Talk:MLP Feats

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Im Prinzip ist hier alles noch nicht fest und muss am Schluss and die endgültigen Klassen und anderen Gegebenheiten des Systems angepasst werden. Alles was hier steht ist erstmal aus Sammlungsgründen da.

Makeover[edit]

  • Collector (Ex) [General]:

You spend so much time and money on one of your hobbies that you have become an expert on the subject.

Prerequisites: Trained in Knowledge (specific hobby).
Benefit: Select a single hobby or pastime (comic books, baseball cards, noir films, and so forth). You gain a +5 bonus on Wealth checks to see if you have an object related to your hobby on hand. You may attempt these checks for items with a purchase DC of 12 or lower.
Normal: On-hand Wealth checks can normally only be made for items with a purchase DC of 10 or lower.
Special: You must still get your GM’s permission to attempt the Wealth check, and the GM is the final arbiter of the purchase DC for all items.
  • Deep Pockets () []:

You are able to manage your finances so that buying items is less impactful on your budget.

Prerequisites: Financial Wizard.
Benefit: After succeeding at Wealth check to purchase an object, you may subtract half your Reputation bonus (round down) from the item’s purchase DC for the purpose of determining how much your current Wealth bonus is lowered. For example, a character with a Wealth bonus of +4 and a Reputation bonus of +6 makes a successful Wealth check to buy an item with a purchase DC of 17. Normally this would cause the character’s Wealth bonus to drop by 1d6 + 1 points. (1d6 because 17 is 12 points higher than his current Wealth bonus, and +1 because the purchase DC was higher than 15).
  • Financial Wizard () []:

You have a knack for financial matters and a sense for good investments.

Prerequisites: Trained in Profession.
Benefit: If you succeed while making a Profession check to regain Wealth after reaching a new level, your current Wealth bonus increases by +1. For every 5 points by which you exceed the DC, you gain an additional +2 to your Wealth bonus.
Normal: Normally you gain only an additional +1 for every 5 points by which you exceed the DC.
  • Haggle () []:

You are a shrewd bargainer, able to secure deals that no one else could.

Prerequisite: Dishonest or Honest Trait.
Benefit: When purchasing or selling equipment, you may attempt a Bluff or Diplomacy check with a DC equal to the item’s purchase DC. If you are successful, you may raise or lower the item’s purchase DC by 1 point.


Bloodline Feats[edit]

  • Apple Family () []:
Prerequisites: Earth Pony
Benefit:
Special: Available at character generation only.
  • Hay Family () []:
Prerequisites: Earth-, or Unicorn Pony
Benefit:
Special: Available at character generation only.
  • Royal Blood () []:
Prerequisites: Earth-, or Unicorn Pony
Benefit:
Special: Available at character generation only.
  • Arcane Mane () []:
Prerequisites: Stablemaster permission.
Benefit: Access to special Spell list.
Special: Available at character generation only.
  • Elemental Mane () []:
Prerequisites:
Benefit: Access to special Spell list and Flight maneuver.
Special: Available at character generation only.
  • Rainbow Mane () []:
Prerequisites:
Benefit: Access to special Spell list and Flight maneuver.
Special: Available at character generation only.
  • Shadow Mane () []:
Prerequisites: Stablemaster permission.
Benefit: Access to special Spell list and Flight maneuver.
Special: Available at character generation only.
  • Shining Mane () []:
Prerequisites: Stablemaster permission.
Benefit: Access to special Spell list and Flight maneuver.

Magic Feats[edit]

  • Telekinetic Battle () []:
Prerequisites:
Benefit: You can attack without penalty with objects you can lift with telekinesis.
  • Magical Mimic () []:
Prerequisites:
Benefit: Can mimic the spell of another caster. You must be able to cast spells of that Grade. 2 Harmony Points. You can learn a spell after you have mimicked it.

Animal Feats[edit]

  • Stampede (Ex): A frighted herd of cows flee as a group away from the source of danger. They automatically make an Overrun check over anything Large or smaller in their way. This Overrun also deals 1d10 damage per 5 cows in the herd (Reflex save DC 17 half damage). The DC is Constitution-based.
  • Thunderous Moo (Ex): A cow engaged in combat can moo every 3 rounds. This moo (Fortitude save DC 18), causes the Deafened condition for 3 rounds to all foes up to 15 feet (3 squares) who hear it.
  • Ultimate Bull Rush (Ex): Because cows are bulls, they are supreme at bull rushing. This ability serves as a regular Improved Bull Rush feat, except the Strength bonus to bull rushing is +7 instead of +4, and it also deals 1d6 damage.
  • Produce Milk (Ex): Cows can produce two waterskins worth of milk each day. In order to produce milk, a cow must have had proper food and water the day before and must be milked. Milk provides as much nourishment as water and heals 1 HP per drink.
  • Thick Hide (Ex): The cow gains +1 natural bonus to Fort Defense and DR 1 from its thick leather hide.

Other Feats[edit]

  • Regeneration () []:
Prerequisites:
Benefit: 1 Harmony Point. Restores HP every Round equal to Caster’s Wis. Mod.
  • I Don’t Want to Fight () []:
Prerequisites:
Benefit: The quickest fight is the one never started. Loyalties can end aggression with a stern look or word. 1 Harmony Point.
  • Shake It Off () []:
Prerequisites:
Benefit: Damage Reduction 1/-. You can take this feat multiple times.
  • Skillful Recovery: When you select this talent, choose one skill. Whenever you fail a skill check with that skill, you gain one temporary Harmony Point. That Harmony Point can only be spent to add to a skill check with the skill you chose for this talent. If the Harmony Point is not spent by the end of the encounter, it is lost. For the purposes of this talent, failing a skill check means failing to get the minimum possible result from the skill check. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
Prerequisite: Trained in the chosen skill.
  • Contingency Plan: Once per encounter, if you fail an attack roll, a skill check, or the use of a talent that requires an opposed check, you can move your speed as a reaction.
  • Idealist: Your confidence empowers you, giving you the ability to withstand the harmful influence of others. You can add your Charisma bonus in place of your Wisdom bonus to your Will Defense.
Prerequisite: Charisma 13.
  • Lead by Example: Your bravery and skill inspires others to follow your lead. Once per encounter, when you successfully deal damage to an enemy, you can choose to grant all allies a + 1 circumstance bonus on attack rolls and + 1 die of damage on non-area attacks against that target for the remainder of the encounter.
  • Acrobatic Ally (Prerequisite: Dexterity 13, Strength 13): You move an ally around with ease and accuracy by giving him or her a leg up or a helpful toss. You can hoist or toss an ally of your size or smaller up to 2 squares. You and your ally must act on the same initiative number and start in adjacent squares. If you succeed on a DC 20 Acrobatics check as a standard action, your ally ends up in a sq uare of your choosing up to 2 squares above or away from you. This counts as a free action for your ally and ends your turn . Your ally can then continue his or her turn. If you fail your check, both you and your ally immediately become prone in your square. Your turn is ended, but your ally can take his or her turn normally. This can provoke attacks of opportunity against either character.