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basic20:feats:start [2014/06/01 22:59] cedwardsbasic20:feats:start [2015/01/01 17:00] (current) cedwards
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-===== Expert ===== 
  
-==== Combat Tactics ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[#Sneak Attack]]\\ 
-**Benefit:** You are more dangerous when combat conditions favor your fighting style. Your base attack bonus becomes equal to your level any time your target would be denied a Dexterity bonus to AC (whether the target 
-actually has a Dexterity bonus or not), or when you flank an opponent. 
  
-==== Death Attack ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[#Sneak Attack]], [[..skills:stealth]] 5 Ranks, [[..skills:disguise]] 2 Ranks\\ 
-**Benefit:** If you study your victim for 3 rounds and then make a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + your class level + your Int modifier) against the kill effect, the target dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. 
- 
-If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.  
- 
-==== Evasion ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** Base Reflex Save +3\\ 
-**Benefit:** You can avoid even magical and unusual attacks with great agility.  If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful saving throw, you instead take no damage.  Evasion can only be used if you are wearing light armor or no armor.  If you are helpless, you do not gain the benefit of evasion. 
- 
-==== Greater Sneak Attack ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[..skills:stealth]] 5 Ranks, [[#Improved Sneak Attack]]\\ 
-**Benefit:** Your Sneak Attack damage increases to +3d6 
- 
-==== Improved Evasion ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[#Evasion]], Base Save Bonus +5\\ 
-**Benefit:** This ability works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, you henceforth take only half damage on a failed save. You do not gain the benefit of improved evasion if you are helpless. 
- 
-==== Improved Sneak Attack ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[..skills:stealth]] 3 Ranks, [[#Sneak Attack]]\\ 
-**Benefit:** Your Sneak Attack damage increases to +2d6 
- 
-==== Improved Trap Sense ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[..skills:perception]] 1 Rank, [[#Trap Sense]]\\ 
-**Benefit:** Your Trap Sense improves the bonus on Reflex saves made to avoid traps to +2 and the dodge bonus to AC against attacks made by traps improves to +2. 
- 
-==== Poison Use ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisite:** [[..attributes#dexterity|Dexterity]] 13\\ 
-**Benefit:** You are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a blade. 
- 
-==== Sneak Attack ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[..skills:stealth]] 1 Rank\\ 
-**Benefit:** If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for an extra 1d6 damage.  You deal extra damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the you flank your target. 
- 
-==== Trap Sense ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[..skills:perception]] 1 Rank\\ 
-**Benefit:** You are exceptional at finding traps.  You can use the Search skill to find traps with Difficulty Class greater than 20.  You can also use the [[..:skills:disable_device]] skill to disarm magical traps. You gain a +1 Bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. 
- 
-===== Spellcaster ===== 
- 
-==== Channel Energy ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisite:** [[..skills:knowledge]] (Religion) 1 Rank, Divine Spellcasting\\ 
-**Benefit:**  
-Regardless of alignment, you can release a wave of energy by channeling the power of your faith through your holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 
- 
-A good character (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil character (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral character who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether to channel positive or negative energy once this feat is taken. Once this choice is made, it cannot be reversed. 
- 
-Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the character. The amount of damage dealt or healed is equal to 1d6 points of damage. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A character may channel energy a number of times per day equal to 3 + their Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A character can choose whether or not to include themselves in this effect. A character must be able to present their holy symbol to use this ability. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see [[#spontaneous casting]]). 
- 
-==== Energy Bolt ==== 
-**Ability Type:** (Su)\\ 
-**Benefit:** Using a standard action and at least one free hand, you blast a bolt of magical energy that inflicts 1d6 points of force damage + 1d6 points of force damage per three caster levels.  To use this ability, you must succeed at a ranged touch attack.  The bolt's range is 25 feet + 5 feet per 2 caster levels. 
- 
-==== Familiar ==== 
-**Ability Type:** (Ex) 
-**Prerequisites:** Arcane Spellcasting.\\ 
-**Benefit:** A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar. 
- 
-A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. 
- 
-Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level. 
- 
-If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 sp per wizard level. The ritual takes 8 hours to complete. 
- 
-^ Familiar ^ Special Ability ^ 
-|Bat | Master gains a +3 bonus on Fly checks| 
-|Cat | Master gains a +3 bonus on Stealth checks| 
-|Hawk | Master gains a +3 bonus on sight-based and opposed Perception checks in bright light| 
-|Lizard | Master gains a +3 bonus on Climb checks| 
-|Monkey | Master gains a +3 bonus on Acrobatics checks| 
-|Owl | Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness| 
-|Rat | Master gains a +2 bonus on Fortitude saves| 
-|Raven* | Master gains a +3 bonus on Appraise checks| 
-|Viper | Master gains a +3 bonus on Bluff checks| 
-|Toad | Master gains +3 hit points| 
-|Weasel | Master gains a +2 bonus on Reflex saves| 
-|*A raven familiar can speak one language of its master's choice as a supernatural ability.|| 
- 
-**Familiar Basics:** Use the basic statistics for a creature of the familiar's kind, but with the following changes. 
- 
-//Hit Dice:// For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher. 
- 
-//Hit Points:// The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. 
- 
-//Attacks:// Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. 
- 
-Damage equals that of a normal creature of the familiar's kind. 
- 
-//Saving Throws:// For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves. 
- 
-//Skills:// For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. 
- 
-**Familiar Ability Descriptions:** All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.  
- 
-^ Master Class Level ^Natural Armor Adj. ^ Int ^Special^ 
-|1st–2nd          | +1                 | 6 | Alertness, improved evasion, share spells, empathic link | 
-|3rd–4th          | +2                 | 7 | Deliver touch spells | 
-|5th–6th                 | +3                 | 8 | Speak with master | 
- 
-//Natural Armor Adj.:// The number noted here is in addition to the familiar's existing natural armor bonus. 
- 
-//Int:// The familiar's Intelligence score. 
- 
-//Alertness (Ex):// While a familiar is within arm's reach, the master gains the Alertness feat. 
- 
-//Improved Evasion (Ex):// When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. 
- 
-//Share Spells:// The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). 
- 
-//Empathic Link (Su):// The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. 
- 
-//Deliver Touch Spells (Su):// If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. 
- 
-//Speak with Master (Ex):// If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. 
- 
-==== Greater Channel Energy ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisite:** [[..skills:knowledge]] (Religion) 5 Ranks, [[#Channel Energy]], [[#Improved Channel Energy]], Divine Spellcasting\\ 
-**Benefit:**  Your channeled energy damage dice increases to +3d6.  
- 
-==== Improved Channel Energy ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisite:** [[..skills:knowledge]] (Religion) 3 Ranks, [[#Channel Energy]], Divine Spellcasting\\ 
-**Benefit:**  Your channeled energy damage dice increase to +2d6.  
- 
-==== Turn Undead ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisites:** [[#Channel Energy|Channel Positive Energy]] \\ 
-**Benefit:** You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your caster level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). 
- 
-==== Wild Shape ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisites:** [[#Wild Empathy]], Base Magic Bonus +4\\ 
-**Benefit:** You gain the ability to turn yourself into any Small or Medium animal and back again once per day. Your options for new forms include all creatures with the animal type. This ability functions like the [[..spells:beast_shape]] spell, except as noted here. The effect lasts for 1 hour per caster level, or until you change back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the character is familiar. 
- 
-You lose the ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) 
- 
-An additional use per day is permitted at caster level 6. 
- 
-==== Scribe Scroll (Item Creation) ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** Caster level 1st.\\ 
-**Benefit:** You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 sp or less, otherwise scribing a scroll takes 1 day. 
- 
-==== Spontaneous Casting ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisites:** Divine Spellcasting \\ 
-**Benefit:** A good character (or a neutral character of a good deity) can channel stored spell energy into healing spells that they did not prepare ahead of time. The character can “lose” any prepared spell that is not an 0 level spell or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). 
- 
-An evil character (or a neutral character who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). 
- 
-A character who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the character channels positive or negative energy (see [[#channel energy]]). 
- 
-===== Warrior ===== 
-==== Armor Training ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** Base Attack Bonus +3\\ 
-**Benefit:** You have learned to be more maneuverable while wearing armor. Whenever you are wearing armor, the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by your armor by 1.  In addition, you can also move at your normal speed while wearing medium armor. At Base Attack Bonus +6, the armor check penalty decreases by 1, the maximum Dexterity bonus allowed by your armor is increased by 1, and you can move at your normal speed while wearing heavy armor. 
- 
-==== Bravery ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** Base Attack Bonus +2\\ 
-**Benefit:** You gain a +1 bonus on Will saves against fear. This bonus increases by +1 for when Base Attack Bonus becomes +6 
- 
-==== Favored Enemy ==== 
-**Ability Type:** (Ex)\\ 
-**Benefit:** Choose a type of creature (or in the case of Humanoid or Outsider, also a subtype) from the following list: Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, Humanoid (aquatic), Humanoid (dwarf), Humanoid (elf), Humanoid (goblinoid), Humanoid (gnoll), Humanoid (gnome), Humanoid (halfling), Humanoid (human), Humanoid (orc), Humanoid (reptilian), Magical beast, Monstrous Humanoid, Ooze, Outsider (air), Outsider (chaotic), Outsider (earth), Outsider (evil), Outsider (fire), Outsider (good), Outsider (lawful), Outsider (native), Outsider (water), Plant, Undead, Vermin. 
- 
-You gain a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against creatures of the selected type. Likewise, you gets a +2 bonus on weapon damage rolls against such creatures. May be chosen multiple times. If chosen again for the same type (or subtype in the case of Humanoid or Outsider), increase the bonus by 2. 
- 
-==== Improved Punishing Strike ==== 
-**Prerequisite:** Punishing Strike\\ 
-**Benefit:** Your Punishing Strike Improves to +2d6 
- 
-==== Punishing Strike ==== 
-**Benefit:** When the warrior makes an attack of opportunity, he 
-receives a +4 bonus to the attack roll and adds +1d6 to the damage dealt. 
- 
-==== Smite Evil ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisite:** Good Alignment, [[..skills:knowledge]] (Religion) 1 Rank, Base Attack Bonus +1\\ 
-**Benefit:** Once per day, a you may attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per character level. If you accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At Character Level 5, you may smite evil one additional time per day. 
- 
-==== Weapon Specialization ==== 
- 
-Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. 
- 
-**Prerequisites:** Proficiency with selected weapon, [[#Weapon Focus]] with selected weapon, Base Attack Bonus +4.\\ 
-**Benefit:** You gain a +2 bonus on all damage rolls you make using the selected weapon.\\ 
-**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. 
- 
-==== Weapon Training ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisite:** Base Attack Bonus +5\\ 
-**Benefit:** Select a weapon group in which you have proficiency.  Whenever you attack with a weapon from this group, you gain a +1 bonus on attack and damage rolls.  You also add this bonus to combat maneuver checks made with weapons from this group. This bonus also applies to the Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. 
  
basic20/feats/start.txt · Last modified: 2015/01/01 17:00 by cedwards

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