Difference between revisions of "D20 Mechanic: Feats"

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(Created page with "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...")
 
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|'''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.)''
 
|'''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.)''
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|}
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</div>
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&nbsp;
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<div id="Advanced_Study">
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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:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">ADVANCED STUDY [Martial]</font></div>
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|-style="background:white;" align="left"
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|You've delved deeper into your martial learning to find new skills.
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|-align="left"
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|'''Benefit:''' You may select two maneuvers from your class's list and add them to your known maneuvers.
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|-align="left"
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|'''Special:''' You may select this feat multiple times.
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|}
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</div>
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&nbsp;
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<div id="Extra_Readied_Maneuver">
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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:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRA READIED MANEUVER [Martial]</font></div>
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|-style="background:white;" align="left"
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|You have learned how to increase your ability to maintain martial forms in your mind.
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|-align="left"
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|'''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.
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|-align="left"
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|'''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.
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|}
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</div>
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&nbsp;
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<div id="Extraordinary_Talent">
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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:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</font></div>
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|-style="background:white;" align="left"
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|You are more talented than your experience would otherwise suggest.
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|-align="left"
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|'''Prerequisites:''' Character level 21st+.
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|-align="left"
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|'''Benefit:''' You gain a talent from the talent list of one of your classes.
 
|}
 
|}
 
</div>
 
</div>
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|-align="left"  
 
|-align="left"  
 
|'''Benefit:''' You gain a +4 bonus to Initiative checks.
 
|'''Benefit:''' You gain a +4 bonus to Initiative checks.
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|}
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</div>
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&nbsp;
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<div id="Lightning_Recovery">
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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:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">LIGHTNING RECOVERY [Martial]</font></div>
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|-style="background:white;" align="left"
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|With a flash of insight, you retain the knowledge of a martial maneuver you've just used.
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|-align="left"
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|'''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.
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|-align="left"
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|'''Special:''' You may select this feat multiple times, gaining multiple uses per encounter.
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|}
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</div>
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&nbsp;
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<div id="Lightning_Swap">
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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:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">LIGHTNING SWAP [Martial]</font></div>
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|-style="background:white;" align="left"
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|Your speed is legendary, allowing you to switch weapons at a frightening pace.
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|-align="left"
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|'''Prerequisites:''' Quick Draw, Dex 15, base attack bonus +5.
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|-align="left"
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|'''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.
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|}
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</div>
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&nbsp;
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<div id="Martial_Charge">
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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:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">MARTIAL CHARGE [Martial]</font></div>
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|-style="background:white;" align="left"
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|You have learned how to initiate a martial strike on the move, delivering them at the end of a charge attack.
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|-align="left"
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|'''Prerequisites:''' Base attack bonus +3.
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|-align="left"
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|'''Benefits:''' You may initiate a strike maneuver instead of making an attack at the end of a charge.
 
|}
 
|}
 
</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="Power Attack">
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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:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">POWER ATTACK [Combat]</font></div>
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|-style="background:white;" align="left"
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|You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
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|-align="left"
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|'''Prerequisites:''' Str 13, BAB +1.
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|-align="left"
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|'''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.
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|-align="left"
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|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.
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|-align="left"
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|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.
 
|}
 
|}
 
</div>
 
</div>
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|-align="left"  
 
|-align="left"  
 
|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="Victorious_Recovery">
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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:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">VICTORIOUS RECOVERY [Martial]</font></div>
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|-style="background:white;" align="left"
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|You learn how to use victory over a foe to your advantage, repositioning yourself and recovering a martial maneuver.
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|-align="left"
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|'''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).
 
|}
 
|}
 
</div>
 
</div>

Revision as of 23:06, 1 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 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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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).