New World Feats

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The following pages detail a number of new feats. Some are used by the LizardFolk of the New World, and some originate from new classes like the Scout. Others, like the Unarmoured Defence feat, mimic those of other classes.

Brachiation

[Scout]

Prerequisite: Climb 4, Jump 4

Benefit: You can move through wooded areas at your base land speed ignoring any effects to movement due to terrain. You must be at least 20 ft. from the ground to use this ability. This ability only works in medium and dense forests.

Danger Sense

[Scout]

Prerequisite: Improved initiative

Benefit: Once per day you may reroll an initiative check you have just made. You may use the better of the two rolls. You must decide to reroll before the round starts.

Hear the Unseen

[Scout]

Prerequisite: Listen 5, Blind fight

Benefit: As a move action that does not cause an attack of opportunity you can attempt a DC 25 listen check. If successful you can pinpoint the location of all foes within 30 ft as long as you have a line of effect to them. This feat does not negate cover bonuses. If deafened or in an area of silence you can’t use this feat. If a hidden opponent is trying to move silently you may try to find them by making an opposed test between listen and move silently. (+15 bonus to the person with move silently). This feat does not work against perfectly silent opponents.

Improved Swimming

[Scout]

Prerequisite: Swimming 6

Benefit: Swim at full movement (full action) or half movement (move action).

Prehensile Tail

[General, LizardFolk]

The creature has adapted to use its tail for rudimentary grasping, effectively giving it an extra hand.

Prerequisite: Tail Slap, Tail Trip.

Benefit: The creature may use its tail to grip an extra weapon in combat, allowing it to make an additional attack. Such an attack counts as an off-hand attack and follows the rules for multiple arms given in DMG. The tail does not have any great dexterity and may only be used for basic tasks such as carrying items. Actions with the tail are inherently clumsy and this feat only allows for the use of Medium Melee weapons or objects of similar size.

Special: If, including its tail, the creature has the equivalent of three arms, it becomes eligible to take the Multiweapon Fighting and Multidexterity feats as found in the Monstrous Manual.

Quick Reconnoitre

[Scout]

Prerequisite: Listen 5, Spot 5

Benefit: +2 on initiative checks and you can make a free spot and listen check every round as a free action.

Razorfang

[General, LizardFolk]

One of the creature’s natural attacks is more dangerous than normal.

Prerequisite: One or more natural attacks.

Benefit: When this feat is taken, nominate one of the creature’s natural attacks. The damage caused by that attack is increased by one size level, as detailed in Chapter 5 of the Monstrous Manual.

Special: This feat may be taken multiple times, each time applying to a different natural attack. The feat may not be applied to the same attack more than once.

Tail-Eye Co-ordination

[General, LizardFolk]

The creature has adapted to use its tail to grasp objects.

Prerequisite: Prehensile Tail, Tail Slap, Tail Trip.

Benefit: This feat allows the use of single handed missile weapons and two-handed polearms by the tail. The creature may use its tail to grip an extra weapon in combat, allowing it to make an additional attack. Such an attack counts as an off-hand attack and follows the rules for multiple arms given in DMG. Creatures with this feat and the Prehensile tail feat do not get any additional attacks beyond those granted by the Prehensile tail.

Tail Slap

[General, LizardFolk]

The creature gains an extra attack with its tail.

Prerequisite: A tail at least 5ft. long.

Benefit: The creature has the ability to deal 1d6 points of bludgeoning damage as an unarmed tail slap attack. If the creature has other natural weapons, it may use the tail slap alongside them as a secondary attack, incurring a -5 penalty to hit. An obsidian cestus mounted on a tail allows a user with this feat to do 1d6+1 (19-20 x2) damage.

Special: The above damage assumes the creature is Medium size. If the creature is larger, use the rules in Monstrous Manual to determine the increased damage. The tails of smaller creatures are too small to be effective in close combat, and such creatures may not take this feat.

Tail Sweep

[General, LizardFolk]

The creature can attack multiple opponents behind it with its tail.

Prerequisite: Tail Slap, Tail Trip.

Benefit: The creature may make a sweep with its tail instead of making an attack. The sweep affects a half-circle with a diameter of 5 feet centred on the creature’s rear. The creature makes a single attack with its tail against each opponent in the area. The creature may not use the Tail Trip feat in conjunction with Tail Sweep.

Special: The diameter affected by the Tail Sweep feat assumes the creature is Medium size. Large creatures affect a diameter of 10 feet, Huge creatures 20 feet, Gargantuan creatures 30 feet and Colossal creatures 40 feet.

Tail Trip

[General, LizardFolk]

The creature can trip opponents with its tail.

Prerequisite: Tail Slap.

Benefit: If the creature hits with its tail slap attack, it can attempt to trip the opponent as a free action (see the PHB) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the creature.

Unarmoured Defence Proficiency

[General, Fighter]

You have a general knack for protecting yourself when unarmoured.

Benefit: Your base AC (normally a 10) is increased by a bonus determined by your level when you are unarmoured. This bonus does not stack with any armour bonuses granted by armour. When wearing armour this bonus is not applied.

Level Bonus Level Bonus
1 +0 11 +4
2 +1 12 +4
3 +1 13 +4
4 +1 14 +5
5 +2 15 +5
6 +2 16 +5
7 +2 17 +6
8 +3 18 +6
9 +3 19 +6
10 +3 20 +7

Special: This bonus is applied even when you are caught flat-footed or denied your Dex modifier to your AC and thus is not named.

Unarmoured Defence Focus

[General, Fighter]

Your ability to defend yourself while unarmoured is improved.

Prerequisite: Unarmoured Defence Proficiency

Benefit: AC granted by the Unarmoured Defence Proficiency is replaced: +1 cumulative bonus for every 2 levels. The bonus to your AC granted by Unarmoured Defence proficiency feat is replaced with the chart below.

Level Bonus Level Bonus
1 +0 11 +5
2 +1 12 +6
3 +1 13 +6
4 +2 14 +7
5 +2 15 +7
6 +3 16 +8
7 +3 17 +8
8 +4 18 +9
9 +4 19 +9
10 +5 20 +10

Special: This bonus is applied even when you are caught flat-footed or denied your Dex modifier to your AC and thus is not named.

Unarmoured Defence Specialisation

[General, Fighter]

Prerequisite: Unarmoured Defence Proficiency, Fighter 3

You function with near perfection when unarmoured.

Benefit: AC granted by the Unarmoured Defence Proficiency is replaced: +1 cumulative Bonus for every level except 1, 5, 9, 13, and 17. The bonus to your AC granted by Unarmoured Defence Specialisation feat is replaced with the following chart:

Level Bonus Level Bonus
1 +0 11 +8
2 +1 12 +9
3 +2 13 +9
4 +3 14 +10
5 +3 15 +11
6 +4 16 +12
7 +5 17 +12
8 +6 18 +13
9 +6 19 +14
10 +7 20 +15

Special: This bonus is applied even when you are caught flat-footed or denied your Dex modifier to your AC and thus is not named.

Unarmoured Defence Mastery

[General, Fighter]

You function with perfectly when unarmoured.

Prerequisite: Unarmoured Defence Specialisation

Benefit: AC granted by the Unarmoured Defence Proficiency is replaced: +1 cumulative Bonus for every level. The bonus to your AC granted by Unarmoured Defence Proficiency feat is replaced with the following chart:

Level Bonus Level Bonus
1 +1 11 +11
2 +2 12 +12
3 +3 13 +13
4 +4 14 +14
5 +5 15 +15
6 +6 16 +16
7 +7 17 +17
8 +8 18 +18
9 +9 19 +19
10 +10 20 +20

Special: This bonus is applied even when you are caught flat-footed or denied your Dex modifier to your AC and thus is not named.