Post by Spookypatrol [Delia] on Aug 26, 2015 17:24:04 GMT -5
Feats are global abilities that may be chosen by players regardless of race or class. Every half-tier, players earn one Feat Point that they may spend on any Feats equal to or less than their current half-tier. This means that at maximum tier (Level 100), players will have accumulated a grand total of 21 Feat Points.
Some Feats have prerequisites in order to be chosen and/or used. You must fulfill the prerequisite, of course, before being allowed to choose said Feat. Feats that have prerequisites do stack with their earlier versions, except when there is a skill overlap (such as Lesser Spell Penetration offering 5% spell pen and Greater offering 15% spell pen), in which case the greater number is taken. (ie Having Lesser and Greater Spell Pen does not grant 20% spell pen, it grants 15%.)
You may take as many feats from a single tier as you'd like, but remember that you only gain one point per half-tier. Once again, you may not choose a Feat from a half-tier that is higher level than your own. Once you have chosen a Feat, you may NOT exchange it!
Below is a list of all current Feats (up to level 49), which will be added to in time to cover all tiers.
To choose your feats, post below! And, once again, you may NOT exchange Feats once they have been chosen, so think ahead!
Some Feats have prerequisites in order to be chosen and/or used. You must fulfill the prerequisite, of course, before being allowed to choose said Feat. Feats that have prerequisites do stack with their earlier versions, except when there is a skill overlap (such as Lesser Spell Penetration offering 5% spell pen and Greater offering 15% spell pen), in which case the greater number is taken. (ie Having Lesser and Greater Spell Pen does not grant 20% spell pen, it grants 15%.)
You may take as many feats from a single tier as you'd like, but remember that you only gain one point per half-tier. Once again, you may not choose a Feat from a half-tier that is higher level than your own. Once you have chosen a Feat, you may NOT exchange it!
Below is a list of all current Feats (up to level 49), which will be added to in time to cover all tiers.
Tier 1 (Levels 1-4)
Feat Name | Effect | Prerequisite |
Balanced Footing | +10% Tenacity. | - |
Play Dead | Feign has a 100% chance of succeeding once per fight. | - |
Lucky | Will always find loot in chests and pots, and critical successes occur on 2s as well as 1s. | - |
Singular Focus | May cast an AoE as a single-target skill. If this is done, the skill's components are enhanced by 10%. The skill's cooldown and features remain the same. | - |
Alert | Player has a 30% chance to detect sneakstrikes or surprise attacks made against them passively. This does not affect Detect checks against fully Stealthed enemies. | - |
Tier 1.5 (Levels 5-9)
Feat Name | Effect | Prerequisite |
Merciful | If a target were to be left with at or below a certain percent-of-health by a strike dealt by the player, the player may spare the target instead. Additionally, a player may choose to spare an enemy at or below the same threshold on their next turn without needing to pass any checks, but this takes up a full-round action. The HP threshold is based on the Strength category of the target: Epic/Boss/Miniboss: 1% of Max hp. Enemy Player: 2% of Max hp. Strong Enemy: 3% of Max hp. Standard Enemy: 5% of Max hp. Weak Enemy: 8% of Max hp. If a player spares a target, the target is Charmed for 1 Round. The Merciful user may allow the target to flee without killing them after the Charm expires… provided their teammates agree. | Cannot have Ruthless |
Perceptive | +10% to Detect/Perception checks. | - |
Team Player | Increases Team Attack accuracy by 10%. | - |
Ruthless | If a target were to be left with at or below a certain percent-of-health by a strike dealt by the player, the player kills the target instead. Additionally, a player may perform an executing blow on an enemy at or below the same threshold on their next turn without needing to pass an accuracy check, but this takes up a full-round action. The HP threshold is based on the Strength category of the target: Epic/Boss/Miniboss: 1% of Max hp. Enemy Player: 2% of Max hp. Strong Enemy: 3% of Max hp. Standard Enemy: 5% of Max hp. Weak Enemy: 8% of Max hp. | Cannot have Merciful |
Stealthy | +5% to Sneak. Reduces Weight sneak penalty by 1 level (ie Heavy armor is treated as Medium, Medium is treated as Light). | - |
Tier 2 (Levels 10-14)
Feat Name | Effect | Prerequisite |
Detect Aura (Lesser) | The user may take a reading of a target's aura to gain a vague understanding of their core personality. This requires physical contact and reveals their Alignment to the reader. Additionally, the user gains bonuses when using Team Attacks along with another player who shares the same Alignment as the user. The bonuses are determined by the specific Alignment: Power: +10% Outgoing Damage Wisdom: +10% CC Application Chance Courage: +10% Accuracy Neutral: +10% Status Application Chance If multiple players in the team attack have the Detect Aura feat, only one application of the bonus is applied. | - |
Coldfire | All fire-based damage is converted to coldfire, which allows fire-resistant enemies to be damaged neutrally. Coldfire still deals additional damage to enemies weak to fire. | - |
Lesser Spell Penetration | Spells ignore 5% of enemy Defense. | - |
Stability | +15% Tenacity. Additionally, any Channeling moves cannot be interrupted by these forms of CC/forced movement. Stacks with Balanced Footing. | Balanced Footing |
Lesser Familiar | Player may summon a weak familiar that has 20% of his/her stats and 30% of his/her maximum hp, as well as +15% acc. The familiar deals adaptive damage. If the familiar dies, it cannot be resummoned until after the session ends, or it can be resurrected. This feat gives +4 points to be spent on familiar customization. | - |
Tier 2.5 (Levels 15-19)
Feat Name | Effect | Prerequisite |
Undaunted | Player gains a +25% chance to ignore being Taunted, Feared, Charmed, Enraged, or Distracted. | - |
Infuriate | Whenever a player is hit by an enemy, the player gains +10% of their Attack or Competency (whichever is higher) as dmg bonus, rounded up (min +2). This bonus does not stack, but may trigger at any time. | - |
Hexer | Lowers the cooldown of debuffs by one Round. If the debuff has a damage component, the cooldown is lowered by 1/2 Round instead. If the action used is both a buff and a debuff and the user has both Hexer and Buffer, the cooldown reduction does not stack from both Feats. | - |
Buffer | Lowers the cooldown of buffs (incluing self buffs) by one Round. If the buff has a damage component, the cooldown is lowered by 1/2 Round instead. This does not reduce the cooldown of heals. If the action used is both a buff and a debuff and the user has both Hexer and Buffer, the cooldown reduction does not stack from both Feats. | - |
Team Rallier | Reduces the cooldown on Team Attacks by 1 Round. If a Team Attack with this player fails, the cooldown is reduced to 2 Rounds. | Team Player |
Baleful Critical | Critical hits automatically inflict target with one of the user's passive DoTs. This DoT must be selected in advance of a session, but may be changed freely on request. If user has no passive DoTs, this defaults to a bleed. Additionally, a user may choose to select Bleed even if they do not passively have it. This DoT cannot be modded. (it may still be modified by enemy incoming damage). | - |
*Only one critical modifying feat may be taken per player.
Tier 3 (Levels 20-24)
Feat Name | Effect | Prerequisite |
Cleansing Heal | Healing skills and items cure one CC effect from the target. | - |
Unshaken | Decreases damage taken by critically failing a roll by 50%. In addition, all recoil damage on items and skills is reduced by 50%. | - |
Weapon Proficiency | If wielding a weapon in each hand: Player may choose to have their Main-Hand and Off-Hand weapons pass separate accuracy checks. Each hit deals 50% damage, is modified by damage bonus individually, and can individually crit. (For the purposes of OHM, Parrying Daggers count as weapons.) If wielding one weapon and one shield, or two shields: Player may choose to Defend on the same turn they attack, allowing them to perform a basic attack at 50% damage, while Defending for 1 Round at 50% of the usual Defending bonuses. If wielding one weapon and one non-weapon/non-shield, or two non-weapons/non-shields: Player may perform a basic attack at a 5% accuracy penalty and a 20% outgoing damage penalty. If this attack connects, the next action performed by the user has its non-direct-damage efficacy increased by 40% (ie if status has a 20% trigger chance it increases to 28%; if crit is 30%, it is boosted to 42%, etc.) This does NOT increase the damage component of the action (ie if damage would have been 100, damage is still 100, not 100 x 1.4 = 140). If wielding a two-handed weapon: Player may attack with reckless abandon while using a two-handed weapon. This attack deals 120% standard attack damage plus damage mods, but at the cost of an increased crit-fail range, occurring on an 85-100. | - |
Bolster Pet | All pets, turrets, and summons gain +15% to all stats, as well as an additional 2 points to be spent on familiar customization. | - |
Prolonger | All DoTs dealt by or HoTs applied by the player are prolonged by 1 turn, but do not deal additional base damage or have increased healing (the damage/healing is split across one additional turn). The DoTs/HoTs may still be modified by other skills/items/feats. | - |
Underestimated | Whenever a player misses an attack, their next attack's accuracy is increased by a stacking 10% per subsequent missed attack. This bonus resets when they hit. If using a multi-hit move, the accuracy increases by 5% instead of 10% per miss, but still resets on a hit. | - |
Tier 3.5 (Levels 25-29)
Feat Name | Effect | Prerequisite |
Concealed Mind | The user may not have their mind read, and their alignment appears as Neutral, Adaptable if their Aura is read. Note that allies with the Lesser Detect Aura feat may still gain the bonus from making team attacks with you, both on the Neutral alignment from this feat as well as your true hidden alignment. This does not reveal your alignment to them. Additionally, the user gains 15% resistance to Mental CC (Charm, Fear, Mezmerize, Hypnotize, Taunt, Enrage, and Confuse) as well as a bonus +10% against persuasion checks made against them. | - |
Medicinal | Increases healing amount of hearts and potions by 20%. Additionally increases the success chance of First Aid checks by 10%. | - |
Merchant | Items sold in the shop sell for 10% more rupees. | - |
Alchemy | Reduces the cost of crafting potions by one ingredient (cheapest only), and allows players to use their own potions/soups/elixirs and rations on other players in-combat. | - |
Shaped Charges | Causes AoE skills and abilities to only deal damage to hostile targets, even if friendly units are in range. | Singular Focus |
Dipsomaniac | Increases alcohol tolerance to 200 proof per session. Additionally, all effects granted by alcoholic drinks last 1 round longer. | - |
Tier 4 (Levels 30-34)
Feat Name | Effect | Prerequisite |
Detect Aura (Greater) | The user has further developed their senses to better detect the nature of their targets, and can now read a targets aura from a distance. This requires line-of-sight and reveals the target's Alignment as well as their Personality Traits. Additionally, the user gains bonuses when fighting an enemy with personality traits that oppose their Alignment. The bonuses are determined by the user's Alignment: Power: +5% Outgoing Damage per Trait Wisdom: +5% CC Application per Trait Courage: +3% Accuracy per Trait (Round up to 10% if all 3 traits are opposed) Neutral: +5% Status Application per Trait | Detect Aura (Lesser) |
Epicurean | Food and drinks can be consumed quickly, allowing the user to make a bonus action on the turn they are consumed. | - |
Deadly Stealth | Player gains a +10% to Sneak checks, and +0.2x critical bonus upon a successful Sneakstrike or Surprise Attack. The critical bonus stacks with other critical bonus. Stacks with Stealthy. | Stealthy |
Weapon Mastery | If wielding a weapon in each hand: Player may choose to have their Main-Hand and Off-Hand weapons pass separate accuracy checks. Each hit deals 60% damage, is modified by damage bonus individually, and can individually crit. (For the purposes of OHM, Parrying Daggers count as weapons.) If wielding one weapon and one shield, or two shields: Player may choose to Defend on the same turn they attack, allowing them to perform a basic attack at 60% damage, while Defending for 1 Round at 60% of the usual Defending bonuses. If wielding one weapon and one non-weapon/non-shield, or two non-weapons/non-shields: Player may perform a basic attack at a 5% accuracy penalty and a 20% outgoing damage penalty. If this attack connects, the next action performed by the user has its non-direct-damage efficacy increased by 50% (ie if status has a 20% trigger chance it increases to 30%; if crit is 30%, it is boosted to 45%, etc.) This does NOT increase the damage component of the action (ie if damage would have been 100, damage is still 100, not 100 x 1.5 = 150). If wielding a two-handed weapon: Player may attack with reckless abandon while using a two-handed weapon. This attack deals 130% standard attack damage plus damage mods, but at the cost of an increased crit-fail range, occurring on an 85-100. | Weapon Proficiency |
Tactical Mastery | Increases the trigger chance of all Player CC effects by 10%. | - |
Parrying Mastery | Attack and Defense are combined for Blocking turns. | - |
Tier 4.5 (Levels 35-39)
Feat Name | Effect | Prerequisite |
Greater Familiar | Player may summon a strong familiar that has 30% of his/her stats and 40% of his/her maximum hp, plus +15% bonus accuracy. The familiar deals adaptive damage. If the familiar dies, it cannot be resummoned until after the session ends, or it can be resurrected. The familiar has 6 points to be spent on familiar customization. | Lesser Familiar |
Potency | DoTs deal a stacking 5% increased damage per tick, and HoTs have a stacking 5% increased healing per tick. | - |
Regenerate | Player regenerates 10% of maximum hp every time they complete a combat session. | Medicinal |
Greater Spell Penetration | Spells ignore 15% of enemy Defense. | Lesser Spell Penetration |
Blood Siphon | When a player lands a killing blow, they are healed for 5% of their maximum hp. | - |
Tier 5 (Levels 40-44)
Feat Name | Effect | Prerequisite |
Wide Strikes | All basic attacks deal full damage to a primary target, and 40% unmodified damage to up to two adjacent targets at a 10% accuracy debuff. The adjacent targets cannot be criticalled, even if the primary target is, but may be inflicted with secondary effects (status conditions, cc, etc). | - |
Undeath | When a player's hp reaches 0, they are healed for hp equivalent to their unmodified Defense stat, and cannot be targeted for the duration of the round. This can only trigger once every session (dungeon/bossfight, etc). | - |
Illusory Pain | All crowd control skills without damage components deal 50% of the player's Attack or Competency - whichever is higher - in damage to the target of the skill. This damage cannot be modified. | - |
Merciless | Deal 20% bonus outgoing damage to any enemy inflicted with a status condition or CC, excluding DoTs. | - |
Savior | Any enemy spared by Merciful automatically is healed up to 10% of their max HP and becomes the player's minion for the remainder of the fight, or until they are killed. They cannot be healed. This effect cannot proc on Bosses or versus players in PvP, but may proc on player pets and summons. | Merciful |
Outnumbered | The Player gains 5% bonus Mitigation per enemy combatant above one. | - |
Tier 5.5 (Levels 45-49)
Feat Name | Effect | Prerequisite |
Perfect Control | All crowd control effects last an additional half-round. | - |
Burning Rage | Whenever a player is hit by an enemy, their next attack or skill has its damage increased by 20%. This bonus cannot stack, but may trigger at any time. Stacks with Infuriate. | Infuriate |
Executioner | Killing an enemy causes all adjacent enemies to become Feared. | - |
Aesculapian | Increases the effectiveness of all heals - including heals cast on the player - by 20%. | Medicinal |
Arcane Vengeance | When a player is K-Oed, a magical field erupts from their body, creating a damaging pulse that deals 100% of their Attack or Competency stat - whichever is higher - in damage in AoE to all enemies. This deals irresistible Arcane damage, cannot harm allies, and does not need to pass accuracy. | - |
To choose your feats, post below! And, once again, you may NOT exchange Feats once they have been chosen, so think ahead!