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Feats that equal +1 ability score
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<blockquote data-quote="Szatany" data-source="post: 6118243" data-attributes="member: 21178"><p>How, in your mind, should such feats look? Give some examples.</p><p></p><p>My idea:</p><p><em>(those two are based on some of original feats presented as the ambusher speciality). Unless otherwise noted, all benefits stack.</em></p><p></p><p><strong>Ambusher</strong></p><p>Prerequisites: Dex 11+</p><p>* You gain a +2 bonus to initiative checks.</p><p>* When you strike someone you are hidden from, you have advantage on the attack.</p><p>* Your attacks deal an extra 1d6 damage against enemies that have lower initiative count than you.</p><p></p><p><strong>Master Ambusher</strong></p><p>Prerequisites: Ambusher feat, Dex 13+, Level 8+</p><p>* You gain a +2 bonus to initiative checks.</p><p>* If you hit someone on your turn, you may move away and hide from them as a part of the same action. Any movement you takes counts from your total movement allowed for this turn.</p><p>* On your first turn of combat, you get advantage and +10 bonus to damage on all attacks.</p><p></p><p><em>(deconstructed survivor speciality)</em></p><p><strong>Survivor</strong></p><p>Prerequisites: Con 11+</p><p>* Whenever a die roll determines how many HP you regain, you instead regain HP as if maximum number was rolled.</p><p>* You gain 1 extra Hit Point per level.</p><p>* You have advantage on saves against weather, disease, poison, fatigue and starvation.</p><p>* You gain <em>Survive in Wilderness</em> skill.</p><p></p><p><strong>Everlasting</strong></p><p>Prerequisites: Survivor feat, Con 13+, level 8+</p><p>* You have resistance to damage from poisons and disease.</p><p>* You suffer no penalties for being at 0 or negative HP.</p><p>* You gain advantage on all <em>Survive in Wilderness</em> checks.</p><p>* At the beginning of your turn, if you're at half HP or less, you regain 1 HP.</p></blockquote><p></p>
[QUOTE="Szatany, post: 6118243, member: 21178"] How, in your mind, should such feats look? Give some examples. My idea: [I](those two are based on some of original feats presented as the ambusher speciality). Unless otherwise noted, all benefits stack.[/I] [B]Ambusher[/B] Prerequisites: Dex 11+ * You gain a +2 bonus to initiative checks. * When you strike someone you are hidden from, you have advantage on the attack. * Your attacks deal an extra 1d6 damage against enemies that have lower initiative count than you. [B]Master Ambusher[/B] Prerequisites: Ambusher feat, Dex 13+, Level 8+ * You gain a +2 bonus to initiative checks. * If you hit someone on your turn, you may move away and hide from them as a part of the same action. Any movement you takes counts from your total movement allowed for this turn. * On your first turn of combat, you get advantage and +10 bonus to damage on all attacks. [I](deconstructed survivor speciality)[/I] [b]Survivor[/b] Prerequisites: Con 11+ * Whenever a die roll determines how many HP you regain, you instead regain HP as if maximum number was rolled. * You gain 1 extra Hit Point per level. * You have advantage on saves against weather, disease, poison, fatigue and starvation. * You gain [I]Survive in Wilderness[/I] skill. [b]Everlasting[/b] Prerequisites: Survivor feat, Con 13+, level 8+ * You have resistance to damage from poisons and disease. * You suffer no penalties for being at 0 or negative HP. * You gain advantage on all [I]Survive in Wilderness[/I] checks. * At the beginning of your turn, if you're at half HP or less, you regain 1 HP. [/QUOTE]
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