Author Topic: Magipunk Feats  (Read 7974 times)

Offline sirpercival

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Magipunk Feats
« on: January 14, 2012, 05:04:32 PM »
Feats

Most published feats from D&D 3.5 are available.  There are exceptions to this, however; feats which are not available will be added to the list as I come across them.

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« Last Edit: August 03, 2012, 09:59:47 AM by sirpercival »
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Re: Magipunk Feats
« Reply #1 on: January 14, 2012, 07:11:12 PM »
Crystal Mage Feats

Crystal Lensing
Your heartcrystal refracts magic like a normal crystal does the images behind it.
Prerequisites: Heartcrystal
Benefit: Whenever you target a creature other than yourself with a touch spell, you may spend an additional spell slot of the same level as part of the same action to also be affected by the spell yourself, without otherwise modifying the casting time or spell level.  All effects of the spell (such as amount healed or changes to appearance) are duplicated and applied to you.  If the spell has a duration, then having it dispelled or discharged on either you or the target will end both effects.

Double Crystalline Weapon
Double the carnage, double the fun.
Prerequisites: Crystalline Shield and Lesser Crystalline Weapon class features, Two-weapon Fighting
Benefit: You can form a second crystalline weapon instead of your crystalline shield.  This new weapons follows all of the standard rules for your crystalline weapon, except that it deals damage one size category smaller (2d8->1d10->1d8->1d6). Use the normal rules for fighting with two weapons. Any enchantments applied to this new weapon will also apply to shield bashes made with your crystalline shield, and vice versa.
Normal: You may only form one weapon and one shield.

Guided Growth
My crystal is bigger than your crystal...
Prerequisites: Lesser Crystalline Weapon class feature
Benefit: You can grow your crystalline weapon into a wider variety of forms. When you activate your Lesser Crystalline Weapon or similar class feature, you can have it form as a masterwork light weapon or a masterwork two-handed weapon instead of its normal stats.  The light weapon version deals damage one size category smaller than normal (2d8->1d10->1d8->1d6), allows for weapon finesse and has a range increment of 30'.  The two-handed weapon deals damage one size category larger than normal (1d8->1d10->2d8->2d10) and allows you to apply 1.5x your strength modifier to damage rolls; note that forming a two-handed crystalline weapon while using your crystalline shield follows the normal rules for the interaction between two-handed weapons and shields.
Normal: Your crystalline weapon is a masterwork one-handed weapon.

Refractive Crystals
Prerequisites: Geodes, ability to cast dispel magic as an arcane spell.
Benefit: Whenever a spell targets you or is an area spell whose area includes your space, you can attempt to counter it as an immediate action. You must have the relevant spell in one of your retrieved Geodes, as normal (or dispel magic), and you must make an Arcana check to identify the spell if applicable.
Normal: You must usually ready an action to counterspell.


Shared Crystal (Least)
Prerequisites: Heartcrystal, ability to cast 3rd-level arcane spells.
Benefit: You can use magic items with your arms, hands, and torso slots even when they are occupied by your heartcrystal.
Normal: If you prepare spells of 2nd-level or higher, your heartcrystal occupies one or more body slots, which cannot be used for magic items.

Shared Crystal (Lesser)
Prerequisites: Heartcrystal, ability to cast 6th-level arcane spells.
Benefit: You can use magic items with your body, feet, and shoulders slots even when they are occupied by your heartcrystal.
Normal: If you prepare spells of 2nd-level or higher, your heartcrystal occupies one or more body slots, which cannot be used for magic items.

Shared Crystal (Greater)
Prerequisites: Heartcrystal, ability to cast 9th-level arcane spells.
Benefit: You can use magic items with your waist and throat slots even when they are occupied by your heartcrystal.
Normal: If you prepare spells of 2nd-level or higher, your heartcrystal occupies one or more body slots, which cannot be used for magic items.
« Last Edit: May 16, 2014, 03:27:12 PM by sirpercival »
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Re: Magipunk Feats
« Reply #2 on: January 14, 2012, 07:48:54 PM »
Synthevolver Feats

Coordinated Mutagen
Adding multiple mutagens to your opponent's system increases their virulence.
Prerequisites: Mutagenic strike (sicken).
Benefit: You can apply 2 mutagens with a single successful attack instead of 1.

Extra Evolve
You gain an additional evolve beyond those granted by your class levels.
Prerequisites: Evolution II (mechanosynth or biosynth)
Benefit: You gain an additional evolve of your choice of up to one stage less than your maximum.  Your options are limited to mechanosynth or biosynth as normal.  For example, a level 15 biosynth could choose a stage I or stage II biosynth evolve, since his maximum stage is III.  If you have a Final Evolve, you may choose stage III evolves.
Special: You may select this feat multiple times, choosing the same evolve (if it can be taken more than once) or a different one.  You may only select this feat a maximum number of times equal to your Constitution modifier.

Resonant Evolution
Your focus on a particular path of evolution strengthens the effects.
Prerequisites: Two of the same evolution that grants a numerical benefit.
Benefit: Choose an evolve that grants a numerical benefit and that you've taken at least twice.  The benefit of those evolves increases by one.  For example, a mechanosynth who chose the Quick-Time evolve three times would gain a +12 bonus to initiative, instead of +9, while a biosynth who chose the Improved Fast Twitch Muscle evolve twice would increase their Dexterity by +10 instead of +8.
Special: You may select this feat multiple times; each time, choose a different evolve that meets the criteria above.
« Last Edit: May 25, 2012, 08:11:50 PM by sirpercival »
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Re: Magipunk Feats
« Reply #3 on: January 14, 2012, 07:51:16 PM »
Planeswalker Feats

Attune Node
You learn to attune to a particular planar node.
Benefit: You prepare a single planar node of your choice; you gain access to one ability, chosen when you select this feat.  Your effective planeswalker level is equal to 1/4 your character level (rounded up) for the purposes of determining what tier you qualify for and for calculating your bonus on attunement checks.  You manifest the associated alignment or subtype as normal.
Special: Characters who have the ability to attune to nodes through other means (such as the planar attunement class feature) cannot take this feat. If you become a planeswalker after taking the feat, you lose its benefit.

Attune Node, Improved
You learn to attune more fully to your chosen node.
Prerequisite: Attune Node
Benefit: When you attune to your chosen node, your effective planeswalker level is equal to half your character level (rounded up) for the purposes of determining what tier you qualify for and for calculating your bonus on attunement checks.

Deactivate Node
You can deactivate a node before the duration of the attunement has expired.
Prerequisites: Planar attunement
Benefit: Once per day, you can attempt to prematurely deactivate one of your attuned nodes.  To do so, you must go through the entire process of attuning it again, and then make a DC 20 attunement check. If you succeed on the attunement check, the node deactivates before it would normally end, and you can attune to a different one to replace it if you wish. Regardless of your success or failure in deactivating the node, you take a –10 penalty on your next attunement check with any node, and apply the same penalty on your attunement check the next time you use an ability from the node you deactivated.
Normal: An attuned node does not deactivate until 24 hours have passed since its activation.

Extra Node
You have more nodes available to you than other Planeswalkers.
Prerequisites: Planar attunement, Int 15, character level 6th.
Benefit: You gain an additional node, which you can attune to as normal.
Special: This feat may be used to grant access to nodes you wouldn't normally have access to, such as the Astral, Ethereal, or Shadow nodes for a non-half elf.

Integrated Nodes
You are more familiar with the workings of some nodes than others.
Prerequisites: Node abilities, Planar attunement, access to 4 nodes.
Benefit: Choose a number of planar nodes that you have access to equal to your Intelligence modifier.  Treat your effective planeswalker level as two higher for the purposes of qualifying for abilities from those nodes.

Metanode
You can change the abilities granted by an attuned node.
Prerequisites: Node abilities, Planar attunement.
Benefit: Once per day, you can exchange the abilities granted to you by an attuned node for other abilities from that same node for which you meet the level prerequisite. 
Normal: You choose the abilities granted to you by a node when you attune it.

Practiced Attunement
You are particularly skilled at attuning yourself to your chosen node
Prerequisites: Attune Node.
Benefit: Choose a second ability tree from your chosen node.  You gain access to that ability as well when you attune to your chosen node.

Skilled Attunement
You are particularly skilled at attuning yourself to planar nodes
Prerequisites: Planar attunement, access to 6 nodes.
Benefit: You gain a +4 bonus on all attunement checks. 
« Last Edit: January 24, 2012, 11:54:47 AM by sirpercival »
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Re: Magipunk Feats
« Reply #4 on: January 14, 2012, 07:53:52 PM »
Medic Feats

Battlefield Triage [Battlefield Treatment]
Prerequisite: Battlefield Treatment ability.
Benefit: You can expend a daily use of your Battlefield Treatment ability while casting a Medic spell to maintain a battlefield treatment while you do so.
Normal: You cannot cast spells while maintaining a battlefield treatment.

Extra Treatment [Battlefield Treatment]
Prerequisite: Battlefield Treatment ability.
Benefit: You can use your Battlefield Treatment ability four extra times per day.
Special: You can gain this feat multiple times. Its effects stack.

Improved Healing Hands
Prerequisite: Healing Hands ability, 4th level Medic or Healer.
Benefit: The effect of your Healing Hands ability is increased by 1 plus 1/4 your total Medic and Healer levels for each level of the healing spell being enhanced.

Restorative Treatment [Battlefield Treatment]
Prerequisite: Battlefield Treatment ability, Heal 6 ranks.
Benefit: You gain a new battlefield treatment, the Restorative Treatment. You can expend a daily use of your Battlefield Treatment ability to mimic the effects of a lesser restoration spell. If you have at least 9 ranks in the Heal skill, you can expend two daily uses to instead mimic restoration. If you have at least 15 ranks in the Heal skill, you can expend three daily uses to instead mimic greater restoration. This battlefield treatment is a spell-like ability.
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Re: Magipunk Feats
« Reply #5 on: January 14, 2012, 07:57:00 PM »
Morphling Feats

Enduring Morph [Morph]
Prerequisites: Con 13, morph class feature
Benefit: The duration of your morphs increases by 5 rounds.  In addition, you may spend any number of morph points during the duration of a morph to increase that duration by 5 rounds per morph point spent.

Extra Morph [Morph]
Prerequisites: Con 15, morph class feature
Benefit: Your pool of morph points increases by 1.
Special: You can take this feat multiple times.  Its effects stack.

Lasting Transformation [Morph]
Prerequisites: Con 15, transformation class feature, Enduring Morph
Benefit: You can perform a long transformation.  Doing so requires 2 extra morph points when you assume the form, and the transformation lasts for (3 + Con modifier) times 10 minutes.  During the lasting transformation, the morph points you spent on transforming do not refresh until the transformation ends.

Skilled Morphling [Morph]
Prerequisites: Con 15, Morph class feature
Benefit: You count as a morphling of two levels higher for the purposes of qualifying for morphs.

Skilled Transformer [Morph]
Prerequisites: Con 17, Transformation class feature
Benefit: You can use your transformation class feature to take the form of creatures with HD up to your morphling class level +1.
Normal: The maximum HD for your transformations is equal to your morphling class level.

« Last Edit: January 19, 2012, 07:26:31 AM by sirpercival »
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Re: Magipunk Feats
« Reply #6 on: January 15, 2012, 10:17:40 AM »
General Feats

Common Heritage
Prerequisites: Type other than humanoid
Benefit: You count as a humanoid whenever it is beneficial (such as when targeted by the enlarge person spell).  In addition, choose any one skill; the chosen skill is always a class skill, and you gain a +2 racial bonus to all checks made with that skill.

Exotic Armor Proficiency
Prerequisites: None.
Benefit: Choose a particular type of exotic armor (such as energized or reinforced).  You are proficient with that type of heavy armor (as per the Armor Proficiency: Light feat).
Special: You can select this feat multiple times; each time, choose a different type of heavy armor.

Find an Opening
Prerequisites: Combat Reflexes, Improved Feint.
Benefit: Whenever an opponent provokes an attack of opportunity from you, you may attempt a feint as a free action.

Permanent Uplink
Benefit:You implant a permanent connection to the Oracle in your brain, providing constant access to the DivNet.  This allows you to access the Oracle from anywhere.  As a standard action, you may gain an insight bonus equal to one-half your character level (minimum 1) on any of the following skill checks: Arcana, Engineering, Heal, Psi, Profession, Scholarship, Streetwise, or Wordsmithing.  The bonus applies to any one check you make with the given skill (or begin, for skill checks with long actions) within 1 minute of accessing the Oracle.  As long as you can access the Oracle (and its global positioning system), you cannot fail a Natural Lore check to find your own location or the directions to another location, and you can determine the time of day at your current location with a swift action.  You can also perform Gather Information checks using the Oracle without using an access point (see the Gather Information skill for more information).

Quick Reload
Prerequisites: Proficiency with a gun.
Benefit: You can reload a gun as a swift action instead of a move action.
Special: A trigger who uses the Dual-load ability with this feat can dual-load as a move action instead of a standard action.

Savagery
Prerequisites: One or more natural attack modes, BAB +4
Benefit: Choose a natural attack mode you possess.  Your attacks with that mode deal an extra 1 point of damage per die.
Special: You may select this feat more than once, choosing either the same or a different attack mode.
Note: A morphling may use his Morph ability to qualify for this feat even when he is not actively morphing; however, he must choose a single natural attack mode as normal.

Vow of Silence
You give up the ability to speak.
Prerequisites: None.
Benefit: You no longer speak.  You give up the ability to communicate verbally, which prevents you from using your voice to activate items, class features, feats, etc.  You gain a +8 competence bonus on Perception checks, as giving up speech allows you to become a more effective observer, as well as a +8 competence bonus on Concentration checks and a +4 bonus on Will saves.  You can communicate nonverbally using a Persuasion check, using the same rules as delivering a secret message; you gain a +4 bonus to Persuasion checks for this purpose, and suffer a -2 penalty on all other Persuasion checks.
   You can cast spells with verbal components by substituting an extra somatic component.  All spells you cast are affected as if by the Silent Spell feat; however, applying the Still Spell feat to a spell costs +2 levels, not 1; if you're grappled or otherwise restrained you can't cast spells with somatic OR verbal components; and ASF chances are double for any armor you wear.  This allows you to cast spells with verbal components even while silenced.
   If you ever break your Vow of Silence, you lose the benefit of this feat until granted the benefit of an atonement spell.  If you break your Vow of Silence due to a compulsion effect, you instead lose the benefit of this feat for 24 hours.
« Last Edit: March 22, 2013, 10:48:27 PM by sirpercival »
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Re: Magipunk Feats
« Reply #7 on: January 19, 2012, 08:57:49 AM »
Psykin Feats

Amplify Force Blade
Prerequisites: Force blade
Benefit: Whenever you manifest your force blade, you may pay 1pp to deal 1 extra point of damage per die for as long as the blade is manifested; if you dismiss the blade or it is destroyed, you must pay the pp cost when you recreate the blade to regain this effect.  You also gain a +2 bonus to Will saves made to manifest your force blade in an antimagic or null-psionic field.

Enhanced Disruption
Prerequisites: Disruptive Strike
Benefit: The power point cost of your Disruptive Strike ability is reduced by 1, and you gain a +2 bonus to dispel checks made when performing a disruptive strike.

Innate Psykinetics
Prerequisites: Psykinesis I
Benefit: Your psykin level is counted as one higher for the purposes of determining how many power points you can spend on your Psykinesis class features.

Metapsi
Prerequisites: Power point reserve.
Benefit: Choose a class feature that you can spend power points on.  Whenever you activate that class feature, you spend 1 less power point (minimum 1).  This does not change the maximum effect you can achieve, but that maximum effect requires fewer power points to achieve -- this feat provides a virtual power point that you can spend on that particular class feature.  For example, a 6th-level psykin with Metapsi (psychic augment) could still only augment his force blade to a maximum bonus of +3, since he cannot spend more than 6pp on his class features; however, he need only spend 4pp to gain a bonus of +3.
Special: You can select this feat multiple times; each time, choose a different class feature.
« Last Edit: January 22, 2012, 06:48:54 PM by sirpercival »
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Re: Magipunk Feats
« Reply #8 on: January 19, 2012, 10:07:54 AM »
Holomancer Feats

Aura Disruption
Prerequisites: Coherent Light 3d6
Benefit: Whenever you make a successful attack with your coherent light, you can voluntarily reduce your damage by 2d6 to lower your opponent's spell and power resistance by 5 (minimum 0) for 1 minute.  Multiple applications of this ability on the same target overlap and do not stack.

Destructive Reflection
Prerequisites: Coherent Light 4d6
Benefit: Whenever you make a successful attack with your coherent light, you can voluntarily reduce your damage by 3d6.  If you do, your opponent takes damage the following round equal to half the coherent light damage they took this round.  If you applied a prismatic essence to the coherent light, it does not affect the damage in the following round.

Realistic Hologram
Prerequisites: Ability to use least invocations.
Benefit: Choose one invocation you know that allows a Will save for disbelief.  Whenever a creature makes a save to disbelieve your illusion, they roll twice and take the worse result.
Special: You may select this feat multiple times; each time, choose a different invocation you know.

Shiny
Prerequisites: Coherent Light 2d6
Benefit: Whenever you make a successful attack with your coherent light, you can voluntarily reduce your damage by 1d6 to force your opponent to make a Will save (DC 10 + your Cha modifier + the number of d6 of your coherent light) or be blinded for 1 round; a creature is dazzled for 1 round on a successful save.  Multiple uses of this feat in the same round overlap and don't stack.

Super Shiny
Prerequisites: Shiny, Coherent Light 3d6
Benefit: Whenever you make a successful attack with your coherent light, you can voluntarily reduce your damage by 2d6.  If you do, your opponent must make a Will save (DC 10 + your Cha modifier + the number of d6 of your coherent light) or be dazed for 1 round.
« Last Edit: March 22, 2013, 10:43:03 PM by sirpercival »
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Re: Magipunk Feats
« Reply #9 on: January 19, 2012, 10:21:21 AM »
DivHead Feats

Firewall
You've installed some mental protection against other DivHeads.
Prerequisites: Permanent uplink, Hack.
Benefit: Whenever another DivHead attempts to use his Information Warfare class feature on your permanent uplink, you gain a +5 bonus to the opposed Hack check.

Fringe Benefits
You've learned to capitalize on the Oracle's rounding errors.
Prerequisites: Information Warfare (Influence)
Benefit: You gain 1000gp worth of creds into your account for each Fringe Benefits feat you have (including this one).
Special: You may select this feat multiple times; its effects stack.

Improved Fringe Benefits
You've automated the "alternative" transfer of funds into your accounts.
Prerequisites: Fringe Benefits
Benefit: You gain Fringe Benefits as a bonus feat each time you gain a level of DivHead, including the level at which you select this feat.

Intuitive Hacker
You navigate the treacherous seas of the Oracle by instinct rather than intellect.
Prerequisites: Hack.
Benefit: You use your Wisdom modifier on Hack checks instead of your Intelligence modifier.

Skilled Hacker
You're an excellent hacker.  Go you!
Prerequisites: Hack.
Benefit: You gain a +4 bonus to all Hack checks.
« Last Edit: January 21, 2012, 08:36:24 PM by sirpercival »
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Re: Magipunk Feats
« Reply #10 on: January 21, 2012, 09:12:38 PM »
Lifetorn Feats

Latent Memories
You have vague recollections of your previous "life".
Prerequisites: Lifetorn.
Benefit: You gain a benefit based on your original race, as shown on the table below.  In addition, you count as a member of your original race for the purpose of meeting prerequisites.
Special: This feat may only be taken as a 1st-level character; alternatively, if you become a Lifetorn after 1st level, it may only be taken at your earliest opportunity to gain a new feat.

RaceBenefit
AasimarAcid, cold, and electricity resistance 1
Changeling+2 racial bonus on Persuasion checks
Dwarf+2 racial bonus to saves versus spells and spell-like effects
ElfLow-light vision
Gnome+1 save DC on illusion effects
Half-Elf+2 racial bonus on Gather Information and Negotiation checks
Half-OrcDarkvision distance increases by 30 feet
Halfling+1 luck bonus to the save of your choice (chosen when you take the feat)
Human+1 skill point per level (not multiplied at 1st level)
IllumianOne power sigil of your choice
Mongrelfolk   Sound imitation
TieflingCold, electricity, and fire resistance 1

Lifetorn Hulk
Your original race was larger than others.
Prerequisites: Lifetorn.
Benefit: You gain the Powerful Build racial trait.  However, you take a -4 penalty to Stealth checks and a -1 penalty to Reflex saves.

Night Eyes
You can see extremely well in the dark, but not in the light.
Prerequisites: Lifetorn.
Benefit: You gain blindsense out to a range of 30 feet.  However, your light sensitivity becomes light blindness.
Special: The Daylight Adaptation feat, which normally would remove your light blindness, instead reduces it to light sensitivity.

Petite Lifetorn
Your original race was smaller than others.
Prerequisites: Lifetorn.
Benefit: You gain a +4 bonus to Stealth and Acrobatics checks and a +1 bonus to Reflex saves.  However, you must wield weapons of one size category smaller than normal for your size.

Well-preserved
Your transition from living to Lifetorn made your flesh especially tough.
Prerequisites: Lifetorn.
Benefit: Your natural armor bonus increases by +2, and you gain a +1 bonus to Fortitude saves.  However, anyone using a Heal check to heal you takes a -5 penalty to the check.
« Last Edit: July 19, 2012, 02:19:16 PM by sirpercival »
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Re: Magipunk Feats
« Reply #11 on: January 22, 2012, 06:57:12 PM »
Dodger Feats

Adaptable Dodger
You react quickly to changing situations.
Prerequisites: Versatility class feature.
Benefit: You can reassign the bonus granted by your versatility class feature by spending 1 minute practicing.
Normal: Reassigning the bonus requires 1 hour of practicing.

Do-over
You can jump backwards in time, hopefully forcing a different outcome.
Prerequisites: Time-slip class feature.
Benefit: You can expend a daily use of time-slip to force an opponent to re-roll a single attack roll, saving throw, or skill check.  They must take the result of the second roll.

Quickstep
You can dance around an opponent's attack, returning the favor.
Prerequisites: Combat Reflexes, Dodge, Uncanny Dodge class feature.
Benefit: Whenever an opponent misses you with a melee attack, that opponent provokes an attack of opportunity from you.  You may make such an attack of opportunity no more than once per round, and the AoO counts against the number of AoOs you can make in a round as normal.

Temporal Miser
You're really good at time-slipping; it's a good time saver.
Prerequisites: Time-slip class feature.
Benefit: You can use your time-slip class feature two additional times per day.
Special: You can select this feat multiple times; the effects stack.

Versatile Dodger
You are even more versatile than other dodgers.  Impressive!
Prerequisites: Versatility class feature.
Benefit: The total bonus granted by your versatility class feature is equal to twice your class level.  The maximum bonus you can grant to any skill is the number of ranks you have in that skill plus one.
Normal: The total bonus granted by your versatility class feature is equal to your class level, and you cannot apply a bonus to any given skill larger than the number of ranks you have in that skill.
« Last Edit: July 13, 2012, 08:40:12 AM by sirpercival »
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Re: Magipunk Feats
« Reply #12 on: January 26, 2012, 06:03:27 PM »
Regional Feats

RegionFeats
AerieCultured, Higher Education, Well-connected
AtlantisHearth Magic, Higher Education, Skilled Arcanist
EvernightDark-adapted, Rapscallion, Well-connected
JarrashBurned Soldier, Cultured, Keen Senses
NorthBig-Game Hunter, Frozen Knight, Keen Senses
SubterraDark-adapted, Industrious, Skilled Arcanist
SylvatiumCultured, Gardener, Higher Education
VoltaGardener, Hearth Magic, Industrious
The WildsBig-Game Hunter, Iron Physique, Keen Senses


Big Game Hunter [Regional]
You've learned to shoot at dangerous creatures from a safe distance.
Regions: North, the Wilds
Benefit: Increase the range increment of any ranged weapon you wield by 25%.

Burned Soldier [Regional]
The incredible heat of the desert has granted you some resistance to similarly hot things.
Regions: Jarrash
Benefit: You gain fire resistance 3.

Cultured [Regional]
You've been exposed to the finer things in life, and are good at ignoring distractions.
Regions: Aerie, Jarrash, Sylvatium
Benefit: You gain a +2 bonus on Concentration and Perform checks.

Dark-adapted [Regional]
You're used to operating in areas with very little light.
Regions: Evernight, Subterra
Benefit: You gain low-light vision.

Frozen Knight [Regional]
You've spent so much time on the ice that you're used to chill temperatures.
Regions: North
Benefit: You gain cold resistance 3.

Gardener [Regional]
You have lots of experience with plants.
Regions: Sylvatium, Volta.
Benefit: You gain a +2 bonus on Natural Lore checks.  In addition, you can attempt to improve the attitude of a plant creature. This ability functions just like a Negotiation check made towards a person. You roll 1d20 and add half your hit dice and Charisma modifier to determine the check result.  Typical plant creatures have a starting relationship of "Acquaintance (Negative)".  To use this ability, you and the plant creature must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

Hearth Magic [Regional]
You've mastered some of the minor magics that middle-class families use around the house.
Regions: Atlantis, Volta
Benefit: Choose one of the following 0th-level spells: create water, light, mage hand, mending, open/close, or purify food and drink.  You can cast the chosen spell as a spell-like ability once per day per 2 Hit Dice.

Higher Education [Regional]
You've received training at a university.
Regions: Aerie, Atlantis, Sylvatium
Benefit: Choose 3 skills; these skills are always class skills for you, and you gain a +1 bonus on checks with those skills.  If one of the chosen skills is Scholarship, the bonus to Scholarship checks increases to +2.

Industrious
You grew up in a city with a lot of industry and mercantile activity.
Regions: Subterra, Volta.
Benefit: You gain a +2 bonus to Engineering and Profession checks.  In addition, you can sell equipment for 75% of market price (instead of 50%).

Iron Physique [Regional]
You've dealt with almost anything the Wilds could throw at you.
Regions: The Wilds
Benefit: You gain a +2 bonus on saves vs disease, energy drain, fear, paralysis, and poison.

Keen Senses
Your time spent in open spaces and dangerous places has honed your hearing and vision.
Regions: Jarrash, North, the Wilds.
Benefit: You gain a +2 bonus to Perception checks and a +2 bonus to initiative checks.

Rapscallion [Regional]
You don't like to follow the rules of honorable engagement.
Regions: Evernight
Benefit: You gain sneak attack +1d6, which stacks with other sources of sneak attack as usual.  However, you take a -2 penalty to attack and damage rolls for any attacks which are not sneak attacks.

Skilled Arcanist [Regional]
You've had some experience with certain types of magic.
Regions: Atlantis, Subterra
Benefit: Choose one school of magic.  Your caster level for spells of that school is increased by +1.

Well-connected
You know people, and they know you.
Regions: Aerie, Evernight.
Benefit: You can make a DC 20 level check to cause anyone you meet to recognize you; if you succeed, you gain a +4 bonus on Charisma checks and Charisma-based skill checks when interacting with that person.  You gain a +5 bonus on the level check when interacting with someone from your home city.
« Last Edit: January 27, 2012, 11:24:48 AM by sirpercival »
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Re: Magipunk Feats
« Reply #13 on: February 13, 2012, 10:55:18 AM »
Zen Fundamentalist Feats

Lasting Focus
The calm and inspiration granted by your Zen Touch lingers for quite some time.
Prerequisites: Zen Touch class feature.
Benefit: The bonus granted by your Zen Touch class feature lasts for one minute per Zen Fundamentalist level.
Normal: The duration of Zen Touch is one round per Zen Fundamentalist level.

(click to show/hide)
« Last Edit: May 04, 2012, 08:38:01 PM by sirpercival »
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Re: Magipunk Feats
« Reply #14 on: February 13, 2012, 07:17:20 PM »
Mentalist Feats

Quick Similarization
Your similarization doesn't last as long, so you can affect some creatures more often.
Prerequisites: Similarization class feature.
Benefit: Once per day, you may choose a single creature you affected with your similarization ability in the past 24 hours.  You can use similarization on them a second time (resetting the 24-hour time limit).
Special: You can select this feat multiple times, gaining an additional daily use of the feat each time.

Similar
You are especially skilled at similarization.
Prerequisites: Similarization class feature, Int 15.
Benefit: You gain a +3 bonus on similarization checks.
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Re: Magipunk Feats
« Reply #15 on: May 04, 2012, 08:33:53 PM »
Powerbard Feats

Amped to the Max [Chord]
You can play chords so loudly that they have a chance to deafen creatures.
Prerequisites: Ability to play a rhythm chord.
Benefit: Whenever you play a power chord, you can spend an additional daily use of that chord to force any creature affected by it to make a Fortitude save (at the chord's normal DC) or become deafened for a number of rounds equal to your Charisma modifier.

Celebrity
Do you know who I am? Do you know who I am?
Prerequisites: Gold Record class feature.
Benefit: Nobody tells you what to do.  You are immune to charm and compulsion effects for which you are unwilling.

Fastest Fingers in the West [Chord]
You can play chords incredibly quickly.
Prerequisites: Ability to play a rhythm chord, any other [Chord] feat.
Benefit: Whenever you play a power chord, you can spend three additional daily uses of that chord to play it as a swift action.

Favorite Chord [Chord]
You have a particular fondness for a chord you know.
Prerequisites: Ability to play a rhythm chord.
Benefit: Choose a power chord you know. You play that chord as a supernatural ability instead of a spell-like ability, or as a spell-like ability instead of as a spell. If you choose a chord that you play as a supernatural ability, or if you later gain the ability to play that chord as a supernatural ability, you gain an extra use of that chord per day. This feat does not otherwise increase the number of times per day that you can play the chosen chord.
Special: You can take this feat multiple times. When you take the feat again, you can choose to affect the same chord or a different one.

Heard It [Chord]
You are singularly unimpressed by chords you already know.
Prerequisites: Ability to play a rhythm chord.
Benefit: You gain a +2 bonus on saves versus power chords that you know which are used against you.

Mastered Genre [Chord]
You are damn near perfect with the chords of a particular genre.
Prerequisites: Knowledge of all three chords in at least one genre.
Benefit: Choose a genre which is complete (that is, a genre in which you know all three chords).  You gain an additional daily use of all three chords in the chosen genre, and your caster level for those chords is increased by 1.
Special: You can select this feat multiple times, choosing a different complete genre each time.

Musically Gifted
You have a special knack for music.
Prerequisites: None.
Benefit: You gain a +2 bonus to all Perform checks involving music (but not related to class features such as Countersong).  In addition, treat your Charisma as 2 higher for the purpose of determining the number of bonus daily uses of your power chords.
Special: This feat may only be selected at 1st level.

Subliminal Tune [Chord]
You can play your chords so subtly that people don't realize they can hear them.
Prerequisites: Ability to play a rhythm chord.
Benefit: Whenever you play a power chord, you can spend an additional daily use of that chord to remove any auditory evidence of the chord being played.  Creatures are affected by the chord as normal, but unless they see you play it or some other visual manifestation, they don't know why they are affected.
Special: You cannot combine the effect of this feat with Amped to the Max or Turn It To 11.

Turn It To 11 [Chord]
You can play your chords loud enough that people farther away can hear them.
Prerequisites: Ability to play a rhythm chord.
Benefit: Whenever you play a power chord, you can spend an additional daily use of that chord to increase its area of effect by 100%.

Up-Tempo [Chord]
You can arpeggiate faster than most powerbards.  (What the hell does that mean?)
Prerequisites: Minor arpeggios class feature, Cha 15+.
Benefit: You can play a minor arpeggio you know as a swift action.  You can use this feat a number of times per day equal to your Charisma modifier.
Normal: Playing a minor arpeggio is a standard action.

Well-versed [Chord]
You know more chords than your average powerbard.
Prerequisites: Ability to play a 2nd-level chord.
Benefit: You learn an additional chord of any level up to one less than the maximum level you can play.
Special: You can select this feat multiple times, each time selecting the same or a different chord.
« Last Edit: July 24, 2012, 09:37:00 AM by sirpercival »
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Re: Magipunk Feats
« Reply #16 on: July 02, 2012, 03:17:14 PM »
Grunt Feats

Bounce-Back
You can ricochet an opponent's blocked attack back at them.
Prerequisites: Iron Shell or Wall of Blades maneuver.
Benefit: Whenever you successfully block an opponent's attack with Iron Shell or Wall of Blades, you can immediately make an attack against that opponent as a free action.  Treat the attack as an attack with the weapon or shield you blocked with (including all relevant modifiers), but use the base damage (and any weapon enchantments) of the blocked weapon instead.

Combat Momentum
Once you get going, it's tough to take you down.
Prerequisites: BAB +3, Con 13.
Benefit: Whenever you successfully strike an opponent in melee, you gain temporary hit points equal to twice your base attack bonus, which last until the beginning of your next turn.  Temp hp granted by this feat are cumulative; for example, if you make have a BAB of +16 and make 4 successful attacks in a single round, followed by a successful attack on an AoO, you gain 160 temporary hp until the beginning of your next turn.

Dish Out Punishment
Enemies do not like it when you attack them.
Prerequisites: Punish class feature, Martial Lore 6 ranks.
Benefit: You may initiate a strike maneuver that you have readied in place of one attack in a full-attack action.  The maneuver must take no more than a standard action to initiate, and you may replace no more than one attack per round.

Knock 'Em Down
You can send enemies flying with a single hit.
Prerequisites: Swat class feature, Stone Vise or Crushing Vise maneuver.
Benefit: Whenever you use your Swat class feature, if the result of the bull rush would move the creature further than its base land speed, the creature must make a Reflex save (DC equal to damage dealt with the Swat) or end up prone at the end of its movement.  Additionally, if you have Stone Vise or Crushing Vise readied and not expended when performing a Swat, you may initiate the maneuver as part of the same action (and attack) as the Swat.

Lock 'Em Up
Enemies have trouble attacking your allies.
Prerequisites: Follow-through class feature, Combat Reflexes.
Benefit: Any time a creature that you threaten targets someone other than you with a melee attack, you may make an attack of opportunity against them with a shield bash.

Push 'Em Around
It's easy to scare people when you're much bigger than them.
Prerequisites: Improved Bull Rush, Tickets to the Gun Show, Persuasion 8 ranks.
Benefit: Whenever you successfully bull rush an enemy, you may make a demoralization attempt against them as a free action.  The enemy receives a -1 morale penalty to the check for every 5 feet that they were moved by your bull rush.

Renewed Purpose
You draw strength from adversity.
Prerequisites: One martial maneuver, base Fort, Reflex, or Will save +3.
Benefit: Choose Fortitude, Reflex, or Will (you must have a base +3 bonus to whichever save you choose).  Whenever you make a successful save of the chosen type, but no more often than once per round, you may automatically recover one expended maneuver.
Special: You may select this feat up to three times, choosing a different save each time.  You may recover one maneuver per round per successful save for which you select this feat; for example, a character who selects Renewed Purpose (Fortitude) and Renewed Purpose (Will) could recover up to two maneuvers per round, one each for a successful Fort and Will save.

Skilled Muscle
You're better at using your body than most people.
Prerequisites: Skilled whack, one martial maneuver.
Benefit: Whenever you make a skill check with a Strength-, Dexterity-, or Constitution-based skill, you may expend a readied maneuver as part of the same action (or no action, if applicable) to roll 4d6 instead of 1d20.  Expending a maneuver this way grants you no additional benefit.

Tickets to the Gun Show
The size of your biceps is, frankly, extremely intimidating.
Prerequisites: Strength 16, Persuasion 4 ranks.
Benefit: You use your Strength in place of your Charisma when using Persuasion to demoralize, and for any feats, spells, or other effects which would cause an enemy to become shaken, frightened, panicked, or cowering.
Note: This means that you may use your Strength score to qualify for feats such as Imperious Command.
« Last Edit: July 13, 2012, 08:42:17 AM by sirpercival »
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Re: Magipunk Feats
« Reply #17 on: July 18, 2012, 07:27:51 PM »
Domeskipper Feats

Battering Ram
You and your animal companion are practiced jousters.
Prerequisites: Animal companion, Ride Like The Wind.
Benefit: Whenever you are mounted on your animal companion, you can make a full attack at the end of a mounted charge.
Special: This feat counts as Spirited Charge for the purposes of meeting prerequisites.
Normal: You can only make a single attack if your mount moves more than 5 feet.

Hunter's Mark
Your animal companion follows your lead when attacking enemies
Prerequisites: Animal companion.
Benefit: Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all attack rolls against that creature for 1 round.

Marked For Death
When you shoot your opponent, your animal companion finishes the job.
Prerequisites: Animal companion, Hunter's Mark, Slayer's Mark.
Benefit: Whenever you successfully confirm a critical hit with a ranged attack against an opponent, all of your animal companion's attacks against that opponent are automatic critical threats for 1 round.

Nature Link
Your animal companion is just as good at dealing with nature as you are.
Prerequisites: Animal companion, Woodland Stride class feature.
Benefit: As long as your animal companion is within 60 feet of you, it gains the benefit of your Woodland Stride class feature, as well as your Surefooted and/or Trackless Step class features if you have them.

Ride Like The Wind
You like to ride your animal companion like a circus pony.  Which it very well may be.
Prerequisites: Animal companion, Mounted Combat.
Benefit: You can take 15 on Animal Affinity checks made to ride your animal companion.  In addition, whenever you are mounted on your animal companion, its base speed increases by 10 feet.
Special: This feat counts as Ride-By Attack for the purposes of meeting prerequisites.

Slayer's Mark
Your animal companion hits harder when you point the way.
Prerequisites: Animal companion.
Benefit: Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all damage rolls and to the save DCs of its strikes against that creature for 1 round.
« Last Edit: July 19, 2012, 11:12:19 AM by sirpercival »
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Re: Magipunk Feats
« Reply #18 on: August 03, 2012, 08:48:45 AM »
Magitechnician Feats

Booby-Trapped Device
You rig your Devices to self-destruct.
Prerequisites: Weird Science class feature, Engineering 6 ranks.
Benefit: When making a Weird Science Device, you can choose to booby-trap it.  Whenever a booby-trapped device breaks, it explodes 1d4+1 rounds later in a 20' radius blast of pure arcane energy that deals 1d6 damage per caster level.  Opponents caught in the blast can make a Reflex save for half damage (DC 10 + Device level + your Intelligence modifier).  By spending a full-round action, an operator can prep and throw a booby-trapped Device as a grenade-like weapon with a 10' range increment; in this case, the Device explodes on impact.

Extra Assistant
You have an extra laboratory assistant.
Prerequisites: Laboratory assistant class feature, Magitechnician level 6
Benefit: You gain a second Laboratory Assistant, with an effective Magitechnician level equal to two-thirds your actual Magitechnician level (rounded down).

G.E.T. Scout
You are a mix of magitechnician and domeskipper.
Prerequisites: Weird Science class feature, wild empathy class feature.
Benefit: If you have levels in both Magitechnician and Domeskipper, your levels in both classes stack for determining the number of Weird Science devices you can have simultaneously and for determining the bonus of your Wild Empathy class feature.  In addition, you may add your full Magitechnician levels for determining your initiator level (instead of half).  Finally, if you have the laboratory assistant and animal companion class features, you may choose to designate your assistant as your animal companion.  The assistant gains all the benefits of being both an assistant and an animal companion (treat the extra tricks as additional routines).

Improved Assistant
Your laboratory assistant is smarter and can work without your input some of the time.
Prerequisites: Laboratory assistant class feature.
Benefit: Your laboratory assistant has a higher Intelligence score, based on your Magitechnician level as shown below.  You do not program it with routines.  Your assistant uses your skill modifiers or its own, whichever is beneficial, when crafting items; you can give your assistant more extensive instructions for item creation, meaning that you do not need to spend 1 hour initiating the crafting process (everything else proceeds as normal).

LevelInt
4th-5th6
6th-7th7
8th-9th8
10th-11th9
12th-13th10
14th-15th11
16th-17th12
18th-20th13

Prolific Scientist
You make more Weird Science Devices than others do.
Prerequisites: Weird Science class feature
Benefit: You can have two more Devices at any given time than you normally could.
Special: You can select this feat multiple times; the effects stack.
Normal: You can have a total number of Devices at any one time equal to half your class level.

Read The Manual
You can train your allies to use your Weird Science Devices.
Prerequisites: Weird Science class feature
Benefit: By taking a full-round action to demonstrate, you may grant an ally a +5 bonus to activate a particular Weird Science Device that you create.  You must have the Device on hand to demonstrate.
Normal: Only you gain a +5 bonus to activate Devices that you create.

Strange Scientist
Somehow, you manage to fit more power into your Devices than normal.
Prerequisites: Weird Science class feature, ability to make a Level 3 Device.
Benefit: Whenever you make a Device with at least two spells of 2nd level or higher, the maximum level of the Device increases by one.  For example, a 7th-level Magitechnician with this feat could make a Device with two 2nd-level effects, even though he could normally only make a Level 3 Device.

Tainted Assistant
Your Laboratory Assistant is much stranger and more terrifying than normal.
Prerequisites: Laboratory assistant class feature.
Benefit: You add the following options to the appropriate menus when choosing upgrades for your assistant.
(click to show/hide)

Throw It Together And Hope It Works
You can make Weird Science devices very quickly if you have to... they just may not work very well.
Prerequisites: Weird Science class feature
Benefit: Once per day, you can make a Weird Science Device in 1 minute/spell level, but it does not automatically activate the first time.  The operator must make a DC 25 Use Magic Device check to activate it at all, and each successive activation attempt increases the DC by 5.  Each time the operator fails an activation check, there is a cumulative 20% chance (max 100%) that the device is destroyed in the process.
Normal: Making a Device requires 1 hour per spell level (or less time based on your class features) and activates automatically the first time.  Each successive time requires a DC 25 UMD check and the DC increases by 2; the chance to destroy the Device is 10% per failure, max 50%.

Weird Scientist
You have a particular knack for Weird Science.
Prerequisites: Weird Science class feature
Benefit: You gain a bonus to activate Devices that you create equal to half your Magitechnician minus the total level of the device.  This bonus stacks with the normal +5 bonus to activate Devices that you create.  For example, a 14th-level Magitechnician activating a Device with one 2nd-level effect and one 1st-level effect would gain a +9 to activate that item (+5 base, +7 - 3).
« Last Edit: August 03, 2012, 09:58:54 AM by sirpercival »
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.