monk meditating and lifting a huge boulder via petramancy =======Feats======= ===[rules]=== \\ As a character progresses, they learn special feats of skill, strength, ki control, and mental acuity. These feats are generally not specific to any class and are open to all classes to select. Some feats have requirements you must meet before taking the feat. You receive feats based on your class level table Unless otherwise stated, you may take a feat only once **Specialized Feat Lists** * [[Advent Feats]] - Require levels in an [[Advent classes|Advent Class]] * [[Class Feats]] - Require levels in a core class * [[Skill Feats]] - These feats improve your skills \\ ~~TOC~~ ===== general feats ===== \\ a warrior jumping through the air ==== Agile defender ==== //You are at your best when helping others//\\ **Benefit**: When using a defensive formula to defend someone other than yourself, you gain a 2d6 bonus\\ **Special**: If a move defends you and others at the same time, you do not receive the bonus. Defended targets eligible for the bonus include allies, strangers in need, and even enemies. This feat does not stack with itself \\ a monk steps through a swirling smoke ==== Blindfight ==== //You see with your mind's eye//\\ **Requires**: Level 12, Intelligence score of 7\\ **Benefit**: Attackers do not gain [[combat#advantage]] against you when you are [[conditions#blinded]]. You do not suffer disadvantage when attacking or making skill checks provided your target is within 30 feet. Defending does not suffer from disadvantage\\ **Normal**: Actions made while [[conditions#blinded]] are made at disadvantage, Attacks made against blinded targets are made at advantage\\ \\ a warrior in white robes with raised fists ==== Brawler ==== //Unification day!//\\ **Benefit**: After taking this feat, each time you level up, the [[combat#basic actions|Unarmed Strike (basic action)]] receives a 1d6 bonus to the Offensive, Defensive, and Damage formulas, up to a bonus of 6d6. Additionally, your strength modifier for the Damage formula is doubled \\ a hydromancer radiates a sweeping attack ==== Cleave ==== //Your sweeping attacks hit multiple adjacent targets//\\ **Benefit**: When you make a successful melee hit against an adjacent target, you may also target all adjacent creatures\\ **Special**: Cannot be used with [[combat#maneuvers]]. Subsequent targets do not count as separate attacks. Roll the hit and damage formulas for each attack separately\\ \\ ---- two hydromancers grapple in a waterlogged temple ==== Deft maneuvers ==== //Practice has made your combat maneuvers second nature//\\ **Requires**: A Base Attack Bonus of 2 or higher\\ **Benefit**: You gain a 1d6 bonus when attacking with or defending against a maneuver\\ \\ ---- a diamond rests on the surface of a mountain lake at sunset ==== Diamond ki ==== //Break yourselves on my body//\\ **Requires**: A Base Defense Bonus of 2 or higher\\ **Benefit**: Damage from incoming attacks is reduced by an amount equal to your Resolve modifier\\ \\ ---- a warrior dressed in black, burned by fire ==== Diehard ==== //Yippie yi yo kayah//\\ **Requires**: Strength or Resolve score of 6\\ **Benefit**: When you gain the [[conditions#Dying]] condition, you may still take a Standard action each turn. When you recover from the dying condition, you do not gain the [[conditions#Staggered]] or [[conditions#Disoriented]] conditions\\ **Normal**: When dying, you can take no actions. After recovering from dying, you are [[conditions#Staggered]] and [[conditions#Disoriented]] for 1 round\\ \\ ---- a druid dodges the flames ==== Dodge ==== //Your awareness allows you to dodge multiple incoming attacks//\\ **Requires**: Dexterity score of 3\\ **Benefit**: When using the dodge action, you may impose [[combat#advantage|disadvantage]] on three incoming attacks\\ **Special**: All incoming attacks must hit you in the segment in which you are moving with the dodge action\\ **Normal**: When using the dodge action you may impose [[combat#advantage|disadvantage]] on one incoming attack\\ \\ ---- a warrior-dancer in a flowing dress ==== Feint ==== //You focus on hiding your attack within a feint, sacrificing some of the power behind your attack//\\ **Requires**: A Base Attack Bonus of 2 or higher\\ **Benefit**: You declare an attack as a feint when you declare your normal action. You remove 2d6 from your damage roll, and add it to your hit roll\\ **Special**: Cannot be used with [[combat#maneuvers]]\\ \\ ---- a druid sprints with intense speed ==== Fleet ==== //You are light on your feet//\\ **Benefit**: You gain a 5 foot bonus to your base movement speed. You do not receive the benefit of this talent when wearing Full armor\\ \\ ---- a druid sprints, leaping through the air ==== Fleet, greater ==== //You have developed your speed to lend you mobility on the battlefield//\\ **Requires**: [[feats#Fleet]]\\ **Benefit**: You gain a 10 foot bonus to your base movement speed which stacks with Fleet\\ **Special**: You do not receive the benefit of this talent when wearing Full armor\\ \\ ---- A skull with hair made of smoking knives ==== Grit ==== //I am steady and focused on the goal, now and for years to come//\\ **Requires**: Level 12, [[Abilities#Resolve]] and [[Abilities#Intelligence]] score of 3 or higher\\ **Benefits**: You gain 12 + 3d6 [[damage#hit points]]\\ \\ ---- a pyromancer with a flaming left hand ==== Haymaker ==== //You wind up for a harder hit, telegraphing your intentions//\\ **Requires**: A Base Attack Bonus of 2 or higher\\ **Benefit**: You declare a haymaker attack when you declare your normal action. You remove 2d6 from your hit roll, and add it to your damage roll\\ **Special**: Cannot be used with [[combat#maneuvers]]\\ \\ ---- ==== Healing surge ==== //Your restorative powers are strong and unyeilding//\\ **Benefit**: Any time you directly restore hit points to another creature, heal an additional 2d6 hit points\\ \\ ---- an angel with red wings hovers above a fiery battlefield ==== Hover ==== //You dance among the winds as if you were the breeze itself//\\ **Benefit**: Increase your speed while [[flying#hover|hovering]] to 2H\\ **Normal**: Movement speed while [[flying#hover|hovering]] is 1H\\ \\ ---- A cryptic angel of pure fire and darkness hovers in the void ==== Hover, perfect ==== //You become skilled as a hummingbird when hovering in place//\\ **Requires**: [[feats#Hover]]\\ **Benefit**: Reduce the action required to maintain a [[flying#hover]] to a Free action\\ **Normal**: Remaining in place while [[flying#hover|hovering]] requires a Swift action\\ \\ ---- an explosion of dust and fire in a field ==== Impact ==== //Choose one attack. You are more deadly with this attack//\\ **Requires**: Strength score of 2\\ **Benefit**: Choose an attack. You gain a +3 bonus to damage with this attack\\ **Special**: You may take this feat multiple times. Each time you take it, choose a different attack. Bonus applies to [[combat#Deadly Maneuvers]]\\ \\ ---- an explosion of fire, shooting smoke trails in every direction ==== Impact, greater ==== //You hone your chosen attack further//\\ **Requires**: [[feats#Impact]], Strength score of 3\\ **Benefit**: Choose an attack for which you have the [[feats#Impact]] feat. Gain a 1d6 bonus to damage with this attack\\ **Special**: You may take this feat multiple times. Each time you take it, choose a different attack. Bonus applies to [[combat#Deadly Maneuvers]]\\ \\ ---- A twisting explosion of fire radiates through the sky ==== Impact, deadly ==== //Your sweeping attacks devastate anything in their range//\\ **Requires**: [[feats#Impact, Greater]] with the selected attack, Strength score of 5\\ **Benefit**: Add your Strength modifier to the damage formula of the attack you selected for [[feats#Impact, Greater]], in addition to the normal Strength bonus of the damage formula\\ **Special**: You may take this feat multiple times. Each time you take it, choose a different attack. This bonus does not apply to hits that deal [[damage#non-lethal damage]]. Bonus applies to [[combat#Deadly Maneuvers]]\\ \\ ---- a hulking giant of cloud and smoke ==== Ironsides ==== //Tough as nails//\\ **Requires**: A Base Defense of 2 or higher\\ **Benefit**: You gain a 2d6 bonus to all [[abilities#ability checks|Strength Checks]] \\ ---- a witch in blue clothing wreathed in pink lightning ==== Lightning reflexes ==== //Quick as lightning across a stormy sky//\\ **Requires**: A Base Defense of 2 or higher\\ **Benefit**: You gain a 2d6 bonus to all [[abilities#ability checks|Dexterity Checks]] \\ ---- an inky spirit trapped inside an orb ==== Lockdown ==== //Like the past, you cannot escape me//\\ **Requires**: A Base Attack Bonus of 2 or higher\\ **Benefit**: Choose a talent which restricts the actions of a target creature or creatures and has a maximum dice bonus of 8d6. You gain a 2d6 bonus to the offensive and defensive formulas of that talent. You may only take this feat once\\ \\ ---- an archer lines up her shot ==== Longshot ==== //You threaten a greater range with your ranged attacks//\\ **Requires**: A Base Attack Bonus of 2 or higher\\ **Benefit**: Your base range with blasts and ranged weapons increases by 20 feet\\ \\ ---- an archer lines up her shot without looking ==== Longshot, master ==== //You are an expert at shooting at great distances. Applies to ranged weapon attacks and blasts//\\ **Requires**: [[feats#Longshot]]\\ **Benefit**: Your range increment becomes 40 feet\\ **Normal**: The normal range increment is 20 feet\\ \\ ---- a ring of blue coral, on fire ==== Luck ==== //Fortune seems to follow you wherever you go//\\ **Benefit**: Up to three times per day, you may take [[combat#advantage]] on any roll except damage rolls. Alternatively, you may spend one of your uses to reroll all dice that come up as a "1". You may not use Luck more than once in a segment, and the benefits of Luck do not stack with the benefits from the item attribute [[keystones#Luck]]\\ \\ ---- a druid pyromancer rushes forward after deflecting an attack ==== Mobility ==== //You use quick short steps to dodge incoming attacks//\\ **Requires**: [[feats#Dodge]]\\ **Benefit**: Increase your dodge speed by 1H. When you successfully dodge or defend against an attack, you may take a free 10 foot step\\ **Special**: The 10 foot step is in addition to the movement of the dodge action\\ \\ ---- A phoenix sprite in an autumn forest ==== Natural flyer ==== //You are as safe in the skies as you are on the ground//\\ **Requires**: A talent or species ability granting flight\\ **Benefit**: Increases your flying speed by 1H. You automatically succeed on [[abilities#ability checks|Dexterity Checks]] made to exit free fall\\ \\ ---- a target with several arrows stuck in it ==== Precision ==== //Your prowess with the selected attack is impressive//\\ **Benefit**: Choose two attacks. You gain a 1d6 bonus to hit with these attacks\\ **Special**: You may take this feat multiple times. Each time you take it, choose two new attacks\\ \\ ---- a medical diagram of a body ==== Pressure points ==== //You are experienced in striking pressure points when attacking//\\ **Requires**: Level 6\\ **Benefit**: When dealing non-lethal damage with an attack, add 1d6 to the damage roll\\ \\ ---- a desimancer wreathed in electricity ==== Quicksilver ==== //You are quick on your feat in even the most adverse conditions//\\ **Requires**: Level 4\\ **Benefit**: You gain a 3d6 bonus to [[combat#Initiative]]\\ \\ ---- a stone, painted like the sky ==== Retraining ==== //You wash away practiced moves, learning new ways of controlling yourself, or your element//\\ **Requires**: Level 10\\ **Benefit**: You unlearn up to three talents, refunding any talent points spent on those talents. For each talent you unlearn, you gain an additional talent point. You choose new talents with those you unlearned, and you may spend refunded talent points. You may unlearn talents from different classes, but new talents and talent points must be re-spent within their original class. You may convert an unwanted, unlearned talent for 10 talent points when using Retraining\\ **Normal**: You cannot unlearn talents or refund spent talent points\\ \\ ---- A pyromancer leaping and summoning fire ==== Run and gun ==== //Your battlefield mobility is truly awe-inspiring//\\ **Benefit**: You may initate two actions in the same segment\\ **Special**: This does not grant you additional actions, and may not be used with a full action. You may not use this ability to initiate more than two actions in the same segment\\ **Normal**: You can only initiate one action per segment\\ \\ ---- a beautiful dryad spirit in the forest ==== Silver familiar ==== //Summon gun//\\ **Benefit**: Your familiars may initiate two actions in the same segment\\ **Special**: This does not grant your familiars additional actions, and may not be used with a full action. Your familiars may not use this ability to initiate more than two actions in the same segement. Applies to elementals, bonds, bauglins, etc\\ **Normal**: Your familiars can only initiate one action per segment\\ \\ ---- a beautiful dryad spirit in the forest ==== Sleeper ==== //The People's Catnap//\\ **Benefit**: After successfully grappling an opponent, when you sucessfully follow up with a maneuver and spend a point to [[combat maneuvers#Grapple|Maintain the Grapple]], you may spend all remaining points to downgrade the action cost of the maintaining maneuver to a Move action \\ **Special**: You must have one additional manuever point to sacrifice in order to reduce the cost\\ \\ ---- a beam of blue and gold light towers above a lake in the countryside ==== Transcend ==== //Your mastery over your ki is so advanced you are able to transcend your own body//\\ **Requires**: Level 8\\ **Benefit**: You briefly align your ki energy, blurring the lines of the self. Closing your eyes and concentrating for 6 seconds (Full action when in combat), you can see the world around you up to 30 feet, without the use of your eyes, for up to 6 seconds. You see the space around you as if it were on display on a pedestal before you, granting you a +1 bonus to [[Perception]] and [[Investigation]] checks. While in this state, your other senses are not enhanced\\ **Special**: This ability has three charges, which replenish at a rate of one per day. You may take this feat twice. Taking it a second time reduces the required concentration to 1 second (Swift action when in combat) and increases the replenish rate to two per day \\ ---- a pheresata emerges from the flames ==== Undying ==== //The valiant die only once//\\ **Requires**: [[feats#Diehard]]\\ **Benefit**: Reduce the damage you take each segment while dying to 1d6. [[damage#Non-lethal damage]] does not cause you to fall [[conditions#Unconscious]] unless the total amount of Non-lethal damage you have taken exceeds your total hit points\\ **Normal**: Each segment while dying, you take 3d6 damage. When dying, you can take no actions. You fall unconscious if the combined damage you have taken exceeds your hit point total\\ \\ ---- a zeol martialist glides forward ==== Swift ==== //Like a wild river//\\ **Requires**: [[feats#Fleet]] or [[feats#Run and Gun]]\\ **Benefit**: You may spend a swift action to move ten feet\\ **Normal**: You may take a five foot step with a swift action\\ \\ ---- a grey-haired person with a haunted look in their eyes ==== Unflinching resolve ==== //You do not falter, you do not stray//\\ **Requires**: A Base Defense Bonus of 2 or higher\\ **Benefit**: You gain a 2d6 bonus to all [[abilities#ability checks|Resolve Checks]] \\ ---- a woman surrounded by galaxy, third eye open ==== Wit ==== //Sharp as a tack//\\ **Requires**: Intelligence 3\\ **Benefit**: You gain a +2d6 bonus to all [[abilities#ability checks|Intelligence Checks]]