Difference between revisions of "Talk:MLP Feats"

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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.
 
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.
  
===General Feats===
+
===Makeover===
  
* '''Belligerent Friend''' (Requirements: Barbarian and Damage Reduction 2/-). Replace Damage Reduction 2/- with Belligerent Friend: You're THAT pony, but for some reason they tolerate you. If your rage ends while you are within 5 feet of an ally, you do not suffer fatigue. You can feel the love. Subsequent damage reduction gains still accrue, albeit 2 less than normal.
+
* '''Collector''' (Ex) [General]:
 +
You spend so much time and money on one of your hobbies that you have become an expert on the subject.
 +
:Prerequisites: Trained in Knowledge (specific hobby).
 +
:Benefit: Select a single hobby or pastime (comic books, baseball cards, noir films, and so forth). You gain a +5 bonus on Wealth checks to see if you have an object related to your hobby on hand. You may attempt these checks for items with a purchase DC of 12 or lower.
 +
:Normal: On-hand Wealth checks can normally only be made for items with a purchase DC of 10 or lower.  
 +
:Special: You must still get your GM’s permission to attempt the Wealth check, and the GM is the final arbiter of the purchase DC for all items.
  
* '''Great Leap''' [General]:  
+
* '''Deep Pockets''' () []:
Benefit: The pony has a +4 Bonus to all Jump checks, and the ability to Take 10 whenever jumping mundane obstacles.
+
You are able to manage your finances so that buying items is less impactful on your budget.
 +
:Prerequisites: Financial Wizard.
 +
:Benefit: After succeeding at  Wealth check to purchase an object, you may subtract half your Reputation bonus (round down) from the item’s purchase DC for the purpose of determining how much your current Wealth bonus is lowered. For example, a character with a Wealth bonus of +4 and a Reputation bonus of +6 makes a successful Wealth check to buy an item with a purchase DC of 17. Normally this would cause the character’s Wealth bonus to drop by 1d6 + 1 points. (1d6 because 17 is 12 points higher than his current Wealth bonus, and +1 because the purchase DC was higher than 15).
  
* '''Growth Spurt''' [General]: You have a sudden burst of growth, increasing your size. Prerequisites: Noble animal only, must belong to a
+
* '''Financial Wizard''' () []:
species with a Size Threshold or level-dependent size changes, and have not taken the levels necessary to gain all the size increases available. Benefit: Your size category increases by one, with all the attendant bonuses and penalties that brings with it. Any natural weapons you have will be larger now as well, and so will deal greater damage, following the usual progression.
+
You have a knack for financial matters and a sense for good investments.
 +
:Prerequisites: Trained in Profession.
 +
:Benefit: If you succeed while making a Profession check to regain Wealth after reaching a new level, your current Wealth bonus increases by +1. For every 5 points by which you exceed the DC, you gain an additional +2 to your Wealth bonus.
 +
:Normal: Normally you gain only an additional +1 for every 5 points by which you exceed the DC.
  
* '''Heavy Burden''' [General]:
+
* '''Haggle''' () []:
Benefit: This animal is used to the burdens of life and has been trained to bear them with as little trouble as possible. A steed with this Feat understands how to economize its movements and use its stamina most effectively, even on long trips or when overburdened. The steed can carry half again its normal burden without penalty.
+
You are a shrewd bargainer, able to secure deals that no one else could.
 +
:Prerequisite: Dishonest or Honest Trait.
 +
:Benefit: When purchasing or selling equipment, you may attempt a Bluff or Diplomacy check with a DC equal to the item’s purchase DC. If you are successful, you may raise or lower the item’s purchase DC by 1 point.
  
* '''Improved Manipulation''' [General]: Prerequisite: Dexterity 15+. Benefit: The penalty for using your mouth or hooves to perform skills
 
is reduced by 2. Special: This feat can be taken multiple times, and its effects stack. This can never give a character a bonus to using their hooves; it can only remove a penalty.
 
 
* '''Increased Stamina''' [General]:
 
Benefit: When the character takes this Feat, it can run twice as long per day without suffering any negative effects. This Feat can be taken twice. Its effects are cumulative.
 
 
* '''Need for Speed''' (Requirements: Scout and Trackless Step).  Replace Trackless Step with Need for Speed: Once per encounter, you may increase your speed by 50 feet for 1 round.  You are exhausted for the remainder of the encounter after using this ability.  No immunity or spell may prevent or remove this exhaustion until the end of the encounter.
 
 
* '''Radiant Aura''' (Requirements: Lvl 8), Unicorns with this quirk are exceptionally beautiful.  Any humanoid who sees them must make a will save DC 14+ Cha Mod or improve their attitude towards the unicorn by one step (max friendly).  Enemy humanoids who see a radiant unicorn, but have not yet been engaged, are subject to this ability, however attacking them will break the effect.
 
 
* '''Risky Move''' (Requirements: Scout and Scout Bonus Feat). Anytime one would receive a Scout Bonus Feat one may choose to select instead Risky Move: You can choose to suffer an AC penalty equal to the bonus you would normally receive from skirmish in exchange for +1d6 skirmish damage per point of AC penalty taken.  The penalty lasts until the start of your next turn.
 
 
* '''Sure-Footed''' [General]:
 
Benefit: With this Feat, the steed no longer needs to make Dexterity checks to perform simple maneuvers on difficult terrain. It can simply Take 10 on all low jumps, flat-out runs, or other common maneuvers while on even marshy or rocky terrain.
 
 
===Dressage Feats===
 
 
* '''Half Pass''' [Dressage]:
 
Prerequisites: Dexterity 15+
 
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]:
 
Prerequisite: 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 Id4 points of damage if a successful attack roll is made by the steed.
 
 
* '''Trick Riding''' [Dressage]:
 
Benefit: This feat 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.
 
 
===Battle Feats===
 
 
* '''Buck Kick''' [Battle]:
 
Benefit: If the steed is stationary, it can kick with its hind feet, making a single attack at +I to hit. This kick deals 2d8 + the Strength Bonus of the animal in damage. The target of a successful rear Kick must make a Fort Save at DC 15 + the Strength Bonus of the steed or be knocked back 15 feet.
 
 
* '''Fight in Harness''' [Battle]:
 
Benefit: Despite the dangers of fighting while harnessed to a chariot, wagon, or cart, sometimes a steed must defend itself on the battlefield or from natural predators under such circumstances. With this Feat, the steed takes no negative penalties for fighting in a harness.
 
Normal: An animal attempting to fight in a harness without this Feat suffers a -4 penalty to all attack rolls, loses its Dexterity Bonus, and must make a Reflex Save each round it attempts to fight. Failure causes its to take Id6 points of damage in addition to any harm done it by its attacker.
 
 
* '''Improved Charge''' [Battle]:
 
Benefit: The horse does not suffer a penalty to its Armor Class for charging. It and its rider may both attack from the same charge.
 
  
 
===Bloodline Feats===
 
===Bloodline Feats===
  
* '''Apple Family''': (Requirements: Earth Pony)
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* '''Apple Family''' () []:
 +
:Prerequisites: Earth Pony
 +
:Benefit:
 +
:Special: Available at character generation only.
  
* '''Dark Pony''': (Requirements: )
+
* '''Hay Family''' () []:
 +
:Prerequisites: Earth-, or Unicorn Pony
 +
:Benefit:
 +
:Special: Available at character generation only.
  
* '''Hay Family''': (Requirements: Earth-, or Unicorn Pony)
+
* '''Royal Blood''' () []:
 +
:Prerequisites: Earth-, or Unicorn Pony
 +
:Benefit:
 +
:Special: Available at character generation only.
  
* '''
+
* '''Arcane Mane''' () []:
 +
:Prerequisites: Stablemaster permission.
 +
:Benefit: Access to special Spell list.
 +
:Special: Available at character generation only.
  
===Generosity Feats===
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* '''Elemental Mane''' () []:
 +
:Prerequisites:
 +
:Benefit: Access to special Spell list and Flight maneuver.
 +
:Special: Available at character generation only.
  
 +
* '''Rainbow Mane''' () []:
 +
:Prerequisites:
 +
:Benefit: Access to special Spell list and Flight maneuver.
 +
:Special: Available at character generation only.
  
===Honesty Feats===
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* '''Shadow Mane''' () []:
 
+
:Prerequisites: Stablemaster permission.
* Front Strike – The opposite of a Back Stab. Proof that you can be direct and still surprising.
+
:Benefit: Access to special Spell list and Flight maneuver.
 
+
:Special: Available at character generation only.
* Trap Sense – You know when a Trap is nearby but not where exactly.
 
 
 
* Accurate - +2 to Melee and Thrown Weapon strikes.
 
 
 
 
 
===Kindness Feats===
 
 
 
* '''Soothing Words''' – The character is able to calm Fear effects and anger, making others more amenable.
 
 
 
* '''Soothing Kindness''' Character is able to restore Fatigue to other characters for the expenditure of 1 Harmony point. The character must be able to touch his or her target. The character restores 1d6 Fatigue per two character levels.
 
 
 
* Ranged Heal – Can heal 1 ally within 30 ft. instead of laying on hooves. 1 Harmony Point to add this effect..
 
 
 
* Advanced Healing – Healing goes from d6 to d8.
 
 
 
* Area Healing – An effect added to a healing spell. Costs 1 Harmony Point to add this affect. 10 Ft. Radius.
 
 
 
* Regeneration – 1 Harmony Point. Restores HP every Round equal to Caster’s Wis. Mod.
 
 
 
 
 
===Laughter Feats===
 
 
 
* Don’t Give Up! – Allows a Pony to keep fighting or continue physical exertion when exhausted.
 
 
 
* You Can Do It! – Adds a +5 Bonus to Skill Checks
 
 
 
* You’re Stronger Than That! – Add +2 Str. to an ally for (Cha. Mod.) Rounds
 
 
 
* Look Out! - +2 AC to an ally for (Cha. Mod) Rounds.
 
 
 
 
 
===Loyalty Feats===
 
 
 
* I Don’t Want to Fight – The quickest fight is the one never started. Loyalties can end aggression with a stern look or word. 1 Harmony Point.
 
 
 
* Take a Hit – Can shield an ally who is adjacent to you. Make a Reflex Save for ½ Dmg.
 
 
 
* Hard Hitter - +2 Melee Dmg.
 
 
 
* Shake It Off – Damage Reduction 1/-.
 
 
 
* Shake It Off II – Damage Reduction 2/-. Prerequisite – Shake It Off
 
 
 
* Bolster – Temporarily increases HP by 2/Level. 1 Harmony Point.
 
 
 
* Strength Under Duress – When in a tense situation, you increase your Strength by +3. 1 Harmony Point.
 
  
 +
* '''Shining Mane''' () []:
 +
:Prerequisites: Stablemaster permission.
 +
:Benefit: Access to special Spell list and Flight maneuver.
  
 
===Magic Feats===
 
===Magic Feats===
  
* Telekinesis At Will - Basic Telekinesis becomes easily useable with no loss of Harmony.
+
* '''Telekinetic Battle''' () []:
 
+
:Prerequisites:  
* Gather Power – Every Ally standing with you in battle grants +1 Harmony Point.
+
:Benefit: You can attack without penalty with objects you can lift with telekinesis.
 
 
* Overextend Power – When in danger and defending allies, HP can be converted to Harmony Points at 2 for 1.
 
 
 
* Kinetic Battle – You can attack without penalty with objects you can lift with telekinesis.
 
 
 
* Magical Mimic – Can mimic the powers of another class. 2 Harmony Points.
 
 
 
 
 
===Earth Pony Feats===
 
 
 
* '''Bucking Bronco''': (Requirements: Str 13+) The pony counts as one size category larger for the purpose of resisting/breaking grapple.
 
 
 
* '''Favored Friend''': (Requirements: Ranger and Favored Enemy). Favored Enemy is replaced by Favored Friend: An earth pony ranger may select a single pony as their favored friend.  When within 20 feet of the friend, the ranger gains a +2 untyped bonus on attacks and skill checks.
 
 
 
* '''For Pony Justice!''' (Sp): (Requirements: Lvl 8) Twice per day, the Earth Pony may teleport up to 1 mile in pursuit of an enemy that they have previously met as a swift action.  The Earth 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 combat and landed at least one successful blow.  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.
 
 
 
* '''Pony Rider''' (Sp): (Requirements: Paladin and Special Mount). Special Mount  is replaced a Pony Rider. The paladin gains a pseudo-dragon rider, who either follows the paladin around or rides the paladin.  Advance the pseudo-dragon with dragon HD. Use paladin special mount table to determine the pseudodragon's abilities.
 
 
 
* '''Prescient Sense I''': The Earth Pony acquires the ability to predict imminent danger via involuntary body motion.  Interpretation of the involuntary motion is limited, however.  Upon acquiring this ability, select MAX ( [INT MOD]/2 , 1) simple, yet specific potentially hazard events, such as "a heavy object will fall nearby" or "a creature is approaching".  These events are called your Known Triggers.  If one of your Known Triggers is satisfied by an event and the immediate result of THAT event is any of the consequences listed below, you instead suffer a mitigated consequence (shown in the second column):
 
 
 
Normal Consequence         | Mitigated Consequence
 
Surprise Round: You cannot act | You can act during the surprise round
 
Flat footed                 | Not Flat footed
 
Stunned or Dazed for N rounds | Stun or Dazed for N-1 rounds
 
 
 
* '''Prescient Sense II''': (Requires Prescient Sense I) The number of your Known Triggers increases by 3.
 
Powerful Bucking: The Earth Pony's attack gains double strength bonus.  Normally two-hooved attacks are resolved as [W]+1.5xSTR and 1 hoof attacks are resolved as [W]+STR.  This quirk increases that to [W]+3xSTR and [W]+2xSTR for two and one-hooved attacks respectively.
 
 
 
* '''Supporting Friend''' (Su) : (Requirements: Paladin and Turn Undead). Turn Undead is replaced by Supporting Friend. When an earth pony reaches fourth level, she may offer supernatural support to nearby friends, up to 3+CHA MOD times per day.  Supporting Friend gives all allies (excluding self) within 60 feet a morale bonus on attacks and skill checks, equal to the pony's charisma bonus (minimum 1), for 5 rounds.  This ability counts as a use of turn undead for the purpose of interaction with Divine Feats.
 
 
 
* '''Whinny of the Elder Ponies''' (Su): (Requirements: Monk and Purity of Body). Purity of Body is replaced by Whinny of the Elder Ponies. Once per day, an Earth Pony monk may utter a mantra passed down from ancient ponies in the land before time as a full round action.  Doing so gives the monk a sense of inner calm that renders them immune to fear, ability damage, disease, and paralysis for 1 hour.
 
 
 
===Pegasus Pony Feats===
 
 
 
* '''Cloud Manipulation''' (Su): Pegasus ponies are adept at manipulating clouds. A Pegasus with this feat may treat clouds as solid, yet fragile objects.  Clouds may be moved, manipulated into various forms, destroyed, and tread upon. For more details see the "Curious physical phenomena of Equestria" article under [[Equestrian Physics]].
 
 
 
* '''Flyby Attack''' (Ex) [General, Aerial Combat]: Prerequisite: Fly speed. 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 feat, a character takes a standard action either before or after its move.
 
 
 
* '''Incredible Flier''' (Ex) [Aerial Combat]: The pegasus can fly twice as fast as other pegasi with the same number of pegasus levels as you, but you suffer a -2 penalty to constitution on account of the fine bone structure which has enabled your dizzying flying ability.
 
 
 
* '''Pegasus Vortex (Ex) [Aerial Combat]''' (Requires Level 8) As a full round action and a DC 15 tumble check, 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 4d6 damage 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.
 
 
 
* '''Pony Cannon Ball''' (Ex) [Aerial Combat]: Your dashing strike is now super effective.  When you move 20 feet or more during a round in which you make an attack, you also treat the target as flanked (and receive commensurate attack bonuses).
 
 
 
* '''Sky Screamer (Ex)''' (Requires Barbarian and Trap Sense). Trap Sense is replaced by Sky Screamer. While raging, you can also unleash a furious whinny that renders foes within 20 yards shaken for 1 minute if they fail a DC 13+[Con Mod] will save.
 
 
 
* '''Smooth Pony''' Twice per day you can add your dexterity modifier to any charisma based skill check you attempt.
 
 
 
* '''Sonic Rainboom''' (Ex) [Aerial Combat]: (Requires Level 10).  If the Pegasus manages to fly over 300 feet in a single round, and pass a DC 15 dexterity check at the end of it, they can produce a sonic rainboom, which deals 10d6 chromatic damage in a 20 foot 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.
 
 
 
* '''Swoop Attack''' [Flight, Aerial Combat]:
 
Prerequisite: Flight, Dexterity 15+
 
Benefit: This flying steed is extremely agile and knows how to use its maneuverability and dexterity to assault opponents. When making an attack from flight against a land-bound opponent, the flighted steed may move both before and after the attack, provided that the total distance moved is not greater than its speed.
 
 
 
* '''Weak Flyer''' (Ex): (Only available at level 2) You can only fly half as fast as other Pegasi with the same number of pegasus levels as you, which has given you more time on the ground.  You may select any two Earth pony feats for which you meet the requirements.  You are no longer eligible for aerial combat feats.
 
 
 
* '''Weather Manipulator I''' (Su): While all pegasi can corrale clouds, you have mastered this to the point that you can exert more complex manipulations of the local weather.  So long as the Pegasus is within 100 feet of a cloud, they can stop or start precipitation in a 20 foot column under that cloud.  Precipitation created by this power turns the affected area into "difficult terrain".  This ability may be performed at will.
 
 
 
* '''Weather Manipulator II''' (Su): (Requires Weather Manipulator I), Twice per day, a pegasus pon can call down lightning bolts on their enemies, as the spell Call Lightning as a full round action.  Your effective caster level is equal to your character level and the save is Charisma based.
 
 
 
* '''Wing Buffet''' (Ex): You may make an attack with your wings at your highest base attack bonus with a -2 penalty.  This attack deals no damage, but allows you to initiate a trip or disarm attempt.  Your wings are treated as a two-handed weapon for these purposes.  The attack may be made as a part of a full attack action or by itself as a std action.
 
 
 
* '''Wingover''' [General, Aerial Combat]: Prerequisite: Fly speed. Benefits: You can change direction quickly once each round while flying as a free action. This feat allows you to turn up to 180 degrees 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. The change of direction consumes 10 feet of flying movement.
 
 
 
===Unicorn Pony Feats===
 
 
 
* '''Befriend Magical Item''': A unicorn may spend 10 minutes studying a magical item, during which time they must make a use magic device check.  If they succeed in using the device during this time, the item is becomes their friend.  Later uses of the item require no further Use Magic checks. Should the item be lost or stolen, however, the unicorn will suffer a -2 saddness penalty to all skill checks for 24 hours.
 
 
 
* '''Bonus Spell Slot''' (Requires Wizard and Wizard Bonus Feat). Instead of a Wizard Bonus Feat, the pony receives Bonus Spell Slot: The unicorn receives one extra spell per day for the highest level spell they can cast.
 
  
* '''Excellent Pupil''' 1 extra skill point per level, add one skill of your choice as a class-skill.
+
* '''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.
  
* '''Friendship is Magic''' Allies may assist a unicorn (via the assist other action) in casting a spell, regardless of whether or not the ponies assisting know how to use magic -- the unicorn simply benefits from their cheerleading.  The assisted spell is cast with +1 effective caster level per assisting ally, maximum bonus of character level / 3, miniumum 1, rounded down.
+
===Animal Feats===
  
* '''Multi-tasking''' (Requires Wizard and Scribe Scroll). Instead of acquiring Scribe Scroll the wizard gains Multi-tasking: A unicorn may now use their mage hand spell-like ability without concentration. The duration can be indefinite, although most unicorns don't see a pressing need to levitate a five pound object near them at all times.
+
* '''Stampede''' (Ex): A frighted herd of cows flee as a group away from the source of danger. They automatically make an Overrun check over anything Large or smaller in their way. This Overrun also deals 1d10 damage per 5 cows in the herd (Reflex save DC 17 half damage). The DC is Constitution-based.  
  
* '''Organized Tactician''' Whether it's just an innate knack for organization or a peculiar habit to create checklist for everything, all unicorns with this quirk excel at organizing other ponies and this is particularly helpful in battle. If a unicorn pony can spend five minutes organizing their allies prior to an encounter (up to 1 pony per character level), they will all (unicorn included) receive a competence bonus to attack, damage and skill checks equal to the unicorn's charisma or intelligence modifier, whichever is higher, to a maximum of +3 bonus for 30 minutes.  This ability may be used twice per day before somepony gets sick of the unicorn's constant ministrations.
+
* '''Thunderous Moo''' (Ex): A cow engaged in combat can moo every 3 rounds. This moo (Fortitude save DC 18), causes the Deafened condition for 3 rounds to all foes up to 15 feet (3 squares) who hear it.  
  
* '''Pragmatic Magic''' Unicorns find esoteric and highly specialized uses for their less developed magic ability.  +1 / 2 character levels arcane bonus to all profession and crafting skills.
+
* '''Ultimate Bull Rush''' (Ex): Because cows are bulls, they are supreme at bull rushing. This ability serves as a regular Improved Bull Rush feat, except the Strength bonus to bull rushing is +7 instead of +4, and it also deals 1d6 damage.  
  
* '''Quick to Learn''' The unicorn may add one new spell or invocation of the highest level they know to their spells/invocations known list.  All the same restrictions that may apply during normal acquisition of a spell known apply here (for example a specialist wizard may not select a spell from a prohibited school). Like other spells acquired during normal level up, a wizard need not pay material costs in order to ink this spell in their spell book.
+
* '''Produce Milk''' (Ex): Cows can produce two waterskins worth of milk each day. In order to produce milk, a cow must have had proper food and water the day before and must be milked. Milk provides as much nourishment as water and heals 1 HP per drink.
  
* '''Shield Friends''' (Requires Cleric and Turn Undead). Instead of acquiring Turn Undead, the cleric gains Shield Friends: 3 + CHA MOD times per day the pony cleric may shield their allies (self excluded), granting a dodge bonus to AC equal to [WISDOM MOD] for 1 minute as a swift action.  This ability counts as a use of turn undead for the purpose of interaction with Divine Feats.
+
* '''Thick Hide''' (Ex): The cow gains +1 natural bonus to Fort Defense and DR 1 from its thick leather hide.
  
* '''The Horn Points the Way''' +2 competence bonus on attack rolls made with spells and spell-like abilities.
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===Other Feats===
  
====Buffalo Feats====
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* '''Regeneration''' () []:
 +
:Prerequisites:
 +
:Benefit: 1 Harmony Point. Restores HP every Round equal to Caster’s Wis. Mod.
  
* '''Battering Ram''' [Species]:  
+
* '''I Don’t Want to Fight''' () []:
Prerequisites: Power Attack.
+
:Prerequisites:  
Benefit: With this feat, the Buffalo may use its charge attack against a door, wall, or other stationary object. The Buffalo deals 3d8 plus its Strength Bonus in damage to the object per round of the assault. It also adds any other bonuses derived from attacking an immobile object.
+
:Benefit: The quickest fight is the one never started. Loyalties can end aggression with a stern look or word. 1 Harmony Point.
  
* '''Call Stampede''' [Species]:
+
* '''Shake It Off''' () []:
You can call on your fellow beasts to flatten everything in sight.
+
:Prerequisites:  
Prerequisites: 5th level; Charisma 13+.
+
:Benefit: Damage Reduction 1/-. You can take this feat multiple times.
Benefit: You can let out a thundering below once a week that calls the nearest herd of any herd animals to stampede through your location, nearly destroying everything in sight. The herd arrives in 3d10 minutes. Roll a d4 to determine from which direction the stampede arrives. The ground will begin to shake and the rumble will be heard for several turns before the stampede arrives. The herd cuts a swath of destruction starting from the edge of the map and continuing to the opposite edge. This tide of destruction is 20 feet wide plus an additional 5 feet for each 3 of your character levels, centered on your location at the time you made the call. The front edge of the wave moves 160 feet per turn until it leaves the map, with the tail edge following 6d6 feet behind. For each turn a creature, character, or object is within the area of the stampede, they must make a Reflex and a Fortitude save versus a DC of 15. For each save failed, the target takes 2d6 damage, with a successful save reducing this by half. All movement within the stampede area (except flying) is restricted; no run or charge actions can be taken unless the target is under freedom of movement or a similar spell. This ability can only be used above ground in a climate or region similar to your home territory.
 
  
* '''Massive Blow''' [Battle]:  
+
* Skillful Recovery: When you select this talent, choose one skill. Whenever you fail a skill check with that skill, you gain one temporary Harmony Point. That Harmony Point can only be spent to add to a skill check with the skill you chose for this talent. If the Harmony Point is not spent by the end of the encounter, it is lost. For the purposes of this talent, failing a skill check means failing to get the minimum possible result from the skill check. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
Prerequisites: Improved Charge
+
:Prerequisite: Trained in the chosen skill.
Benefit: By hurling its entire body upon its attacker, the mount is able to knock its opponent off guard, pushing the target back with incredible force as per a Bull Rush. This attack does not require a charge but does count as a Full Attack Action. When the steed performs a Massive Blow, it does not provoke an Attack of Opportunity from the defender, and it may push the target back IO feet rather than 5 .
 
  
===Griffon Feats===
+
* Contingency Plan: Once per encounter, if you fail an attack roll, a skill check, or the use of a talent that requires an opposed check, you can move your speed as a reaction.
  
* '''Snatch''' [Flight]:
+
* Idealist: Your confidence empowers you, giving you the ability to withstand the harmful influence of others. You can add your Charisma bonus in place of your Wisdom bonus to your Will Defense.
Prerequisite: Flight, Strength 17+
+
:Prerequisite: Charisma 13.
Benefit: The steed has the ability to snatch flightless opponents off the ground and carry them into the sky. When attacking from the air, the animal makes a normal attack with its natural weapon. This attack must enable the steed to carry off the opponent. Thus, it must be a bite, a claw, or some other attack that would enable the steed to get ahold of its opponent. If the attack is successful, the steed may immediately make a Grapple check as a Free Action and without provoking an Attack of Opportunity. If the Grapple is also successful, the steed 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.
 
  
===Camelid Feats===
+
* Lead by Example: Your bravery and skill inspires others to follow your lead. Once per encounter, when you successfully deal damage to an enemy, you can choose to grant all allies a + 1 circumstance bonus on attack rolls and + 1 die of damage on non-area attacks against that target for the remainder of the encounter.
  
* '''Water-Finding''' [Racial]:
+
* Acrobatic Ally (Prerequisite: Dexterity 13, Strength 13): You move an ally around with ease and accuracy by giving him or her a leg up or a helpful toss. 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. This can provoke attacks of opportunity against either character.
Prerequisite: Camel
 
Benefit: Camels have an instinctive ability to find water, even if it is beneath rocks or other natural barriers. A camel with this Feat can be given a command to find water and will then proceed to the nearest source of freshwater (within one day’s travel).
 

Latest revision as of 18:31, 7 April 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.

Makeover[edit]

  • Collector (Ex) [General]:

You spend so much time and money on one of your hobbies that you have become an expert on the subject.

Prerequisites: Trained in Knowledge (specific hobby).
Benefit: Select a single hobby or pastime (comic books, baseball cards, noir films, and so forth). You gain a +5 bonus on Wealth checks to see if you have an object related to your hobby on hand. You may attempt these checks for items with a purchase DC of 12 or lower.
Normal: On-hand Wealth checks can normally only be made for items with a purchase DC of 10 or lower.
Special: You must still get your GM’s permission to attempt the Wealth check, and the GM is the final arbiter of the purchase DC for all items.
  • Deep Pockets () []:

You are able to manage your finances so that buying items is less impactful on your budget.

Prerequisites: Financial Wizard.
Benefit: After succeeding at Wealth check to purchase an object, you may subtract half your Reputation bonus (round down) from the item’s purchase DC for the purpose of determining how much your current Wealth bonus is lowered. For example, a character with a Wealth bonus of +4 and a Reputation bonus of +6 makes a successful Wealth check to buy an item with a purchase DC of 17. Normally this would cause the character’s Wealth bonus to drop by 1d6 + 1 points. (1d6 because 17 is 12 points higher than his current Wealth bonus, and +1 because the purchase DC was higher than 15).
  • Financial Wizard () []:

You have a knack for financial matters and a sense for good investments.

Prerequisites: Trained in Profession.
Benefit: If you succeed while making a Profession check to regain Wealth after reaching a new level, your current Wealth bonus increases by +1. For every 5 points by which you exceed the DC, you gain an additional +2 to your Wealth bonus.
Normal: Normally you gain only an additional +1 for every 5 points by which you exceed the DC.
  • Haggle () []:

You are a shrewd bargainer, able to secure deals that no one else could.

Prerequisite: Dishonest or Honest Trait.
Benefit: When purchasing or selling equipment, you may attempt a Bluff or Diplomacy check with a DC equal to the item’s purchase DC. If you are successful, you may raise or lower the item’s purchase DC by 1 point.


Bloodline Feats[edit]

  • Apple Family () []:
Prerequisites: Earth Pony
Benefit:
Special: Available at character generation only.
  • Hay Family () []:
Prerequisites: Earth-, or Unicorn Pony
Benefit:
Special: Available at character generation only.
  • Royal Blood () []:
Prerequisites: Earth-, or Unicorn Pony
Benefit:
Special: Available at character generation only.
  • Arcane Mane () []:
Prerequisites: Stablemaster permission.
Benefit: Access to special Spell list.
Special: Available at character generation only.
  • Elemental Mane () []:
Prerequisites:
Benefit: Access to special Spell list and Flight maneuver.
Special: Available at character generation only.
  • Rainbow Mane () []:
Prerequisites:
Benefit: Access to special Spell list and Flight maneuver.
Special: Available at character generation only.
  • Shadow Mane () []:
Prerequisites: Stablemaster permission.
Benefit: Access to special Spell list and Flight maneuver.
Special: Available at character generation only.
  • Shining Mane () []:
Prerequisites: Stablemaster permission.
Benefit: Access to special Spell list and Flight maneuver.

Magic Feats[edit]

  • 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.

Animal Feats[edit]

  • Stampede (Ex): A frighted herd of cows flee as a group away from the source of danger. They automatically make an Overrun check over anything Large or smaller in their way. This Overrun also deals 1d10 damage per 5 cows in the herd (Reflex save DC 17 half damage). The DC is Constitution-based.
  • Thunderous Moo (Ex): A cow engaged in combat can moo every 3 rounds. This moo (Fortitude save DC 18), causes the Deafened condition for 3 rounds to all foes up to 15 feet (3 squares) who hear it.
  • Ultimate Bull Rush (Ex): Because cows are bulls, they are supreme at bull rushing. This ability serves as a regular Improved Bull Rush feat, except the Strength bonus to bull rushing is +7 instead of +4, and it also deals 1d6 damage.
  • Produce Milk (Ex): Cows can produce two waterskins worth of milk each day. In order to produce milk, a cow must have had proper food and water the day before and must be milked. Milk provides as much nourishment as water and heals 1 HP per drink.
  • Thick Hide (Ex): The cow gains +1 natural bonus to Fort Defense and DR 1 from its thick leather hide.

Other Feats[edit]

  • 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.
  • Skillful Recovery: When you select this talent, choose one skill. Whenever you fail a skill check with that skill, you gain one temporary Harmony Point. That Harmony Point can only be spent to add to a skill check with the skill you chose for this talent. If the Harmony Point is not spent by the end of the encounter, it is lost. For the purposes of this talent, failing a skill check means failing to get the minimum possible result from the skill check. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
Prerequisite: Trained in the chosen skill.
  • Contingency Plan: Once per encounter, if you fail an attack roll, a skill check, or the use of a talent that requires an opposed check, you can move your speed as a reaction.
  • Idealist: Your confidence empowers you, giving you the ability to withstand the harmful influence of others. You can add your Charisma bonus in place of your Wisdom bonus to your Will Defense.
Prerequisite: Charisma 13.
  • Lead by Example: Your bravery and skill inspires others to follow your lead. Once per encounter, when you successfully deal damage to an enemy, you can choose to grant all allies a + 1 circumstance bonus on attack rolls and + 1 die of damage on non-area attacks against that target for the remainder of the encounter.
  • Acrobatic Ally (Prerequisite: Dexterity 13, Strength 13): You move an ally around with ease and accuracy by giving him or her a leg up or a helpful toss. 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. This can provoke attacks of opportunity against either character.