Difference between revisions of "Power Techniques"

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(Created page with "'''Power feats''' are feats that affect your powers in some way. ==Weapon Power Feats== {{feat |name=Bludgeoning Focus |effect=When you deal bludgeoning weapon damage, you may...")
 
(Weapon Power Feats)
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'''Power feats''' are feats that affect your powers in some way.
 
'''Power feats''' are feats that affect your powers in some way.
 
==Weapon Power Feats==
 
==Weapon Power Feats==
{{feat
 
|name=Bludgeoning Focus
 
|effect=When you deal bludgeoning weapon damage, you may make the opponent make a Constitution save with DC equal to the damage done. If they fail the save, they suffer a level of fatigue for a number of rounds equal to the number of [W]s dealt.
 
}}
 
{{feat
 
|name=Piercing Focus
 
|effect=The critical strike range of your piercing weapon attacks is increased by 1.
 
}}
 
{{feat
 
|name=Slashing Focus
 
|effect=When you deal slashing weapon damage, the opponent takes untyped nonlethal damage equal to the number of [W]s dealt whenever they take a move or standard action, until the end of their next round, as your wounds cause them to lose blood. This damage cannot be mitigated by damage reduction, but can be stopped by a Heal effect or a successful Survival check to heal the bleeding.
 
}}
 
{{feat
 
|name=One-Handed Focus
 
|effect=While you are using one-handed weapons, you can spend your move action to negate one level of advantage from one attack directed against you.
 
}}
 
{{feat
 
|name=Two-Handed Focus
 
|effect=While you are using two-handed weapons, you can spend your move action to increase the range increment of your attack by 1.
 
}}
 
{{feat
 
|name=Unarmed Focus
 
|effect=While you are unarmed, you can spend your move action to gain 2pp worth of improvements to a standard action attack that turn.
 
}}
 
{{feat
 
|name=Improved Unarmed Strike
 
|effect=Your unarmed strike deals 1d8 bludgeoning damage, and you can choose for it to be lethal or nonlethal without penalty
 
}}
 
{{feat
 
|name=Shield Fighting
 
|effect=You may use a non-tower shield as a weapon. Light shields deal 1d6 bludgeoning damage, whereas Heavy shields deal 1d8.
 
|prereq=Light or Heavy Shield Proficiency
 
}}
 
{{feat
 
|name=Bow Focus
 
|effect=You ignore the first range increment penalty when attacking with a bow
 
}}
 
{{feat
 
|name=Crossbow Focus
 
|effect=You can reload a crossbow or similar weapon in half the time. This makes reloading a normal crossbow a minor action. Larger crossbow-like weapons, such as ballistae, may still take longer.
 
}}
 
{{feat
 
|name=Thrown Focus
 
|effect=You may add your Dexterity or Strength bonus to your thrown weapon attack and/or damage rolls as you desire. Additionally, unsheathing/equipping another thrown weapon can be done as a free action after throwing one.
 
}}
 
{{feat
 
|name=Superior Implement Training
 
|effect=Choose an implement type used by one or more of your classes. You may use Superior Implements of that type.
 
|prereq=A class that uses implements.
 
}}
 
{{feat
 
|name=Staff Expertise
 
|effect=While you are using a staff, you gain a +1 bonus to your damage per damage dice on your non-weapon powers.
 
}}
 
{{feat
 
|name=Rod Expertise
 
|effect=While you are using a rod, you gain a +5ft bonus to range on your non-weapon area powers.
 
}}
 
{{feat
 
|name=Wand Expertise
 
|effect=While you are using a wand, you gain a +2 bonus to your attack rolls on your non-weapon powers.
 
}}
 
{{feat
 
|name=Orb Expertise
 
|effect=While you are using an orb, you gain a +10ft bonus to range on your non-weapon non-area powers
 
}}
 
{{feat
 
|name=Book Expertise
 
|effect=While you are using a book, you gain advantage to all attacks with mind-affecting powers.
 
}}
 
{{feat
 
|name=Focus Expertise
 
|effect=While you are using a focus, the numeric values of effects of defensive powers you use are increased by 1.5x.
 
}}
 
{{feat
 
|name=Instrument Expertise
 
|effect=While you are using an instrument, you gain advantage on Sonic damage rolls and Social skill checks.
 
}}
 
{{feat
 
|name=Totem Expertise
 
|effect=While you are using a totem, all non-weapon power durations are increased by 1.5x. Your natural weapons' damage die increase by 1 size.
 
}}
 
  
 
==Elemental Power Feats==
 
==Elemental Power Feats==

Revision as of 20:36, 15 April 2017

Power feats are feats that affect your powers in some way.

Weapon Power Feats

Elemental Power Feats

Lingering Flames

Prerequisites: Access to the Fire effect
Effect: When your opponent saves against a Fire effect burn for the first time, it only halves the damage dealt. A second successful save removes the burn.

Uncontrolled Burn

Prerequisites: Access to the Fire effect
Effect: If an entity starts or ends their turn adjacent to another entity, and either entity is affected by your Fire effect burn, the other entity is affected by a Secondary Fire burn effect. This secondary effect deals half as much damage, and cannot spread.

Tidal Forces

Prerequisites: Access to the Water effect
Effect: When an entity is hit by a Water effect, you may push them 1 square + 1 square per 3 additional damage dice.

Malleability

Prerequisites: Access to the Water effect
Effect: Increment the damage dice of your Water effects. You may choose to deal Piercing, Slashing, or Bludgeoning damage with them.

Clinging Sod

Prerequisites: Access to the Earth effect
Effect: Your Earth effects slow their targets for 1 turn + 1 turn per 3 additional damage dice. If the power stuns the target, this effect happens after the stun's duration ends.

Beifong Method

Prerequisites: Access to the Earth effect
Effect: When you use an Earth effect, you may choose to resist any forced movement effects by half until the end of the turn.

Eight Angle Assault

Prerequisites: Access to the Air effect
Effect: When you push someone as the result of an Air power, you may instead choose to slide them.

Tearing Winds

Prerequisites: Access to the Air effect
Effect: When you hit someone with an Air power, you may attempt a Disarm maneuver as a free action, at disadvantage.

Sandstorm

Prerequisites: Access to the Dust effect
Effect: The Dust effect's native range changes to 15ft/+5ft. Its targets change to "All within radius"/-. Its duration changes to "Until the start of your next turn"/+1 turn/2pp

Sandblast

Prerequisites: Access to the Dust effect
Effect: Enemies affected by your Dust powers are also slowed until the end of their next turn.

Cloying Fog

Prerequisites: Access to the Mist effect
Effect: The concealment provided by your Mist powers is increased to 50%.

Creature of the Mists

Prerequisites: Access to the Mist effect
Effect: You do not suffer from additional miss chances caused by Mist powers.

Sheet Lightning

Prerequisites: Access to the Lightning effect
Effect: The damage caused by your Lightning powers' chain is increased to 1/2 of the damage dealt to the primary target, halving each time it chains.

Cracking the Sky

Prerequisites: Access to the Lightning effect
Effect: Your Lightning powers deal additional sonic damage to all targets within the powers' range equal to 1 per damage die.

Pooling Corrosion

Prerequisites: Access to the Acid effect
Effect: Whenever you hit someone with an Acid power, it creates a 1sq hazard on the ground which deals 1 point of Acid damage per damage dice to any entity that starts or ends their turn in it.

Accursed Rusting

Prerequisites: Access to the Acid effect
Effect: Whenever you hit someone with an Acid power, any exposed equipment that the target is holding takes 1 acid damage per damage dice, which is not reduced by toughness.

Quagmire

Prerequisites: Access to the Mud effect
Effect: Whenever you hit someone with a Mud power, they are stuck in addition to its other effects.

Heavy Slug

Prerequisites: Access to the Mud effect
Effect: Whenever you hit someone with a Mud power, they are knocked prone in addition to its other effects.

Pahoehoe Flow

Prerequisites: Access to the Lava effect
Effect: When your Lava effect's floor hazard deal damage to someone, they take 1 fire damage per 2 fire damage dealt. This effect continues until the target makes a DC20 Dexterity check, or until the damage dealt would be less than 1.

Aa Flow

Prerequisites: Access to the Lava effect
Effect: When your Lava effect's floor hazard deals damage to someone, any square in which they end their turn gains a floor hazard that deals half as much damage.

Elemental Conflux

Effect: Powers you use are 1 power point cheaper per element it involves beyond the first.
Special: You may not take Elemental Focus

Elemental Focus

Effect: Choose an elemental type. Your powers that use this type are 2pp cheaper, as long as they do not involve other elemental types. Powers that are reduced this way may not be reduced to 0 cost, unless they would otherwise have cost 1pp. All powers that involve other elemental types are 1pp more expensive.
Special: You may not take Elemental Conflux

Elemental Connection

Effect: Choose an elemental type. Your basic attacks can deal damage of that type.

Innate Power Feats

Bodyshock

Prerequisites: Access to the Mindspike effect
Effect: When you hit someone with a Mindspike power, they must make an additional Constitution save with DC equal to 10 + the damage taken. if they fail, they drop whatever they are holding.

Deep Intrusion

Prerequisites: Access to the Mindspike effect
Effect: The target does not lose the action they would take, but instead, you dictate what it is at the start of the turn. Any action that would cause harm to the target or their allies requires opposed Charisma checks; if you succeed, the action goes ahead. If not, it is lost as normal.

Bass Cannon

Prerequisites: Access to the Resonate effect
Effect: Targets of your Sonic powers are deafened in addition to other effects.

Frequency Match

Prerequisites: Access to the Resonate effect
Effect: Your Sonic powers ignore all object hardness. You may pay 1pp to have your Sonic powers deal an additional 5 damage to objects.

Animancer

Prerequisites: Access to any Heal, Repair or Harm effect.
Effect: When you use a Heal, Repair, or Harm effect, any rolls that determine HP gained or lost are modified. Half the dice roll, and add half of the maximum that could be rolled. For example, 1d8 would become 1d4+4, and 3d6+4 would become 3d3+13.
Note: This can only be used on beings with a soul. With similar effects against non-animate entities, the effects work as if you didn't have this feat.

Lifegiver

Prerequisites: Access to a Heal or Repair effect
Effect: When you use a Heal effect, you can choose to relieve one stage of Fatigue, or two points of temporary attribute damage for 2pp.

Lifetaker

Prerequisites: Access to the Harm effect
Effect: Whenever you hit someone with a Necrotic power, they take ongoing damage equal to 1 per Necrotic damage die.

Complexity of Thought

Prerequisites: Access to the Materialise effect.
Effect: Whenever you materialise something, you may create a refined version of the object. For instance, if you were materialising steel, you may create a sword. The object is mundane, but can be enchanted. Doing so costs 2pp, but does not raise the value of the material being created.

Reversion

Prerequisites: Access to the Dematerialise effect.
Effect: Whenever you dematerialise something, you may instead reduce it to its component pieces. For instance, if you dematerialised a sword, you would retrieve a rod of iron, a pile of coal powder, and some leather strips. Doing so costs 2pp.

Magismith

Prerequisites: Access to the Repair effect.
Effect: Whenever you use a Repair effect on something, double the amount of healing done.

Eroding Touch

Prerequisites: Access to the Deteriorate effect.
Effect: Whenever you use a Deteriorate effect on something, you may chose mental attributes.

Energy Vampire

Prerequisites: Access to the Fatigue effect.
Effect: Whenever you use a Fatigue effect on something, you gain 5 temporary HP for each level of fatigue bestowed.

Rebuke Undead

Prerequisites: Access to the Turn Undead effect.
Effect: When you use Turn Undead, you can instead cause them to flee for a number of rounds equal to the number of damage die that would be dealt.

Hemophilia

Prerequisites: Access to the Life Leech effect
Effect: When you gain life from Life Leech, it is gained as normal HP up to your maximum

Humour-letting

Prerequisites: Access to the Soul Leech effect
Effect: The damage dice from Soul Leech is increased one step. When you choose to heal temporary attribute damage as part of Soul Leech's effect, you heal up to 2 from a single attribute.

Panacea

Prerequisites: Access to a Restore effect
Effect: When you use a Restore effect, you can also remove any conditions caused by weather effect, at the cost of 1pp. If the weather is still affecting the target, they will immediately begin to acrue further conditions. You can also abate starvation and dehydration, at a cost of 1pp since the last full meal. This affect lasts 1 day, and the hunger and thirst will return at full force after 24 hours.

Buff/Debuff Power Feats

Gravity of Thought

Prerequisites: Access to an Enlarge or Reduce power
Effect: When you Enlarge or Reduce something, you may choose for its dimensions to remain the same, but for the other effects to still take place.

Proportional Thinking

Prerequisites: Access to an Enlarge or Reduce power
Effect: When you Enlarge or Reduce something, you may choose for only its dimensions to change, with the other effects not taking place.

Generosity

Prerequisites: Access to a Buff power
Effect: Your buff effects are 50% stronger when they are applied to another person, but you cannot buff yourself

Selfishness

Prerequisites: Access to a Buff power
Effect: Your buff effects are 50% stronger when they are applied to yourself, but you cannot buff others

Pyrrhic Assistance

Prerequisites: Access to a Debuff power.
Effect: Your debuffs have 50% effect on your allies. Any allies you debuff apply the same debuff at full value to enemies adjacent to them.

Prerequisites: Access to a Debuff power.
Effect:

Movement Power Feats

Mind-Affecting Power Feats

Scrying Power Feats