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.

Faith Feats

  • Antithesis

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. 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

The character calls on his Higher Power for protection. Prerequisite: Knowledge (Ritual) +3 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. 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

This Ritual allows a character to bless an area with the power of his faith. Prerequisite: Consecrate Item; Knowledge (Ritual) +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 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: 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

  • Apple Family () []:
Prerequisites: Earth Pony
Benefit:
  • Hay Family () []:
Prerequisites: Earth-, or Unicorn Pony
Benefit:
  • Arcane Mare () []:
Prerequisites: Stablemaster permission.
Benefit: Access to special Spell list.
  • Elemental Mane () []:
Prerequisites:
Benefit: Access to special Spell list and Flight maneuver.
  • Luminous Mane () []:
Prerequisites: Stablemaster permission.
Benefit: Access to special Spell list and Flight maneuver.
  • Rainbow Mane () []:
Prerequisites:
Benefit: Access to special Spell list and Flight maneuver.
  • Shadow Mane () []:
Prerequisites: Stablemaster permission.
Benefit: Access to special Spell list and Flight maneuver.

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 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.

Other Feats

  • 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.
  • (Sp) []:
Prerequisites: Lvl 8
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.