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Alloy Feats

Page history last edited by harrissdg@... 11 years, 7 months ago


Feat Prerequisites

These are things a character must have to take or use the feat. Typical prerequisites are minimum ability scores, another feat or feats, training in a certain skill or skills, and a minimum character level expressed as a Tier of play.

A character can gain a feat at the same level at which he or she gains all the prerequisites.

A character can’t use a feat if the character has lost a prerequisite.

If there is no listed prerequisite then the feat has none.

Note that the tier listing is a prerequisite in itself.

 

Feat Retraining

When a character levels up, he or she may choose to retrain a feat they have for any other feat they meet the prerequisites for. This does allow a character to retrain a Street Level feat for a Heroic feat immediately upon attaining 11th level.

You cannot retrain a feat that is a prerequisite for any other ability you have (including other feats).

 

Street Level Feat Descriptions

Action Shootist

Prerequisites: Dexterity 15, Personal Firearms Training

Benefit: Choose a type of single-shot action (bolt-action, lever-action, pump-action). With firearms of this type, you may treat the weapon as if it had the semi-automatic property.

 

Alertness

Benefit: You don't grant Battle Superiority during a surprise round. Additionally, you get a +2 feat bonus on all Notice checks.

 

Animal Affinity

Benefit: You may use either Survival or Influence on animals, as if using the Influence skill on a creature that could understand your words. Additionally, you get a +2 feat bonus on all Survival checks.

 

Archaic Melee Weapon Training

Benefit: You are proficient with archaic melee weapons, including swords and axes.

 

Archaic Ranged Weapon Training

Benefit: You are proficient with archaic ranged weapons, including longbows and shuriken.

 

Armor Training (Light)

Prerequisite: Constitution 11 or Wisdom 11

Benefit: You are trained in using Light armors.

Normal: Untrained characters take a -1 to the Defense bonus and a -1 to all attack rolls when they wear armor.

 

Armor Training (Heavy)

Prerequisite: Armor Training (Light), Strength 12, Constitution 13

Benefit: You are trained in using Heavy armors.

Normal: Untrained characters take a -1 to the Defense bonus and a -1 to all attack rolls when they wear armor.

 

Armor Training (Powered)

Prerequisite: Armor Training (Light), Constitution 15 or Intelligence 15

Benefit: You are trained in using Powered armors.

Normal: Untrained characters take a -1 to the Defense bonus and a -1 to all attack rolls when they wear armor.

 

Brawl

Benefit: When making an unarmed attack you get a +1 feat bonus to attack and damage rolls.

This bonus increases to +2 at 11th level and +3 at 21st level.

 

Burst Fire

Prerequisites: Wisdom 13, Personal Firearms Proficiency

Benefit: When using an automatic or burst firearm with enough bullets loaded, the character may fire a short burst as a single attack against a single target. There are two types of bursts, Narrow and Wide.

  • Narrow Burst You fire a tight burst, trying to hit with multiple bullets.
    • Standard action; ranged; weapon
    • Attack: Dexterity vs. Defense
    • Hit: 2{W} + Dexterity
  • Wide Burst You fire a controlled spray of bullets, 'walking' them across your target.
    • Standard action; ranged; weapon
    • Attack: Dexterity vs. Reflex
    • Hit: 1{W} + Dexterity
  • Special: Firing a burst expends five bullets and can only be done if the weapon has five bullets in it. If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

 

Called Shot (Legs)

Prerequisites: Wisdom 14

Benefits: You aim at the target's legs, trying to keep him from escaping.

  • Standard action; melee or ranged; weapon
  • Attack: Dexterity vs. Fortitude (ranged) or Strength vs. Fortitude (melee)
  • Hit: 1{W} and the target is Slowed until the end of your next turn.
  • Special: You must have line of effect to the target's hips or legs to use this ability.

 

Called Shot (Torso)

Prerequisites: Dexterity 13

Benefits: You aim for center mass, a highly visible and debilitating target area.

  • Standard action; melee or ranged; weapon
  • Attack: Dexterity vs. Fortitude (ranged) or Strength vs. Fortitude (melee)
  • Hit: 1{W} and the target is Dazed until the end of your next turn.
  • Special: You must have line of effect to the target's torso to use this ability.

 

Cleave

Prerequisites: Strength 15

Benefits: You can make a sweeping melee strike that can hit multiple targets.

  • Standard action; melee; weapon
  • Target: One creature within your reach.
  • Attack: Strength vs. Defense
  • Hit: 1{W} + Strength damage and one enemy adjacent to you takes damage equal to Strength bonus.

 

Combat Martial Arts

Benefit: You are trained in unarmed combat, gaining a +3 proficiency bonus to your unarmed attacks.

 

Combat Reflexes

Benefit: You gain a +1 to attack with attacks of opportunity.

 

Defensive Martial Arts

Benefit: Gain a +1 feat bonus to Defense against melee attacks.

 

Double Tap

Prerequisite: Dexterity 13

Benefit: You have trained to quickly fire a two round burst, increasing your lethality. You must be using a weapon with a semi-automatic rate of fire, or faster.

  • Standard action; ranged; weapon
  • Attack: Dexterity vs. Defense
  • Hit: 1{W} + 2 + Dexterity
  • Special: Using this ability fires two bullets and can only be done if the weapon has two bullets in it.

 

Elusive Target

Prerequisites: Dexterity 13, Defensive Martial Arts

Benefit: When adjacent to at least one opponent, enemies trying to shoot you take a -2 to their attacks. This stacks with any cover or concealment you may have against them.

 

Far Shot

Prerequisites: Dexterity 13

Benefits: Your close and long range with projectile weapons increases by 25 feet.

 

Far Throw

Prerequisites: Strength 13

Benefits: Your close and long range with thrown weapons increases by 10 feet.

 

Improved Damage Threshold

Optional Feat. Talk to GM before taking.

Benefits: Your gain a +3 bonus to your massive damage threshold.

Special: You can take this feat multiple times.

 

Improved Initiative

Benefits: You gain a +4 feat bonus to Initiative checks.

 

Jack of all Trades

Prerequisites: Intelligence 13

Benefits: You gain a +2 feat bonus to all untrained skills.

 

Low Profile

Benefits: Reduce your Reputation bonus by -3.

 

Mobile Maneuvers

Benefits: You gain a +2 bonus to Defense against attacks of opportunity.

 

Move-By Action

Benefits: You may use a standard action in the middle of your movement. For example, Tom is unhindered by armor and may move 10 feet, fire a weapon, and then move up to 20 feet to end his turn behind cover.

 

Personal Firearms Training

Benefits: You gain proficiency with personal firearms.

 

Power Attack

Prerequisites: Strength 15

Benefit: When you make a melee attack, you can take a -2 penalty on the attack roll. If the attack hits then you gain a bonus on your damage roll (see the chart below). The attack penalty never changes.

Level Bonus Damage (Two-handed Weapon)
1 to 10 +2 (+3)
11 to 20 +4 (+6)
21 + +6 (+9)

 

Quick Draw

Prerequisites: Dexterity 13

Benefit: You may draw a weapon (or object stored in a belt pouch, bandoleer, or similar container) as part of the action of using it.

You gain a +2 feat bonus on Initiative.

 

Renown

Benefit: You gain a +3 feat bonus to Reputation

 

Run

Prerequisites: Constitution 13

Benefits: When you use the charge or run actions, increase your speed by +2.

 

Running Attack

Prerequisites: Strength 13, Dexterity 13

Benefits: Once per encounter you may make a running attack.

  • Standard action; melee or ranged; weapon
  • Effect: You may adjust up to 15 feet either before or after the attack.
  • Attack: Strength vs. Defense (melee) or Dexterity vs. Defense (ranged)
  • Hit: 1{W} + Strength (melee) or 1{W} + Dexterity

 

Shield Training

Prerequisites: Strength 14

Benefit: You gain proficiency with shields.

 

Simple Melee Weapons Training

Benefit: You are proficient with simple melee weapons.

 

Simple Ranged Weapons Training

Benefit: You are proficient with simple ranged weapons.

 

Skill Focus

Benefit: Choose a trained skill. You gain a +3 feat bonus to checks with that skill.

 

Skill Training

Benefit: You gain training with the chosen skill.

Special: You may take this feat multiple times, each time selecting a different skill to become trained in.

 

Toughness

Benefit: You gain +5 hit points at 1st, 11th, and 21st levels.

 

Two-Weapon Defense

Prerequisites: Dexterity 13, Two-Weapon Fighting

Benefit: You gain a +1 shield bonus to Defense and Reflex while holding a weapon in each hand.

 

Two-Weapon Fighting

Prerequisites: Dexterity 13

Benefit: While holding a weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.

 

Vehicle Expert

Select a class of vehicle (general purpose ground vehicles, heavy wheeled, powerboat, sailboat, ship, tracked, animal vehicles, general purpose aircraft, heavy aircraft, helicopters, jet fighters, or spacecraft).

Prerequisite: Trained in Drive

Benefit: You gain a +1 to all Dive checks when controlling the chosen class of vehicle. This benefit increases to +2 at 11th level and to +3 at 21st level.

 

Weapon Focus

Benefit: Choose a specific weapon group, such as light pistols or heavy blades. You gain a +1 feat bonus to damage rolls with your chosen weapon group. This bonus increases to +2 at 11th level and +3 at 21st level.

Special: You may take this feat multiple times, each time applying it to an additional weapon group.

 

Weapon Training

Benefit: Choose a weapon you are not proficient with. You are now proficient with that weapon.

Special: You may take this feat multiple times, each time applying it to a different weapon.

Note: There are other feats that grant training in many weapons, though they may not include the specific weapons you want.

 

Windfall

Benefit: Your wealth score increases by +3. You gain a +1 bonus on all professional skill checks.

Special: You may take this feat multiple times.

 

Heroic Feat Descriptions

Agile Riposte

Prerequisites: Dexterity 13

Benefit: Once per round, when an opponent makes a melee attack against you and misses, you may make an attack against that opponent as an immediate reaction.

 

Armor Specialization (Light)

Prerequisite: Armor Training (Light), Constitution 15

Benefit: You gain a +1 feat bonus to defense when wearing Light armor. You reduce the armor check penalty of Light armor by 1 (minimum 0).

 

Armor Specialization (Heavy)

Prerequisite: Armor Training (Heavy), Dexterity 15

Benefit: You gain a +1 feat bonus to Defense when wearing Heavy armor. You reduce the speed penalty of Heavy armor by 5 feet.

 

Armor Specialization (Powered)

Prerequisite: Armor Training (Powered), Constitution 15

Benefit: You gain a +1 feat bonus to Defense when wearing Powered armor.

 

Called Shot (arms)

Prerequisites: Strength 13, Dexterity 13

Benefit: You injure your foe's arms, impairing his or her ability to fight.

  • Standard action; weapon
  • Attack: Strength vs. Fortitude (melee) or Dexterity vs. Fortitude (ranged)
  • Hit: 1{W} and the target takes a -2 to all attacks (save ends).
  • Special: You must have line of effect to the target's arms to use this attack.

 

Combat Throw

Prerequisites: Dexterity 13, Defensive Martial Arts

Benefit: Once per round, when an enemy misses you with a melee attack you may make an immediate Trip attempt against him or her.

 

Combat Veteran

Benefit: You gain a +1 feat bonus to all defenses against Ranged, Area, and Close attacks.

 

Deadly Critical

Benefit: When you score a critical hit, you deal an extra 1d10 damage.

 

Far Shot

Benefit: You ignore the -2 penalty for making attacks at long range.

 

Fast Stepper

Benefit: You gain a +5 ft feat bonus to your movement when you Adjust.

 

Frightful Presence

Prerequisites: Charisma 15, Trained in Influence

Benefit: With a glare and a sneer you freeze your enemies in their tracks and cause their aim to falter. You may use your Frightful Presence once per encounter

  • Swift action; close burst 25 feet
  • Target: Each enemy in burst
  • Attack: Charisma vs. Will. If you have the Renown feat, gain a +5 on this attack.
  • Hit: The target is pushed 20 feet and immobilized (save ends). The target also takes a -2 to all attacks until the end of the encounter.
  • Special: This is a Fear effect.

 

Gifted Athlete

Benefit: When you make an Acrobatics or Athletics check, you may roll twice and use the higher result.

 

Great Cleave

Prerequisites: Strength 17, Cleave

Benefit: You spin in a vicious blur, striking all around you.

  • Standard action; melee, weapon
  • Area: Close burst 5 feet
  • Target: Each enemy in burst
  • Attack: Strength vs. Defense
  • Hit: 1{W} + Strength damage

 

Great Fortitude

Benefit: Gain a +2 to Fortitude defense.

 

Improved Combat Martial Arts

Prerequisites: Combat Martial Arts, Strength 15 or Wisdom 15

Benefit: Your unarmed attacks have Stopping Power (see Alloy Weapons for details).

 

Instant Up

Benefit: The character may stand up as a Swift action. Additionally, the character gets a +2 feat bonus on all Acrobatics checks.

 

Iron Will

Benefit: Gain a +2 to your Will defense.

 

Knockout Punch

Prerequisites: Strength 13, Brawl

Benefit: Once per encounter you may attempt to incapacitate a foe.

  • Standard action; melee, weapon
  • Target: One enemy against whom you have Battle Superiority.
  • Attack: Strength vs. Fortitude
  • Hit: 1{W} + Strength and the target is Dazed (save ends). If the target fails the first save then it is also Stunned (save ends). If the target fails the second save then it is Unconscious.
  • Miss: Target is Dazed until the end of your next turn.

 

Lightning Reflexes

Benefit: Gain a +2 to your Reflex defense.

 

Nerve Pinch

Prerequisites: Combat Martial Arts, Dexterity 15 or Wisdom 15

Benefit: You can incapacitate foes with a vice-like pinch.

  • Standard action; melee; unarmed
  • Attack: Unarmed Strength attack vs. Fortitude
  • Hit: Stunned (save ends).
  • Special: This ability does not work on creatures without nervous systems or discernible anatomies.

 

Point Blank Shot

Benefit: If you make a ranged attack against a target within 25 feet of you then your attack ignores cover and concealment less than total.

 

Precise Strike

Benefit: You can attack an opponent as easily as if touching him. You may use the following ability once per day.

  • Swift action
  • Benefit: Until the beginning of your next turn, all attacks you make against Defense are against Reflex instead.

 

Shield Specialization

Prerequisites: Dexterity 15, Shield Training

Benefit: You gain a +1 feat bonus to Defense and Reflex when using a shield.

 

Sixth Sense

Benefit: When you roll initiative, roll twice and take the better result.

 

Skip Shot

Prerequisites: Intelligence 13

Benefit: If a target has cover to you, and there is a conceivable line of sight, you may bounce your ranged attack off of a hard object and hit the target.

  • Standard action; ranged; weapon
  • Attack: Dexterity -2 vs. Defense. Ignore cover for the purpose of this attack
  • Hit: 1{W} + Dexterity

 

Strafe

Prerequisites: Strength 13, Personal Firearms Training

Benefit: When using the Spray special autofire attack, you may shape the area into a wall of lead.

  • Standard action; ranged; weapon
  • Area: Area wall, 50 feet
  • Attack: Dexterity vs. Reflex for each creature in the area.
  • Hit: 1{W} damage

 

Triple-Tap

Prerequisites:

Benefit: When using a firearm with the semi-automatic property, you may treat it as having the burst property.

 

Unbalance Opponent

Prerequisites: Dexterity 13, Intelligence 13 or Wisdom 13, Defensive Martial Arts

Benefit: At the beginning of your turn, designate one adjacent enemy. That foe does not get to apply ability bonuses to attacks against you until the beginning of your next turn. However, he or she does apply ability modifiers to damage, as normal.

 

 

Epic Feat Descriptions

Advanced Combat Martial Arts

Prerequisites: Combat Martial Arts, Strength 19, Dexterity 19

Benefit: When you make a melee weapon attack with an unarmed strike, you can score a critical hit on a natural roll of 19 or 20.

 

Axe Mastery

Prerequisites: Strength 21, Constitution 17

Benefit: When you make a melee weapon attack with an axe, you can score a critical hit on a natural roll of 19 or 20.

 

Blind-Fight

Prerequisite: Wisdom 13 or Trained in Notice

Benefit: Adjacent creatures do not gain the benefits of concealment or invisibility against you. This means you do not have to guess at their location, they can't use Stealth without cover, and you may make attacks of opportunity against them.

 

Bludgeon Mastery

Prerequisites: Strength 19, Constitution 19

Benefit: When you make a melee weapon attack with a hammer, mace, or staff, you can score a critical hit on a natural roll of 19 or 20.

 

Called Shot (Eyes)

Prerequisites: Strength 15, Dexterity 15, Wisdom 13

Benefit: You attack your enemies senses, blinding them.

  • Standard action; weapon
  • Attack: Strength vs. Fortitude (melee) or Dexterity vs. Fortitude (ranged)
  • Hit: 1{W} + Strength and Blinded (save ends) (melee) or 1{W} + Dexterity and Blinded (save ends) (ranged). Against Blinded foes, this attack causes the Deafened condition (save ends).
  • Special: You must have line of effect to the target's sensory organs.

 

Called Shot (Head)

Prerequisites: Dexterity 15, Wisdom 15

Benefit: You carefully aim at the brain case, crippling your victim.

  • Standard action; weapon
  • Attack: Strength vs. Fortitude (melee) or Dexterity vs. Fortitude (ranged)
  • Hit: 2{W} and target Stunned (save ends) (melee) or 2{W} and target Stunned (save ends) (ranged)
  • Special: You must have line of effect to the target's head.

 

Deadly Aim

Prerequisite: Wisdom 13, Far Shot

Benefit: Once per encounter you may make a perfectly aimed ranged attack.

  • Standard action; ranged; weapon
  • Attack: Dexterity + 4 vs. Reflex
  • Hit: 5{W} + Dexterity
  • Special: You cannot move any distance during the turn you take this action.

 

Epic Surge

Benefit: The first time you score a critical hit during an encounter, you regain the use of one encounter attack power of your choice. If you use an attack that target's multiple foes, you gain this feat's benefit only on the first attack roll you make.

 

Flail Mastery

Prerequisites: Strength 19, Dexterity 19

Benefit: When you make a melee weapon attack with a flail, you can score a critical hit on a natural roll of 19 or 20.

 

Flanking Acrobatics

Prerequisites: Dexterity 17, trained in Acrobatics

Benefit: You can move through enemies' space. This movement provokes attacks of opportunity as normal. You can't end your movement in an enemy's space.

You can also move across corners, even if a wall corner would normally block such movement.

 

Heavy Blade Mastery

Prerequisites: Strength 21, Dexterity 17

Benefit: When you make a melee weapon attack with a heavy blade, you can score a critical hit on a natural roll of 19 or 20.

 

Light Blade Mastery

Prerequisites: Strength 17, Dexterity 21

Benefit: When you make a melee weapon attack with a light blade, you can score a critical hit on a natural roll of 19 or 20.

 

Pick Mastery

Prerequisites: Strength 21, Constitution 17

Benefit: When you make a melee weapon attack with a pick, you can score a critical hit on a natural roll of 19 or 20.

 

Sniper

Prerequisites: Dexterity 21, Wisdom 17

Benefit: When you make a ranged weapon attack with a heavy rifle, you can score a critical hit on a natural roll of 19 or 20.

 

Spear Mastery

Prerequisites: Strength 19, Dexterity 19

Benefit: When you make a melee weapon attack with a spear, you can score a critical hit on a natural roll of 19 or 20.

 

Taunting Critical

Benefit: When you score a critical hit with a melee attack, the target takes a -2 penalty to attack rolls and defenses (save ends).

 

Unbroken Stride

Prerequisites: Trained in Acrobatics

Benefit: You can ignore the effects of difficult terrain on your movement.

 

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