MLP Feats

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General Feats

  • Adaptable Talent

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.
  • Best Friends Forever (Ex) [General]:

You got another pony with whom everything just goes a little better than without.

Benefit: The pony gains a +1 morale bonus on attacks and 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.
  • Catastrophic Avoidance []:

Your luck is such that catastrophe occurs less frequently for you when you are engaged in stressful situations.

Benefit: Once per skill challenge that has a chance of catastrophic failure, this failure occurs only if you fail a skill check by 15 or more. In addition, when a catastrophic failure occurs, you accrue one failure in the skill challenge, not two.
  • Elder's Knowledge

You have gained the wisdom of elders, whether through your own experiences or by learning from their instruction. Prerequisite: Skill Focus (Knowledge [social sciences]) or (Knowledge [Pony lore]). Benefit: Once per encounter, you can substitute a Knowledge (social sciences) or Knowledge (Pony lore) check for a Wisdom or Wisdom related check.

  • Extra Second Wind []:

You tend to come back from the edge of oblivion more often.

Prerequisite: Trained in the Endurance skill.
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 wind once per day.
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.
  • Gearhead

You have a natural aptitude for machines and mechanics.

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.
  • Improved Damage Threshold []:

You are harder to take down by physical means.

Benefit: You increase your damage threshold by 5 (see Damage Threshold).
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.
  • Indomitable Personality

Your powerful personality helps you cope with attacks that assault your will.

Prerequisite: Charisma 13.
Benefit: Once per encounter, you can add your Charisma bonus to your Will Defense as a reaction; this benefit lasts until the end of your next turn.
  • Pony Companion (Ex) [General]:

Your Pony has an animal that loyally follows it where-, and whenever it can.

Prerequisites: Animal Handling trained skill
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 -2 sadness penalty to all checks for 48 hours.
  • Quick Draw []:

You can draw and holster objects, or weapons from prepared places with startling quickness.

Prerequisite: Base attack bonus + 1.
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.
  • 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, page 148).
Normal: It takes three swift actions to move +1 step along the condition track.
  • Skill Focus []:

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 []:

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.
Special: Th is feat may be selected multiple times. Each time you take this feat, it applies to a different class skill.

Combat Feats

  • Armor Proficiency (heavy) []:

You are proficient with heavy armor (see Table 8-7: Armor) and can wear it without impediment.

Prerequisites: Armor Proficiency (light). Armor Proficiency (medium).
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 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 (light) []:

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 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 -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.
  • Armor Proficiency (mediun) []:

You are proficient with medium armor (see Table 8-7: Armor) and can wear it without impediment.

Prerequisite: Armor Proficiency (light).
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 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.
  • Brilliant Defense

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.
  • Bull Rush []:

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

Prerequisite: Strength 13, base attack bonus + 1.
Benefit: 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.
  • Coordinated Attack []:

You are skilled at coordinating your attacks with your allies.

Prerequisite: Base attack bonus +2.
Benefit: 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.
  • Dashing Strike (Ex) [Combat]:
Prerequisites: Power Attack
Benefit: The pony gains +1 to attack and damage for every 20 feet traveled in the same round that an attack is made.
  • Dodge []:

You are adept at dodging blows.

Prerequisite: Dexterity 13 .
Benefit: 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.

  • Exotic Weapon Proficiency []:

Choose an exotic weapon (see Exotic Weapons). You understand how to use that type of exotic weapon in combat.

Prerequisite: Base attack bonus + 1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -5 penalty on attack rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon.
  • Far Shot []:

You are better at shooting great distances.

Prerequisite: Point Blank Shot.
Benefit: 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 []:

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

Prerequisites: Bull Rush, Strength 15, base attack bonus +1.
Benefit: 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.
  • Inmproved Defenses []:

You are skilled at fending off attacks of many forms.

Benefit: You gain a + 1 bonus to your Reflex Defense, Fortitude Defense, and Will Defense.
  • Improved Disarm []:

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 []:

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.

  • Point Blank Shot []:

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

Benefit: 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 []:

You can make exceptionally powerful melee attacks.

Prerequisite: Strength 13.
Benefit: 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.
  • Powerful Charge []:

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 leve l.
  • Precise Shot []:

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

Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without tak ing the standard -5 penalty (see Shooting or Throwing into a Melee).
  • Rapid Shot []:

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

Prerequisites: Base attack bonus +1, proficient with weapon.
Benefit: 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.
  • Rapid Strike []:

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 []:

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.
  • Weapon Finesse []:

You are especially skilled at using weapons one that can benefit as much from Dexterity as from Strength.

Prerequisite: Base attack bonus + 1.
Benefit: When using a light melee weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
  • Weapon Focus []:

Choose a single exotic weapon or weapon group. You are especially good at using these weapons. You can choose unarmed strike or grapple for your weapon for purposes of this feat.

Prerequisite: Proficient with selected exotic weapon or weapon group.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected exotic weapon or weapon group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new exotic weapon or weapon group.
  • Weapon Proficiency []:

You are proficient with a particular kind of weaponry.

Benefit: Choose one of the following weapon groups: advanced melee weapons, heavy weapons (which includes vehicular weapons), pistols, rifles, or simple weapons. You are proficient with all weapons of the selected group. For more information on weapon groups, see Equipment - Weapons.
Normal: If you wield a weapon with which you are not proficient. you take a -5 penalty to your attack rolls.
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.

Aerial Combat Feats

Element Feats

Generosity Feats

Honesty Feats

  • Unwavering Resolve

You are not easily swayed by the words of others, and can see through deceptions thanks to your keen mind.

Prerequisites: Trained in Perception.
Benefit: You gain a +5 insight bonus to will defense agains Deception and Persuasion checks.

Kindness Feats

  • 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.

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.

Laughter Feats

  • Bad Feeling

You have developed an innate ability to sense when things are going badly, and thus can prepare yourself for the worst.

Benefit: You can always take a move action during a surprise round, even if you are surprised. If you are not surprised, you can take this move action in addition to any other actions you are normally allowed to take in the surprise round.
  • Recurring Success

You know how to make someone fall for the same trick twice.

Benefit: When you select this feat, choose one talent or feat that can normally be used only once per encounter. You can use that talent or feat one additional time per encounter.
Special: You can select this feat multiple times. Each time you do so, you must choose a different talent or feat to gain the benefits of this talent.

Loyalty Feats

  • Stay Up

You can go on in spite of damage dealt to you

Prerequisites: Trained in Endurance
Benefit: Once per encounter, when you would normally take damage from an attack, you can instead choose to get half damage and move -1 step along the condition track.
  • Wary Defender

Even in the heat of battle you can bolster yourself against nearly anything that comes your way.

Benefit: When you use the fight defensively option, you gain a +2 competence bonus to your Fortitude Defense and Will Defense until the beginning of your next turn.

Magic Feats

Class Feats

Artisan Feats

Athlete Feats

  • Acrobatic Ally

You move an ally around with ease and accuracy by giving him or her a leg up or a helpful toss.

Prerequisites: Dexterity 13, Strength 13, trained in the Acrobatics skill.
Benefit: You can hoist or toss an ally of your size or smaller up to 2 squares. You and your ally must act on the same initiative number and start in adjacent squares. If you succeed on a DC 20 Acrobatics check as a standard action, your ally ends up in a sq uare of your choosing up to 2 squares above or away from you. This counts as a free action for your ally and ends your turn . Your ally can then continue his or her turn. If you fail your check, both you and your ally immediately become prone in your square. Your turn is ended, but your ally can take his or her turn normally.
Special: This feat can provoke attacks of opportunity against either character .
  • Acrobatic Dodge

When you react to an attack, your acrobatics training improves your mobility.

Prerequisites: Dexterity 13, Dodge, Mobility, Skill Focus (Acrobatics), trained in the Acrobatics skill.
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.

  • Burst of Speed

You are capable of incredible bursts of speed.

Prerequisites: trained in Endurance.
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.
  • 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.

Prerequisites: Strength 15.
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.
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.

Commoner Feats

Diplomat Feats

  • Cut the Red Tape

You know how to work the bureaucratic system to get information you need.

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.

Entertainer Feats

  • 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

Ranger Feats

Scholar Feats

  • Experienced Surgeon []:

You spent so much time at surgery, that patching up wounded has become second nature to you.

Prerequisites: Trained in Heal, Surgery.
Benefit: You can perform Surgery on a number of patients equal to your Intelligence bonus (minimum 2) simultaneously. You make Heal checks for each individual as normally.
  • Recall

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.
Benefit: Once per day, you can reroll any check for a Knowledge skill that you are trained in, using the better result.
  • Surgery []:

You can perform complex surgical procedures

Prerequisites: Trained in Heal.
Benefit: You can return health to a badly wounded living being. A surgical procedure takes 1 hour of uninterrupted work, after which you must make on a DC 20 Treat Injury check. If the check succeeds, the pattient is safe and will recover normally.
  • Surgical Expertise []:

You can perform skillful surgical procedures quickly.

Prerequisites: Trained in Heal, Surgery.
Benefit: You can perform surgery in 10 minutes.
Normal: Performing surgery typically takes 1 hour (see the Heal skill).

Scoundrel Feats

  • Master of Disguise

You are adept at creating convincing disguises in remarkably short periods of time.

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.
Normal: When you rush the creation of a deceptive appearance or forged document, you take a -10 penalty to your Deception check.

Multiple Class Feats

  • Linguist []:

You pick up languages quickly and easily.

Prerequisite: Intelligence 13, Diplomat or Linguist.
Benefit: You gain a number of bonus languages equal to 1 plus your Intelligence bonus (minimum of 1).
Special: You can take this feat more than once. Each time you take this feat, you gain a number of additional languages equal to 1 plus your Intelligence bonus (minimum of 1)
  • Mobility []:

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

Prerequisites: Dexterity 13, Dodge, Athlete or Ranger.
Benefit: 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.

Species Feats

Earth Pony Feats

Pegasus Pony Feats

Unicorn Pony Feats

Bloodline Feats