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5 - Feats

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Diolo Sentinal
Captain

PostPosted: Sun Mar 25, 2007 8:38 pm


Feats are specific abilities which your character can learn. Characters gain feats normally at first level, and every level which is a multiple of 3 (3, 6, 9, etc.).

@ = Stacking effect, may take multiple times
# = NON-stacking effect, may take multiple times
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

General Feats

Alertness
You are capable of making better spot and listen checks in your surroundings.

Acrobatic
You are capable of making better jump and tumble checks.

Agile
You have better balance and are able to escape from ropes and chains easier.

Armor Proficiency: Lgt
You are accustomed to wearing and fighting in light armor.

Armor Proficiency: Med (Req. AP:Lgt)
You are accustomed to wearing and fighting in medium-weight armor.

Armor Proficiency: Hvy (Req. AP:Med, AP:Lgt)
You are accustomed to wearing and fighting in heavily-fortified armor.

Combat Reflexes
You can take extra attacks of opportunity, that is, attacking when your opponent is off guard.

Athletic
You are capapble of making better swim and climb ckecks.

Deceitful
You posess better forgery and disguise skills.

Diligent
You can identify artifacts better and are more adept at appraising objects.

Dodge
You are a little harder to land a hit on.

Mobility (Req. Dodge)
You are less susceptable to attacks of opportunnity, that is being attacked while off guard.

Spring attack (Req. Mobility, Dodge)
You are capable of moving before and after an attack.

Endurance
You are less effected by non lethal damage, that is damage that does not effect your Health.

Diehard (Req. Endurance)
You remain conscious from -1 to -9 Health, whereas normal people would have passed out from damage.

# Exotic Weapon Proficiency: [Weapon Type]
You become proficient with an exotic and/or rare weapon and take no pentalty for using it in combat.

Great Fortitude
You are capable of withstanding bodily damage from traps and your surroundings.

# Improved Critical: [Weapon Type] (Req. Proficiency with chosen weapon)
You become adapt at scoring hits to opponent's weak areas using a weapon of your choice.

Improved Initiative
You have a higher chance at getting the jump on your opponents before combat starts.

Investigator
You are adept at gathering information and search checks.

Iron Will
You become less effected by mind-effecting spells, traps and magical effects.

Leadership (Req. 6th Level)
You are capable of enducing a sense of leadership to your followers. People revere and respect you.

Mounted Combat (Req. Ride 1 Rank)
You are capable of protecting your mount from attack whilst in combat.

Mounted Archery (Req. Ride 1 Rank, Mounted Combat)
You are capable of firing Ranged weapons more easily whilst you are on a moving mount

Ride-By Attack (Req. Ride 1 Rank, Mounted Combat)
You are capble of moving before and after a mounted attack.

Spirited Charge (Req. Ride 1 Rank, Mounted Combat, Ride-By Attack)
You deal additional damage while performing a mounted attack.

Trample (Req. Ride 1 Rank, Mounted Combat)
A target cannot avoid being overrun by your mount.

Negotiator
You are skilled with words and gain bonuses on sense motive and diplomacy.

Nimble Fingers
You are adept at disabling devices and opening locks.

Persuasive
You can bluff and Intimidate more sucessfully.

Power Attack (Req. Str 13)
You can exchange some accuracy for extra damage.

Cleave (Req. Str 13, Power Attack)
If you kill a foe, you may attempt to attack another target in the same round.

Great Cleave (Req. Str 13, Power Attack, Cleave)
If you kill a foe, you may attempt to attack another target, if that target dies from your cleave attack, the process continues until you fail to kill an opponent with a cleave attack.

Rapid Reload (Req. Proficiency with Crossbow)
You may reload your crossbow more quickly.

Run
You can run at 5 times base speed (as opposed to 4) and then recieve a bonus to jump attempts made after a running start.

Self-Sufficient
You are more capable of caring for your own health and dietary needs, and thus recieve bonuses to heal and survival.

Shield Proficiency
You recieve no attack penalty for wearing a shield.

Improved shield Bash. (Req. Shld prof.)
You maintain your shield's armor bonus whilst performing a shield bash.

Tower Shield Proficiency (Req. Shld prof.)
You recieve no attack penalty for wearing a Tower Shield.

# Skill Focus [Skill type]
You recieve a bonus when making a check or using a specific skill.

Stealthy
You recieve bonuses on Hide and Move Silently Checks.

@ Toughness
Gain 3 Health

2 Weapon Fighting (Req. Dex 15)
You recieve reduced penalties for fighting with 2 weapons.

2 Weapon Defense (Req. Dex 15, 2 Weapon Fight)
Recieve a shield bonus to defense whiel wielding two weapons.

Improved 2 Weapon Fighting (Req. Dex 17, 2 Weap. Fight)
You gain an extra off-hand attack per round.

Greater 2 Weapon Fighting (Req. Dex 19, Imp. 2 Weap. Fight, 2 Weap. Fight)
gain a third extra off-hand attack per round.

Weapon Finesse
You may use your dexterity instead of strength to determine accuracy with light melee weapons and rapiers.

# Weapon Focus [Weapon Type] (Req. Prof. with weapon of choice)
You practice specifically with a weapon of your choice and gain improved accuracy.

# Weapon Specialization [Weapon Type] (Req. Prof. with weapon of choice, Weapons Focus with weapon of choice, Fighter 4th Level)
You practice further with a specific weapon, and learn to deal mroe damage with it.

# Greater Weapon Focus [Weapon Type] (Req. Prof. with weapon of choice, Weapons Focus with weapon of choice, Fighter 8th Level)
You increase your skill with a practiced weapon and gain further imrpoved accuracy.

# Greater Weapon Specialization [Weapon Type] (Req. Prof. with weapon of choice, Weapons Focus with weapon of choice, Fighter 12th Level)
you learn to deal large ammounts of extra damage with your practiced weapon.


ITEM CREATION FEATS
Item creation feats allow the user to create magical items, some of which can be extremely powerful. However, using these feats costs gold (stars, not gaia gold) and experience points to use.

Brew Potion (Req. Caster level 3rd)
Create magical potions.

Craft Magical Arms and Armor (Req. Caster level 5th)
Create Magical Weapons and Armor.

Craft Rod (Req. Caster level 9th)
Create magic rods.

Craft Staff (Req. Caster level 12th)
Create magic staffs.

Forge Ring (Req. Caster level 12th)
Create magical rings.

Scribe Scroll (Req. Caster level 1st)
Create magic scrolls.

Craft Wand (Req. Caster level 5th)
Create magic wands.

Craft Wondrous Item (Req. Caster level 5th)
Create other magical items (amulets, cloaks, misc. items, etc.)


METAMAGIC FEATS
Metamagic feats are applied, by spellcasters, to their spells. These feats create modified spell effects, but make spells more difficult to cast.

Empower Spell
Increase variable effects of spells (healing or damage) by 50%

Enlarge Spell
Double the effect range of a spell.

Extend Spell
Double the duration of a spell's effect.

Maximize Spell
Ensure Maximum variable effects of spells (healing or damage)

Silent Spell
Cast a spell without making a sound.

Still Spell
Cast a spell without moving.

Feats Originally Typed by Omnislash89
PostPosted: Sat Mar 31, 2007 4:46 pm


Don't quite understand what a feat is? Can't decide which ones to pick? Check out the following article from Wizards of the Coast, creators of Dungeons and Dragons:

http://www.wizards.com/default.asp?x=dnd/playdnd/20070113a
http://www.wizards.com/default.asp?x=dnd/playdnd/20070127a

Diolo Sentinal
Captain

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