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From: <ama...@us...> - 2014-10-24 06:37:04
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Revision: 25332
http://sourceforge.net/p/pcgen/code/25332
Author: amaitland
Date: 2014-10-24 06:36:52 +0000 (Fri, 24 Oct 2014)
Log Message:
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Merge pull request #123 from SecretWizard/patch-35
Some feats
Modified Paths:
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Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_feats.lst
Modified: Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_feats.lst
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--- Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_feats.lst 2014-10-24 06:36:29 UTC (rev 25331)
+++ Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_feats.lst 2014-10-24 06:36:52 UTC (rev 25332)
@@ -3,6 +3,47 @@
# Original Entry by: Stefan Radermacher
##Block: Feats
+Anticipate Dodge TYPE:Combat PREMULT:2,[PREFEAT:2,Dodge,Mobility],[PREMULT:1,[PRETOTALAB:7],[PREVARGTEQ:MonkFeatQualify,4]] DESC:+Battle Cry TYPE:Combat PREMULT:2,[PRESTAT:1,CHA=13],[PREMULT:1,[PRETOTALAB:5],[PREMULT:1,[PRESKILL:1,Perform (Oratory)=5],[PRESKILL:1,Perform (Sing)=5],[PRESKILL:1,Perform (Act)=5]] DEFINE:BattleCryTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|BattleCryTimes DESC:+Befuddling Strike TYPE:Combat PREFEAT:1,Improved Unarmed Strike PRESTAT:2,DEX=13,WIS=13 PRETOTALAB:8 DEFINE:BefuddlingStrikeTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|BefuddlingStrikeTimes DESC:Befuddling Strike forces a foe damaged by your unarmed attack to attempt a DC %1 Fortitude saving throw, in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll ruins the attempt. A defender who fails this saving throw is confused for 1d4 rounds. You can use Befuddling Strike %2 times per day, but no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.|CL/2+10+WIS|BefuddlingStrikeTimes BONUS:VAR|BefuddlingStrikeTimes|CL/4 SOURCEPAGE:p.142
+Blessed Striker TYPE:General PRECLASS:1,SPELLCASTER.Divine=1 PRETOTALAB:11 DESC:All of your attacks are treated as having whatever alignment components you and your deity share for the purpose of overcoming damage reduction. If you grossly violate the code of conduct required by your deity or no longer worship your deity, you lose access to this feat. You can regain it once you atone for your misdeeds to your deity (see the atonement spell). SOURCEPAGE:p.143
+Blooded Arcane Strike TYPE:Combat PRECLASS:1,SPELLCASTER.Arcane=1 PREFEAT:1,Arcane Strike PREABILITY:1,CATEGORY=Special Ability,Bloodrager ~ Bloodrage DESC:While you are bloodraging, you don't need to spend a swift action to use your Arcane Strike—it is always in effect. When you use this ability with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane Strike is multiplied by the number of times (two, three, or four) you roll damage dice for one of those feats. SOURCEPAGE:p.143
+Bookish Rogue TYPE:General PREABILITY:1,CATEGORY=Special Ability,Rogue Talent ~ Minor Magic STACK:YES MULT:YES CHOOSE:NOCHOICE DESC:By studying a spellbook for 10 minutes, you can change one spell you are able to cast using your minor magic or major magic rogue talent to one sorcerer/wizard spell of the same level contained in the spellbook. This change is permanent until you take the time to change it via this feat again. SOURCEPAGE:p.143
+Canny Tumble TYPE:Combat PREMULT:2,[PREFEAT:2,Dodge,Mobility],[PRESKILL=1,Acrobatics=5] DESC:+Coordinated Shot TYPE:Combat.Teamwork PREFEAT:1,Point-Blank Shot DESC:If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn't have this feat), this bonus increases to +2. SOURCEPAGE:p.144
+Counter Reflexes TYPE:Combat PREMULT:2,[PREFEAT:3,Dodge,Mobility,Anticipate Dodge],[PREMULT:1,[PRETOTALAB:9],[PREVARGTEQ:MonkFeatQualify,6]] DESC:+Counterpunch TYPE:Combat PREMULT:3,[PRESTAT:1,DEX=18],[PREFEAT:3,Combat Reflexes,Weapon Focus (Unarmed Strike),Improved Unarmed Strike],[PREMULT:1,[PRETOTALAB:16],[PRECLASS:1,Brawler=12]] DESC:+Dazing Fist TYPE:Combat PREFEAT:1,Improved Unarmed Strike PRESTAT:2,DEX=13,WIS=13 PRETOTALAB:4 DEFINE:DazingFistTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|DazingFistTimes DESC:Dazing Fist forces a foe damaged by your unarmed attack to attempt a DC %1 Fortitude saving throw, in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll ruins the attempt. A defender who fails this saving throw is dazed for 1 round, until just before your next turn. You can use Dazing Fist %2 times per day, but no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.|CL/2+10+WIS|DazingFistTimes BONUS:VAR|DazingFistTimes|CL/4 SOURCEPAGE:p.144
+Disheartening Display TYPE:Combat PREMULT:2,[PREFEAT:2,Weapon Focus,Dazzling Display],[PRETOTALAB:6] DESC:+Distracting Charge TYPE:Combat.Teamwork DESC:When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally's next turn, or it is lost. SOURCEPAGE:p.144
+Draining Strike TYPE:Combat PREFEAT:1,Improved Unarmed Strike PRESTAT:2,DEX=13,WIS=13 PRETOTALAB:8 DEFINE:DrainingStrikeTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|DrainingStrikeTimes DESC:Draining Strike forces a foe damaged by your unarmed attack to attempt a DC %1 Fortitude saving throw, in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll ruins the attempt. A defender who is fails this saving throw fatigued for 1 minute or until the foe is subject to any spell that deals hit point damage. If you have a base attack bonus of +14 or higher, the target is exhausted for the same duration instead. You can use Draining Strike %2 times per day, but no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.|CL/2+10+WIS|DrainingStrikeTimes BONUS:VAR|DrainingStrikeTimes|CL/4 SOURCEPAGE:p.145
+Dueling Cape TYPE:Combat.Panache PREFEAT:1,Dodge PRESKILL:1,Sleight of Hand=1 DESC:As a move action, you can wrap a cape that you're wearing around your arm (removing it if necessary), and treat it as a buckler. If you are using the cape in this way, and an opponent misses you with a melee attack, as an immediate action you can spend 1 panache point to release your cape from your arm and entangle your foe in it. The foe can free it by using a full-round action to escape or by destroying the cape; a typical cape has hardness 1 and 3 hit points. You can use this feat with items similar in shape and weight to a cape, such as a cloak or a curtain. SOURCEPAGE:p.145
+Esoteric Linguistics TYPE:General PREFEAT:1,Skill Focus (Linguistics) DESC:You can attempt a Linguistics check in place of a Use Magic Device check to activate a scroll, or in place of a Spellcraft check to identify a scroll. You must still have (or emulate) the ability score required to cast a spell of the desired level, and you cannot use Linguistics on the check to emulate the required ability score. SOURCEPAGE:p.146
+Faerie's Strike TYPE:Combat PREFEAT:1,Vital Strike PREMULT:1,[PREFEAT:1,Nature Magic],[PREMULT:2,[PRECLASS:1,SPELLCASTER=1],[PRECLASS:1,Ranger=4]],[PREMULT:2,[PRECLASS:1,SPELLCASTER=1],[PRECLASS:1,Druid=1]],[PREMULT:2,[PRECLASS:1,SPELLCASTER=1],[PRECLASS:1,Hunter=1]] PRESKILL:1,Knowledge (Nature)=5 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|max(WIS,1) DESC:%1 times per day, when you use Vital Strike (or Improved Vital Strike or Greater Vital Strike), your strike saps the strength of your opponent. The creature hit must succeed at a DC %2 Fortitude save or be illuminated as if by faerie fire for 1 minute. You can choose to use this ability as a free action after you hit the target with the attack. This is a supernatural ability.|max(WIS,1)|CL/2+10+WIS SOURCEPAGE:p.147
+Grasping Strike TYPE:Combat PREFEAT:1,Vital Strike PREMULT:1,[PREFEAT:1,Nature Magic],[PREMULT:2,[PRECLASS:1,SPELLCASTER=1],[PRECLASS:1,Ranger=4]],[PREMULT:2,[PRECLASS:1,SPELLCASTER=1],[PRECLASS:1,Druid=1]],[PREMULT:2,[PRECLASS:1,SPELLCASTER=1],[PRECLASS:1,Hunter=1]] PRESKILL:1,Knowledge (Nature)=5 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|max(WIS,1) DESC:%1 times per day, when you use Vital Strike (or Improved Vital Strike or Greater Vital Strike), you cause the foliage in the area to reach out and entangle your foe (as the condition) if it fails a DC %2 Reflex save. The effect lasts for 1 minute or until the enemy breaks free with a successful Strength check or an Escape Artist check (DC = %2), whichever comes first. You can choose to use this ability as a free action after you hit the target with the attack. You can choose to use this ability as a free action after you hit the enemy with the attack. This is a supernatural ability.|max(WIS,1)|CL/2+10+WIS SOURCEPAGE:p.148
+Greater Skald's Vigor TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,TYPE=SkaldRagingSong PREFEAT:1,Skald's Vigor PRESKILL:1,Perform (Song),10 DESC:Your allies share in the fast healing granted by your Skald's Vigor, starting in the round when you begin your performance. They must be able to hear the performance. If you stop maintaining the song, the fast healing ends immediately, even if other effects of your song linger. SOURCEPAGE:p.149
+Greater Weapon of the Chosen TYPE:Combat PREFEAT:3,Improved Weapon of the Chosen,Weapon of the Chosen,Weapon Focus DESC:When you use your deity's favored weapon to attempt a single attack with the attack action, you roll two dice for your attack roll and take the higher result. You do not need to use your Weapon of the Chosen feat to gain this feat's benefit. SOURCEPAGE:p.149
+Gruesome Slaughter TYPE:Combat PREFEAT:2,Killing Flourish,Intimidating Prowess PRECLASS:1,Slayer=11 PRESKILL:1,Intimidate=11 DESC:Creatures you demoralize by using the Killing Flourish feat must succeed at a Fortitude save (DC = %1) or become sickened for 1 minute.|CL/2+10+max(DEX,STR) SOURCEPAGE:p.150
+Improved Duck and Cover TYPE:Combat.Teamwork PREFEAT:1,Duck and Cover DESC:Whenever you use Duck and Cover, your ally has evasion or improved evasion, and your ally's saving throw roll succeeds, half of the damage you would have taken is transferred to your ally. (This damage is not reduced by the ally's evasion or improved evasion.) SOURCEPAGE:p.150
+Improved Swap Places TYPE:Combat.Teamwork PREFEAT:1,Swap Places DESC:When you and your ally use Swap Places, your ally can be up to one size larger or smaller than you, and your movement into the ally's square does not provoke an attack of opportunity. If your ally cannot fit into the space you had been occupying and there are no available adjacent squares to accommodate the rest of the ally's space, the ally must squeeze. Alternatively, as part of its movement, the ally can attempt a bull rush combat maneuver against a creature that occupies a space your ally would occupy, but this bull rush cannot move the creature more than 5 feet. SOURCEPAGE:p.150
+Greater Weapon of the Chosen TYPE:Combat PREFEAT:2,Weapon of the Chosen,Weapon Focus DESC:This feat acts as Weapon of the Chosen, except you gain the benefits on all attacks until the start of your next turn. Your attacks gain a single alignment component of your deity—either chaotic, evil, good, or lawful—for the purpose of overcoming damage reduction. If your deity is neutral with no other alignment components, your attacks instead overcome damage reduction as though your weapon were both cold iron and silver. SOURCEPAGE:p.151
+Intercept Charge TYPE:Combat.Teamwork DESC:When an opponent charges your ally with this feat, as an immediate action you can move up to your speed toward any square in the path of the charge. If you end your movement in the path of the charge, the opponent must stop when it becomes adjacent to you and then attack you instead of your ally. Your movement from using this feat counts toward your movement on your next turn. SOURCEPAGE:p.151
+Kick Up TYPE:Combat PREFEAT:1,Acrobatic PRESTAT:1,DEX=13 PREMULT:1,[PRECLASS:1,Slayer=1],[PRECLASS:1,Swashbuckler=1] PRESKILL:1,Acrobatics=1 DESC:As long as you have at least one hand free, you can use a swift action to retrieve a single unattended item or weapon that weighs 10 pounds or less from the ground, either in your square or in any adjacent square not occupied or threatened by an enemy. Additionally, when you kick up a weapon and attempt a feint before the end of your turn, you receive a +2 circumstance bonus on the feint attempt. SOURCEPAGE:p.152
+Killing Flourish TYPE:Combat PREFEAT:1,Intimidating Prowess PRECLASS:1,Slayer=4 PRESKILL:1,Intimidate=4 DESC:When you reduce your target to below 0 hit points with a melee attack, as a swift action you can attempt an Intimidate check to demoralize all foes within 30 feet who can see your attack. SOURCEPAGE:p.152
+Lunging Spell Touch TYPE:General PRESKILL:1,Spellcraft=5 DESC:You can increase the reach of your spells' melee touch attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before you attempt any attacks on your turn. SOURCEPAGE:p.152
+Orator TYPE:General PREFEAT:1,Skill Focus (Linguistics) DESC:You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands. SOURCEPAGE:p.152
+Paralyzing Strike TYPE:Combat PREFEAT:1,Improved Unarmed Strike PRESTAT:2,DEX=13,WIS=13 PRETOTALAB:14 DEFINE:ParalyzingStrikeTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|ParalyzingStrikeTimes DESC:Paralyzing Strike forces a foe damaged by your unarmed attack to attempt a DC %1 Fortitude saving throw, in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll ruins the attempt. A defender who fails this saving throw is paralyzed for 1 round, until just before your next turn. You can use Paralyzing Strike %2 times per day, but no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.|CL/2+10+WIS|ParalyzingStrikeTimes BONUS:VAR|ParalyzingStrikeTimes|CL/4 SOURCEPAGE:p.153
+Rage Casting TYPE:Combat PRECLASS:1,SPELLCASTER.Arcane=1 PREABILITY:1,CATEGORY=Special Ability,Bloodrager ~ Blood Casting DESC:When you cast a bloodrager spell, as a swift action you can sacrifice some of your life force to augment the spell's potency. You can opt to take up to 1d6 points of damage per spell level of the spell you are casting, choosing the amount of dice before rolling. You cannot overcome this damage in any way, and it cannot be taken from temporary hit points. For each of these damage dice you roll, the DC of the spell you are casting increases by 1. SOURCEPAGE:p.154
+Raging Absorption TYPE:Combat PRECLASS:1,SPELLCASTER.Arcane=2 PREABILITY:1,CATEGORY=Special Ability,Bloodrager ~ Bloodrage DESC:While you are bloodraging, if you successfully save against a damaging arcane spell that either targets you or includes you in its area, and you take no damage from that spell, you can absorb a portion of its arcane energy to replenish your bloodrage. You regain 1 round of bloodrage for every 2 levels of the spell you successfully saved against. You cannot use this feat to regain more rounds of bloodrage than your daily maximum number of rounds. SOURCEPAGE:p.154
+Raging Concentration TYPE:Combat PRECLASS:1,SPELLCASTER.Arcane=1 PREABILITY:1,CATEGORY=Special Ability,Bloodrager ~ Blood Casting DESC:While in a bloodrage, you gain a +%1 bonus on concentration checks.|BloodrageConBonus SOURCEPAGE:p.154
+Reckless Rage TYPE:Combat PREFEAT:1,Power Attack PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,TYPE=Rage],[PREABILITY:1,CATEGORY=Special Ability,TYPE=SkaldRagingSong] DESC:When you use Power Attack while raging or while using raging song, you take an additional –1 penalty on melee attack rolls and combat maneuver checks, and you gain an additional +2 bonus on melee damage rolls. Modify this damage bonus appropriately based on the type of weapon you are using, as normal for Power Attack. SOURCEPAGE:p.155
+Recovered Rage TYPE:Combat PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,TYPE=Rage],[PREABILITY:1,CATEGORY=Special Ability,TYPE=SkaldRagingSong] DESC:Whenever you reduce a foe to 0 or fewer hit points while you are raging or using raging song, you regain 1 round of rage or raging song (your choice if you have both abilities), as long as the number of Hit Dice that foe possesses are equal to or greater than %1. You cannot use this feat to regain more rounds of rage or raging song than your daily maximum number of rounds.|CL/2 SOURCEPAGE:p.155
+Riving Strike TYPE:Combat PRECLASS:1,SPELLCASTER.Arcane=1 PREFEAT:1,Arcane Strike DESC:If you have a weapon that is augmented by your Arcane Strike feat, when you damage a creature with an attack made with that weapon, that creature takes a –2 penalty on saving throws against spells and spell-like abilities. This effect lasts for 1 round. SOURCEPAGE:p.155
+Skald's Vigor TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,TYPE=SkaldRagingSong DESC:While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist. SOURCEPAGE:p.155
+Slayer's Feint TYPE:Combat PRESTAT:1,DEX=15 PREFEAT:1,Combat Expertise PREMULT:1,[PRECLASS:1,Slayer=1],[PREFEAT:1,Acrobatic] PRESKILL:1,Acrobatics=1 DESC:You can use Acrobatics instead of Bluff to feint in combat. SOURCEPAGE:p.156
+Staggering Fist TYPE:Combat PREFEAT:1,Improved Unarmed Strike PRESTAT:2,DEX=13,WIS=13 PRETOTALAB:14 DEFINE:StaggeringFistTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|StaggeringFistTimes DESC:Staggering Fist forces a foe damaged by your unarmed attack to attempt a DC %1 Fortitude saving throw, in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll ruins the attempt. A defender who fails this saving throw is staggered for 1 round, until just before your next turn. You can use Staggering Fist %2 times per day, but no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.|CL/2+10+WIS|StaggeringFistTimes BONUS:VAR|StaggeringFistTimes|CL/4 SOURCEPAGE:p.157
+Steadfast Personality TYPE:General DESC:You gain an insight bonus on Will saving throws against mind-affecting effects equal to your Charisma modifier (minimum 0). SOURCEPAGE:p.157 ASPECT:SaveBonus|+%1 Will vs. mind-affecting|max(CHA,0)
+Stouthearted TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,TYPE=SkaldRagingSong DESC:While you are maintaining a raging song, if you fail a saving throw against a fear effect, you can expend a round of performing to reroll your saving throw as an immediate action. You must keep this second result, even if it lower. SOURCEPAGE:p.157
Talented Magician TYPE:General PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Rogue Talent ~ Major Magic],[PREABILITY:1,CATEGORY=Special Ability,Rogue Talent ~ Minor Magic] DEFINE:TalentedMagicianTimes|0 STACK:YES MULT:YES CHOOSE:NOCHOICE ASPECT:CheckType|Extra Uses per Day ASPECT:CheckCount|%1|TalentedMagicianTimes DESC:You gain an additional daily use of each of your minor magic and major magic rogue talents. You can take this feat multiple times. BONUS:VAR|TalentedMagicianTimes|2 SOURCEPAGE:p.158
Twinned Feint TYPE:Combat PRESTAT:1,CHA=13 DESC:As a standard action, you can attempt to feint against a foe within your reach. If you succeed at the feint, you can make an additional feint attempt against a foe that is adjacent to the first one and also within reach. You can attempt only one additional feint per action with this feat. When you use this feat, you take a –2 penalty to your AC until your next turn. If you have the Improved Feint feat, you can use this feat as a move action instead.|!PREFEAT:1,Improved Feint DESC:As a move action, you can attempt to feint against a foe within your reach. If you succeed at the feint, you can make an additional feint attempt against a foe that is adjacent to the first one and also within reach. You can attempt only one additional feint per action with this feat. When you use this feat, you take a –2 penalty to your AC until your next turn.|PREFEAT:1,Improved Feint SOURCEPAGE:p.158
Twist Away TYPE:Combat DESC:You must have Evasion or Improved Evasion to use this feat. While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. SOURCEPAGE:p.158
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