From: <elr...@us...> - 2011-02-09 12:27:52
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Revision: 14536 http://pcgen.svn.sourceforge.net/pcgen/?rev=14536&view=rev Author: elrotheonk Date: 2011-02-09 12:27:45 +0000 (Wed, 09 Feb 2011) Log Message: ----------- Fixed prereqs for Crossbow Mastery feat Issue#: DATA-234 Modified Paths: -------------- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_feats.lst Modified: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_feats.lst =================================================================== --- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_feats.lst 2011-02-09 12:11:32 UTC (rev 14535) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_feats.lst 2011-02-09 12:27:45 UTC (rev 14536) @@ -30,7 +30,7 @@ #Oddity BONUS:LANGUAGES|NUMBER|2 seems to get doubled when paired with SELECT:2 Covering Defense TYPE:Combat PREATT:6 PREFEAT:1,Shield Focus DESC:You are skilled at protecting yourself and your allies with your shield. SOURCEPAGE:p.156 BENEFIT:When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield's shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to Reflex saves. Crippling Critical TYPE:Combat PREATT:13 PREFEAT:1,Critical Focus DESC:You are able to maim a target and hinder its movement. SOURCEPAGE:p.157 BENEFIT:Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step. -Crossbow Mastery TYPE:Combat PREFEAT:1,Point-Blank Shot,Rapid Reload,Rapid Shot PRESTAT:1,DEX=15 DESC:You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal. SOURCEPAGE:p.157 BENEFIT:The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity. +Crossbow Mastery TYPE:Combat PREFEAT:3,Point-Blank Shot,Rapid Reload,Rapid Shot PRESTAT:1,DEX=15 DESC:You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal. SOURCEPAGE:p.157 BENEFIT:The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity. Dastardly Finish TYPE:Combat PREVARGTEQ:SneakAttack,5 DESC:You can take advantage of an enemy's debilitated state to attempt a coup de grace. SOURCEPAGE:p.157 BENEFIT:You can deliver a coup de grace to cowering or stunned targets. Dazing Assault TYPE:Combat PREATT:11 PREFEAT:1,Power Attack PRESTAT:1,STR=13 DESC:You can daze foes with wild attacks. SOURCEPAGE:p.157 BENEFIT:You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn. Dazing Spell TYPE:Metamagic DESC:You can daze creatures with the power of your spells. ADDSPELLLEVEL:3 SOURCEPAGE:p.157 BENEFIT:You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat. This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |