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Weapon Fighting, base attack bonus +6

In document D20une RPG Complete (Page 72-79)

Benefit: The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty. Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other.

Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).

Increased Speed

You move significantly faster than normal.

Prerequisites: Run.

Benefit: Your base speed is increased by 10 ft. per round.

Investigator

Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

NEW! Iron Fist [Combat]

You have practiced a variety of breaking and smashing techniques, and can easily shatter objects with your attacks.

Prerequisites: Martial Arts, Bindu Strike.

Benefit: When you attempt to break an object using brute force, the object’s Break DC is reduced by 4. Also, while making a Strike an Object action, you make attacks as if you are using a melee weapon even if making an unarmed attack, and you double your Strength modifier for damaging objects (including armor and weapons). You are not considered to be using a melee weapon for any other purpose, including the use of melee combat feats and attack options.

Iron Will

Benefit: The character gets a +2 bonus on all Will saving throws.

NEW! Kicking Basics [Combat]

You have trained in the fundamentals of kicks.

Benefit: This feat grants you the following abilities.

Jump Kick: You may move one 2 meter square before you make an unarmed attack. This does not prevent you from taking a bonus step during the combat round as described in Combat.

Roundhouse Kick: You may attack two opponents who are adjacent both to you and to each other with a single unarmed attack. Make one attack roll and compare it to each targeted opponent’s Defense value. If you hit either or both of them, make a single damage roll and deal that damage to each opponent you hit.

NEW! Kicking Mastery [Combat]

You have mastered several styles of martial arts that emphasize kicks, and can mesh them together as one fluid fighting style, as well as focus them into powerful attacks.

Prerequisites: Martial Arts, Kicking Basics, melee attack bonus +3 or higher.

Benefit: This feat grants you the following abilities.

Drop Kick: Once per round, you may take a –6 penalty to your attack roll before making an unarmed attack. If you hit, that attack deals double damage (thus 1d6+3 becomes 2d6+6).

Flying Jump Kick: You may move up to two 5 ft. squares before making an unarmed attack. This does not prevent you from taking a bonus step during the combat round.

Knockout Punch

Prerequisites: Brawl, base attack bonus +3.

Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.

Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Leadership

Prerequisite: Character level 6th.

Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her.

See the table below for what sort of cohort and how many followers the character can recruit.

Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score:

Other modifiers may apply when the character tries to attract a cohort:

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.

Leadership Score: A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above.

Cohort Level: The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself.

The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.

Cohorts earn XP as follows: The cohort does not count as a party member when determining the party’s XP.

Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).

Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total.

If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs.

Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat.

Followers don’t earn experience and thus don’t gain levels.

However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if

your cohort gains levels, however, because cohorts earn experience on their own.)

Lightning Reflexes

Benefit: The character gets a +2 bonus on all Reflex saving throws.

NEW! Lover's Fury

You are especially deadly when someone you love is in danger.

Benefit: If you are in combat, and someone you love is clearly threatened (in a square which an enemy threatens, exposed to ranged weapons fire, at -1 or fewer hit points, or the like), you gain a +1 morale bonus on all attack and damage rolls.

However, you cannot withdraw from combat so long as your love is threatened. You may only have one "love" at a time, and the relationship must be approved by the GM.

Low Profile

Benefit: Reduce the character’s Reputation bonus by 3 points.

NEW! Luck of Heroes [Initial]

Known for producing their fair share of heroes, whether through pluck, determination, or sheer resilience, your people survive when no one expects to come through.

Benefit: You receive a +1 luck bonus on all Saving Throws.

NEW! Manipulator

Your people are willing to use subtle measures to dispose of rivals and enemies, and have few qualms against using hired killers and assassins.

Regions: Kaitain, Caladan, Geidi Prime, Ix, Richese.

Benefit: You gain a +2 competence bonus on Alchemy checks to prepare and identify poison, and a +2 competence bonus to Heal checks to treat poison.

Martial Arts

You have received focused training in unarmed combat and are able to deal greater damage or even critical hits when using unarmed attacks.

Benefit: Your unarmed attacks deal 1d6 damage. You do not suffer a –4 attack penalty in order to inflict normal damage instead of subdual damage. In addition, a natural 20 on the attack roll is a threat.

Martial Weapon Proficiency

Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

Benefit: You make attack rolls with the selected weapon normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

NEW! Master Assassin

You are an expert at striking your opponents’ weak spots with a weapon.

Prerequisites: Assassin, base attack bonus +12 or higher.

Benefit: Your threat range is increased by 2 when using a melee weapon (this stacks with the benefit of the Assassin feat).

In addition, you no longer have to spend an action point to turn a threat into a critical hit when using a melee weapon.

NEW! Master Duelist

You are an expert with a certain type of weapon.

Prerequisites: Weapon Master with selected weapon, base attack bonus +12 or higher.

Benefit: Your bonuses from Weapon Master are increased to +3 to attack rolls and +6 to damage rolls when using the selected weapon. Finally, once per game session, you may

choose to re-roll a failed attack roll when using the selected weapon. You may not re-roll a critical failure.

Special: This feat may be taken multiple times, each time applying it to a different weapon.

Mercantile Background

Powerful trading costers and craft guilds control the materials and commerce, while water sellers and spice merchants control the wealth on Arrakis. You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity.

Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on skill checks in the Craft or Profession skill of your choice.

Merchant

You come from one of the major centres of trade in the universe.

Regions: Abanasinia, Cristyne, Gwynned (Ergoth), Qualinesti, Saifhum, Solamnia, Tarsis (Plains of Dust).

Benefit: Choose a Craft or Profession skill. You gain a +2 competence bonus to all Craft or Profession checks for that skill and a +2 competence bonus to all Appraise checks.

NEW! Mentat Training

Trained young, you have an innate understanding of the filtering and categorization of information that greatly aids computation and cryptography.

Prerequisites: Research skill 1+, Cryptography skill 1+.

Benefit: You gain a +2 bonus to all Research and

Cryptography chicks. In addition, your threat range with these skills increases to 19-20.

Meticulous

Benefit: The character gets a +2 bonus on all Forgery checks and Search checks.

NEW! Mind Over Body [Prana-Bindu]

The training of some orders, such as the Mentats and the Bene Gesserit Sisterhood have learned to overcome the frailties of the body with the unyielding power of the mind.

Benefit: Upon gaining this feat, and each level thereafter, you may use your Intelligence modifier instead of your Constitution modifier to determine your bonus hit points.

Mobility

You are adept at moving past opponents and dodging blows.

Prerequisites: Dexterity 13, Dodge.

Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square.

Special: A condition that makes a character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Nimble

Benefit: The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks.

Special: Remember that the Sleight of Hand skill can’t be used untrained.

NEW! Nimble Fingers

Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

NEW! Noble Born [Initial]

You are a descendant of one of the traditional noble houses of the Landsraad, such as the Atreides, Harkonnen, Ginaz, or Corrino.

Prerequisite: Character level 1.

Benefit: You gain a +2 competence bonus to Diplomacy and Knowledge (nobility and royalty) checks.

Special: This feat must be taken at character creation.

NEW! Nomad [Regional]

Your people live in rugged tribes that travel from place to place in their homeland.

Regions: Blödehelm, Dimernesti, Kagonesti elves, Khur, New Coast, Nordmaar, Plains of Dust, Southern Ergoth, Taman Busuk.

Benefit: You gain a +2 bonus to all Handle Animal and Wilderness Lore checks.

NEW! Other Memories [Bene Gesserit]

SEE AKASHIC CLASS in MONTE COOK’S ARCANA UNEARTHED: You have access to odd flashes of knowledge about ancient worlds and ancient lives.

Benefit: When appropriate, the GM can grant a special +4 bonus to certain Knowledge checks.

Special: You may not Take 10 or 20 on this check. The memories are not under your control; they bubble up from your subconscious at random.

Persuasive

Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

NEW! Pirate [Regional]

Your people are the scourge of the seas, attacking ships for wealth.

Regions: Balifor, Kothas, Mithas, Sanction, Vingaard River.

Benefit: Choose one of the following weapons: Club, Dagger, Rapier, Scimitar, Trident. You gain a +1 bonus to attack rolls when fighting with this weapon, and a +2 bonus to all Intimidate checks

.

Point Blank Shot

Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

Power Attack Prerequisite: Strength 13.

Benefit: On the character’s action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.

Precise Shot

Prerequisite: Point Blank Shot.

Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.

Normal: A character takes a –4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat.

NEW! Punching Basics [Combat]

You have trained in the fundamentals of punches and nerve attacks.

Benefit: This feat grants you the following abilities.

Knuckle Punch: If you make a successful unarmed attack, you deal normal damage, plus your Strength modifier multiplied by 1.5 (rounded up).

Palm Strike: When you strike an opponent with a successful unarmed attack, the force of your blow moves him one 2-meter square directly away from you. If the target square is occupied, your opponent remains where he is and takes 1 additional point of damage on top of any damage from your successful attack.

NEW! Punching Mastery [Combat]

You have mastered several styles of martial arts that emphasize punches and nerve touches.

Prerequisites: Martial Arts, Punching Basics, melee attack bonus +3 or higher.

Benefit: This feat grants you the following abilities.

Flying Palm: When you strike an opponent with a successful unarmed attack, the forcee of your blow moves him up to three 5-ft. squares directly away from you. If the target square is occupied, your opponent remains where he is and suffers 1d4 subdual damage in addition to any damage from your successful attack.

Pain Touch: Once per combat, when you strike an opponent with a successful unarmed attack, you stun the opponent for one round in addition to dealing your normal damage. While stunned, the opponent can’t act, he loses his Dexterity bonus to defense (becoming flat-footed), and attackers get a +2 to hit him. This ability doesn’t affect opponents that are immune to critical hits.

Quick Draw

You can bring a weapon into action with inhuman speed.

Prerequisite: Base attack bonus +1.

Benefit: The character can draw a weapon as a free action. A character with this feat may throw weapons at his or her full normal rate of attacks.

Normal: A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character can draw a weapon as a free action when moving.

NEW! Quick Healer Your wounds heal faster than normal.

Prerequisites: Con 13+.

Benefit: When you recover hit points as a result of natural healing (but not surgical or other types of healing), you recover twice the normal number of points.

NEW! Remove Yourself!

You can bypass lesser foes to attack a greater enemy.

Benefit: When in combat against several enemies, you may spend an action point and designate one foe as your “fitting opponent.” If the enemies have different CRs, the fitting opponent must be the foe with the highest CR.

Only one foe per combat session may be so designated; if the fitting opponent is slain, you cannot use this feat again until the next combat. The feat may not be used more than once per day, in any event.

When used, you gain a +4 dodge bonus to Defense when avoiding attacks of opportunity caused by moving towards the fitting opponent. This bonus applies only if the character intends to engage said foe in melee combat. This is a highly cinematic feat, and may not be appropriate for all games.

Renown

Benefit: The character’s Reputation bonus increases by +3.

Ride-By Attack

Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.

Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.

Run

You are able to run faster than normal.

Benefit: When running, the character moves a maximum of five times his or her normal speed instead of four times. If the character is in heavy armor, the character can move four times

his or her speed rather than three times. If the character makes a long jum p, the character gains a +2 competence bonus on his or her Jump check.

NEW! Scholar [Regional]

You come from a people who respect the search for knowledge and maintain a library or university.

Regions: Dargonesti, Gwynned (Ergoth), Haven (Abanasinia), Kayolin, Palanthas (Northern Solamnia), Qualinesti, Sikk’et Hul, Silvanesti, Thorbardin (Daewar and Hylar only), Whitestone (Sancrist).

Benefit: You gain a +2 bonus to all Knowledge (history) checks, and to the checks of one other Knowledge skill of your choice.

NEW! Seeker [Regional]

You were educated by the Seekers of the New Gods in Haven, before the return of true clerics during the War of the Lance. Your theological training included coaxing power out of divine magical items, as though you were a cleric of the true gods.

Regions: Abanasinia.

Benefit: You can spend skill points on Decipher Script and Use Magic Item as cross-class skills; they are no longer considered exclusive skills.

NEW! Self-Sufficient

You can take care of yourself in harsh environments and situations.

Benefit: You get a +2 aptitude bonus on all Survial and Treat Injury checks.

Special: A Fremen may select this feat as one his bonus feats.

NEW! Shattering Blow [Combat]

You have mastered a variety of breaking and shattering techniques, allowing you to destroy inanimate objects with alarming ease.

Prerequisites: Iron Fist, melee attack bonus +3 or higher.

Benefit: All of your unarmed attacks do at least 1d8 damage (if not higher due to other feats, class feat ures and abilities).

Also, you quadruple (4x) your Strength modifier when damaging an object.

When you attempt o break an object using brute force, the object’s Break DC is reduced by 8 instead of 4.

Shield Proficiency

Benefit: You can use a standard shield and take only the standard penalties.

Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack

Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack

In document D20une RPG Complete (Page 72-79)