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All players start with at least three feats, but depending on class and race, you may receive more. Skills however, depends on your intelligence, so to obtain the correct number of allotable points, you will need to e-mail me with your test so I can see if you pass, and then send you your starting stat columns.

Factors that contribute towards more feats.

Human - +1 feat

Kensai - +1 feat

1st level - base of 3 feats for everyone.

-= Feats =-

All Techniques (This includes energy attacks and other special abilities like solar flare.) *Unrefined Ki blast is a prerequisite for all other energy attacks.

Alertness - +5 bonus to all listen and spot checks. (The owner of a familiar gets the alertness feat whenever the familiar is within arms reach.)

Ambidexterity - You are neither left, nor right handed, and suffer no penalties when fighting with two weapons. |Pre req, dex 15+|

Armor Proficiency - (Heavy, Medium, and Light) Warrior classes usually get this for free, Rogue's start with light and sorceror's none. |Pre req, you must have the previous stages of armor proficiency before you can obtain the next.|

Blind Fighting - You are more proficient at fighting with your senses, having trained yourself to be able to fight with eyes closed if need be.

Body Fuel - You may "burn" stat points to gain more energy points temporarily. For every ability point you spend you gain back one energy point. The stat "Damage" is only temporary and will be regained with rest. |Pre req, ki 12+ Energy Adept|

Cleave - If, during combat, you are able to drop someone to 0 hp or lower, you can immediately follow up and attack a nearby enemy as a free action. |Pre req, str 13+, power attack|

Combat Casting - This enhances a spell casters concentration check to keep his spell if attacked, otherwise if interrupted, it is lost for good that day.

Combat Reflexes - When opponents leave themselves open you capitalize on their mistake quickly. Whenever an opponent would provoke an attack of opportunity, you can now perform up to 1+dex mod instead of 1 as normal. However more than one attack of opportunity can still not be made against a single opponent in a round. |Pre req, dex 12+|

Damage Reduction - Your power has risen sufficiently enough to avoid any damage whatsoever from various weaker attacks. Your body is actually more structurally sound and can withstand small amounts of damage to a certain degree.(Your con mod is the damage reduction number) |Pre req, Toughness, Con 15+|

Damage Reduction Final - The third step in the damage reduction series, this multiplies your con mod by 4 for the total damage reduction number. |Pre req, Improved Damage reduction, +10 base attack bonus|

Defensive Strike - You can turn a strong defense into a powerful offense. This is called musubi. If an opponent attacks you while you are using the total defense action, you can attack that opponent on your next turn with a sizeable bonus. |Pre req, int 13+, expertise, dex 13+, dodge|

Deflect Missiles - This is used to attempt and deflect incoming missiles such as arrows, bullets, missiles, and most importantly, energy attacks. |Pre req, dex 13+|

Dirty Fighting - Through various means you're able to manipulate your opponent and get a slight edge in on combat through dishonorable means. When you make a melee attack, you do an extra 1d4 damage on a succesfull hit. |Pre req, base attack bonus +2 or higher|

Dodge - A defensive ability allowing you to dodge easier away from opponents. |Pre req, dex 13+|

Dual Strike - Your combat teamwork makes you a more dangerous foe. If both you and an ally have this feat and are flanking an opponent, you both get a sizeable bonus to your attack roll.

Endurance - Provides a bonus to strenous activities that extend over a period of time like weight lifting or holding your breath.

Energy Adept - Slightly more skilled in channeling energy, someone with this ability receives an extra power point each level. This is an active feat, and as you go up, will increase with you. |Pre req, ki 10+|

Energy Weapon - Allows a weapon of variable strength and properties to be formed from your ki. Duration equals ki modifier +1. Can only put in one energy point per level up to a maximum of 5. Possible point purchases include, 1 - 1d3 damage, 1 - critical range enhancement, 1 - critical multiplier enhancement. |Pre req, ki 15+, energy adept, unrefined ki blast|

Exotic Weapon Proficiency - Each class starts play with active knowledge in a certain amount of weapons. Exotic weapons however, are covered by no class except Kensai, which automatically becomes proficient with the weapon of choice. Examples of exotic weaponry would be a whip, katar, double sword, things of that nature. |Pre req, base attack +1 or higher|

Expert Tactician - You gain one extra partial action per round whenever a melee opponent is denied his dex modifier to ac. If you attack however, it must be the person currently denied his dex bonus. |Pre req, Int 12+, base attack bonus +3 or higher|

Expertise - This defensive ability allows you to take a penalty of up to -5 on your attack roll and add it to your defense for the remainder of that combat round. |Pre req, int 13+|

Extra Stunning Attacks - You gain the ability to make 3 more stunning attacks per day. You may take this feat multiple times. |Pre req, base attack bonus +2 or higher, stunning fist|

Far Shot - When using a ranged attack, this increases the range increment by one half. Whether it be an enhanced plasma rifle, or a kame hame ha. |Pre req, Point blank shot|

Flight - Allows you to channel your ki and defy the laws of gravity. |Pre req, Ki 13+|

Great Cleave - Upgraded version of cleave, allows you to keep making more attacks as long as you drop your opponents in one hit after the first. |Pre req, str 13+, power attack, cleave, base attack +4 or higher|

Impenetrability - Same as Invulnerability except for Ki. |Pre req, Inner Strength Final, ki 18+, Base attack bonus +20, Skill Focus - Channel Ki|

Improve Self - Adds 2 points to a chosen stat. Can only be taken once per level.

Improved Bull Rush - When you perform a bull rush, an attack of opportunity is not granted to your opponent like normal. (Bull Rush is an attack option that anyone can do, basically doing a small amount of damage and attempting to throw them off their feet or off balance.) |Pre req, str 13+, power attack|

Improved Critical - The critical range of the selected weapon is increased. (Critical range is the percent chance that your damage will double on a succesfull attack. |Pre req, proficient with weapon, base attack +8 or better.|

Improved Damage Reduction - Improved version of damage reduction. (Con mod x2) |Pre req, Damage reduction and +4 base attack bonus|

Improved Disarm - You do not suffer an attack of opportunity when a disarm is attempted. |Pre req, Int 13+, expertise|

Improved Energy Weapon - Increases point expenditure capabilities. Max points spendable increases to 5+ ki mod, damage is increased to 1d4 per 1 point, and special properties can be added such as length of weapon for reach. (Special property costs vary from weapon to weapon) |Pre req, energy weapon, base attack bonus +8 or higher|

Improved Initiative - Who's faster? Initiative determines who goes first in combat or other important actions. This feat gives you a bonus to that check.

Improved Inner Strength - Same as Improved Damage reduction but Ki is used. |Pre req, Inner Strength, Ki 15+, +4 base attack bonus, and 7 ranks in Channel Ki|

Improved Sunder - You deal double damage when attacking an opponents weapon. |Pre req, base attack bonus +2 or higher, sunder|

Improved Trip - If you succeed in making a trip attack against an opponent, you may immediately follow up with a free attack. (Note - Trip is a normal combat action that anyone can execute.) *Warriors get this ability for free upon reaching 6th level. |Pre req, Int 13+, expertise|

Improved Weapon Attack - When attacking with a weapon, an attack of opportunity is normally provoked, (unless your a kensai, who automatically have this feat) this ability negates that penalty.

Inertial Armor - While you still retain 1 energy point, your aura provides you with a moderate bonus to armor class. |Pre req, 1 energy point left in pool, Energy adept|

Inner Strength - Damage reductions first step except Ki is used as the mod base. |Pre req, Ki 15+, Energy Adept, Inertial Armor|

Inner Strength Final - Same as Damage reduction step 3, but for Ki. |Pre req, Ki 15+, Improved Inner Strength, +10 base attack bonus, 13 ranks in channel ki|

Invulnerability - Last step in damage reduction series, this multiplies the con modifier by 10. |Pre req, Damage Reduction final, +20 base attack, Con 18+|

Karmic Strike - You can make an attack of opportunity against an opponent that has hit or touched you this round in combat at a -2 to ac and to hit. This does not grant you extra attacks of opporunity beyond the one that everyone normally gets. However, combat reflexes does work with this. This skill is known as ai uchi. |Pre req, dex 13+, dodge|

Ki Strike - Your melee attacks do an additional 1d4 damage with the expenditure of an energy point. The "charge" lasts for a number of rounds equal to your strength modifier +1, or until discharged. If the attack misses, the energy is still disipated. |Pre req, str 13+, if using a weapon power attack is required as well.|

Knockdown - Your hits are so strong they have a chace of knocking your opponent backwards or down. After succesfully doing 10 points of damage in melee attack, a free trip attack is made and if succesfull the enemy falls down or loses a partial action if flying. |Pre req, base attack bonus +2, improved trip, str 15+|

Leadership - Used to garner followers and nescesarry for certain highly skilled henchman.

Lightning Fists - You can attempt a series of blindingly fast blows that grants two extra attacks in a round. All attacks are at a sizeable negative however. |Pre req, 4th level warrior, dex 15+|

Martial Weapon Proficiency - Only applicable to rogues and sorcerors, this gives you proficiency with martial weapons. (The warrior classes are already proficient with them.)

Mirror Life - Your tenacity is remarkable and it takes quite a bit more to finish you off in battle. Normally a character is dead at -10 hp. With this your hp total is added in a reverse fasion to the -10, so if you were a second level character with 18 hp, the enemy would need to reduce you to -28. |Pre req, Toughness, Con 15+|

Mobility - You get a dodge bonus against attacks of opportunity provoked against you due to moving in or out of someone elses threatened area. |Pre req, dex 13+, dodge|

Monkey Grip - Allows you to hold a weapon in one hand that normally takes two with a slight negative to hit. |Pre req, base attack +3, weapon focus with the weapon, str 13+|

Multi-Limb - allows creatures with a tail or other apendage to make an attack with their extra limb in addition to any normal attacks at a -2, instead of not at all

Point Blank Shot - When within 30 feet of you opponent, you receive a bonus to hit due to your skill with making well placed shots at close range.

Power Attack - When used, replaces to hit bonus from base attack and puts it on to damage. |Pre req, str 13+|

Precise Shot - You are skilled at firing into melee, and do not suffer the normal negatives when attempting to do so. (If you miss due to the negative, normally you fry the wrong person) |Pre req, point blank shot|

Power Touch - When making an attack of opportunity, you may use an energy attack. The MT of the attack must be considered fast (2 or less) and the attack costs an additional 2 energy points to execute. |Pre req, Str 13+, energy attack, base attack bonus +3|

Power Lunge - A succesfull attack roll during a charge allows you to inflict double your strength bonus, however an attack of opportunity is provoked. |Pre req, Base attack +3, power attack|

Quick Draw - You can draw weapons as a free action instead of half move action. *Pre requisite for iaijtsu. |Pre req, base attack +1 or higher|

Quickness - You are unusually fast. With this feat you gain an additional +2 to initiative checks, and a +1 permanent dodge bonus to your armor class. |Pre req, dex 15+, dodge, improved initiative|

Rapid Metabolism - You heal faster than normal. When resting to regain hp, your con modifier is added on per day of rest. |Pre req, con 13+|

Rapid Shot - You can get one extra attack with a ranged weapon. The attack is at your highest bonus, but each attack in that round suffers a -2 penalty to hit. |Pre req, point blank shot, dex 13+|

Remain Conscious - When your hp is reduced to 0, you may still take one partial every action until you are reduced to -10. |Pre req, Con 12+, mirror life|

Run/Improved Flight - Increases your run or fly multiplier when using the full move action to x5 instead of x4.

Self Improvement - adds a +2 to a stat of choice, may only be taken once per level

Shot on the Run - When using ranged weapons (guns, energy attacks) you can move before and after the attack, provided that your total distance does not excede your speed. |Pre req, point blank shot, dex 13+, dodge, mobility|

Skill Focus - Choose a skill, you receive a bonus to all checks for that ability from now on.

Snatch Missile - When deflecting missiles, you may choose to catch it rather than knock it away. Depending on the weapon in question, throwing it back is definitely an option. |Pre req, dex 15+, deflect missile|

Stunning Fist - Once per day per four levels you have attained, you can attempt a stunning blow that temporarily stuns an opponent, denying him his dexterity bonus and also disabling him for the remainder of the round. |Pre req, dex 13+, ki 13+, base attack bonus +8 or higher|

Sunder - You are skilled at attacking other's weapons. With a succesfull attack, you have the chance at destroying someones weapon. |Pre req, str 13+, power attack|

Toughness - You are tougher than normal and receive an hp bonus.

Twin Power - Allows you to execute two techniques in conjunction at the price of massive amounts of energy points. Both techniques must be paid for as normal, and then a second time or +8 to the total, whichever is higher. |Pre req, Energy adept, unrefined ki blast, body fuel, ki 19+, 6th level or higher.|

Unavoidable Strike - By spending 5 energy points you can resolve an unarmed attack as a touch attack, thus negating quite a few armor bonuses of your opponent. |Pre req, str 13+, ki 15+, power attack, base attack bonus +5|

Unrefined Ki Blast - (Pre-requisite for all other energy expulsion abilities) Basic energy attack. |Pre req, ki 12+|

Weapon Finesse - Instead of using your strength bonus to hit, dexterity modifier would be employed as the main to hit bonus. |Pre req, proficient with weapon, base attack bonus +1 or higher|

Weapon Focus - You are especially skilled with a certain weapon and receive a bonus to hit with it. |Pre req, proficient with weapon, base attack +1 or higher|

Weapon Specialization - *Kensai only* Grants a bonus to damage with chosen weapon. |Pre req, must be a fighter of 4th or higher level to take|

Whirlwind Attack - You can strike nearby opponents in an amazing spinning attack. Basically allowing you to make an attack against every adjacent opponent as a full attack option. |Pre req, Int 13+, expertise, dex 13+, dodge, mobility, base attack bonus +4 or higher, spring attack|