D20r:Feats

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'''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.
'''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.
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===Cunning Evasion [Halfling]===
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'''Requirements:''' Dexterity 15+
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'''Benefit:''' You may spend a charge from your Natural Talent racial feature as an immediate action to gain the Evasion ability for one round.
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You gain an additional Natural Talent charge per day.
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'''Normal:''' You may only spend your Natural Talent for your racial features.
==D==
==D==
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A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. You gain an additional point of dodge bonus for each five points of prowess invested in this feat.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. You gain an additional point of dodge bonus for each five points of prowess invested in this feat.
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===Draconic Energy [Kobold, Lizardfolk]===
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'''Requirements:''' Constitution 15+, Draconic Inheritor
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'''Benefits:''' Your natural attacks deal 1d6 additional damage of the energy type your breath weapon deals. You gain the subtype of the appropriate energy type.
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You may spend a Natural Talent charge as an immediate action to deal damage to an adjacent opponent that has just struck you in melee. This ability deals equal damage to your breath weapon and is of the same energy type. Unlike your breath weapon, your opponent does not get a Reflex save to halve the damage: they take the full amount.
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You gain an additional Natural Talent charge per day.
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'''Normal:''' You may only spend your Natural Talent for your racial features.
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===Draconic Inheritor [Kobold, Lizardfolk]===
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'''Requirements:''' Constitution 15+
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'''Benefit:''' When selecting this feat, choose one of the following options. It determines your breath weapon and the effects of related feats.
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{|border=1px
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!Type !!Breath Weapon !!Shape
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|-
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|Black || Acid || Line
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|-
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|Blue || Electricity || Line
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|-
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|Brass || Fire || Line
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|-
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|Bronze || Electricity || Line
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|-
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|Copper || Acid || Line
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|-
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|Gold || Fire || Cone
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|-
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|Green || Acid || Cone
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|-
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|Red || Fire || Cone
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|-
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|Silver || Cold || Cone
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|-
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|White || Cold || Cone
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|}
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You may spend a charge from your Natural Talent racial feature as a standard action to temporarily gain a weaker version of your chosen dragon's breath weapon. The breath weapon deals 1d6 damage of the appropriate type. This damage increases for each three character levels you possess, to 2d6 at 3rd level, 3d6 at 6th level, 4d6 at 9th level, 5d6 at 12th level, 6d6 at 15th level, and 7d6 at 18th level. The breath weapon allows a Reflex save for half damage, with a DC equal to 10 + 1/2 character level + Constitution modifier.
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Line-shaped breath weapons have a range of 10' plus 5' per 2 character levels (maximum 60'). Cone-shaped breath weapons have a range of 10' plus 5' per 3 character levels (maximum 40').
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You gain an additional Natural Talent charge per day.
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'''Normal:''' You may only spend your Natural Talent for your racial features.
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===Draconic Lore [Kobold, Lizardfolk]===
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'''Requirements:''' Constitution 15+, Intelligence 15+, Draconic Inheritor
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'''Benefits:''' You may spend a Natural Talent charge as a standard action to make a special lore check with a bonus equal to one-half your character level + your Intelligence modifier + the number of Kobold or Lizardfolk racial feats you possess to see whether you knows some relevant information about local notable people, legendary items, or noteworthy places.
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A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
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{|border=1px
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!DC !!Type of Knowledge
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|-
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|10 || Common, known by at least a substantial minority of the local population.
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|-
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|20 || Uncommon but available, known by only a few people legends.
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|-
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|25 || Obscure, known by few, hard to come by.
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|-
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|30 || Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.
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|}
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You gain an additional Natural Talent charge per day.
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'''Normal:''' You may only spend your Natural Talent for your racial features.
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===Draconic Senses [Kobold, Lizardfolk]===
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'''Requirements:''' Constitution 15+, Wisdom 15+, Draconic Inheritor
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'''Benefits:''' You gain darkvision, low-light vision, and scent. If you already have any of these abilities, your ranges for them double.
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You may spend a Natural Talent charge as a move action to gain Blindsense 15' for an number of rounds equal to your Wisdom modifier.
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You gain an additional Natural Talent charge per day.
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'''Normal:''' You may only spend your Natural Talent for your racial features.
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===Draconic Tail [Kobold, Lizardfolk]===
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'''Requirements: Strength 13+, Constitution 15+, Draconic Inheritor
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'''Benefits:''' You gain a natural attack: your tail. Treat this as a slam attack that deals 1d6 points of damage (for lizardfolk) or 1d4 points of damage (for kobolds). This natural attack is always a secondary natural attack.
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You may spend a Natural Talent charge as a standard action to perform a tail sweep. Creatures adjacent to you must make a Reflex save (DC 10 + the number of kobold or lizardfolk feats you possess + your Strength modifier) or fall prone.
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You gain an additional Natural Talent charge per day.
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'''Normal:''' You may only spend your Natural Talent for your racial features.
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===Draconic Toughness [Kobold, Lizardfolk]===
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'''Requirements:''' Constitution 17+, Draconic Inheritor
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'''Benefits:''' You gain Hit Points equal to your character level.
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You may spend a Natural Talent charge as an immediate action to gain temporary hit points and resistance to the type of energy your breath weapon deals equal to twice your Constitution modifier. These temporary hit points and energy resistance last for a number of rounds equal to the number of Kobold or Lizardfolk feats you possess.
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You gain an additional Natural Talent charge per day.
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'''Normal:''' You may only spend your Natural Talent for your racial features.
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==E==
==E==
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===Lightning Reflexes [Investing]===
===Lightning Reflexes [Investing]===
''Benefit:'' You gain a +2 bonus on Reflex saving throws. This increases by +1 for each four points of prowess invested in this feat.
''Benefit:'' You gain a +2 bonus on Reflex saving throws. This increases by +1 for each four points of prowess invested in this feat.
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===Luck of the Devil [Halfling]===
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'''Requirements:''' Charisma 15+, Aura of Unluck class feature
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'''Benefit:''' You may spend your charges you get from your Natural Talent racial feature as if they were luck points for your Luckthief class features.
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You gain an additional Natural Talent charge per day.
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'''Normal:''' You may only spend your Natural Talent for your racial features.
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==M==
==M==
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==T==
==T==
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===Tiny But Tough [Halfling]===
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'''Requirements:''' Constitution 15+
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'''Benefit:''' You may spend a charges from your Natural Talent racial feature as an immediate action to gain temporary hit points equal to your character level for a number of rounds equal to your Charisma modifier.
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You gain an additional Natural Talent charge per day.
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'''Normal:''' You may only spend your Natural Talent for your racial features.
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===Toughness [Investing]===
===Toughness [Investing]===
''Benefit:'' You gain bonus hit points equal to the points of prowess invested in this feat.
''Benefit:'' You gain bonus hit points equal to the points of prowess invested in this feat.

Revision as of 21:31, 29 September 2010

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