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Post by Traskus on Aug 31, 2018 18:16:58 GMT -6
This thread is for feat ideas that do not have an associated class.
Battle Ready Add your charisma to your initiative modifier.
Name pending You can learn almost anything if you put your mind to it. You gain a rank in any Sword School or Gun Kata, up to a maximum of half your level, rounded up.
Extra Wizard Traditions by Kwak
Star Song Whenever you cast a Healing spell, choose one target affected by it. Each turn they may either gain or lose 1 hit point, for a number of turns equal to your ranks in Healing.
Blue Squall Whenever you cast a Conjuration spell, you can throw on a minor rider effect. All enemies within 10m of the spell's effect must make a Pinning test with a TN of 10 plus twice your rank in Conjuration.
Black Gate Whenever you cast a Necromancy spell, you may animate a small piece of living material (such as a skull, a dead mouse, or a leather cap) which becomes a Minion with a damage rating and threat rating of 1 that lasts for a number of rounds equal to your ranks in Necromancy.
Great Work Whenever you cast a Transmutation spell, the target object (or one object the target creature is carrying) increases in Quality by one for a number of rounds equal to twice your ranks in Transmutation.
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Post by GuardianTempest on Sept 3, 2018 15:40:38 GMT -6
Corner Guard You are specially trained to fight on perilous terrain. Instead of the normal penalties, your melee attacks gain +1k0 to attack and damage rolls in difficult terrain, and +1k1 on arduous terrain.
Tonka Tough You're built different. You may use Constitution instead of Strength for opposed tests as long as you're not the initiator.
Unnamed Feat (taken by the Hoplite class) After taking a Full Defense action, you can parry ranged attacks with a melee weapon that has the Defensive property until your next turn. Maybe limit it to ranged attacks made within a certain range? 15m? 10? Point Blank?
Unnamed Feat 2 After taking a Full Defense action, you can parry attacks with weapons that have the Unwieldy property until your next turn.
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Post by Amanojyaku on Sept 18, 2018 19:18:09 GMT -6
Quick Feet When affected by a status condition (critical damage, blood loss, fire, dazzled, etc.), you gain +1 to Dexterity for the purpose of determining movement distance for each condition that affects you.
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Post by Amanojyaku on Sept 23, 2018 6:41:02 GMT -6
Monkey Grip by Konate You may wield weapons with the Two Handed property in one hand with a -2k0 penalty to the attack roll. If you use a Two Handed weapon for Two Weapon Fighting, you take a -0k1 penalty to the attack rolls, in addition to the normal penalties.
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Post by Traskus on Mar 2, 2019 18:28:25 GMT -6
Cross The Rubicon: Any vehicle you pilot or command may fully operate in Spelljammer Scale. You may purchase and use any 'ship' feat you own while in a vehicle and count as any currently 'unfilled' bridge position needed, including strike-craft wing commander. However, any vehicle you operate, even if lacking Battleship-Raid certifaction, is noticeably abnormal in some way (generally 'behavior' to sensor operators) and sure to attract attention.
This feat is prerequisite for Option, and may be taken by any character of any class.
Option: Defensive Force: Once per combat, you may negate a single successful damaging hit. In Spelljamming scale, you may also instead negate one instance of crew loss to a sacrifical Intercept within 2VU - including using your own vehicle
Arrowhead: Gravitic Drive Unit: When piloting a vehicle equipped with Munchausen Drives, you may use them as VTOL systems within an atmosphere. The drive's standard punch-it mode remains in place for transatmospheric interface, however.
Delta: Dimension Beast Solution: Once per sortie, you may expend this feat to protect the entirety of a vehicle you are piloting from any one single non-damage effect. Anything from daemonic crewman-possession to catastrophic control losses can be violently purged this way. Only a *single* effect is negated this way however: If an event (such as Critical 5) would cause multiple effects, you must choose which of the lot is negated. You *must* declare Dimension Beast Solution immediately, before any effect (or re/double-roll) is actually resolved.
Wise-Man: Full-Dose: If the vehicle you pilot equipped with an Orgonne Array, as part of an attack, you may burn-out your Orgone Array to unleash an additional attack if the target is within 2VU(or 250m vehicle scale).
This counts as a System Failure critical for the array: Treat the Full-Dose attack as a Hybrid attack, using Evocation+Charisma, +Array if applicable.
Wave Master: Hyperdrive: You may ignore the Recharge hindrance on Hybrid weaponry you fire. Hybrid Missile Launchers instead add +0k1 to damage and +2 to crit rolls.
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Post by Traskus on Mar 3, 2019 16:22:11 GMT -6
Blood Sacrifice By drawing the blood of others, you can empower your own magic. Whenever you deal an R or X wound in melee, you gain a +5 bonus to your next Focus Power test, provided it is made before the end of the next round.
Bloody Tracery Blood and ritual both have power. The combination of the two, therefore, has more power than either alone. Whenever you would benefit from Corpus Conversion or Blood Sacrifice, you may extend the benefiting Focus Power test by a half action to double the bonus gained.
Corpus Conversion You can use your blood to power your spells. By dealing a number of R wounds up to your level to yourself while casting a spell, you gain a bonus to the Focus Power test equal to twice the number of wounds taken in this way.
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Post by username on May 18, 2019 19:04:01 GMT -6
World for Two You have achieved the pinnacle of maidhood, the ability to tap into the maid force to slow down time itself. You may spend a Hero Point to lock yourself and up to one other person in a moment of stopped time. Neither of you may affect other things like this; however, you can continue to affect each other. Outside of combat this can last a number of minutes equal to your Charisma, but the stress of combat causes it to only last for a single round.
Posting here since I don't recall another class getting this now that it is abandoned, but it is used for an exaltation.
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Post by Traskus on Aug 25, 2021 23:22:43 GMT -6
Wizard Tradition - Instinctive Charm Whenever you cast an enchantment spell, you can select up to one more target. The target is also affected by the spell as though you cast it on them with the bare minimum roll to successfully cast the spell.
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Post by Amanojyaku on Oct 12, 2021 23:46:51 GMT -6
Gravitational Ignorance Gravity's just a suggestion, man! Do not halve your jumping distance for the purposes of calculating your vertical jump height.
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Post by ScrapyardDragon on Jan 26, 2023 14:52:43 GMT -6
A proposal for a change to the star song wizard tradition, given that its both an extremely powerful and also rather poorly worded feat. Wizard TraditionStar SongWhenever you spend resource points as part of a healing spell, you may cause the target to be healed for one additional Hit Point. Kwak's old version for reference. Star Song Whenever you cast a Healing spell, choose one target affected by it. Each turn they may either gain or lose 1 hit point, for a number of turns equal to your ranks in Healing.
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Post by GuardianTempest on May 25, 2023 8:42:06 GMT -6
Because herothr33 believes that melee fighters suck against ranged attackers using Shift+Standard Attack, here's a feat right out of Pathfinder poorly translated into DtD. Step UpYou can close the distance when a foe tries to move away. Whenever an adjacent enemy uses the Shift or Withdraw actions to move away from you, you may move towards the same enemy up to your Speed in meters as a reaction. This movement doesn't provoke opportunity attacks from the enemy that triggered this feat. Using this feat reduces your Speed by the distance covered until the end of your next turn. I didn't specify specific actions to go with the feat as it results in weird interactions with martial schools. Taking suggestions on how to word it better.
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