This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
|
srb:feats [2020/07/21 09:44] weby |
srb:feats [2020/07/22 02:23] (current) weby |
||
|---|---|---|---|
| Line 7: | Line 7: | ||
| ==== Combat basic==== | ==== Combat basic==== | ||
| - | Use feats: | ||
| ^Feat^prerequisite^description^ | ^Feat^prerequisite^description^ | ||
| |Pistol Proficiency|none|Allows use of pistols with no penalty| | |Pistol Proficiency|none|Allows use of pistols with no penalty| | ||
| Line 21: | Line 20: | ||
| |Martial weapons Proficiency|Basic weapons|Use of all martial melee weapons | |Martial weapons Proficiency|Basic weapons|Use of all martial melee weapons | ||
| |Exotic weapon(one) Proficiency|Basic weapon|Use of one type of exotic weapon at no penalty| | |Exotic weapon(one) Proficiency|Basic weapon|Use of one type of exotic weapon at no penalty| | ||
| - | |Bleeding Critical|BAB +10| Deal Bleeding damage on critical hit: 1 hitpoint/ | ||
| - | |Fast Stabilization |BAB +4, Dex 16+ |Reduce Aiming time, for sniper rifles, to 1 action| | ||
| If you lack the use feat for the weapon you are using you take -4 to attacks. Not being proficient with worn armor gives -4 AC and -4 to all maneuver skills. | If you lack the use feat for the weapon you are using you take -4 to attacks. Not being proficient with worn armor gives -4 AC and -4 to all maneuver skills. | ||
| Line 72: | Line 69: | ||
| |Martial Prowess |BAB 3+, Str 14+ |Increase melee damage +1 and you gain a +2 on all Combat Maneuver checks.| | |Martial Prowess |BAB 3+, Str 14+ |Increase melee damage +1 and you gain a +2 on all Combat Maneuver checks.| | ||
| |Greater Martial Prowess |Martial Prowess, BAB 13+, Str 20+ |Increase melee damage +1 more and you gain a +2 more on all Combat Maneuver checks.| | |Greater Martial Prowess |Martial Prowess, BAB 13+, Str 20+ |Increase melee damage +1 more and you gain a +2 more on all Combat Maneuver checks.| | ||
| + | |Coordinated Shot| Base attack bonus +1 Allies gain a +1 bonus to ranged attacks against foes you threaten| | ||
| + | |Dive for Cover| Base Reflex save bonus +2| Fall prone in an adjacent square to roll a Reflex save twice as reaction| | ||
| + | |Diversion |— |Use Bluff as standard to create a distraction so that your allies can hide| | ||
| + | |Drag Down| —| When you are tripped, you can attempt to trip an adjacent foe as reaction| | ||
| + | |Enhanced Resistance| Base attack bonus +4| Gain damage reduction or energy resistance | ||
| + | |Far Shot| Base attack bonus +1| Reduce penalty due to range increments by 2| | ||
| + | |Enhanced Far Shot| Base attack bonus +3, Far Shot| Reduce penalty due to range increments by further 2| | ||
| + | |Ultimate Far Shot| Base attack bonus +5, Enhanced Far Shot| Reduce penalty due to range increments by further 2| | ||
| + | |Improved Combat Maneuver| Base attack bonus +1| +4 bonus to perform one combat maneuver| | ||
| + | |Stand Still| — |Make an attack of opportunity to stop a foe’s movement| | ||
| + | |Improved Stand Still| Stand Still| +4 bonus to melee attacks with Stand Still| | ||
| + | |Step Up| Base attack bonus +1| Take a 1 square step as a reaction to an adjacent foe moving, this replaces the normal Attack of Offortuninity| | ||
| + | |Step Up and Strike| Dex 13, Step Up, base attack bonus +6| Make an attack of opportunity as part of Step Up| | ||
| + | |Strike Back| Base attack bonus +1| Ready an action to make a melee attack against a foe with reach when they attack| | ||
| + | |Bleeding Critical|BAB +10| Deal Bleeding damage on critical hit: 1 hitpoint/ | ||
| + | |Fast Stabilization |BAB +4, Dex 16+ |Reduce Aiming time, for sniper rifles, to 1 action| | ||
| Line 80: | Line 93: | ||
| |Intimidating Prowess| – |Add Str mod as bonus to Intimidate| | |Intimidating Prowess| – |Add Str mod as bonus to Intimidate| | ||
| |Legal immunity|Something granting that|This feat can be taken multiple times. Each allows one more step of ignoring legal limits.| | |Legal immunity|Something granting that|This feat can be taken multiple times. Each allows one more step of ignoring legal limits.| | ||
| + | |Antagonize| Diplomacy 5 ranks, Intimidate 5 ranks|Standard action, roll Diplomacy or Intimidate vs higher of sense motive skill or will save. Fail: Anger a foe, causing it to become off-target and −2 penalty to skill checks. | ||
| + | |Extra Exploit points| Character level 5th| Gain 2 additional Exploit points, can be taken an extra time each following full 5 character levels| | ||
| + | |Exploit| - |Learn a type 1 exploit| | ||
| + | |Enhanced Exploit| Exploit, Character level 5 |Learn a type 1 or 2 exploit| | ||
| + | |Greater Exploit| Enhanced Exploit, Character level 10 |Learn a type 1,2 or 3 exploit| | ||
| + | |High Exploit| Greater Exploit, Character level 15 |Learn a type 1-4 exploit| | ||
| + | |Epic Exploit| High Exploit, Character level 20 |Learn a type 1-5 exploit| | ||
| + | |Penultimate Exploit| Epic Exploit, Character level 25 |Learn a type 1-6 exploit| | ||
| + | |Ultimate Exploit| Penultimate Exploit, Character level 30 |Learn a type 1-7 exploit| | ||
| + | |Unfriendly Fire| Bluff 5 ranks| Trick an attacker into shooting at another enemy adjacent to you when they miss you. Roll Bluff vs their Level check or Sense motive. If they fail they roll an attack on the target with same modifiers as against you. When someone sees you use this ability they are immune to it for 24 hours| | ||
| + | |Fast Talk| Bluff 5 ranks |Baffle a potential foe, causing it to be surprised when combat begins. Roll Bluff -5 vs higher of their Perception or Level check. If they fail:All other creatures get a surprise round | | ||
| + | |||
| + | |||
| ==== Survival feats ==== | ==== Survival feats ==== | ||
| Line 137: | Line 163: | ||
| Skill focus and skill critical feats can be taken many times, each time affecting a different skill. | Skill focus and skill critical feats can be taken many times, each time affecting a different skill. | ||
| - | FIXME | ||
| ==== Power feats ==== | ==== Power feats ==== | ||
| ^Feat^prerequisite^description^ | ^Feat^prerequisite^description^ | ||
| ^All^^^ | ^All^^^ | ||
| - | |Advanced Power Recharge| Access to at least 4 different powers, Wis 14+, Cha 14+ or Int 14+|Reduce cooldown of a specific power| | + | |Advanced Power Recharge| Access to at least 4 different powers, Wis 14+, Cha 14+ or Int 14+|Reduce cooldown of a specific power by 1. Can be taken multiple times to same or several powers, cooldown minimum is 1 action.| |
| - | |Piercing Power |Access to at least 4 different powers, all of which must be at rank 3 or higher| Selected power deals damage to other layers or protection| | + | |Piercing Power |Access to at least 4 different powers, all of which must be at rank 3 or higher| Selected power deals damage to other layers or protection. Apply remaining damage to underlying layer is current layer is penetrated. If the power has different effects against different types of protection, use lowest type for penetration. Can be multiple times to affect different powers| |
| - | |Power Arc |Access to a power that requires a ranged touch attack, Int 12+ |Reduce cover bonus when using a power that requires a ranged touch attack| | + | |Power Arc |Access to a power that requires a ranged touch attack, Int 12+ |Reduce cover bonus by 3 when using a power that requires a ranged touch attack.| |
| - | |Ranged Touch Focus |– |Gain a bonus on attack rolls with ranged touch attacks | + | |Ranged Touch Focus |– |Gain +1bonus |
| + | |Improved Ranged Touch Focus |Ranged Touch Focus |Gain +1 more bonus on attack rolls with ranged touch attacks.| | ||
| + | |Specialised Ranged Touch Focus |Improved Ranged Touch Focus |Gain +1 more bonus on attack rolls with a single powers ranged touch attacks. Can be taken multiple times each time affecting different power| | ||
| ^Biotic^^^ | ^Biotic^^^ | ||
| |Biotic Focus| Access to at least one Biotic power| Increase the DC of your Biotic powers by 1| | |Biotic Focus| Access to at least one Biotic power| Increase the DC of your Biotic powers by 1| | ||
| - | |Detonation Master| Biotic Focus, biotics | + | |Detonation Master| Biotic Focus, biotics |
| - | |Empowered Biotics Biotic Focus, |biotics | + | |Empowered Biotics Biotic Focus, |biotics |
| |Improved Biotic Focus| Biotic Focus| Increase the DC of your Biotic powers by 2 (replaces previous)| | |Improved Biotic Focus| Biotic Focus| Increase the DC of your Biotic powers by 2 (replaces previous)| | ||
| |Advanced Biotic Focus |Biotic Focus |Increase the DC of your Biotic powers by 3 (replaces previous)| | |Advanced Biotic Focus |Biotic Focus |Increase the DC of your Biotic powers by 3 (replaces previous)| | ||
| - | |Prolongued Biotics| Biotic Focus, Physical science | + | |Prolongued Biotics| Biotic Focus, Physical science |
| - | |Detonating Throw 1| Throw rank 3| Use Throw to detonate other biotic powers| | + | |Detonating Throw | Throw rank 3| Use Throw to detonate other biotic powers| |
| - | |Extra Biotics | + | |Extra Biotics| – |Gain 4 Biotic points, can be taken multiple times, each time giving the points.| |
| - | |Extra Biotic Training | + | |Extra Biotic Training | – |Gain a rank in one Biotic power, can be taken multiple times to same or different powers.| |
| - | |Simple Biotic Training| Cha 13+, Biotics 2 ranks| Gain access to biotic points and to one Biotic power| | + | |Simple Biotic Training| Cha 13+, Biotics 2 ranks| Gain Charisma modifier+1 |
| ^Combat^^^ | ^Combat^^^ | ||
| |Combat Focus| Access to at least one Combat power| Increase the DC of your Combat powers by 1 | | |Combat Focus| Access to at least one Combat power| Increase the DC of your Combat powers by 1 | | ||
| Line 162: | Line 189: | ||
| |Advanced Combat Focus| Access to at least one Combat power| Increase the DC of your Combat powers by 3 (replaces previous)| | |Advanced Combat Focus| Access to at least one Combat power| Increase the DC of your Combat powers by 3 (replaces previous)| | ||
| |Extended Combat Power| Combat Focus, BAB +3| Increase the duration of your combat powers by 1 action| | |Extended Combat Power| Combat Focus, BAB +3| Increase the duration of your combat powers by 1 action| | ||
| - | |Stronger Combat Power| Combat Focus, BAB +3| Your combat powers that deal damage deal +1 extra damage or +1 extra damage per damage dice.| | + | |Stronger Combat Power| Combat Focus, BAB +3| Your combat powers that deal damage deal +2 extra damage or +1 extra damage per damage dice.| |
| - | |Extra Combat Training 2 |– |Gain a rank in one Combat power| | + | |Extra Combat Training 2 |– |Gain a rank in one Combat power, can be taken multiple times.| |
| ^Tech^^^ | ^Tech^^^ | ||
| - | |Extra Techs 2 |– |Gain 4 Tech points| | + | |Extra Techs 2 |– |Gain 4 Tech points, can be taken multiple times| |
| - | |Extra Tech Training 2 |– |Gain a rank in one Tech power| | + | |Extra Tech Training 2 |– |Gain a rank in one Tech power, can be taken multiple times| |
| |Tech Focus| Access to at least one Tech power| Increase the DC of your Tech powers by 1| | |Tech Focus| Access to at least one Tech power| Increase the DC of your Tech powers by 1| | ||
| - | |Empowered Techs| Tech Focus, electronics | + | |Empowered Techs| Tech Focus, electronics |
| |Improved Tech Focus |Access to at least one Tech power, Tech Focus| Increase the DC of your Tech powers by 2 (replaces previous)| | |Improved Tech Focus |Access to at least one Tech power, Tech Focus| Increase the DC of your Tech powers by 2 (replaces previous)| | ||
| |Advanced Tech Focus |Access to at least one Tech power, | |Advanced Tech Focus |Access to at least one Tech power, | ||
| Line 174: | Line 201: | ||
| |Double Incinerate| Incinerate rank 6| When using Incinerate, target two different targets with the same use, paying double the tech point cost. Cooldown remains the same.| | |Double Incinerate| Incinerate rank 6| When using Incinerate, target two different targets with the same use, paying double the tech point cost. Cooldown remains the same.| | ||
| |Low Damage Output | Access to at least 2 different tech powers that deal damage| Selected power can deal non-lethal damage| | |Low Damage Output | Access to at least 2 different tech powers that deal damage| Selected power can deal non-lethal damage| | ||
| - | |Prolongued Techs |Tech Focus, Electronics | + | |Prolongued Techs |Tech Focus, Electronics |
| - | |Stronger Tech Constructs| Tech Focus, Physical science | + | |Stronger Tech Constructs| Tech Focus, Physical science |
| ==== Mobility feats ==== | ==== Mobility feats ==== | ||
| ^Feat^prerequisite^description^ | ^Feat^prerequisite^description^ | ||
| - | |Nimble Moves| Dex 13| Ignore 1 square of difficult terrain when you move. This allows you to make 1square | + | |Nimble Moves| Dex 13| Ignore 1 square of difficult terrain when you move. This allows you to make 1 square |
| - | |Cat Fall| Acrobatics | + | |Cat Fall| Acrobatics |
| |Dodge| Dex 13 |+1 dodge bonus to Defense (not Flat-Footed Defense)| | |Dodge| Dex 13 |+1 dodge bonus to Defense (not Flat-Footed Defense)| | ||
| |Mobility Dodge| +4 bonus to Defense against attacks of opportunity provoked by moving in or out of a threatened square| | |Mobility Dodge| +4 bonus to Defense against attacks of opportunity provoked by moving in or out of a threatened square| | ||
| - | |Spring Attack| Mobility, BAB +4| Move before and after melee attack| | + | |Spring Attack| Mobility, BAB +4|As a full round action do a move an melee attack. This oes not provoke AoO from the defender, though it will provoke AoO:s from other creatures. |
| - | |Shot on the Run| Point Blank Shot, Mobility, Dex 15+, BAB +4| Shoot weapons while moving| | + | |Shot on the Run| Point Blank Shot, Mobility, Dex 15+, BAB +4| When action to move up to your speed, fire one+ shots with an extra Atk penalty of speed/5(min -1). Can only take one attack action per action of movement.| |
| |Double Jointed| Dex 16+ |You can squeeze as if you were one size smaller. In addition, you gain a +4 bonus to escape bindings and grapple checks.| | |Double Jointed| Dex 16+ |You can squeeze as if you were one size smaller. In addition, you gain a +4 bonus to escape bindings and grapple checks.| | ||
| |Acrobatic Steps| Dex 15, Nimble Moves| Ignore 3 squares of difficult terrain each round, stacks with bonuses from Nimble Moves.| | |Acrobatic Steps| Dex 15, Nimble Moves| Ignore 3 squares of difficult terrain each round, stacks with bonuses from Nimble Moves.| | ||
| |Improved Initiative| | |Improved Initiative| | ||
| - | |Slide Through |Tumble 7 ranks, Dex 14+| Slide through an occupied area| | ||
| |Fleet |– |Increase your base speed by 1 square| | |Fleet |– |Increase your base speed by 1 square| | ||
| + | |Run| - |Move faster when running, 1.5 times height and distance when jumping, when taking the run action, move 3 moves instead of 2| | ||
| + | |Jet Dash |—| Move faster when running, double height and distance when jumping, when taking the run action, move 4 moves instead of 2| | ||
| + | |Kip Up| Acrobatics 1| rank Stand from prone as a free action| | ||
| ==== Misc feats ==== | ==== Misc feats ==== | ||
| ^Feat^prerequisite^description^ | ^Feat^prerequisite^description^ | ||
| - | |Greater (Ability Score)| | + | |Increased (Ability Score)| Level 10 |Improve one of your ability scores by +1. Subject to the normal how often you can raise a given attribute limits. Each attribute can be taken once. | |
| - | |Field Medic |First Aid 8 ranks, | + | |Greater (Ability Score)| |
| + | |Ultimate (Ability Score)| Level 40 |Improve one of your ability scores by +1. Subject to the normal how often you can raise a given attribute limits. Each attribute can be taken once. | | ||
| + | |Field Medic |Medicine 6 ranks, Life science 4 ranks| You can provide long-term care for a number of additional patients equal to your Wis modifier. When healing damage with first aid, you heal 1.5 times the normal amount(round up)| | ||
| |Luck of Heroes | – |Gain 1 reroll each day| | |Luck of Heroes | – |Gain 1 reroll each day| | ||
| - | + | |Bodyguard| —| Add a +2 bonus to an adjacent ally’s AC as a reaction | |
| - | + | |In Harm’s Way| Bodyguard | |
| - | Amplified Glitch* Computers 3 ranks, Intimidate 3 ranks Disrupt devices, causing targets to become shaken for 1 round or more | + | |Master Crafter |
| - | Antagonize Diplomacy 5 ranks, Intimidate 5 ranks Anger a foe, causing it to become off-target and take a −2 penalty to skill | + | |
| - | checks for 1 round or more | + | |
| - | Blind-Fight* — Reroll miss chances from concealment | + | |
| - | Bodyguard* — Add a +2 bonus to an adjacent ally’s AC as a reaction | + | |
| - | In Harm’s Way* Bodyguard Take the damage of a successful attack against an adjacent ally | + | |
| - | Coordinated Shot* Base attack bonus +1 Allies gain a +1 bonus to ranged attacks against foes you threaten | + | |
| - | Dive for Cover* Base Reflex save bonus +2 Fall prone in an adjacent square to roll a Reflex save twice | + | |
| - | Diversion — Use Bluff to create a distraction so that your allies can hide | + | |
| - | Drag Down* — When you are tripped, you can attempt to trip an adjacent foe | + | |
| - | Enhanced Resistance Base attack bonus +4 Gain damage reduction or energy resistance | + | |
| - | Extra Resolve Character level 5th Gain 2 additional Resolve Points | + | |
| - | Far Shot* Base attack bonus +1 Reduce penalty due to range increments | + | |
| - | Fast Talk Bluff 5 ranks Baffle a potential foe, causing it to be surprised when combat begins | + | |
| - | Improved Combat Maneuver* Base attack bonus +1 +4 bonus to perform one combat maneuver | + | |
| - | Jet Dash — Move faster when running, double height and distance when jumping | + | |
| - | Kip Up* Acrobatics 1 rank Stand from prone as a swift action | + | |
| - | Master Crafter Computers, Engineering, | + | |
| - | Science, Mysticism, Physical | + | |
| - | Science, or Profession 5 ranks | + | |
| - | Craft items in half the normal time | + | |
| - | Stand Still* — Make an attack of opportunity to stop a foe’s movement | + | |
| - | Improved Stand Still* Stand Still +4 bonus to melee attacks with Stand Stil | + | |
| - | Step Up* Base attack bonus +1 Take a guarded step as a reaction to an adjacent foe moving | + | |
| - | Step Up and Strike* Dex 13, Step Up, base attack bonus +6 Make an attack of opportunity as part of Step Up | + | |
| - | Strike Back* Base attack bonus +1 Ready an action to make a melee attack against a foe with reach | + | |
| - | Unfriendly Fire* Bluff 5 ranks Trick an attacker into shooting at another enemy adjacent to you | + | |