Difference between revisions of "D20 Mechanic: Feats"

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|'''Special:''' You can take this feat multiple times. Each time you do, you can select the same discipline, improving your insight bonus; or you can select another discipline you can access.
 
|'''Special:''' You can take this feat multiple times. Each time you do, you can select the same discipline, improving your insight bonus; or you can select another discipline you can access.
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</div>
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&nbsp;
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<div id="Focused Power">
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{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#C184EF;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">FOCUSED POWER [Metapsionic]</font></div>
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|Your mental might makes your powers more difficult to resist.
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|'''Prerequisites:''' Manifester.
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|'''Benefit:''' You can manifest a power as a focused power when it targets a single creature.
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|Increase the saving throw DC of the power by +2.
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|'''Cost:''' 1 PP.
 
|}
 
|}
 
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|'''Benefits:''' You may initiate a strike maneuver instead of making an attack at the end of a charge.
 
|'''Benefits:''' You may initiate a strike maneuver instead of making an attack at the end of a charge.
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|}
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</div>
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&nbsp;
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<div id="Opportunity Power">
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{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#C184EF;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">OPPORTUNITY POWER [Metapsionic]</font></div>
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|-style="background:white;" align="left"
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|You can make opportunity attacks empowered by your psionic abilities.
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|'''Prerequisites:''' Manifester.
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|'''Benefit:''' When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.
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|Manifesting this power is an immediate action. If it has a power descriptor, such as [Biofeedback], it counts as concentration on that power for your next turn.
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|You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.
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|'''Cost:''' 6 PP.
 
|}
 
|}
 
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|This penalty is applied to your Initiative before "fluid initiative" is calculated.
 
|This penalty is applied to your Initiative before "fluid initiative" is calculated.
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|}
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</div>
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&nbsp;
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<div id="Persistent Power">
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{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#C184EF;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">PERSISTENT POWER [Metapsionic]</font></div>
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|-style="background:white;" align="left"
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|You invest significant psionic energy into your powers, making avoiding them significantly more difficult.
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|-align="left"
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|'''Prerequisites:''' Manifester.
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|-align="left"
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|'''Benefit:''' Whenever a creature targeted by a persistent power or within its area succeeds on its saving throw against the power, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the power, as if it had failed its first saving throw. Powers that do not require a saving throw to resist or lessen the power's effect cannot be used with this feat.
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|'''Cost:''' 4 PP.
 
|}
 
|}
 
</div>
 
</div>
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|This penalty is applied to your Initiative before "fluid initiative" is calculated.
 
|This penalty is applied to your Initiative before "fluid initiative" is calculated.
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|}
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</div>
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&nbsp;
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<div id="Unconditional Power">
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{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#C184EF;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">UNCONDITIONAL POWER [Metapsionic]</font></div>
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|-style="background:white;" align="left"
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|You can manifest powers even while disabled.
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|-align="left"
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|'''Prerequisites:''' Manifester.
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|'''Benefit:''' You can manifest an unconditional power normally when under the effects of ''amnesia'', ''dazed'', ''confusion'', ''nauseated'', ''shaken'', or ''stunned''.
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|Only personal powers and powers that affect your person can be manifested as unconditional powers.
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|'''Cost:''' 8 PP.
 
|}
 
|}
 
</div>
 
</div>

Revision as of 22:37, 5 November 2015

Feats, as they are in Trinity.

Note that, in general, pages that have feats relevant to their content - such as classes - will list the feats that are most directly pertinent to them. This page exists as a repository for all feats throughout the wiki, as well as more general feats that are not listed elsewhere.

This page is intended to be the primary source of feats for Trinity. If another page - or outside source - conflicts with what is listed here, this page has precedence.

Feat Descriptions

This section has feat descriptions for all the feats allowed in Trinity. In general, do not take feats from outside sources before getting approval from the DM.

 

ADAPTIVE COMBATANT [Initiative]
Your ability to react to changes on the battlefield is incredible.
Prerequisites: Any two [Initiative] feats.
Benefit: You gain innate compress equal to the number of Initiative feats you have taken, to a maximum of one-quarter your level, rounded down. (If you would lose a status effect with the innate flag, you immediately regain it at the beginning of your next turn. A character with the compress status increases their Initiative by the listed amount at the end of each round.)

 

ADVANCED STUDY [Martial]
You've delved deeper into your martial learning to find new skills.
Benefit: You may select two maneuvers from your class's list and add them to your known maneuvers.
Special: You may select this feat multiple times.

 

EXTRA ART [Psionic]
You have more knowledge of psionics than your experience would suggest.
Prerequisites: Manifester, ability to manifest at least one art.
Benefit: You can upgrade one science you know to an art.

 

EXTRA DEVOTION [Psionic]
You have more knowledge of psionics than your experience would suggest.
Prerequisites: Manifester.
Benefit: You gain an additional devotion known.

 

EXTRA READIED MANEUVER [Martial]
You have learned how to increase your ability to maintain martial forms in your mind.
Benefit: Select a martial maneuver using class that you possess one or more levels in. You may ready an additional martial maneuver from your maneuvers known from that class.
Special: You may select this feat multiple times, applying it to multiple classes (if you possess multiple initiator classes) or multiple times to single class.

 

EXTRA SCIENCE [Psionic]
You have more knowledge of psionics than your experience would suggest.
Prerequisites: Manifester, ability to manifest at least one science.
Benefit: You can upgrade one devotion you know to a science.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

FOCUSED MIND [Psionic]
You are more readily able to manifest your powers.
Prerequisites: Manifester level 1st+.
Benefit: Choose one psionic discipline you can access. You gain a +2 insight bonus on Manifestation checks for that discipline.
Special: You can take this feat multiple times. Each time you do, you can select the same discipline, improving your insight bonus; or you can select another discipline you can access.

 

FOCUSED POWER [Metapsionic]
Your mental might makes your powers more difficult to resist.
Prerequisites: Manifester.
Benefit: You can manifest a power as a focused power when it targets a single creature.
Increase the saving throw DC of the power by +2.
Cost: 1 PP.

 

FORCE ATTUNEMENT [General]
Through intense training, you have become exceptionally attuned to your Force, improving your resistances to other Forces in that trinity.
Prerequisites: Versed in the Force.
Benefit: Choose a Force for which you are Force-aligned. Your resistances to other Forces in that Trinity increase by +2.
Force effects that would detect your Force that are from Forces that you are opposed within the Trinity for which you applied this feat register you as your Force-user level being two levels higher than it actually is. (Example: A technologist using a watcher against a mage with this feat would register the mage as being two levels higher than he really is).
Special: You may take this feat multiple times. Each time you do, you can either improve your resistances for an already chosen Force by +2, or you can choose a new Force to which you are Force-aligned.
This feat only affects race- and class-based Force resistances. It does not affect resistances granted by Force effects or by items.

 

FORCE FIELD [General]
Your mere presence alters the manner in which reality functions.
Prerequisites: Versed in the Force.
Benefit: Your race- and class-based Force resistances extend in a 5-foot radius around you, albeit at 5 lower than your resistance. If an effect that affects an area or multiple targets fails to overcome your resistance, it must check to see if it overcomes your field's resistance; if it does not, the area of your "force field" is also not affected (if an area, that area is unaffected; if targeted, no targets in your field are affected).
However, effects that prohibit or otherwise block Force creatures of your Force alignment treat the entirety of your "force field" as your area; thus, if you are Magic-aligned and an effect prevents Magic-aligned creatures from coming near, you are blocked an earlier 5 feet than you normally would be.
Your Force resistances are considered 5 higher for purposes of attempting to use Force-aligned items of Forces to which you are naturally opposed.
Special: You can take this feat multiple times. Each time you do, the radius of your "force field" increases by 5 feet, and the resistance granted to that area is further reduced by 5. If a portion of your field would be reduced to a Force resistance of less than 1, that portion of your field does not exist.
The increase to Force resistance for purposes of using Force-aligned items applies only the first time you take this feat.

 

IMPROVED INITIATIVE [Initiative]
You are quicker to react to danger than others.
Benefit: You gain a +4 bonus to Initiative checks.

 

LIGHTNING RECOVERY [Martial]
With a flash of insight, you retain the knowledge of a martial maneuver you've just used.
Benefit: As a free action, after you've use a martial strike, counter, boost, tactic, or command, you may instantly recover that maneuver. You may do this once per encounter.
Special: You may select this feat multiple times, gaining multiple uses per encounter.

 

LIGHTNING SWAP [Martial]
Your speed is legendary, allowing you to switch weapons at a frightening pace.
Prerequisites: Quick Draw, Dex 15, base attack bonus +5.
Benefit: You may draw or put away a weapon as a free action. You cannot make more weapon swaps per round than your Dexterity modifier.

 

MARTIAL CHARGE [Martial]
You have learned how to initiate a martial strike on the move, delivering them at the end of a charge attack.
Prerequisites: Base attack bonus +3.
Benefits: You may initiate a strike maneuver instead of making an attack at the end of a charge.

 

OPPORTUNITY POWER [Metapsionic]
You can make opportunity attacks empowered by your psionic abilities.
Prerequisites: Manifester.
Benefit: When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.
Manifesting this power is an immediate action. If it has a power descriptor, such as [Biofeedback], it counts as concentration on that power for your next turn.
You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.
Cost: 6 PP.

 

PATIENT OFFENSE [Initiative]
You bide your time in combat, waiting for the perfect moment to strike.
Prerequisites: BAB +2, Improved Initiative.
Benefit: As a non-action on your turn, you can choose to suffer a penalty to your Initiative up to your BAB. If you do, you gain half that amount, rounded down, as a bonus to all attack rolls.
You must choose to use this feat before making an attack roll, and its effects last until your next turn.
This penalty is applied to your Initiative before "fluid initiative" is calculated.

 

PERSISTENT POWER [Metapsionic]
You invest significant psionic energy into your powers, making avoiding them significantly more difficult.
Prerequisites: Manifester.
Benefit: Whenever a creature targeted by a persistent power or within its area succeeds on its saving throw against the power, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the power, as if it had failed its first saving throw. Powers that do not require a saving throw to resist or lessen the power's effect cannot be used with this feat.
Cost: 4 PP.

 

POWER ATTACK [Combat]
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, BAB +1.
Benefit: You can choose to take a -1 penalty on all melee attack rolls to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

 

POWERFUL MIND [Psionic]
You have a stronger mind than most.
Prerequisites: Manifester level 1st+.
Benefit: Gain 3 PP. You can take this feat multiple times; its effect stacks.

 

PSIONIC FOCUS [Psionic]
Your powers are more powerful than your experience would suggest.
Prerequisites: Manifester level 1st+.
Benefit: Choose one psionic discipline you can access. Add +1 to the Difficulty Class for all saving throws against powers from the psionic discipline you select.
Special: You can take this feat multiple times. Each time you do, you can select the same discipline, improving your saving throw DCs; or you can select another discipline you can access.

 

QUICK TO REACT [Initiative]
You can quickly assess the shifting tides of combat.
Prerequisites: Improved Initiative.
Benefit: You can spend an action on your turn to improve your Initiative. You can spend a swift action to get a +1 bonus, a move action for a +2 bonus, or a standard for a +4 bonus. You can spend any of these actions as you see fit; expending actions in this manner is a free action.
This bonus is applied to your Initiative before "fluid initiative" is calculated.

 

RAPID ASSAULT [Initiative]
You throw caution to the wind, attacking rapidly without concern for defense.
Prerequisites: BAB +2, Improved Initiative.
Benefit: As a non-action on your turn, you can choose to suffer a penalty to your AC up to your BAB. If you do, you gain half that amount, rounded down, as a bonus to your Initiative. The penalty to your AC lasts until the beginning of your next turn.
This bonus is applied to your Initiative before "fluid initiative" is calculated.

 

TIMELY DEFENSE [Initiative]
You sacrifice speed for defense.
Prerequisites: BAB +2, Improved Initiative.
Benefit: As a non-action on your turn, you can choose to suffer a penalty to your Initiative up to your BAB. If you do, you gain half that amount, rounded down, as a dodge bonus to your AC, which lasts until the beginning of your next turn.
This penalty is applied to your Initiative before "fluid initiative" is calculated.

 

UNCONDITIONAL POWER [Metapsionic]
You can manifest powers even while disabled.
Prerequisites: Manifester.
Benefit: You can manifest an unconditional power normally when under the effects of amnesia, dazed, confusion, nauseated, shaken, or stunned.
Only personal powers and powers that affect your person can be manifested as unconditional powers.
Cost: 8 PP.

 

VERSED IN THE FORCE [General]
You have been well-trained in the ways of a specific Force, making your ability to draw upon it far more potent than normal.
Benefit: Choose a Force for which you are Force-aligned. You gain a +4 bonus to your Force-user level for that Force. If this feat would increase your Force-user level above your Hit Dice, the maximum it can be raised to is equal to your Hit Dice + the number of times you have taken this feat for that Force.
Special: You may take this feat multiple times. Each time you do, you may choose the same Force, or choose a different Force it applies to. If you choose the same Force, the bonus provided improves by +2 (but is still restricted by your HD + the number of times you have taken this feat for that Force).

 

VICTORIOUS RECOVERY [Martial]
You learn how to use victory over a foe to your advantage, repositioning yourself and recovering a martial maneuver.
Benefit: Once per encounter, you may recover maneuvers equal to your initiator modifier when you reduce an opponent to zero or less hit points (your initiator modifier is the modifier for the ability score you chose for your Combat Style class feature).