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wiki:feats

Feats

[rules]


As a character progresses, they learn special feats of skill, strength, ki control, and mental acuity. These feats are generally not specific to any class and are open to all classes to select. Some feats have requirements you must meet before taking the feat. You receive feats based on your class level table

Unless otherwise stated, you may take a feat only once

Some feats fall into general categories:


Agile defender

You are at your best when helping others
Benefit: When using a defensive formula to defend someone other than yourself, you gain a 2d6 bonus
Special: If a move defends you and others at the same time, you do not receive the bonus. Defended targets eligible for the bonus include allies, strangers in need, and even enemies. This feat does not stack with itself


Blindfight

You see with your mind's eye
Requires: Level 12, Intelligence score of 7
Benefit: Attackers do not gain advantage against you when you are blinded. You do not suffer disadvantage when attacking or making skill checks provided your target is within 30 feet. Defending does not suffer from disadvantage
Normal: Actions made while blinded are made at disadvantage, Attacks made against blinded targets are made at advantage


Brawler

Unification day!
Benefit: After taking this feat, each time you level up, the Unarmed Strike basic action receives a 1d6 bonus to the Offensive, Defensive, and Damage formulas, up to a bonus of 6d6. Additionally, your strength modifier for the Damage formula is doubled


Cleave

Your sweeping attacks hit multiple adjacent targets
Benefit: When you make a successful hit against an adjacent target, you may also target all adjacent creatures
Special: Cannot be used with maneuvers. Subsequent targets do not count as separate attacks. Roll the hit and damage formulas for each attack separately


Deft maneuvers

Practice has made your combat maneuvers second nature
Requires: A Base Attack Bonus of 2 or higher
Benefit: You gain a 1d6 bonus when attacking with or defending against a maneuver


Diamond ki

Break yourselves on my body
Requires: A Base Defense Bonus of 2 or higher
Benefit: Damage from incoming attacks is reduced by an amount equal to your Resolve modifier


Diehard

Yippie yi yo kayah
Requires: Strength or Resolve score of 6
Benefit: When you gain the Dying condition, you may still take a Standard action each turn. When you recover from the dying condition, you do not gain the Staggered or Disoriented conditions
Normal: When dying, you can take no actions. After recovering from dying, you are Staggered and Disoriented for 1 round


Dodge

Your awareness allows you to dodge multiple incoming attacks
Requires: Dexterity score of 3
Benefit: When using the dodge action, you may impose disadvantage on three incoming attacks
Special: All incoming attacks must hit you in the segment in which you are moving with the dodge action
Normal: When using the dodge action you may impose disadvantage on one incoming attack


Feint

You focus on hiding your attack within a feint, sacrificing some of the power behind your attack
Requires: A Base Attack Bonus of 2 or higher
Benefit: You declare an attack as a feint when you declare your normal action. You remove 2d6 from your damage roll, and add it to your hit roll
Special: Cannot be used with maneuvers


Fleet

You are light on your feet
Benefit: You gain a 5 foot bonus to your base movement speed. You do not receive the benefit of this talent when wearing Full armor


Fleet, greater

You have developed your speed to lend you mobility on the battlefield
Requires: Fleet
Benefit: You gain a 10 foot bonus to your base movement speed which stacks with Fleet
Special: You do not receive the benefit of this talent when wearing Full armor


Grit

I am steady and focused on the goal, now and for years to come
Requires: Level 12, Resolve and Intelligence score of 3 or higher
Benefits: You gain 12 + 3d6 hit points


Haymaker

You wind up for a harder hit, telegraphing your intentions
Requires: A Base Attack Bonus of 2 or higher
Benefit: You declare a haymaker attack when you declare your normal action. You remove 2d6 from your hit roll, and add it to your damage roll
Special: Cannot be used with maneuvers


Healing surge

Your restorative powers are strong and unyeilding
Benefit: Any time you directly restore hit points to another creature, heal an additional 2d6 hit points


Hover

You dance among the winds as if you were the breeze itself
Benefit: Increase your speed while hovering to 2H
Normal: Movement speed while hovering is 1H


Hover, perfect

You become skilled as a hummingbird when hovering in place
Requires: Hover
Benefit: Reduce the action required to maintain a hover to a Free action
Normal: Remaining in place while hovering requires a Swift action


Impact

Choose one attack. You are more deadly with this attack
Requires: Strength score of 2
Benefit: Choose an attack. You gain a +3 bonus to damage with this attack
Special: You may take this feat multiple times. Each time you take it, choose a different attack. Bonus applies to Deadly Maneuvers


Impact, greater

You hone your chosen attack further
Requires: Impact, Strength score of 3
Benefit: Choose an attack for which you have the Impact feat. Gain a 1d6 bonus to damage with this attack
Special: You may take this feat multiple times. Each time you take it, choose a different attack. Bonus applies to Deadly Maneuvers


Impact, deadly

Your sweeping attacks devastate anything in their range
Requires: Impact, Greater with the selected attack, Strength score of 5
Benefit: Add your Strength modifier to the damage formula of the attack you selected for Impact, Greater, in addition to the normal Strength bonus of the damage formula
Special: You may take this feat multiple times. Each time you take it, choose a different attack. This bonus does not apply to hits that deal non-lethal damage. Bonus applies to Deadly Maneuvers


Ironsides

Tough as nails
Requires: A Base Defense of 2 or higher
Benefit: You gain a 2d6 bonus to all Strength Checks


Lightning reflexes

Quick as lightning across a stormy sky
Requires: A Base Defense of 2 or higher
Benefit: You gain a 2d6 bonus to all Dexterity Checks


Lockdown

Like the past, you cannot escape me
Requires: A Base Attack Bonus of 2 or higher
Benefit: Choose a talent which restricts the actions of a target creature or creatures and has a maximum dice bonus of 8d6. You gain a 2d6 bonus to the offensive and defensive formulas of that talent. You may only take this feat once


Longshot

You threaten a greater range with your ranged attacks
Requires: A Base Attack Bonus of 2 or higher
Benefit: Your base range with blasts and ranged weapons increases by 20 feet


Longshot, master

You are an expert at shooting at great distances. Applies to ranged weapon attacks and blasts
Requires: Longshot
Benefit: Your range increment becomes 40 feet
Normal: The normal range increment is 20 feet


Luck

Fortune seems to follow you wherever you go
Benefit: Up to three times per day, you may take advantage on any roll except damage rolls. Alternatively, you may spend one of your uses to reroll all dice that come up as a “1”. You may not use Luck more than once in a segment, and the benefits of Luck do not stack with the benefits from the item attribute Luck


Mobility

You use quick short steps to dodge incoming attacks
Requires: Dodge
Benefit: Increase your dodge speed by 1H. When you successfully dodge or defend against an attack, you may take a free 10 foot step
Special: The 10 foot step is in addition to the movement of the dodge action


Natural flyer

You are as safe in the skies as you are on the ground
Requires: A talent or species ability granting flight
Benefit: Increases your flying speed by 1H. You gain a 3d6 bonus on Dexterity Checks made to exit free fall


Precision

Your prowess with the selected attack is impressive
Benefit: Choose two attacks. You gain a 1d6 bonus to hit with these attacks
Special: You may take this feat multiple times. Each time you take it, choose two new attacks


Pressure points

You are experienced in striking pressure points when attacking
Requires: Level 6
Benefit: When dealing non-lethal damage with an attack, add 1d6 to the damage roll


Quicksilver

You are quick on your feat in even the most adverse conditions
Requires: Level 4
Benefit: You gain a 3d6 bonus to Initiative


Retraining

You wash away practiced moves, learning new ways of controlling yourself, or your element
Requires: Level 10
Benefit: You unlearn up to three talents, refunding any talent points spent on those talents. For each talent you unlearn, you gain an additional talent point. You choose new talents with those you unlearned, and you may spend refunded talent points. You may unlearn talents from different classes, but new talents and talent points must be re-spent within their original class. You may convert an unwanted, unlearned talent for 10 talent points when using Retraining
Normal: You cannot unlearn talents or refund spent talent points


Run and gun

Your battlefield mobility is truly awe-inspiring
Benefit: You may initate two actions in the same segment
Special: This does not grant you additional actions, and may not be used with a full action. You may not use this ability to initiate more than two actions in the same segment
Normal: You can only initiate one action per segment


Sleeper

The People's Catnap
Benefit: After successfully grappling an opponent, when you sucessfully follow up with a maneuver and spend a point to Maintain the Grapple, you may spend all remaining points to downgrade the action cost of the maintaining maneuver to a Move action
Special: You must have one additional manuever point to sacrifice in order to reduce the cost


Transcend

Your mastery over your ki is so advanced you are able to transcend your own body
Requires: Level 8
Benefit: You briefly align your ki energy, blurring the lines of the self. Closing your eyes and concentrating for 6 seconds (Full action when in combat), you can see the world around you up to 30 feet, without the use of your eyes, for up to 6 seconds. You see the space around you as if it were on display on a pedestal before you, granting you a +1 bonus to Perception and Investigation checks. While in this state, your other senses are not enhanced
Special: This ability has three charges, which replenish at a rate of one per day. You may take this feat twice. Taking it a second time reduces the required concentration to 1 second (Swift action when in combat) and increases the replenish rate to two per day


Undying

The valiant die only once
Requires: Diehard
Benefit: Reduce the damage you take each segment while dying to 1d6. Non-lethal damage does not cause you to fall Unconscious unless the total amount of Non-lethal damage you have taken exceeds your total hit points
Normal: Each segment while dying, you take 3d6 damage. When dying, you can take no actions. You fall unconscious if the combined damage you have taken exceeds your hit point total


Swift

Like a wild river
Requires: Fleet or Run and Gun
Benefit: You may spend a swift action to move ten feet
Normal: You may take a five foot step with a swift action


Unflinching resolve

You do not falter, you do not stray
Requires: A Base Defense Bonus of 2 or higher
Benefit: You gain a 2d6 bonus to all Resolve Checks


Wit

Sharp as a tack
Requires: Intelligence 3
Benefit: You gain a +2 bonus to all Intelligence Checks

wiki/feats.txt · Last modified: 2019/09/29 16:47 by caleymccready