6, Skill Focus:Knowledge
 +
| May take 10 on Concentration. May take 20 on any Knowledge with Skill Focus, 1/day.
 +
|-
 +
| Born under the Crescent Moon
 +
| +1 Awareness, +1 Sense Motive, Detect Thoughts(Sp) 1/day
 +
|-
 +
| Born under the Full Moon
 +
| +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day
 +
|-
 +
| Born under the Gibbous
 +
| +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day
 +
|-
 +
| Born under the Half Moon
 +
| +1 Acrobatics, +1 Concentration, Expeditious Retreat(Sp) 1/day
 +
|-
 +
| Born under the New Moon
 +
| +1 Sleight of Hand, +1 Stealth, Disquise Self(Sp) 1/day
 +
|}
 +
 +
 +
Flexible Mind [Anarchic]: Choose 2 skills. They become Class skills for you and receive +1 bonus.
 +
Wild Touch: When determining the random effect of a magic item , you may roll twice and choose the more appropriate of the two. 1/day.
 +
 +
Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.
 +
 +
Hard to Fool: +2 WI, +2 Sense Motive.
 +
 +
Divine Inspiration: P: Turn Undead, Bardic Music. B: Bard and Cleric stacks to determine Bardic Music available to you.
 +
 +
Hymnist: P: divine spells, Bardic Music. B: +Wis on Perform.
 +
 +
Polyglot: Speak Language is Class. +1 Language.
 +
 +
Suppress Presence: P: Dex 15, Skill Focus:Stealth. B: While having Cover may use Stealth against Blindsense.
 +
 +
Aura of Bravery: Allies (except for you) receive +2 morale against fear.
 +
 +
Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con 3, 3/day.
 +
 +
Inspired Master: Any Item you make have it's CL +1.
 +
 +
Orcus’ Bloodthirst Ritual: P: Worship Orcus. B: On a successful Sneak Attack or confirmed Critical Hit, you may Stun opponent for 1 r, FC DC +1/2 lvl Wis negate, 1/day. Foes that are immune to pain, Sneak Attacks, and/or Criticals are immune to this ability.
 +
 +
Quiet Feet: P: Dex 15, Skill Focus:Stealth. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.
 +
 +
Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.
 +
 +
Stalwart: +4 vs Bull Rush, Overrun and Trip.
 +
 +
Two-Weapon Attack of Opportunity: P: Dex 17, Combat Reflexes, Multi-Weapon Combat. B: May make two attacks while making AoO with penalty for MWF. Must spend extra AoO.
 +
 +
Graceful Edge[F]: P: Weapon Finesse, Weapon Focus with single-handed bladed weapon. B: While fighting with single weaon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).
 +
 +
Battle Hardened[F]: P: BAB +1. B: +1 AC when threatened by two or more opponents.
 +
 +
Shield and Pyke Style[F]: May use Light Shield while using a polearm.
 +
 +
Mounted Fighting[F,S]: +1 attack and damage while mounted.
 +
 +
Concealed Ambush: P: Point Blank Shot, Precise Shot, Stealth 7. B: -10 penalty on Stealth after sniping.
 +
 +
Efficient Pull[F]: +2 Str for composite bows.
 +
 +
Ranged Threat[F]: P: BAB +6, Point Blank Shot, Precise Shot, Combat Reflexes. B: May make ranged AoO within 3 expending al AoO per round.
 +
 +
Occult Opportunist: P: Knowledge:Arcana 2, Spellcraft 2. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.
 +
 +
Opportunistic Tactician[F]: Combat Reflexes, Dodge, Mobility. B: May make extra 5-feet step after making AoO.
 +
 +
Improved Aid Another: Aid Another bonus is 1 more.
 +
 +
Pack Feint: P: BAB +3, Dex 13, Wis 13. B: Successfully feinted opponent looses Dex to AC against first attack each adjacent to him ally make until start of your next turn.
 +
 +
Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.
 +
 +
Improved Whirlwind Attack[F]: P: Whirlwind Attack. B: When making Whirlwind attack may make additional -5/-10 attacks one time each.
 +
 +
Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.
 +
 +
Earth Focus: +1 DC for earth spells, or if save is not allowed +1 CL.
 +
 +
Water Focus: +1 DC for water spells, or if save is not allowed +1 CL.
 +
 +
Radiant Spell[M+2]: Light spell that deals damage blinds target for CL/2 r.
  
 
[[Category:Princess]]
 
[[Category:Princess]]

Revision as of 21:25, 7 May 2009

Player's Handbook

Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.

Armour Proficiency: You become proficient with all non-exotic armour.

Combat Expertise[F]: P: Int 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.

  • Canny Opportunist [F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting.
    • Exploit Adjustment s[F]: You can make AoO against opponent who make 5 feet step from one aquare you threaten to another.
  • Defensive Opportunist [F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.
  • Daunting Nuisance[F]: P: BAB +4. B: AT=S, make a melee touch attack. If you hit, opponent is counted as a flat-footed by all your allies adjacent to him.
  • Improved Disarm[F]:
    • Double Weapon Disarm[F]: +4 on disarm with double weapons.


Dodge[F,S]: P: Dex 13. B: +1 dodge AC.

  • Mobility[F,S]:
  • Nimble Deflections[F]: When fighting with two-handed weapon, you gain +2 shield to AC.

Improved Unarmed Strike[F]:

  • Defensive Metered Foot: P: Concentration 3. B: Choose opponent as a free action. Each time this opponent misses you, you gain +1 dodge AC (max +5) against him, succesful hit resets bonus.
  • Offensive Metered Foot: P: Concentration 3. B: Choose opponent as a free action. Each time you hit this opponent, you gain +1 insight (max +5) on attacks against him, miss resets bonus.
  • Deft Fist: P: Wis 13, Weapon Finesse, Weapon Focus:Unarmed. B: Ignore cover while making unarmed attacks.
  • Ring the Ear: P: Sneak Attack +2d6. B: When making unarmed Sneak Attack may reduce Sneak Attack bonus by d6 and render opponent deaf for 1m, FC +1/2 lvl +Str negates.
  • Improved Grapple
    • Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.

Combat Reflexes:

  • Backstab [F]: B: May make AoO against flanked opponent who attacks not you.
  • Close-Quarter Defence [F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.
  • Improved Combat Reflexes[F]: P: BAB +6. B: When makimg AoO may spend AoO to make additional AoO at -5 penalty.
    • Greater Combat Reflexes[F]: P: Dex 15, BAB +11. B: When making AoO may spend AoO to make additional AoO at -10 penalty.
  • Sneak Attack of Opportunity: P: Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack if it is not counted as Sneak Attack.

Power Attack[F]: P: Str 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.

  • Find the Flaw[F]: Ignore N hardness points, where N is your Power Attack reduction.
  • Painful Strike: P: Sneak Attack 3d6. When making a Sneak Attack may reduce your Sneak Attack by 2d6 to imply -2 on attacks, saves, checks and ability checks for 1 m.
    • Lacerate: P: Improved Disarm, Sneak Attack 4d6. B: May reduce Sneak Attack by 3d6 to cause one of opponents hands to cease function for 1m. FC +1/2 +Str negates.
  • Cleave[F]:
    • Quick Cleave[F]: +2 on cleave attacks.
  • Retribution: For each 5 damage you take from opponent you gain +1 on your first attack against this opponent in the following round.

Skill Focus: +5 on all checks with selected skill.

Toughness: +1 hp per level.

  • Dwarf's Toughness: Prerequisite: Con 13, Fort +1. +2 hp per level.
    • Giant's Toughness: Prerequisite: Con 15, Fort +3. +3 hp per level.
      • Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.

Weapon Finesse: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.

  • Weapon Specialization: Add +2 on damage rolls with the selected weapon group. Increase this damage to +3 if you using a two-handed weapon, and decrease it to +1 for off-hand weapons. If you have 4 or more levels in the fighter class you may instead add 1/4 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons). Replace Fighter level prerequisites with equivalent BAB prerequisites.
    • Weapon Mastery: Add Fighter level 4 as a prerequisite, must be taken by Weapon Group, not by damage type.
    • Weapon Focus, Greater: Replace Fighter level prerequisites with equivalent BAB prerequisites.
      • Weapon Specialization, Greater: Add +2 on damage rolls with the selected weapon group. Increase this damage to +3 if you using a two-handed weapon, and decrease it to +1 for off-hand weapons. If you have 4 or more levels in the fighter class you may instead add 1/4 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons). Replace Fighter level prerequisites with equivalent BAB prerequisites.

Complete Arcane

All Sudden feats except for Empower, Maximize and Quicken may be used 3/day. No more than one Sudden Metamagic per spell may be used.

  • Sudden Empower: may be used 2/day.
  • Sudden Quicken: Remove all prerequisites except for Sudden Silent and Silent Still.

All Metamagic Spell-like Ability feats works without Spell-like level restrictions. No more than one Metamagic SLA per sla may be used.

  • Maximize Spell-like Ability: may be used 2/day. Prerequisite: CL 7.
  • Quicken Spell-like Ability: 1/day.

Complete Mage

Fiendish Legacy фиты переименовать в Demonic Legacy, в пререки дописать демоничность варлока.

Fey Legacy переименовать в Diabolic Legacy, дописать в пререки диаболичность варлока а в Diabolic Skin изменить ДР на Silver и без ограничений на простак.

Dragon Magazine

Birth Feats: Prerequisite: 1st level, must be naturally born, may not have any other birth feats.

Name Benefit
Born under the High Sun +1 Intimidate, +2 fire saves, +1 Fort
* Venegance of the Noon, P: Lvl 6, Power Attack. +3 against fire. AT=s, one your weapon deals extra [d] fire damage for Cha r, 1/day.
Born under the Rising Sun +1 Medicine, +2 fear saves, +1 Will
* Spirit of Dawn, P: Lvl 6. +3 against fear. AT=s, all allies gains +2 morale Will for Cha r, 1/day.
Born under the Setting Sun Concentration class, +1 on 2 Knowledges.
* Secrets of the Dusk, P: Lvl6, Skill Focus:Knowledge May take 10 on Concentration. May take 20 on any Knowledge with Skill Focus, 1/day.
Born under the Crescent Moon +1 Awareness, +1 Sense Motive, Detect Thoughts(Sp) 1/day
Born under the Full Moon +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day
Born under the Gibbous +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day
Born under the Half Moon +1 Acrobatics, +1 Concentration, Expeditious Retreat(Sp) 1/day
Born under the New Moon +1 Sleight of Hand, +1 Stealth, Disquise Self(Sp) 1/day


Flexible Mind [Anarchic]: Choose 2 skills. They become Class skills for you and receive +1 bonus. Wild Touch: When determining the random effect of a magic item , you may roll twice and choose the more appropriate of the two. 1/day.

Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.

Hard to Fool: +2 WI, +2 Sense Motive.

Divine Inspiration: P: Turn Undead, Bardic Music. B: Bard and Cleric stacks to determine Bardic Music available to you.

Hymnist: P: divine spells, Bardic Music. B: +Wis on Perform.

Polyglot: Speak Language is Class. +1 Language.

Suppress Presence: P: Dex 15, Skill Focus:Stealth. B: While having Cover may use Stealth against Blindsense.

Aura of Bravery: Allies (except for you) receive +2 morale against fear.

Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con 3, 3/day.

Inspired Master: Any Item you make have it's CL +1.

Orcus’ Bloodthirst Ritual: P: Worship Orcus. B: On a successful Sneak Attack or confirmed Critical Hit, you may Stun opponent for 1 r, FC DC +1/2 lvl Wis negate, 1/day. Foes that are immune to pain, Sneak Attacks, and/or Criticals are immune to this ability.

Quiet Feet: P: Dex 15, Skill Focus:Stealth. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.

Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.

Stalwart: +4 vs Bull Rush, Overrun and Trip.

Two-Weapon Attack of Opportunity: P: Dex 17, Combat Reflexes, Multi-Weapon Combat. B: May make two attacks while making AoO with penalty for MWF. Must spend extra AoO.

Graceful Edge[F]: P: Weapon Finesse, Weapon Focus with single-handed bladed weapon. B: While fighting with single weaon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).

Battle Hardened[F]: P: BAB +1. B: +1 AC when threatened by two or more opponents.

Shield and Pyke Style[F]: May use Light Shield while using a polearm.

Mounted Fighting[F,S]: +1 attack and damage while mounted.

Concealed Ambush: P: Point Blank Shot, Precise Shot, Stealth 7. B: -10 penalty on Stealth after sniping.

Efficient Pull[F]: +2 Str for composite bows.

Ranged Threat[F]: P: BAB +6, Point Blank Shot, Precise Shot, Combat Reflexes. B: May make ranged AoO within 3 expending al AoO per round.

Occult Opportunist: P: Knowledge:Arcana 2, Spellcraft 2. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.

Opportunistic Tactician[F]: Combat Reflexes, Dodge, Mobility. B: May make extra 5-feet step after making AoO.

Improved Aid Another: Aid Another bonus is 1 more.

Pack Feint: P: BAB +3, Dex 13, Wis 13. B: Successfully feinted opponent looses Dex to AC against first attack each adjacent to him ally make until start of your next turn.

Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.

Improved Whirlwind Attack[F]: P: Whirlwind Attack. B: When making Whirlwind attack may make additional -5/-10 attacks one time each.

Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.

Earth Focus: +1 DC for earth spells, or if save is not allowed +1 CL.

Water Focus: +1 DC for water spells, or if save is not allowed +1 CL.

Radiant Spell[M+2]: Light spell that deals damage blinds target for CL/2 r.