Difference between revisions of "Talk:MLP Feats"
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* '''ANTITHESIS''' | * '''ANTITHESIS''' | ||
− | The character’s Conviction toward one cause has led | + | The character’s Conviction toward one cause has led him to see a rival allegiance as that cause’s antithesis, something which must be wiped out at all costs. |
− | him to see a rival allegiance as that cause’s antithesis, | ||
− | something which must be wiped out at all costs. | ||
Prerequisite: Conviction | Prerequisite: Conviction | ||
− | Effect: When acting against that allegiance (which | + | Effect: When acting against that allegiance (which must be approved by the GM), the character gains +2 to all attack and skill checks. When forced to deal with the antithetical allegiance, the character receives a –2 penalty to all Charisma-based skills. |
− | must be approved by the GM), the character gains +2 | ||
− | to all attack and skill checks. When forced to deal with | ||
− | the antithetical allegiance, the character receives a –2 | ||
− | penalty to all Charisma-based skills. | ||
* '''BLESS''' | * '''BLESS''' | ||
The character calls on his Higher Power for protection. | The character calls on his Higher Power for protection. | ||
Prerequisite: Knowledge (Ritual) +3 | Prerequisite: Knowledge (Ritual) +3 | ||
− | Effect: The character’s allies gain a morale bonus | + | Effect: The character’s allies gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects. This effect lasts for 1 minute per skill rank in Knowledge (Ritual). Characters who receive this Blessing and who have the Faith feat to a Higher Power receive double these bonuses, and the effects last for twice as long. |
− | of +1 on their attack rolls and a morale bonus of +1 on | + | Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. |
− | saving throws against fear effects. This effect lasts for 1 | + | Special: If this ritual is performed on consecrated ground, the character gains a +3 to his Knowledge (Ritual) skill check. |
− | minute per skill rank in Knowledge (Ritual). Characters | ||
− | who receive this Blessing and who have the Faith feat | ||
− | to a Higher Power receive double these bonuses, and | ||
− | the effects last for twice as long. | ||
− | Normal: Characters without this feat suffer –4 to | ||
− | their Knowledge (Ritual) skill when attempting this | ||
− | skill check. | ||
− | Special: If this ritual is performed on consecrated | ||
− | ground, the character gains a +3 to his Knowledge | ||
− | (Ritual) skill check. | ||
* '''CONSECRATE GROUND''' | * '''CONSECRATE GROUND''' | ||
− | This Ritual allows a character to bless an area with the | + | This Ritual allows a character to bless an area with the power of his faith. |
− | power of his faith. | + | Prerequisite: Consecrate Item; Knowledge (Ritual) +8 |
− | Prerequisite: Consecrate Item; Knowledge (Ritual) | + | Effect: This Ritual requires a Knowledge (Ritual) skill check (DC 10 +1/10 square feet being consecrated) to perform successfully. A small area is consecrated, granting a +3 sacred bonus to all attempts to turn undead and to all Knowledge (Ritual) skill checks to perform Sacred Rituals made there. Undead in this area take a –1 penalty on attack, damage, and saving throws. This Ritual lasts 24 hours. Successive applications of this Ritual on the same ground have cumulative durations (2 days the second time, 3 days the third and so forth), so that through repeated worship and prayer |
− | +8 | + | the effect may become effectively permanent. Materials must be provided for this ritual as well, requiring the character to make a Wealth check (DC |
− | Effect: This Ritual requires a Knowledge (Ritual) | + | 10 +1/10 square feet being Consecrated) each time this ritual is performed. These materials will vary depending on the Higher Power to which the site is being consecrated, but they might include such things as incense, holy water, valuable objects, and so forth. |
− | skill check (DC 10 +1/10 square feet being consecrated) | + | Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. |
− | to perform successfully. A small area is consecrated, | ||
− | granting a +3 sacred bonus to all attempts to turn | ||
− | undead and to all Knowledge (Ritual) skill checks to | ||
− | perform Sacred Rituals made there. Undead in this area | ||
− | take a –1 penalty on attack, damage, and saving throws. | ||
− | This Ritual lasts 24 hours. Successive applications | ||
− | of this Ritual on the same ground have cumulative | ||
− | durations (2 days the second time, 3 days the third and | ||
− | so forth), so that through repeated worship and prayer | ||
− | the effect may become effectively permanent. | ||
− | Materials must be provided for this ritual as well, | ||
− | requiring the character to make a Wealth check (DC | ||
− | 10 +1/10 square feet being Consecrated) each time | ||
− | this ritual is performed. These materials will vary | ||
− | depending on the Higher Power to which the site is | ||
− | being consecrated, but they might include such things | ||
− | as incense, holy water, valuable objects, and so forth. | ||
− | Normal: Characters without this feat suffer –4 to | ||
− | their Knowledge (Ritual) skill when attempting this | ||
− | skill check. | ||
* '''CONSECRATE ITEM''' | * '''CONSECRATE ITEM''' | ||
− | This Ritual allows a character to specially prepare an | + | This Ritual allows a character to specially prepare an item to fight evil. |
− | item to fight evil. | ||
Prerequisite: Knowledge (Ritual) +5 | Prerequisite: Knowledge (Ritual) +5 | ||
− | Effect: If used on a weapon, that weapon gains a +1 | + | Effect: If used on a weapon, that weapon gains a +1 Enhancement bonus to hit. If the character wielding the weapon has the Faith feat, the weapon also does +2 damage vs. Fiends and Undead. These effects last one hour per point of skill in Knowledge (Ritual) possessed by the person who performed the consecration. This Ritual may also be used to create holy water Each time this ritual is performed, it can make 1 Flask of Holy Water per 5 ranks in Ritual. |
− | Enhancement bonus to hit. If the character wielding | + | Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. |
− | the weapon has the Faith feat, the weapon also does +2 | ||
− | damage vs. Fiends and Undead. These effects last one | ||
− | hour per point of skill in Knowledge (Ritual) possessed | ||
− | by the person who performed the consecration. This | ||
− | Ritual may also be used to create holy water Each time | ||
− | this ritual is performed, it can make 1 Flask of Holy | ||
− | Water per 5 ranks in Ritual. | ||
− | Normal: Characters without this feat suffer –4 to | ||
− | their Knowledge (Ritual) skill when attempting this | ||
− | skill check. | ||
* '''CONVICTION''' | * '''CONVICTION''' | ||
− | The character’s conviction (her allegiance) is so strong | + | The character’s conviction (her allegiance) is so strong that she would do anything in support of it. |
− | that she would do anything in support of it. | ||
Prerequisite: One allegiance | Prerequisite: One allegiance | ||
− | Effect: When the character is acting in support of her | + | Effect: When the character is acting in support of her allegiance, she gains a +2 to attack and skill checks. |
− | allegiance, she gains a +2 to attack and skill checks. | ||
* '''FAITH''' | * '''FAITH''' | ||
− | The character’s faith serves to protect him in time of | + | The character’s faith serves to protect him in time of need. |
− | need. | + | Prerequisite: One allegiance to a Higher Power (almost always a religious or philosophical ideal). |
− | Prerequisite: One allegiance to a Higher Power | + | Effect: The character gains +1 to all Saving Throws. This Feat also serves to increase the power of Rituals on the character, and some FX Items are only usable (or have additional powers) for characters of Faith. |
− | (almost always a religious or philosophical ideal). | ||
− | Effect: The character gains +1 to all Saving Throws. | ||
− | This Feat also serves to increase the power of Rituals | ||
− | on the character, and some FX Items are only usable (or | ||
− | have additional powers) for characters of Faith. | ||
* '''INVESTMENT''' | * '''INVESTMENT''' | ||
− | The character is recognized as a leader of a religious | + | The character is recognized as a leader of a religious order and is accorded special deference by those who believe. |
− | order and is accorded special deference by those who | + | Prerequisites: Allegiance to a Higher or Dark Power; Knowledge (Theology) +5; Knowledge (Ritual) +5 |
− | believe. | + | Effect: The character gains a +1 bonus to Charisma based skills when dealing with those who have an allegiance to a Higher or Dark Power (depending on |
− | Prerequisites: Allegiance to a Higher or Dark Power; | + | which allegiance the character has). The character gains a +2 bonus to Charisma-based skills when dealing with those who have the Faith feat to a Higher or Dark Power. These bonuses stack with the +2 bonus the character normally receives. In addition, the character gains a +2 bonus on all Knowledge (Theology) and Knowledge (Ritual) skill checks. |
− | Knowledge (Theology) +5; Knowledge (Ritual) +5 | ||
− | Effect: The character gains a +1 bonus to | ||
− | skills when dealing with those who have an | ||
− | allegiance to a Higher or Dark Power (depending on | ||
− | which allegiance the character has). The character gains | ||
− | a +2 bonus to Charisma-based skills when dealing | ||
− | with those who have the Faith feat to a Higher or Dark | ||
− | Power. These bonuses stack with the +2 bonus the character normally receives. In addition, the character | ||
− | gains a +2 bonus on all Knowledge (Theology) and | ||
− | Knowledge (Ritual) skill checks. | ||
* '''PENTAGRAM''' | * '''PENTAGRAM''' | ||
− | The character draws a protective symbol to cage a | + | The character draws a protective symbol to cage a Fiend or other servant of darkness. |
− | Fiend or other servant of darkness. | ||
Prerequisite: Knowledge (Arcane Lore) +5 | Prerequisite: Knowledge (Arcane Lore) +5 | ||
− | Effect: Successfully drawing a Pentagram requires | + | Effect: Successfully drawing a Pentagram requires a Knowledge (Arcane Lore) skill check (DC 20). A Fiend cannot pass over the lines of a properly drawn |
− | a Knowledge (Arcane Lore) skill check (DC 20). A | + | Pentagram. If the Pentagram is drawn around the creature (requiring it to be held in some way, either physically or magically), the creature is trapped. |
− | Fiend cannot pass over the lines of a properly drawn | + | Normal: Characters without this feat suffer –4 to their Knowledge (Arcane Lore) skill when attempting this skill check. |
− | Pentagram. If the Pentagram is drawn around the | ||
− | creature (requiring it to be held in some way, either | ||
− | physically or magically), the creature is trapped. | ||
− | Normal: Characters without this feat suffer –4 to | ||
− | their Knowledge (Arcane Lore) skill when attempting | ||
− | this skill check. | ||
* '''PERDITION’S PRAYER''' | * '''PERDITION’S PRAYER''' | ||
The character calls on his Dark Power for protection. | The character calls on his Dark Power for protection. | ||
Prerequisite: Allegiance to a Dark Power | Prerequisite: Allegiance to a Dark Power | ||
− | Effect: By calling on his Dark Power, the character | + | Effect: By calling on his Dark Power, the character and all allies (those with allegiance to the character’s Dark Power) within 30 ft. gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks.Foes within 30 ft. suffer a –1 penalty on such rolls. This Ritual lasts 1 round per point of skill in Knowledge (Ritual). Characters with the Faith feat gain double these bonuses for twice as long. |
− | and all allies (those with allegiance to the character’s | + | Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. |
− | Dark Power) within 30 ft. gain a +1 luck bonus on | ||
− | attack rolls, weapon damage rolls, saves, and skill | ||
− | checks.Foes within 30 ft. suffer a –1 penalty on such | ||
− | rolls. This Ritual lasts 1 round per point of skill in | ||
− | Knowledge (Ritual). Characters with the Faith feat gain | ||
− | double these bonuses for twice as long. | ||
− | Normal: Characters without this feat suffer –4 to | ||
− | their Knowledge (Ritual) skill when attempting this | ||
− | skill check. | ||
* '''PRAYER''' | * '''PRAYER''' | ||
The character calls on his Higher Power for protection. | The character calls on his Higher Power for protection. | ||
Prerequisite: Allegiance to a Higher Power | Prerequisite: Allegiance to a Higher Power | ||
− | Effect: By calling on his Higher Power, the character | + | Effect: By calling on his Higher Power, the character and all allies (those with allegiance to a Higher Power) within 30 ft. gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks. Foes within 30 ft. suffer a –1 penalty on such rolls. This Ritual lasts 1 round per point of skill in Knowledge (Ritual). Characters with the Faith feat gain double these bonuses for twice as long. |
− | and all allies (those with allegiance to a Higher Power) | + | Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. |
− | within 30 ft. gain a +1 luck bonus on attack rolls, | + | Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check. |
− | weapon damage rolls, saves, and skill checks. Foes | ||
− | within 30 ft. suffer a –1 penalty on such rolls. This | ||
− | Ritual lasts 1 round per point of skill in Knowledge | ||
− | (Ritual). Characters with the Faith feat gain double | ||
− | these bonuses for twice as long. | ||
− | Normal: Characters without this feat suffer –4 to | ||
− | their Knowledge (Ritual) skill when attempting this | ||
− | skill check. | ||
− | Special: If this ritual is performed on consecrated | ||
− | ground the character gains a +3 to his Knowledge | ||
− | (Ritual) skill check. | ||
* '''PROFANE RITUAL''' | * '''PROFANE RITUAL''' | ||
The character has delved into the mysteries. | The character has delved into the mysteries. | ||
Prerequisite: Allegiance to a Dark Power or Higher Power | Prerequisite: Allegiance to a Dark Power or Higher Power | ||
− | Effect: This feat allows the character to perform | + | Effect: This feat allows the character to perform the following rituals at –4: . |
− | the following rituals at –4: . | + | Special: A character with this feat takes a –8 penalty on his Knowledge (Ritual) skill check to perform any Sacred Ritual. |
− | Special: A character with this feat takes a –8 penalty | ||
− | on his Knowledge (Ritual) skill check to perform any | ||
− | Sacred Ritual. | ||
* '''PROPHECY''' (SACRED RITUAL) | * '''PROPHECY''' (SACRED RITUAL) | ||
− | The character receives visions of things to come from | + | The character receives visions of things to come from his Higher Power. |
− | his Higher Power. | ||
Prerequisite: Faith, Knowledge (Ritual) +10 | Prerequisite: Faith, Knowledge (Ritual) +10 | ||
− | Effect: The character may ask the GM one question | + | Effect: The character may ask the GM one question per week. The chance of a correct answer is equal to 50% plus 1% per point of skill in Knowledge (Ritual). These answers will generally be cryptic, but a skill check in Knowledge (Theology) with a DC of 20 will always at least reveal the general meaning. A character with this feat may also receive visions at the GM’s discretion, and these visions do not count against the once per week maximum this ritual normally carries. |
− | per week. The chance of a correct answer is equal to | + | Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. |
− | 50% plus 1% per point of skill in Knowledge (Ritual). | + | Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check. |
− | These answers will generally be cryptic, but a skill | ||
− | check in Knowledge (Theology) with a DC of 20 will | ||
− | always at least reveal the general meaning. A character | ||
− | with this feat may also receive visions at the GM’s | ||
− | discretion, and these visions do not count against the | ||
− | once per week maximum this ritual normally carries. | ||
− | Normal: Characters without this feat suffer –4 to | ||
− | their Knowledge (Ritual) skill when attempting this | ||
− | skill check. | ||
− | Special: If this ritual is performed on consecrated | ||
− | ground the character gains a +3 to his Knowledge | ||
− | (Ritual) skill check. | ||
* TABLE 2-8: KNOWLEDGE (RITUAL) | * TABLE 2-8: KNOWLEDGE (RITUAL) | ||
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Profane Ritual | Profane Ritual | ||
Perdition’s Prayer 15 Full Round | Perdition’s Prayer 15 Full Round | ||
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===Bloodline Feats=== | ===Bloodline Feats=== | ||
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:Benefit: Access to special Spell list and Flight maneuver. | :Benefit: Access to special Spell list and Flight maneuver. | ||
− | === | + | ===Magic Feats=== |
− | + | * '''Telekinetic Battle''' () []: | |
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− | * ''' | ||
:Prerequisites: | :Prerequisites: | ||
− | :Benefit: | + | :Benefit: You can attack without penalty with objects you can lift with telekinesis. |
− | * ''' | + | * '''Magical Mimic''' () []: |
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:Prerequisites: | :Prerequisites: | ||
− | :Benefit: | + | :Benefit: Can mimic the spell of another caster. You must be able to cast spells of that Grade. 2 Harmony Points. You can learn a spell after you have mimicked it. |
− | + | ===Other Feats=== | |
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* '''Regeneration''' () []: | * '''Regeneration''' () []: | ||
:Prerequisites: | :Prerequisites: | ||
:Benefit: 1 Harmony Point. Restores HP every Round equal to Caster’s Wis. Mod. | :Benefit: 1 Harmony Point. Restores HP every Round equal to Caster’s Wis. Mod. | ||
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* '''I Don’t Want to Fight''' () []: | * '''I Don’t Want to Fight''' () []: | ||
:Prerequisites: | :Prerequisites: | ||
:Benefit: The quickest fight is the one never started. Loyalties can end aggression with a stern look or word. 1 Harmony Point. | :Benefit: The quickest fight is the one never started. Loyalties can end aggression with a stern look or word. 1 Harmony Point. | ||
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* '''Shake It Off''' () []: | * '''Shake It Off''' () []: | ||
:Prerequisites: | :Prerequisites: | ||
− | :Benefit: Damage Reduction 1/-. | + | :Benefit: Damage Reduction 1/-. You can take this feat multiple times. |
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:Prerequisites: Lvl 8 | :Prerequisites: Lvl 8 | ||
− | :Benefit: | + | :Benefit: Up to its charisma modifier per day, the Pony may teleport up to 1 mile in pursuit of an enemy that they have previously met as a swift action. The Pony need not know their location, but if the target is outside of range this ability fails and is spent. The earth pony must have either held a face to face conversation with the target or have engaged it in a meaningful situation. The Earth Pony is placed on the ground in the nearest clear square adjacent to their target of pursuit. If the target is in the air, the pony is placed on the ground in the nearest square to the target of pursuit. |
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Revision as of 00:49, 26 February 2012
Im Prinzip ist hier alles noch nicht fest und muss am Schluss and die endgültigen Klassen und anderen Gegebenheiten des Systems angepasst werden. Alles was hier steht ist erstmal aus Sammlungsgründen da.
Faith Feats
- ANTITHESIS
The character’s Conviction toward one cause has led him to see a rival allegiance as that cause’s antithesis, something which must be wiped out at all costs. Prerequisite: Conviction Effect: When acting against that allegiance (which must be approved by the GM), the character gains +2 to all attack and skill checks. When forced to deal with the antithetical allegiance, the character receives a –2 penalty to all Charisma-based skills.
- BLESS
The character calls on his Higher Power for protection. Prerequisite: Knowledge (Ritual) +3 Effect: The character’s allies gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects. This effect lasts for 1 minute per skill rank in Knowledge (Ritual). Characters who receive this Blessing and who have the Faith feat to a Higher Power receive double these bonuses, and the effects last for twice as long. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. Special: If this ritual is performed on consecrated ground, the character gains a +3 to his Knowledge (Ritual) skill check.
- CONSECRATE GROUND
This Ritual allows a character to bless an area with the power of his faith. Prerequisite: Consecrate Item; Knowledge (Ritual) +8 Effect: This Ritual requires a Knowledge (Ritual) skill check (DC 10 +1/10 square feet being consecrated) to perform successfully. A small area is consecrated, granting a +3 sacred bonus to all attempts to turn undead and to all Knowledge (Ritual) skill checks to perform Sacred Rituals made there. Undead in this area take a –1 penalty on attack, damage, and saving throws. This Ritual lasts 24 hours. Successive applications of this Ritual on the same ground have cumulative durations (2 days the second time, 3 days the third and so forth), so that through repeated worship and prayer the effect may become effectively permanent. Materials must be provided for this ritual as well, requiring the character to make a Wealth check (DC 10 +1/10 square feet being Consecrated) each time this ritual is performed. These materials will vary depending on the Higher Power to which the site is being consecrated, but they might include such things as incense, holy water, valuable objects, and so forth. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
- CONSECRATE ITEM
This Ritual allows a character to specially prepare an item to fight evil. Prerequisite: Knowledge (Ritual) +5 Effect: If used on a weapon, that weapon gains a +1 Enhancement bonus to hit. If the character wielding the weapon has the Faith feat, the weapon also does +2 damage vs. Fiends and Undead. These effects last one hour per point of skill in Knowledge (Ritual) possessed by the person who performed the consecration. This Ritual may also be used to create holy water Each time this ritual is performed, it can make 1 Flask of Holy Water per 5 ranks in Ritual. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
- CONVICTION
The character’s conviction (her allegiance) is so strong that she would do anything in support of it. Prerequisite: One allegiance Effect: When the character is acting in support of her allegiance, she gains a +2 to attack and skill checks.
- FAITH
The character’s faith serves to protect him in time of need. Prerequisite: One allegiance to a Higher Power (almost always a religious or philosophical ideal). Effect: The character gains +1 to all Saving Throws. This Feat also serves to increase the power of Rituals on the character, and some FX Items are only usable (or have additional powers) for characters of Faith.
- INVESTMENT
The character is recognized as a leader of a religious order and is accorded special deference by those who believe. Prerequisites: Allegiance to a Higher or Dark Power; Knowledge (Theology) +5; Knowledge (Ritual) +5 Effect: The character gains a +1 bonus to Charisma based skills when dealing with those who have an allegiance to a Higher or Dark Power (depending on which allegiance the character has). The character gains a +2 bonus to Charisma-based skills when dealing with those who have the Faith feat to a Higher or Dark Power. These bonuses stack with the +2 bonus the character normally receives. In addition, the character gains a +2 bonus on all Knowledge (Theology) and Knowledge (Ritual) skill checks.
- PENTAGRAM
The character draws a protective symbol to cage a Fiend or other servant of darkness. Prerequisite: Knowledge (Arcane Lore) +5 Effect: Successfully drawing a Pentagram requires a Knowledge (Arcane Lore) skill check (DC 20). A Fiend cannot pass over the lines of a properly drawn Pentagram. If the Pentagram is drawn around the creature (requiring it to be held in some way, either physically or magically), the creature is trapped. Normal: Characters without this feat suffer –4 to their Knowledge (Arcane Lore) skill when attempting this skill check.
- PERDITION’S PRAYER
The character calls on his Dark Power for protection. Prerequisite: Allegiance to a Dark Power Effect: By calling on his Dark Power, the character and all allies (those with allegiance to the character’s Dark Power) within 30 ft. gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks.Foes within 30 ft. suffer a –1 penalty on such rolls. This Ritual lasts 1 round per point of skill in Knowledge (Ritual). Characters with the Faith feat gain double these bonuses for twice as long. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
- PRAYER
The character calls on his Higher Power for protection. Prerequisite: Allegiance to a Higher Power Effect: By calling on his Higher Power, the character and all allies (those with allegiance to a Higher Power) within 30 ft. gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks. Foes within 30 ft. suffer a –1 penalty on such rolls. This Ritual lasts 1 round per point of skill in Knowledge (Ritual). Characters with the Faith feat gain double these bonuses for twice as long. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check.
- PROFANE RITUAL
The character has delved into the mysteries. Prerequisite: Allegiance to a Dark Power or Higher Power Effect: This feat allows the character to perform the following rituals at –4: . Special: A character with this feat takes a –8 penalty on his Knowledge (Ritual) skill check to perform any Sacred Ritual.
- PROPHECY (SACRED RITUAL)
The character receives visions of things to come from his Higher Power. Prerequisite: Faith, Knowledge (Ritual) +10 Effect: The character may ask the GM one question per week. The chance of a correct answer is equal to 50% plus 1% per point of skill in Knowledge (Ritual). These answers will generally be cryptic, but a skill check in Knowledge (Theology) with a DC of 20 will always at least reveal the general meaning. A character with this feat may also receive visions at the GM’s discretion, and these visions do not count against the once per week maximum this ritual normally carries. Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check. Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check.
- TABLE 2-8: KNOWLEDGE (RITUAL)
Ritual Knowledge DC Time to Perform Simple (Marriage, Funeral) 10 1 Hour Complex (Communion, Absolution) 15 1–6 Hours Powerful (see below) Sacred Ritual Bless 15 Full Round Consecrate Ground 10 +1/10 sq. feet 1 Hour Consecrate Item 15 1 Hour Prayer 15 Full Round Prophecy 20 1 minute Profane Ritual Perdition’s Prayer 15 Full Round
Bloodline Feats
- Apple Family () []:
- Prerequisites: Earth Pony
- Benefit:
- Hay Family () []:
- Prerequisites: Earth-, or Unicorn Pony
- Benefit:
- Arcane Mare () []:
- Prerequisites: Stablemaster permission.
- Benefit: Access to special Spell list.
- Elemental Mane () []:
- Prerequisites:
- Benefit: Access to special Spell list and Flight maneuver.
- Luminous Mane () []:
- Prerequisites: Stablemaster permission.
- Benefit: Access to special Spell list and Flight maneuver.
- Rainbow Mane () []:
- Prerequisites:
- Benefit: Access to special Spell list and Flight maneuver.
- Shadow Mane () []:
- Prerequisites: Stablemaster permission.
- Benefit: Access to special Spell list and Flight maneuver.
Magic Feats
- Telekinetic Battle () []:
- Prerequisites:
- Benefit: You can attack without penalty with objects you can lift with telekinesis.
- Magical Mimic () []:
- Prerequisites:
- Benefit: Can mimic the spell of another caster. You must be able to cast spells of that Grade. 2 Harmony Points. You can learn a spell after you have mimicked it.
Other Feats
- Regeneration () []:
- Prerequisites:
- Benefit: 1 Harmony Point. Restores HP every Round equal to Caster’s Wis. Mod.
- I Don’t Want to Fight () []:
- Prerequisites:
- Benefit: The quickest fight is the one never started. Loyalties can end aggression with a stern look or word. 1 Harmony Point.
- Shake It Off () []:
- Prerequisites:
- Benefit: Damage Reduction 1/-. You can take this feat multiple times.
- (Sp) []:
- Prerequisites: Lvl 8
- Benefit: Up to its charisma modifier per day, the Pony may teleport up to 1 mile in pursuit of an enemy that they have previously met as a swift action. The Pony need not know their location, but if the target is outside of range this ability fails and is spent. The earth pony must have either held a face to face conversation with the target or have engaged it in a meaningful situation. The Earth Pony is placed on the ground in the nearest clear square adjacent to their target of pursuit. If the target is in the air, the pony is placed on the ground in the nearest square to the target of pursuit.