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===
  
===Faith Feats===
+
* '''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.
  
* '''ANTITHESIS'''
+
* '''Deep Pockets''' () []:
The character’s Conviction toward one cause has led
+
You are able to manage your finances so that buying items is less impactful on your budget.
him to see a rival allegiance as that cause’s antithesis,
+
:Prerequisites: Financial Wizard.
something which must be wiped out at all costs.
+
: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).
Prerequisite: Conviction
 
Effect: When acting against that allegiance (which
 
must be approved by the GM), the character gains +2
 
to all attack and skill checks. When forced to deal with
 
the antithetical allegiance, the character receives a –2
 
penalty to all Charisma-based skills.
 
  
* '''BLESS'''
+
* '''Financial Wizard''' () []:
The character calls on his Higher Power for protection.
+
You have a knack for financial matters and a sense for good investments.
Prerequisite: Knowledge (Ritual) +3
+
:Prerequisites: Trained in Profession.
Effect: The character’s allies gain a morale bonus
+
: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.
of +1 on their attack rolls and a morale bonus of +1 on
+
:Normal: Normally you gain only an additional +1 for every 5 points by which you exceed the DC.
saving throws against fear effects. This effect lasts for 1
 
minute per skill rank in Knowledge (Ritual). Characters
 
who receive this Blessing and who have the Faith feat
 
to a Higher Power receive double these bonuses, and
 
the effects last for twice as long.
 
Normal: Characters without this feat suffer –4 to
 
their Knowledge (Ritual) skill when attempting this
 
skill check.
 
Special: If this ritual is performed on consecrated
 
ground, the character gains a +3 to his Knowledge
 
(Ritual) skill check.
 
  
* '''CONSECRATE GROUND'''
+
* '''Haggle''' () []:
This Ritual allows a character to bless an area with the
+
You are a shrewd bargainer, able to secure deals that no one else could.
power of his faith.
+
:Prerequisite: Dishonest or Honest Trait.
Prerequisite: Consecrate Item; Knowledge (Ritual)
+
: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.
+8
 
Effect: This Ritual requires a Knowledge (Ritual)
 
skill check (DC 10 +1/10 square feet being consecrated)
 
to perform successfully. A small area is consecrated,
 
granting a +3 sacred bonus to all attempts to turn
 
undead and to all Knowledge (Ritual) skill checks to
 
perform Sacred Rituals made there. Undead in this area
 
take a –1 penalty on attack, damage, and saving throws.
 
This Ritual lasts 24 hours. Successive applications
 
of this Ritual on the same ground have cumulative
 
durations (2 days the second time, 3 days the third and
 
so forth), so that through repeated worship and prayer
 
the effect may become effectively permanent.
 
Materials must be provided for this ritual as well,
 
requiring the character to make a Wealth check (DC
 
10 +1/10 square feet being Consecrated) each time
 
this ritual is performed. These materials will vary
 
depending on the Higher Power to which the site is
 
being consecrated, but they might include such things
 
as incense, holy water, valuable objects, and so forth.
 
Normal: Characters without this feat suffer –4 to
 
their Knowledge (Ritual) skill when attempting this
 
skill check.
 
  
* '''CONSECRATE ITEM'''
 
This Ritual allows a character to specially prepare an
 
item to fight evil.
 
Prerequisite: Knowledge (Ritual) +5
 
Effect: If used on a weapon, that weapon gains a +1
 
Enhancement bonus to hit. If the character wielding
 
the weapon has the Faith feat, the weapon also does +2
 
damage vs. Fiends and Undead. These effects last one
 
hour per point of skill in Knowledge (Ritual) possessed
 
by the person who performed the consecration. This
 
Ritual may also be used to create holy water Each time
 
this ritual is performed, it can make 1 Flask of Holy
 
Water per 5 ranks in Ritual.
 
Normal: Characters without this feat suffer –4 to
 
their Knowledge (Ritual) skill when attempting this
 
skill check.
 
 
* '''CONVICTION'''
 
The character’s conviction (her allegiance) is so strong
 
that she would do anything in support of it.
 
Prerequisite: One allegiance
 
Effect: When the character is acting in support of her
 
allegiance, she gains a +2 to attack and skill checks.
 
 
* '''FAITH'''
 
The character’s faith serves to protect him in time of
 
need.
 
Prerequisite: One allegiance to a Higher Power
 
(almost always a religious or philosophical ideal).
 
Effect: The character gains +1 to all Saving Throws.
 
This Feat also serves to increase the power of Rituals
 
on the character, and some FX Items are only usable (or
 
have additional powers) for characters of Faith.
 
 
* '''INVESTMENT'''
 
The character is recognized as a leader of a religious
 
order and is accorded special deference by those who
 
believe.
 
Prerequisites: Allegiance to a Higher or Dark Power;
 
Knowledge (Theology) +5; Knowledge (Ritual) +5
 
Effect: The character gains a +1 bonus to Charismabased
 
skills when dealing with those who have an
 
allegiance to a Higher or Dark Power (depending on
 
which allegiance the character has). The character gains
 
a +2 bonus to Charisma-based skills when dealing
 
with those who have the Faith feat to a Higher or Dark
 
Power. These bonuses stack with the +2 bonus the character normally receives. In addition, the character
 
gains a +2 bonus on all Knowledge (Theology) and
 
Knowledge (Ritual) skill checks.
 
 
* '''PENTAGRAM'''
 
The character draws a protective symbol to cage a
 
Fiend or other servant of darkness.
 
Prerequisite: Knowledge (Arcane Lore) +5
 
Effect: Successfully drawing a Pentagram requires
 
a Knowledge (Arcane Lore) skill check (DC 20). A
 
Fiend cannot pass over the lines of a properly drawn
 
Pentagram. If the Pentagram is drawn around the
 
creature (requiring it to be held in some way, either
 
physically or magically), the creature is trapped.
 
Normal: Characters without this feat suffer –4 to
 
their Knowledge (Arcane Lore) skill when attempting
 
this skill check.
 
 
* '''PERDITION’S PRAYER'''
 
The character calls on his Dark Power for protection.
 
Prerequisite: Allegiance to a Dark Power
 
Effect: By calling on his Dark Power, the character
 
and all allies (those with allegiance to the character’s
 
Dark Power) within 30 ft. gain a +1 luck bonus on
 
attack rolls, weapon damage rolls, saves, and skill
 
checks.Foes within 30 ft. suffer a –1 penalty on such
 
rolls. This Ritual lasts 1 round per point of skill in
 
Knowledge (Ritual). Characters with the Faith feat gain
 
double these bonuses for twice as long.
 
Normal: Characters without this feat suffer –4 to
 
their Knowledge (Ritual) skill when attempting this
 
skill check.
 
 
* '''PRAYER'''
 
The character calls on his Higher Power for protection.
 
Prerequisite: Allegiance to a Higher Power
 
Effect: By calling on his Higher Power, the character
 
and all allies (those with allegiance to a Higher Power)
 
within 30 ft. gain a +1 luck bonus on attack rolls,
 
weapon damage rolls, saves, and skill checks. Foes
 
within 30 ft. suffer a –1 penalty on such rolls. This
 
Ritual lasts 1 round per point of skill in Knowledge
 
(Ritual). Characters with the Faith feat gain double
 
these bonuses for twice as long.
 
Normal: Characters without this feat suffer –4 to
 
their Knowledge (Ritual) skill when attempting this
 
skill check.
 
Special: If this ritual is performed on consecrated
 
ground the character gains a +3 to his Knowledge
 
(Ritual) skill check.
 
 
* '''PROFANE RITUAL'''
 
The character has delved into the mysteries.
 
Prerequisite: Allegiance to a Dark Power or Higher Power
 
Effect: This feat allows the character to perform
 
the following rituals at –4: .
 
Special: A character with this feat takes a –8 penalty
 
on his Knowledge (Ritual) skill check to perform any
 
Sacred Ritual.
 
 
* '''PROPHECY''' (SACRED RITUAL)
 
The character receives visions of things to come from
 
his Higher Power.
 
Prerequisite: Faith, Knowledge (Ritual) +10
 
Effect: The character may ask the GM one question
 
per week. The chance of a correct answer is equal to
 
50% plus 1% per point of skill in Knowledge (Ritual).
 
These answers will generally be cryptic, but a skill
 
check in Knowledge (Theology) with a DC of 20 will
 
always at least reveal the general meaning. A character
 
with this feat may also receive visions at the GM’s
 
discretion, and these visions do not count against the
 
once per week maximum this ritual normally carries.
 
Normal: Characters without this feat suffer –4 to
 
their Knowledge (Ritual) skill when attempting this
 
skill check.
 
Special: If this ritual is performed on consecrated
 
ground the character gains a +3 to his Knowledge
 
(Ritual) skill check.
 
 
* TABLE 2-8: KNOWLEDGE (RITUAL)
 
Ritual Knowledge DC Time to Perform
 
Simple (Marriage, Funeral) 10 1 Hour
 
Complex (Communion, Absolution) 15 1–6 Hours
 
Powerful (see below)
 
Sacred Ritual
 
Bless 15 Full Round
 
Consecrate Ground 10 +1/10 sq. feet 1 Hour
 
Consecrate Item 15 1 Hour
 
Prayer 15 Full Round
 
Prophecy 20 1 minute
 
Profane Ritual
 
Perdition’s Prayer 15 Full Round
 
 
===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]:
 
: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 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.
 
 
===Combat Feats===
 
  
 
===Bloodline Feats===
 
===Bloodline Feats===
Line 226: Line 32:
 
:Prerequisites: Earth Pony
 
:Prerequisites: Earth Pony
 
:Benefit:  
 
:Benefit:  
 +
:Special: Available at character generation only.
  
* '''Dark Pony''' () []:
+
* '''Hay Family''' () []:
:Prerequisites:  
+
:Prerequisites: Earth-, or Unicorn Pony
 
:Benefit:  
 
:Benefit:  
 +
:Special: Available at character generation only.
  
* '''Hay Family''' () []:
+
* '''Royal Blood''' () []:
 
:Prerequisites: Earth-, or Unicorn Pony
 
:Prerequisites: Earth-, or Unicorn Pony
 
:Benefit:  
 
: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:
 
:Prerequisites:
:Benefit:
+
:Benefit: Access to special Spell list and Flight maneuver.
 +
:Special: Available at character generation only.
  
===Generosity Feats===
+
* '''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.
  
===Honesty Feats===
+
===Magic Feats===
  
* '''Front Strike''' () []:
+
* '''Telekinetic Battle''' () []:
 
:Prerequisites:  
 
:Prerequisites:  
:Benefit: The opposite of a Back Stab. Proof that you can be direct and still surprising.
+
:Benefit: You can attack without penalty with objects you can lift with telekinesis.
  
* '''Trap Sense''' () []:
+
* '''Magical Mimic''' () []:
 
:Prerequisites:  
 
:Prerequisites:  
:Benefit: You know when a Trap is nearby but not where exactly.
+
: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.
  
* '''Accurate''' () []:
+
===Animal Feats===
:Prerequisites:
+
 
:Benefit: +2 to Melee and Thrown Weapon strikes.
+
* '''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.  
  
===Kindness Feats===
+
* '''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.
  
* '''Soothing Words''' () []:
+
* '''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.  
:Prerequisites:
 
:Benefit: The character is able to calm Fear effects and anger, making others more amenable.
 
  
* '''Ranged Heal''' () []:
+
* '''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.
:Prerequisites:
 
:Benefit: Can heal 1 ally within 30 ft. instead of laying on hooves. 1 Harmony Point to add this effect..
 
  
* '''Advanced Healing''' () []:
+
* '''Thick Hide''' (Ex): The cow gains +1 natural bonus to Fort Defense and DR 1 from its thick leather hide.
:Prerequisites:
 
:Benefit: Healing goes from d6 to d8.
 
  
* '''Area Healing''' () []:
+
===Other Feats===
:Prerequisites:
 
:Benefit: An effect added to a healing spell. Costs 1 Harmony Point to add this affect. 10 Ft. Radius.
 
  
 
* '''Regeneration''' () []:
 
* '''Regeneration''' () []:
 
:Prerequisites:  
 
:Prerequisites:  
 
:Benefit: 1 Harmony Point. Restores HP every Round equal to Caster’s Wis. Mod.
 
:Benefit: 1 Harmony Point. Restores HP every Round equal to Caster’s Wis. Mod.
 
===Laughter Feats===
 
 
* '''Don’t Give Up!''' () []:
 
:Prerequisites:
 
:Benefit: Allows a Pony to keep fighting or continue physical exertion when exhausted.
 
 
* '''You Can Do It!''' () []:
 
:Prerequisites:
 
:Benefit: Adds a +5 Bonus to Skill Checks
 
 
* '''You’re Stronger Than That!''' () []:
 
:Prerequisites:
 
:Benefit: Add +2 Str. to an ally for (Cha. Mod.) Rounds
 
 
* '''Look Out!''' () []:
 
:Prerequisites:
 
:Benefit: +2 AC to an ally for (Cha. Mod) Rounds.
 
 
===Loyalty Feats===
 
  
 
* '''I Don’t Want to Fight''' () []:
 
* '''I Don’t Want to Fight''' () []:
 
:Prerequisites:  
 
:Prerequisites:  
 
:Benefit: The quickest fight is the one never started. Loyalties can end aggression with a stern look or word. 1 Harmony Point.
 
:Benefit: The quickest fight is the one never started. Loyalties can end aggression with a stern look or word. 1 Harmony Point.
 
* '''Take a Hit''' () []:
 
:Prerequisites:
 
:Benefit: The character can shield an ally who is adjacent to you. Make a Reflex Save for ½ Dmg.
 
 
* '''Hard Hitter''' () []:
 
:Prerequisites:
 
:Benefit: +2 Melee Dmg.
 
  
 
* '''Shake It Off''' () []:
 
* '''Shake It Off''' () []:
 
:Prerequisites:  
 
:Prerequisites:  
:Benefit: Damage Reduction 1/-.
+
:Benefit: Damage Reduction 1/-. You can take this feat multiple times.
 
 
* '''Shake It Off II''' () []:
 
:Prerequisites:
 
:Benefit: Damage Reduction 2/-. Prerequisite – Shake It Off
 
 
 
* '''Bolster''' () []:
 
:Prerequisites:
 
:Benefit: 1 Harmony Point to temporarily increases HP by 2/Level.
 
 
 
* '''Strength Under Duress''' () []:
 
:Prerequisites:
 
:Benefit: 1 Harmony Point to temporarily increase your Strength by +3 in a tense situation.
 
 
 
===Magic Feats===
 
 
 
* '''Telekinetic Battle''' () []:
 
:Prerequisites:
 
:Benefit: You can attack without penalty with objects you can lift with telekinesis.
 
 
 
* '''Magical Mimic''' () []:
 
:Prerequisites:
 
:Benefit: Can mimic the powers of another class. 2 Harmony Points.
 
 
 
===Earth Pony Feats===
 
 
 
* '''Bucking Bronco''' () []:
 
:Prerequisites: Str 13+
 
:Benefit: The pony counts as one size category larger for the purpose of resisting/breaking grapple.
 
 
 
* '''Favored Friend''' () []:
 
:Prerequisites:
 
:Benefit: An earth pony may select a single pony as their favored friend.  When within 20 feet of the friend, the character gains a +2 harmony bonus on attacks and skill checks.
 
 
 
* '''For Pony Justice!''' (Sp) []:
 
:Prerequisites: Lvl 8
 
:Benefit: 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.
 
 
 
* '''Powerful Bucking''' []:
 
:Prerequisites: Bucking Bronco
 
:Benefit: 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) []:
+
* 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: lvl 4
+
:Prerequisite: Trained in the chosen skill.
:Benefit: 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.
 
  
* '''Whinny of the Elder Ponies''' (Su) []:
+
* 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.
:Prerequisites:
 
:Benefit: Once per day, a Pony cleric may utter a mantra passed down from ancient ponies in the land before time as a full round action.  Doing so gives the cleric a sense of inner calm that renders them immune to fear, ability damage, disease, and paralysis for 1 hour.
 
  
===Pegasus Pony Feats===
+
* 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.
  
* '''Flyby Attack''' (Ex) [General, Aerial Combat]:  
+
* 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.
:Prerequisite: Fly speed. When flying, you can take a move action (including a dive) and another standard action at any point during the move.
 
:Benefit: 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]:
 
:Benefit: 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]'''
 
:Prerequisites: Level 8
 
:Benefit: 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]:
 
:Benefit: 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).
 
 
 
* '''Sonic Rainboom''' (Ex) [Aerial Combat]:
 
:Prerequisites: Level 10
 
:Benefit: 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) []:
 
:Prerequisites:  (Only available at level 1 or 2)
 
:Benefit: 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.
 
:Special:
 
 
 
* '''Wing Buffet''' (Ex) [Species]:
 
:Prerequisites: 
 
:Benefit: 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]:
 
:Prerequisites: 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===
 
 
 
* '''Effortless Telekinesis''' () []:
 
:Prerequisites: 
 
Benefit: The 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.
 
 
 
* '''Organized Tactician''' () []:
 
:Prerequisites: 
 
:Benefit: 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.
 
 
 
* '''Pragmatic Magic''' () []:
 
:Prerequisites: 
 
:Benefit: Some 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.
 
 
 
* '''Quick to Learn''' () []:
 
:Prerequisites: 
 
:Benefit: 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.
 
 
 
* '''Radiant Aura''' () []:
 
:Requirements: Lvl 8
 
:Benefit: Unicorns with this feat 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.
 
 
 
* '''Shield Friends''' () []:
 
:Prerequisites:
 
:Benefit: 3 + CHA MOD times per day the pony may shield their allies (self excluded), granting a dodge bonus to AC equal to [WISDOM MOD] for 1 minute as a swift action.
 
  
* '''The Horn Points the Way''' () []:
+
* 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.
:Prerequisites: 
 
:Benefit: +2 competence bonus on attack rolls made with spells and spell-like abilities.
 

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.