Feats (pre-7.3)

FOR REFERENCE ONLY -- not valid as of 7.3.2

Feats

Feats are...fuck, you know what feats are.

See below for a list of general feats. More feats are available by way of Skills.

Gaining Feats

To gain a feat, you must meet its prerequisites, and spent Build Points. The BP cost is 1 unless otherwise noted in the description.

General Feats

Uncertain Status
  • Fast Metabolism: You eat and drink twice as much as normal. You gain double effect from all ongoing healing effects, including natural healing, Fast Healing, and ongoing healing spells. You gain +1 Recharge.
  • Fortune Finder: Increases all treasure hauls by 10% for entire party. Does not stack if multiple PCs have this ability.
  • Great Fortitude: Gain +4 to Fortitude; once/encounter, you may automatically pass one Fortitude save.
  • Improved Initiative: You may roll twice for initiative, keeping the higher roll.
  • Iron Will: Gain +4 to Will; once/encounter, you may automatically pass one Will save.

Perks

Perks are feats which have an ability score requirement. Unless otherwise stated, you must have a base ability score at or higher than the requirement; bonuses to ability scores from feats and equipment do not count.

(The jury's still out on whether or not racial bonuses count)

Strength

Name Prerequisites BP Cost Description
Cleave

Str 1

1

Your melee attack becomes a chain 1/1. Stackable; each stack increases chain by +1/+1, and increases Str requirement and BP cost by 1.

Slam

Str 2

2

At-will, std, melee attack; double normal damage plus Stagger. Costs 2 Stamina to use, and provokes attacks of opportunity. If the defender takes the attack, he cannot use active defenses against your attack.

Knockdown

Str 3

3

Augments a melee attack, adding trip or push (Fort negates). Costs 1 Stamina to use. Push length = your melee reach.

Dexterity

Name Prerequisites BP Cost Description
Fleet of Foot

Dex 1

1

Increase movement speed by 1. Stackable (Dex requirement and BP Cost increase by 1 each time).

Flurry

Dex 1

1

After landing a successful melee attack, you may take another as a free action by spending 1 Stamina. Stackable: +1 BP, +1 Dex, Stamina cost is cumulative.

Quick Draw

Dex 2

2

The action of drawing or sheathing a weapon is a free action (max 1/rd each), as opposed to a swift action.

Slippery Devil

Dex 3

3

You gain +10 to saves against movement-impairing effects (including checks to escape a grapple); you may spend an Action Point instead of a Hero Point to end such effects.

Uncanny Dodge

Dex 3

3

You may Dodge attacks of which you are not aware.

Evasion

Dex 4

4

You may Dodge area attacks. Instead of rolling against the DC set by the enemy, roll a DC of 10 + 10 per square of movement required to exit the area completely. On success, you leap to the nearest safe square (costs 1 Stamina per square). On failure, you leap as far as the dice indicate and fall prone, spending Stamina per the die result.

Constitution

Name Prerequisites BP Cost Description
Thick Skin

Con 1

1

You gain +5 to Block and all Damage Thresholds. Stackable (cumulative cost and con req).

Tireless

Con 2

2

You can go twice as long without sleep, food, and drink as normal. You may suspend your need for either sleep, food, and drink for 1 day by reserving 1 stamina for each; the reservation cannot be canceled until you catch up on your needs.

Resilience

Con 3

3

You gain Fast Healing 10%/rd (costs 1 Stamina/rd, can be toggled). You recover from injuries at triple the normal speed. Your Energy attributes recharge 50% faster.

Uncertain Status
  • Pain Tolerance: You gain 75% resistance to all pain effects. You suffer half the normal penalty for Fatigue and Strain. While disabled, you may take a single action (std, swift, or move) each round.

Intelligence

Uncertain Status
  • Skill Perseverance: Whenever you attempt a skill check with that skill, you may roll twice, keeping the higher roll.
Name Prerequisites BP Cost Description
Well Educated

Int 1

2

Gain the benefit of 1 rank in all Knowledge skills. Stackable once per Int rank.

Wisdom

Name Prerequisites BP Cost Description
Ready for Anything

Wis 2

2

When you ready a specific action, you need not define a trigger; rather, you may use the readied action as an immediate action within the next round.

Always Ready

Wis 4

4

Once per round, you may take a standard, swift, move, or free action as if it were a readied action, without actually having readied. The action is not available on your next turn.

Charisma

Uncertain Status
  • Black Widow (female), Lady Killer (male): You gain a bonus of +4/rank to skills used to seduce or influence members of the opposite sex. You gain +20% effectiveness and penetration with abilities used against such subjects.
  • Cerchez la Femme (female), Confirmed Bachelor (male): You gain a bonus of +4/rank to skills used to seduce or influence members of the same sex. You gain +20% effectiveness and penetration with abilities used against such subjects.

Talents

Talents are feats that represent some sort of innate ability that is generally rare and impossible to acquire if not inborn. Talents can be purchased at any time, like any other feat.

Magical Ability

Name Prerequisites BP Cost Description
Magical Ability

None

5

You may use Magic. Other names: Psionic Ability, Force Sensitive.

Null Magic

Name Prerequisites BP Cost Description
Magic Resistance

Rank 1. Unavailable if you have Magical Ability

5

You naturally resist magic. Gain Resist 10% (all magic), and +2 to all saves against magic effects. Stackable: rank requirement increases by 1 each time, resist schedule is 10/25/50/90/100, saves 2/5/10/20/immune, BP cost unchanged.

Null Touch Magic Resistance I

5

At-will, swift, touch; touched creature loses 1 Mana per rank of Magic Resistance. Can be used to Counterspell by causing pro-rated spell failure based on Mana drained. Can be used to Dispel in the same manner. Can drain stored Mana from touched items, or disable always-on items for a time (1 rd/1 min/10 min/1 hr/1 day).

Treasure Hunter

Name Prerequisites BP Cost Description
Fortune Finder

-

5

Your party finds 10% more treasure (not stackable). You are entitled to one re-roll per item generated as treasure. Every room in a dungeon has a 5% chance to have bonus treasure in it. You may Detect Treasure as a magic-user detects magic.

Skill

Name Prerequisites BP Cost Description
Gifted

None

5

Choose one skill. You treat that skill as one rank higher for all purposes (skill bonus, feat prerequisites, etc). This allows you to exceed normal rank limitations. Not stackable on the same skill, but can take multiple times for different skills.

Feats of Skill

These are feats tied to a skill.

Perception

Agility

Name Prerequisites BP Cost Description
Combat Mobility Agility 1

1

Once per round, as a free action, you may take a 5-ft step. Stackable (cumulative cost).

Lunge Agility 1, Combat Mobility

3

Your reach extends one square in the direction you face.

Jink Agility 1

2

You may change direction during a run or charge; each time you do, you must pass an Agility check, DC 15 + 5 per number of attempts, or trip.

Acrobatic Strike Agility 2

2

Enemies you tumble past are flat-footed against you.

Flip Over Agility 2

2

Move over an obstacle without impeding your movement or provoking. DC = 20 + 5 per square skipped (total in a given move).

Spring Attack Agility 2

4

You may split a move action, taking a single action between two partial moves. The movement still provokes, as normal. The move action may be the move component of a charge.

Sprinter Fortitude 1, Agility 2

3

Your double-move and charge increases to x3, and your full run to x6.

Fortitude

Name Prerequisites BP Cost Description
Armor Proficiency Fortitude 1

1

You ignore 1 point of Restrictiveness from armor. Stackable (requires Fortitude 1 per 2 stacks).

Marathon Runner Fortitude 1

-

You suffer no penalty for hustling over long distances; consider a run a jog, and a jog a walk.

Pain Tolerance Fortitude 1, Concentration 1

2

You gain 75% resistance to all pain effects. You suffer half the normal penalty for Fatigue. While disabled, you may take a single action (std, swift, or move) each round. Gain +10 to saves to resist torture.

Toughness Fortitude 1

1

Gain +1 HP/level and Resist 1 (wounds). Stackable (max 2 stacks per Fortitude rank).

Endure Critical Fortitude 2

2

When critically hit, roll Fortitude vs the attack roll. On success, you reduce the multiplier the critical hit by 1 (minimum multiplier: x1). Stackable: each stack increases multiplier reduction by 1, and Fortitude requirement by 1.

Stealth

Name Prerequisites BP Cost Description
Pounce Stealth 2, Agility 2

2

You may charge up to half normal distance from stealth without suffering the usual penalties for running at full speed.

Silent Death

Stealth 2

2

You suffer no penalty to Stealth for movement or attacking.

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