-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathCOM_3PPPack_RGG - Feats of Battle.user
281 lines (280 loc) · 40.6 KB
/
COM_3PPPack_RGG - Feats of Battle.user
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
<?xml version="1.0" encoding="ISO-8859-1"?>
<document signature="Hero Lab Data">
<loadonce key="COM_3PPPack_RGG - Feats of Battle"/>
<fileinfo>
<info_author>Asandir aka Bill Birchler</info_author>
<info_history>
November 17, 2014 - Tim Shadow
1) Changed the unique ID for the feat Touche as the odd character is no longer allowed.
June 1st through July 15th, added feats and worked on prereqs.</info_history>
</fileinfo>
<thing id="fAnchor" name="Anchor" description="You have trained yourself to hold a central point of a battle.\n\n{b}Prerequisites:{/b} Base attack +1.\n\n{b}Benefit:{/b} If at least one square adjacent to you is impassible to a foe (a wall, a pit, or some other terrain that your foe cannot move into), that foe cannot flank you. Additionally, as a move action, you can harass any foes within your threatened area. Enemies must treat the spaces you threaten as difficult terrain, spending double the normal movement to pass through the area." compset="Feat" summary="You are difficult to flank or move around." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<tag group="Helper" tag="ShowSpec"/>
<exprreq message="Base Attack Bonus +1"><![CDATA[child[Attack].field[tAtkBase].value >= 1]]></exprreq>
</thing>
<thing id="fArcnShild" name="Arcane Shield" description="You draw upon your arcane power to enhance your shield or armor with magical energy.\n\n{b}Prerequisite:{/b} Ability to cast arcane spells.\n\n{b}Benefit:{/b} As a swift action, you can imbue either your armor or your shield with a fraction of your power. For 1 round, an imbued shield or set of armor gains a +1 enhancement bonus to its Armor class. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level." compset="Feat" summary="Gain a bonus to your shield or armor." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Ability to cast Arcane Spells required"><![CDATA[hero.tagis[Hero.Arcane] <> 0]]></exprreq>
</thing>
<thing id="fArmFocsH" name="Armor Focus, Heavy" description="You are a master of using heavy armor to avoid damage.\n\n{b}Prerequisites: {/b}Con 13, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency.\n\n{b}Benefit:{/b} Whenever you are wearing heavy armor, you gain DR 2/–. This stacks with the DR gained from the Armor Mastery fighter ability and any DR gained from the material your armor is made from, but not with DR from any other source." compset="Feat" summary="Gain DR 2/– in heavy armor." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<tag group="SpecType" tag="DR"/>
<exprreq message="Armor Proficiency, Light required"><![CDATA[#hasfeat[fArmLight] <> 0]]></exprreq>
<exprreq message="Armor Proficiency, Medium required"><![CDATA[#hasfeat[fArmMedium] <> 0]]></exprreq>
<exprreq message="Armor Proficiency, Heavy required"><![CDATA[#hasfeat[fArmHeavy] <> 0]]></exprreq>
<exprreq message="Constituion of 13 is required"><![CDATA[child[aCON].field[aFinalVal].value >= 13]]></exprreq>
</thing>
<thing id="fArmFocsM" name="Armor Focus, Medium" description="You are a master of using medium armor to avoid damage.\n\n{b}Prerequisites:{/b} Con 13, Light Armor Proficiency, Medium Armor Proficiency.\n\n{b}Benefit:{/b} Whenever you are wearing medium armor, you gain DR 1/–. This stacks with the DR gained from the Armor Mastery fighter ability and any DR gained from the material your armor is made from, but not with DR from any other source." compset="Feat" summary="Gain DR 1/– in medium armor." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<tag group="SpecType" tag="DR"/>
<exprreq message="Armor Proficiency, Light required"><![CDATA[#hasfeat[fArmLight] <> 0]]></exprreq>
<exprreq message="Armor Proficiency, Medium required"><![CDATA[#hasfeat[fArmMedium] <> 0]]></exprreq>
<exprreq message="Constitution of 13 required"><![CDATA[child[aCON].field[aFinalVal].value >= 13]]></exprreq>
</thing>
<thing id="fAvoidArcn" name="Avoid the Arcane" description="Your fast reaction time often allows you to duck magic effects. \n\n{b}Prerequisite:{/b} Dex 13, Lightning Reflexes, no caster level.\n\n{b}Benefit: {/b}Once per round, when targeted by a spell or effect that allows a Fortitude save or a Will save, you can instead make a Reflex saving throw. You may use the ability a number of times per day equal to 3 + your Dexterity bonus.\n\n{b}Special: {/b}If you have this feat and gain a caster level, you may immediately decide to permanently forgo any spellcasting ability and\nretain this feat. If you do not make this decision this feat is lost, and cannot be replaced." compset="Feat" summary="Make a Ref save in place of a Fort or Will save." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Dexterity of 13 is required"><![CDATA[child[aDEX].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Lightning Reflexes is Required"><![CDATA[#hasfeat[fLightRef] <> 0]]></exprreq>
<exprreq message="Cannot be an Arcane caster">hero.tagis[Hero.Arcane] = 0</exprreq>
<exprreq message="Cannot be a Divine Caster">hero.tagis[Hero.Divine] = 0</exprreq>
</thing>
<thing id="fBttleMage" name="Battle Mage" description="You have learned the magic of sword and blade.\n\n{b}Prerequisites:{/b} Str 13, Caster level 5.\n\n{b}Benefit:{/b} You may select 6 spells from the following bonus spell list. The spells selected must be of levels you can cast, and become part of your spell list. You may not select more spells from a level than you have selected from each level below it. (You may take this feat more than once in order to eventually gain higher.level spells. See Special, below.) If you are a spellcaster with limited spells known (bards and sorcerers, for example), you do not automatically know the spells you select from this list. However, you may earn three of these selected spells and count them as only one spell slot toward your maximum spells known. This slot must be of the highest level spell being learned.\n\nEach time you successfully hit a foe in combat with a weapon attack not augment by a spell (such as true strike or greater magic\nweapon) in a situation where you cannot take 10 on skill checks (situations where you are faced with serious threats or distractions), you gain one battle mark. As a free action, you may spend a battle mark. This allows you to cast one of your known battle mage spells by spending a spell slot of the same level or higher. You must meet all the normal requirements and components (including casting time) in order to cast the battle mage spell.\n\nEach day when you rest, recover hit points, and regain uses of your spells, you lose any unused battle marks. Any time you fail an attack roll of any kind, you lose one battle mark.\n\nBattle Mage Bonus Spell List\n0 level: guidance, stabilize, virtue\n1st level: command, expeditious retreat, shield, true strike\n2nd level: align weapon, divine favor, magic weapon, shield other\n3rd level: haste, heroism, magic vestment, rage, see invisibility\n4th level: bless weapon, freedom of movement, phantom steed\n5th level: divine power, greater magic weapon, sending\n6th level: greater command, righteous might, wall of stone\n7th level: antilife shell, blade barrier, giant form I\n8th level: demand, giant form II, moment of prescience\n9th level: iron body, foresight\n\n{b}Special:{/b} This feat may be selected more than once. Each time it allows you to select 6 more spells from the list." compset="Feat" summary="Gain spells you can only use if you've been in combat.">
<comment>coding logic to select spells.</comment>
<usesource source="SGG_FOB"/>
<tag group="fCategory" tag="General"/>
<tag group="Helper" tag="ShowSpec"/>
<exprreq message="Strength of 13 is required"><![CDATA[child[aSTR].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Caster level of 5 is required"><![CDATA[herofield[tMaxCaster].value >= 5]]></exprreq>
</thing>
<thing id="fDeadAccur" name="Deadly Accuracy" description="Your aim is too good to deal minimum damage.\n\n{b}Prerequisites: {/b}Dex 15, base attack bonus +6.\n\n{b}Benefit:{/b} You have deadly accuracy with your agility-based weapon attacks. When dealing damage with a weapon to which you add your Dexterity to your attack rolls (all ranged weapon attacks, and melee weapon attacks made with Weapon Finesse), you can reroll any result of 1 on your weapon’s damage dice. Only weapon attacks that require an attack roll benefit from this feat.\nYou must keep the result of the reroll, even if it is another 1." compset="Feat" summary="Reroll a 1 on ranged weapon damage." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Dexterity 15 is required"><![CDATA[child[aDEX].field[aFinalVal].value >= 15]]></exprreq>
<exprreq message="Base Attack Bonus +6 is required"><![CDATA[child[Attack].field[tAtkBase].value >= 6]]></exprreq>
</thing>
<thing id="fDefnsShot" name="Defensive Shot" description="You can make a ranged attack without distracting yourself from immediate threats.\n\n{b}Prerequisites:{/b} Point-Blank Shot, Precise Shot.\n\n{b}Benefit:{/b} You may decide to make a ranged attack defensively, taking a –2 penalty to all ranged attacks you make during the round. Such attacks do not provoke attacks of opportunity. If you take any other actions during the round that does provoke an attack of opportunity (such as casting a spell) you suffer the consequences normally.\n \n{b}Normal: {/b}Making a ranged attack normally provokes attacks of opportunity from threatening foes." compset="Feat" summary="Make ranged attacks without provoking attacks of opportunity." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Point Blank Shot is required."><![CDATA[#hasfeat[fPointBlnk] <> 0]]></exprreq>
<exprreq message="Precise Shot is required."><![CDATA[#hasfeat[fPrecShot] <> 0]]></exprreq>
</thing>
<thing id="fDeflectSp" name="Deflect Spells" description="You can knock spells and other projectiles off course, preventing them from hitting you.\n\n{b}Prerequisites: {/b}Dex 13, Wis 13, Deflect Arrows, Improved Unarmed Strike, ki pool class ability.\n\n{b}Benefit:{/b} You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged attack from a spell, extraordinary natural weapon, spell-like ability, or supernatural ability, you may spend 1 point from your ki pool to deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a magic ranged attack doesn’t count as an action. Only spells and abilities with ranged attack rolls can be deflected with this feat." compset="Feat" summary="Prevent a spell with a ranged attack roll from hitting you." uniqueness="useronce">
<comment>Need Ki Pool Class ability logic</comment>
<usesource source="SGG_FOB"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<tag group="Helper" tag="ShowSpec"/>
<exprreq message="Dexterity of 13 is required"><![CDATA[child[aDEX].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Wisdom of 13 is required"><![CDATA[child[aWIS].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Deflect Arrow feat is required"><![CDATA[#hasfeat[fDefArrow] <> 0]]></exprreq>
<exprreq message="Improved Unarmed Strike is required"><![CDATA[#hasfeat[fImpUnarm] <> 0]]></exprreq>
<exprreq message="Ki pool class ability is required"><![CDATA[#hasability[cMnkKiPool] <> 0]]></exprreq>
</thing>
<thing id="fDevsChrge" name="Devastating Charge" description="You put a lot of power behind your blows when you run into combat.\n\n{b}Prerequisites:{/b} Str 13, Power Attack, base attack bonus +1.\n\n{b}Benefits:{/b} When you are not mounted and you use the charge action, a successful attack deals an additional 2d4 points of damage. If you are using a 2-handed weapon, or a 1-handed weapon in 2 hands, you instead deal an additional, 3d4 points of damage." compset="Feat" summary="Deal +2d4 damage with an unmounted charge." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Strength = 13 is required"><![CDATA[child[aSTR].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Power Attack is required"><![CDATA[#hasfeat[fPowerAtt] <> 0]]></exprreq>
<exprreq message="Base Attack Bonus +1"><![CDATA[child[Attack].field[tAtkBase].value >= 1]]></exprreq>
</thing>
<thing id="fExltBullR" name="Exalted Bull Rush" description="You know how to slam into a foe in a way that is both damaging and effective at relocating him.\n\n{b}Prerequisites: {/b}Str 13, Improved Bull Rush, Power Attack, base attack bonus +1.\n\n{b}Benefit: {/b}You can charge into a foe and use your body to damage him, while simultaneously pushing him backwards. When you make a Bull Rush, you also make a normal melee attack roll. (This is considered a charge.) If your attack roll succeeds, you deal melee damage. The damage is 1d3 if you are unarmored, 1d4 if in light armor, 1d6 in medium armor, and 1d8 in heavy armor. You add 150% of your Strength bonus to this damage." compset="Feat" summary="Damage your foe with a Bull Rush." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Strength = 13 is required"><![CDATA[child[aSTR].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Power Attack is Required"><![CDATA[#hasfeat[fPowerAtt] <> 0]]></exprreq>
<exprreq message="Improved Bull Rush is required"><![CDATA[#hasfeat[fImpBull] <> 0]]></exprreq>
<exprreq message="Base Attack Bonus +1 is required"><![CDATA[child[Attack].field[tAtkBase].value >= 1]]></exprreq>
</thing>
<thing id="fDeadAccrG" name="Greater Deadly Accuracy" description="Your aim is nearly preternatural in its effectiveness.\n\n{b}Prerequisite:{/b} Dex 15, Deadly Accuracy, base attack bonus +9.\n\n{b}Benefit: {/b}As Deadly Accuracy, except you can reroll any natural 1 or 2 on damage for your Dexterity-based weapons. You must\nkeep the result of the reroll, even if it is another 1 or 2." compset="Feat" summary="Reroll a 1 or 2 on ranged weapon damage." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Dexterity 15 is required"><![CDATA[child[aDEX].field[aFinalVal].value >= 15]]></exprreq>
<exprreq message="Deadly Accuracy is required"><![CDATA[#hasfeat[fDeadAccur] <> 0]]></exprreq>
<exprreq message="Base Attack Bonus +9 is required"><![CDATA[child[Attack].field[tAtkBase].value >= 9]]></exprreq>
</thing>
<thing id="fImprInitG" name="Greater Improved Initiative" description="You almost always go first.\n\n{b}Prerequisites:{/b} Dex 17, Improved Initiative, uncanny dodge class feature.\n\n{b}Benefit: {/b} Whenever you need to make an initiative check to determine initiative order, you automatically get a result of 20 + Dexterity modifier + all bonuses that add to initiative checks. If you make an initiative check for a purpose other than to determine initiative order, you roll normally." compset="Feat" summary="Get an initiative check of 20 + Dex bonus." uniqueness="useronce">
<comment>Need uncanny dodge feature logic for expr reqs.</comment>
<usesource source="SGG_FOB"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<tag group="Helper" tag="ShowSpec"/>
<exprreq message="Dexterity of 17 is required."><![CDATA[child[aDEX].field[aFinalVal].value >= 17]]></exprreq>
<exprreq message="Improved Initiative is required"><![CDATA[#hasfeat[fImpInit] <> 0]]></exprreq>
<exprreq message="Uncanny Dodge class ability is required"><![CDATA[#hasability[cUncanny] <> 0]]></exprreq>
</thing>
<thing id="fGrimDeter" name="Grim Determination" description="You know you have nothing going for you but your wits and strong sword arm, and you can call upon that knowledge to\npush yourself past the normal boundary of physical effort.\n \n{b}Prerequisites: {/b}Self Sufficient, base attack bonus +2, no caster level.\n\n{b}Benefit:{/b} Once per day, as a swift action you can call upon the deep reserve of your independence, unbolstered by prayers or\narcane knowledge, to drive yourself onward despite your injuries. You gain 1d6 temporary hit points for every two character levels you possess.\n\nSpecial: If you have this feat and gain a caster level, you may immediately decide to permanently forgo any spellcasting ability\nand retain this feat. If you do not make this decision this feat is lost, and cannot be replaced." compset="Feat" summary="Gain temporary hit points once a day." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Self Sufficient is required"><![CDATA[#hasfeat[fSelfSuff] <> 0]]></exprreq>
<exprreq message="Base Attack Bonus +2"><![CDATA[child[Attack].field[tAtkBase].value >= 2]]></exprreq>
</thing>
<thing id="fHeadButt" name="Head Butt" description="You’ve learned how to use your cranium to smash your foes.\n\n{b}Prerequisites: {/b}Con 13, Toughness.\n\n{b}Benefit: {/b}You gain a natural attack that deals 1d3 points of damage (1d2 for Small characters, 1d4 for Large characters). If you have an unarmed attack that deals more damage, you may choose to deal that damage instead when you use this natural attack. If you damage a foe with this natural weapon, you take 1/4 of the damage you inflict (if you have damage reduction, it does not reduce\nthe share of the damage you suffer). You can use this natural attack without penalty even if your hands or feet are bound, or if you\nare in a grapple (you do not have to make a grapple check to use this natural attack when you are involved in a grapple)." compset="Feat" summary="Gain a natural weapon attack." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Constitution 13 is required"><![CDATA[child[aCON].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Toughness is required"><![CDATA[#hasfeat[fToughness] <> 0]]></exprreq>
</thing>
<thing id="fLayrdArmr" name="Layered Armor" description="You have learned to access the power of more than one suit or armor.\n\n{b}Prerequisites: {/b}Con 15; armor training II class feature; proficiency in light, medium, and heavy armor\n\n{b}Benefit:{/b} You may wear both a set of light armor and heavy armor simultaneously (the magic light armor is worn as part of\nthe under-layers for the set of magic heavy armor) and gain the benefit of magic abilities from both. penalty is equal to the worse of the two penalties –1. Your maximum Dexterity bonus to AC is equal to the worse of the two bonuses –1 (minimum 0). For movement and special abilities, you are considered to be wearing a suit of heavy armor (even if the suit of heavy armor is usually counted as medium armor for those purposes).\n \nYou get the benefits of all the magic abilities granted by the heavy armor. You may select one magic ability granted by the light armor—this may not be any version of slick or shadow and it may not be the armor’s enhancement bonus. You gain the benefit\nof the selected magic ability. As a standard action, you may change which of the light armor’s magic abilities you have selected.\nNormal: Normally characters cannot wear two sets of armor and, if they did, would only gain the benefit of one set of\nmagical abilities.\n\nWearing both a light and heavy suit of armor has consequences. Your armor bonus is equal to the heavy armor’s armor bonus (including magical enhancement) +1. You gain no benefit from the light armor’s enhancement bonus. Your armor check\npenalty is equal to the worse of the two penalties –1. Your maximum Dexterity bonus to AC is equal to the worse of the two bonuses\n–1 (minimum 0). For movement and special abilities, you are considered to be wearing a suit of heavy armor (even if the suit of heavy\narmor is usually counted as medium armor for those purposes).\n\nYou get the benefits of all the magic abilities granted by the heavy armor. You may select one magic ability granted by the light armor—this may not be any version of slick or shadow and it may not be the armor’s enhancement bonus. You gain the benefit\nof the selected magic ability. As a standard action, you may change which of the light armor’s magic abilities you have selected.\n\n{b}Normal:{/b} Normally characters cannot wear two sets of armor and, if they did, would only gain the benefit of one set of magical abilities." compset="Feat" summary="Wear light armor under your heavy armor." uniqueness="useronce">
<comment>Need Armor training class feature requirements.</comment>
<usesource source="SGG_FOB"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<tag group="Helper" tag="ShowSpec"/>
<exprreq message="Constitution 15 is required"><![CDATA[child[aCON].field[aFinalVal].value >= 15]]></exprreq>
<exprreq message="Armor Proficiency ,Light is required"><![CDATA[#hasfeat[fArmLight] <> 0]]></exprreq>
<exprreq message="Armor Proficiency, Medium is required"><![CDATA[#hasfeat[fArmMedium] <> 0]]></exprreq>
<exprreq message="Armor Proficiency, Heavy is required"><![CDATA[#hasfeat[fArmHeavy] <> 0]]></exprreq>
<exprreq message="Armor Training II class feature is required"><![CDATA[#hasability[cFtrArmor] <> 0]]></exprreq>
</thing>
<thing id="fMindMagic" name="Mind Over Magic" description="You can overcome magic effects through pure force of will.\n\n{b}Prerequisite:{/b} Wis 13, Iron Will, no caster level.\n\n{b}Benefit:{/b} Once per round, when targeted by a spell or effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw. You may use the ability a number of times per day equal to 3 + your Wisdom bonus.\n\n{b}Special:{/b} If you have this feat and gain a caster level, you may immediately decide to permanently forgo any spellcasting ability and retain this feat. If you do not make this decision this feat is lost, and cannot be replaced." compset="Feat" summary="Make a Will save rather than a Ref or Fort save." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Wisdom 13 is required"><![CDATA[child[aWIS].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Iron Will is required"><![CDATA[#hasfeat[fIronWill] <> 0]]></exprreq>
<exprreq message="Cannot be Arcane caster">hero.tagis[Hero.Arcane] = 0</exprreq>
<exprreq message="Cannot be an Arcane Caster">hero.tagis[Hero.Divine] = 0</exprreq>
</thing>
<thing id="fPhysAdept" name="Physical Adept" description="You constantly focus on training your body, often while your allies prepare their spells for the day.\n\n{b}Prerequisite:{/b} Athletic, no caster level.\n\n{b}Benefit:{/b} You can take an extra standard action at the beginning or end of your round. This standard action must be used for a purely physical action such as making an attack, readying an item, moving, or trying to lift or break something. You may do this once per day, plus once per day for every four full levels you have.\n\n{b}Special:{/b} If you have this feat and gain a caster level, you may immediately decide to permanently forgo any spellcasting ability and retain this feat. If you do not make this decision this feat is lost, and cannot be replaced." compset="Feat" summary="Gain an extra standard action." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Athletic Feat is required"><![CDATA[#hasfeat[fAthletic] <> 0]]></exprreq>
<exprreq message="Cannot be an Arcane caster">hero.tagis[Hero.Arcane] = 0</exprreq>
<exprreq message="Cannot be a Divine caster">hero.tagis[Hero.Divine] = 0</exprreq>
</thing>
<thing id="fReflctSpl" name="Reflect Spell" description="Instead of knocking an incoming spell aside, you can redirect it to a new target.\n\n{b}Prerequisite:{/b} Dex 17, Wis 17, Deflect Arrows, Deflect Spells, Improved Unarmed Strike, Snatch Arrow, ki pool class ability.\n\n{b}Benefit:{/b} When you successfully deflect a spell or ability using the Deflect Spell feat, you may choose to immediately spend a second point from your ki pool as a swift action to redirect the spell or ability to a new target, even though it is not your turn. The spell or ability’s maximum range must be long enough to go from the original attacker, to you, to the target you redirect it toward or the spell fails to reach the new target. You make any required attack roll to hit the new target, but all other affects are determined by the caster level and abilities of the original attacker." compset="Feat" summary="Redirect a spell at another target." uniqueness="useronce">
<comment>Need Ki pool class ability.</comment>
<usesource source="SGG_FOB"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<tag group="Helper" tag="ShowSpec"/>
<exprreq message="Wisdom of 17 is required"><![CDATA[child[aWIS].field[aFinalVal].value >= 17]]></exprreq>
<exprreq message="Dexterity of 17 is required"><![CDATA[child[aDEX].field[aFinalVal].value >= 17]]></exprreq>
<exprreq message="Deflect Arrows feat is required" onlyonce="yes"><![CDATA[#hasfeat[fDefArrow] <> 0]]></exprreq>
<exprreq message="Deflect Spells feat is required"><![CDATA[#hasfeat[fDeflectSp] <> 0]]></exprreq>
<exprreq message="Improved Unarmed Strike feat is required"><![CDATA[#hasfeat[fImpUnarm] <> 0]]></exprreq>
<exprreq message="Snatch Arrow feat is required"><![CDATA[#hasfeat[fSnatchArr] <> 0]]></exprreq>
<exprreq message="Ki pool class ability is required"><![CDATA[#hasability[cMnkKiPool] <> 0]]></exprreq>
</thing>
<thing id="fResolute" name="Resolute" description="While not fearless, you stand fast in the face of even the most overwhelming mundane and mystic fears.\n\n{b}Prerequisite:{/b} Iron Will.\n\n{b}Benefit:{/b} Any time you would normally be cowering, frightened, or panicked, you are instead shaken for the same duration. You take only half the penalties from similar effects." compset="Feat" summary="Reduce the level of most fear effects to shaken." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Iron Will feat is required"><![CDATA[#hasfeat[fIronWill] <> 0]]></exprreq>
</thing>
<thing id="fSaddlWarr" name="Saddle Warrior" description="You are greatly skilled at making melee attacks from the saddle.\n\n{b}Prerequisite:{/b} Dex 13+, Mounted Combat, Ride-by Attack.\n\n{b}Benefit:{/b} When riding a moving steed, you may make a melee full-attack action as long as your steed moves at least 10 feet between each of your attacks. The steed may move before and after each of your attacks, as long as its total movement does not exceed its speed, but must move at least 10 feet between every melee attack you make.\n\n{b}Normal:{/b} Normally, a character riding a moving mount may only make one melee attack each round." compset="Feat" summary="Make multiple melee attacks from a moving mount." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Dexterity 13 is required"><![CDATA[child[aDEX].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Mounted Combat feat is required"><![CDATA[#hasfeat[fMountCom] <> 0]]></exprreq>
<exprreq message="Ride By Attack feat is required"><![CDATA[#hasfeat[fRideBy] <> 0]]></exprreq>
</thing>
<thing id="fShieldSpc" name="Shield Specialization" description="You are expert in the use of shields to defend yourself.\n\n{b}Prerequisite:{/b} Shield Focus, Shield Proficiency.\n\n{b}Benefit:{/b} Whenever you fight defensively or take the full defense action and you are using a shield, you double the normal bonus to AC granted by the maneuver. \nAdditionally, you may take the Deflect Arrows feat even if you do not meet its normal prerequisites. However, rather than having one hand free to use the Deflect Arrows feat, you must have a shield." compset="Feat" summary="Gain bonuses when fighting defensively." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<tag group="Helper" tag="ShowSpec"/>
<exprreq message="Shield Focus feat is required"><![CDATA[#hasfeat[fShieldFoc] <> 0]]></exprreq>
<exprreq message="Shield Proficiency feat is required"><![CDATA[#hasfeat[fArmShield] <> 0]]></exprreq>
</thing>
<thing id="fSGGSmash" name="Smash" description="You hurl yourself into foes and objects with abandon.\n\n{b}Prerequisite:{/b} Str 13, Power Attack, base attack +1.\n\n{b}Benefit:{/b} If you charge into an object (including doors and walls), you may add your armor bonus and shield bonus to a Strength check to attempt to break it. If you successfully Bull Rush a foe, you can push him back an additional 5 feet for every 5 points of armor bonus you have." compset="Feat" summary="Add your armor bonus to Strength checks to break things." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Strength of 13 is required"><![CDATA[child[aSTR].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Power Attack feat is required"><![CDATA[#hasfeat[fPowerAtt] <> 0]]></exprreq>
<exprreq message="Base Attack Bonus of +1 is required"><![CDATA[child[Attack].field[tAtkBase].value >= 1]]></exprreq>
</thing>
<thing id="fSummDefnd" name="Summon Defenders" description="Your summoned creatures have a knack for surviving combat and helping you do the same.\n\n{b}Prerequisite:{/b} Augment Summoning. \n\n{b}Benefit:{/b} Each creature you conjure with any summon spell gains a +2 enhancement bonus to its armor bonus (increasing the\ncreature’s total Armor Class) and saving throws. If you are adjacent to one of your own summoned creatures, you gain a +1\ndodge bonus to AC." compset="Feat" summary="Conjured creatures gain +2 to AC and saves." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Augment Summoning Feat is required"><![CDATA[#hasfeat[fAugSumm] <> 0]]></exprreq>
</thing>
<thing id="fTakedown" name="Takedown" description="Your combat style includes energetic, powerful attacks that can strike more than one target.\n\n{b}Prerequisite:{/b} Athletic.\n\n{b}Benefit:{/b} If you make a weapon attack (including natural weapon and unarmed attacks) that deals enough damage to knock the target unconscious or dead, you get an immediate extra attack against another creature. If the initial attack was a melee attack, your second attack must target another foe within reach, as your weapon continues in a wide arc to catch your second target in the same wing. \n\nIf the initial attack was a ranged attack, your second attack must be in a line from you to the first target, further from you than the first target but within range of your attack (as your attack continues through your first target into your second target).\n\nYou cannot take a 5.foot step before making this extra attack. The extra attack is with the same weapon and at the same base\nbonus as the attack that dropped the previous creature, though different circumstances may change your total attack modifier. You\ncan use this ability once per round." compset="Feat" summary="Make attacks that can hit multiple targets." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message=""><![CDATA[#hasfeat[fAthletic] <> 0]]></exprreq>
</thing>
<thing id="fTouche" name="Touché" description="You can make a quick, accurate attack at the expense of hitting power.\n\n{b}Prerequisite:{/b} Dex 13, base attack bonus +1.\n\n{b}Benefit:{/b} You can choose to take a –1 penalty to all weapon damage and combat maneuver checks (to a minimum of 0) to gain a +1 bonus to all melee weapon attack rolls. This bonus to attack rolls is increased to by an additional +1 if you are fighting with a one-handed or light weapon in one hand, and have nothing in your other hand. When your base attack bonus reaches +4, and every\n4 points thereafter, the penalty increased by –1 and the bonus to attacks increases by +1.\n\nYou must choose to use this feat before making any attack rolls, and its effects last until your nest turn. The bonus does not apply to touch attacks or effects that do not deal hit point damage." compset="Feat" summary="Take a penalty to damage to gain a bonus to attack rolls." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Dexterity of 13 is required"><![CDATA[child[aDEX].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Base Attack Bonus of +1 is required"><![CDATA[child[Attack].field[tAtkBase].value >= 1]]></exprreq>
</thing>
<thing id="fToughThmt" name="Tougher Than Thaumaturgy" description="You are tough enough to shrug off magic effects.\n\n{b}Prerequisite:{/b} Con 13, Great Fortitude, no caster level or less.\n\n{b}Benefit:{/b} Once per round, when targeted by a spell or effect that allows a Reflex save or a Will save, you can instead make a Fortitude saving throw. You may use the ability a number of times per day equal to 3 + your Constitution bonus.\n\n{b}Special:{/b} If you have this feat and gain a caster level, you may immediately decide to permanently forgo any spellcasting ability and retain this feat. If you do not make this decision this feat is lost, and cannot be replaced." compset="Feat" summary="Make a Fort save rather than a Ref or Will save." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="ArcaneDisc"/>
<exprreq message="Dexterity of 13 is required"><![CDATA[child[aDEX].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Great Fortittude feat is required"><![CDATA[#hasfeat[fGreatFort] <> 0]]></exprreq>
<exprreq message="Cannot have Arcane spellcasting ability."><![CDATA[hero.tagis[Hero.Arcane] <> 0]]></exprreq>
<exprreq message="Cannot have Divine spellcasting ability."><![CDATA[hero.tagis[Hero.Divine] <> 0]]></exprreq>
</thing>
<thing id="fWallRunnr" name="Wall Runner" description="You can make part of your move up and along walls.\n\n{b}Prerequisite:{/b} Wis 13, Acrobatic Steps, Nimble Moves.\n\n{b}Benefit:{/b} As long as you are no more than lightly encumbered and suffering an armor check penalty of no more than –1, you can take part of one move action each round to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, falling prone and taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity normally if you leave a threatened space (even if you leave it by running up a wall). \n\n{b}Special:{/b} You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat combined with Wall Runner allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten as you run past on a wall. However, if you are somehow prevented from completing your move, you fall.\n\nLikewise, you could make Acrobatics checks while moving along the wall to avoid attacks of opportunity from leaving threatened spaces." compset="Feat" summary="Run up along walls." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="General"/>
<exprreq message="Wisdom of 13 is required"><![CDATA[child[aWIS].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Acrobatic Steps feat is required"><![CDATA[#hasfeat[fAcroStep] <> 0]]></exprreq>
<exprreq message="Nimble Moves feat is required"><![CDATA[#hasfeat[fNimbMove] <> 0]]></exprreq>
</thing>
<thing id="fWebSteel" name="Web of Steel" description="You can use your weapons to protect you as well as armor does.\n\n{b}Prerequisite:{/b} Int 13, Dex 15, Dodge, Combat Expertise, Weapon Focus, base attack +1. \n \n{b}Benefit:{/b} When you are not flat-footed, wearing light armor or no armor, and have a melee weapon you have Weapon Focus for in hand ready for use, you gain an armor bonus to your AC. This bonus is equal to 1/2 your character level +2. Any circumstance that would cause you to lose your dodge bonus also causes you to lose this armor bonus to AC. Like any armor bonus, it does not stack with other sources of armor." compset="Feat" summary="Gain an armor bonus from wielding a weapon." uniqueness="useronce">
<usesource source="SGG_FOB"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<exprreq message="Intelligence of 13 is required"><![CDATA[child[aINT].field[aFinalVal].value >= 13]]></exprreq>
<exprreq message="Dexterity of 15 is required"><![CDATA[child[aDEX].field[aFinalVal].value >= 15]]></exprreq>
<exprreq message="Dodge feat is required"><![CDATA[#hasfeat[fDodge] <> 0]]></exprreq>
<exprreq message="Combat Expertise feat is required"><![CDATA[#hasfeat[fComExpert] <> 0]]></exprreq>
<exprreq message="Weapon Focus feat is required"><![CDATA[#hasfeat[fWepFoc] <> 0]]></exprreq>
<exprreq message="Base Attack Bonus of +1 is required"><![CDATA[child[Attack].field[tAtkBase].value >= 1]]></exprreq>
</thing>
<thing id="fAcroDodge" name="Acrobatic Dodge" description="Your nimble moves often allow you to flip away from a foe's attack.\n\n{b}Prerequisites:{/b} Dex 15, Acrobatic.\n\n{b}Benefit:{/b} As an immediate action when you would normally be hit with a meleeor ranged attack roll, you may make an Acrobatics check to avoid being hit. The DC for this check is equal to the attack roll that hit you. You gain a free 5.foot step as part of this Acrobatics check, and must take it. (If you cannot take your 5.foot step, you cannot use this feat. The movement doesn't count against any other movement you are taking, and does not provoke an attack of opportunity.) \n\nYou may only use this feat when you have an armor check penalty of 0, are carrying no more than a light load, and are not wielding a two.handed weapon or shield. \n\nYou may use this ability a number of times per day equal to 3 + your Dexterity bonus." compset="Feat" summary="Avoid attacks with an Acrobatics check." uniqueness="useronce">
<fieldval field="trkMax" value="3 + Dexterity Bonus"/>
<usesource source="SGG_FOB"/>
<tag group="fCategory" tag="Combat"/>
<tag group="BonusFor" tag="Fighter"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Usage" tag="Day"/>
<exprreq message="Dexterity of 15 is required"><![CDATA[child[aDEX].field[aFinalVal].value >= 15]]></exprreq>
<exprreq message="Acrobatic feat required"><![CDATA[#hasfeat[fAcrobatic] <> 0]]></exprreq>
</thing>
</document>