From: <tri...@us...> - 2012-10-09 20:42:24
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Revision: 17720 http://pcgen.svn.sourceforge.net/pcgen/?rev=17720&view=rev Author: tripleduck Date: 2012-10-09 20:42:16 +0000 (Tue, 09 Oct 2012) Log Message: ----------- Final walkthrough of all feats. Problems verified and commented. PREDR does not support ANY (or at least a wildcard name), needed to finish Bolstered Resilience and Rebuffing Reduction http://jira.pcgen.org/browse/NEWTAG-320 -------------------- Need to implement some way to apply a bonus to all range increments that have a penalty (*not* the range multiplier, the total range bonus/penalty). This affects Arc Slinger and Distance Thrower. http://jira.pcgen.org/browse/NEWTAG-321 -------------------- Defensive Weapon Training needs to have ability to choose Weapon training choices. Requires the CHOOSE:ABILITYSELECTION tag. http://jira.pcgen.org/browse/NEWTAG-303 -------------------- Domain Strike requires the choice of a domain power. Does this fall under ABILITYSELECTION? I don't know how to implement this. -------------------- Dragon Ferocity has a special thing it does where it grants a limited version of Elemental Fist until the user qualifies for Elemental Fist. Not sure how to implement this. I've got a DF version of it commented out in the feats file I was playing with. Needs a lot of work. -------------------- Earth Child Style improves the Defensive Training bonus gained by gnomes and dwarves. A variable for this would be nice. http://jira.pcgen.org/browse/DATA-644 -------------------- Weapon Focus (TYPE=Natural) not matching on Half-Orc with Toothy racial trait. Affects Feral Combat Training. -------------------- Constrict seems inconsistent in its application. Unsure how to make Final Embrace work with it correctly. http://jira.pcgen.org/browse/DATA-645 -------------------- Haunted Gnome tree changes number of times innate spells can be cast. Using SPELLS only adds new entries of the same spell names, and doesn't remove the originals. How do I do this? Don't know if this is a CODE issue, DATA issue, or what. --------------------- Hex Strike requires the selection of a known hex each time the feat is taken. Currently doesn't list anything, no chooser shown. Not sure if this is a CODE or DATA error. --------------------- Impaling Critical and Improved Impaling Critical require Weapon Specialization that requires a piercing melee weapon. TYPE not currently registering this. Andrew M says, "code bug". I'm not sure how to even jira this. Here's the prefeat line: PREFEAT:2,Critical Focus,Weapon Specialization (TYPE=Piercing.Melee) --------------------- Masterful Display has the user select two existing Performance feats. The chooser works, except that Masterful Display is also include in the list. Can the chooser be prompted to happen before the feat is considered added? --------------------- Revelation Strike is supposed to choose one known revelation that targets one creature. Could we add a new type to all revelations, something like "RevelationTargetOneOnly", and use that for the chooser? Would simplify the chooser tremendously! --------------------- Shapeshifter Foil seems to be working well. However, the prerequisite says "ability to use any polymorph effect.". That could technically include someone using a Staff of Transmutation. I left it out because it seemed a stretch, but it's something to consider. ---------------------- Skilled Driver needs vehicle implementation. I've started it, but it's all guesswork and copy/paste. For now, I've set it to look for Transportation. I've also included !TYPE=Mount, but it doesn't limit the output of the list to non-mount items. Maybe we need a new TYPE of Vehicle for any items that are meant for this feat? ---------------------- Siege Engineer doesn't work yet, because there's currently no way to gain exotic proficiency with siege engines. They have the Exotic type, but are not being included in the Exotic Weapon Proficiency chooser list. Not sure why. Issue#: NEWSOURCE-130 Modified Paths: -------------- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats.lst Modified: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats.lst =================================================================== --- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats.lst 2012-10-09 20:38:38 UTC (rev 17719) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats.lst 2012-10-09 20:42:16 UTC (rev 17720) @@ -5,8 +5,8 @@ # The following feats are considered reviewed, but also need fixes and modifications to complete their use -# TODO: Sorcerous Strike, Siege Engineer, Arc Slinger, Close-Quarters Thrower, Contingent Channeling, Defensive Weapon Training -# Distance Thrower, Domain Strike, Dragon Ferocity, Earth Child Style, Hex Strike, Impaling Critical, Improved Impaling Critical, Amateur Gunslinger +# TODO: Sorcerous Strike, Siege Engineer, Arc Slinger, Contingent Channeling, Defensive Weapon Training +# Distance Thrower, Domain Strike, Dragon Ferocity, Hex Strike, Impaling Critical, Improved Impaling Critical # Rebuffing Reduction, Shapeshifter Foil, Masterful Display, Skilled Driver, Feral Combat Training, Final Embrace, Final Embrace Master, # Haunted Gnome Shroud, Haunted Gnome Assault, Revelation Strike, School Strike @@ -16,26 +16,15 @@ # Feat Name Type Required Ability Restricted Ability Req. Att. Required Class Required Feat Required Item Required Lvl Multiple Requirements Required Race Maximum Size Required Skill Req. Known Spell Required Stat Required Text Var. Min. Value Req. Weapond Prof. Description Stackable? Multiple? Choose Selections Automatically Gained Weapon Prof. Ability Combat bonus Bonus to skill Modify VAR Source Page Description of the Benefits Adder Strike TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,Poison Use|Poison Use ~ Alchemist|Poison Use ~ Rogue PREFEAT:1,Improved Unarmed Strike PRESKILL:1,Craft (Alchemy)=1 DESC:You can quickly apply poison to gloved hands, protected feet, or other protected body parts, delivering the poison with your unarmed strikes. SOURCEPAGE:p.89 BENEFIT:As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes. You must still protect yourself against exposure to contact poisons you apply in this way. &nl; [Normal] Applying poison to a weapon or single piece of ammunition is a standard action. Adept Champion TYPE:General PREABILITY:1,CATEGORY=Special Ability,Smite Evil PREATT:5 DESC:You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers. SOURCEPAGE:p.89 BENEFIT:While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that bonus as a bonus on combat maneuver checks against the target of your smite. The effects of your smite evil feature return to normal at the start of your next turn. - -# TODO:Selection of 1st level grit doesn't work - feat not being added, no selection shown -Amateur Gunslinger TYPE:Combat !PREABILITY:1,CATEGORY=Special Ability,Grit ~ Gunslinger DESC:Although you are not a gunslinger, you have and can use grit. MULT:YES CHOOSE:NUMCHOICES=1|ABILITY|Special Ability|PC[TYPE=DeedsLvl1] SELECT:1 BONUS:VAR|GritPoints|1|TYPE=Base.REPLACE BONUS:VAR|GritMax|MAX(1,WIS)|TYPE=Base.REPLACE SOURCEPAGE:p.89 BENEFIT:You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (%1) (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature (see page 9). You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. &nl; [Special]If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.|WIS - +Amateur Gunslinger TYPE:Combat !PREABILITY:1,CATEGORY=Special Ability,Grit ~ Gunslinger DESC:Although you are not a gunslinger, you have and can use grit. MULT:YES CHOOSE:NUMCHOICES=1|ABILITY|Special Ability|TYPE=DeedsLvl1 SELECT:1 BONUS:VAR|GritPoints|1|TYPE=Base.REPLACE BONUS:VAR|GritMax|MAX(1,WIS)|TYPE=Base.REPLACE SOURCEPAGE:p.89 BENEFIT:You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (%1) (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature (see page 9). You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. &nl; [Special]If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.|WIS Back to Back TYPE:Teamwork PRESKILL:1,Perception=3 DESC:Your ally's eyes are your own, and yours are his. SOURCEPAGE:p.89 BENEFIT:While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you. - Branded for Retribution TYPE:General PREABILITY:1,CATEGORY=Special Ability,Bane ~ Inquisitor,Greater Bane ~ Inquisitor DESC:You brand an enemy with your bane weapon, making it more vulnerable to your allies' attacks. SOURCEPAGE:p.90 BENEFIT:As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature. - Betrayer TYPE:General PREATT:3 PREFEAT:2,Quick Draw,Persuasive DESC:You can charm people into lowering their defenses, allowing you to ambush them more effectively. SOURCEPAGE:p.89 BENEFIT:When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. If you changed your target's attitude to friendly or better, your target is considered flat-footed against this attack. If the target survives, it takes a -2 penalty on its initiative check for this combat. Once you attack a creature, its attitude becomes hostile. - Binding Throw TYPE:Combat PREFEAT:4,Improved Grapple,Improved Trip,Improved Unarmed Strike,Ki Throw DESC:You can strike your enemy and use the blow as an opportunity to grab and hold him. SOURCEPAGE:p.90 BENEFIT:After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent. &nl; [Normal] The grapple combat maneuver is a standard action. &nl; [Special]A monk can gain Binding Throw as a bonus feat starting at 14th level. - Bludgeoner TYPE:Combat DESC:You can knock foes out cold with just about any blunt instrument. SOURCEPAGE:p.90 BENEFIT:You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage. &nl; [Normal] You take a -4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack. &nl; [Special] A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack. - Boar Ferocity TYPE:Combat PREFEAT:2,Improved Unarmed Strike,Boar Style PRESKILL:1,Intimidate=6 DESC:Your flesh-ripping unarmed strikes terrify your victims. SOURCEPAGE:p.90 BENEFIT:You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent's flesh, you can spend a free action to make an Intimidate check to demoralize that opponent. - Boar Shred TYPE:Combat PREFEAT:3,Improved Unarmed Strike,Boar Ferocity,Boar Style PRESKILL:1,Intimidate=9 DESC:The wounds you inf lict with your unarmed strikes bleed, giving you renewed vigor. SOURCEPAGE:p.90 BENEFIT:You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at the start of that opponent's turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style. - Boar Style TYPE:Combat.Style PREFEAT:1,Improved Unarmed Strike PRESKILL:1,Intimidate=3 DESC:Your sharp teeth and nails rip your foes open. SOURCEPAGE:p.90 BENEFIT:You can deal bludgeoning damage or slashing damage with your unarmed strikes-changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack. - Body Shield TYPE:Combat PREATT:6 PREFEAT:2,Improved Grapple,Improved Unarmed Strike PRESTAT:1,DEX=13 DESC:With a sly maneuver, you force a grappled opponent into the path of an incoming attack. SOURCEPAGE:p.90 BENEFIT:As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved. # TODO: PREDR does not yet support ANY. This is what the PREDR line will look like without it: @@ -43,16 +32,12 @@ Bolstered Resilience TYPE:General PREDR:1,ANY=1 DESC:You can dramatically increase your damage reduction in exchange for its temporary loss. SOURCEPAGE:p.90 BENEFIT:As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued. Bonebreaker TYPE:Combat PREFEAT:4,Improved Grapple,Improved Unarmed Strike,Jawbreaker,Stunning Fist PRESKILL:1,HEAL=9 PRESTAT:1,DEX=13 DESC:When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue. SOURCEPAGE:p.90 BENEFIT:When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent. - Break Guard TYPE:Combat PREFEAT:3,Combat Expertise,Improved Disarm,Two-Weapon Fighting PRESTAT:2,DEX=15,INT=13 DESC:You can use one of your two weapons to occupy your opponent's defenses while attacking with the other. SOURCEPAGE:p.91 BENEFIT:While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm using your other weapon. - Broken Wing Gambit TYPE:Combat.Teamwork PRESKILL:1,Bluff=5 DESC:You feign weakness, making yourself a tempting and distracting target. SOURCEPAGE:p.91 BENEFIT:Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat. -# # Note the lack of Evasion in the requirement list - this is due to the fact that Improved Evasion replaces Evasion, # and if both exist in the prerequisite line, the feat will not be selectable. Cartwheel Dodge TYPE:General PREABILITY:1,CATEGORY=Special Ability,Improved Evasion PRESKILL:1,Acrobatics=12 DESC:You use your knack for avoiding damage to reposition yourself in combat. SOURCEPAGE:p.91 BENEFIT:When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal. - Cavalry Formation TYPE:Combat.Teamwork PREFEAT:1,Mounted Combat DESC:You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield. SOURCEPAGE:p.91 BENEFIT:You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge through a space containing an allied mount if that mount's rider has this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be unoccupied. # http://paizo.com/paizo/faq/v5748nruor1g1#v5748eaic9okt @@ -65,70 +50,38 @@ # So, for each range increment that has a penalty, it is reduced by 2 down to a maximum of zero. # Does not currently work Arc Slinger TYPE:Combat PREFEAT:1,Point-Blank Shot PREWEAPONPROF:1,Sling,Sling Staff (Halfling) DESC:You can twirl your sling in a way that maximizes its effectiveness. BONUS:COMBAT|TOHIT-FIRSTRANGE,DAMAGE-FIRSTRANGE|1 BONUS:COMBAT|GLOBALRANGEPENALTY|2|TYPE.Sling SOURCEPAGE:p.89 BENEFIT:When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet). - Channeled Revival TYPE:General PREABILITY:1,CATEGORY=Special Ability,Channel Positive Energy PREMULT:1,[PREVARGTEQ:OracleChannelDice,6],[PREVARGTEQ:ClericChannelPositiveEnergyDice,6],[PREVARGTEQ:PaladinChannelDice,6],[PREVARGTEQ:ClassChannelPositiveEnergyDice,6] PREMULT:1,[PREVARGTEQ:OracleChannelDieSize,6],[PREVARGTEQ:ClericChannelPositiveEnergyDieSize,6],[PREVARGTEQ:PaladinChannelDieSize,6],[PREVARGTEQ:ClassChannelPositiveEnergyDieSize,6] DESC:You can expend a large portion of your channeling power to reverse death itself. SOURCEPAGE:p.92 BENEFIT:As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251). - Charging Hurler TYPE:Combat PREFEAT:1,Point-Blank Shot DESC:You know how to use your momentum to enhance your thrown weapon attacks. SOURCEPAGE:p.92 BENEFIT:You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a -2 penalty to your AC until the start of your next turn. - Chokehold TYPE:Combat PREFEAT:2,Improved Grapple,Improved Unarmed Strike PREMULT:1,[PRECLASS:1,Monk=5],[PREATT:6] DESC:While grappling, you can cut off an opponent's air and blood supply. SOURCEPAGE:p.92 BENEFIT:While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a -5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold. - Cleaving Finish TYPE:Combat PREFEAT:2,Cleave,Power Attack PRESTAT:1,STR=13 DESC:When you strike down an opponent, you can continue your swing into another target. SOURCEPAGE:p.92 BENEFIT:If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat. - -# TODO:This feat gives, for a thrown weapon, a -2 to the overall range penalties, not to each range increment. -# So, for each range increment that has a penalty, it is reduced by 2 down to a maximum of zero. -# Does not currently work. -Close-Quarters Thrower TYPE:Combat PREFEAT:2,Dodge,Weapon Focus(TYPE=Thrown) PRESTAT:1,DEX=13 DESC:You are agile enough to avoid melee attacks while throwing weapons or bombs. STACK:NO MULT:YES CHOOSE:WEAPONPROFICIENCY|TYPE=Thrown,PC,FEAT=Weapon Focus -# BONUS:COMBAT|GLOBALRANGEPENALTY|2|%LIST SOURCEPAGE:p.92 BENEFIT:Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. &nl; [Normal] Making a ranged attack provokes attacks of opportunity. - +Close-Quarters Thrower TYPE:Combat PREFEAT:2,Dodge,Weapon Focus (TYPE=Thrown) PRESTAT:1,DEX=13 DESC:You are agile enough to avoid melee attacks while throwing weapons or bombs. STACK:NO MULT:YES CHOOSE:WEAPONPROFICIENCY|TYPE=Thrown,PC,FEAT=Weapon Focus SOURCEPAGE:p.92 BENEFIT:Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. &nl; [Normal] Making a ranged attack provokes attacks of opportunity. Clustered Shots TYPE:Combat PREATT:6 PREFEAT:2,Point-Blank Shot,Precise Shot DESC:You take a moment to carefully aim your shots, causing them all to strike nearly the same spot. SOURCEPAGE:p.92 BENEFIT:When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction. &nl; [Special]If the massive damage optional rule is being used (Core Rulebook 189), that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent's full normal hit points (minimum 50 points of damage). - Combat Medic TYPE:Teamwork PRESKILL:1,Heal=5 DESC:You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind. SOURCEPAGE:p.92 BENEFIT:Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. - Combat Style Master TYPE:Combat PREFEAT:1,Improved Unarmed Strike PREFEAT:2,TYPE=Style PREMULT:1,[PREATT:6],[PRECLASS:1,Monk=5] DESC:You shift between combat styles, combining them to increased effect. SOURCEPAGE:p.93 BENEFIT:You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round. &nl; [Normal] It takes a swift action to begin or switch your styles. - Contingent Channeling TYPE:General PREABILITY:1,CATEGORY=Special Ability,True Healer ~ Merciful Healer PREFEAT:1,Selective Channeling DESC:You can imbue others with your healing energy so that they can use it at the moment of greatest need. SOURCEPAGE:p.93 BENEFIT:You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within that ally. This repository contains the same number and type of dice as normal for your channel energy feature, and it lasts for 1 minute. An ally who has such a repository can use an immediate action to roll the repository's dice and regain a number of hit points equal to the result. If an ally who has such a repository is reduced to negative hit points, the repository triggers, allowing the ally to heal without using an action. - Coordinated Charge TYPE:Combat.Teamwork PREATT:10 PREFEAT:2,TYPE=Teamwork DESC:You are an expert at leading your allies into the fray. SOURCEPAGE:p.93 BENEFIT:When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules. - Crushing Blow TYPE:Combat PREFEAT:2,Improved Unarmed Strike,Stunning Fist DESC:Your focus allows you to smash your enemy's defenses. SOURCEPAGE:p.94 BENEFIT:You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow. - Deadly Finish TYPE:Combat PREATT:11 DESC:Your attacks don't just fell your opponents; they kill them outright. SOURCEPAGE:p.94 BENEFIT:When you hit with a melee attack and reduce your opponent to -1 or fewer hit points, you can force that opponent to succeed at a Fortitude save (DC 15 + the damage your attack dealt) or die. - Death from Above TYPE:Combat DESC:You allow gravity to add extra force to your charges. SOURCEPAGE:p.94 BENEFIT:Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground. - Death or Glory TYPE:Combat PREATT:6 PREFEAT:1,Power Attack PRESTAT:1,STR=13 DESC:Even when facing a larger foe, you aren't afraid to take great risks in order to finish the fight. SOURCEPAGE:p.94 BENEFIT:Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses. &nl; [Special]You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike. - Deathless Initiate TYPE:Combat PREATT:6 PREFEAT:2,Diehard,Endurance PRERACE:1,Orc,RACESUBTYPE=Orc PRESTAT:2,STR=13,CON=13 DESC:For you, impending death is a call to wrath. SOURCEPAGE:p.94 BENEFIT:You are not staggered while using the Diehard feat, but if you take a move and a standard action or a fullround action while you are at 0 or fewer hit points you take 1 point of damage. Further, while using the Diehard feat, you gain a +2 bonus on melee attacks and damage rolls. - Deathless Master TYPE:Combat PREATT:9 PREFEAT:4,Deathless Initiate,Diehard,Endurance,Ironhide PRERACE:1,Orc,RACESUBTYPE=Orc PRESTAT:2,STR=13,CON=15 DESC:Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault. SOURCEPAGE:p.95 BENEFIT:When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action. - Deathless Zealot TYPE:Combat PREATT:12 PREFEAT:4,Deathless Master,Deathless Initiate,Diehard,Endurance,Ironhide PRERACE:1,Orc,RACESUBTYPE=Orc PRESTAT:2,STR=13,CON=17 DESC:Only the most serious wounds can stop you. SOURCEPAGE:p.95 BENEFIT:Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result. - Deceptive Exchange TYPE:General PREFEAT:2,Combat Expertise,Improved Feint PRESTAT:1,INT=13 DESC:You trick an adversary into grabbing an object you hand them, even in the midst of combat. SOURCEPAGE:p.95 BENEFIT:If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent its Dexterity bonus to AC against your next attack. The opponent must have appendages capable of holding the object you offer, and it must have one such appendage free to take the object. &nl; [Special]An alchemist who has the delayed bomb alchemist discovery can use this feat to hand an enemy a delayed bomb. Such a delayed bomb detonates at the end of the alchemist's turn. If the bomb is in a creature's square at the end of the alchemist's turn, the bomb deals that creature a direct hit. # # TODO: needs to give the user the choose dialog to pick a weapon from their weapon training ability # ANSWER: Requires CHOOSE:ABILITYSELECTION which hasn't been implemented yet. -Defensive Weapon Training TYPE:Combat PREATT:5 PRESTAT:1,INT=13 DESC:You know how to defend yourself against a certain class of weaponry. SOURCEPAGE:p.95 BENEFIT:Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to +3. &nl; [Special]You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group. - +Defensive Weapon Training TYPE:Combat PREATT:5 PRESTAT:1,INT=13 DESC:You know how to defend yourself against a certain class of weaponry. STACK:NO MULT:YES CHOOSE:ABILITY|Special Ability|PC[TYPE=WeaponTraining] SOURCEPAGE:p.95 BENEFIT:Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to +3. &nl; [Special]You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group. Deft Shootist Deed TYPE:Grit PREFEAT:2,Dodge,Mobility PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Grit ~ Gunslinger],[PREFEAT:1,Amateur Gunslinger] DESC:You keep an eye out while focusing on your weapon, allowing you to avoid attacks while shooting and reloading firearms. SOURCEPAGE:p.95 BENEFIT:As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm. - Destructive Dispel TYPE:General PRECLASS:1,SPELLCASTER=11 PRESPELL:1,Dispel Magic,Dispel Magic (Greater) DESC:When you dispel an enemy's magical defenses, those defenses crash down with debilitating effects. SOURCEPAGE:p.95 BENEFIT:When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn. - Devastating Strike TYPE:Combat PREATT:9 PREFEAT:1,Vital Strike DESC:Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore. SOURCEPAGE:p.95 BENEFIT:Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit. - Dimensional Agility TYPE:General PREMULT:1,[PRESPELL:1,Dimension Door],[PREABILITY:1,CATEGORY=Special Ability,Abundant Step] DESC:Teleportation does not faze you. SOURCEPAGE:p.95 BENEFIT:After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells. - Dimensional Assault TYPE:General PREFEAT:1,Dimensional Agility PREMULT:1,[PRESPELL:1,Dimension Door],[PREABILITY:1,CATEGORY=Special Ability,Abundant Step] DESC:You have been trained to use magical movement as part of your combat tactics. SOURCEPAGE:p.95 BENEFIT:As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge. - Dimensional Dervish TYPE:General PREATT:6 PREFEAT:2,Dimensional Agility,Dimensional Assault PREMULT:1,[PRESPELL:1,Dimension Door],[PREABILITY:1,CATEGORY=Special Ability,Abundant Step] DESC:You teleport with a mere thought, savaging your opponents as you flash in and out of reality. SOURCEPAGE:p.96 BENEFIT:You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport. &nl; [Special]A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation. - Dimensional Maneuvers PREATT:9 PREFEAT:3,Dimensional Agility,Dimensional Assault,Dimensional Dervish PREMULT:1,[PRESPELL:1,Dimension Door],[PREABILITY:1,CATEGORY=Special Ability,Abundant Step] DESC:Your rapid teleportation makes your combat maneuvers more difficult to avoid. BENEFIT:While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent. - Dimensional Savant TYPE:General PREATT:9 PREFEAT:3,Dimensional Agility,Dimensional Assault,Dimensional Dervish PREMULT:1,[PRESPELL:1,Dimension Door],[PREABILITY:1,CATEGORY=Special Ability,Abundant Step] DESC:You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time. SOURCEPAGE:p.96 BENEFIT:While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat. - Disengaging Feint TYPE:Combat PREFEAT:2,Combat Expertise,Improved Feint PRESTAT:1,INT=13 DESC:You can feint to disengage from combat. SOURCEPAGE:p.96 BENEFIT:As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to your speed without provoking an attack of opportunity from the opponent you feinted for leaving the square you start in. - Disengaging Flourish TYPE:Combat PREFEAT:3,Combat Expertise,Disengaging Feint,Improved Feint PRESTAT:1,INT=13 DESC:Distracting your opponents gives you the opportunity to make a swift retreat. SOURCEPAGE:p.96 BENEFIT:As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against. Disengaging Shot TYPE:Combat PREFEAT:5,Combat Expertise,Disengaging Feint,Dodge,Improved Feint,Mobility PRESTAT:1,INT=13 DESC:You make one last attack before beating a hasty retreat. SOURCEPAGE:p.96 BENEFIT:Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack. @@ -201,10 +154,7 @@ Earth Child Binder TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,Defensive Training ~ Dwarf,Defensive Training ~ Gnome PREFEAT:6,Earth Child Style,Earth Child Topple,Greater Trip,Improved Trip,Improved Unarmed Strike,Stunning Fist PRERACE:1,Dwarf,RACESUBTYPE=Dwarf,Gnome,RACESUBTYPE=Gnome PRESKILL:1,Acrobatics=9 PRESTAT:1,WIS=13 DESC:Even the greatest giants fear your technique. SOURCEPAGE:p.98 BENEFIT:You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype stands up and provokes an attack of opportunity from you, if you make an unarmed strike, you can declare you are making a Stunning Fist attempt after the attack hits. You gain a +4 bonus to the DC of any Stunning Fist effect you deliver in this way. &nl; [Normal] You can only trip opponents who are one size category larger than you. -# -# TODO:Should this update the Defensive Training +4 to a +6 in that part of the character sheet? There are no -# variables assigned to this right now -Earth Child Style TYPE:Combat.Style PREABILITY:1,CATEGORY=Special Ability,Defensive Training ~ Dwarf,Defensive Training ~ Gnome PREFEAT:1,Improved Unarmed Strike PRERACE:1,Dwarf,RACESUBTYPE=Dwarf,Gnome,RACESUBTYPE=Gnome PRESKILL:1,Acrobatics=3 PRESTAT:1,WIS=13 DESC:Your martial training makes you a dangerous and elusive target for giants. SOURCEPAGE:p.99 BENEFIT:While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus (%1) on your unarmed strike damage rolls.|WIS +Earth Child Style TYPE:Combat.Style PREABILITY:1,CATEGORY=Special Ability,Defensive Training ~ Dwarf,Defensive Training ~ Gnome PREFEAT:1,Improved Unarmed Strike PRERACE:1,Dwarf,RACESUBTYPE=Dwarf,Gnome,RACESUBTYPE=Gnome PRESKILL:1,Acrobatics=3 PRESTAT:1,WIS=13 DESC:Your martial training makes you a dangerous and elusive target for giants. BONUS:RacialDefensiveTrainingBonus|2 SOURCEPAGE:p.99 BENEFIT:While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus (%1) on your unarmed strike damage rolls.|WIS Earth Child Topple PREABILITY:1,CATEGORY=Special Ability,Defensive Training ~ Dwarf,Defensive Training ~ Gnome PREFEAT:3,Improved Unarmed Strike,Earth Child Style,Improved Trip PRERACE:1,Dwarf,RACESUBTYPE=Dwarf,Gnome,RACESUBTYPE=Gnome PRESKILL:1,Acrobatics=6 PRESTAT:1,WIS=13 DESC:Your mastery of balance and momentum allows you to bring down giants with your bare hands. BENEFIT:You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks made to trip a creature of the giant subtype, as well as on attack rolls to confirm a critical hit against such a creature. &nl; [Normal] You can trip only those opponents that are one size category larger than you. @@ -313,7 +263,6 @@ # # TODO:This feat requires the choice of one hex each time the feat is taken. # Chooser not showing, feat not added -# Hex Strike TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,TYPE.WitchHex PREFEAT:1,Improved Unarmed Strike DESC:Chanting and cursing, you put a hex on your enemy as part of your unarmed strike. STACK:NO MULT:YES CHOOSE:ABILITY|Special Ability|PC[TYPE=WitchHex] SOURCEPAGE:p.104 BENEFIT:When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity. &nl; [Special]You can take this feat multiple times. Each time you take it, you apply it to a different qualifying hex. # I had a weird glitch where the cavalier was adding crazy numbers of levels to the companion with this feat. @@ -505,14 +454,7 @@ Savage Display TYPE:Combat.Performance PREFEAT:1,Dazzling Display DESC:With your victory and a roar, you push yourself on with increased savagery. SOURCEPAGE:p.116 BENEFIT:When you spend a swift action to make a performance combat check, you gain a +2 bonus on your performance combat check and gain a +1d6 bonus on damage rolls until the end of your next turn. This extra damage is not precision damage. # TODO:Chooser is very complex. How to do? -School Strike - TYPE:Combat - PREABILITY:1,CATEGORY=Special Ability,TYPE.ArcaneSchool - PREFEAT:1,Improved Unarmed Strike - DESC:You focus the secrets of your school of wizardry into your unarmed strike. - SOURCEPAGE:p.116 - BENEFIT:When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen school power to that opponent. Doing so provokes no attacks of opportunity. &nl; [Special]You can take this feat multiple times. Each time you take it, you apply it to a different qualifying arcane school power. - +School Strike TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,TYPE.ArcaneSchool PREFEAT:1,Improved Unarmed Strike DESC:You focus the secrets of your school of wizardry into your unarmed strike. SOURCEPAGE:p.116 BENEFIT:When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen school power to that opponent. Doing so provokes no attacks of opportunity. &nl; [Special]You can take this feat multiple times. Each time you take it, you apply it to a different qualifying arcane school power. Sea Legs PRESKILL:1,Profession (sailor)=5 DESC:You have a sailor's instincts for moving about while aboard seagoing vessels. BONUS:SKILL|Acrobatics,Climb,Swim|2 BENEFIT:You gain a +2 bonus on Acrobatics, Climb, and Swim checks. Secret Stash Deed TYPE:Grit PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Grit ~ Gunslinger],[PREFEAT:1,Amateur Gunslinger] PRESKILL:1,Sleight of Hand=1 DESC:You are so skilled at stashing small packets of firearm ammunition and black powder on your person that you sometimes surprise yourself when you find them. SOURCEPAGE:p.117 BENEFIT:Spend 1 grit point while in combat to recover either 1 bullet and 1 dose of black powder or 1 alchemical cartridge from a hidden stash on your person that you had, until now, forgotten about. If the bullet and black powder or the alchemical cartridges are normal shot, you do not need to pay for the ammunition. If you want to recover any other kind of ammunition, you must pay for it with gold pieces from your character's wealth. The grit cost of this deed cannot be decreased by the Signature Deed feat, the true grit class feature, or any other similar effect that reduces the number of grit points you spend to use a deed. You also gain a +4 bonus on any Sleight of Hand checks made while gambling. @@ -531,8 +473,7 @@ # not it being an innate ability. Shapeshifter Foil TYPE:General PRESKILL:1,Knowledge (arcana)=5,Knowledge (nature)=5 PREMULT:1,[PRESPELLSCHOOLSUB:1,Polymorph=1],[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Shapeshifter],[PREABILITY:1,CATEGORY=Special Ability,Punitive Transformation ~ Waves Mystery] DESC:Your command of shapeshifting magic can disrupt similar effects in others. SOURCEPAGE:p.118 BENEFIT:A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect it must make a concentration check (DC 15 + twice the level of the effect). If you deal damage to an opponent under a polymorph effect, that opponent must succeed at a Will saving throw (DC 10 + 1/2 your character level + your Wisdom modifier) or be forced back to its original form. If you score a critical hit against such an opponent, no saving throw is allowed. -Shapeshifting Hunter TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE=FavoredEnemy PREABILITY:1,CATEGORY=Special Ability,Wild Shape BONUS:VAR|DruidWildShape|classlevel("Ranger") -# BONUS:VAR|RangerFavoredEnemyCount|classlevel("Druid")/5+1 BONUS:VAR|FavoredEnemyBonusCount|classlevel("Druid")/5+1 DESC:You blend your knowledge of foes and your shapeshifting abilities together. SOURCEPAGE:p.118 BENEFIT:Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the number of times per day you can use your wild shape class feature, up to a maximum of eight times per day (currently %1).|WildShapeTimes +Shapeshifting Hunter TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE=FavoredEnemy PREABILITY:1,CATEGORY=Special Ability,Wild Shape BONUS:VAR|DruidWildShape|classlevel("Ranger") BONUS:VAR|RangerFavoredEnemyCount|classlevel("Druid")/5+1 BONUS:VAR|FavoredEnemyBonusCount|classlevel("Druid")/5+1 DESC:You blend your knowledge of foes and your shapeshifting abilities together. SOURCEPAGE:p.118 BENEFIT:Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the number of times per day you can use your wild shape class feature, up to a maximum of eight times per day (currently %1).|WildShapeTimes Signature Deed TYPE:Grit PREABILITY:1,CATEGORY=Special Ability,Grit ~ Gunslinger PRECLASS:1,Gunslinger=11 DESC:You are known for performing a particular deed, and can perform it with greater ease. SOURCEPAGE:p.119 MULT:YES CHOOSE:NUMCHOICES=1|ABILITY|Special Ability|PC[TYPE=DeedsHasGritCost] SELECT:1 BENEFIT:Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer grit point (minimum 0). If the amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the normal action cost as long as you have at least 1 grit point. @@ -592,8 +533,6 @@ Spell Bane PREABILITY:1,CATEGORY=Special Ability,Bane ~ Inquisitor ... [truncated message content] |