From: <gjo...@us...> - 2011-02-25 20:09:54
|
Revision: 14609 http://pcgen.svn.sourceforge.net/pcgen/?rev=14609&view=rev Author: gjorbjond Date: 2011-02-25 20:09:48 +0000 (Fri, 25 Feb 2011) Log Message: ----------- Point-Blank Shot wasn't hyphenated in the prereqs for a couple feats. 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 2011-02-25 18:05:27 UTC (rev 14608) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_feats.lst 2011-02-25 20:09:48 UTC (rev 14609) @@ -65,7 +65,7 @@ Favored Defense TYPE:General PREABILITY:1,CATEGORY=Special Ability,Basic Favored Enemy DESC:Your cunning is your shield against your quarry's attacks. SOURCEPAGE:p.160 BENEFIT:Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy. # Add CHOOSER for Favored Enemy already Selected. Fight On TYPE:General PRERACE:1,RACESUBTYPE=Dwarf,RACESUBTYPE=Orc PRESTAT:1,CON=13 DESC:You can keep fighting even after you should be dead. SOURCEPAGE:p.160 BENEFIT:Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. If you also have the ferocity racial trait, you can use that once you have lost the temporary hit points from this feat. -Focused Shot TYPE:Combat PREFEAT:2,Point Blank Shot,Precise Shot PRESTAT:1,INT=13 DESC:Your anatomical insight adds deadliness to your shots. SOURCEPAGE:p.160 BENEFIT:As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage. +Focused Shot TYPE:Combat PREFEAT:2,Point-Blank Shot,Precise Shot PRESTAT:1,INT=13 DESC:Your anatomical insight adds deadliness to your shots. SOURCEPAGE:p.160 BENEFIT:As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage. Focused Spell TYPE:Metamagic DESC:When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist. ADDSPELLLEVEL:1 SOURCEPAGE:p.160 BENEFIT:When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. A focused spell uses up a spell slot one level higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat. Following Step TYPE:Combat PREFEAT:1,Step Up PRESTAT:1,DEX=13 DESC:You can repeatedly close the distance when foes try to move away, without impeding your normal movement. SOURCEPAGE:p.160 BENEFIT:When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn. Furious Focus TYPE:Combat PREATT:1 PREFEAT:1,Power Attack PRESTAT:1,STR=13 DESC:Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. SOURCEPAGE:p.161 BENEFIT:When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. @@ -115,7 +115,7 @@ Outflank TYPE:Combat.Teamwork PREATT:4 DESC:You look for every edge when flanking an enemy. SOURCEPAGE:p.165 BENEFIT:Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally. Paired Opportunists TYPE:Combat.Teamwork DESC:You know how to make an enemy pay for lax defenses. SOURCEPAGE:p.166 BENEFIT:Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action. Parry Spell TYPE:General PREFEAT:1,Improved Counterspell PRESKILL:1,Spellcraft=15 DESC:You can throw an enemy spell back at its caster. SOURCEPAGE:p.166 BENEFIT:Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell (Pathfinder RPG Core Rulebook page 347). -Parting Shot TYPE:Combat PREATT:6 PREFEAT:4,Dodge,Mobility,Point Blank Shot,Shot on the Run PRESTAT:1,DEX=13 DESC:You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating. SOURCEPAGE:p.166 BENEFIT:Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement. +Parting Shot TYPE:Combat PREATT:6 PREFEAT:4,Dodge,Mobility,Point-Blank Shot,Shot on the Run PRESTAT:1,DEX=13 DESC:You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating. SOURCEPAGE:p.166 BENEFIT:Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement. Pass for Human TYPE:General PREMULT:1,[PRERACE:1,Half-Elf,Half-Orc],[PREMULT:2,[PRERACE:1,RACESUBTYPE=Halfling],[PREFEAT:1,Childlike]] DESC:You're easily mistaken for a human rather than a member of your own race. SOURCEPAGE:p.166 BENEFIT:You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise. Perfect Strike TYPE:Combat PREATT:8 PREFEAT:1,Improved Unarmed Strike PRESTAT:2,DEX=13,WIS=13 DESC:When wielding a monk weapon, your attacks can be extremely precise. SOURCEPAGE:p.166 BENEFIT:You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round. Persistent Spell TYPE:Metamagic DESC:You can modify a spell to become more tenacious when its targets resist its effect. ADDSPELLLEVEL:2 SOURCEPAGE:p.167 BENEFIT:Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat. This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |