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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
    Ar - Aw by ShadowSystems 2012-06-02 10:10:59
Armor Born (reqs: BAB 15, Heavy a prof, STR 22, DEX 22, Endurance) No longer has a MaxDex, ACP, or Speed limitation from Armor or Shield; can sleep with no penalty; A/S is considered as Light.
Armor Focus (reqs: A Prof, BAB +1) MaxDex & ACP improve by 1 each; ASF by 5%; stacks but not to sub zero.
Armor Penetration (reqs: Int 13, C Expertise, BAB +4) +3 ToHit
Armor Proficiency Light/Medium/Heavy (reqs: all A Prof with previous sizes where applicable) You are now considered Prof with the chosen A type (Light, Medium, or Heavy).
Armor Transcend (reqs: Armor Prof, Str 10+) MaxDex & ACP improve by 1, & ASF improves +5%.
Armor, Pierce (reqs: BAB +1) +2 ToHit Melee
Armored Vigilance (reqs: A Prof) You can don, don hastily and remove armor in half the standard time.
Arrows, Deflect, Exceptional (reqs: Dex 21, Wis 19, Deflect Arrows, Improved UAS) You can Deflect Any Ranged Attack, including Spells/RTA's as if they were Arrows
Arrows, Deflect, Infinite (reqs: Dex 25, Combat Ref, Deflect Arrows, Improved UAS) You may perform any number of deflections each round, as the Deflect Arrows feat.
Arrows, Deflect, Reflected (reqs: Dex 25, Deflect Arrows) When you Deflect the Ranged Attack, it is returned back at the Attacker at your Full Ranged Attack BAB
Artisan, Master (reqs: Craft 8) +5 Craft; if in a Lab/Workshop with 5K GP or better & have 2 (Unskilled) Assisstants, can Craft at 10x Capacity/Speed
Assessment, Accurate:Standard Act with no AoO, examine Target in 60 feet to reveal one Numerical Value statistic about them; any number value about the Target can be revealed, but only one per check.
Athletic: +2 Climb checks and Swim checks.
Attack Focus (reqs: BAB +6) Give up all Attacks (including AoO's) for the Round but 1; it gains +2 ToHit/Dam, & for every normal attack you give up, another +2 ToHit/Dam
Attack, Accurate (reqs: BAB +6)As Full Round Act, give up all but your First Full BAB attack (including all AoO's), and for each attack thus sacraficed, gain +2 ToHit & Damage; Stacks as +3, +4, +5, etc.
Attack, Acrobatic (reqs: Dex 13, Acrobatic, Tumble 8) As a Move Act, Make Opposed Dex checks; if you win, Target is considered FF for your Attack; if you fail, you fall Prone at their feet.
Attack, Additional, Extra (reqs: Str 13, Int 13, C Expertise, Power Attack, BAB +6) If your Melee attack hits, make another Lowest BAB Melee attack against the same Target.
Attack, Additional, Greater (reqs: Str 13, Int 13, BAB +6, improved additional attack) Each additional attack is now at +2 ToHit (instead of +1); a 6th Fighter could make a +6/+3; 11th Fighter would be +11/+8/+5.
Attack, Additional, Improved (reqs: Int 13, BAB +6) When making more than 1 attack per Round, add +1 Tohit to each additional attack; Fighter 6th would get +6/+2; an 11th would be +11/+7/+3
Attack, All Out (reqs: Bab +3, Reckless Offense, Int 13) Subtract up to Full BAB from AC & add ToHit for the round.
Attack, Aquatic Leap (reqs: Swim Speed 30 feet, BAB +3) As a Full Attack Act, move at least 5 feet towards the surface; jump in a 10 high/20 long arc & make 1 Full BAB Melee attack anywhere along it's path; no AoO; Target loses Dex AC for the attack
Attack, Axe Frenzy (reqs: W Focus) make One extra Full BAB Attack each round with a 1H Axe
Attack, Axe Hurling (reqs: W Focus) You can throw any Focused Axe up to Close Range.
Attack, Blow, Awesome (reqs: Str 25, Power Attack, Improved BR, Large size) Standard Act Melee attack vs smaller Target, -4 ToHit & (Str x2) dam; throws Target (Damage dealt, Round down to nearest 5, Min 5) Feet, suffering Fall Dam & lands Prone.
Attack, Blow, Great (reqs: Power Attack, Str 15, BAB +6) Make One Full BAB Melee attack this Round, dealing double damage, but lose all other attacks (including AoO's).
Attack, Deflect, Improved (reqs: Str 13, Int 13, C Expertise, Combat Ref, Deflect Attack) When using DA, you no longer suffer the -4 for Fighting Defensively.
Attack, Frenzied (reqs: Str 13, Power Attack, BAB +6) Make one additional, Full BAB Melee attack per Round
Attack, Knock Down (reqs: BAB +2, Improved Trip, Str 15) If your UAS hits, make a Free, no AoO Trip attempt against them as well; "I said STAY DOWN!"
Attack, Knock Out Punch (reqs: Brawl, BAB +3) when making an initial UAS Melee attack against a FF Target, if it hits, it counts as a Crit that deals NonLethal damage
Attack, Knock Out Punch, Improved (reqs: Brawl, KOP, BAB +6) When making first UAS vs FF Target, if it hits, it deals x3 NonLethal Damage
Attack, Multi (reqs: Three natural attacks) The creature’s secondary attacks with natural weapons take only a -2 penalty.
Attack, Multi, Improved (reqs: Multiattack) Secondary Attacks now suffer no ToHit Penalty
Attack, Natural, Improved (reqs: a Natural Weapon) the damage improves +1 Step
Attack, Overpowering (reqs: Str 15, Power Attack) +2 ToHit & Damage on Melee
Attack, Power (reqs: Str 13) Subtract up to Full BAB from Melee ToHit & add it to Damage.
Attack, Power, Improved (reqs: Str 15, Power Attack, BAB +3) You can select how much of your BAB to use with Power Attack for each attack separately, instead of using a fixed amount for the whole round.
Attack, Smash Concentration (reqs: W Focus) When using a Bludgeoning weapon (including UAS), make one additional Full BAB Attack per round
Attack, Snap (reqs: Dex 13) you may choose to subtract from all melee dam rolls & add ToHit rolls; This number may not reduce the damage below 1; it lasts until your next Round.
Attack, Street Fighting (reqs: Brawl, BAB +2) UAS deals +1d4 NonLethal damage
Aura Chameleon (reqs: Cha 13, Disguise 5, Bluff 5, Use Magic Device 5) Use a UMD check (DC 20) to have yourself "read" as another Race/Gender/Ability/SpellLevel/CasterType/Class/or whatever; one UMD check per type to conceal & per time it's attempted to be read.
Aura, Courage/Despair, Improved (reqs: Cha 25, Aura of C/D) The Bonus/Penalty improves to either +4/-4 as appropriate
Aura, Courage/Despair, Widen (reqs: Cha 25, Aura of C/D) Range improves to 100 feet
Automail Limb (reqs: Missing a limb/Hand/Foot, Con 15) regrow lost L/H/F in 1d20 days; causes 1d10 Subdural dam/Day (Itching); once regrown, takes 1d6 days to "re-train" to previous limb's capabilities.
Awaken, Instant: Make an Immediate REF save (DC 15) to wake from sleep & not be Helpless/FF/Surprised.
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