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.
  
===Faith Feats===
+
===Makeover===
  
* '''ANTITHESIS'''
+
* '''Collector''' (Ex) [General]:
The character’s Conviction toward one cause has led him to see a rival allegiance as that cause’s antithesis, something which must be wiped out at all costs.
+
You spend so much time and money on one of your hobbies that you have become an expert on the subject.
Prerequisite: Conviction
+
:Prerequisites: Trained in Knowledge (specific hobby).
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.
+
: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.
  
* '''BLESS'''
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* '''Deep Pockets''' () []:
The character calls on his Higher Power for protection.
+
You are able to manage your finances so that buying items is less impactful on your budget.
Prerequisite: Knowledge (Ritual) +3
+
:Prerequisites: Financial Wizard.
Effect: The character’s allies gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects. This effect lasts for 1 minute per skill rank in Knowledge (Ritual). Characters who receive this Blessing and who have the Faith feat to a Higher Power receive double these bonuses, and the effects last for twice as long.
+
: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).
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'''
+
* '''Financial Wizard''' () []:
This Ritual allows a character to bless an area with the power of his faith.
+
You have a knack for financial matters and a sense for good investments.
Prerequisite: Consecrate Item; Knowledge (Ritual) +8
+
:Prerequisites: Trained in Profession.
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
+
: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.
the effect may become effectively permanent. Materials must be provided for this ritual as well, requiring the character to make a Wealth check (DC
+
:Normal: Normally you gain only an additional +1 for every 5 points by which you exceed the 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'''
+
* '''Haggle''' () []:
This Ritual allows a character to specially prepare an item to fight evil.
+
You are a shrewd bargainer, able to secure deals that no one else could.
Prerequisite: Knowledge (Ritual) +5
+
:Prerequisite: Dishonest or Honest Trait.
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.
+
: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.
Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
 
  
* '''CONVICTION'''
 
The character’s conviction (her allegiance) is so strong that she would do anything in support of it.
 
Prerequisite: One allegiance
 
Effect: When the character is acting in support of her allegiance, she gains a +2 to attack and skill checks.
 
 
* '''FAITH'''
 
The character’s faith serves to protect him in time of need.
 
Prerequisite: One allegiance to a Higher Power (almost always a religious or philosophical ideal).
 
Effect: The character gains +1 to all Saving Throws. This Feat also serves to increase the power of Rituals on the character, and some FX Items are only usable (or have additional powers) for characters of Faith.
 
 
* '''INVESTMENT'''
 
The character is recognized as a leader of a religious order and is accorded special deference by those who believe.
 
Prerequisites: Allegiance to a Higher or Dark Power; Knowledge (Theology) +5; Knowledge (Ritual) +5
 
Effect: The character gains a +1 bonus to Charisma based skills when dealing with those who have an allegiance to a Higher or Dark Power (depending on
 
which allegiance the character has). The character gains a +2 bonus to Charisma-based skills when dealing with those who have the Faith feat to a Higher or Dark Power. These bonuses stack with the +2 bonus the character normally receives. In addition, the character gains a +2 bonus on all Knowledge (Theology) and Knowledge (Ritual) skill checks.
 
 
* '''PENTAGRAM'''
 
The character draws a protective symbol to cage a Fiend or other servant of darkness.
 
Prerequisite: Knowledge (Arcane Lore) +5
 
Effect: Successfully drawing a Pentagram requires a Knowledge (Arcane Lore) skill check (DC 20). A Fiend cannot pass over the lines of a properly drawn
 
Pentagram. If the Pentagram is drawn around the creature (requiring it to be held in some way, either physically or magically), the creature is trapped.
 
Normal: Characters without this feat suffer –4 to their Knowledge (Arcane Lore) skill when attempting this skill check.
 
 
* '''PERDITION’S PRAYER'''
 
The character calls on his Dark Power for protection.
 
Prerequisite: Allegiance to a Dark Power
 
Effect: By calling on his Dark Power, the character and all allies (those with allegiance to the character’s Dark Power) within 30 ft. gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks.Foes within 30 ft. suffer a –1 penalty on such rolls. This Ritual lasts 1 round per point of skill in Knowledge (Ritual). Characters with the Faith feat gain double these bonuses for twice as long.
 
Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
 
 
* '''PRAYER'''
 
The character calls on his Higher Power for protection.
 
Prerequisite: Allegiance to a Higher Power
 
Effect: By calling on his Higher Power, the character and all allies (those with allegiance to a Higher Power) within 30 ft. gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks. Foes within 30 ft. suffer a –1 penalty on such rolls. This Ritual lasts 1 round per point of skill in Knowledge (Ritual). Characters with the Faith feat gain double these bonuses for twice as long.
 
Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
 
Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check.
 
 
* '''PROFANE RITUAL'''
 
The character has delved into the mysteries.
 
Prerequisite: Allegiance to a Dark Power or Higher Power
 
Effect: This feat allows the character to perform the following rituals at –4: .
 
Special: A character with this feat takes a –8 penalty on his Knowledge (Ritual) skill check to perform any Sacred Ritual.
 
 
* '''PROPHECY''' (SACRED RITUAL)
 
The character receives visions of things to come from his Higher Power.
 
Prerequisite: Faith, Knowledge (Ritual) +10
 
Effect: The character may ask the GM one question per week. The chance of a correct answer is equal to 50% plus 1% per point of skill in Knowledge (Ritual). These answers will generally be cryptic, but a skill check in Knowledge (Theology) with a DC of 20 will always at least reveal the general meaning. A character with this feat may also receive visions at the GM’s discretion, and these visions do not count against the once per week maximum this ritual normally carries.
 
Normal: Characters without this feat suffer –4 to their Knowledge (Ritual) skill when attempting this skill check.
 
Special: If this ritual is performed on consecrated ground the character gains a +3 to his Knowledge (Ritual) skill check.
 
 
* TABLE 2-8: KNOWLEDGE (RITUAL)
 
Ritual Knowledge DC Time to Perform
 
Simple (Marriage, Funeral) 10 1 Hour
 
Complex (Communion, Absolution) 15 1–6 Hours
 
Powerful (see below)
 
Sacred Ritual
 
Bless 15 Full Round
 
Consecrate Ground 10 +1/10 sq. feet 1 Hour
 
Consecrate Item 15 1 Hour
 
Prayer 15 Full Round
 
Prophecy 20 1 minute
 
Profane Ritual
 
Perdition’s Prayer 15 Full Round
 
  
 
===Bloodline Feats===
 
===Bloodline Feats===
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:Prerequisites: Earth Pony
 
:Prerequisites: Earth Pony
 
:Benefit:  
 
:Benefit:  
 +
:Special: Available at character generation only.
  
 
* '''Hay Family''' () []:
 
* '''Hay Family''' () []:
 
:Prerequisites: Earth-, or Unicorn Pony
 
:Prerequisites: Earth-, or Unicorn Pony
 
:Benefit:  
 
:Benefit:  
 +
:Special: Available at character generation only.
 +
 +
* '''Royal Blood''' () []:
 +
:Prerequisites: Earth-, or Unicorn Pony
 +
:Benefit:
 +
:Special: Available at character generation only.
  
* '''Arcane Mare''' () []:
+
* '''Arcane Mane''' () []:
 
:Prerequisites: Stablemaster permission.
 
:Prerequisites: Stablemaster permission.
 
:Benefit: Access to special Spell list.
 
:Benefit: Access to special Spell list.
 +
:Special: Available at character generation only.
  
 
* '''Elemental Mane''' () []:
 
* '''Elemental Mane''' () []:
 
:Prerequisites:
 
:Prerequisites:
 
:Benefit: Access to special Spell list and Flight maneuver.
 
:Benefit: Access to special Spell list and Flight maneuver.
 
+
:Special: Available at character generation only.
* '''Luminous Mane''' () []:
 
:Prerequisites: Stablemaster permission.
 
:Benefit: Access to special Spell list and Flight maneuver.
 
  
 
* '''Rainbow Mane''' () []:
 
* '''Rainbow Mane''' () []:
 
:Prerequisites:
 
:Prerequisites:
 
:Benefit: Access to special Spell list and Flight maneuver.
 
:Benefit: Access to special Spell list and Flight maneuver.
 +
:Special: Available at character generation only.
  
 
* '''Shadow Mane''' () []:
 
* '''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.
 
:Prerequisites: Stablemaster permission.
 
:Benefit: Access to special Spell list and Flight maneuver.
 
:Benefit: Access to special Spell list and Flight maneuver.
Line 131: Line 77:
 
:Prerequisites:  
 
: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.
 
: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===
 +
 +
* '''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===
 
===Other Feats===
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:Benefit: Damage Reduction 1/-. You can take this feat multiple times.
 
:Benefit: Damage Reduction 1/-. You can take this feat multiple times.
  
* ''' ''' (Sp) []:  
+
* 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 8
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:Prerequisite: Trained in the chosen skill.
:Benefit: Up to its charisma modifier per day, the Pony may teleport up to 1 mile in pursuit of an enemy that they have previously met as a swift action. The Pony need not know their location, but if the target is outside of range this ability fails and is spent. The earth pony must have either held a face to face conversation with the target or have engaged it in a meaningful situation. The Earth Pony is placed on the ground in the nearest clear square adjacent to their target of pursuit. If the target is in the air, the pony is placed on the ground in the nearest square to the target of pursuit.
+
 
 +
* 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.

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.