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Custom Special Feats

Alternative Class: Healer
Special: Can only take this at first level and the class must be cleric.
This feat significantly alters how cleric class works.
- Healer cannot use any buffing spells granting attack bonus or damage.
- All buffing spells are cast on whole party in colossal radius.
- Get access to the new Epic Spells - Epic Regeneration and Divine Intervention.

Alternative Class: Trapper
Special: Can only take this at first level and the class must be rogue.

This feat significantlly alters how rogue class works.

- Loses Sneak-Attack ability.
- Gains extra 1d6 damage from traps at each odd level.
- Gains „trap slots“ per levelling up which can be used to spawn trap kits each rest.
- Can use special traps.
- Gets access to the new feats: Extend Trap and Timestop Trap

Trap slots table:

Minor Average Strong Deadly
1 1 0 0 0
2 1 0 0 0
3 1 0 0 0
4 1 1 0 0
5 2 1 0 0
6 2 1 0 0
7 2 1 0 0
8 2 2 1 0
9 3 2 1 0
10 3 2 1 0
11 3 2 1 0
12 3 3 2 1
13 4 3 2 1
14 4 3 2 1
15 4 3 2 1
16 4 4 3 2
17 5 4 3 2
18 5 4 3 2
19 5 4 3 2
20 5 5 4 3

Alternative Class: Summoner
Special: Can only take this at first level and the class must be druid.
This feat significantly alters how druid class works.
- Loses all shapechanging abilities - therefore cannot become Shifter.
- Can control unlimited number of summoned creatures.
- Summoner's associates shares his buffs.
- Get access to the new Epic Spells - Summon Behemoth and Summon Shambler.

Custom General Feats

Brutal Throw
Type of Feat: General
Prerequisite: None
Specifics: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
Use: Automatic.

Extended Rage
- Increases duration of rage by 5 rounds.Type of Feat: General
Prerequisite: Rage or Frenzy ability.
Specifics: Each uses of your rage lasts an additional 5 rounds beyond its normal duration.
Use: Automatic.

Extra Rage
Type of Feat: General
Prerequisite: Rage or Frenzy ability.
Specifics: You rage or frenzy two more times per day than you otherwise could.
Use: Automatic.

Instantaneous Rage
- Applies rage instantly without losing the usual 1 round for activation.

Intimidating Rage
- When starting a rage the closest enemy must make a Will Save DC (10 + 1/2 character level + Charisma modifier) or become shaken for the duration of your rage. A shaken character receives a -2 morale penalty on attack rolls, saves, and checks.

Augment Summoning
(requires: Spell focus (Conjuration))
- Increases summoned creature constitution and strength by 4 points.

Sacred Vengeance
Type of Feat: General
Prerequisite: Turn Undead, Extra Turning.
Specifics: The character may spend one of his turn undead attempts to add +2d6 positive damage to wielded weapon against Undead for a number of rounds equal to the Charisma modifIer.
Use: Automatic.

Quick Reload
Type of Feat: General.
Prerequisite: None.
Specifics: You can reload new ammunition so quickly that you no longer lose attacks when doing so.
Use: Automatic.

Greater Weapon Focus
Type of Feat: General
Prerequisite: Weapon Focus in the chosen weapon type, level 8 Fighter
Specifics: A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with it.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.

Greater Weapon Specialization
Type of Feat: General.
Prerequisite: Weapon Specialization in the chosen weapon type, level 12 Fighter
Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +2 damage bonus when using these weapons in combat.
Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.

Two Weapon Defense I
Type of Feat: General
Prerequisite: Dex 15, Two-Weapon Fighting
Specifics: Your two weapon fighting style increases your defense as well as offense. Non-Tempest characters gain +1 shield bonus to their AC while wielding two weapons.
Use: Automatic.

Two Weapon Defense II
Type of Feat: General
Prerequisite: Dex 17, Two-Weapon Defense, Base Attack Bonus +6
Specifics: Your two weapon fighting style increases your defense as well as offense. Non-Tempest characters gain +2 shield bonus to their AC while wielding two weapons.
Use: Automatic.

Two Weapon Defense III
Type of Feat: General
Prerequisite: Dex 19, Improved Two-Weapon Fighting, Base Attack Bonus +11
Specifics: Your two weapon fighting style increases your defense as well as offense. Non-Tempest characters gain +3 shield bonus to their AC while wielding two weapons.
Use: Automatic.

Oversized Two-Weapon Fighting
Type of feat: General
Prerequisite: Str 13+, Two-Weapon Fighting
Specifics: When wielding a one-handed weapon in your off hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off hand.
Use: Automatic.

Custom Epic Feats

Fast Healing I - III
Type of Feat: Epic, General
Prerequisite: Con 25+
Specifics: Your natural healing rate is fastened, each time you take this feat you gain +3 regeneration per round. This feat may be taken multiple times. Its effects stack.
Use: Automatic.
Selectable by: Anyone, Barbarian (epic bonus feat), Druid (epic bonus feat), Dwarven Defender (epic bonus feat), Monk (epic bonus feat), Ranger (epic bonus feat)

Chaotic Rage
Type of Feat: Epic, General
Prerequisite: Rage 5x/day, chaotic alignment
Specifics: Any weapon you wield while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities.
Use: Automatic.

Epic Divine Might
Type of Feat: Epic
Prerequisite: Divine Might, Turn Undead, Cha 21+, Str 21+, Power Attack.
Specifics: The character may spend one of his turn undead attempts to add twice his Charisma bonus to all weapon damage for a number of rounds equal to twice the Charisma bonus.
Use: Selected.

Epic Divine Shield
Type of Feat: Epic
Prerequisite: Divine Shield, Turn Undead, Cha 21+, Str 21+, Power Attack.
Specifics: The character may spend one of his turn undead attempts to add twice his Charisma bonus to his AC for a number of rounds equal to twice the Charisma bonus.
Use: Selected.

Improved Arrow of Death I-X
Type of Feat: Epic, General
Prerequisite: Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death class feature.
Specifics: Add +2 to the DC of your arrows of death. This feat may be taken multiple times. Its effects stack.
Use: Automatic.

Death of Enemies
Type of Feat: Epic, General
Prerequisite: Bane of Enemies, Spot 30 ranks, five or more favored enemies.
Specifics: Any time you score a critical hit against one of your favored enemies, it must make a Fortitude save (DC 10 + 1/2 ranger class level + Wisdom modifier) or die instantly. Creatures immune to critical hits can’t be affected by this feat.
Use: Automatic.

Bulwark of Defense
Type of Feat: Epic, General
Prerequisite: Con 25+, defensive stance 3/day.
Specifics: Your defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.
Use: Automatic.

Keen Strike
Type of Feat: Epic, General
Prerequisite: Str 20+, Wis 20+, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning Fist, Ki Strike +3.
Specifics: Your unarmed strike has a critical threat range of 18-20 and deals slashing damage. This ability doesn’t stack with other abilities that expand your unarmed strike’s threat range.
Use: Automatic.

Vorpal Strike
Type of Feat: Epic, General
Prerequisite: Str 23+, Wis 23+, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, Ki Strike +3.
Specifics: Your unarmed strike is considered to be a slashing vorpal weapon. Whenever scoring a critical hit with when fighting unarmed, the character's target must make a Fortitude save (DC 10 + 1/2 monk class level + Wisdom modifier) or die instantly. Creatures who are immune to critical hits are not affected by this feat.
Use: Automatic.

Holy Strike
Type of Feat: Epic, General
Prerequisite: Smite evil, any good alignment
Specifics: Any weapon you wield is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon.
Use: Automatic.

Unholy Strike
Type of Feat: Epic, General
Prerequisite: Smite good, any evil alignment
Specifics: Any weapon your wield is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn’t stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.
Use: Automatic.

Righteous Strike
Type of Feat: Epic, General
Prerequisite: Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment.
Specifics: Your unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn’t stack with similar abilities.
Use: Automatic.

Sneak Attack of Opportunity
Type of Feat: Epic, General
Prerequisite: Sneak attack +8d6, opportunist class feature.
Specifics: Any attack of opportunity you make is considered a sneak attack.
Use: Automatic.

Dexterous Fortitude
Type of Feat: Epic, General
Prerequisite: Dex 25, slippery mind class feature.
Specifics: Once per round, when targeted by an effect that requires a Fortitude saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).
Use: Automatic.

Dexterous Will
Type of Feat: Epic, General
Prerequisite: Dex 25, slippery mind class feature.
Specifics: Once per round, when targeted by an effect that requires a Will saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).
Use: Automatic.

Lingering Damage
Type of Feat: Epic, General
Prerequisite: Sneak attack +8d6, crippling strike class feature.
Specifics: Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack bonus damage on your next turn as well.
Use: Automatic.

Enhance Spell I-III
Type of Feat: Epic, General
Prerequisite: Empower Spell, Maximize Spell, Lore 30 ranks
Specifics: The damage cap for your spells increases by 5 dice. This feat may be taken multiple times. Its effects stack. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.
Use: Automatic.

Two-Weapon Rend
Type of Feat: Epic, General
Prerequisite: Dex 15+, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting.
Specifics: If you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1.5 times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks you make.
Use: Automatic.

Improved Favored Enemy I-X
Type of Feat: Epic, General
Prerequisite: Five or more favored enemies.
Specifics: Add +2 to the bonus on Listen, Spot, and Taunt checks and damage rolls against all your favored enemies. This feat may be taken multiple times. Its effects stack.
Use: Automatic.

Mass Crafting
Type of Feat: Epic, General
Prerequisite: Brew Potion, Craft Wand, Scribe Scroll, Spellcaster Level 20th+
Specifics: You can craft large numbers of items very fast. When brewing potions or scribing scrolls, you can enchant full stack of the material provided you have enough gold and experiences.
Use: Automatic.
Selectable by: Wizard, Sorcerer, Cleric, Druid level 20+

Combat Archery
Type of Feat: Epic, General
Prerequisite: Dodge, Mobility, Point Blank Shot.
Specifics: You do not incur any attacks of opportunity for firing a ranged weapon when threatened.
Use: Automatic.

Infinite Deflection
Type of Feat: Epic, General
Prerequisite: Dex 25+, Lightning Reflexes, Deflect Arrows, Improved Unarmed Strike.
Specifics: You may perform any number of deflections each round, as the Deflect Arrows feat.
Use: Automatic.

Trap Sense
Type of Feat: Epic, General
Prerequisite: Search 25 ranks, Spot 25 ranks, trapfinding class ability.
Specifics: You may apply their full listen, search and spot skills even when making a passive search.
Use: Automatic.
Note: This feat has no effect for elves as it has exactly the same benefit as Keen Sense.

cs/feat-new.1586811278.txt.gz · Poslední úprava: 2020/04/13 20:54 autor: shadooow