Difference between revisions of "Trinity:Feats"

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*** [[#Greater_Armor_Specialization | Greater Armor Specialization [General] ]]
 
*** [[#Greater_Armor_Specialization | Greater Armor Specialization [General] ]]
 
* [[#Born_in_the_Saddle | Born in the Saddle [Background] ]]
 
* [[#Born_in_the_Saddle | Born in the Saddle [Background] ]]
 +
* [[#Fashion_Hourglass | Fashion Hourglass [Item Creation - Temporal] ]]
 
* [[#Genji_Heritage | Genji Heritage [Background] ]]
 
* [[#Genji_Heritage | Genji Heritage [Background] ]]
 
* [[#Humanoid_Weapon | Humanoid Weapon [General] ]]
 
* [[#Humanoid_Weapon | Humanoid Weapon [General] ]]

Revision as of 16:19, 4 November 2007


Feat Types and Terms

Some new feat types and terminology are introduced here. They're explained, too.

Types

New feat types.

Background

Background feats can only be taken at 1st level.

Technical

Technical feats are to technology what Psionic feats are to psionics. That is, only characters that can use technology can take them.

Terms

New terms used in feat descriptions.

Region

If a feat lists a region, you must be from that region. If a feat lists multiple regions, you must be from one of the listed regions.

Regions may be a planet, nation, or geographical location. Some may require you to be from a specific geographical location within a specific nation (for instance, the Lowlands of Ashkar are in both Iscali Theocracy and Adren; if a feat simply lists the Lowlands, you may be from either, but it may specify that you must be from the Lowlands and Adren, in which case you must meet all the prerequisites for region), or from a subdivision of that nation (such as specifying being from Teros in the Hofstadt Confederacy).

Feat listing

Feats here are listed alphabetically, with the feats for which they are prerequisites indented after. The actual feat listing lists them in alphabetical order (so in the list presented here, Greater Armor Focus comes after Armor Focus, but after Genji Heritage in the feat descriptions).

Feat Descriptions

Adrenian Education [Background]

You have been raised in Adren, and gained the benefits of their educational system.

Region: Adren.

Prerequisite: Elf; Half-Elf.

Benefit: You get a +2 bonus on all Knowledge (Arcana) and Spellcraft checks.

You gain the ability to cast arcane spells as though you were an apprentice-level wizard.

Choose one - archer, noble, or wizard. The chosen class is an additional favored class for you.

Special: You can only take this feat at 1st level.

Armor Focus [General]

Choose any specific type of armor, such as chain mail or full plate armor. You are more adept at moving when wearing that armor.

Prerequisites: Proficiency with selected armor.

Benefit: When wearing the selected armor type, the armor check penalty applied to your skills is reduced by 1. This reduction stacks with that granted by masterwork armor, but cannot reduce the total armor check penalty to less than 0. The maximum Dexterity bonus for that armor increases by 1 if the armor is medium or heavy armor. These benefits apply both to standard armor and to armors made of special materials, such as mithral or adamantine.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different armor type.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Armor Specialization [General]

Choose one type of armor, such as chain mail, for which you have already selected the Armor Focus feat. You are better at using that armor's natural advantages to protect yourself.

Prerequisites: Proficiency with selected armor, Armor Focus with selected armor, fighter level 4th.

Benefit: When wearing the selected armor, the armor bonus granted to your Armor Class is increased by +2. This bonus requires activity on your part, and thus the increase is lost whenever you are denied your Dexterity bonus to Armor Class. Because it is an increase in the armor bonus, it does not apply to incorporeal or touch attacks. You may also sleep in this armor without becoming fatigued or exhausted, regardless of its armor check penalty. This benefit applies both to standard armor and to armors made of special materials, such as mithral or adamantine.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different armor type for which you have learned Armor Focus.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Born in the Saddle [Background]

You are from a people or region renowned for their skills with mounts.

Prerequisite: One of the following: region - Dralin; race - Halfling.

Benefit: Ride and Handle Animal are always class skills for you.

If you are from Dralin, you can make Wild Empathy checks in regards to horses. If you are a halfling, you can make Wild Empathy checks in regards to chocobos. These checks are made as though you were a ranger of your class level.

You can take 10 on Ride checks, even in situations in which you cannot normally take 10 on skill checks.

Special: This feat can be used in place of the Ride skill prerequisite of other feats.

You can only take this feat at 1st level.

Fashion Hourglass [Item Creation - Temporal]

You can fashion an hourglass, a temporal item that can store jikuu or similar temporal effects.

Prerequisite: Chronist level 1st.

Benefit: You can create an hourglass of any jikuu you know. Fashioning an hourglass takes one day for each 1,000 gp in its base price. The base price of the hourglass is its jikuu level x its chronist level x 25 gp. To fashion an hourglass, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any hourglass that stores a jikuu with a costly material component or an XP cost also carries a commensurate cost. In addition to its costs derived from the base price, you must expend the material component or pay the XP when fashioning the hourglass.

Genji Heritage [Background]

You are a descendent of one of the original Genji taught by Konoe Ishikaru. As such, you may be granted access to the training halls of the Genji.

Prerequisite: Clavat.

Benefit: Samurai is an additional favored class for you.

In addition, you gain proficiency with a katana, and you get a +2 bonus on Knowledge (Royalty and Nobility) checks in regards to Colianth.

You may take Weapon Specialization (Katana), Greater Weapon Focus (Katana), and Greater Weapon Specialization (Katana), as though you were a fighter of your class level.

Special: You must have this feat to qualify for the genji prestige class.

You can only take this feat at 1st level.

Greater Armor Focus [General]

Choose any specific type of armor, such as chain mail or full plate armor, for which you have learned the Armor Focus feat. You excel at moving while wearing that armor.

Prerequisites: Proficiency with selected armor, Armor Focus with selected armor.

Benefit: When wearing the selected armor type, the armor check penalty applied to your skills is reduced by 1. This reduction stacks with that granted by masterwork armor and that granted by Armor Focus, but cannot reduce the total armor check penalty to less than 0. The maximum Dexterity bonus for that armor increases by 1 if the armor is medium or heavy armor. These benefits apply both to standard armor and to armors made of special materials, such as mithral or adamantine.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different armor type for which you have learned Armor Focus.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Greater Armor Specialization [General]

Choose one type of armor, such as chain mail, for which you have already selected the Armor Specialization feat. You are even better at using that armor's natural advantages to protect yourself.

Prerequisites: Proficiency with selected armor, Greater Armor Focus with selected armor, Armor Specialization with the selected armor, fighter level 12th.

Benefit: When wearing the selected armor, the armor bonus granted to your Armor Class is increased by +2; this bonus stacks with the one granted by Armor Specialization. This bonus requires activity on your part, and thus the increase is lost whenever you are denied your Dexterity bonus to Armor Class. Because it is an increase in the armor bonus, it does not apply to incorporeal or touch attacks. This benefit applies both to standard armor and to armors made of special materials, such as mithral or adamantine.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different armor type for which you have learned Greater Armor Focus and Armor Specialization.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Humanoid Weapon [General]

You have, in some manner, trained yourself in the ways of martial hand-to-hand combat. You are as capable in a fight without weapons as others are when armed.

Benefit: You may purchase ranks in the Technique skill. If you are an assassin or ninja, Technique is a now a class skill for you; otherwise, it is a cross-class skill.

Normal: Technique is an exclusive skill. Technique is always a class skill for a karateka; assassins and ninjas without this feat may purchase Technique as though it were a cross-class skill. In addition, lunari always treat Technique as a cross-class skill.

Special: Fighters may take this feat as a bonus feat.

Improved Jikuu [General]

You have greater skill with manipulating time.

Prerequisite: Ability to use jikuu.

Benefit: You gain 2 JP.

Special: You can take this feat multiple times. Each time you do, you get an additional JP for each time you have previously taken this feat.

Jikuu Focus [General]

You have greater control over time.

Prerequisite: Ability to use jikuu.

Benefit: Increase the saving throw DC of jikuu you use by +1.

Jikuu Knowledge [General]

You have advanced training with jikuu, and know more than would a peer of equal level.

Prerequisite: Ability to use jikuu.

Benefit: You learn one additional jikuu. This jikuu can be of any level you can already use.

Special: You can take this feat multiple times.

Quicksheath [General]

You are just as quick to sheath a weapon as you are to pull it out.

Prerequisite: Quick Draw.

Benefit: You can sheath a weapon as a free action.

Special: Fighters may take this feat as a bonus fighter feat.

Shield Focus [General]

Choose one type of shield: buckler, light, heavy, or tower. You are more skilled at keeping the shield's weight from interfering with you movement.

Prerequisites: Proficiency with selected shield.

Benefit: While wielding the selected shield, the armor check penalty applied to your skills as a result of that shield is reduced by 1. This reduction stacks with that granted by a masterwork shield, but cannot reduce the total armor check penalty below 0. You may ready a shield for which you have learned Shield Focus as a free action. These benefits apply both to standard shields and to shields made of special materials, such as mithral or darkwood.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different shield type.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Shield Deflection [General]

Choose one type of shield with which you have learned Shield Focus. You have mastered using that shield to bat away attacks that normally need only touch you.

Prerequisites: Dex 13+, proficiency with selected shield, Shield Focus with selected shield, Dodge.

Benefit: When wielding the selected shield, you may add the shield bonus to your Touch Armor Class. Include any increases to the shield bonus from feats or magical enhancement.

Normal: Touch and ranged touch attacks ignore shield bonuses to Armor Class.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different shield type for which you have learned Shield Focus.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Shield Specialization [General]

Choose one type of shield, such as bucklers, for which you have already selected the Shield Focus feat. You are better at blocking attacks with that type of shield.

Prerequisites: Proficiency with selected shield, Shield Focus with selected shield, fighter level 4th.

Benefit: While wielding the selected shield, the shield bonus granted to your Armor Class is increased by +2. This bonus requires activity on your part, and thus the increase is lost whenever you are denied your Dexterity bonus to Armor Class. Because it is an increase in the shield bonus, it does not apply to incorporeal or touch attacks. This benefit applies both to standard shields and to shields made of special materials, such as mithral or darkwood.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different shield type for which you have learned Shield Focus.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Versed in the Force [General]

You have been well-trained in the ways of a specific Force, making your ability to draw upon it far more potent than normal.

Benefit: Choose a Force. You get a bonus to your "caster" level when using that Force equal to your HD, to a maximum of +4.

Special: You may take this feat multiple times. Each time you do, you may choose the same Force, or choose a different Force it applies to. If you choose the same Force, then the maximum bonus provided by this feat is increased by +3.

Notice: This feat overrides practiced spellcaster and similar feats.

Wastelander [Background]

You are from a region that has been inundated with radiation, and have survived where others would succumb to radiation poisoning.

Region: Rusting Sands; Ganymede.

Benefit: You get a +4 bonus on saving throws against radiation, such as that produced by phazon or nuclear weapons.

You get a +2 bonus on Survival checks made in deserts and on Ganymede.

You get a +2 inherent bonus to your Constitution score.

Special: This feat can only be taken at 1st level.