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Types of Feats

Some feats are general, meaning no special rules govern them as a group and they are available to everyone at a cost of 1 CP.

Prerequisites

Some feats have prerequisites. Your character must have the indicated ability score, feat, skill, combat bonus, or other requisite trait(s) in order to acquire or use that feat. A character can gain a feat and its prerequisites at the same time. If you ever lose a feat’s prerequisites for any reason, you also lose the ability to use that feat.

Proficiency Feats

 

Proficiency (General, Ranked)

Weapon Groups
Basic Weapons Club, Dagger, Staff
Bows Long or shortbow
Crossbows Small or large Crossbow
Clawed Punking dagger, spiked guantlet
Hand Guns Revolver, pistol
Long Arms Shotgun, Rifle
Artillery Morters, landmines, RPG's
Mecha Mecha Weapons (while in cockpit)
Heavy Artillery Tanks, Howlitzer
Flails and Chains Flails, spiked chains, whip
Swords Any normally one or two handed blade
Bludgeoning Mace, club, staff, sap
Hammers and Axes Pick, hammers
Slings and Thrown Sling, and any thrown weapon
Polearm Most reach weapons, spear, glaive, trident
Improvised Ojects you can lift as a light load
Unarmed Fist and feet
Vehicle Starship, Car, Boat (one for each size)

You are trained in the use of either a weapon, armor, or vehicle.

Benefit: The character makes attack, check, and skill rolls with the, of the appropriate size, normally.
Normal: A character without this feat takes the –4 nonproficient penalty when making any attack, save, or check rolls.

Exotic Versions : You may buy an additionl rank with any group of to become proficient with any exotic version of that group.

Example: If you want to use a Double Axe you will take two ranks in the Weapon Group Hammers and Axes. One rank for profiency with all Hammers and Axes and other rank for any exotic verions of those Weapon Groups. Or if you want to be proficient with Star Cruisers and Underwater submersibles, as well as their alien versions. You would buy three ranks in vehicle, one for Star Cruisers, one for Underwater Submersibles, and one for alien versions.

 

 

 

 

 

 

 

Armor Groups
Light Armor Any armor with a +1 to +3 Bonus
Medium Armor Any armor with a +3 to +5 Bonus
Heavy Armor Any armor with a +6 to +8 Bonus
Powered Armor Any armor that applies a ability bonus
Exotic Armor Any armor with an extra feature

 

 

 

 

 

 

Attack of Opportunity Feats

The standard combat rules assume combatants actively avoid attacks. You don’t have to declare anything special for your character to be on the defensive. Sometimes, however, a combatant lets his guard down, and doesn’t maintain a defensive posture as usual. In this case, combatants near him can take advantage of this lapse in defense to attack for free. These attacks are called attacks of opportunity. Attacks of opportunity add an element of complexity to combat not appropriate for all d20 campaigns. Therefore the Gamemaster can decide whether or not attacks of opportunity are allowed in the game. They add a realistic edge to combat but also tend to slow things down and make combatants more cautious. Attacks of opportunity are most appropriate for gritty or realistic campaign settings.

WEAPON TYPE

You can use a melee weapon to make attacks of opportunity whenever the conditions for such an attack are met (see Provoking an Attack of Opportunity). In addition, you can make attacks of opportunity with unarmed attacks if your unarmed attacks count as armed. Also, some feat give you the ability to use other attacks with Attacks of Opportunities.

THREATENED AREAS

You threaten the squares into which you can make a melee attack, even when it is not your action. Generally, that’s all squares adjacent to your position, but some characters may have an extended reach for melee attacks due to powers or feats. An enemy taking certain actions in a threatened square provokes an attack of opportunity from you. You can only make attacks of opportunity with melee attacks, never with ranged attacks.

PROVOKING AN ATTACK OF OPPORTUNITY

Two actions provoke attacks of opportunity: moving out of a threatened square, and performing an action in a threatened square that lets your guard down.

MOVING OUT OF A THREATENED SQUARE

When you move out of a threatened square, you generally provoke an attack of opportunity. There are two important exceptions, however. You don’t provoke an attack of opportunity if only moving a 5-foot step, or if you withdraw, moving directly away from all opponents threatening the area you are in.

If you don’t start in a threatened square, but move into one, you have to stop there, or else you provoke an attack of opportunity as you leave that square.

PERFORMING A DISTRACTING ACTION

Performing some actions in a threatened square provoke attacks of opportunity, because they divert your attention from the fight. The following actions provoke attacks of opportunity:

• Unarmed attacks: Making an unarmed attack against an armed opponent provokes an attack of opportunity. If you have the Improved Unarmed Strike feat, your unarmed attacks are considered armed.

• Striking a weapon: If you have the Improved Sunder feat, striking an opponent’s weapon does not provoke an attack of opportunity.

• Using a skill or effect requiring a full action: This includes various powers requiring a full-round action, such as Healing or a long-range Teleport.

• Manipulating objects: Picking up, putting away, or retrieving an object provokes an attack of opportunity as does drawing, putting away, or reloading a weapon.

• All Out Move: Moving all out draws an attack of opportunity if you move out of a threatened area (see previous).

• Disarm: Attempting to disarm an opponent provokes an attack of opportunity.

• Grapple: Grappling with an opponent—physically or mentally— provokes an attack of opportunity from any other opponent threatening the area you are in. If you have the Improved Grab feat, starting a grapple does not provoke an attack of opportunity.

• Aim: Aiming an attack provokes an attack of opportunity. You can “fine tune” the use of attacks of opportunity in your campaign by varying the list of actions that provoke them. So, if you want to make certain effects less useful in combat, have them provoke attacks of opportunity when used. Then characters will be less inclined to use them. For example, if all powers requiring a standard action or more provoke an attack of opportunity, things become very different, with Concentration a much more vital combat skill.

• Drawback: As a 4pt Drawback you make any base power, such as Magic or others at the GM's discretion, cause a distracting action.

MAKING AN ATTACK OF OPPORTUNITY

An attack of opportunity is a single melee attack, and you can only make one per round. You do not have to make an attack of opportunity if you don’t want to.

ACTING ON THE DEFENSIVE

As an option, you can allow characters to make a Concentration check to “act on the defensive” and avoid the normal distraction caused by performing a distracting action, thereby avoiding any attacks of opportunity that action would normally provoke. The DC of the Concentration check is normally at least 15, more for particularly distracting actions, in the GM’s opinion. Using a power that provokes an attack of opportunity on the defensive usually requires a check with a DC of 10 + the power’s rank. Characters can lower a power’s effective rank to make it easier to concentrate. The drawback to acting on the defensive is, if the Concentration check fails, the character does not accomplish the intended action, the time it would have normally required is simply wasted and nothing happens. The character does not provoke an attack of opportunity, however. So an attempt to aim on the defensive, for example, requires a Concentration check. If it succeeds, the character has successfully aimed without provoking an attack of opportunity. If the check fails, the character has failed to aim, but has wasted the fullround action normally required to do so.

IMPROVED FEATS

Any feat that gives you an improvoed version of a distracting action will negate the Attack of Opportunity caused by that action.

Ranged Threat (General, Ranked)

You can take advantage ofa foe who drops his guard near you.

Prerequisites: Combat Reflexes, Precise Shot, base ranged attack bonus of +6

Benefit: When armed with a ranged weapon, you threaten every square with 15ft. If a target in this threatened area takes an action that provokes an attack of opportunity, you may make one ranged attack against that target. You may only use this feat once per round, and use of this feat counts as all of your attacks of opportunity in a round, even if you would normally be allowed additional attacks of opportunity in a round.

Every two ranks, after your first rank, you have in this feat will allow you to make an additional ranged attack of opportuniy in a round, 2 at three ranks, 3 at five ranks, etc., if you have a weapon equiped to make that many attacks. No matter what you may still never exceed the maximum limit of attacks of opportunit that you would be able to make in a round with Combat Reflexes.

Combat Reflexes ( ranke, general)

Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the rank in this feat.  The character can still only make one attack of opportunity on a single opponent.
With this feat, the character may also make attacks of opportunity when flat-footed.
Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and can’t make attacks of opportunity when flat-footed.
Special: The Combat Reflexes feat doesn’t allow a character with the opportunist feat to use that feat more than once per round.

Improved Combat Throw (general)

Prerequisites: Defensive Martial Arts, Combat Throw, base attack bonus +3.
Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity.
Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.

Mobility (general)

Prerequisites: Dexterity +1, Dodge.
Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square.
Special: A condition that makes a character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Agile Riposte (expert)

Prerequisites: Dexterity +1, Dodge.
Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.
Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round

FOLLOW-UP STRIKE (general)

If you score a critical hit with a melee attack, you can make an additional melee attack against the same opponent immediately as a free action, with the same attack bonus as the attack that scored the critical hit. This counts toward your attacks of opportunity for the round.

GRAPPLING BLOCK (general)

When you successfully block a melee attack while unarmed you can initiate a grapple against your attacker as a free action without an initial attack roll. This counts toward your attacks of opportunity for the round.

IMPROVED OPPORTUNITY (general)

When you make an attack of opportunity, you receive a +4 bonus on your attack roll. This bonus only applies to attacks of opportunity; it doesn’t count for other attacks such as surprise attacks or situations where your opponent is flat-footed.

COUNTERATTACK (general)

If an opponent attacks you in melee combat and misses, you get an immediate melee attack against that opponent as a free action at your full attack bonus. This counts toward your attacks of opportunity for that round.

OPPORTUNIST (general)

When an ally successfully attacks an opponent in an area you threaten, you get an immediate attack of opportunity against that opponent. This counts against your normal attacks of opportunity for the round. A successful attack is one that hits and against which the opponent fails a saving throw. (Thus a successful Dazzle or Snare attack would count for purposes of this feat.)

SIDESTEP (general)

When you are eligible to take an attack of opportunity, you can instead choose to take a 5-foot step without provoking an attack of opportunity. This counts toward your attacks of opportunity for the round.

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Seth Blevins