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* '''Acute Wits'''
 
* '''Acute Wits'''
 
:Benefit: The character gains +2 to its Wits Defense.
 
:Benefit: The character gains +2 to its Wits Defense.
 +
 +
* '''Arcane Sage''' (Su) [General]:
 +
:Prerequisite: Knowledge [arcana] as a trained skill.
 +
:Benefit: Some Ponys do not cast spells, but learn the arcane theory underpinning spells. This feat allows the character to learn spells and and to qualify for item creation abilities which normally require caster levels. This feat may be selected multiple times. each time it is selected it grants the character access to a spell grade of Low Magic for which he or she meets the prerequisites. The caster level of the character is equal to half the characters level. To learn a specific spell the character must have an Intelligence score equal to 10 + spell grade. The character starts with a number of recipes from his spell list equal to his Intelligence modifier (minimum 1). At each new level in the class, the character may learn an additional spell of his or her choice from any available spell lists up to Grade 3. To learn a new spell the character must succeed at a Knowledge [arcana] check DC 20 + spell grade, which can be attempted once per day.
  
 
* '''Armor Proficiency (light)''' (Ex) [General, Combat]:
 
* '''Armor Proficiency (light)''' (Ex) [General, Combat]:
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* '''Critter Companion''' (Ex) [General]:  
 
* '''Critter Companion''' (Ex) [General]:  
Your Pony has a pet critter that loyally follows it where-, and whenever it can.
+
Your Pony has an animal that loyally follows it where-, and whenever it can.
:Prerequisite: Minimum 4th-level character.
+
:Benefit: The pony gains an affinity to a specific critter, granting the pony a critter companion.  This critter is a loyal companion that accompanies the pony on her adventures as appropriate for its kind. The critter companion selected from the following list: Bat, Beaver, Cat, Dog, Duck, Ferret, Flamingo, Frog, Hedgehog, Mouse, Rabbit, owl, Raccoon, Skunk, Songbird, Squid, Squirrel, Turtle.  
:Benefit: The pony gains an affinity to a specific critter, granting the pony a critter companion.  This critter is a loyal companion that accompanies the pony on her adventures as appropriate for its kind. For example: Bat, Beaver, Cat, Chicken, Dog, Duck, Ferret, Flamingo, Frog, Hedgehog, Mouse, Rabbit, owl, Raccoon, Skunk, Songbird, Squid, Squirrel, Turtle. The critter is a supporting character with critter class levels equal to your character level minus 3. The critter advances normally as he or she goes up levels according to your heroic level. If anything happens to your critter, you can find a new one after the end of the story.
+
:Special: Should the critter be lost or perish, the pony is target to a 'Bad News' social Hazzard of huge size.
:Special: You can buy this feat multiple times. Discuss your intentions with the GM before selecting this feat. The GM may prefer to generate your critter or may want to approve the critter you generate before he allows it into the campaign. He may place some restrictions on the critter’s development. Should the critter be lost or perish, the pony is target to a 'Bad News' social Hazzard of huge size.
 
  
 
* '''Cohort''' (Ex) [General]:
 
* '''Cohort''' (Ex) [General]:
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* '''Excellent Pupil''' (Ex) [General]:  
 
* '''Excellent Pupil''' (Ex) [General]:  
You got some special tutoring from your Mentor.
+
:Benefit: The character gains 1 extra skill point, add one skill of your choice as a class-skill.
:Prerequisites: GM approval.
 
:Benefit: The character gains one extra trained skill, add one skill of your choice as a class-skill.
 
  
 
* '''Extra Training''' (Ex) [General]:
 
* '''Extra Training''' (Ex) [General]:
 
:Prerequisite: Acrobatic/Flight/Social/Swim Training Talent
 
:Prerequisite: Acrobatic/Flight/Social/Swim Training Talent
:Benefit: When this Feat is learned you gain the relevant attribute bonus in extra maneuvers. You have to distributed between the unlocked maneuver grades.
+
:Benefit: When this Feat is learned you gain 1+ relevant attribute bonus extra maneuvers you have to distributed between the unlocked maneuver grades.
 
:Special: You can take this feat more than once. Its effects stack. Each time you take this feat, increase your bonus maneuvers. If the relevant bonus attribute is changed later bonus maneuvers are calculated with the new bonus.
 
:Special: You can take this feat more than once. Its effects stack. Each time you take this feat, increase your bonus maneuvers. If the relevant bonus attribute is changed later bonus maneuvers are calculated with the new bonus.
  
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:Normal: A hero can catch his or her second lunch once per day.
 
:Normal: A hero can catch his or her second lunch once per day.
 
:Special: You can take this feat multiple times; each time you take this feat, you can catch a second lunch one additional time per day.
 
:Special: You can take this feat multiple times; each time you take this feat, you can catch a second lunch one additional time per day.
 
* '''Fortune of Bits''' (Ex) [General]:
 
 
:Benefit: The character doubles its amount of starting bits and bits generated by Profession rolls.
 
  
 
* '''Great Fortitude''' (Ex) [General]:
 
* '''Great Fortitude''' (Ex) [General]:
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:Special: GM approval is required for this feat. You may only take this feat as a 1st-level character. This feat is always a bonus feat — it does not take up an available feat slot.
 
:Special: GM approval is required for this feat. You may only take this feat as a 1st-level character. This feat is always a bonus feat — it does not take up an available feat slot.
  
* '''Harness Proficiency''' (Ex) [General]:
+
* '''Harness Proficiency''' (Ex) []:
 
You are proficient with harnesses needed to pull vehicles (see Vehicles) and can wear it without impediment.
 
You are proficient with harnesses needed to pull vehicles (see Vehicles) and can wear it without impediment.
 
:Benefit: When you wear a harness, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the  harnesses' special equipment bonuses (if any).
 
:Benefit: When you wear a harness, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the  harnesses' special equipment bonuses (if any).
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* '''Irrefutable Logic''' (Ex) [General]:
 
* '''Irrefutable Logic''' (Ex) [General]:
:Prerequisites: Intelligence 13+, trained in the Persuasion skill and an appropriate Knowledge skill
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:Prerequisites: Intelligence 13, trained in the Persuasion skill and an appropriate Knowledge skill
 
:Benefit: You may use your Intelligence bonus in place of your Charisma bonus on the check modifier for Persuasion checks related to your area of expertise with the chosen Knowledge skill.
 
:Benefit: You may use your Intelligence bonus in place of your Charisma bonus on the check modifier for Persuasion checks related to your area of expertise with the chosen Knowledge skill.
  
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* '''Physical Intimidation''' (Ex) [General]:
 
* '''Physical Intimidation''' (Ex) [General]:
:Prerequisite: Strength 13+.
+
:Prerequisite: Strength 13
 
:Benefit: When using the Persuasion skill to intimidate, you may use your Strength bonus instead of your Charisma bonus for the check modifier.
 
:Benefit: When using the Persuasion skill to intimidate, you may use your Strength bonus instead of your Charisma bonus for the check modifier.
  
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:Prerequisite: Base attack bonus +1 or higher.
 
:Prerequisite: Base attack bonus +1 or higher.
 
:Benefit: You can draw or holster an object, or weapon from an accessible place on your body as a swift action instead of as a move action.
 
:Benefit: You can draw or holster an object, or weapon from an accessible place on your body as a swift action instead of as a move action.
 
* '''Reputation''' (Ex) [General]:
 
 
:Benefit: +3 Reputation Bonus.
 
  
 
* '''Skill Training''' (Ex) [General]:
 
* '''Skill Training''' (Ex) [General]:
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:Special: You can gain Sport Proficiency multiple times. Each time you take the feat, it applies to a new set of sports equipment.
 
:Special: You can gain Sport Proficiency multiple times. Each time you take the feat, it applies to a new set of sports equipment.
  
* '''Super VIP''' (Ex) [General, Title]:
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* '''Throw Anything''' (Ex) [General]
You are a star in society, known far and wide.
 
:Prerequisites: Very Important Pony, Social Rating of 20 or higher, GM approval.
 
:Benefit: Your Presence on a Society Event generates a Super Event. Each Social Event you visit automatically increases the required Social Rating by 2 points (only if you accept the invitation). In Addition you can declare a Pony as an "Important Pony". This will increase the Social Rating of the affected Pony by a quarter of your own Society Rating (not cumulative, rounded down). You can remove this bonus later if you wish (only if you are the Super VIP who has given this bonus).
 
 
 
* '''Throw Anything''' (Ex) [General]:
 
 
In your hands, anything becomes a ranged weapon.
 
In your hands, anything becomes a ranged weapon.
 
:Prerequisites: Dexterity 15, physical base bonus +2.
 
:Prerequisites: Dexterity 15, physical base bonus +2.
:Benefit: You can throw any item at least two size categories smaller than you are, as if it were a ranged weapon. The range increment of items used in conjunction with this feat is 10 feet.  
+
Benefit: You can throw any item at least two size categories smaller than you are, as if it were a ranged weapon. The range increment of items used in conjunction with this feat is 10 feet.  
 
:Normal: You cannot throw an item without taking a –5 penalty unless it has a range increment.
 
:Normal: You cannot throw an item without taking a –5 penalty unless it has a range increment.
  
 
* '''Vehicle Proficiency''' (Ex) [General]:
 
* '''Vehicle Proficiency''' (Ex) [General]:
 
You are proficient with a specific type of vehicle.
 
You are proficient with a specific type of vehicle.
:Benefit: Choose a vehicle type (aircraft, carts, cycles, water vehicles, military vehicles, or other vehicles).  
+
Benefit: Choose a vehicle type (aircraft, carts, cycles, water vehicles, military vehicles, or other vehicles).  
 
:Normal: When you are in control of a vehicle you are not proficient with, you get a -5 untrained penalty on skill checks, ability checks, and defenses throws involving the vehicle.
 
:Normal: When you are in control of a vehicle you are not proficient with, you get a -5 untrained penalty on skill checks, ability checks, and defenses throws involving the vehicle.
  
* '''Very Important Pony''' (Ex) [General, Title]:
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* '''Weapon Finesse''' (Ex) [General]:
You are known all around your community and get invited to every high-society event.
 
:Prerequisites: Social Rating of 12 or higher, GM approval.
 
:Benefit: Each Society Event you visit is automatically increasing the required Social Rating by 1 point (only if you accept the invitation). You will be automatically invited to every Social Event in your community.
 
 
 
* '''Weapon Finesse''' (Ex) [General, Combat]:
 
 
You are especially skilled at using weapons one that can benefit as much from Dexterity as from Strength.
 
You are especially skilled at using weapons one that can benefit as much from Dexterity as from Strength.
 
:Prerequisite: Dexterity 13, Melee as a trained skill.
 
:Prerequisite: Dexterity 13, Melee as a trained skill.
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===Artisan Feats===
 
===Artisan Feats===
  
* '''Arcane Sage''' (Su) [Class]:
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* '''Gearhead''' () []:
:Prerequisite: Knowledge [arcana] as a trained skill.
 
:Benefit: Some Ponys do not cast spells, but learn the arcane theory underpinning spells. This feat allows the character to learn spells and and to qualify for item creation abilities which normally require caster levels. This feat may be selected multiple times. each time it is selected it grants the character access to a spell grade of Low Magic for which he or she meets the prerequisites. The caster level of the character is equal to half the characters level. To learn a specific spell the character must have an Intelligence score equal to 10 + spell grade. The character starts with a number of recipes from his spell list equal to his Intelligence modifier (minimum 1). At each new level in the class, the character may learn an additional spell of his or her choice from any available spell lists up to Grade 3. To learn a new spell the character must succeed at a Knowledge [arcana] check DC 20 + spell grade, which can be attempted once per day.
 
 
 
* '''Performance Art''' (Ex) [Class]:
 
:Prerequisite: Charisma 13+, trained in the appropriate Crafts skill.
 
:Benefit: You can use your Crafts modifier instead of your Perform modifier when making Performance checks. If you are entitled to a Performance check reroll, you can reroll your Crafts check instead (subject to the same circumstances and limitations). You are considered trained in the Perform skill for the purposes of this check.
 
 
 
* '''Gearhead''' (Ex) [Class]:
 
 
You have a natural aptitude for machines and mechanics.
 
You have a natural aptitude for machines and mechanics.
:Benefit: Once per encounter you can make a Crafts check more quickly than normal. A check requiring a full-round action can be attempted as a standard action, a check requiring a standard action can be attempted as a move action, a check requiring a move action can be attempted as a swift action, a check requiring multiple swift actions can be reduced to one swift action. Checks requiring more than a full-round action can be attempted in half the time required at a -10 penalty.
+
:Benefit: Once per encounter you can make Crafts or Mechanics checks more quickly than normal. A check requiring a full-round action can be attempted as a standard action, a check requiring a standard action can be attempted as a move action, a check requiring a move action can be attempted as a swift action, a check requiring multiple swift actions can be reduced to one sift action. Checks requiring more than a full-round action ca be attempted in half the time required at a -10 penalty.
  
* '''Hoof-Eye Coordination''' (Ex) [Class]:
+
* '''Improved Manipulation''' () []:  
:Prerequisites: Dexterity 13+, trained in appropriate Crafts skill.
 
:Benefit: You may use your Dexterity bonus in place of your Intelligence bonus on the check modifier for specific Crafts checks.
 
 
 
* '''Improved Manipulation''' (Ex) [Class]:
 
Your hooves are exceptionally nimble at gripping an finer manipulation of objects.
 
 
:Prerequisites: Dexterity 15+.  
 
:Prerequisites: Dexterity 15+.  
:Benefit: The penalty for using your mouth or hooves to perform skills is reduced by 3.  
+
:Benefit: The penalty for using your mouth or hooves to perform skills is reduced by 2. Special: This feat can be taken multiple times, and its effects stack. This can never give a character a bonus to using their hooves; it can only remove a penalty.
:Special: This feat can be taken multiple times, and its effects stack. This can never give a character a bonus to using their hooves; it can only remove a penalty.
 
  
 
===Athlete Feats===
 
===Athlete Feats===
  
* '''Acrobatic Dodge''' (Ex) [Class]:
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* '''Acrobatic Dodge''' () []:
 
When you react to an attack, your acrobatics training improves your mobility.  
 
When you react to an attack, your acrobatics training improves your mobility.  
:Prerequisites: Dexterity 13, trained in the Acrobatics skill.
+
:Prerequisites: Dexterity 13, Dodge, Mobility, Skill Focus (Acrobatics), trained in the Acrobatics skill.
:Benefit: Once per encounter, as a reaction, if a melee attack, hazzard, or sports maneuver misses you, you can immediately move into an adjacent square without provoking an attack of opportunity.
+
:Benefit: Once per encounter, as a reaction, if a melee attack misses you, you can immediately move into an adjacent square without provoking an attack of opportunity.
 
:Special: You must be aware of the attacker to benefit from this feat. You can use this feat a second time during the encounter by spending a Harmony Point.
 
:Special: You must be aware of the attacker to benefit from this feat. You can use this feat a second time during the encounter by spending a Harmony Point.
  
* '''Agile Acrobatics''' (Ex) [Class]:
+
* '''Agile Acrobatics''':
 
:Prerequisite: Dexterity 13, Trained in the Acrobatics skill.
 
:Prerequisite: Dexterity 13, Trained in the Acrobatics skill.
:Benefit: You may use your Dexterity bonus in place of your Strength bonus on the check modifier for climb and jump checks.
+
:Benefit: You may use your Dexterity bonus in place of your Strength bonus on the check modifier for Climb and Jump checks.
  
* '''Burst of Speed''' (Ex) [Class]:
+
* '''Burst of Speed''' () []:
 
You are capable of incredible bursts of speed.
 
You are capable of incredible bursts of speed.
 
:Prerequisites: trained in Endurance.
 
:Prerequisites: trained in Endurance.
:Benefit: As a move action, you can move up to twice your speed, at the end of your movement, you lose 5 extra fatigue points.
+
:Benefit: As a move action, you can move up to twice your speed, at the end of your movement, you move -1 step along the condition track.
  
* '''Cross-Training''' (Ex) [Class]:
+
* '''Cross-Training''' () []:
 
You are fanatically dedicated to improving some aspects of yourself, while being willing to let other aspects atrophy.
 
You are fanatically dedicated to improving some aspects of yourself, while being willing to let other aspects atrophy.
 
:Benefit: Raise two different physical ability scores permanently by +1 each and lower any one ability score permanently by –2.
 
:Benefit: Raise two different physical ability scores permanently by +1 each and lower any one ability score permanently by –2.
  
* '''Feat of Strength''' (Ex) [Class]:
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* '''Feat of Strength''' () []:
 
You draw on inner reserves of physical power to perform great feats of strength, such as lifting heavy objects, leaping great distances, or hauling yourself upward a hill while weighted down by a heavy load.
 
You draw on inner reserves of physical power to perform great feats of strength, such as lifting heavy objects, leaping great distances, or hauling yourself upward a hill while weighted down by a heavy load.
:Prerequisites: Strength 15+.
+
:Prerequisites: Strength 15.
:Benefit: Once per encounter as a full-round action, you may take 20 on a single non-Melee Strength check, or Strength-based skill check (you must be trained in that skill), even if you are distracted, or threatened.  
+
:Benefit: Once per encounter as a full-round action, you may take 20 on a single non Melee Strength check, or Strength-based skill check (you must be trained in that skill), even if you are distracted, or threatened.  
 
:Normal: You may not take take 20 while distracted, or threatened, or in a single round.
 
:Normal: You may not take take 20 while distracted, or threatened, or in a single round.
:Special: After using this feat for the first time in a given encounter, make a DC 15 Endurance check (as a free action). If the check succeeds, you can use this feat on more time during the same encounter. All further applications of this Feat increase the target number of the Endurance check by 5 after each roll.
+
:Special: After using this feat for the first time in a given encounter, make a DC 15 Endurance check (as a free action). If the check succeeds, you can use this feat on more time during the same encounter. All further applications of this Feat increase the target number of the Endurance check by 5 after each roll.
  
* '''Great Leap''' (Ex) [Class]:
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* '''Great Leap''' () []:
 
:Prerequisites: Strength 13+, Dexterity 13+.
 
:Prerequisites: Strength 13+, Dexterity 13+.
:Benefit: The pony has a +2 Bonus to all Jump checks, and the ability to Take 10 whenever jumping mundane obstacles.
+
:Benefit: The pony has a +4 Bonus to all Jump checks, and the ability to Take 10 whenever jumping mundane obstacles.
 +
 
 +
* '''Increased Stamina''' () []:
 +
:Benefit: When the character takes this Feat, it can run twice as long per day without suffering any negative effects. This Feat can be taken twice. Its effects are cumulative.
  
 
===Commoner Feats===
 
===Commoner Feats===
  
* '''Arduous Worker''' (Ex) [Class]:
+
* '''Expert Advice''' () []:
:Prerequisites: Constitution 13+, trained in appropriate Profession skill.  
+
You are widely published, and widely known, in an activity or area of knowledge. Choose a single mental skill for this feat to affect; you may not choose Knowledge, Perception, Survival ore Use Magic.
:Benefit: You may use your Constitution bonus in place of your Wisdom bonus on the check modifier for specific Profession checks.
+
:Prerequisites: Trained in the skill selected.
 +
:Benefit: When making checks with the selected skill, you may use your Reputation bonus instead of the usual ability modifier.
 +
:Special: You can gain this feat multiple times. Each time you take it, you select a different skill.
  
* '''Heavy Burden''' (Ex) [Class]:
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* '''Heavy Burden''' () []:
 
:Prerequisites: Strength 15+.
 
:Prerequisites: Strength 15+.
:Benefit: This Pony is used to the burdens of life and has been trained to bear them with as little trouble as possible. A pony with this feat understands how to economize its movements and use its stamina most effectively, even on long trips or when overburdened. The character can carry half again its normal burden without penalty.
+
:Benefit: This Pony is used to the burdens of life and has been trained to bear them with as little trouble as possible. A steed with this Feat understands how to economize its movements and use its stamina most effectively, even on long trips or when overburdened. The character can carry half again its normal burden without penalty.
  
* '''Guild Membership''' (Ex) [Class, Allegiance]:
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* '''Heavy Load''' () []:  
Through dedication and talent, the pony has proven a valuable member of one of the many crafter's guilds of Equestria.
 
:Prerequisites: Trained in appropriate Crafts skill.
 
:Benefit: The pony can register with an appropriate guild shop in order to find work in a city or town. During that time, they can petition for a billet, a place to sleep and three meals a day to keep herself fed. She may be asked to perform tasks or jobs for the guild while billeted. Select one allegiance your character already has formed. You gain a +2 circumstance bonus on all social checks when dealing with characters who have the same allegiance. In addition the pony gains a 25% discount on materials its guild can provide.
 
 
 
* '''Heavy Load''' (Ex) [Class]:
 
 
You are used to hurling heavy cargo.
 
You are used to hurling heavy cargo.
 
:Prerequisites: Strength 15+.
 
:Prerequisites: Strength 15+.
 
:Benefit: The character’s carrying capacity is calculated as if his Strength score were four points higher than it actually is.
 
:Benefit: The character’s carrying capacity is calculated as if his Strength score were four points higher than it actually is.
  
* '''Star Employee''' (Ex) [Class]:
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* '''Star Employee''' () []:
 
You are a dedicated worker, and people recognize and reward your extra effort.
 
You are a dedicated worker, and people recognize and reward your extra effort.
:Prerequisites: Reputation bonus +1, Stablemaster's approval.
+
:Prerequisites: Reputation bonus +1.
:Benefit: You gain +1 to your Reputation bonus, +1 to a appropriate Profession checks, and can make one skill from your starting occupation’s skill list a permanent class skill.
+
:Benefit: You gain +1 to your Reputation bonus, +1 to your current Wealth bonus, and can make one skill from your starting occupation’s skill list a permanent class skill.
  
 
===Diplomat Feats===
 
===Diplomat Feats===
  
* '''Herald''' (Ex) [Class, Allegiance, Title]:
+
* '''Cut the Red Tape''' () []:
You have been chosen as a spokesperson for your Organization and therefore gain a refined reputation among the members of a particular organization or group by entitlement.
 
:Prerequisites: At least one allegiance, Stablemaster's approval.
 
:Benefit: Select one allegiance your character already has formed. You gain a +4 circumstance bonus on all social checks when dealing with characters who have the same allegiance. You gain a –4 circumstance penalty on these same checks when dealing with characters who have the opposed allegiance.
 
:Special: You may take this feat multiple times; each time it applies to a different allegiance.
 
 
 
* '''Pencil Pusher''' (Ex) [Class]:
 
 
You know how to work the bureaucratic system to get information you need.
 
You know how to work the bureaucratic system to get information you need.
 
:Prerequisite: Trained in the Knowledge (bureaucracy) skill.
 
:Prerequisite: Trained in the Knowledge (bureaucracy) skill.
 
:Benefit: You can use your Knowledge (bureaucracy) modifier instead of your Gather Information modifier when making Gather Information checks. If you are entitled to a Gather Information check reroll, you can reroll your Knowledge (bureaucracy) check instead (subject to the same circumstances and limitations). You are considered trained in the Gather Information skill for the purposes of this check.
 
:Benefit: You can use your Knowledge (bureaucracy) modifier instead of your Gather Information modifier when making Gather Information checks. If you are entitled to a Gather Information check reroll, you can reroll your Knowledge (bureaucracy) check instead (subject to the same circumstances and limitations). You are considered trained in the Gather Information skill for the purposes of this check.
  
* '''Prominent Position''' (Ex) [Class, Title]:
+
* '''Sweet Pony Talker''' (Ex) [Class]:  
You hold a certain position within your community or organization, for example Sheriff, Major, Judge, or Priest.
+
You have a special talent to sell anypony a bundle of hay.
:Prerequisite: Minimum 6th-level character, Stablemaster's approval.
+
:Benefit: +1/2 character levels luck bonus to Haggle checks made against other ponies.
:Benefit: As long as you show the appropriate trappings of your position, or whenever you deal with ponies that know about your elevated position, you gain a +2 Reputation bonus.
 
 
 
* '''Refined Demeanor''' (Ex) [Class]:
 
You are fanatically dedicated to perfecting some aspects of yourself, while being willing to neglect other aspects.
 
:Benefit: Raise two different mental ability scores permanently by +1 each and lower any one ability score permanently by –2.
 
  
 
===Entertainer Feats===
 
===Entertainer Feats===
 
* '''Distracting Performance''' (Ex) [Class]:
 
You can use your art of performance to distract somepony.
 
:Prerequisite: Wis 13+, trained in the Perform skill.
 
:Benefit: You can use your Perform modifier instead of your Deception modifier when making checks to distract someone. If you are entitled to a Deception check reroll, you can reroll your Performance check instead (subject to the same circumstances and limitations). You are considered trained in the Deception skill for the purposes of this check.
 
 
* '''Critter Choirmaster''' (Ex) [Class]:
 
You are able to hone the musical talent of your animal friends into an inspiring performance.
 
:Prerequisite: Trained in the Profession (Critter Handling) skill.
 
:Benefit: You can use your Profession (Critter Handling) modifier instead of your Perform modifier when making Performance checks. If you are entitled to a Performance check reroll, you can reroll your Profession (Critter Handling) check instead (subject to the same circumstances and limitations). You are considered trained in the Perform skill for the purposes of this check.
 
 
* '''Spellsinger''' (Su) [Class]:
 
Some Unicorns do not cast spells as others do, but incorporate them into enchanting performances.
 
:Prerequisite: Unicorn, Performance [arcane] as a trained skill.
 
:Benefit: This feat allows the character to learn spells and use them as a part of their performance. This feat may be selected multiple times. each time it is selected it grants the character access to a spell grade of Low Magic for which he or she meets the prerequisites. The caster level of the character is equal to half the characters level. To learn a specific spell the character must have an Charisma score equal to 10 + spell grade. The character starts with a number of songs from his spell list equal to his Charisma modifier (minimum 1). At each new level in the class, the character may learn an additional spell of his or her choice from any available spell lists up to Grade 3. To learn a new spell the character must succeed at a Performance [arcane] check DC 20 + spell grade, which can be attempted once per day. Instead of a Use Magic check to cast the spell, the character makes a Performance check.
 
  
 
* '''Stage Presence''' (Ex) [Class]:
 
* '''Stage Presence''' (Ex) [Class]:
 
You shine when the spotlight is on you.
 
You shine when the spotlight is on you.
:Prerequisites: Charisma 13+.
+
:Prerequisites: Charisma 13.
:Benefit: Pick one Perform skill category. You may add your Reputation bonus whenever you make a check with that skill.
+
:Benefit: Pick one Perform skill categories. You may add your Reputation bonus whenever you make a check with that skill.
 
Special: You can take this feat multiple times. Each time it applies to a different category of the Perform skill.
 
Special: You can take this feat multiple times. Each time it applies to a different category of the Perform skill.
  
 
* '''Smooth Pony''' (Ex) [Class]:
 
* '''Smooth Pony''' (Ex) [Class]:
The economy of your movements improves your performances.
 
 
:Benefit: Twice per day you can add your dexterity modifier to any charisma based skill check you attempt.
 
:Benefit: Twice per day you can add your dexterity modifier to any charisma based skill check you attempt.
  
 
===Guard Feats===
 
===Guard Feats===
  
* '''Advanced Weapon Proficiency''' (Ex) [Class, Combat]:
+
* '''Advanced Weapon Proficiency''' (Ex) [Combat]:
 
You are proficient with advanced weaponry.
 
You are proficient with advanced weaponry.
 
:Benefit: Choose one of the following weapon groups: advanced melee, or ranged weapons. You are proficient with all weapons of the selected group. For more information on weapon groups, see Equipment - Weapons.
 
:Benefit: Choose one of the following weapon groups: advanced melee, or ranged weapons. You are proficient with all weapons of the selected group. For more information on weapon groups, see Equipment - Weapons.
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:Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group. You cannot take exotic weapons as a weapon group; instead, you must select the Exotic Weapon Proficiency feat to gain proficiency with a specific exotic weapon.
 
:Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group. You cannot take exotic weapons as a weapon group; instead, you must select the Exotic Weapon Proficiency feat to gain proficiency with a specific exotic weapon.
  
* '''Armor Proficiency (heavy)''' (Ex) [Class, Combat]:
+
* '''Armor Proficiency (heavy)''' (Ex) [Combat]:
 
You are proficient with heavy armor (see Table 8-7: Armor) and can wear it without impediment.
 
You are proficient with heavy armor (see Table 8-7: Armor) and can wear it without impediment.
 
:Prerequisites: Armor Proficiency (light). Armor Proficiency (medium).
 
:Prerequisites: Armor Proficiency (light). Armor Proficiency (medium).
 
:Benefit: When you wear heavy armor, you take no armor check penalty on skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).
 
:Benefit: When you wear heavy armor, you take no armor check penalty on skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).
:Normal: A character who wears heavy armor with which she is not proficient takes a -10 armor check penalty on skill checks made using the following skills: Athletics, Endurance, Initiative, Melee, Ranged, Stealth, and Swim. Additionally, the character gains none of the armor's special equipment bonuses.
+
:Normal: A character who wears heavy armor with which she is not proficient takes a -10 armor check penalty on skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Melee, Ranged, Stealth, and Swim. Additionally, the character gains none of the armor's special equipment bonuses.
  
* '''Armor Proficiency (mediun)''' (Ex) [Class, Combat]:
+
* '''Armor Proficiency (mediun)''' (Ex) [Combat]:
 
You are proficient with medium armor (see Table 8-7: Armor) and can wear it without impediment.
 
You are proficient with medium armor (see Table 8-7: Armor) and can wear it without impediment.
 
:Prerequisite: Armor Proficiency (light).
 
:Prerequisite: Armor Proficiency (light).
 
:Benefit: When you wear medium armor, you take no armor check penalty on skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).
 
:Benefit: When you wear medium armor, you take no armor check penalty on skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).
:Normal: A character who wears medium armor with which she is not proficient takes a -5 armor check penalty on skill checks made using the following skills: Athletics, Endurance, Initiative, Melee, Ranged, Stealth, and Swim. Additionally, the character gains none of the armor's special equipment bonuses.
+
:Normal: A character who wears medium armor with which she is not proficient takes a -5 armor check penalty on skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Melee, Ranged, Stealth, and Swim. Additionally, the character gains none of the armor's special equipment bonuses.
  
* '''Code of Honor''' (Ex) [Class, Allegiance]:
+
* '''Code of Honor''' (Ex) [Class]:
 
You have a sterling reputation among the members of a particular organization or group.
 
You have a sterling reputation among the members of a particular organization or group.
 
:Prerequisites: At least one allegiance.
 
:Prerequisites: At least one allegiance.
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:Special: You may take this feat multiple times; each time it applies to a different allegiance.
 
:Special: You may take this feat multiple times; each time it applies to a different allegiance.
  
* '''Exotic Weapon Proficiency''' (Ex) [Class, Combat]:
+
* '''Exotic Weapon Proficiency''' (Ex) [Combat]:
 
Choose an exotic weapon (see Exotic Weapons). You understand how to use that type of exotic weapon in combat.
 
Choose an exotic weapon (see Exotic Weapons). You understand how to use that type of exotic weapon in combat.
 
:Prerequisite: Base attack bonus + 1.
 
:Prerequisite: Base attack bonus + 1.
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:Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon.
 
:Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon.
  
* '''Weapon Focus''' (Ex) [Class, Combat]:
+
* '''Weapon Focus''' (Ex) [Combat]:
 
Choose a single exotic weapon or weapon group. You are especially good at using these weapons. You can choose any natural attacks or grapple for your weapon for purposes of this feat.
 
Choose a single exotic weapon or weapon group. You are especially good at using these weapons. You can choose any natural attacks or grapple for your weapon for purposes of this feat.
 
:Prerequisite: Proficient with selected exotic weapon or weapon group.
 
:Prerequisite: Proficient with selected exotic weapon or weapon group.
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===Ranger Feats===
 
===Ranger Feats===
  
* '''Critter Affection''' (Ex) [Class]:
+
* '''Sticks and Stones''' () []:
You and your critter are a team for a long time and the both of you are inseparable.
 
:Prerequisite: Trained in the Profession (Critter Handling) skill.
 
:Benefit: You may count your level as three levels higher for the purpose of the Critter Companion feat. Should your critter be lost or perish, count the 'Bad News' Hazzard as gargantuan in size.
 
 
 
* '''Critter Expert''' (Ex) [Class]:
 
Your critter handling experience allows you to influence critters more effectively than most other ponies.
 
:Prerequisite: Trained in the Profession (Critter Handling) skill.
 
:Benefit: You can use your Profession (Critter Handling) modifier instead of your Persuasion modifier when making Persuasion checks. If you are entitled to a Persuasion check reroll, you can reroll your Profession (Critter Handling) check instead (subject to the same circumstances and limitations). You are considered trained in the Persuasion skill for the purposes of this check.
 
 
 
* '''Sticks and Stones''' (Ex) [Class]:
 
You are well skilled at navigating in the wilderness.
 
:Prerequisite: appropriate Favored Terrain Talent.
 
 
:Benefit: With this Feat, the Pony no longer needs to make Dexterity checks to perform simple maneuvers on difficult terrain. It can simply Take 10 on all low jumps, flat-out runs, or other common maneuvers while on even marshy or rocky terrain.
 
:Benefit: With this Feat, the Pony no longer needs to make Dexterity checks to perform simple maneuvers on difficult terrain. It can simply Take 10 on all low jumps, flat-out runs, or other common maneuvers while on even marshy or rocky terrain.
  
* '''Track''' (Ex) [Class]:
+
* '''Track''' () []
You are experienced at following trails and tracks left by others.
 
 
:Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table under Survival (see Skills). If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.  
 
:Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table under Survival (see Skills). If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.  
 
:Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
 
:Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
  
* '''Wild Foal''' (Ex) [Class]:
+
* '''Woodland Stride''' () []:  
You instinctive understand the nuance of the communication with critters.
+
:Prerequisite: Any two Scout Talents.
:Prerequisite: at least one Animal Whisperer or Herder talent.
+
:Benefit: The character with this talent may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
:Benefit: You are not subject to the -5 penalty, when attempting social checks on critters.
 
:Normal: Characters get a -5 penalty when attempting social rolls on critters.
 
  
 
===Scholar Feats===
 
===Scholar Feats===
  
* '''Expert Advice''' (Ex) [Class]:
+
* '''Linguist''' () [Class]:
You are widely published, and widely known, in an activity or area of knowledge.  
+
You are a master linguist.
:Prerequisites: Trained in the skill selected.
+
:Prerequisite: Multilingual.
:Benefit: Choose a single mental skill for this feat to affect; you may not choose Perception, Survival or Use Magic. When making checks with the selected skill, you may use your Reputation bonus instead of the usual ability modifier.
+
:Benefit: Whenever you encounter a new language, either spoken or written, you can make an Intelligence check (for spoken) or Decipher Script check (for written) to determine if you can understand it. The DC for the check depends on the situation: DC 5 if the language is in the same group as a language you have as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other language you know; and DC 25 if the language is ancient or unique (Antelopian Hieroglyphs, or the Buffaloes Voice of Thunder). With this feat, you can glean enough meaning from a conversation or document to ascertain the basic message, but this feat in no way simulates actually being able to converse or fluently read and write a given language.
:Special: You can gain this feat multiple times. Each time you take it, you select a different skill.
 
  
* '''Linguist''' (Ex) [Class]:
+
* '''Recall''' () []:
You are a master linguist, you can glean enough meaning from a conversation or document, in an unknown language, to ascertain the basic message.
 
:Prerequisite: At least on Bonus Language feat.
 
:Benefit: Whenever you encounter a new language, either spoken or written, you can make an Intelligence check (for spoken) or Decipher Script check (for written) to determine if you can understand it. The DC for the check depends on the situation: DC 5 if the language is in the same group as a language you have as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other language you know; and DC 25 if the language is ancient or unique (Zebrian Hieroglyphs, or the Buffaloes Voice of Thunder). With this feat, you can glean enough meaning from a conversation or document to ascertain the basic message, but this feat in no way simulates actually being able to converse or fluently read and write a given language.
 
 
 
* '''Tall Tales''' (Ex) [Class]:
 
The character has heard a lot of ancient stories, or remembers factoids from obscure literature about strange creatures.
 
:Benefit: The character can make an Intelligence check (DC 10) to gain common knowledge about any creature he encounters or hears mention of. If he exceeds the DC by 10 or more, he recalls something he has heard or read about that gives him Uncommon knowledge about that specific creature as well.
 
 
 
* '''Recall''' (Ex) [Class]:
 
 
You know a lot of details in your area of knowledge, but don't always remember them immediately.
 
You know a lot of details in your area of knowledge, but don't always remember them immediately.
 
:Prerequisites: Trained in at least one Knowledge skill.
 
:Prerequisites: Trained in at least one Knowledge skill.
 
:Benefit: Once per day, you can reroll any check for a Knowledge skill that you are trained in, using the better result.
 
:Benefit: Once per day, you can reroll any check for a Knowledge skill that you are trained in, using the better result.
  
* '''Routined Nurse''' (Ex) [Class]:
+
* '''Studied Spellcaster''' () []:
You have honed your talent to care for others and can speed up their reconvalescence time.
+
:Prerequisites: Intelligence 13, trained in the Knowledge (arcana) skill.
:Prerequisites: Trained in the Heal skill.
+
:Benefit: Your Intelligence bonus applies to Magical Training instead of your Wisdom bonus.
:Benefit: When using the Heal skill for the long-term care or treat disease application, instead of tending to a creature for 2 consecutive scenes, you only need 1 scene to reach the desired effect.
 
  
 
===Scoundrel Feats===
 
===Scoundrel Feats===
  
* '''Adaptable Talent''' (Ex) [Class]:
+
* '''Master of Disguise''' () []:
You're a multitalented being, capable of pulling all kinds of tricks out of your sleeve.
 
:Benefit: Choose one talent that you meet the prerequisites for, from a class you possess. Once per day, after at least 6 hours of rest, you can choose to swap out one of your current talents for the talent you chose for this feat. The talent you swap out cannot be the prerequisite for any other talent you have. You can swap back to your original talent after at least 6 hours of rest.
 
 
 
* '''Keep Together''' (Ex) [Class]:
 
 
 
:Prerequisite: Trained in the Athletics skill.
 
:Benefit: Whenever you are hit or missed by a melee or a ranged attack, or a hazzard, you can move up to your speed as a reaction, provided that you end your movement adjacent to an ally. This movement does not provoke attacks of opportunity.
 
 
 
* '''Master of Disguise''' (Ex) [Class]:
 
 
You are adept at creating convincing disguises in remarkably short periods of time.
 
You are adept at creating convincing disguises in remarkably short periods of time.
 
:Prerequisites: Trained in the Deception skill, Charisma 13.
 
:Prerequisites: Trained in the Deception skill, Charisma 13.
 
:Benefit: You gain a +5 insight bonus to your Deception check when creating a deceptive appearance or a forged document. In addition, you can rush the process by taking a penalty of -2 to the Deception check.
 
:Benefit: You gain a +5 insight bonus to your Deception check when creating a deceptive appearance or a forged document. In addition, you can rush the process by taking a penalty of -2 to the Deception check.
 
:Normal: When you rush the creation of a deceptive appearance or forged document, you take a -10 penalty to your Deception check.
 
:Normal: When you rush the creation of a deceptive appearance or forged document, you take a -10 penalty to your Deception check.
 
* '''Sweet Pony Talker''' (Ex) [Class, Luck]:
 
You have a special talent to sell anypony a bundle of hay.
 
:Benefit: +1/2 character levels luck bonus to haggle checks made against other ponies.
 
 
* '''Lucky Moment''' (Ex) [Class, Luck]:
 
:Benefit: Once per day, you can reroll a skill check and take the better result, but the result of the reroll must be accepted even if it is worse.
 
:Special: You can select this talent multiple times; each time you select this talent, you gain one additional luck reroll per day.
 
  
 
==Element Feats==
 
==Element Feats==
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===Generosity Feats===  
 
===Generosity Feats===  
  
* '''Positive Reflection''' (Su) [Element]:
 
Your positive Reaction after receiving encouragement by an ally reflects back on himself.
 
:Prerequisites: Harmony Score 3+
 
:Benefit: After receiving a Moral or insight bonus from an ally that ally get half of this bonus rounded up.
 
  
  
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* '''Routined Skill''' () []:
 
* '''Routined Skill''' () []:
 
Your cautious nature provides a bonus to accomplishing extremely dangerous tasks. You are steady and confident with the things you really do well.
 
Your cautious nature provides a bonus to accomplishing extremely dangerous tasks. You are steady and confident with the things you really do well.
:Benefit: Once per encounter you can take 10 when rushed on a single skill check for a skill you are trained in. Alternatively you can take 20 when using a skill you are trained in at half the normal time required:
+
:Benefit: Once per encounter you can take 10 when rushed on a single skill check for a skill you are trained in, unless the skill description explicitly forbids it. Alternatively you can take 20 when using a skill you are trained in at half the normal time required:
 
:Normal: Taking 20 normally requires 20 times the amount of time needed by a regular skill check.
 
:Normal: Taking 20 normally requires 20 times the amount of time needed by a regular skill check.
  
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* '''Skill Focus''' () [Cutie Mark]:
 
* '''Skill Focus''' () [Cutie Mark]:
 
One of your skills is particularly well honed.
 
One of your skills is particularly well honed.
:Benefit: You gain a +2 competence bonus on skill checks made with one trained skill of your choice.
+
:Benefit: You gain a +5 competence bonus on skill checks made with one trained skill of your choice.
 
:Special: This feat may be selected multiple times. Its effects do not stack. Each time you take this feat, it applies to a different trained skill.
 
:Special: This feat may be selected multiple times. Its effects do not stack. Each time you take this feat, it applies to a different trained skill.
  
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===Pegasus Pony Feats===
 
===Pegasus Pony Feats===
  
* '''Able Flyer''' (Ex) [Racial]
+
* '''Able Flier''' (Ex) [Racial]
 
:Prerequisite: Advanced Flight Training:
 
:Prerequisite: Advanced Flight Training:
 
:Benefit: Once per encounter the character can execute a single flight maneuver from his training-suite without paying Fatigue.
 
:Benefit: Once per encounter the character can execute a single flight maneuver from his training-suite without paying Fatigue.

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