• No se han encontrado resultados

Capitulo 4. Diseño, desarrollo y prueba

4.4 Pruebas

You know how to fi ght when unable to see your foes.

Benefi t: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you can still dodge or parry your assailant and he does not get the usual +2 bonus to melee attack rolls for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half.

Normal: Regular attack roll modifi ers for invisible attackers trying to hit you apply and you cannot dodge or parry your attacker. The speed reduction for darkness and poor visibility also applies.

Brawl (General)

You are an expert brawler or martial artist, often knocking out or even killing an opponent with a single punch.

Benefi t: You deal 1d6 + Strength modifi er points of damage with an

FE A T S

Feats

General Feats Prerequisite

Acrobatic

Agile

Akbitanan Smith Must be a Shemite, Craft (swordsmith) 12 ranks

Alertness

Animal Affi nity

Archer’s Bane# Dodge, base dodge bonus +6

Armour Profi ciency (light)

Armour Profi ciency (medium) Armour Profi ciency (light)

Armour Profi ciency (heavy) Armour Profi ciency (light), Armour Profi ciency (medium)

Armoured Stealth Dex 13, Hide 4 ranks, Move Silently 1 rank, Armour Profi ciency (Light), Stealthy

Athletic

Blind-Fight#

Brawl#

Carouser Constitution 13, character level 5

Cleave# Power Attack

Combat Expertise# Int 13

Combat Refl exes#

Crushing Grip# Str 17, Improved Grapple, base attack bonus +8

Dabbler Int 13, Knowledge (arcana) 6 ranks

Deceitful

Defensive Martial Arts# Must be Khitan, Vendhyan, or Himelian, or may be of any race but in that case must have the Calm of the Adept (Basic Oriental Magic) spell (see pg. 213)

Deft Hands

Demon Killer Must have single-handedly defeated a monster of any kind, Iron Will

Diehard# Endurance

Diligent

Dodge# Dex 13, base dodge bonus +1

Endurance#

Exotic Weapon Profi ciency* Base attack bonus +1

Eyes of the Cat Spot 1 rank

Far Shot# Point Blank Shot

Fighting-Madness Must be a Cimmerian, Himelian Tribesman, Wazuli, Kushite, Nordheimr, Pict, Southern Islander, Darfari or Tlazitlan; Con 13, base attack bonus +1

Fleet-Footed**#

Flyby Attack Fly speed

Great Cleave# Str 13, Power Attack, Cleave

Greater Critical#* Improved Critical, base attack bonus +16

Great Fortitude

Greater Sunder# Improved Sunder, base attack bonus +6

Greater Weapon Focus*# Weapon Focus with weapon, Profi cient with weapon, soldier level 8

Greater Weapon Specialisation*# Profi cient with weapon, Weapon Specialisation with weapon, Weapon Focus with weapon, Greater Weapon Focus with weapon, soldier level 12

Gunderland Pike-and-Shield Fighting# Gunderman, base attack bonus +1, Shield Profi ciency, Martial Weapon Profi ciency (pike)

Horde Cha 13, Leadership, nomad level 12 or barbarian level 12

Improved Bull Rush# Str 13, Power Attack

Improved Critical*# Profi cient with weapon, base attack bonus +8

Improved Disarm# Combat Expertise

Improved Feint# Combat Expertise

Improved Grapple# Dex 13, Improved Unarmed Strike

Improved Initiative#

Improved Overrun# Str 13, Power Attack

Improved Precise Shot# Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11

Improved Sunder# Str 13, Power Attack

Improved Trip# Combat Expertise

Improved Two-Weapon Combat# Simple Weapon Profi ciency, Two-Weapon Combat Profi ciency, base attack bonus +6

Improved Unarmed Strike#

Intricate Swordplay# Weapon Focus (various), Parry, Combat Expertise, Cha 13

Investigator

Iron Will

Knowledgeable Int 13

Leadership Must have at least 6 character levels

Light-Footed Sneak Attack class feature, Hide 1 rank, Move Silently 1 rank

Lightning Refl exes

Martial Weapon Profi ciency

FE A T S

General Feats Prerequisite

Menacing Aura# Intimidate 16 ranks, Cha 15, Steely Gaze

Mobility# Dex 13, Dodge

Monster Slayer# Power Attack, base attack bonus +3

Mounted Archery# Ride 1 rank, Mounted Combat

Mounted Combat# Ride 1 rank

Multiattack Three or more natural weapons

Navigation Profession (sailor) 12 ranks, Int 13

Negotiator

Nimble Fingers

No Honour Must not have a code of honour, or must have lost code of honour

Parry# Str 13, base parry bonus +1

Performer Cha 13

Persuasive

Pirate Code Expert Int 13, pirate level 2

Point Blank Shot#

Poison Use Dex 13, base attack bonus +6

Power Attack# Str 13

Precise Shot# Point Blank Shot

Priest Scholar level 4, scholar background: lay priest

Quick Draw# Base attack bonus +1

Rapid Shot# Dex 13, Point Blank Shot

Ranged Finesse# Precise Shot

Refl exive Parry# Dex 15, Combat Refl exes, Parry, base parry bonus +8

Ride-By Attack# Ride skill, Mounted Combat

Run#

Self-Suffi ciency

Shield Profi ciency

Shot On The Run# Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4 Simple Weapon Profi ciency*

Skill Focus*

Sleep Mastery Wis 13, Con 13

Sneak Subdual Ability to sneak attack, base attack bonus +1

Spawn of Dagoth Hill Must be Kothian or Zamorian, may only be taken at character creation

Spirited Charge# Ride 1 rank, Mounted Combat

Stealthy

Steely Gaze# Intimidate 8 ranks, Cha 13

Striking Cobra# Bluff 6 ranks, Dex 15, Cha 13, base attack bonus +6 Stunning Attack # Dex 13, Str 13, base attack bonus +8

Superior Armourer Must be an Aquilonian or Kothian or Hyrkanian/Turanian or Zingaran, Craft (armourer) 12 ranks

Toughness#

Track

Trample# Ride 1 rank, Mounted Combat

Two-Weapon Combat Profi ciency

Two-Weapon Defence# Parry, Two-Weapon Combat Profi ciency Weapon Focus*# Profi cient with weapon, base attack bonus +1 Weapon Specialisation*# Weapon Focus, soldier level 4

Web of Death Base attack bonus +5, Combat Refl exes, Weapon Focus

Whirlwind Attack# Int 13, Dex 13, Dodge, Mobility, Combat Expertise, base attack bonus +4 Zingaran Surprise# Must be Zingaran, base attack bonus +8, sneak attack +4d6

Sorcery Feats Prerequisite

Adept* Scholar level 12+, must know three spells from same sorcery style Augment Summoning Summoner, magic attack bonus +4

Focused Magical Link Hexer, Magic attack bonus +3, Craft (fi ne art, sculpture, or similar) 1 rank

Hexer Magic attack bonus +1, Sorcery Style: Curses

Opportunistic Sacrifi ce Magic attack bonus +3, base attack bonus +3, Base PP 4, Ritual Sacrifi ce Ritual Sacrifi ce Magic attack bonus +1, base attack bonus +1

Sorcerer’s Boon* Scholar level 4, must know two or more sorcery styles, Int 13

Summoner Magic attack bonus +1, Sorcery Style: Summoning

Tortured Sacrifi ce Ritual Sacrifi ce, magic attack bonus +2, base attack bonus +2

* A character may gain this feat multiple times. Its effects do not stack and instead apply to a new weapon or skill.

** A character may gain this feat multiple times and stack its effect.

# A soldier may select this feat as one of his soldier bonus feats.

FE A T S

unarmed strike. You may elect to infl ict either lethal or nonlethal damage with no penalty.

Normal: Without this feat, a character deals only 1d3 points of nonlethal damage with an unarmed strike.

Carouser (General)

You can drink others under the table and are never too drunk to fi ght.

Prerequisites: Character level 5, Constitution 15.

Benefi t: You suffer no penalties for drunkenness, however much alcohol you drink. Furthermore, you gain a +2 circumstance bonus to all Bluff and Gather Information checks related to your drinking companions after at least two hours of heavy drinking. In addition, after a night of wenching, drinking, or other partying, you heal normally as though you had had a full night’s rest.

Normal: Drunk characters have at least a -2 penalty to attack rolls and Defence.

Special: Note that this feat does not assist with resisting drugs other than alcohol, including lotus-based preparations of any kind.

Cleave (General)

You know how best to take advantage of your greatest blows.

Prerequisites: Str 13+, Power Attack.

Benefi t: If you deal a creature enough damage to make it drop, typically by dropping it to below 0 hit points or killing it, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.

You can use this ability once per round.

Combat Expertise

Documento similar