D20 Mechanic: Feats

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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.)

 

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

 

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 make this turn.
This penalty is applied to your Initiative before "fluid initiative" is calculated.

 

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.
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.
This penalty is applied to your Initiative before "fluid initiative" is calculated.