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Because they might prove usefull for someone... by ShadowSystems2012-06-02 08:54:33
  Feats. (n/t) by ShadowSystems2012-06-02 10:05:58
    Sa - Sp by ShadowSystems 2012-06-02 10:43:15
Sage (reqs: 5 Ranks in any 2 K Skills) +2 to all K Skills
Scent, Enhanced (reqs: Wis 13, Scent) Range improves +30 feet; stacks
Scent, Musk, Powerful (reqs: Aranthi, BAB +3) Range 30; Stunned for 1d4+(Con) Rounds (in addition to Smelling Bad).
Scent, Musk, Reserves (reqs: Aranthi, CON 14) musk spray attack (1+Con) times per day.
Scent, Pheremones, Defensive (reqs: Con 14, Pleasing Pheromones) Range 60, +1 Bluff/Intimidate; +1 per 5 minutes; Counter Tracking takes -2
Scent, Pheremones, Pleasing (reqs: Racial Musk/Pheremones, CON 12) Range 60; +1 Animal Handling, Diplomacy and Performance checks; +1 for every 5 minutes; Counter Track +2
Scent, Quick (reqs: Wis 15, scent) You may take a swift action to note the direction of a scent.
Scholastics, Applied (reqs: a total of 15 ranks in 3 K skills) Use a K check to Aid Another; for every 5p you beat a DC 10, add +2 to the Aid granted
Scroll, Mastery (reqs: 1st Level Spells) gain +4 Caster Level Checks to cast spells from scrolls
Scroll, Scribe (reqs: 1st Level Caster) You can create a Scroll of any ~9th Level spell you can cast; takes 1 day per 1K GP of Base Price (SpellLevel x CasterLevel x25GP); 1/25th Price is XP, 1/2 is Materials.
Scroll, Scribe, Epic (reqs: Scribe Scroll, K arcana 24, Spellcraft 24) You can create Scrolls of any spell you can cast
Search, Improved (reqs: Search 4, Int 13) You can search a 5 Cubic Feet area as a Move act.
Self Sufficient: +2 Heal and Survival
Shatter the Glass Ceiling: For Spell Casting purposes, consider your Casting-primary Ability +2; Stacks as +4, +6, +8, etc
SHIELD AGILITY (reqs: Dex 13, BAB +1) May hold items in Heavy Shield hand; no -2 ToHit with a Tower Shield
Shield Bash, Improved (reqs: Shield Prof) retain Shield's AC while making a SBA.
Shield Bash, Tower, Improved (reqs: T S Bash) keep the T S bonus to AC while making a T S Bash attack
Shield Cover (reqs: Dex 13, Mobility, Shield Prof) While wielding a Heavy or Tower, 1x/Round, choose a Target; you gain Total Cover against them, & provoke no AoO's from them.
Shield Defender (reqs: BAB +6, S Prof) You may give any/all of your Shield's AC to an adjacent Ally for the Round; neither of you can move apart or the bonus is lost
SHIELD EDGE DEFLECTION (reqs: BAB +4, S Prof) Shield's AC counts vs Touch Attackers
Shield Evasion (reqs: Shield Prof, L Ref, ref save +4) While wielding a Heavy or Tower, if allowed a Ref save for half, take no damage on a successfull save instead
Shield Expertise (reqs: S Focus) +1 AC from Shield
Shield Focus (reqs: S Prof, BAB +1) ACP improves by 1, ASF improves by 5%
Shield Mastery (reqs: Shield Prof, BAB +1) +2 Dodge
Shield Profficiency, Tower: you become Prof with Tower shields.
Shield Profficiency: you become Prof with all shields except Tower (a separate feat).
Shield Rush (reqs: Str 13, Power Attack, Shield Prof, BAB +1) Making a Bull Rush with a Shield other than Buckler, use (Str x2) for Damage calculations
Shield Skill (reqs: S Prof, BAB +1) +2 Dodge for Fight Def/Total Def, +2 REF save from Cover
Shield Specialization (reqs: S Prof) +1 AC; no attack/AC penalties when making a Shield Bash Attack
Skill, Calm (reqs: Skill Focus, 12 ranks) +5 to skill; Can always "Take Ten" with chosen skill, even in combat.
Skill, Flashes of Brilliance: every time you roll a Nat20 on a Skill Check, add +5 to the Skill's Ranks, ignoring max.
Skill, Focus, Greater (reqs: Improved SF) +8
Skill, Focus, Improved (reqs: Skill Focus) +5 to chosen skill
Skill, Focus, Superior (reqs: Skill Focus, 20 Ranks) +10 to that Skill
Skill, Focus: You get a +3 bonus on all checks involving chosen skill.
Skill, Learning, Intuitive (reqs: 12+ in key ability) This feat allows a character to treat any cross-class skill as though it were a class skill.
Skill, Mastery (reqs: Skill Focus 5) +5 to chosen skill
Skin, Iron: +3 Natural Armor
Sleight of Hand, Improved (reqs: Sleight Of Hand 4, Dex 13) +4, & can make SoH as a Move Act.
Speed, Fast Mover (reqs: Dex 15, Run) add +5 Feet to your Move; stacks
Speed, Fleet Of Foot: (reqs: Dex 15, Run) make up to a 90 deg turn while Running/Charging with no penalty
Speed, Step, Giant (reqs: Natural reach 10 feet or more) Your "FFS" is now a distance equal to your Reach.
Speed, Superior: (reqs: Dex 21, Run) +30 feet to Speed
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