MLP Maneuvers

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Category:d20 MLP

Acrobatic Maneuvers

Grade 1

  • Buck Kick (Ex) [Combat]:
Effect: If you remain stationary, you can kick with your hind hooves, making a single attack at +1 to hit. This kick deals 2d8 + Strength Bonus. The target of a successful Buck Kick must make a Fort Save at DC 15 + your Strength Bonus, or be knocked back 10 feet.
  • Bull Rush (Ex) [General]:

You can shove your opponents around the battlefield to gain a tactical advantage.

Prerequisite: Strength 13
Effect: After making a successful melee attack against an opponent up to one size category larger than you, you can choose to move that opponent 1 square in any direction as a free action. You can't bantha rush an opponent that's being grabbed or grappled, and you can't bantha rush your opponent into a solid object or another creature's fighting space.
  • Dodge (Ex) [General]:

You are adept at dodging blows.

Prerequisite: Dexterity 13 .
Effect: During your turn, you designate an opponent and receive a + 1 dodge bonus to your Reflex Defense against attacks from that opponent. You can select a new opponent on any action. A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
  • Point Blank Shot (Ex) [Ballgame]:

You are skilled at making well-placed shots with ranged weapons at point blank range.

Effect: You get a + 1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range (see Table: Weapon Ranges).
  • Power Attack (Ex) [Combat]:

You can make exceptionally powerful melee attacks.

Prerequisite: Strength 13.
Effect: On your action, before making an attack roll, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until the start of your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt against an object or vehicle.

Grade 2

  • Dashing Strike (Ex) [Combat]:
Prerequisites: Power Attack
Effect: The pony gains +1 to attack and damage for every 20 feet traveled in the same round that an attack is made.
  • Far Shot (Ex) [Ballgame]:

You are better at shooting great distances.

Prerequisite: Point Blank Shot.
Effect: When you use a ranged weapon against targets at short, medium, or long range, the range category is considered one less. In other words, you take no penalty on ranged attack rolls against targets at short range, a -2 penalty on ranged attack rolls made against targets at medium range, and a -5 penalty on a ranged attack rolls made against targets at long range.
Normal: When making a ranged attack roll, a character takes a -2 penalty against targets at short range, a -5 penalty against targets at medium range, and a -10 penalty against targets at long range.
  • Improved Bull Rush (Ex) [General]:

When using the Bull Rush feat, you push your opponent add ition al squares away from you.

Prerequisites: Bull Rush, Strength 15
Effect: When making a Bull Rush, you push your opponent a number of additional squares away from you equal to half your Strength modifier (round down, minimum 2 squares pushed total).
Normal: When using Bull Rush, you normally push your opponent only 1 square away from you.
  • Mobility (Ex) [General]:

You are skilled at moving past opponents and avoiding opportunistic attacks.

Prerequisites: Dexterity 13, Dodge
Effect: You get a +5 dodge bonus to Reflex Defense against attacks of opportunity caused when you move out of or into a threatened area (see Attacks of Opportunity). A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
  • Precise Shot (Ex) [Ballgame]:

You are skilled at timing your ranged attacks so that you don't hit your allies by mistake.

Prerequisite: Point Blank Shot
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).

Grade 3

  • Coordinated Attack (Ex) [General]:

You are skilled at coordinating your attacks with your allies.

Effect: You are automatically successful when using the aid another action to aid an ally's attack or suppress an enemy as long as the target is adjacent to you or within point blank range.
Normal: You must make an attack roll against a Reflex Defense of 10 to gain the benefits of the aid another action.
  • Pony Cannon Ball (Ex) [Combat]:
Prerequisite: Dashing Strike
Effect: Your dashing strike is now super effective. When you move 40 feet or more during a round in which you make an attack, you also treat the target as flanked (and receive commensurate attack bonuses).
  • Rampaging Bull Rush (Ex) [General]:

You can use brute force to slam into and knock down your enemies.

Prerequisite: Improved Bull Rush, Strength 17
Effect: While in a rage, you can attempt to knock down any creature that you successfully bull rush (that is, that you push back at least 5 feet with a bull rush attempt). You take a -4 penalty on your Strength check to bull rush the opponent, but if you win, the opponent is knocked prone at the end of the bull rush.
  • Rapid Shot (Ex) [Ballgame]:

You can make two quick shots with a ranged weapon as a single attack.

Effect: When using a ranged weapon, you may fire two shots as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal + 1 die of damage with a successful attack.
Special: Using this feat fires two shots and can only be done if the weapon has sufficient ammunition remaining. If you do not have Strength 13 or higher, increase the penalty to attacks to -5, when using this feat with non-vehicle weapons. The effects of this feat do not stack with the extra damage provided by other feats.

Grade 4

  • Cascading Bull Rush (Ex) [General]:

You can plow into enemies, pushing them even further back than usual.

Prerequisites: Power Attack, Improved Bull Rush, Strength 15
Effect: When you perform a bull rush, you gain an additional +4 bonus to the check. This stacks with Improved Bull Rush. You also learn two new bull rush techniques. First, you can push back bull-rushed opponents up to 10 feet initially, plus up to another 10 feet for every 5 points by which you beat their score. The distance you can push them is effectively doubled. Secondly, you can push opponents back through other opponents (or allies). If a creature blocks the area into which you’re trying to push back a successfully bull-rushed opponent, you can try to shove it out of the way, too. Make a bull rush check against that second creature. If you fail, your progress in the initial bull rush is blocked. If you win (by any margin), you can push back both enemies at the “cost” (based on the available movement distance from the first bull rush) of 5 feet per creature per 5 feet moved. That is, shoving two creatures back 5 feet costs 10 feet of movement from the total distance of the first bull rush. In this manner, you can cascade the impact of a bull rush through an entire row of invaders.

Grade 5

Grade 6

Flight Maneuvers

Grade 1

  • Cloud Charge The Pegasus is able to use her speed to increase the Damage against Clouds
Activation: Free Action
Effect: For every square crossed increase the collision Damage against a Cloud by +2. The collision end the movement.
  • Defensive Spin A Quick spin to protect you from an incoming Hazzard or Physical Attack.
Activation: Reaction
Effect: DC 10+ on Flight check to increase your Reflex Defense this Turn.
Flight DCDefense Increase
10+1 Reflex Defense
15+2 Reflex Defense
20+3 Reflex Defense
25+4 Reflex Defense
  • Fall Damper Sometimes a fall can not be prevented.
Activation: Reaction
Effect: Reducing falling Damage to you by one Height Level.
  • Spurt A short burst of speed.
Activation: Swift Action
Effect: DC 10+ on Flight check to increase your speed this Turn.
Flight DCSpeed Increase
101 Square
152 Squares
204 Squares
256 Squares
  • Wingman You are able to fly in an ordered formation with others.
Activation: Free Action
Duration: Encounter, or until formation is broken
Effect: You may participate in flying formations with other characters who know how to fly formations. Flying in formation is a considered a teamwork action and participating characters may aid another as per the rules of cooperative effort. A formation consists of at least two characters. Some formations may require a specific number of characters to be maintained. If the formation consists of less than the required number of characters the formation is broken. Characters flying in formation must always be within 6 squares of another character participating in the formation, othwerwise the formation is considered broken for that character.

Grade 2

  • Combo The Good tricks include more than one Maneuver.
Activation: Free Action
Effect: One additional Swift Action this Turn. Only for Flight Maneuvers.
  • Evasive Maneuver With a combination of rolling and zig-zagging movements you are able to dodge some attacks.
Activation: Swift Action
Effect: Attacks made against you are subject to a 20% miss-chance.
  • Flyby Attack You are extremely agile and know how to use your maneuverability and dexterity to assault opponents.
Prerequisite: Dexterity 15+
Activation: Swift Action
Effect: When flying, you can take a move action (including a dive) and another standard action at any point during the move. You cannot take a second move action during a round when you make a flyby attack.
Normal: Without this Maneuver, a character takes a standard action either before or after its move.
  • Parade Formation When flying in formation with others you know how to impress.
Prerequisite: Wingman Maneuver
Activation: Free Action
Duration: Encounter, or until formation is broken
Effect: A parade formation consists of 3 or more characters. For each additional member of the formation the leading character gains a +2 on Performance rolls, or other appropriate Charisma-based rolls. Each member of the formation also gains a +2 bonus to appropriate rolls.
  • Swoop You can get the maximum speed out of diving through the sky.
Activation: Swift Action
Effect: When diving, you move five times your normal speed. While diving, you retain your Dexterity bonus to AC.
Normal: You move four times your speed while running, and you lose your Dexterity bonus to AC.
  • Wingover You can change direction quickly while flying.
Activation: Swift Action
Effect: This Maneuver allows you to turn up to 180 degrees once each round, regardless of your maneuverability, in addition to any other turns you are normally allowed. You cannot gain altitude during a round when you execute a wingover, but you can dive. This change of direction consumes 2 squares of flying movement.

Grade 3

  • Aerial Reflexes Your aerial agility allow you to avoid dangerous effects while airborne.
Activation: Swift Action
Duration: Encounter
Effect: While flying, you gain a bonus on Reflex defense based on your maneuverability.
ManeuverabilityBonus
Clumsy+0
Poor+1
Average+2
Good+3
Perfect+4
  • Aerobatics You understand the properties of wind resistance and aerodynamics and how to optimize your situation in the air.
Activation: Free Action
Effect: You improve your maneuverability class by one step when using any ability to fly. For example, a creature rated as a good flier becomes a perfect one with this Maneuver. A perfect flier with this Maneuver ignores the first increment of reduction in maneuverability due to adverse effects. You increase your base flying speed by 2 squares.
  • Celerity Sometimes you have to be quick.
Activation: Swift Action
Effect: One additional Move Action this Turn. Only for Flight Movement.
  • Cloud Cannonball To Clean the Sky you need more than Bucking.
Activation: Swift Action
Effect: For every square crossed increase the collision Damage against Cloud´s by +3 this Turn. The collision do not end the movement.
  • Defensive Formation
Prerequisite: Wingman Maneuver
Activation: Free Action
Duration: Encounter, or until formation is broken
Effect: A character with one wingman gains a +1 bonus to both Fortitude and Reflex Defense, a character with two wingmen gains a +2 bonus. This adjustment counts against both ranged and close combat attacks, as long as the formation is intact.
  • Dive-Bomb You are trained to attack at great speed from above.
Prerequisite: Aerial Combat Feat
Activation: Full-Round Action
Effect: You may make a dive-bomb attack. You must dive towards the opponent for at least twenty feet. Any melee attack that you make gains a -4 to hit and +4 damage.

Grade 4

  • Ace You are a master of the skies. The air is your home element. You baffle attackers with the ease with which you evade their attacks.
Activation: Full-Round Action
Effect: You are able to dodge area-effect attacks. If you spend a full round action preparing to maneuver, you may immediately move on an opponent’s initiative count after determining the extent of an area of effect. You may take no other action that round. Your initiative count does not change.
  • Breath Keeping Style Control your Breath to lower the loss of fatique.
Activation: Standard Action
Duration: Encounter, or until activating another style
Effect: Reduce the fatique cost or upkeep for Flight Maneuvers by one Point.
  • Momentum Keeping up the speed.
Activation: Swift Action (First Round)
Effect: Normally after a round with accelerated speed you are loosing the Speed increase in your next Round. With this Maneuver you can keep the speed Rating of your previous round. Each Round after the activation you lose one fatique because of the exertion.
  • Snatch
Prerequisite: Strength 17+
Activation: Free Action
Effect: The Pegasus has the ability to snatch flightless opponents off the ground and carry them into the sky. When attacking from the air, the Pegasus makes a normal Grappling attack. If the Grapple is successful, the Pegasus snatches the target off the ground and may carry it away. The target of this attack must be at least one size smaller than the creature making the Snatch.
  • Spirited Dive The Pegasus can perform a terrifying dive-bomb attack.
Prerequisite: Dive Bomb Maneuver
Activation: Full-Round Action
Effect: When performing a dive attack, the Pegasus can inflict triple damage with a successful attack. Like a standard dive attack, the Pegasus gains a +2 attack bonus but suffers a 2 penalty to Reflex defenses when making this attack. The creature can still use its Flyby Attack and Dive Bomb Maneuvers when making a Spirited Dive, gaining a +4 attack bonus and a -4 penalty to Reflex defenses.
Normal: All flying creatures can make diving attacks that inflict double damage and gain the benefits of a charge (+2 attack bonus, -2 penalty to AC).

Grade 5

  • Formation Aerobat You have mastered the properties of wind resistance and aerodynamics and how to optimize the situation of your entire formation.
Prerequisite: Aerobatics Maneuver, Formation Flyer Maneuver
Activation: Free Action
Effect: You improve the maneuverability class of every member of your formation by one step when using any ability to fly. For example, a creature rated as a good flier becomes a perfect one with this Maneuver. A perfect flier with this Maneuver ignores the first increment of reduction in maneuverability due to adverse effects. You increase the base flying speed of every member of your formation by 1 square.
  • Improved Dive-Bomb You have done Dive-Bombs some many times that you can now use them without losing sight of your enemy.
Prerequisite: Flyby Attack Maneuver, Dive Bomb Maneuver
Activation: Full-Round Action
Effect: You may make a improved dive-bomb attack at +6 damage and no attack penalty. While doing a dive bomb attack you must be above an enemy, but you can move at double your flight speed and by the enemy.
  • Pegasus Vortex
Activation: Full-Round Action
Effect: A flying pegasus with in 20 feet of the ground can start a small cyclone around them (20 feet tall, 5 feet at the base, 20 feet diameter at the top). The cyclone requires the full and continued concentration of the pegasus to maintain and is considered flat footed whilst in the vortex. The vortex grabs any large or smaller creature it moves over grappling them. The pegasus makes grapple checks at a +4 bonus (as though they were large) and may use their dexterity score in place of strength to resolve the grapple check. Anyone successfully grappled by the cyclone takes 3d6 damage and 1d6 per round and can only escape the cyclone by taking a full round action to oppose the grapple again. The cyclone is considered a distracting environment for spell casters. Once initiated, other Pegasi flying in formation may contribute to the size of the Vortex, even if they themselves do not have this maneuver. For each additional Pegasus involved the vortex grows 5 feet at the top. The damage of the vortex improves by +1 for each additional Pegasus involved. For each two additional Pegasi involved the base of the vortex grows by 5 feet. Other participating Pegasi are also required to concentrate fully on the creation of the vortex, are considered flat-footed and have to invest (5 - Strength Modifier; minimum 1) fatigue per round.
  • Supersonic
Activation: Move Action
Effect: If the Pegasus manages to fly over 40 squares in a single round, and pass a DC 15 flying check at the end of it, they can produce a sonic boom, which deals 5d6 sonic damage in a 4 square spread centered around the final destination of the pegasus in that round. In addition, the character produces a vapor trail. The vapor trail is equivalent to a light cloud with (6 + Dexterity modifier) fatigue points and a Diffusion Rating of 1.

Grade 6

  • Sonic Rainboom
Activation: Move Action
Effect: If the Pegasus manages to fly over 60 squares in a single round, and pass a DC 25 flying check at the end of it, they can produce a sonic rainboom, which deals 10d6 chromatic damage in a 6 square spread centered around the final destination of the pegasus in that round. In addition, a rainbow will trail the pegasus who has just completed a sonic rainboom for 1 minute. Apart from looking awesome (and preventing any sort of hiding), the rainbow aura grants the pegasus +5 to all attack and damage rolls while it remains. The aura may be dismissed early as a free action. Failing to pass the dexterity check propels the pegasus backwards to their starting point for that round and they are flat footed for the remainder of the encounter.

Swim Maneuvers

Grade 1

Grade 2

Grade 3

Grade 4

Grade 5

Grade 6

Social Maneuvers

Grade 1

  • Annoy (Whelm PHB2)
Type: Statement
Activation: Simple
Targets: Other creature
Condition: none
Effect:
  • Fascinating Topic (Hypnotism)
Type: Statement
Activation: Full-Round
Targets: 2d4 HD of creatures
Condition: Upkeep (1 FP/turn), repetitive action, non-hostile action
Effect: Your performance and words fascinate nearby non-hostile creatures, causing them to stop and look at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. While the subject is fascinated by this social maneuver, it reacts as though it were one step more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the maneuver ends, the creature retains its new attitude toward you, but only with respect to that particular request.
  • Motivate (Cure Light)
Type: Support
Activation: Simple
Targets: other creature
Condition: Target indifferent or better attitude towards you
Effect: Your social interaction channels positive energy that cures 1d8 points of fatigue +1 point per level (maximum +5).
  • Neutral Point of View (Sanctuary)
Type: Attitude
Activation: Full-Round
Targets: Self
Condition: Until end of encounter, or until interrupted
Effect: Any opponent attempting to use offensive social maneuvers or deceptions against the pony, must supplement the social interaction with a Harmony point. If he does, the opponent can act normally and is unaffected by that social maneuver. If he does not, the opponent cannot follow through with the social action, that part of its action is lost, and it cannot directly affect the neutral creature for the duration of the maneuver. Those not attempting to influence the subject remain unaffected. This maneuver does not prevent the neutral pony from being attacked or affected by area of effect maneuvers. The subject cannot attack without breaking the effect of the maneuver but may otherwise act. This maneuver can be used only once per encounter.
  • Rambling (Distract)
Type: Statement
Activation: Full-Round
Targets: Other creature
Condition: Upkeep (1 FP/turn), repetitive action
Effect: The target of this maneuver is overwhelmend by the sheer flood of words from the character. It takes a -4 penalty on all Mental skill checks and can take only a single standard or move action each round while affected, but not both.
  • Standing Point (Mage Armor)
Type: Attitude
Activation: Simple
Targets: Self
Condition: Until end of encounter, or until another Attitude is selected
Effect: The targets Will and Wits Defenses improve by +2.

Grade 2

  • Cherrychanga (Melf's Acid Arrow)
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  • Encouragement (Vigor)
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  • Intimidation (Scare)
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  • Propitiate (Radiant Aura)
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  • Revitalization (Lesser Restoration)
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  • Worm Out (Detect Thoughts)
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Grade 3

  • Cajoling (Suggestion)
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  • Charm (Charm Monster)
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  • Depressing Facts (Crushing Despair)
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  • Insult (Mindless Rage)
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  • Refutation (Dispel Magic)
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Grade 4

  • Bugger (Mass Whelm)
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  • Interjection (-; Target immediately rerolls Social Attack or Defense)
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  • Reverse Argument (-; "reflects" Statement onto Target)
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  • Spill the Beans (Know Vulnerabilities)
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  • Willful Ignorance (Stoneskin)
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Grade 5

  • Dare (Geas/Quest)
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  • Hidden Insult (-; as Whelm, but does not change Attitude)
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  • Motivational Speech (Mass Cure Light)
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  • Plant Rumors (Friend to Foe)
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  • Trend (Retributive Image)
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Grade 6

  • Cajole Crowd (Mass Suggestion)
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  • Charm Crowd (Mass Charm Monster)
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  • Encourage Crowd (Vigorious Circle)
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  • Ostracize (Overwhelm)
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  • Reestablishment (Heal)
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Brainstorming

Acrobatic Brainstorming

[Rodeo]

  • Trick Riding [Dressage]:
Benefit: This maneuver encompasses all sorts of minor tricks - spinning, rearing, acrobatic abilities - but has no real bonus. It will allow the steed to perform any number of small tricks with ease.
  • Half Pass [Dressage]:
Prerequisites: Trick Riding
Benefit: The half pass is a dressage movement and is very acrobatic in nature. With this Feat, the pony is capable of a sudden shift sideways while continuing forward in an open trot or canter. This sudden shift is unpredictable and can allow the pony to avoid blows. The pony receives a +4 Dodge Bonus to Armor class caused by Attacks of Opportunity. Circumstances which make the pony lose its Dexterity Bonus to Armor Class (if any) also cost it this Dodge Bonus.
  • Pirouette [Dressage]:
Prerequisites: Half Pass
Benefit: The dangerous and difficult pirouette is a complete 360-degree turn in a steed’s canter, altering the course of its direction without losing any of its speed or impact. If the steed possesses this Feat, its charge does not have to be in a straight line, so long as it covers the requisite distance.
  • Shoulder In [Dressage]:
Prerequisites: Improved Charge.
Benefit: With this Feat, the steed performs a slanted lateral movement with the shoulder leading. While running or trotting, it uses its weight and momentum to pass against its attacker, keeping his or her weapon tied up so that it cannot harm the steed or its rider. The Shoulder In Feat allows the steed to move through an area without provoking an Attack of Opportunity. The steed’s opponent in that area takes 1d4 points of damage if a successful attack roll is made by the steed.
  • Crowd Control [Brawler]:
Prerequisites: Entangler.
Benefit: You can grab two adjacent creatures at a time.
  • Disarm and Engage [Brawler]:
Benefit: When you successfully disarm an opponent, you can make an immediate free attack with the disarmed weapon at a -5 penalty. If you are not proficient with the weapon, you take the penalty for non proficiency as well.
  • Entangler [Brawler]:
Benefit: When grabbing a target, you take a -2 penalty to your attack roll (instead of the normal -5 penalty). Until the target breaks the grab, it takes a -5 penalty to attack rolls, including those made with natural and light weapons (instead of the normal -2 penalty).
  • Reverse Strength [Brawler]:
Benefit: You know how to use an opponent's strength against it. Whenever you successfully grapple an opponent, you deal damage equal to the opponent's Strength modifier (minimum 1 point).
  • Brilliant Defense (Ex) []:

You think quickly enough on your feet to stay alive in dangerous situations.

Prerequisite: Intelligence 13.
Benefit: Once per encounter, you can add your Intelligence bonus to your Reflex Defense as a reaction; this benefit lasts until the start of your next turn.
  • Improved Disarm (Ex) []:

You are skilled at disarming opponents in melee combat.

Prerequisites: Intelligence 13, Melee Defense.
Benefit: You gain a +5 bonus on any melee attack roll made to disarm an opponent. In addition, if you fail to disarm your opponent, he doesn't get to make a free attack against you.
Normal: See the normal disarm rules.
  • Pin (Ex) []:

You are skilled at immobilizing grappled foes.

Prerequisite: Base attack bonus + 1.
Benefit: If you succeed on a grappling attack and your opponent fails the opposed grapple check, your opponent is automatically pinned until the start of your next turn. A pinned creature can't move or take any actions while pinned, and it loses its Dexterity bonus (if any) to Reflex Defense.
Special: You cannot use the Pin and Trip feats during the same round.

You can use the Pin and Crush feat in the same round, however.

  • Powerful Charge (Ex) []:

You can charge with extra force.

Prerequisites: Medium or larger size, base attack bonus +1.
Benefit: When you charge, you gain an additional +2 bonus to your melee attack roll. If your melee attack hits, you deal additional damage equal to one-half your level.
  • Rapid Strike (Ex) []:

You can make two quick strikes with a melee weapon as a single attack.

Prerequisites: Dexterity 13, base attack bonus +1, proficient with weapon.
Benefit: When using a melee weapon, you may make two strikes as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal + 1 die of damage with a successful attack. If you do not have Dexterity 13 or higher, increase the penalty to attacks to -5, when using this feat with non-light weapons. The effects of this feat do not stack with the extra damage provided by other feats.
  • Trip (Ex) []:

You are skilled at tripping grappled foes.

Prerequisite: Base attack bonus + 1.
Benefit: If you succeed on a grappling attack (see grappling) and your opponent fails the opposed grapple check, it falls prone in its space and is no longer considered grappled.

Social Brainstorming

  • Radiant Aura () []:
Requirements: Charisma 15+
Benefit: Ponies with this feat are exceptionally beautiful. Make a Persuasion Check as a free action against the highest Will Defense of any character who sees the character. If the roll is successful improve their attitude towards the pony by one step (max friendly). Other characters who see a radiant pony, but have not yet been engaged in a challenge, are subject to this ability, however attacking them will break the effect.

Swim Brainstorming

  • Aquatic Adaptation (Ex)
Prerequisite: 2nd level
Benefit: You gain an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 your character level in aquatic terrain, and you cannot be tracked such environments.
  • Aquatic Leaping Attack (Ex) [General]:

You can propel yourself from the water and strike your foes.

Prerequisite: Swim Speed 30’, Base attack bonus +3
Benefit: You can make a special leaping attack as a full attack action. First move at least 5’ at or to near the surface of the water, then you may leap from the water up to 10’ high and 20’ horizontally in an arc. You may make a single melee attack at your highest base attack bonus anywhere along your movement path. You do not provoke an attack of opportunity from your target and your target losses their Dexterity bonus to AC against this attack.
  • Aquatic Shot [General]

You have developed the technique of fi ring a ranged weapon into or through the water with better accuracy than normal, striking at just the right angle to allow it to slice through the obstruction with precision.

Prerequisite: Point Blank Shot (PH) ,
Benefit: You can employ ranged weapons underwater at a reduced range increment. You do not take the normal penalty for making a ranged attack through water. Thrown Weapons: You can use thrown piercing weapons underwater with a -2 penalty for every 5 feet of water passed through, in addition to any range increment penalties. Missile Weapons: You can use bows and crossbows underwater with a -2 penalty for every 10 feet of water passed through, in addition to any range increment penalties. Aquatic Longbow: You can fire an aquatic longbow (see page 107) underwater with a range increment of 30 feet In addition, water does not provide any cover against your ranged attacks if you are out of the water and firing at a target in the water. If your weapon's range increment is different underwater than it is above the water, count the water surface as the beginning of a new range increment, and use your underwater range increment after the point at which your weapon strikes the water.
Normal: Thrown weapons are not useable underwater. Ranged attacks through water normally receive a penalty of -2 for every 5 feet of water they pass through. An aquatic longbow has a range increment of 10 feet underwater. A target in water has improved cover or total cover against attacks from out of the water.
  • Aquatic Spellcasting [General]
Prerequisite:
Benefit: Water does not impede your spells. Creatures partially or completely submerged do not gain cover or total cover when you cast a spell from outside the water. The surface does not block line of effect for any spell, including spells with the fi re descriptor. You need not make a Spellcraft check to cast a fi re spell underwater.
Normal: Partially or completely submerged creatures gain improved or total cover against attacks from land. The water surface blocks line of effect for fire spells. Fire spells do not function underwater unless the caster succeeds on a Spellcraft check (DC 20 + spell level).
  • Aquatic Breath [Reserve]

Your reservoir of magic allows you to breathe normally even underwater.

Prerequisite: Ability to cast 3rd-level spells,
Benefit: As long as you have a water spell of 3rd level or higher available to cast, you can breathe normally in both air and water. This supernatural quality requires no activation. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting water spells.
  • Breathing Link [General]

You can allow a person adjacent to you to breathe water.

Prerequisite: Aquatic elf or water genasi, base Will save +2,
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.
  • Deep Diver (Ex)
Prerequisite: 14th level
Benefit: You gain gains DR/slashing or piercing equal to 1/2 her level. This damage reduction also applies against spells and spell-like abilities that inflict damage by grappling or crushing (e.g., black tentacles, crushing hand). You never take pressure damage from deep water.
  • Expert Swimmer [General]

You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water.

Prerequisite: Endurance (PH) , Swim 4 ranks,
Benefit: You can hold your breath for 3 rounds per point of Constitution. You gain a +4 bonus on Constitution checks made to continue holding your breath. On a successful Swim check, you swim your land speed (as a full-round action) or half your land speed (as a move action). Your natural swim speed increases by 10 feet, if you have a swim speed.
Normal: You can hold your breath for a number of rounds equal to twice your Constitution before you are at risk of drowning. On a successful Swim check, you swim half your land speed as a full-round action, or one-quarter your land speed as a move action.
  • Flying Fish Leap [General]

You can hurl yourself out of the water with ease.

Prerequisite: Jump 8 ranks, Swim 4 ranks,
Benefit: When leaping out of the water with a high jump, you ignore the penalty on the Jump check. In addition, you can fling yourself over the surface of the water when you make a high jump, leaping laterally just as far as you leap vertically. Use the result of your high jump check to determine the distance traveled with a long jump.
Normal: Jump checks incur a -10 penalty when making a high jump out of water.
  • Improved Swimming [General]

You can swim faster than you normally could.

Prerequisite: Swim 6 ranks,
Benefit: You can swim half your speed as a move action or your speed as a full-round action.
Normal: You swim at one-quarter your speed as a move action or at half your speed as a full-round action.
  • Natural Swimmer (Ex)
Prerequisite: 3rd level
Benefit: You gain a swim speed equal to half your land speed.
  • Rapid Swimming [General]

You are one with the water.

Prerequisite: base Fortitude save +2, Natural swim speed,
Benefit: Your swim speed increases by 20 feet.
  • Resist Ocean’s Fury (Ex)
Prerequisite: 4th level
Benefit: You gain a +4 bonus on saving throws against spells of the water type or the exceptional or supernatural abilities of creatures with the aquatic or water subtype.
  • Sahuagin Flip [General]

You can safely attack and withdraw underwater.

Prerequisite: Dodge (PH) , DEX 13, Swim speed,
Benefit: After making a single melee attack, you can use the withdraw action (moving up to twice your swim speed) as a move action. You can only use this feat while swimming.
Normal: Withdrawing from combat is a full-round action (see page 143 of the Player's Handbook).
  • Seaborn (Ex)
Prerequisite: 9th level
Benefit: You gain the aquatic subtype, the amphibious trait, and a swim speed equal to your land speed. You also can endure cold climate effects as if using endure elements.
  • Sunken Song [General]

You can project your voice underwater.

Prerequisite: Perform (sing) 4 ranks, Bardic music class feature
Benefit: By tremendous effort of will and sheer musical ability, you can use Perform (sing) underwater even though you cannot breathe water. This is more like a forceful humming than singing, and words are not intelligible, but you are able to produce bardic music effects. The maximum distance of such effects (where applicable) is unchanged. This feat does not help with Perform checks involving oratory or wind instruments.
Normal: You cannot use any air-dependent Perform skills underwater if you are not able to breathe water.
  • Swim-By Attack [General]

You can attack in the middle of a fast pass by your opponent.

Prerequisite: Swim speed,
Benefit: When swimming, you can take a move action and another standard action (such as an attack) at any point during the move. You cannot take a second move action during a round when you make a swim-by attack.
Normal: Without this feat, you take a standard action either before or after your move, but not in the middle of your move.
  • Tail Walking (Ex) [Racial]:

You have learned to use your tail while out of water somewhat more gracefully than most of your kind.

Prerequisite: Merfolk or tailed half-merrow only
Benefit: Your base land speed increases to 10 feet.
  • Toothed Blow [General]

You are able to hammer your foes more effectively underwater.

Prerequisite: Improved Unarmed Strike (PH) , STR 13,
Benefit: When making unarmed strikes, your attacks count as piercing weapons as well as bludgeoning weapons. This allows you to avoid the penalties for using bludgeoning weapons underwater when making unarmed strikes (see Table 3-22: Combat Adjustments Underwater on page 92 of the Dungeon Master's Guide).
Normal: Without a freedom of movement effect, you take a -2 penalty on attacks with bludgeoning weapons and deal only half normal damage.
  • Water Adaptation [General]

You favor your aquatic elf parent and have developed the ability to breathe and move about in water easily.

Prerequisite: Aquatic half-elf,
Benefit: You can breathe water as well as air. Your swim speed improves to 20 feet.
Normal: Aquatic half-elves without this feat cannot breathe water and have a swim speed of 15 feet.