Tweak RPG/Feats/General

From NexusCrossing

Jump to: navigation, search

Contents

[edit] Un-described Feats

The feats in this section have not been described yet. This section will go away when this page is complete. For the moment, the feats remaining in this section will either require a little more work to put in place (improved familiar, Track and Leadership), or are on probation (Skill focus and Toughness). The ones on probation may or may not make the cut. The reason is simple, they may have greatly reduced utility in the new system. Many feats have already been modified on the fly. This was a simple task since they mostly related to skill points.

 Improved Familiar   Leadership   Skill Focus 
 Toughness           Track        Spell Mastery

[edit] General Feats

[edit] Acrobatic

Benefit

You get a +3 bonus on all Jump and Tumble checks.

[edit] Agile

Benefit

You get a +3 bonus on Balance and Escape Artist checks.


[edit] Alertness

Benefit

You get a +3 bonus on all Listen and Spot checks.

Special

The master of a familiar gains the Alertness feat whenever their familiar is within arms reach.

[edit] Animal Affinity

Benefit

You get a +3 on all Handle Animal and Ride checks.

[edit] Athletic

Benefit

You get a +3 on all Climb and Swim checks.


[edit] Augment Summoning

Prerequisite

Spell Focus(Conjuration)

Benefit

Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.


[edit] Deceitful

Benefit

You get a +3 on all Disguise and Forgery checks.


[edit] Deft Hands

Benefit

You get a +3 on all Sleight of Hands and Use Rope checks.

[edit] Diligent

Benefit

You get a +3 on all Appraise and Decipher Script checks.



[edit] Endurance

Benefit

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

[edit] Diehard

Prerequisite

Endurance

Benefit

When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.

[edit] Eschew Materials

Benefit

You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

[edit] Extra Turning

Prerequisite

Ability to turn or rebuke creatures

Benefit

Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.


[edit] Great Fortitude

Benefit

You get a +2 bonus on all Fortitude saving throws.

[edit] Improved Counterspell

Benefit

When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal

Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.


[edit] Improved Turning

Prerequisite

Ability to turn or rebuke creatures.

Benefit

You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.


[edit] Investigator

Benefit

You get a +3 bonus on all Gather Infomration and Search checks.


[edit] Iron Will

Benefit You get a +2 bonus on all Will saving throws.


[edit] Lightning Reflexes

Benefit

You get a +3 bonus on all Reflex saving throws.

[edit] Magical Aptitude

Benefit

You get a +3 bonus on all Spellcraft checks and Use Magic Device checks.


[edit] Natural Spell

Prerequisites

Wis 13, wild shape ability.

Benefit

You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

[edit] Negotiator

Benefit

You get a +3 bonus on all Diplomacy checks and Sense Motive checks.


[edit] Nimble Fingers

Benefit

You get a +3 bonus on all Disable Device checks and Open Lock checks.

[edit] Persuasive

Benefit

You get a +3 bonus on all Bluff checks and Intimidate checks.

[edit] Run

Benefit

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal

You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

[edit] Self-Sufficient

Benefit

You get a +3 bonus on all Heal checks and Survival checks.

[edit] Spell Focus

Choose a school of magic.

Benefit

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

[edit] Greater Spell Focus

Choose a school of magic to which you already have applied the Spell Focus feat.

Benefit

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.


[edit] Spell Penetration

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

[edit] Greater Spell Penetration

Prerequisite

Spell Penetration.

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.



[edit] Stealthy

Benefit

You get a +3 bonus on all Hide checks and Move Silently checks.



[edit]

[edit] Table of Contents

Personal tools