Feats: Difference between revisions
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===== Agile ===== | ===== Agile ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Dex 13+ | ||
Character gains +2 to [[Acrobatics]] checks. If an Acrobatics check would be at modest challenge, it is downgraded to trivial. | Character gains +2 to [[Acrobatics]] checks. If an Acrobatics check would be at modest challenge, it is downgraded to trivial. | ||
===== Ambidextrous ===== | ===== Ambidextrous ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Dex 13+ | ||
Character has their penalty to dual wielding [[weapons]] softened by 2 to the main hand and 4 to the off hand. | Character has their penalty to dual wielding [[weapons]] softened by 2 to the main hand and 4 to the off hand. | ||
===== Alert ===== | ===== Alert ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Wis 13+ | ||
Character gains +2 to [[Perception]] and initiative checks. They cannot lose a [[Maneuvers|maneuver]] challenge initiated by an enemy in stealth by more than 5. | Character gains +2 to [[Perception]] and initiative checks. They cannot lose a [[Maneuvers|maneuver]] challenge initiated by an enemy in stealth by more than 5. | ||
===== Attenuated Foci ===== | ===== Attenuated Foci ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: 1st Circle spellcasting | ||
Character obtains a spellcasting focus in the inventory. By meditating on this focus, they gain +2 to [[Lore]] and [[Spellcraft]] checks until their next rest. Should this focus be liquidated or destroyed, it may be resummoned at rest time. | Character obtains a spellcasting focus in the inventory. By meditating on this focus, they gain +2 to [[Lore]] and [[Spellcraft]] checks until their next rest. Should this focus be liquidated or destroyed, it may be resummoned at rest time. | ||
===== Back to the Wall ===== | ===== Back to the Wall ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: +2 BAB | ||
Character gains +2 to attack and damage rolls, +1 untyped [[Armor|AC]] when at 1/4 or less total HP. | Character gains +2 to attack and damage rolls, +1 untyped [[Armor|AC]] when at 1/4 or less total HP. | ||
===== Blind-Fight ===== | ===== Blind-Fight ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: +1 BAB | ||
Character will re-roll once when determining hit chance against ''[[Conditions and Status Effects|concealed]]'' enemies, and suffer no penalty for being targeted by enemies who are ''concealed'' or ''invisible''. | Character will re-roll once when determining hit chance against ''[[Conditions and Status Effects|concealed]]'' enemies, and suffer no penalty for being targeted by enemies who are ''concealed'' or ''invisible''. | ||
===== Bullheaded ===== | ===== Bullheaded ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: None | ||
Character gains +2 to [[Intimidate]], Antagonize checks, and +1 to saves made against mind-affecting spells or spell-like abilities. | Character gains +2 to [[Intimidate]], Antagonize checks, and +1 to saves made against mind-affecting spells or spell-like abilities. | ||
===== Cleave ===== | ===== Cleave ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Str 13+ | ||
Character initiates another attack on a random enemy in melee as a free action after dropping or killing their engaged target. | Character initiates another attack on a random enemy in melee as a free action after dropping or killing their engaged target. | ||
===== Cleave, Greater ===== | ===== Cleave, Greater ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Cleave | ||
''Cleave,'' and may chain off itself. | ''Cleave,'' and may chain off itself. | ||
===== Combat Casting ===== | ===== Combat Casting ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: 1st Circle spellcasting | ||
Character suffers no penalties related to [[Concentration]] checks made from casting or using a spell-like ability when engaged. | Character suffers no penalties related to [[Concentration]] checks made from casting or using a spell-like ability when engaged. | ||
===== Courage ===== | ===== Courage ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: None | ||
Character gains +2 to saves made against [[Fear, Horror and Delirium]]. If their initial save succeeds, the next save within an hour [[Time Units|IGT]] will be at least 10. Will not chain off itself. | Character gains +2 to saves made against [[Fear, Horror and Delirium]]. If their initial save succeeds, the next save within an hour [[Time Units|IGT]] will be at least 10. Will not chain off itself. | ||
===== Deceitful ===== | ===== Deceitful ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Cha 13+ | ||
Character gains +2 to [[Deception]] checks. If the character's disguise is compromised, the detector must make an additional successful Intuition check to reveal the character's true name if known, otherwise only their generic identity will be revealed. | Character gains +2 to [[Deception]] checks. If the character's disguise is compromised, the detector must make an additional successful Intuition check to reveal the character's true name if known, otherwise only their generic identity will be revealed. | ||
===== Deft Hands ===== | ===== Deft Hands ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: None | ||
Character gains +2 to [[Sleight of Hand]] checks. A "pocket" (a small, tiny bag capable of holding a single inventory item that weighs no more than a pound) is made available in the inventory. Even if the character is successfully strip searched, the contents of the pocket are not revealed. | Character gains +2 to [[Sleight of Hand]] checks. A "pocket" (a small, tiny bag capable of holding a single inventory item that weighs no more than a pound) is made available in the inventory. Even if the character is successfully strip searched, the contents of the pocket are not revealed. | ||
===== Endurance ===== | ===== Endurance ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Con 13+ | ||
Character suffers ''exhaustion'' at 0.5x the normal rate, and requires no special accommodations to rest outside. | Character suffers ''exhaustion'' at 0.5x the normal rate, and requires no special accommodations to rest outside. | ||
===== Fortunate ===== | ===== Fortunate ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Must be taken at 1st level | ||
Character has 15% better chance to stabilize when downed, and has a 50% chance to add +1 to Fortitude, Reflex or Will saves. | Character has 15% better chance to stabilize when downed, and has a 50% chance to add +1 to Fortitude, Reflex or Will saves. | ||
===== Gleaning Eyes ===== | ===== Gleaning Eyes ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: None | ||
Character gains +2 to [[Appraise]] checks. Items sold to vendors have a markup of 5 [[Economy and Currency|silver]] so long as they are not worthless. | Character gains +2 to [[Appraise]] checks. Items sold to vendors have a markup of 5 [[Economy and Currency|silver]] so long as they are not worthless. | ||
===== Thorough ===== | ===== Thorough ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: None | ||
Character gains +2 to [[Search]] and [[Knowledge]] checks. Search checks conducted in Detect Mode are rolled twice. | Character gains +2 to [[Search]] and [[Knowledge]] checks. Search checks conducted in Detect Mode are rolled twice. | ||
===== Lightning Reflexes ===== | ===== Lightning Reflexes ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: None | ||
Character gains +2 to Reflex saves. They may be hit by only one AoO when disengaging from melee, even if surrounded by multiple enemies. | Character gains +2 to Reflex saves. They may be hit by only one AoO when disengaging from melee, even if surrounded by multiple enemies. | ||
===== Nimble Fingers ===== | ===== Nimble Fingers ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Dex 13+ | ||
Character gains +2 to [[Handle Device]] checks. The first failure to disarm a trap does not engage the trap. | Character gains +2 to [[Handle Device]] checks. The first failure to disarm a trap does not engage the trap. | ||
===== Quick Draw ===== | ===== Quick Draw ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: +1 BAB | ||
Character suffers no penalties to the first weapon switch made during a combat encounter. | Character suffers no penalties to the first weapon switch made during a combat encounter. | ||
===== Self-Sufficient ===== | ===== Self-Sufficient ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: None | ||
Character gains +2 to [[Handle Medicine]] and [[Survival]] checks. Attempts to staunch ''bleeding'' or otherwise apply medical equipment to the self does not incur the normal -5 check penalty. | Character gains +2 to [[Handle Medicine]] and [[Survival]] checks. Attempts to staunch ''bleeding'' or otherwise apply medical equipment to the self does not incur the normal -5 check penalty. | ||
===== Spell Focus ===== | ===== Spell Focus ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: 1st Circle spellcasting | ||
Character imposes +1 to DC on saves made against their selected spell school, and adds additional effects to some spells. | Character imposes +1 to DC on saves made against their selected spell school, and adds additional effects to some spells. | ||
===== Spell Focus, Greater ===== | ===== Spell Focus, Greater ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Spell focus, 3rd Circle spellcasting | ||
Character imposes +2 to DC on saves made against their selected spell school, and adds additional effects to some spells. Stacks with ''spell focus''. | Character imposes +2 to DC on saves made against their selected spell school, and adds additional effects to some spells. Stacks with ''spell focus''. | ||
===== Spell Penetration ===== | ===== Spell Penetration ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: 1st Circle spellcasting | ||
Character gains +1 CL for purposes of overcoming spell resistance. | Character gains +1 CL for purposes of overcoming spell resistance. | ||
===== Spell Penetration, Greater ===== | ===== Spell Penetration, Greater ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Spell Penetration, 3rd Circle spellcasting | ||
Character gains +2 CL for purposes of overcoming spell resistance. Stacks with ''spell penetration''. | Character gains +2 CL for purposes of overcoming spell resistance. Stacks with ''spell penetration''. | ||
===== Spring Attack ===== | ===== Spring Attack ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Dex 13+, +2 BAB | ||
Character does not provoke AoO from an engaged target when disengaging after a successful melee attack. | Character does not provoke AoO from an engaged target when disengaging after a successful melee attack. | ||
===== Stealthy ===== | ===== Stealthy ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: None | ||
Character gains +2 to [[Stealth]] checks. They move 50% less slowly when hiding and gain +1 to Perception checks made while ''hidden''. | Character gains +2 to [[Stealth]] checks. They move 50% less slowly when hiding and gain +1 to Perception checks made while ''hidden''. | ||
===== Steely Fortitude ===== | ===== Steely Fortitude ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: Con 13+ | ||
Character gains +2 to Fortitude saves. Poison or disease in their system expires at 1.25x the normal rate. | Character gains +2 to Fortitude saves. Poison or disease in their system expires at 1.25x the normal rate. | ||
===== Weapon Focus... ===== | ===== Weapon Focus... ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: +2 BAB | ||
Character gains +1 AB and upgrades the base weapon die when fighting with a focused [[Weapons|weapon]]. Selects by weapon family. Does not apply to weapons they are not proficient with. | Character gains +1 AB and upgrades the base weapon die when fighting with a focused [[Weapons|weapon]]. Selects by weapon family. Does not apply to weapons they are not proficient with. | ||
===== Weapon Proficiency... ===== | ===== Weapon Proficiency... ===== | ||
<code>Prerequisites | <code>'''Prerequisites'''</code>: None | ||
Character gains proficiency with weapons of the selected type. | Character gains proficiency with weapons of the selected type. | ||
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==== Alchemist, subcapstone ==== | ==== Alchemist, subcapstone ==== | ||
===== Alchemical Aptitude, Greater ===== | |||
<code>'''Prerequisites'''</code>: None | |||
Character gains +2 effective crafting level for the Alchemy crafting profession. | |||
===== Enhanced Restoral ===== | |||
<code>'''Prerequisites'''</code>: 6th level | |||
Any tincture tagged as healing created by character adds an extra 1 fast healing and grants +1 natural AC for their duration. | |||
===== Extended Inventory ===== | |||
<code>'''Prerequisites'''</code>: None | |||
Character improves their available ''stabilize tincture'' slots by 2. | |||
===== Poison Awareness ===== | |||
<code>'''Prerequisites'''</code>: None | |||
Character gains +2 to saves versus poison and adds half their effective crafting level for Alchemy, rounded down, to any crafting with poison as the product. | |||
===== Speedy Administration ===== | |||
<code>'''Prerequisites'''</code>: None | |||
Character may throw any tincture at target ally, applying effects from afar. | |||
===== Volatile Inventory ===== | |||
<code>'''Prerequisites'''</code>: None | |||
Character may throw a tincture they have stabilized, dealing 1d4 untyped damage/2 levels in a short radius. | |||
===== Volatile Inventory, Greater ===== | |||
<code>'''Prerequisites'''</code>: Volatile Inventory, 9th level | |||
Any stabilized tincture which has been thrown leaves behind a lingering miasma, continuing to deal 1d4 untyped damage/2 levels per round in a short radius for a number of rounds equal to half the Alchemist's level rounded down. Multiple thrown instances in the same area do not stack. | |||
==== Alchemist, capstone ==== | ==== Alchemist, capstone ==== | ||
===== Fuming Inventory ===== | |||
<code>Prerequisites</code>: Greater Volatile Inventory, 14th level | |||
The miasma left behind a thrown tincture no longer damages allies, instead bestowing any ally fast healing 2 and +2 to Str, Con and Dex for as long as they remain inside the miasma. | |||
===== Sublime Inventory ===== | |||
<code>Prerequisites</code>: 14th level | |||
Character restores the formula slot used to create a tincture when stabilizing that tincture. All tinctures gain +2 CL for purposes of duration and overcoming SR. | |||
===== Viperous Poison ===== | |||
<code>'''Prerequisites'''</code>: Poison Awareness | |||
Character imposes -2 to any save conducted against a poison they have created, and adds 1d4 untyped damage + INT/round to its effect. Targets poisoned by the character have 15% reduced movement speed. | |||
==== Architect, subcapstone ==== | ==== Architect, subcapstone ==== | ||
Revision as of 13:20, 15 March 2025
Feats in The Domains of Dread offer passive bonuses to characters, any class features, or other statistics. Feats are chosen at the time of level up - some classes receive feats at different levels than other classes and may be influenced by choice of archetype. If a feat is categorized as a general feat, then any character who fulfills their requirements may take them - otherwise, they are restricted within the class feats provided.
General Feats in The Domains of Dread
Agile
Prerequisites: Dex 13+
Character gains +2 to Acrobatics checks. If an Acrobatics check would be at modest challenge, it is downgraded to trivial.
Ambidextrous
Prerequisites: Dex 13+
Character has their penalty to dual wielding weapons softened by 2 to the main hand and 4 to the off hand.
Alert
Prerequisites: Wis 13+
Character gains +2 to Perception and initiative checks. They cannot lose a maneuver challenge initiated by an enemy in stealth by more than 5.
Attenuated Foci
Prerequisites: 1st Circle spellcasting
Character obtains a spellcasting focus in the inventory. By meditating on this focus, they gain +2 to Lore and Spellcraft checks until their next rest. Should this focus be liquidated or destroyed, it may be resummoned at rest time.
Back to the Wall
Prerequisites: +2 BAB
Character gains +2 to attack and damage rolls, +1 untyped AC when at 1/4 or less total HP.
Blind-Fight
Prerequisites: +1 BAB
Character will re-roll once when determining hit chance against concealed enemies, and suffer no penalty for being targeted by enemies who are concealed or invisible.
Bullheaded
Prerequisites: None
Character gains +2 to Intimidate, Antagonize checks, and +1 to saves made against mind-affecting spells or spell-like abilities.
Cleave
Prerequisites: Str 13+
Character initiates another attack on a random enemy in melee as a free action after dropping or killing their engaged target.
Cleave, Greater
Prerequisites: Cleave
Cleave, and may chain off itself.
Combat Casting
Prerequisites: 1st Circle spellcasting
Character suffers no penalties related to Concentration checks made from casting or using a spell-like ability when engaged.
Courage
Prerequisites: None
Character gains +2 to saves made against Fear, Horror and Delirium. If their initial save succeeds, the next save within an hour IGT will be at least 10. Will not chain off itself.
Deceitful
Prerequisites: Cha 13+
Character gains +2 to Deception checks. If the character's disguise is compromised, the detector must make an additional successful Intuition check to reveal the character's true name if known, otherwise only their generic identity will be revealed.
Deft Hands
Prerequisites: None
Character gains +2 to Sleight of Hand checks. A "pocket" (a small, tiny bag capable of holding a single inventory item that weighs no more than a pound) is made available in the inventory. Even if the character is successfully strip searched, the contents of the pocket are not revealed.
Endurance
Prerequisites: Con 13+
Character suffers exhaustion at 0.5x the normal rate, and requires no special accommodations to rest outside.
Fortunate
Prerequisites: Must be taken at 1st level
Character has 15% better chance to stabilize when downed, and has a 50% chance to add +1 to Fortitude, Reflex or Will saves.
Gleaning Eyes
Prerequisites: None
Character gains +2 to Appraise checks. Items sold to vendors have a markup of 5 silver so long as they are not worthless.
Thorough
Prerequisites: None
Character gains +2 to Search and Knowledge checks. Search checks conducted in Detect Mode are rolled twice.
Lightning Reflexes
Prerequisites: None
Character gains +2 to Reflex saves. They may be hit by only one AoO when disengaging from melee, even if surrounded by multiple enemies.
Nimble Fingers
Prerequisites: Dex 13+
Character gains +2 to Handle Device checks. The first failure to disarm a trap does not engage the trap.
Quick Draw
Prerequisites: +1 BAB
Character suffers no penalties to the first weapon switch made during a combat encounter.
Self-Sufficient
Prerequisites: None
Character gains +2 to Handle Medicine and Survival checks. Attempts to staunch bleeding or otherwise apply medical equipment to the self does not incur the normal -5 check penalty.
Spell Focus
Prerequisites: 1st Circle spellcasting
Character imposes +1 to DC on saves made against their selected spell school, and adds additional effects to some spells.
Spell Focus, Greater
Prerequisites: Spell focus, 3rd Circle spellcasting
Character imposes +2 to DC on saves made against their selected spell school, and adds additional effects to some spells. Stacks with spell focus.
Spell Penetration
Prerequisites: 1st Circle spellcasting
Character gains +1 CL for purposes of overcoming spell resistance.
Spell Penetration, Greater
Prerequisites: Spell Penetration, 3rd Circle spellcasting
Character gains +2 CL for purposes of overcoming spell resistance. Stacks with spell penetration.
Spring Attack
Prerequisites: Dex 13+, +2 BAB
Character does not provoke AoO from an engaged target when disengaging after a successful melee attack.
Stealthy
Prerequisites: None
Character gains +2 to Stealth checks. They move 50% less slowly when hiding and gain +1 to Perception checks made while hidden.
Steely Fortitude
Prerequisites: Con 13+
Character gains +2 to Fortitude saves. Poison or disease in their system expires at 1.25x the normal rate.
Weapon Focus...
Prerequisites: +2 BAB
Character gains +1 AB and upgrades the base weapon die when fighting with a focused weapon. Selects by weapon family. Does not apply to weapons they are not proficient with.
Weapon Proficiency...
Prerequisites: None
Character gains proficiency with weapons of the selected type.
Class and Archetype Feats in The Domains of Dread
Artificer
Alchemist, subcapstone
Alchemical Aptitude, Greater
Prerequisites: None
Character gains +2 effective crafting level for the Alchemy crafting profession.
Enhanced Restoral
Prerequisites: 6th level
Any tincture tagged as healing created by character adds an extra 1 fast healing and grants +1 natural AC for their duration.
Extended Inventory
Prerequisites: None
Character improves their available stabilize tincture slots by 2.
Poison Awareness
Prerequisites: None
Character gains +2 to saves versus poison and adds half their effective crafting level for Alchemy, rounded down, to any crafting with poison as the product.
Speedy Administration
Prerequisites: None
Character may throw any tincture at target ally, applying effects from afar.
Volatile Inventory
Prerequisites: None
Character may throw a tincture they have stabilized, dealing 1d4 untyped damage/2 levels in a short radius.
Volatile Inventory, Greater
Prerequisites: Volatile Inventory, 9th level
Any stabilized tincture which has been thrown leaves behind a lingering miasma, continuing to deal 1d4 untyped damage/2 levels per round in a short radius for a number of rounds equal to half the Alchemist's level rounded down. Multiple thrown instances in the same area do not stack.
Alchemist, capstone
Fuming Inventory
Prerequisites: Greater Volatile Inventory, 14th level
The miasma left behind a thrown tincture no longer damages allies, instead bestowing any ally fast healing 2 and +2 to Str, Con and Dex for as long as they remain inside the miasma.
Sublime Inventory
Prerequisites: 14th level
Character restores the formula slot used to create a tincture when stabilizing that tincture. All tinctures gain +2 CL for purposes of duration and overcoming SR.
Viperous Poison
Prerequisites: Poison Awareness
Character imposes -2 to any save conducted against a poison they have created, and adds 1d4 untyped damage + INT/round to its effect. Targets poisoned by the character have 15% reduced movement speed.