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:Benefit: The character gains +2 to its Wits Defense.
 
:Benefit: The character gains +2 to its Wits Defense.
  
* '''Armor Proficiency (light)''' (Ex) [General, Combat]:
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* '''Arcane Sage'''
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:Prerequisite: Knowledge [arcana] as a trained skill.
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: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.
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* '''Armor Proficiency (light)''' (Ex) [Combat]:
 
You are proficient with light armor (see Table 8-7: Armor) and can wear it without impediment.
 
You are proficient with light armor (see Table 8-7: Armor) and can wear it without impediment.
:Benefit: When you wear light 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 light armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).
:Normal: A character who wears light armor with which she is not proficient takes a -2 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.
+
:Normal: A character who wears heavy armor with which she is not proficient takes a -2 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor's special equipment bonuses.
  
 
* '''Best Friends Forever''' (Ex) [General]:  
 
* '''Best Friends Forever''' (Ex) [General]:  
 
You got another pony with whom everything just goes a little better than without.
 
You got another pony with whom everything just goes a little better than without.
:Benefit: The pony gains a +1 morale bonus on all skill checks and Defenses made while within 15 feet of a specific ally, chosen when this feat is taken.  
+
:Benefit: The pony gains a +1 morale bonus on all skill checks made while within 15 feet of a specific ally, chosen when this feat is taken.  
:Special: You can buy this feat multiple times an its effect stacks per additional ally, up to a maximum +3 morale bonus. Should the best friend be lost or perish, the pony is target to a 'Bad News' social Hazzard of gargantuan size.
+
:Special: You can buy this feat multiple times an its effect stacks per additional ally, up to a maximum +3 morale bonus. Should the best friend be lost or perish, the pony will suffer a persistent mental condition loss for one month.
  
* '''Blank Flank''' (Su) [General]
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* '''Blank Flank''' () [General]
 
:Prerequisite: Cutie Mark racial feature, no Cutie Mark
 
:Prerequisite: Cutie Mark racial feature, no Cutie Mark
:Benefit: The character has not yet earned his or her Cutie Mark. Instead Whenever the character starts a story he or she may choose two talents or feats, for which he or she meets the prerequisites. A character without a Cutie Mark is subject to a -2 penalty to Will Defense and all social rolls towards characters with a Cutie Mark. Between Stories, or at the culmination of a story, you may replace this feat from your character and gain a Cutie Mark.
+
:Benefit: The character has not yet earned his or her Cutie Mark. Instead Whenever the character starts a story he or she may choose two talents or feats, for which he or she meets the prerequisites. A character without a Cutie Mark is subject to a -2 penalty to Will Defense and all social rolls towards characters with a Cutie Mark. Between Stories, or at the culmination of a story, you may remove this feat from your character and gain a Cutie Mark instead.
  
* '''Bonus Language''' (Ex) [General]:
+
* '''Bonus Language''' () [General]:
 
Trough study you are fluent in a language, that is not the language of the culture you were raised in. This language may be one of an existing or bygone culture.
 
Trough study you are fluent in a language, that is not the language of the culture you were raised in. This language may be one of an existing or bygone culture.
 
:Benefit: You gain an additional language from your bonus language list.  
 
:Benefit: You gain an additional language from your bonus language list.  
 
:Normal: A character is usually fluent in only one language, which must be of a current culture.
 
:Normal: A character is usually fluent in only one language, which must be of a current culture.
 
* '''Critter Companion''' (Ex) [General]:
 
Your Pony has a pet critter 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. 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: 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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:Prerequisite: Minimum 6th-level character.
 
:Prerequisite: Minimum 6th-level character.
 
:Benefit: You have a loyal companion who assists you. The cohort is a heroic character of a level equal to your character level minus 5. The cohort is considered part of your party, and gets an equal share of the experience points gained through adventuring. The cohort advances normally as he or she goes up levels. If anything happens to your cohort, you can recruit a new one. This takes 4d4 weeks. If your previous cohort left because of injury or death, your next cohort begins 1 level lower than normal. ''For example: If your first cohort perished during an adventure, your second cohort will be a heroic character of a level equal to your character level minus 6. If that cohort becomes too injured to continue aiding you, your third cohort would begin at a level equal to your character level minus 7.''
 
:Benefit: You have a loyal companion who assists you. The cohort is a heroic character of a level equal to your character level minus 5. The cohort is considered part of your party, and gets an equal share of the experience points gained through adventuring. The cohort advances normally as he or she goes up levels. If anything happens to your cohort, you can recruit a new one. This takes 4d4 weeks. If your previous cohort left because of injury or death, your next cohort begins 1 level lower than normal. ''For example: If your first cohort perished during an adventure, your second cohort will be a heroic character of a level equal to your character level minus 6. If that cohort becomes too injured to continue aiding you, your third cohort would begin at a level equal to your character level minus 7.''
: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 cohort or may want to approve a cohort you generate before he allows the character into the campaign. He may place some restrictions on the cohort’s development (banning the cohort from taking certain advanced or talent Trees, for example). Should the cohort be lost or perish, the pony is target to a 'Bad News' social Hazzard of huge size.
+
:Special: Discuss your intentions with the GM before selecting this feat. The GM may prefer to generate your cohort or may want to approve a cohort you generate before he allows the character into the campaign. He may place some restrictions on the cohort’s development (banning the cohort from taking certain advanced or prestige classes, for example). Should the cohort be lost or perish, the pony will suffer a persistent mental condition loss for one month.
  
* '''Elder's Knowledge''' (Ex) [General]:
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* '''Elder's Knowledge''' () []:
 
You have gained the wisdom of elders, whether through your own experiences or by learning from their instruction.
 
You have gained the wisdom of elders, whether through your own experiences or by learning from their instruction.
:Prerequisite: Trained in the Knowledge [Pony lore] skill.
+
:Prerequisite: Skill Focus (Knowledge [Pony lore]).
 
:Benefit: Once per encounter, you can substitute a Knowledge (Pony lore) check for a Wisdom or Wisdom related check.
 
:Benefit: Once per encounter, you can substitute a Knowledge (Pony lore) check for a Wisdom or Wisdom related check.
  
* '''Endurance''' (Ex) [General]:
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* '''Endurance'''
 
:Benefit: The character gains a +4 bonus on the following checks and defenses or saves: Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude defense to avoid damage from hot or cold environments, and Fortitude defense to resist suffocation or drowning. Also, the character may sleep in medium or light armor or harness without becoming fatigued.
 
:Benefit: The character gains a +4 bonus on the following checks and defenses or saves: Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude defense to avoid damage from hot or cold environments, and Fortitude defense to resist suffocation or drowning. Also, the character may sleep in medium or light armor or harness without becoming fatigued.
 
:Normal: A character without this feat who sleeps in armor or harness is automatically fatigued the following day.
 
:Normal: A character without this feat who sleeps in armor or harness is automatically fatigued the following day.
  
* '''Excellent Pupil''' (Ex) [General]:  
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* '''Excellent Pupil''' () []:  
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]:
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* '''Extra Training''' () [General]:
:Prerequisite: Acrobatic/Flight/Social/Swim Training Talent
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:Prerequisite: Advanced Acrobatic/Flight/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.
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:Benefit: When this Feat is learned you gain 2+ 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.
  
* '''Extra Second Lunch''' (Ex) [General]:
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* '''Extra Second Wind''' () []:
 +
You tend to come back from the edge of oblivion more often.
 
:Prerequisite: Trained in the Endurance skill.
 
:Prerequisite: Trained in the Endurance skill.
:Benefit: You can catch your second lunch one additional time per day, but you can still only catch a second lunch once per encounter (see Second Lunch).
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:Benefit: You can catch your second wind one additional time per day, but you can still only catch a second wind once per encounter (see Second Wind).
:Normal: A hero can catch his or her second lunch once per day.
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:Normal: A hero can catch his or her second wind 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.
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:Special: A non heroic character that takes this feat for the first time can catch a second wind once per day. You can take this feat multiple times; each time you take this feat, you can catch a second wind one additional time per day.
  
* '''Fortune of Bits''' (Ex) [General]:
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* '''Great Fortitude'''
 
 
:Benefit: The character doubles its amount of starting bits and bits generated by Profession rolls.
 
 
 
* '''Great Fortitude''' (Ex) [General]:
 
 
:Benefit: The character gains +2 to its Fortitude Defense.
 
:Benefit: The character gains +2 to its Fortitude Defense.
  
* '''Growth Spurt''' (Ex) [General]:
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* '''Growth Spurt''' () [General]:
 
You have had a sudden burst of growth, increasing your size.  
 
You have had a sudden burst of growth, increasing your size.  
 
:Prerequisites: GM approval.
 
:Prerequisites: GM approval.
 
:Benefit: Your size category increases by one, with all the attendant bonuses and penalties that brings with it. Any natural weapons you have will be larger now as well, and so will deal greater damage, following the usual progression.
 
:Benefit: Your size category increases by one, with all the attendant bonuses and penalties that brings with it. Any natural weapons you have will be larger now as well, and so will deal greater damage, following the usual progression.
: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.
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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.
  
* '''Harness Proficiency''' (Ex) [General]:
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* '''Harness Proficiency''' () []:
 
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).
 
:Normal: A character who wears a harness with which she is not proficient takes a -4 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the harnesses' special equipment bonuses.
 
:Normal: A character who wears a harness with which she is not proficient takes a -4 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the harnesses' special equipment bonuses.
  
* '''Higher Knowledge''' (Ex) [General]:
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* '''Higher Knowlege''' () [General]:
 
You are well educated in the Art of Magic.  
 
You are well educated in the Art of Magic.  
:Prerequisite: Lesser Spell Knowledge
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:Prerequisite: First Hoof Knowlege Talent
 
:Benefit: When this Feat is learned you gain 2+ Intelligence additional spells you have to distributed between the unlocked spell grades.
 
:Benefit: When this Feat is learned you gain 2+ Intelligence additional spells you have to distributed between the unlocked spell grades.
 
:Special: You can take this feat more than once. Its effects stack. Each time you take this feat, increase your Bonus spell slots. If Intelligence Bonus is change later Bonus spells 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 spell slots. If Intelligence Bonus is change later Bonus spells are calculated with the new bonus.
  
* '''Improved Damage Threshold''' (Ex) [General]:
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* '''Improved Damage Threshold''' () []:
 
You are harder to take down by physical means.
 
You are harder to take down by physical means.
:Benefit: You increase your physical damage threshold by 5 (see Damage Threshold).
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:Benefit: You increase your damage threshold by 5 (see Damage Threshold).
:Normal: A creature without this feat has a physical damage threshold equal to its Fortitude Defense plus its size modifier (+5 for Large, + 10 for Huge, +20 for Gargantuan, or +50 for Colossal).
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:Normal: A creature without this feat has a damage threshold equal to its Fortitude Defense plus its size modifier (+5 for Large, + 10 for Huge, +20 for Gargantuan, or +50 for Colossal).
 +
:Special: You can take this feat more than once. Its effects stack. Each time you take this feat, increase your damage threshold by 5.
  
* '''Improved Stress Threshold''' (Ex) [General]:
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* '''Iron Will'''
You are harder to stress out by social means.
 
:Benefit: You increase your mental damage threshold by 5 (see Damage Threshold).
 
:Normal: A creature without this feat has a mental damage threshold equal to its Will Defense.
 
 
 
* '''Iron Will''' (Ex) [General]:
 
 
:Benefit: The character gains +2 to its Will Defense.
 
:Benefit: The character gains +2 to its Will Defense.
  
* '''Irrefutable Logic''' (Ex) [General]:
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* '''Irrefutable Logic''' () []:
: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
: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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:Benefit: You may use your Intelligence bonus in place of your Charisma bonus on the check modifier for Persuasion checks.
  
* '''Lightning Reflexes''' (Ex) [General]:
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* '''Lightning Reflexes'''
 
:Benefit: The character gains +2 to its Reflex Defense.
 
:Benefit: The character gains +2 to its Reflex Defense.
  
* '''Lucky''' (Su) [General, Luck]:
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* '''Lucky''' () []:
 
Things just happen to fall your way.
 
Things just happen to fall your way.
 
:Benefit: When spending a Harmony point to improve a d20 roll, instead of adding +1d6 to the roll, you may instead choose to reroll the d20. The second result must be used, regardless of whether it is better or worse than the original result.
 
:Benefit: When spending a Harmony point to improve a d20 roll, instead of adding +1d6 to the roll, you may instead choose to reroll the d20. The second result must be used, regardless of whether it is better or worse than the original result.
 
:Special: You may use this feat a number of times per day equal to your character level divided by 4 (minimum 1).
 
:Special: You may use this feat a number of times per day equal to your character level divided by 4 (minimum 1).
  
* '''Make Do''' (Ex) [General]:
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* '''Make Do''' () []:
 
:Benefit: In primitive or impoverished surroundings, you may use your Survival check instead of a Craft check to fashion tools, gear, or other equipment, to make repairs, or to build shelter, and the costs are a quarter of normal. However, the item is primitive (giving a -2 circumstance penalty to any checks or other rolls, including attacks), prone to failure, and will only last for a few days at longest. The item cannot be made as masterwork, or enchanted.
 
:Benefit: In primitive or impoverished surroundings, you may use your Survival check instead of a Craft check to fashion tools, gear, or other equipment, to make repairs, or to build shelter, and the costs are a quarter of normal. However, the item is primitive (giving a -2 circumstance penalty to any checks or other rolls, including attacks), prone to failure, and will only last for a few days at longest. The item cannot be made as masterwork, or enchanted.
  
* '''Miscelaneous Talent''' (Ex) [General]:
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* '''Multilingual''' () [General]:
:Benefit: You may treat a single Miscelaneous Talent Tree the character meets the prerequisites for, chosen when this feats gained, as a Class Talent Tree.
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You were raised in a culture or household where more than one language was spoken. As a result you have fluency in all those languages.
:Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new Miscelaneous Talent Tree.
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:Prerequisite: Stablemaster approval.
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:Benefit: You gain an additional language. Exactly which languages you get is up to the Stablemaster and is based on the country, culture, or neighborhood in which you were raised. This language may only be one of an existing culture.
 +
:Normal: A character is usually fluent in only one language, which must be of a current culture.
 +
:Special: Stablemaster 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.
  
* '''Physical Intimidation''' (Ex) [General]:
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* '''Physical Intimidation''' () []:
: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.
  
* '''Precise Shot''' (Ex) [General]:
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* '''Pony Companion''' (Ex) [General]:  
You are skilled at timing your ranged attacks so that you don't hit your allies by mistake.
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Your Pony has an animal that loyally follows it where-, and whenever it can.
:Effect: You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without taking the standard -5 penalty (see Shooting or Throwing into a Melee).
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:Prerequisites: Animal Handling trained skill
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:Benefit: The pony gains an affinity to animals, granting the pony an animal companion.  This animal is a loyal companion that accompanies the popny on her adventures as appropriate for its kind. The animal companion selected from the following list: Bat, Beaver, Cat, Dog, Duck, Ferret, Flamingo, Frog, Hedgehog, Mouse, Rabbit, owl, Raccoon, Skunk, Songbird, Squid, Squirrel, Turtle. Additionally, the animal gains the "cute" template, which generally makes the animal much more adorable and amenable to petting.
 +
:Special: Should the animal be lost or perish, the pony will suffer a persistent mental condition loss for one month.
  
* '''Quick Draw''' (Ex) [General]:
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* '''Quick Draw''' () []:
 
You can draw and holster objects, or weapons from prepared places with startling quickness.
 
You can draw and holster objects, or weapons from prepared places with startling quickness.
 
: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]:
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* '''Self Improvement''' (Ex) [General]:
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Through dedicated training or study, you have improved your physical or mental abilities.
 +
:Benefit: Raise one ability score permanently by +1.
 +
:Special: You can take this feat multiple times. Its effects stack.
 +
 
 +
* '''Shake it off''' () []:
 +
You have learned to shake off debilitating conditions.
 +
:Prerequisites: Constitution 13, trained in the Endurance skill.
 +
:Benefit: You can spend two swift actions instead of three swift actions to move + 1 step along the condition track (see Conditions).
 +
:Normal: It takes three swift actions to move +1 step along the condition track.
  
:Benefit: +3 Reputation Bonus.  
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* '''Signature Skills''' (Ex) [General]:
 +
You consider certain skills so important that you continue to develop their use even when they have nothing to do with your current vocation.
 +
:Benefit: Select two skills that can be used untrained or one skill that has the trained only restriction. You can now consider the skill or skills permanently to be class skills. The skills you select must be class skills at the time you take this feat.
 +
:Special: You can take this feat multiple times; each time it applies to a different skill or skills.
  
* '''Skill Training''' (Ex) [General]:
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* '''Skill Focus''' () [General]:
 +
One of your skills is particularly well honed.
 +
: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.
 +
 
 +
* '''Skill Training''' () [General]:
 
You are considered trained in a new skill.
 
You are considered trained in a new skill.
 
:Benefit: Choose one untrained skill from your list of class skills. You become trained in that skill.
 
:Benefit: Choose one untrained skill from your list of class skills. You become trained in that skill.
 
:Special: Th is feat may be selected multiple times. Each time you take this feat, it applies to a different class skill.
 
:Special: Th is feat may be selected multiple times. Each time you take this feat, it applies to a different class skill.
  
* '''Special Somepony''' (Ex) [General]:
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* '''Society Expert''' () [General]:
 +
:Prerequisite: Newbie Etiquette Talent
 +
:Benefit: When this Feat is learned you gain 2+ Intelligence 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 Somepony''' () [General]:
 
You have found somepony really, really special in your life, which without whom the world would look much more disharmonic.  
 
You have found somepony really, really special in your life, which without whom the world would look much more disharmonic.  
:Benefit: The pony gains a +1 morale bonus on all skill checks or Defenses made while within 15 feet of a specific character, chosen when this feat is taken. In addition, if this character also has the Special Somepony feat with your character as the chosen target, you also gain a +2 morale bonus to rolls of the highest ranked skill of that character. If two or more skills are of the same rank, the player of the character, or the Stablemaster in case of a NPC, chooses which one of them applies for the bonus your character receives. If the special somepony of your character is in danger, he or she counts as two characters for the purpose of Vindicator talents or similar effects.
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:Benefit: The pony gains a +1 morale bonus on all skill checks made while within 15 feet of a specific character, chosen when this feat is taken. In addition, if this character also has the Special Somepony feat with your character as the chosen target, you also gain a +2 morale bonus to rolls of the highest ranked skill of that character. If two or more skill are of the same rank, the player of the character, or the Stablemaster in case of a NPC, chooses which one of them applies for the bonus your character receives. If the special somepony of your character is in danger, he or she counts as two characters for the purpose of Vindicator talents or similar effects.
:Special: A special somepony can also be a character's best friend and/or cohort. Should the special somepony be lost or perish, the pony is target to a 'Bad News' social Hazzard of colossal size.
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:Special: A special somepony can also be a character's best friend and/or cohort. Should the special somepony be lost or perish, the pony will suffer a persistent mental condition loss for one month.
 +
 
 +
* '''Miscelaneous Talent''' (Ex) [General]:
 +
:Benefit: You may treat a single Miscelaneous Talent Tree the character meets the prerequisites for, chosen when this feats gained, as a Class Talent Tree.
 +
:Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new Miscelaneous Talent Tree.
 +
 
 +
* '''Sport Focus''' (Ex) [General]:
 +
Choose a single specific type of sport (i.e. Golf, Soccer, Tennis, etc.). You are especially good at your chosen sport.
 +
:Prerequisite: Proficient with selected type of sport.
 +
:Benefit: You gain a +1 bonus on all acrobatics rolls you make using the selected type of sport.
 +
:Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of sport.
  
 
* '''Sports Proficiency''' (Ex) [General]:
 
* '''Sports Proficiency''' (Ex) [General]:
 
Choose a single specific type of sport (i.e. Golf, Soccer, Tennis, etc.). The character is trained with the paraphernalia his or her chosen type of sport relies upon. This includes lightly armored protection gear.
 
Choose a single specific type of sport (i.e. Golf, Soccer, Tennis, etc.). The character is trained with the paraphernalia his or her chosen type of sport relies upon. This includes lightly armored protection gear.
:Prerequisite: Acrobatics [appropriate sport] as a trained skill.
+
:Prerequisite: Acrobatics as a trained skill.
 
:Benefit: You make Acrobatics rolls with the appropriate equipment normally.
 
:Benefit: You make Acrobatics rolls with the appropriate equipment normally.
 
:Normal: A character who uses sports equipment, with the exception of balls, with which he or she is not proficient takes a –5 penalty on Acrobatics rolls.
 
:Normal: A character who uses sports equipment, with the exception of balls, with which he or she is not proficient takes a –5 penalty on Acrobatics rolls.
 
: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]:
+
* '''Vehicle Proficiency''' () [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.
 
: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.
 
:Normal: You cannot throw an item without taking a –5 penalty unless it has a range increment.
 
 
 
* '''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]:
+
* '''Weapon Finesse''' (Ex) [Combat]:
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: Melee as a trained skill.
 
:Benefit: When using a light melee weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
 
:Benefit: When using a light melee weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
  
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===Artisan Feats===
 
===Artisan Feats===
  
* '''Arcane Sage''' (Su) [Class]:
+
* '''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]:
 
: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]:
+
* '''Improved Manipulation''' () []:  
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]:
+
* '''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]:
+
* '''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 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 once more during the same encounter.
  
* '''Great Leap''' (Ex) [Class]:
+
* '''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 skill for this feat to affect; you may not choose Initiative, Profession, Read/Write Language, or Speak Language.
: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]:
+
* '''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]:
 
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]:
+
* '''Heavy Load''' () []:  
 
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]:
+
* '''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]:
 
You hold a certain position within your community or organization, for example Sheriff, Major, Judge, or Priest.
 
:Prerequisite: Minimum 6th-level character, Stablemaster's approval.
 
: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—Perform (stand-up), for example. 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.
 +
 +
* '''Sweet Pony Talker''' (Ex) [Class]:
 +
You have a special talent to sell anypony a bundle of hay.
 +
:Benefit: +1/2 character levels luck bonus to diplomacy checks made against other ponies.
  
 
===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.
Line 318: Line 287:
 
: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 attack rolls or 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 attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, 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 attack rolls or 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 attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, 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.
Line 336: Line 305:
 
: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.
Line 343: Line 312:
 
: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.
Line 351: Line 320:
 
===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]:
 
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]:
+
* '''Recall''' () []:
 
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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* '''Spells At Hand''' (Su) [Element/Racial]:
 
* '''Spells At Hand''' (Su) [Element/Racial]:
 
You have a certain number of spells ready to cast at a moment’s notice.
 
You have a certain number of spells ready to cast at a moment’s notice.
:Prerequisite: Lesser Spell Knowlege.
+
:Prerequisite: First Hoof Knowledge talent.
 
:Benefit: Select a number of spells you know equal to 1 + your Wisdom modifier (minimum one) that are able to be kept in the chracter’s mind at the same time, also called a “spell-suite.” Each day, you pick a number of spells with a total spell level equal to that number from your spellbooks and you may replace any spells chosen before with those.  You may select the same spell multiple times. From now on, you are considered to have those spells in your “spell-suite,” meaning they can be cast once per encounter by expending a Harmony point, as either move or full-round actions, rather than taking the minutes or hours spells typically do. A spell in your spell-suite does not require you to have the book or scroll you learned it from, but you must have all the required components or other conditions required to cast it, including being able to make the appropriate gestures or incantations. Once the spell is cast, you have used it up for the duration of the encounter, unless you select the same spell multiple times.
 
:Benefit: Select a number of spells you know equal to 1 + your Wisdom modifier (minimum one) that are able to be kept in the chracter’s mind at the same time, also called a “spell-suite.” Each day, you pick a number of spells with a total spell level equal to that number from your spellbooks and you may replace any spells chosen before with those.  You may select the same spell multiple times. From now on, you are considered to have those spells in your “spell-suite,” meaning they can be cast once per encounter by expending a Harmony point, as either move or full-round actions, rather than taking the minutes or hours spells typically do. A spell in your spell-suite does not require you to have the book or scroll you learned it from, but you must have all the required components or other conditions required to cast it, including being able to make the appropriate gestures or incantations. Once the spell is cast, you have used it up for the duration of the encounter, unless you select the same spell multiple times.
 
:Special: You may take this feat multiple times. Each time you do, it adds 1 + your Wisdom modifier spells (minimum 1) to your spells at hand.
 
:Special: You may take this feat multiple times. Each time you do, it adds 1 + your Wisdom modifier spells (minimum 1) to your spells at hand.
Line 533: Line 455:
 
:Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook or scroll.
 
:Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook or scroll.
 
:Normal: Without this feat, you must use a spellbook or scroll to prepare all your spells.
 
:Normal: Without this feat, you must use a spellbook or scroll to prepare all your spells.
 
==Cutie Mark Feats==
 
 
* '''Self Improvement''' (Ex) [Cutie Mark]:
 
Through dedicated training or study, you have improved your physical or mental abilities.
 
:Benefit: Raise one ability score permanently by +1.
 
:Special: You can take this feat multiple times. Its effects stack.
 
 
* '''Signature Skills''' (Ex) [Cutie Mark]:
 
You consider certain skills so important that you continue to develop their use even when they have nothing to do with your current vocation.
 
:Benefit: Select two skills that can be used untrained or one skill that has the trained only restriction. You can now consider the skill or skills permanently to be class skills.
 
:Special: You can take this feat multiple times; each time it applies to a different skill or skills.
 
 
* '''Skill Focus''' () [Cutie Mark]:
 
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.
 
: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.
 
 
* '''Sport Focus''' (Ex) [Cutie Mark]:
 
Choose a single specific type of sport (i.e. Golf, Soccer, Tennis, etc.). You are especially good at your chosen sport.
 
:Prerequisite: Acrobatics [appropriate sport] as a trained skill.
 
:Benefit: This feat contains all the benefits of an appropriate Sports Proficiency. In addition, you gain a +1 bonus on all acrobatics rolls you make using the selected type of sport.
 
:Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of sport.
 
  
 
==Racial Feats==
 
==Racial Feats==
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:Prerequisites: Str 13+
 
:Prerequisites: Str 13+
 
:Benefit: The pony counts as one size category larger for the purpose of resisting/breaking grapple.
 
:Benefit: The pony counts as one size category larger for the purpose of resisting/breaking grapple.
 
* '''Crystal Pony''' (Su) [Racial]:
 
:Prerequisites: The Character must be born in the Chrystal Kingdom (Only available at character creation)
 
:Benefit: You can spend a Harmony Point as a reaction to aid another ally within 6 squares, using normal aid another rules. Whenever you aid an ally, that ally gets an additional +1 bonus from your aid another action. You get a -1 racial penalty to your Will Defense.
 
  
 
* '''Plant Empathy''' (Ex) [Racial]:  
 
* '''Plant Empathy''' (Ex) [Racial]:  
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:Prerequisites: Bucking Bronco
 
:Prerequisites: Bucking Bronco
 
:Benefit: The Earth Pony's attack gains double strength bonus to attacks. Normally two-hooved attacks are resolved as [W]+1.5xSTR and 1 hoof attacks are resolved as [W]+STR. This quirk increases that to [W]+3xSTR and [W]+2xSTR for two and one-hooved attacks respectively.
 
:Benefit: The Earth Pony's attack gains double strength bonus to attacks. Normally two-hooved attacks are resolved as [W]+1.5xSTR and 1 hoof attacks are resolved as [W]+STR. This quirk increases that to [W]+3xSTR and [W]+2xSTR for two and one-hooved attacks respectively.
 
* '''Crystal Pony''' (Ex) [Racial, Template]:
 
:Prerequisites: only available during Character Creation.
 
:Benefit: You are one of the Crystal Ponies from the Crystal Empire. A Crystal Pony starts with only 3 Harmony Points because of their dark past. As long as a Crystal Pony has less then 5 Harmony Points there Charisma drops by -2 Points and there receive a -2 racial penalty on Cunning and Will Defense. If they reach 5 Harmony Points or more they change their status dramatically. The Charisma get a Boost to Charisma Base Rating +2 and the Cunning and Will Defense are back to normal. In addition, they gain a +2 bonus on skill checks to impress someone with their look. Every Bonus or Penalty is racial and stacks withs all other Bonies and Penalty.
 
  
 
===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.
Line 645: Line 536:
 
:Benefit: As a free action on your turn, you can select one creature within 5 feet of you and give that creature the ability to breathe water as easily as you do. This supernatural ability renews automatically for that creature until you direct the ability to another creature or withdraw your power from it (a free action). The creature's ability to breathe water ends immediately if you are separated by more than 5 feet or if you die, at which point the creature begins to drown if it is still underwater. This ability does not hamper the creature's ability to breathe air, nor does it change the creature's ability (or inability) to swim.
 
:Benefit: As a free action on your turn, you can select one creature within 5 feet of you and give that creature the ability to breathe water as easily as you do. This supernatural ability renews automatically for that creature until you direct the ability to another creature or withdraw your power from it (a free action). The creature's ability to breathe water ends immediately if you are separated by more than 5 feet or if you die, at which point the creature begins to drown if it is still underwater. This ability does not hamper the creature's ability to breathe air, nor does it change the creature's ability (or inability) to swim.
 
:Special: You can select this feat more than once. Each time you take this feat, you can affect an additional creature with this ability. All such creatures need to remain within 5 feet of you (not each other). If one creature exceeds the range of this power, its subsequent distress has no effect on the other creatures you are helping.
 
:Special: You can select this feat more than once. Each time you take this feat, you can affect an additional creature with this ability. All such creatures need to remain within 5 feet of you (not each other). If one creature exceeds the range of this power, its subsequent distress has no effect on the other creatures you are helping.
 +
 +
* '''Natural Swimmer''' (Ex)
 +
:Prerequisite: 3rd level
 +
:Benefit: You gain a swim speed equal to half your land speed.
  
 
* '''Rapid Swimming''' [General]  
 
* '''Rapid Swimming''' [General]  

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