Jobs and Feats

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Jobs and Feats

Post by Gorlok on Thu 6 Aug - 20:18

The jobs and feats of scavengers are what defines a character. Throught level ups, a character gets new feats and potential jobs that helps him/her in their journey.

I suggest using ctrl+f to quickly search for stuff that mgiht interest you. Future feats might be added.

Yes, we did used feats from d&d and slightly modified them to simplify the task of writing all of it down :3.


Last edited by Gorlok on Mon 31 Aug - 0:26; edited 1 time in total
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Gorlok
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Character sheet
Class: Bloodhunter
Level: 1
Hitpoints:
20/20  (20/20)

http://scavengerrp.forumpersos.com

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Re: Jobs and Feats

Post by Gorlok on Sun 30 Aug - 23:32

Non-Magical feats

Ambush
You strike foes with deadly precision when you catch them unaware.
Prerequisite: Dexterity 11 or higher
Benefit: When you start your turn hidden from a creature, you have +5 on your first attack roll against that creature during the same turn, even if you are revealed before the attack. In addition, if you make a ranged attack against a creature from which you are hidden and you miss, the attack does not reveal your location.

Charge
You can rush across the field of battle and still compose yourself enough to make an attack.
Benefit: At the expense of all your Movement points, you can move and attack. When you do so, choose a creature that you can see; move up to your speed by the shortest, safest route possible to that creature; and then make a melee attack against it.

Clean Cut
You can let the momentum from a deadly attack carry your weapon into another foe.
Benefit: Once on each of your turns, when you reduce a creature to 0 hit points or fewer with a melee attack, you can make a single melee attack against another creature within your reach as a part of the same action.

Combat Reflexes
Your instincts take over when danger presents itself and can strike whenever you spot an opening.
Benefit: You can use an extra action point each round, but no more than once per turn. The point can be used only when surrounded.

Combat Superiority
You can protect your allies and deliver a punishing counterstrike.
Prerequisite: 9th level, Shield Bash feat
Benefit: When you use the Shield Bash feat, you can make a melee attack against the attacking creature as part of the same reaction.

Covert Strike
When you dispatch a foe, you know how to make a hasty exit and vanish from sight.
Prerequisite: 9th level, First Strike feat
Benefit: Once on your turn, when you reduce a creature to 0 hit points or fewer with an attack, you can also attempt to hide as a part of the same action. If you have any movement left for this turn, you can use it to move before attempting to hide.

Deflect
You can turn aside a blow with your weapon, using your opponent’s momentum to your advantage.
Prerequisite: Dexterity 11 or higher
Benefit: When a melee attack hits you while you are wielding at least one light weapon with which you have proficiency, you can use 1 Action point to halve the damage against you, provided the attacker is within 5 feet of you.

Dual Wielding
You are skilled at fighting with two weapons at once.
Benefit: You can attack with two melee weapons even when neither of the weapons you are wielding is a light weapon.

Durable
You are uncommonly tough.
Prerequisite: Constitution 14 or higher
Benefit: Whenever you roll a die to increase your hit point maximum (such as when you gain a level) or to regain hit points by spending a Hit Die, you can roll twice and use the higher result.

Fast Movement
You move with incredible speed.
Benefit: Your speed increases by 10 feet.

First Strike
Your quick reflexes allow you to get the jump on your foes.
Benefit: On your first turn of combat, you have +5 on attack rolls against any creature that has not yet taken a turn during this encounter.

Herbalism
You have studied the medicinal and poisonous qualities of plants and can use that knowledge to create various remedies.
Prerequisite: Intelligence 11 or higher
Benefit: You can spend one hour to create up to three items, chosen in any combination from this list.
• antitoxin (25 silver)
• healer’s kit (2 silver + 5 copper)
• potion of healing (25 silver)
To create an item, you must expend material components (herbs, vials, cloth, and the like) worth the amount given for each item.
Additionally, you can automatically determine by sight or smell whether an herb is poisonous.

Hide in Shadows
You have learned to keep to the shadows and to see clearly within them.
Prerequisite: Dexterity 11 or higher
Benefit: You gain +2 in any checks related to stealth. In addition, you gain the ability to hide in dim light and other lightly obscured areas, and you gain low-light vision with a range of 10 feet.

Hold the Line
You can use your shield to stop oncoming enemies in their tracks.
Prerequisite: Proficiency with shields
Benefit: When a creature of your size or smaller moves within your reach while you are wielding a shield, you can use an action point to cause the creature to end its movement for the turn.

Improved Initiative
You make the most of the chaos that erupts at the start of a battle.
Benefit: You move first during each turn in combat. If someone else has this feat, the character with the highest dexterity moves first.

Iron Hide
You shrug off minor injuries with ease.
Prerequisite: 9th level, Constitution 14 or higher
Benefit: Whenever you take bludgeoning, piercing, or slashing damage, the damage is reduced by 4.

Martial Training
You have undertaken specialized training to be able to do more with your weapon than simply strike at a foe.
Prerequisite: Fighter-type class
Benefit: You learn a class power one level sooner.
Special: You can select this feat multiple times. You must choose a different power each time.

Relentless
Your unceasing assault makes it difficult for your target to continue evading your attacks.
Prerequisite: 9th level
Benefit: When you miss a creature with a melee attack, you have a +5 bonus on your next melee attack against that creature before the end of your next turn.

Resilience
You recover from your injuries at an unusually fast rate.
Prerequisite: Constitution 11 or higher
Benefit: Whenever you spend a Hit Die to regain hit points, you regain 2 extra hit points.

Riposte
You use your opponent’s missteps as an opportunity to strike.
Prerequisite: 9th level
Benefit: While you are wielding a light weapon with which you have proficiency, a creature provokes an opportunity attack from you when it misses you with a melee attack.

Shield Bash
You can disrupt an attack by bashing the attacker with your shield.
Prerequisite: Proficiency with shields
Benefit: When a creature within 5 feet of you attacks a creature other than you while you are wielding a shield, you can use an action point to impose -5 on the attack roll.

Skill Focus
Your study and mastery of your skills grows deeper as you focus your effort.
Benefit: Choose one of your stat when you gain this feat. when you make a check with that stat out of combat, treat any d20 roll of 9 or less as a 10.
Special: You can select this feat multiple times, but you must choose a different skill each time.

Skill Supremacy
You are a master of a chosen skill.
Prerequisite: Skill Focus feat
Benefit: Choose a stat you have associated with the Skill Focus feat. You have a bonus of +2 on all checks with that stat out of combat.
Special: You can select this feat multiple times, but you must choose a different skill each time.

Toughness
You are remarkably durable and can stand up to punishment that would send other people to death’s door.
Prerequisite: Constitution 12 or higher
Benefit: You gain extra hit points equal to your level when you take this feat. For each level you gain after taking this feat, you gain 1 extra hit point.

Two-Weapon Defense
You can use the weapon you wield in your off hand to defend yourself.
Benefit: While you are wielding a different weapon in each hand, you gain a +1 bonus to AC, provided you have proficiency with both weapons.

Two-Weapon Strike
You can use both of your weapons to make it impossible for your enemy to easily dodge your attacks.
Prerequisite: 9th level, Dual Wielding feat
Benefit: When you are wielding a different weapon in each hand and have proficiency with each weapon, you can use your 2AP to attack with one of those weapons with a +5 bonus to the attack roll. You cannot make any other attacks on the same turn that you use this feat’s benefit.

Warding Polearm
You can use your polearm to keep enemies at bay.
Prerequisite: 9th level
Benefit: While you are wielding a reach weapon with which you have proficiency, other creatures provoke opportunity attacks from you when they enter your reach.

Weapon Focus
You have focused yourself on training with your weapon and are more deadly as a result.
Prerequisite: Fighter-type class
Benefit: + level/2 damage on all damage rolls made with a weapon.


Last edited by Gorlok on Mon 31 Aug - 0:47; edited 3 times in total
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Gorlok
Admin

Posts : 55
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Join date : 2015-07-26
Location : Probably on my chair

Character sheet
Class: Bloodhunter
Level: 1
Hitpoints:
20/20  (20/20)

http://scavengerrp.forumpersos.com

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Re: Jobs and Feats

Post by Gorlok on Sun 30 Aug - 23:32

Magical Feats

Arcane Dabbler
You know some of the basics of magic use, and can cast some rudimentary spells.
Prerequisite: Intelligence 11 or higher
Benefit: You learn one spell from The Books of Magic.

Defensive Ward
You can quickly conjure defensive wards that protect you from harmful magic.
Prerequisite: 9th level, the ability to cast at least one 1st-level spell
Benefit: When you make a saving throw against a magical effect, you can use an action point to give yourself +5 on that saving throw.

Distant Spell
You have learned how to cast touch spells at a distance.
Prerequisite: The ability to cast at least one spell
Benefit: Once per day when you cast a spell that normally requires you to touch a target, you can instead choose a target within 30 feet of you.

Energy Substitution
You specialize in a particular type of magical energy. You can alter your spells to call forth that energy whenever you like.
Prerequisite: The ability to cast at least one spell
Benefit: When you gain this feat, choose a damage type: acid, cold, fire, lightning, or thunder.
When you cast a spell, you can change one type of damage dealt by the spell to the damage type you chose.
Special: You can select this feat multiple times. Each time you do so, choose a different damage type.

Find Familiar
You have a familiar, a spirit that takes animal form to serve you.
Prerequisite: Wizard-Type class
Benefit: You can bond with a familiar by mastering and performing a special ritual, as described in the “Bonding with a Familiar” sidebar. You can have only one familiar at a time.
Your familiar acts independently of you, but it always obeys your commands. In combat, it has its own turns.
While you are within 100 feet of your familiar, you can communicate with it telepathically. Additionally, if you spend 1 action point, you can see through your familiar’s eyes and hear what it hears for 1 round, and you also gain the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
Finally, while within 100 feet of your familiar, you can have it deliver a spell on your turn that requires touching a creature, so that it touches the creature on your behalf, provided nothing is preventing the familiar from taking actions. If the spell requires an attack roll, you use your attack modifier for the roll. The familiar cannot make attacks of its own.
Choose a familiar. Each familiar has the same statistics, modified by the type you choose.

Familiar
Tiny Celestial, Fey, or Fiend
Armor Class 12
Hit Points 2d8
Speed 20 ft.
Str 2 (–4) Dex 12 (+1) Con 6 (–2)
Int 2 (–4) Inst 10 (+0) Cha 2 (–4)

TRAITS
Familiar: When the familiar drops to 0 hit points or fewer, it disappears, leaving behind no physical form. The familiar cannot reappear until its master recalls it by spending 30 minutes performing a minor ritual.

TRAITS BY TYPE
Bat: Cannot be blinded; has darkvision with a range of 20 feet; has a speed of 5 feet and a fly speed of 20 feet.
Cat: Gains a +5 bonus to all checks made to avoid detection; takes no damage when falling 20 feet or less.
Hawk: Has a speed of 5 feet and a fly speed of 30 feet.
Owl: Has darkvision with a range of 40 feet; has a speed of 5 feet and a fly speed of 25 feet.
Rat: Gains a +5 bonus to checks made to climb and a +5 bonus to checks made to sneak and hide.
Raven: Has a speed of 5 feet and a fly speed of 25 feet; can mimic simple sounds (such as a person whispering, a baby crying, or a small animal chittering).
Snake: Gains a +5 bonus to checks to avoid detection, and always starts first in combat.
Toad: Can jump up to 10 feet.
Weasel: Gains a +5 bonus to checks made to climb and a +5 bonus to checks made to sneak and hide.

Bonding with a Familiar
A familiar is a simple spirit from another plane of existence that takes a physical form resembling a normal animal. To bond with a familiar, you must learn and master a special ritual that allows you to call it forth from its home plane, give it its animal form, and bind it to your service. At the time of the ritual’s performance, you choose the type of animal form your familiar will take.
The process of calling a familiar is exhausting and expensive. To do so, you must stoke a brass brazier with charcoal and add 10 copper worth of incense, herbs, and fat. For the next day, you must perform an incantation, casting out your voice into the ether. At the end of this time, your new familiar crawls out from the smoking remains of the brazier’s contents, bound to serve you.

Healing Initiate
You have learned the basics of magical healing.
Prerequisite: Instinct 11 or higher
Benefit: You have access to the spells in the Book of Healing.

Heighten Spell
You know how to modify your spells to make them harder to resist, or more accurate in seeking out their target.
Prerequisite: The ability to cast at least one spell
Benefit: Once per day, you can choose to gain +5 on a single attack roll made as part of a spell or to give one target -5 on any saving throws made against the spell.

Magical Rejuvenation
You have mastered advanced magical healing techniques.
Prerequisite: 3rd level, Instinct 11 or higher, Healing Initiate
Benefit: All of your healing spells heals for 3 more, and once per day, you can cast one of your healing spell with a reduced cost of 1 AP.

Maximize Spell
You can alter your spells to get the maximum possible result out of the damage that they deal.
Prerequisite: The ability to cast at least one spell
Benefit: Once per day before you roll damage/healing for a spell, you can maximize the damage/healing, rather than rolling it.

Purge Magic
You know incantations that can free yourself or an ally of unwanted magic.
Prerequisite: 6th level, Intelligence or Instinct 12 or higher, the ability to cast at least one spell
Benefit: You can use an action to cast the dispel magic spell on yourself or a friendly creature. You can use this benefit a number of times per day equal to your Intelligence or Instinct modifier (whichever is higher).

Restore Life
You can use your superior healing techniques to restore life to the recently dead.
Prerequisite: 9th level, Healing Initiate feat
Benefit: You can spend 1 minute tending to a creature that died within the last minute and that has at least 1 Hit Die. The body must be intact and the creature has to have died as a result of taking damage. At the end of this time, the creature spends 1 Hit Die and returns to life, regaining hit points from spending a Hit Die as normal.


Last edited by Gorlok on Mon 31 Aug - 3:43; edited 1 time in total
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Gorlok
Admin

Posts : 55
Reputation : 0
Join date : 2015-07-26
Location : Probably on my chair

Character sheet
Class: Bloodhunter
Level: 1
Hitpoints:
20/20  (20/20)

http://scavengerrp.forumpersos.com

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Re: Jobs and Feats

Post by Gorlok on Mon 31 Aug - 3:40

Jobs
Jobs arent necessary, as most characters are simply adventurers. However, some characters might've been something else before they took on adventuring, allowing them some special skills to help them in their quests. You can only get one job and have to spend a feat point in order to access it unless said otherwise by your class/race. Evey job offers a bonus to +2 to any checks related to their job's field of work.

Academic
Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals.
Prerequisite: Age 23+
Bonus: Ability to go into places normally forbidden to normal people.(Exemple: An archeologists shows his card to gain access to a site the group needed to go).

Apothecary
Apothecaries are people who study the science of mixing chemicals, elements, and naturally occurring materials together for predictable results. They often go on to be research scientists, inventors, pharmacists, or alchemists.
Prerequisite: Age 20+
Bonus: Same as herbalism, exept you cannot craft anything during an adventure/quest, you get 2 things of your choice free from the list in the Herbalism feat.

Athlete
Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport.
Prerequisite: Strength 13 or Dexterity 13
Bonus: +1 to strength and dexterity stats.

Celebrity
A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye.
Prerequisite: Age 15+
Bonus: +10 gold, and free access to taverns at any given time.
Debuff: Everyday there is a small chance that you might get kidnapped for ransom/followed by fans/harassed by paparazzi.

Colonist
Colonists are wayfaring pioneers who set the foundations of new societies on far-flung continents. To survive in their new surroundings, they learn to live off the land and defend themselves against indigenous predatory life forms and hostile forces of nature.
Prerequisite: Age 15+
Bonus: Ability to build a house from their surroundings in any situation. The house is big enough for 2 people to live in, and it takes the colonist 2 days to build it.

Criminal
This illicit starting occupation reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals.
Prerequisite: Age 15+
Bonus: Has access to a blackmarket where everything can be bought and sold. Every criminal can easily pick locks.
Debuff: Theres always a slight chance that someone recognizes them and report them to the authorities.

Doctor
A doctor can be a physician (general ­practitioner or specialist), a surgeon, or a psychiatrist.
Prerequisite: Age 25+
Bonus: Able to treath and heal wounds. To heal wounds, the doctor needs to stay and operate on the patient for at least 1hour. For each hours, the patient recovers 8 hitpoints.

Drifter
Drifters are aimless wanderers and worldwise jacks-of-all-trades who move between cities or star systems, working odd jobs until boredom or fate leads them elsewhere. Along the way, they learn strange customs and pick up interesting and diverse skills.
Prerequisite: Age 15+
Bonus: The bonus for rolls applies to any roll not related to combat.

Gladiator
Gladiators have been fighting all their lives, whether on the streets or in some form of arena. They include disenchanted youths and poverty-stricken hoodlums looking to trade fists for cash, clones bred in secret labs to fight from birth, and low-ranking members of a society’s warrior caste.
Prerequisite: Age 18+
Bonus: Proficiency with all weapons.

Hedge Wizard
A hedge wizard is someone who has spent a great deal of time studying the arcane arts without the benefit of having any formal training or mentoring.
Prerequisite: Intelligence 10
Bonus: Access to one Book of Spells.

Novitiate
Novitiates draw quiet strength from their belief in a greater power. They do not necessarily have ties to a specific religion or denomination—their faith is enough. Some novitiates are lay clergy, counselors, motivational speakers, social workers, or any other position involved with helping people who have lost hope and faith.
Prerequisite: Instinct 10
Bonus: Once per day, you can convince a NPC to whatever you say as long as its not suspicious or to obvious.

Religious
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.
Prerequisite: Age 23+, a deity
Bonus:Access to the Divine Book

Scavenger
Scavengers turn society’s wreckage and discarded trash into useful tools or items for trade, and if they’re lucky, their endeavors might even yield one or two objects of special value. They effortlessly navigate and strip clean the most treacherous places, and their playgrounds are abandoned space stations, gutted buildings, and smoking battlefields.
Prerequisites: Age 15+
Bonus: Once per day, you can attempt to either craft something from a pile of junk, or re-roll a search check.

Squire
Squires serve as assistants to warriors in hopes of learning the skills they will need to be warriors themselves one day.
Prerequisite: Strength 13 or Dexterity 13
Bonus: When within 50 feet of your assigned warrior/knight, you get a +1 to all of your combat related checks.

Student
A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should also pick a major field of study.
Prerequisite: Age 15+
Bonus: Your stamina restores quicker than others, allowing to take half the time it would need to recover from the fatigue or exhausted state.

Transporter
Skilled drivers and pilots, transporters move people, information, and precious cargo safely from one destination to another. They treat their vehicles as extensions of their bodies and are most comfortable behind the wheels of diligences or on back of a horse.
Prerequisite: Age 18+
Bonus: No checks required to mount/drive anything.
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Gorlok
Admin

Posts : 55
Reputation : 0
Join date : 2015-07-26
Location : Probably on my chair

Character sheet
Class: Bloodhunter
Level: 1
Hitpoints:
20/20  (20/20)

http://scavengerrp.forumpersos.com

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