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<blockquote data-quote="kronos182" data-source="post: 6911043" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Amphibious Assault(General)</span></p><p><span style="font-family: 'Calibri'">You are well trained in amphibious fighting, not only in water, but on boatsand ships as well.</span></p><p><span style="font-family: 'Calibri'">Benefit: When making any attack while in water deeper than your thighs, or whenfighting aboard a boat or other seagoing vessel, you ignore any circumstancepenalties for fighting on uneven terrain.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">BATTLE HARDENED[GENERAL]</span></p><p><span style="font-family: 'Calibri'">The horrors of warhave hardened you into a grizzled fighting machine.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Con15+, Iron Will, base attack bonus +6 or higher.</span></p><p><span style="font-family: 'Calibri'">Benefit: Battlehardened characters receive a number of bonuses. First, you receive a +3 moralebonus to any saving throw or check as a result of a fear effect or any effectthat would cause a break in morale. Second, you gain an +1 hit point each levelyou advance after taking this feat. Lastly, when you suffer enough damage to beincapacitated or killed (even from massive damage), you may take one lastpartial action on your turn.</span></p><p><span style="font-family: 'Calibri'">Battle hardenedveterans tend towards callousness and are bit cold toward you, however,reducing your effective Charisma bonus by 1 for all ability and skill checksexcept</span></p><p><span style="font-family: 'Calibri'">Intimidatechecks.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">BREEZE DANCE[GENERAL, FIGHTER]</span></p><p><span style="font-family: 'Calibri'">This fighting stancekeeps you mobile and light on your feet.</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Dodge, Mobility.</span></p><p><span style="font-family: 'Calibri'">Benefit: Using thisfeat requires you to take a standard action to "find your stance."Once in the stance, you may not move more than 10 ft. in a single round lest you lose its benefit. It takes another standard action to enter into the stanceonce again. Once in the stance, you gain a -1 competence bonus to Def vs. melee attacks and a +2 competence bonus to Def vs. ranged attacks.</span></p><p><span style="font-family: 'Calibri'">Special: You maygain this feat multiple times</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">AidingStrike</span></p><p><span style="font-family: 'Calibri'">Your strikes aid your allies, no matter how well you struck.</span></p><p><span style="font-family: 'Calibri'">Prerequisites:Combat Expertise, base attack bonus +1, Int 13.</span></p><p><span style="font-family: 'Calibri'">Benefit: Wheneveryou make an attack action, you can choose to deal half damage on a successfulhit to benefit an ally with aid another, subject to all the normal restrictionsof aid another. If you miss with your attack action, but your attack result issufficient to hit Defense 10, you instead grant half of your aid another bonusto the ally.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Backline Instructor</span></p><p><span style="font-family: 'Calibri'">“No no, move to theleft!”</span></p><p><span style="font-family: 'Calibri'">Prerequisites<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />erform (oratory) 3 ranks, Int 13.</span></p><p><span style="font-family: 'Calibri'">Benefit: As astandard action, you may use aid another for an ally within 30 feet, but onlyto help on attack rolls against his opponent or to help with Defense againsthis opponent. Instead of making an attack roll, you make a Perform (oratory)check DC 10. This feat is language-dependent.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat Instruction</span></p><p><span style="font-family: 'Calibri'">“If you swing at a72 degree angle, you set yourself up for an easier swing afterward...”</span></p><p><span style="font-family: 'Calibri'">Prerequisites:Lasting Aid, base attack bonus +6, Int 13.</span></p><p><span style="font-family: 'Calibri'">Benefit: When yousuccessfully use the aid another action to help an ally, the ally gains the aidanother bonus on all attack rolls against its opponent or to all the attacksagainst the ally by the opponent, as long as these come before the start of yournext turn. Finally, the bonus you grant with this use of aid another increasesby +1. You may use Combat Instruction a number of times per day equal to 1 +your Intelligence modifier.</span></p><p><span style="font-family: 'Calibri'">Normal: The bonusfrom aid another only applies to the next attack by the ally or against theally.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Lasting Aid</span></p><p><span style="font-family: 'Calibri'">You can help notonly with the next attack, but also the one after.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Int13.</span></p><p><span style="font-family: 'Calibri'">Benefit: When yousuccessfully use the aid another action to help an ally, that ally gains theaid another bonus to either the next two attack rolls the ally makes or to thenext two attacks against the ally, as long as these come before the start ofyour next turn. In addition, the bonus you grant with this use of aid anotherincreases by +1.</span></p><p><span style="font-family: 'Calibri'">Normal: The bonusfrom aid another only applies to the next attack by the ally or against theally.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Spirit-Boosting Aid</span></p><p><span style="font-family: 'Calibri'">“Give it your all!”</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Heal3 ranks, Int 13.</span></p><p><span style="font-family: 'Calibri'">Benefit: When yousuccessfully use aid another on an adjacent ally in combat against an enemy,that ally gains a number of temporary hit points equal to your Intelligencemodifier plus 1 for every 3 ranks you have in Heal.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Cover Fire</span></p><p><span style="font-family: 'Calibri'">You can place shots to shield your allies in ranged combat.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Dex 13+, Int 13+, Point Blank Shot.</span></p><p><span style="font-family: 'Calibri'">Benefit: As a full-round action, you can use a ranged attack to give thebenefits of one-quarter cover (+2 Defense, +1 Reflex saving throw) to one ormore of your allies. </span></p><p><span style="font-family: 'Calibri'">If you are using a ranged weapon with a single shot rate of fire, you canprotect only one ally per round. Each round, you can give cover against attackscoming from one direction only. You can use this feat to protect an allyagainst multiple foes in a round, but all the attackers you are providing coveragainst must be within a ten foot by ten foot area; outside this area cantarget your ally without penalty.</span></p><p><span style="font-family: 'Calibri'">You are limited to laying down cover fire against enemies within your weapon'smaximum range. You can only provide cover against attackers on the sameplane-no more than ten feet higher or lower than your position. Your ally mustmove at least one-half his or her maximum normal (non-running) move during theround to gain the benefits of this feat. If you are using an automatic weapon,you can protect a number of allies per round equal to your Dexterity modifier(if positive-minimum of one). You can grant your allies cover against attackerswho fall within a twenty foot by twenty foot area. All the other limits of thefeat as described under using a single shot weapon apply.</span></p><p><span style="font-family: 'Calibri'">Using this feat requires you to expand the same amount of ammunition as if youhad made a normal attack.</span></p><p><span style="font-family: 'Calibri'">An attacker can negate the effects of this feat by evading your fire. Doing sorequires a successful Reflex saving throw against a DC equal to 10 + your baseattack bonus + your Dexterity modifier (if positive). Each attacker must rollseparately to evade cover fire.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Disarming Shot</span></p><p><span style="font-family: 'Calibri'">You can disarm an opponent by shooting the weapon out of hishand.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Base Attack +6, Personal Firearms Proficiency, Point Blank Shot,Precise Shot.</span></p><p><span style="font-family: 'Calibri'">Benefit: You can target a weapon with a ranged attack. A large weapon has aneffective Defense of 18. Each size category below large increases the weapon'sDefense by +1. A weapon that has been struck by your disarming shot becomesbroken and useless.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Grazing Shot</span></p><p><span style="font-family: 'Calibri'">You can throw an opponent off-balance with a ranged attack, even if you fail tostrike the target.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Dex 15, Base Attack Bonus +3, Precise Shot.</span></p><p><span style="font-family: 'Calibri'">Benefit: If one of your ranged attacks misses a target by the exact amount ofthe target's Dodge bonus, the target must succeed on a Reflex saving throwagainst a DC equal to 10 + your base attack bonus. Failure indicates the targetsuffers a penalty to initiative equal to the minimum amount of damage asuccessful attack would have inflicted (ie an attack that delivers a 2d6 hpdamage would impose a -2 penalty). If the target has already acted in the roundthe initiative penalty applies the beginning of the nextround.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Mozambique Drill</span></p><p><span style="font-family: 'Calibri'">You can fire a trio of well placed shots at an opponent.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Base Attack Bonus +2, Personal Firearms Proficiency, Point BlankShot, Double Tap.</span></p><p><span style="font-family: 'Calibri'">Benefit: When firing at a target within 30 feet using a firearm in single-shotmode with at least three bullets loaded, the character may fire a Double Tap tothe torso and a follow up with a shot to the target's head. This maneuver isexecuted as a single attack against a single target. The character receives a-2 penalty on the attack roll, but deals +2 dice of damage. For example, afirearm that deals 2d6 points of damage deals 4d6 instead. A Mozambique Drillexpends three bullets and can only be done if the weapon has three bullets init.</span></p><p><span style="font-family: 'Calibri'">Normal: A character without this feat is unable to execute a Mozambique Drill.Treat any attempt as a normal Double Tap that expends three bullets. Theadditional bullet is wasted.</span></p><p><span style="font-family: 'Calibri'">Special: This feat will work with all pistols, submachine guns, and rifles withat least three rounds loaded and shooting in semiautomatic mode. Guns firing inautomatic or three round burst mode, and shotguns cannot be used to execute aMozambique Drill.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">One-Handed Reload</span></p><p><span style="font-family: 'Calibri'">You can reload a weapon even if your other hand is occupied orpinned.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Personal Firearms Proficiency, Quick Reload.</span></p><p><span style="font-family: 'Calibri'">Benefit: You can reload a semi-automatic handgun (or a revolver, if you areequipped with speed loaders) as a free action, even if you are holdingsomething in your free hand. You can reload two semi-automatic handguns as apartial action. Reloading a revolver one-handed is a moveaction.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Stand and Deliver</span></p><p><span style="font-family: 'Calibri'">You can elect to sacrifice mobility for accuracy when making rangedattacks.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Precise Shot.</span></p><p><span style="font-family: 'Calibri'">Benefit: When using the attack action or the full attack action in rangedcombat, you can take a penalty of up to -5 on your Defense and add the samenumber to your ranged attack roll (up to +5). The bonus to your attack roll maynot exceed your base attack bonus. These changes to your attack rolls andDefense score persist until the next round. The bonus to your attack roll isconsidered a circumstance bonus.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Up Close and Personal</span></p><p><span style="font-family: 'Calibri'">Your ranged attacks have a better chance of scoring a critical hit at veryclose range.</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Base Attack Bonus +3.</span></p><p><span style="font-family: 'Calibri'">Benefit: When you make a successful ranged attack roll against opponents withinten feet the critical threat range of your weapon is increased by +1. Forexample, a Glock 17 would threaten on 19-20, instead of only on a 20.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">AimingCritical</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Dex 13, proficient with ranged weapon</span></p><p><span style="font-family: 'Calibri'">Benefit: When you score a critical hit with a ranged weapon, you gain a +2bonus to ranged attack rolls against the target until the end of your nextturn.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Assuring Critical</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Wis 13</span></p><p><span style="font-family: 'Calibri'">Benefit: When you score a critical while there are no other enemies adjacent toyou, you gain a +2 bonus to Will saves and a +2 bonus to damage rolls until theend of your next turn.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Critical Expertise</span></p><p><span style="font-family: 'Calibri'">Prerequisites: Weapon Focus in selected weapon.</span></p><p><span style="font-family: 'Calibri'">Benefit: Choose a weapon that you have Weapon Focus for, when you score acritical hit with that weapon, you deal an extra 1d6 points ofdamage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Critical Retreat</span></p><p><span style="font-family: 'Calibri'">Prerequisite:: Dex 13 or Int 13</span></p><p><span style="font-family: 'Calibri'">Benefit: When you score a critical hit while wearing no armour or light armour,you can move 15 feet as a free action.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Imposing Critical</span></p><p><span style="font-family: 'Calibri'">Prerequisite: 2 ranks in Intimidate</span></p><p><span style="font-family: 'Calibri'">Benefit: When you score a critical hit, you can make an Intimidate skill checkas a free action, with a bonus to the check equal to the damage dealt. Ifsuccessful, the target is shaken.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Inspiring Critical</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Cha 15</span></p><p><span style="font-family: 'Calibri'">Benefit: When you score a critical hit, all allies with line of sight within 30feet of you gain a +2 moral bonus to attack rolls.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Power Critical</span></p><p><span style="font-family: 'Calibri'">Prerequisite: Str 15, Power Attack</span></p><p><span style="font-family: 'Calibri'">Benefit: When you score a critical hit with an attack that you made using thePower Attack feat, the critical multiplier is increased by 1. Example, a highfrequency sword normally deals x2 damage on a critical, with this feat, on apower attack, the critical multiply would be x3.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"> <span style="font-family: 'Verdana'">PilotReactive Dodge</span></span></p><p>You've been in so many dogfights that dodging incoming fire has become secondnature.</p><p>Prerequisite: Starship Operation (Ultralight or Light), Starship Dodge, ORAircraft Operation (helicopters, fighters ((jet or prop))), any aircraftrelated dodge feats if any.</p><p>Benefit: As long as you are aware of an attack, made easier with equipment suchas missile lock alert and similar systems, and piloting an ultralight, or evensome light sized starships (corvette, frigate and small fast destroyers), youcan attempt to do a last minute jink to move out of the way. Make a Pilot checkas if the pilot was performing the jinking maneuver (d20 Future Tech pg 38),adding the bonus to Defense and the penalties to attack rolls, with anadditional -2 penalty to attack rolls for the rest of the round. This can bedone using up one of the pilot's attack of opportunities. </p><p></p><p></p><p>FortifyingPower</p><p>Positive energy you cast fortifies your body.</p><p>Prerequisite: Ability to cast positive energy spells, Con 12, spell castingability with stat of at least 12.</p><p>Benefit: When casting, or using an ability that uses positive energy, such ashealing spells, you gain temporary hit points. You gain half as many hit pointsas the spell or ability heals/damages plus your spell casting ability modifier.If the spell or power doesn't heal or deal damage, you instead gain half yourspell casting level plus your spell casting ability modifier in temporary hitpoints.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6911043, member: 6668634"] [FONT=Calibri]Amphibious Assault(General) You are well trained in amphibious fighting, not only in water, but on boatsand ships as well. Benefit: When making any attack while in water deeper than your thighs, or whenfighting aboard a boat or other seagoing vessel, you ignore any circumstancepenalties for fighting on uneven terrain. [/FONT] [FONT=Calibri]BATTLE HARDENED[GENERAL][/FONT] [FONT=Calibri]The horrors of warhave hardened you into a grizzled fighting machine.[/FONT] [FONT=Calibri]Prerequisites: Con15+, Iron Will, base attack bonus +6 or higher.[/FONT] [FONT=Calibri]Benefit: Battlehardened characters receive a number of bonuses. First, you receive a +3 moralebonus to any saving throw or check as a result of a fear effect or any effectthat would cause a break in morale. Second, you gain an +1 hit point each levelyou advance after taking this feat. Lastly, when you suffer enough damage to beincapacitated or killed (even from massive damage), you may take one lastpartial action on your turn.[/FONT] [FONT=Calibri]Battle hardenedveterans tend towards callousness and are bit cold toward you, however,reducing your effective Charisma bonus by 1 for all ability and skill checksexcept[/FONT] [FONT=Calibri]Intimidatechecks. [/FONT] [FONT=Calibri]BREEZE DANCE[GENERAL, FIGHTER][/FONT] [FONT=Calibri]This fighting stancekeeps you mobile and light on your feet.[/FONT] [FONT=Calibri]Prerequisites: Dodge, Mobility.[/FONT] [FONT=Calibri]Benefit: Using thisfeat requires you to take a standard action to "find your stance."Once in the stance, you may not move more than 10 ft. in a single round lest you lose its benefit. It takes another standard action to enter into the stanceonce again. Once in the stance, you gain a -1 competence bonus to Def vs. melee attacks and a +2 competence bonus to Def vs. ranged attacks.[/FONT] [FONT=Calibri]Special: You maygain this feat multiple times [/FONT] [FONT=Calibri]AidingStrike Your strikes aid your allies, no matter how well you struck.[/FONT] [FONT=Calibri]Prerequisites:Combat Expertise, base attack bonus +1, Int 13.[/FONT] [FONT=Calibri]Benefit: Wheneveryou make an attack action, you can choose to deal half damage on a successfulhit to benefit an ally with aid another, subject to all the normal restrictionsof aid another. If you miss with your attack action, but your attack result issufficient to hit Defense 10, you instead grant half of your aid another bonusto the ally. [/FONT] [FONT=Calibri]Backline Instructor[/FONT] [FONT=Calibri]“No no, move to theleft!”[/FONT] [FONT=Calibri]Prerequisites:Perform (oratory) 3 ranks, Int 13.[/FONT] [FONT=Calibri]Benefit: As astandard action, you may use aid another for an ally within 30 feet, but onlyto help on attack rolls against his opponent or to help with Defense againsthis opponent. Instead of making an attack roll, you make a Perform (oratory)check DC 10. This feat is language-dependent.[/FONT] [FONT=Calibri] Combat Instruction[/FONT] [FONT=Calibri]“If you swing at a72 degree angle, you set yourself up for an easier swing afterward...”[/FONT] [FONT=Calibri]Prerequisites:Lasting Aid, base attack bonus +6, Int 13.[/FONT] [FONT=Calibri]Benefit: When yousuccessfully use the aid another action to help an ally, the ally gains the aidanother bonus on all attack rolls against its opponent or to all the attacksagainst the ally by the opponent, as long as these come before the start of yournext turn. Finally, the bonus you grant with this use of aid another increasesby +1. You may use Combat Instruction a number of times per day equal to 1 +your Intelligence modifier.[/FONT] [FONT=Calibri]Normal: The bonusfrom aid another only applies to the next attack by the ally or against theally. Lasting Aid[/FONT] [FONT=Calibri]You can help notonly with the next attack, but also the one after.[/FONT] [FONT=Calibri]Prerequisite: Int13.[/FONT] [FONT=Calibri]Benefit: When yousuccessfully use the aid another action to help an ally, that ally gains theaid another bonus to either the next two attack rolls the ally makes or to thenext two attacks against the ally, as long as these come before the start ofyour next turn. In addition, the bonus you grant with this use of aid anotherincreases by +1.[/FONT] [FONT=Calibri]Normal: The bonusfrom aid another only applies to the next attack by the ally or against theally. [/FONT] [FONT=Calibri]Spirit-Boosting Aid[/FONT] [FONT=Calibri]“Give it your all!”[/FONT] [FONT=Calibri]Prerequisites: Heal3 ranks, Int 13.[/FONT] [FONT=Calibri]Benefit: When yousuccessfully use aid another on an adjacent ally in combat against an enemy,that ally gains a number of temporary hit points equal to your Intelligencemodifier plus 1 for every 3 ranks you have in Heal. [/FONT] [FONT=Calibri]Cover Fire You can place shots to shield your allies in ranged combat. Prerequisite: Dex 13+, Int 13+, Point Blank Shot. Benefit: As a full-round action, you can use a ranged attack to give thebenefits of one-quarter cover (+2 Defense, +1 Reflex saving throw) to one ormore of your allies. If you are using a ranged weapon with a single shot rate of fire, you canprotect only one ally per round. Each round, you can give cover against attackscoming from one direction only. You can use this feat to protect an allyagainst multiple foes in a round, but all the attackers you are providing coveragainst must be within a ten foot by ten foot area; outside this area cantarget your ally without penalty. You are limited to laying down cover fire against enemies within your weapon'smaximum range. You can only provide cover against attackers on the sameplane-no more than ten feet higher or lower than your position. Your ally mustmove at least one-half his or her maximum normal (non-running) move during theround to gain the benefits of this feat. If you are using an automatic weapon,you can protect a number of allies per round equal to your Dexterity modifier(if positive-minimum of one). You can grant your allies cover against attackerswho fall within a twenty foot by twenty foot area. All the other limits of thefeat as described under using a single shot weapon apply. Using this feat requires you to expand the same amount of ammunition as if youhad made a normal attack. An attacker can negate the effects of this feat by evading your fire. Doing sorequires a successful Reflex saving throw against a DC equal to 10 + your baseattack bonus + your Dexterity modifier (if positive). Each attacker must rollseparately to evade cover fire. Disarming Shot You can disarm an opponent by shooting the weapon out of hishand. Prerequisite: Base Attack +6, Personal Firearms Proficiency, Point Blank Shot,Precise Shot. Benefit: You can target a weapon with a ranged attack. A large weapon has aneffective Defense of 18. Each size category below large increases the weapon'sDefense by +1. A weapon that has been struck by your disarming shot becomesbroken and useless. Grazing Shot You can throw an opponent off-balance with a ranged attack, even if you fail tostrike the target. Prerequisite: Dex 15, Base Attack Bonus +3, Precise Shot. Benefit: If one of your ranged attacks misses a target by the exact amount ofthe target's Dodge bonus, the target must succeed on a Reflex saving throwagainst a DC equal to 10 + your base attack bonus. Failure indicates the targetsuffers a penalty to initiative equal to the minimum amount of damage asuccessful attack would have inflicted (ie an attack that delivers a 2d6 hpdamage would impose a -2 penalty). If the target has already acted in the roundthe initiative penalty applies the beginning of the nextround. Mozambique Drill You can fire a trio of well placed shots at an opponent. Prerequisite: Base Attack Bonus +2, Personal Firearms Proficiency, Point BlankShot, Double Tap. Benefit: When firing at a target within 30 feet using a firearm in single-shotmode with at least three bullets loaded, the character may fire a Double Tap tothe torso and a follow up with a shot to the target's head. This maneuver isexecuted as a single attack against a single target. The character receives a-2 penalty on the attack roll, but deals +2 dice of damage. For example, afirearm that deals 2d6 points of damage deals 4d6 instead. A Mozambique Drillexpends three bullets and can only be done if the weapon has three bullets init. Normal: A character without this feat is unable to execute a Mozambique Drill.Treat any attempt as a normal Double Tap that expends three bullets. Theadditional bullet is wasted. Special: This feat will work with all pistols, submachine guns, and rifles withat least three rounds loaded and shooting in semiautomatic mode. Guns firing inautomatic or three round burst mode, and shotguns cannot be used to execute aMozambique Drill. One-Handed Reload You can reload a weapon even if your other hand is occupied orpinned. Prerequisite: Personal Firearms Proficiency, Quick Reload. Benefit: You can reload a semi-automatic handgun (or a revolver, if you areequipped with speed loaders) as a free action, even if you are holdingsomething in your free hand. You can reload two semi-automatic handguns as apartial action. Reloading a revolver one-handed is a moveaction. Stand and Deliver You can elect to sacrifice mobility for accuracy when making rangedattacks. Prerequisite: Precise Shot. Benefit: When using the attack action or the full attack action in rangedcombat, you can take a penalty of up to -5 on your Defense and add the samenumber to your ranged attack roll (up to +5). The bonus to your attack roll maynot exceed your base attack bonus. These changes to your attack rolls andDefense score persist until the next round. The bonus to your attack roll isconsidered a circumstance bonus. Up Close and Personal Your ranged attacks have a better chance of scoring a critical hit at veryclose range. Prerequisite: Base Attack Bonus +3. Benefit: When you make a successful ranged attack roll against opponents withinten feet the critical threat range of your weapon is increased by +1. Forexample, a Glock 17 would threaten on 19-20, instead of only on a 20. [/FONT] [FONT=Calibri]AimingCritical Prerequisites: Dex 13, proficient with ranged weapon Benefit: When you score a critical hit with a ranged weapon, you gain a +2bonus to ranged attack rolls against the target until the end of your nextturn. Assuring Critical Prerequisites: Wis 13 Benefit: When you score a critical while there are no other enemies adjacent toyou, you gain a +2 bonus to Will saves and a +2 bonus to damage rolls until theend of your next turn. Critical Expertise Prerequisites: Weapon Focus in selected weapon. Benefit: Choose a weapon that you have Weapon Focus for, when you score acritical hit with that weapon, you deal an extra 1d6 points ofdamage. Critical Retreat Prerequisite:: Dex 13 or Int 13 Benefit: When you score a critical hit while wearing no armour or light armour,you can move 15 feet as a free action. Imposing Critical Prerequisite: 2 ranks in Intimidate Benefit: When you score a critical hit, you can make an Intimidate skill checkas a free action, with a bonus to the check equal to the damage dealt. Ifsuccessful, the target is shaken. Inspiring Critical Prerequisite: Cha 15 Benefit: When you score a critical hit, all allies with line of sight within 30feet of you gain a +2 moral bonus to attack rolls. Power Critical Prerequisite: Str 15, Power Attack Benefit: When you score a critical hit with an attack that you made using thePower Attack feat, the critical multiplier is increased by 1. Example, a highfrequency sword normally deals x2 damage on a critical, with this feat, on apower attack, the critical multiply would be x3. [FONT=Verdana]PilotReactive Dodge[/FONT][/FONT] You've been in so many dogfights that dodging incoming fire has become secondnature. Prerequisite: Starship Operation (Ultralight or Light), Starship Dodge, ORAircraft Operation (helicopters, fighters ((jet or prop))), any aircraftrelated dodge feats if any. Benefit: As long as you are aware of an attack, made easier with equipment suchas missile lock alert and similar systems, and piloting an ultralight, or evensome light sized starships (corvette, frigate and small fast destroyers), youcan attempt to do a last minute jink to move out of the way. Make a Pilot checkas if the pilot was performing the jinking maneuver (d20 Future Tech pg 38),adding the bonus to Defense and the penalties to attack rolls, with anadditional -2 penalty to attack rolls for the rest of the round. This can bedone using up one of the pilot's attack of opportunities. FortifyingPower Positive energy you cast fortifies your body. Prerequisite: Ability to cast positive energy spells, Con 12, spell castingability with stat of at least 12. Benefit: When casting, or using an ability that uses positive energy, such ashealing spells, you gain temporary hit points. You gain half as many hit pointsas the spell or ability heals/damages plus your spell casting ability modifier.If the spell or power doesn't heal or deal damage, you instead gain half yourspell casting level plus your spell casting ability modifier in temporary hitpoints. [/QUOTE]
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