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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
    Ca - Cl by ShadowSystems 2012-06-02 10:15:16
Called Shot (reqs: Dex 13) Subtract up to Full BAB from Dex-based ToHit & add to Damage; this applies to either Ranged or W Finesse attacks.
CAMPAIGNER (reqs: Endurance) Sleep anywhere, any time, in any nonlethal conditions in any armor, & suffer no Fatigue Penalties; make Ref Save (DC 10) to Wake Instantly
Campaigner, Career (reqs: Campaigner, Die Hard) use Double ConMod for Endurance checks
Campaigner, Veteran (reqs: Career Campaigner, Great Fort) 1+(ConMod) x/Day, reroll one failed Fort save for NonLethal checks only.
Cantrops, Double (reqs: Ability to cast 0-level spells) You can now cast twice as many Cantrops per day; it doesn't allow more Known Spells, merely the number of castings per day.
Cast on the Run (reqs: Dex 13, Concentration 7, Dodge, Mobility) Move before & after, up to full Move Range, Casting spells; triggers no AoO for moving through Threatened squares.
Caster Level, Improved (reqs: Cast Spells) Your DC's, Caster Level Checks, & Level dependant elements are calculated as if you were +4 Caster Levels; Stacks, but no higher than your total combined Character Level.
Casting, Armored (reqs: Caster level 5th, CHA 18) ASF improves by 50% (max zero); 60% becomes 10, 50 becomes 0, 40 to 0, etc.
Casting, Combat, Improved (reqs: Combat Casting) You trigger no AoO for Casting while Threatened.
Casting, Combat: +4 Concentration while Casting Defensively or casting while grappling.
Casting, Tactical (reqs: Dex 13, Dodge, Mobility) Move before & after Casting (must Con DC 10 +SpellLevel) without AoO; may not Cast Defensively this way
Charge, Acrobatic (reqs: Dodge, Mobility, Tumble 1, BAB +3) As part of your Charge, make a Tumble check (DC 20); if you win, +2 to all actions you make that round; if you fail, -2 to them instead.
Charge, Avalanche (reqs: Mobility, Spring Attack) +2 ToHit & deals Double Damage while Charging.
Charge, Controlled: You are able to make a charge attack without suffering a -2 penalty to armor class.
Charge, COUNTER (reqs: Combat Ref) Make your Full BAB AoO when they Enter, not Leave, your square, deal Double Dam (including Crit), & if you hit, they stop in their tracks.
Charge, Dire (reqs: Improved Initiative) If you Charge during the 1st/Surprise Round, make a Full Attack after the Charge.
Charge, Improved (reqs: Str 13, Power Attack) +2 ToHit & Damage
Charge, Mighty (reqs: Str 13, Improved Charge, Power Attack, Run, BAB +6) During a Charge, gain +2 ToHit/Dam, but another -2 to AC
Charge, SIDE STEP (reqs: Dex 13, Dodge) +4 Dodge AC vs Charge, & if they miss their attack, make a free AoO
Chill of the Grave (reqs: Undead subtype) You gain a Super Natural aura of "Cause Fear" to 10 feet; Enemies must Will save (DC 15 +YourChaMod +HalfYourHitDie) or be Frightened d4+(ChaMod) Rounds; Stacks as 20 feet, 30, 40, etc
Class, Favored (reqs: Multiclass) Choose a Class to add as a Favored Class, thus removing XP penalties for having it.
Class, Multi, Skilled (reqs: Multiclassed) Regardless of which class you advance when you gain a new level, you can treat the class skills of all of your classes as class skills when buying new skills.
CLEAVE, Great: (reqs Str 13, Cleave, Power Attack, bAB +4) Unlimited Cleaves per Round
Cleave, Rampaging (reqs: Spring Attack, Power Attack, Great Cleave, BAB +8) Make a Charge (+2 ToHit, -2 AC), & as long as you continue to drop Targets along the Path, move up to 2x Normal Range; if you fail to drop one, the Cleaving Charge stops; you provoke AoO's
Cleave, Ultimate (reqs: Str 13, Power Attack, Cleave, Great Cleave, BAB +6) When making a Cleave, any extra damage beyond what it took to drop the Target is carried over to the next Target as bonus damage if you hit.
CLEAVE: (reqs Str 13, Power Attack) 1x/Round, drop a Target, get another, immediate Full BAB attack against an adjacent Target.
Climber, Agile (reqs: Dex 13) +2 Climb & retain Dex AC while Climbing
Climber, Legendary (reqs: Dex 21, Balance 10, Climb 10) +10 Climb; Ignore all penalties for rapid climbing
Climber, Power (reqs: Str 15, Dex 13, Climb 8) +4 Climb; Can Climb & keep one hand free for using a weapon, casting a spell, wielding a shield, etc & suffer no penalty for doing it.
Climbing, Accellerated (reqs: Climb 4, Dex 13) You do not suffer a penalty to Climb check when moving at half speed, and only a -5 penalty when at full speed.
Clinch (reqs: Dodge, Mobility, BAB +3) Step into Target's square ("Clinch") & gain +4 ToHit them, +4 Deflection AC against everyone else, & if Melee hits, make a free Grapple with no AoO
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