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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
    Sp - Su by ShadowSystems 2012-06-02 10:45:25
Spell Focus, Epic (reqs: Greater S Focus, Improved S Focus, S Focus, 9th Level Spells) +5 DC; Stacks
Spell Focus, Greater (reqs: Improved Spell Focus) +2 DC
Spell Focus, Improved (reqs: Spell Focus) +2 DC
Spell Focus, Tight (reqs: Spell Focus) +4 DC
Spell Focus: +1 DC
Spell Penetration, Epic (reqs: Greater S P, Improved S P, S P) +5 Caster Level Checks; Stacks
Spell Penetration, Greater (reqs: Spell Penetration) +2 Caster Level Checks
Spell Penetration, Improved (reqs: Spell Penetration) +2 Caster Level Checks
Spell Penetration: +2 Caster Level Checks
Spell, Capacity, Improved (reqs: Able to cast Max Level Spells in your Class) +1 Spell Per Day of each Spell Level you can already cast; Stacks; allows adding Spell Levels above 9th (See Ability Chart)
Spell, Casting, Epic (reqs: 9th Level Spells, Spellcraft 24) You may Develop/Research/Cast Spells above 9th level; Arcane add half K Arcana Ranks as #Known & ChaMod as #/Day; Divine uses K Religion & WisMod; if you have both types, the results are cumulative.
Spell, Knowledge, Epic (reqs: 9th Level Spells) Learn +2 Spells up to your Max Level; these are Known, not Per Day; You can cast them 1+(ChaMod)/Day; Stacks as another +2 spells each time.
Spell, Like Abilities, Enhanced (reqs: a SLA, Cha 13) The Caster Level improves +2; Stacks, but not higher than your Character Level.
Spell, Mastery, Minor (reqs: 3rd Level Spells) Permanently give up one 0th level slot to use that spell 1+(AbilityMod)x/Day as a SLA; DC remains the same; Stacks as a new 0th level spell each time.
Spell, Multi (reqs: Quicken, 9th Level Spells) You may cast one additional quickened spell in a round; stacks as +1 spell each time.
Spell, Opportunity (reqs: C Casting, C Ref, Quicken, Spellcraft 25) Any AoO you may make may be done with a Touch Spell you can cast; every AoO may be made this way no matter how many AoO's you make that Round
Spell, Resistance, Area (reqs: Innate SR 10) Any spell/SLA that includes the creature within its area of effect must beat the creature's SR or be instantly negated.
Spell, Resistance, Counter (reqs: Natural SR, Ranged Resistance) As Readied Act, Target Caster in 100 feet must beat your SR or the spell is Countered/Negated; no SpellCraft check is needed
Spell, Resistance, Ranged (reqs: Natural SR) As Standard Act, grant your SR to all Allies in 30 feet; you must Concentrate & stay in 30 feet or the benefit is lost; if you're attacked, make a 0th Level Spell Conc check to maintain
Spell, Touch (reqs: Spontaneous Spell Casting) You may make AoO's with Touch spells if you have a hand free to do so; only 1 Touch Spell may be used this way each Round, but otherwise doesn't effect normal casting of other spells that Round.
Spell, Toughness, Greater (reqs: Spell Toughness) SR +4; stacks
Spell, Toughness: SR +2; stacks
Spirited (reqs: BAB +6) For each Size Catagory Larger than you they are, gain +2 ToHit/Damage
Stability, Improved: (reqs: Str 13, stability) +6
Stability: +4 vs Balance, Bull Rush, Charge, Grapple, Over Run, Trip, and any Check made to avoid being moved against your will.
STAND YOUR GROUND (reqs: Iron Will, BAB +4, Will save +2) Whenever you would be cowering, frightened or panicked, you are shaken instead.
Stealth, Back Stab:(reqs: Sneak Attack 1d6) +2 ToHit for SA
Stealth, Improved: (reqs: Dex 13, Hide 8, M S 8, Stealthy) Move at full speed with no H/MS penalty; Attacking/Running/Charging with only a -15 penalty
Stealth, Lingering Damage: (reqs: S a 8d6) S A damage from this round is applied on the next round as well.
Stealth, Opportunist, Combat: (reqs: Combat Ref, W Focus, Sneak Attack 1d6) Add SA damage to AoO's.
Stealth, Sneak AoO: (reqs: S A 8d6) All AoO's add Sneak Attack damage.
Stealth, Sneak Attack, Improved: (reqs: S a 8d6) +1d6; stacks
Stealthy: +2 Hide & Move Silently
Strike, Acrobatic (reqs: Dex 13, Tumble 4) As a Move Act, make Opposed Dex Checks; if you win, Target is FF for your attack; if you fail, you fall prone at their feet instead.
Strike, Cunning (reqs: Int 15, BAB +6, Cunning Dodge) Make only One Melee attack this round; Use Int vs Dex for ToHit; Threat Range doubled; CritMod +1 Step.
Strike, Deadly (reqs: W Focus, Improved Crit, BAB +8) If a potential Crit is rolled, it is auto-confirmed.
Strike, Deflect Arrows (reqs: Dex 13, Improved UAS) 1x/Round, ignore a Standard Missile Ranged Attack (arrows, bolts, slings, but not Rays or RTA's); doesn't count as an Action.
Strike, Deflect Arrows, Armed (reqs: W Focus, Dex 13) As "Deflect Arrows" but only with the Focused weapon; all other DA feats taken this way must use the Focused weapon.
Strike, Flurry of Blows, Armed (reqs: 3rd Level Monk) may make FoB attacks with any weapon you have proficiency.
Strike, Hand To Hand (reqs: Improved UAS) UAS damage improves +1 Step
Strike, Intelligent (Int 13) Use Int vs Str for Melee ToHit rolls
Strike, Ki (reqs: Improved UAS, Power Attack, Cha 13, BAB +5) UAS treated as a +1 Magical Weapon for ToHit, Damage, bypassing DR, & breaking Magical Weapons.
Strike, Ki, Improved (reqs: Ki Strike, BAB +10) treated as a +2 Magical Weapon
Strike, Martial Arts, Improved (reqs: Wis 10, BAB +3, Improved UAS) Calculate UAS damage as if you had Monk Levels = 1/3rd your BAB (Round Up, Min 1); if you have Monk Levels, it stacks.
Strike, Nerve Pinch (reqs: Stunning Fist) counts as a use of SF; choose STR, DEX, or Con; if SF attack hits, Target makes standard SF save, but if fails, takes 1 point of (chosen ability) damage for 1d6 Rounds instead.
Strike, Scorpion (reqs: W Prof, Quick Draw, Dex 13) When using Quick Draw & Striking in the same Round, gain +2 ToHit; "Where did you come from and why am I bleeding?"
Strike, Snatch Arrows (reqs: Dex 15, Deflect Arrows, Improved UAS) Instead of Deflecting, you Catch the missile or thrown weapon; you may either keep it for later use, or throw it back as an Immediate Act at your Full BAB.
Strike, Soft (reqs: W Focus) no -4 for making a NonLethal strike.
Strike, Soft, Improved (reqs: Soft Strike, BAB +5) +4 NonLethal Damage
Strike, Stunning Fist (reqs: Dex 13, Wis 13, Improved UAS, BAB +8) 1x/4Levels per Day (unless Monk); if UAS hits, Target must Fort (DC 10+WisMod+ Half your Level) or be Stunned 1 round; Target takes the UAS damage either way.
Strike, Stunning Fist (reqs: Improved UAS, BAB +8, Dex 13, Wis 13) 1 +(WisMod) x/Day; UAS Target takes UAS damage & must Fort save (DC 10 +HalfYourLevel +WisMod) or be Stunned 1 Round
Strike, Targeted (reqs: Concentration 8, Target) You no longer take an AC penalty when using the Target Feat.
Strike, Targeted, Improved (reqs: Int 13, Wis 13) ToHit penalty reduces by 2; attempt 'impossible' strikes at a -4 penalty; do not have to be using the full attack option to use a targeted strike.
Strike, Unarmed, Altered (reqs: Improved UAS) Declare the attack as Altered; May add Piercing &/or Slashing damage to UAS, but each type added takes a cumulative -1 Damage inflicted.
Strike, Unarmed, Improved (UAS): considered Armed even if not holding a weapon; provoke no AoO for a UAS attack; can deal Lethal or NonLethal damage with no penalty.
STUBBORN HEART (reqs: Con 17, Great Fort) You don’t die until you reach Your CON below the normal -10 HP.
Studied Weakness (reqs: Favored Enemy, Int 13, BAB +5) add IntMod to Damage
Studious: +2 Decipher Script, Gather Information, & Spell Craft checks.
Subdual, Improved: No -4 penalty for making NonLethal attacks.
Sunder, Improved (reqs: Str 13, Power Attack) +4 & provokes no AoO
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