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New Feats

Page history last edited by PBworks 13 years, 5 months ago


Feats

Armed to the Teeth

Prerequisite: Two-Weapon Fighting

Benefit: When you fight with two weapons, you can use a ranged weapon in one hand and a melee weapon in the other hand.

Normal: To gain the benefit of the Two-Weapon Fighting feat, your weapons must both be ranged or melee weapons.

 

Bingo

Prerequisite: Point Blank Shot, Precise Shot

Benefit: When you threaten a critical hit with a ranged weapon, you may spend an action point to automatically confirm the critical.

 

Guns Akimbo

Prerequisite: Dexterity 13+, Dodge, Mobility, Point Blank Shot, Shot on the Run, Two-Weapon Fighting

Benefit: If you have two ranged weapons, you may make one attack with each weapon as a single attack action. You take –2 to the attack roll in addition to the normal two-weapon fighting penalties.

Normal: Attacking with two weapons is a full attack requiring a full round action.

 

Hail of Bullets

Prerequisite: Double Tap, Point Blank Shot

Benefit: You can use semiautomatic weapons as if they were automatic. You can make autofire attacks, and use feats that require automatic weapons (such as Burst Fire). You must meet all requirements for these attacks (such as having 10 bullets in the weapon to use autofire).

 

Hard-Eyed

Prerequisite: Charisma 13+, Intimidate 4 ranks

Benefit: You gain a +5 circumstance bonus on intimidate checks when aiming a firearm at the target of your check. The target must be within 30 feet and must be able to see you (and your firearm). The target does not have to be flat-footed.

Normal: Circumstances, such as holding a gun on a flat-footed opponent, normally grants a +2 circumstance bonus on intimidate checks.

 

Improved Autofire

Prerequisite: Personal Firearms Proficiency, Advanced Firearms Proficiency

Benefit: When you make an autofire attack, the DC for the reflex save is increased by +5

Normal: When you use autofire, every creature within the targeted area must make a reflex save (DC 15 or 20) to avoid being hit.

 

Improved Dead Aim

Prerequisite: Wisdom 13+, Far Shot, Dead Aim

Benefit: The Circumstance bonus from the Dead Aim feat increases by +1 per round spent aiming in, to a maximum of +5.

 

Improvised Weapon Proficiency

The character can use chairs, whiskey bottles, billiardcues, or just about anything as a weapon.

Prerequisite: Base attack bonus +2.

Benefit: The character no longer suffers the -4 nonproficiency attack penalty for wielding an improvised weapon.

Normal: The character suffers a -4 non-proficiency penalty when using an improvised weapon.

Special: This feat can be used only with items that are not intended to be used as weapons.

 

Reactive Shooter

Prerequisite: Dexterity 13+

Benefit: If you have a medium or smaller ranged weapon in hand, you may act in the surprise round even if you are surprised. You roll initiative as though you were not surprised; however, the only action you may take is a single ranged attack with the weapon in your hand. You make this attack at your highest attack bonus, but take a –5 on the attack roll.

You are still considered flat-footed during the surprise round.

Special: You can use the Reactive Shooter feat with a Large weapon. To do so, you must have declared that you are moving at the high ready position (on your feet, weapon shouldered, ready to fire). You can only move at half speed while prepared in this manner.

Normal: If you are surprised, you may not act during the surprise round of combat.

 

Sniper

Prerequisite: Far Shot, Dead Aim, BAB +8

Benefit: Spend one Action Point to deal maximum base damage with your next firearms attack; additionally, you deal bonus damage equal to your attack roll minus the target’s defense (minimum 0).

Roll the extra dice from critical hits as normal.

Special: This feat may not be used with Autofire attacks, nor with the feats Double Tap or Burst Fire.

 

Suppressive Fire

Prerequisite: Wisdom 13+, Personal Firearms Proficiency

Benefit: When the last thing you do during your turn is attack a target that is at least 30 feet away with a semiautomatic or automatic firearm, you threaten the target’s square until your next action. (If using autofire, you threaten the targeted area.) You may make ranged attacks of opportunity into that square.

If you attack more than one target (or area) during your action, you only threaten the last target’s square (or area).

You cannot use autofire to make attacks of opportunity.

Suppressive fire shoots five bullets in addition to the bullets used to make attacks (initial attacks and attacks of opportunity), and can only be used if the weapon has enough bullets in it.

Suppressive fire does not grant extra attacks of opportunity.

Normal: A character does not threaten any squares with a ranged weapon, and cannot make ranged attacks of opportunity.

 

Urban Tracking

You can track down the location of missing persons or wanted individuals.

Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions:

PopulationDCChecks Required
Fewer than 2,00051d4
2,000–9,999101d4+1
10,000–49,999152d4
50,000–99,999202d4+1
100,000–499,999253d4
500,000+303d4+1

 

ConditionDC Modifier
Every three creatures in the group being sought–1
Every 24 hours the quarry has been missing or sought+1
Tracked quarry “lies low”+5

If you fail a Gather Information check, you can retry after 1 hour of questioning. The GM rolls the number of checks required secretly, so the player doesn’t know exactly how long the task requires.

Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing.

Special: You can cut the time per Gather Information check in half (to 30 minutes per check rather than 1 hour per check), but you suffer a –5 penalty on the check.


Class Plus Feats

The following feats are [Class] Plus feats. These feats allow a character to fully develop the feat trees of the basic classes. The restrictions are explained in the feat description, however, to prevent confusion I will attempt to clearly and concisely explain the basic idea.

A character may select any of these feats that is desired. These feats are not bonus feats for any class and may only be selected with a level-granted feat (3rd, 6th, 9th, etc.) Each feat allows the character to gain two talents, each from one of the different talent trees for a class (available talents are listed within the feat.) The two talents must be from different talent trees and the character must meet all prerequisites (including other talents). This means that to take full advantage of these feats a character usually needs at least three levels in a base class and the base talent from two different talent trees.

Example: Yoko decides to take the Fast Plus feat at third level. Since she already has Evasion, she takes Increased Speed as her second talent. She then uses the feat to take Uncanny Dodge 1, and Improved Increased Speed. Now, Yoko retains her Dexterity bonus to AC when flat-footed and has increased her base speed to 40 feet.

 

Charismatic Plus

Specialized negotiations training coupled with your drive to excel enable you to progress faster toward becoming a truly charismatic hero.

Benefit: You gain two talents from the Charismatic hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Favor, Captivate, Dazzle, Taunt, Inspiration, Greater Inspiration.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

 

Dedicated Plus

Unique psychic instruction methods coupled with your drive to excel enable you to progress faster toward becoming a truly dedicated hero.

Benefit: You gain two talents from the Dedicated hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Improved Aid Another, Intuition, Healing Touch 1, Healing Touch 2, Aware, Faith, Cool Under Pressure.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

 

Fast Plus

Hypnotic reflex augmentation coupled with your drive to excel enable you to progress faster toward becoming a truly dexterous hero.

Benefit: You gain two talents from the Fast hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll, Opportunist, Improved Increased Speed, Advanced Increased Speed.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

 

Smart Plus

Unusual company teaching techniques coupled with your drive to excel enable you to progress faster toward becoming a truly intelligent hero.

Benefit: You gain two talents from the Smart hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Savant, Linguist, Exploit Weakness, Plan, Trick.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents. The exception is the savant talent, which you can select multiple times. However, each time you select the savant talent, you must choose a different skill (see the savant talent’s description).

 

Strong Plus

Psychic muscular development coupled with your drive to excel enable you to progress faster toward becoming a truly strong hero.

Benefit: You gain two talents from the Strong hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Improved Extreme Effort, Advanced Extreme Effort, Improved Ignore Hardness, Advanced Ignore Hardness, Improved Melee Smash, Advanced Melee Smash.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

 

Tough Plus

Combining techniques originally developed by Battle Minds and your innate drive to excel, enable you to progress faster toward becoming a truly tough hero.

Benefit: You gain two talents from the Tough hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Damage Reduction 2/—, Damage Reduction 3/—, Energy Resistance (choose one energy type), Remain Conscious, Second Wind, Stamina.

Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

 

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