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srb:feats [2020/07/21 12:41] weby |
srb:feats [2020/07/22 02:23] (current) weby |
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| ==== 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| | ||
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| |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. | ||
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| |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| | ||
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| |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. | |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 | | ||
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| |Improved Initiative| | |Improved Initiative| | ||
| |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 ==== | ||
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| |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)| | |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 | |
| - | Bodyguard* — Add a +2 bonus to an adjacent ally’s AC as a reaction | + | |Master Crafter |
| - | 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 | + | |