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Join date : 2010-01-15
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PostSubject: Posted Feats   Posted Feats EmptySat Jan 16, 2010 4:41 pm

Feats:

Two-Weapon Fighting: (Pre: None) This feat reduces the attack penalty of a charecter wielding a double-bladed weapon or two weapons (one in each hand). The normal penalties of -6 (main hand)/-10 (off hand) are reduced by 0/4 to a total of -6/-6. Use of a balanced weapon in the off hand can further reduce the attack penalty by 2/0, to a total of -4/-6.

Improved Two-Weapon Fighting: (Pre: Level 4, Two-Weapon Fighting) This feat further reduces the attack penalty of a charecter wielding a double-bladed weapon or two weapons (one in each hand). This feat reduces the attack penalty by an additional 2/2, to a total of -4 (Main hand) -4 (off hand). Use of a "blanced" weapon in the off hand can further reduce the attack penalty by 2/0, to a total of -2/-4.

Master Two-Weapon Fighting: (Pre: Level 8, Two-Weapon Fighting, Improved Two-Weapon Fighting) This feat again reduces the attack penalty for charecters using double-bladed weapons or two weapons (one in each hand) by 2/2, for a total of -2 (main hand)/-2 9off hand). Use of a balanced weapon in the off hand can further reduce the attack penalty by 2/0 to a final total of 0/-2, negating it almost entirely.

Dueling: (Prerequisits: None) Charecters that focus on using single one-handed weapons in battle gain +1 to attack and +1 to defense due to the efficiency of this form of combat. This applies to both ranged and melee weapons. This feat also applies when using unarmed combat.

Armor Proficiency:
Light: (Pre: None) This feat allows a charecter to wear Light armor. Charecters without this feat CANNOT wear light armor or heavier armor. Wookies and droids cannot wear amor suits.

Medium: (Pre: Light) This feat allows a charecter to wear Medium armor. Charecters without this feat CANNOT wear Medium or heavier armor. Wookies and droids cannot wear armor suits.

Heavy: (Pre: Light, Medium) This feat allows a charecter to wear Heacy armor. Charecters without this feat CANNOT wear Heavy armor. Wookies and droids cannot wear armor suits.

Caution: (Pre: None) This feat gives a +1 skill point bonues to both Demolitions and Stealth. You must have at least one skill point in a particular skill to recieve this bonus to that skill.

Improved Caution: (Pre: Level 4) This feat gives a +2 skill point bonus to both Demolitions and Stealth. This replaces the +1 bonus given by Caution. You must have at least one skill point in a particual skill to recieve this bonus to that skill.

Master Caution: (Pre: Level 8) This feat gives a +3 skill point bonus to both Demolitions and Stealth. This replaces the +2 bonus given by Improved Caution. You must have at least one skill point in a particual skill to recieve this bonus to that skill.

Critical Strike: (Pre: None) When acticated this feat doubles the critical threat range of melee attacks (e.g., if a weapon needs a roll of 20, a critical hit will result on 19 or 20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking charecter's level + attacking Charecter's Strength modifier. This feat lowers Defense by -5 when used. Critical Strike works with melee weapons only.

Improved Critical Stike: (Pre: Level 4, Critical Strike) When acticated this feat triples the critical threat range of melee attacks (e.g., if a weapon needs a roll of 20, a critical hit will result on 18-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking charecter's level + attacking Charecter's Strength modifier. This feat lowers Defense by -5 when used. Critical Strike works with melee weapons only.

Master Critical Strike: (Pre: Level 8, Critical Strike, Improved Critical Strike) When acticated this feat quadruples the critical threat range of melee attacks (e.g., if a weapon needs a roll of 20, a critical hit will result on 17-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking charecter's level + attacking Charecter's Strength modifier. This feat lowers Defense by -5 when used. Critical Strike works with melee weapons only.

Flurry: (Pre: None) When activated, this feat allows a charecter to make an extra melee attack durring the round. Charecters suffer -2 to Defense while using this feat and for 3 seconds afterwards (i.e., an enemy's attack). They also suffer a -4 penalty to all attacks that round.

Power attack: (Pre: None) When activated, power attack increases melee damage by +3, but attacks are made with a penalty of -3 to hit. Additionally, the critical multiplier is increased by 1 (e.g., if a critical hit would normally double damage, it would triple damage when Power Attack is used). Finally on a critical hit, the target is knocked back unless they make a Fortitude save at DC of the attacking charecter's level + twice the attacking charecter's Strength modifier.Used to quickly dispatch groups of easy-to-hit opponents.

Power Blast: (Pre: None) When activated, Power Blast increases ranged weapon damage by +3, but attacks are madde with a penalty of -3 to hit. Additionally, the critical multiplier is increased by 1 (e.g., if a critical hit would normally double damage, it would triple damage when Power Blast is used). Finally on a critical hit, the target is knocked back unless they make a Fortitude save at DC of the attacking charecter's level + twice the attacking charecter's Dexterity modifier.Used to quickly dispatch groups of easy-to-hit opponents.

Rapid Shot: (Pre: None) When activated, this feat allows a charecter to make an extra ranged weapon attack durring the round. Charecters suffer -4 to Defense while using this feat and for 3 seconds afterwards (i.e., an enemy's attack). They also suffer a -4 penalty to all attacks that round.

Sniper Shot: (Pre: None) When acticated this feat doubles the critical threat range of ranged attacks (e.g., if a weapon needs a roll of 20, a critical hit will result on 19 or 20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking charecter's level + attacking Charecter's intelligence modifier. This feat lowers Defense by -5 when used. Sniper Shot works with ranged weapons only.

Force Focus: (Pre: Jedi Consular) This feat adds +2 to the Difficulty Class for all the saving throws against the charecter's Force powers. This feat is always active.

Jedi Sense: (Pre: Jedi) The Jedi Develops a connection to the Force that allows them to better sence incoming attacks. This feat is always active and grants defense bonuses dependent upon the Jedi's Consular, Sentinel, or Gaurdian level. This bonus starts at +2 at level 1 and increases by +2 for every subsequent 6 levels in one of these classes. 1,7,13,19,25,31

Jedi Defense: (Pre: Jedi classes, Lightsaber equiped) This feat allows a charecter to deflect enery-based blaster bolts at any time as long as they have a lightsaber equiped. When a charecter is fired upon, an opposed roll is made against the attack. If the result is greater than the attack roll, the blaster bolt is deflected. If the attack is beaten by 10 or more, the bolt is deflected back at the enemy. Jedi Classes recieve this feat at 1st level.

Unarmed Specialist 1: ( Pre: lvl 2) The charecter has gained extra experiance in hand-tp-hand combat and is able to strike harder than other combatans, adding 1-4 damage to all unarmed attacks. This feat is automatically gained at second level. (Must be Jedi, or special trained. Ex: Echani, Mandalorian.
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