Thursday, 24 May 2012

Character Book: Feats

Each feat provides a small bonus to one of the numerical elements of your character sheet. Because of this, there is a fairly limited range of feats available; this section lists all the feats that can exist in the system.

You gain one feat at 2nd level, and one additional feat at every even-numbered level in the Beginner and Heroic tiers. Additionally, you gain some free feats from your choice of race and/or class.

Proficiency Feats

Proficiency feats are a special category of feats representing formal training in the use of a given type of weapon, armour, magic, or skill. Each class gives a number of proficiency feats that the character gains automatically.

In most cases, proficiency feats are just like any other type of feat. The only exception is when retraining; a proficiency feat can only be retrained to another proficiency feat.

Note: Proficiencies are identified by the word "Proficiency" in the name!

Prerequisites

Some feats require that the character possess certain other feats before they can be taken. These are listed in the feat descriptions.

Retraining

You can retrain both proficiencies and feats more generally. When retraining, you may do one, both, or neither of the following:

  • A multiclass character may swap any one proficiency feat for any other proficiency feat granted by any of his classes. You cannot remove a proficiency feat if you need it as a prerequisite for another feat, and must meet the prerequisites of the new feat selected, as always.
  • You may swap any one non-proficiency feat for any other feat. You cannot remove a feat if you need it as a prerequisite for another feat, and must meet the prerequisites of the new feat selected, as always.

The Feats

Armour Proficiency (heavy)

Prerequisites: Armour Proficiency (light, medium)

When wearing heavy armour, you gain a +5 bonus to Armour Class. The armour check penalty is not affected.

Normal: You gain no benefit from wearing armour, but suffer the full armour check penalty.

Armour Proficiency (light)

When wearing light or heavier armour, you gain a +1 bonus to Armour Class. The armour check penalty is not affected.

Normal: You gain no benefit from wearing armour, but suffer the full armour check penalty.

Armour Proficiency (medium)

Prerequisite: Armour Proficiency (light)

When wearing medium or heavier armour, you gain a +3 bonus to Armour Class. The armour check penalty is not affected.

Normal: You gain no benefit from wearing armour, but suffer the full armour check penalty.

Armour Specialisation (heavy)

Prerequisite: Armour Proficiency (heavy, light, medium), Armour Specialisation (light, medium) When wearing armour, you reduce the Armour Check Penalty by three steps, down to a minimum of zero.

Armour Specialisation (light)

Prerequisite: Armour Proficiency (light)

When wearing armour, you reduce the Armour Check Penalty by one step, down to a minimum of zero.

Armour Specialisation (medium)

Prerequisite: Armour Proficiency (light, medium), Armour Specialisation (light)

When wearing armour, you reduce the Armour Check Penalty by one step, down to a minimum of zero.

Defence Focus

Pick one of Armour Class, Combat Defence, Fortitude, Reflex, or Will. You gain a +1 bonus to that defence.

Note: You cannot select Defense Focus in Alertness or Social defences.

Deft Arcanist

When using a spell with the finesse quality, you apply your Intelligence modifier to attack rolls and damage instead of your Charisma modifier.

Great Throw

When using a thrown ranged weapon, you apply your Strength modifier to attack rolls and damage instead of your Dexterity modifier.

Grit

You gian 1 resilience point per level. Each time you gain a level you gain 1 additional resilience point.

Grit, Improved

Prerequisite: Grit

You gain 2 resilience points per level. Each time you gain a level you gain 3 additional resilience points.

Special: When first added, add the hit points as listed. When gaining further levels, this feat supersedes (does not stack with) Grit.

Sheild Focus

Prerequisite: Shield Proficiency

When using a shield, you gain a further +1 bonus to Armour Class.

Shield Proficiency

When using a light shield, you gain a +1 bonus to Armour Class. When using a heavy shield, you gain a +2 bonus to Armour Class. Additionally, you may use the "Shields Shall Be Splintered" rule.

Normal: You gain no benefit from using a shield.

Shield Specialisation

Prerequisite: Sheild Proficiency

When using the "Shields Shall Be Splintered" rule, your shield is only damaged, not destroyed.

Normal: When using the "Sheilds Shall Be Splintered" rule, your shield is destroyed.

Skill Focus

Prerequisite: Skill Proficiency (skill)

Pick a skill with which you are proficient. You gain a +1 bonus to rolls when using the skill.

Skill Proficiency

Pick a skill. You are trained in the use of that skill, and can use it without penalty.

Normal: You take a -4 penalty when using skills without the proficiency.

Skill Specialisation

Prerequisite: Skill Proficiency (skill)

Pick a skill with which you are proficient. You gain a 1 step bonus to magnitude rolls when using that skill.

Spell Focus

Prerequisite: Appropriate Spell Proficiency

Pick a spell group with which you are proficient. You gain a +1 bonus to attack rolls with spells in the group.

Special: This bonus applies to all spells in the group with which you are proficient. So, if you have Complex Spell Proficiency but not Advanced Spell Proficiency (fire), you may take Spell Focus (fire). In this case, you may apply the bonus when using complex fire spells, but not when using advanced fire spells.

Spell Proficiency, Advanced

Prerequisites: Complex Spell Proficiency

Pick a spell group. You are trained in the use of advanced spells in that group, and can use them without penalty.

Normal: You take a -4 penalty when using a spell without the proficiency.

Spell Proficiency, Complex

You are trained in the use of complex spells, and can use them without penalty.

Normal: You take a -4 penalty when using a spell without the proficiency.

Spell Proficiency, Simple

You are trained in the use of simple spells, and can use them without penalty.

Normal: You take a -4 penalty when using a spell without the proficiency.

Spell Specialisation

Prerequisite: Appropriate Spell Proficiency

Pick a spell group. You gain a 1 step bonus to magnitude rolls with spells in the group.

Special: This bonus applies to all spells in the group with which you are proficient. So, if you have Complex Spell Proficiency but not Advanced Spell Proficiency (fire), you may take Spell Focus (fire). In this case, you may apply the bonus when using complex fire spells, but not when using advanced fire spells.

Toughness

You gain 1 hit point per level. Each time you gain a level you gain 1 additional hit point.

Toughness, Improved

Prerequisite: Toughness

You gain 2 hit points per level. Each time you gain a level you gain 3 additional hit points.

Special: When first added, add the hit points as listed. When gaining further levels, this feat supersedes (does not stack with) Toughness.

Weapon Finesse

When using a melee weapon with the finesse quality, you apply your Dexterity modifier to attack rolls and damage instead of your Strength modifier.

Weapon Focus

Prerequisite: Appropriate Weapon Proficiency

Pick a weapon group with which you are proficient. You gain a +1 bonus to attack rolls with weapons in the group.

Special: This bonus applies to all weapons in the group with which you are proficient. So, if you have Weapon Proficiency (melee) but not Exotic Weapon Proficiency (heavy blades), you may take Weapon Focus (heavy blades). In this case, you may apply the bonus when using a long sword, but not when using a bastard sword.

Weapon Proficiency, Exotic

Prerequisites: Appropriate Weapon Proficiency

Pick a weapon group with which you are proficient. You are trained in the use of exotic weapons in that group, and can use them without penalty.

Normal: You take a -4 penalty when using a weapon without the proficiency.

Special: The available weapon groups are axes, bows, crossbows, flails and chains, heavy blades, light blades, maces and clubs, picks and hammers, polearms, slings and thrown weapons, and spears and lances.

Weapon Proficiency

Pick either melee or missile. You are trained in the use of martial weapons of that type, and can use them without penalty.

Normal: You take a -4 penalty when using a weapon without the proficiency.

Note: Some weapons can be used both as melee or missile weapons. In these cases, each use requires a separate proficiency.

Weapon Specialisation

Prerequisite: Appropriate Weapon Proficiency

Pick a weapon group with which you are proficient. You gain a 1 step bonus to damage rolls when using weapons of this group.

Special: This bonus applies to all weapons in the group with which you are proficient. So, if you have Weapon Proficiency (melee) but not Exotic Weapon Proficiency (heavy blades), you may take Weapon Focus (heavy blades). In this case, you may apply the bonus when using a long sword, but not when using a bastard sword.

2 comments:

  1. For armour specialisation, did you mean to have light give a 1 step reduction, medium give a 1 step reduction and heavy give a 3 step reduction? Why not medium give a 2 step reduction? Or would I need to see the armour (and armour rules) before understanding?

    Why do you get no benefit (only penalties) from wearing armour that you're not proficient in? Surely chucking on a vest of chainmail protects you a bit anyway? And should be available as a last resort option?

    Can weapon finesse be applied to any weapon?

    I'm interested to see what you do with the spells with the simple/complex designation, and how that relates to the character classes. You might have solved some big problems there...

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  2. The medium armour specialisation is, indeed, a mistake. Should be two steps.

    In theory, you're right about the non-proficient armour use. In practice, I'm not sure it's a huge issue, though.

    Weapon finesse is basically the same as in 3e - there are some "finesse weapons" to which it applies, while others are too big and bulky to benefit.

    And the spells are still a bit up in the air, I'm afraid. We've more or less reached the end of what I'd got written down before I last shelved the project.

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