View table: Feats
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Table structure:
- Name - String
- Fluff - String
- MainCategory - String
- SubCategories - List of String
- Keywords - List of String
- Classes - List of String
- Prereq - Wikitext
- Short - Wikitext
- Action - Wikitext
- Benefit - Wikitext
- Special - Wikitext
- Normal - Wikitext
This table has 9 rows altogether.
| Page | Name | Fluff | MainCategory | SubCategories | Keywords | Classes | Prereq | Short | Action | Benefit | Special | Normal |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Feats/Deadly Dart | Deadly Dart | Trapper | Combat • Might | Dart | Trapper Tradition | Your dart traps become more deadly. | You gain the following modifier for the dart trap:Deadly DartThis larger dart deals slashing and piercing damage and increases the dart’s damage dice to d8. The dart’s critical threat range also improves to 19-20/x3. |
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| Feats/Dual-Wielding Tradition | Dual-Wielding Tradition | Dual wielders train in ambidextrous techniques that allow them to wield double weapons or two weapons simultaneously. | Dual-Wielding | Combat • Might | — | Make an additional attack with your off-hand. | Whenever you make an attack action with a light or one-handed weapon, you can make an additional attack with a light or one-handed weapon held in your off-hand as a free action, though both attacks take a -2 penalty on their attack rolls when doing so; only your initial main hand attack qualifies as an attack action, and the additional attack cannot be made with the same weapon as your initial main hand attack. Your off-hand attack only applies 1/2 your Strength modifier, and if your off-hand attack is made with anything other than a light weapon, both attacks take an additional -2 penalty. |
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| Feats/Expanded Guardian | Expanded Guardian | Guardian | Combat • Might | Challenge • Patrol | Guardian Tradition | Gain an additional Guardian package. | You gain one Guardian package you do not possess. | |||||
| Feats/Finesse Fighting | Finesse Fighting | Equipment | Combat • Might | — | Gain the ability to identify a creature’s weaknesses using Perception. | You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. |
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| Feats/Guardian Tradition | Guardian Tradition | Guardians specialize in protecting their allies and drawing the ire of their enemies. | Guardian | Combat • Might | Challenge • Patrol | — | Gain a delayed damage pool, and either the challenge or patrol ability. | You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool. Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn. Package: In addition, you gain one of the following packages with its included abilities. You may take the Expanded Guardian feat to gain the other package. ChallengeAs a move action, you may issue a challenge to a creature you can see. You may expend martial focus to reduce this to a swift action. A creature must be able to perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target and a +2 bonus on attack rolls targeting only you. This penalty (but not bonus) increases by 1 for every 4 points of base attack bonus you possess. The challenge lasts for a number of rounds equal to 3 + 1/2 your base attack bonus. Creatures receiving this effect are aware of it, though do not gain insight to its duration. When you issue a new challenge, any previous challenge you have active ends. Multiple challenges do not stack; if a creature is affected by challenges from more than one creature, they suffer no penalty against the source of any challenge against them and likewise gain the bonus against the sources of all of the challenges. Creatures with no Intelligence score (Intelligence score of (-)) cannot be targeted by your challenge. PatrolAs long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., or 10 ft. if your BAB is 4+. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. |
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| Feats/Scoundrel Tradition | Scoundrel Tradition | Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. | Scoundrel | Combat • Might | — | Become adept at using the Dirty Trick and Steal combat maneuvers. | You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers. Marked TargetYou may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. If you possess 4 ranks in Thievery, this penalty is increased to -2. |
Gain a number of ranks in Thievery equal to your level. Whenever you gain a level your ranks in Thievery increases by +1. If you already have ranks in the Thievery skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat. |
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| Feats/Scout Tradition | Scout Tradition | Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. | Scout | Combat • Might | — | Gain the ability to identify a creature’s weaknesses using Perception. | As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects. |
Gain a number of ranks in Stealth equal to your level. Whenever you gain a level your ranks in Stealth increases by +1. If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat. |
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| Feats/Trapper Tradition | Trapper Tradition | The followers of the trapper tradition are skilled at setting up snares and improvised dart traps. | Trapper | Combat • Might | Dart • Snare | — | Set up snares and improvised dart traps. | You may make a Crafting check with a DC of 5 to place a trap on any solid surface within your reach as a full-round action. Trapper tradition feats that allow for the use of expensive components allow for the component (alchemist fire, dose of poison, etc.) to be drawn as part of the action required to place the trap unless noted. As long as you have martial focus, reduce the time required to set a trap from a full-round action to a standard action. This trap persists for 1 round per point that your check exceed the placement DC. The trap is placed in a 5-ft. square of your choice. If you possess 5 ranks in Crafting, you may increase this area by one 5-ft. square. All squares a trap occupies must be contiguous and you can not place two separate traps in the same squares. Entering a trap’s space triggers the trap. A trap may only be triggered once unless otherwise noted. You never set off your own traps unless you choose to. Trap talents that require a saving throw has a DC of 10 + 1/2 level + practitioner modifier. The Perception DC to locate a trap is 10 + your Crafting modifier. Creatures who you warn or who see you set a trap are aware of its location and gain a +5 circumstance bonus on Perception checks to notice the trap and Reflex saves and AC to avoid the trap. Traps are cobbled together from scrap, detritus in the environment, and random bits of string, springs, and other miscellany that have been assembled into easily deployed components. Any creature in possession of a trap bag is considered to have the required materials to build these temporary traps, preparing components during downtime and restocking it for negligible cost at regular intervals, though some talents may allow the use of more expensive components that must be tracked. At the GM’s discretion, some traps may be constructed from materials in the environment even without a trap bag. A trap may be removed as a full-round action with a Disable Device check with a DC equal to 10 + your Crafting modifier. You always succeed on removing your own traps. You may choose to recover any expensive components or Alchemy tradition formulae used in a successfully removed trap. If a trap is perceived, it can be targeted and destroyed by attacks without setting it off. A trap has hardness equal to your level, AC equal to 10 + your level, and 5 hit points + 5 hit points per 2 levels you possess. Trap Abilities: You gain two basic types of temporary traps, darts and snares: DartsA dart trap is constructed of spring, twine, and usually a needle or other blade. A dart targets a line originating from one corner of one of the squares it occupies determined when it is set. This line extends out to Close range (25 ft. + 5 ft. per 2 ranks of Crafting you possess) and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in the line until one is hit. You may substitute your ranks in Crafting + your Intelligence modifier for your base attack bonus + Dexterity modifier on this roll. The dart deals 1d6 piercing damage, increasing to 2d6 when your Crafting ranks reach 3, and 3d6 when they reach 5, and has a critical threat range of 20 with a x3 multiplier. You may forgo dart damage to expend an alchemical item (such as a tanglefoot bag), a thrown splash weapon (such as alchemist’s fire or acid flasks), or a dust (a potion containing a spell that affects an area) when making a dart trap to add the effects of that splash weapon to the dart. Resolve the attack verses touch AC. Items with an area of effect count their origin from the nearest corner of the struck creature’s space to the line of the dart’s effect. You may apply injury poison to a dart as if it were a weapon after it has been set. While setting the trap, you may choose to forgo dart damage, instead expending a dose of a contact or inhaled poison as part of setting the trap. The dart then resolves its attack vs. touch AC. An inhaled poison fills its area as normal, centered on the struck creature’s square (or the first square targeted by the line, if the creature occupies more than one space). Dart trap modifiers can be acquire through feats, but each trap may only benefit from one dart trap modifier. SnaresA snare trap is constructed from rope, wire, and similar materials. A snare targets the first creature to enter one of the squares it occupies. A creature may avoid triggering a snare with a successful Reflex save; doing so leaves the trap untriggered and makes the creature aware of the trap and able to pass through that trap’s space(s) without further risk of triggering it. An alchemical item may be rigged to a snare trap. If a creature triggers the trap, the alchemical item is activated, targeting a grid intersection adjacent to the trap chosen when it is set. If the alchemical item is a thrown splash weapon, the triggering creature is affected by the item as if it were struck directly by it. Other small items such as dyes, dusts, vials of perfume, and other items with GM permission may also be attached to a snare trap as well. An inhaled poison may be rigged to a snare trap. If a creature triggers the trap, the first square entered (the creature’s choice if there is more than one entered simultaneously) becomes the centerpoint for the inhaled poison. Snare trap modifiers can be acquire through feats, but each trap may only benefit from one snare trap modifier. Snare Modifier: You gain one modifier for the snare trap: TripwireA creature that fails its save against a tripwire snare falls prone. Once knocked prone, a creature is no longer at risk of triggering the trap in that square. Running and charging creatures take a -2 penalty on their Reflex saves against this trap. This trap is not destroyed when triggered; instead the duration is reduced by 5 rounds per creature that fails its save. |
When using the Crafting skill to craft traps or as part of this tradition's feats, your ranks in Crafting is equal to your level. | |||
| Feats/Warleader Tradition | Warleader Tradition | Practitioners of the Warleader sphere learn techniques for organizing, rallying, and directing their allies in battle. | Warleader | Combat • Might | Shout • Tactic | — | Learn to employ shouts and tactics, and gain training in Diplomacy. | standard or move action | All practitioners of the Warleader sphere gain the following abilities:ContentsShoutsShouts are sound-based effects centered on the practitioner that affect creatures in an area of effect centered on the practitioner with a radius of 10 ft. + 5 ft. per 2 levels. The practitioner may choose whether or not to include himself in the effects of his shout. The effects of shouts last for 1 round, +1 additional round at level 4, and has a saving throw DC of 10 + 1/2 level + practitioner modifier. Unless otherwise noted, using a shout is a standard action. Deaf characters or characters otherwise lacking the ability to hear gain a +5 bonus on all saves against shout effects, and must attempt a saving throw against a shout even if its effects would be beneficial. Practitioners in the area of a silence spell or otherwise unable to make a sound cannot use shouts until they are once more able to be heard. While some shouts only affect allies or enemies, others affect all targets within their area of effect. When performing such a shout, you may spend a move action to warn your allies to cover their ears and negate the effects, but doing so gives enemies within the area of effect a +5 bonus to their saving throw against the shout’s effects. Some shouts may require you to expend your martial focus, as described in their entry. TacticsTactics are coordinated battle plans that require continuing direction from the practitioner to maintain. A creature must have line of sight to, and be able to see, the practitioner to benefit from a tactic. Beginning a tactic is a move action, and it can be maintained each round as a move or swift action. Once activated, you may switch between any tactics you know each time you use a swift action to maintain an ongoing tactic. Tactics affect all allied creatures within a radius of 10 ft. + 5ft. per level, and may be centered on any square you have both line of sight and line of effect to. You may recenter an ongoing tactic at a new location as part of the swift action used to maintain it. The benefits of your tactics end immediately if you are helpless, killed, paralyzed, rendered unconscious, or stunned. You also gain the following shout: Fierce ShoutWhen you use this shout, you and all affected allies gain a +1 morale bonus on damage rolls on their first attack each turn. This is a mind-affecting emotion effect. For every 2 ranks in Diplomacy you possess, the morale bonus to damage is increased by +1. You also gain the following tactic: Aggressive FlankingWhile within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning. |
Gain a number of ranks in Diplomacy equal to your level. Whenever you gain a level your ranks in diplomacy increases by +1. If you already have ranks in the Diplomacy skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat. |