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AoE Feats

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About Feats

Feats add to the abilities of your character, giving them abilities and maneuvers that assist them in various ways. Most feats do not have a rank, can only be taken once, and each feat tree starts and increments at 100. Individual feats cost 100 each.

Example Feat Tree

  • Feat One [Prerequisite(s)] {action} : Benefit. 100
    • Feat Two [Prerequisite(s)] {action} : Benefit. 200
      • Feat Three [Prerequisite(s)] {action} : Benefit. 300

Combat Feats

Extra Attack

  • Single Attack I [BAS 0] {1} : Once per round, make 1 attack.
    • Single Attack II [BAS 1] {1} : Once per round, make 1 attack.
      • Double Attack I [BAS 3] {1} : Once per round, make 2 attacks.
        • Double Attack II [BAS 5] {1} : Once per round, make 2 attacks.
          • Triple Attack I [BAS 7] {1} : Once per round, make 3 attacks.
            • Triple Attack II [BAS 9] {1} : Once per round, make 3 attacks.

Extended Attack

  • Extended Attack I [BAS 2] : May make 1 attack without accruing CAP.
    • Extended Attack II [BAS 4] : May make 2 attacks without accruing CAP.
      • Extended Attack III [BAS 6] : May make 3 attacks without accruing CAP.
        • Extended Attack IV [BAS 8] : May make 4 attacks without accruing CAP.
          • Extended Attack V [BAS 10] : May make 5 attacks without accruing CAP.

Extra Defense

  • Single Defense I [BDS 0] : +2 Overall Defenses
    • Single Defense II [BDS 1] : +2 Overall Defenses.
      • Double Defense I [BDS 3] : +2 Overall Defenses.
        • Double Defense II [BDS 5] : +2 Overall Defenses.
          • Triple Defense I [BDS 7] : +2 Overall Defenses.
            • Triple Defense II [BDS 9] : +2 Overall Defenses.

Extended Defense

  • Extended Defense I [BAS 2] : May make 1 defense without accruing CDP.
    • Extended Defense II [BAS 4] : May make 2 defenses without accruing CDP.
      • Extended Defense III [BAS 6] : May make 3 defenses without accruing CDP.
        • Extended Defense IV [BAS 8] : May make 4 defenses without accruing CDP.
          • Extended Defense V [BAS 10] : May make 5 defenses without accruing CDP.


Weapon Mastery

  • Weapon Focus [WGS 1] : +1 TH with specific weapon.
    • Weapon Specialization [WGS 2] : +1 DAM with specific weapon.
      • Weapon Critical [WGS 3] : +1 CR with specific weapon.
        • Greater Weapon Focus [WGS 4] : +1 TH with specific weapon.
          • Greater Weapon Specialization [WGS 5] : +1 DAM with specific weapon.
            • Greater Weapon Critical [WGS 6] : +1 CR with specific weapon.
              • Superior Weapon Focus [WGS 7] : +1 TH with specific weapon.
                • Superior Weapon Specialization [WGS 8] : +1 DAM with specific weapon.
                  • Superior Weapon Critical [WGS 9] : +1 CR with specific weapon.
                    • Weapon Mastery [WGS 10] : +1 TH, DAM, and CR with specific weapon.

Defense Mastery

  • Defense Focus [DGS 1] : +1 TD with specific defense.
    • Defense Specialization [DGS 2] : +1 DR with specific defense.
      • Defense Critical [DGS 3] : +1 CR with specific defense.
        • Greater Defense Focus [DGS 4] : +1 TD with specific defense.
          • Greater Defense Specialization [DGS 5] : +1 DR with specific defense.
            • Greater Defense Critical [DGS 6] : +1 CR with specific defense.
              • Superior Defense Focus [DGS 7] : +1 TD with specific defense.
                • Superior Defense Specialization [DGS 8] : +1 DR with specific defense.
                  • Superior Defense Critical [DGS 9] : +1 TD with specific defense.
                    • Defense Mastery [DGS 10] : +1 TD, DR, and CR with specific defense.

Uncanny Dodge

  • Uncanny Dodge [DDG 2]: May choose Dodge as your defense when surprised. You can't use this feat tree against an attacker whose WGS is equal or greater than your DDG.
    • Greater Uncanny Dodge [DDG 4] : Your Desperate Defense counts as a Dodge for all effects.
      • Superior Uncanny Dodge [DDG 6] : You may add half you Dodge skill and your AGI to your Desperate Defense.
        • Perfect Uncanny Dodge [DDG 8] : You may add the other half of your Dodge skill and your PER to your Desperate Defense.

Power Attack

  • Power Attack [STR 13] : May take penalty on the weapon melee attack roll to get a bonus on the damage roll. The penalty may not exceed your BAS+WGS. With a medium weapon, for every 2 points of penalty, you gain a +1 bonus. The bonus to damage is 0 for Tiny weapons, 1/2 normal for Small, and 1-1/2 normal for Large.
    • Greater Power Attack [STR 15] : With medium weapons, every point of penalty gives a +1 bonus.
      • Superior Power Attack [STR 17] : With medium weapons, every 3 points of penalty gives a +2 bonus.
        • Perfect Power Attack [STR 19] : With medium weapons, every point of penalty gives a +2 bonus.

Accurate Attack

  • Accurate Attack [DEX 13] : May take penalty on the damage roll to get a bonus on the weapon melee attack roll. The penalty may not exceed your BAS+WGS. With a small weapon, for every 2 points of penalty, you gain a +1 bonus. The bonus to attack is 1-1/2 normal for Tiny weapons, 1/2 normal for Medium, and 0 for Large. If the attack hits, but the weapon damage is reduced to 0, the defender does not suffer any other harmful effects, such as Sneak Attack.
    • Greater Accurate Attack [DEX 15] : With small weapons, every point of penalty gives a +1 bonus.
      • Superior Accurate Attack [DEX 17] : With small weapons, every 3 points of penalty gives a +2 bonus.
        • Perfect Accurate Attack [DEX 19] : With small weapons, every point of penalty gives a +2 bonus.

Defensive Stance

  • Defensive Stance [BDS 1] {1} : May make 2 additional normal defenses before becoming overwhelmed, and you may perform normal attacks, but you lose 2 attacks per attack action. Also, get -4 ATK, +2 DEF.
    • Improved Defensive Stance [BDS 3] {1} : May make 4 additional normal defenses before becoming overwhelmed, and you may perform normal attacks, but you lose 1 attack per attack action. Also, get -4 ATK, +4 DEF.
      • Perfect Defensive Stance [BDS 5] {1} : May make 6 additional normal defenses before becoming overwhelmed, and you may perform normal attacks, but you lose 1 attack per attack action. Also, get -2 ATK, +4 DEF.

Aggressive Stance

  • Aggressive Stance [BAS 1] {1} : May make 1 additional normal attack when you take an attack action, and you may make normal defenses, but you lose 6 normal defenses. Also, get +2 ATK, -4 DEF.
    • Improved Aggressive Stance [BAS 1] {1} : May make 1 additional normal attack when you take an attack action, and you may make normal defenses, but you lose 4 normal defenses. Also, get +4 ATK, -4 DEF.
      • Perfect Aggressive Stance [BAS 1] {1} : May make 2 additional normal attacks when you take an attack action, and you may make normal defenses, but you lose 2 normal defenses. Also, get +4 ATK, -2 DEF.

Basic Feats

  • Basic Attack {2} : Make 1 normal attack as an attack action.
  • Basic Defense : May make 1 normal defense in a round before becoming overwhelmed.
  • Basic Feint : Declare Feint as part of an attack. You make an opposed feint check before the attack. Use the basic feint table to determine the results, and apply them before you make your normal attack. Each additional feint against the same opponent in a single Combat incurrs a cumulative -2 penalty. This penalty does not reset on your round, but only applies against the opponent you feinted. Feints against other opponents incur their own penalties, and are tracked separately.
  • Basic Move {1} : May move your Speed in feet.
  • Basic Draw {1} : May draw a single weapon.
  • Basic Defensive Stance {1} : May make 1 additional normal defense before becoming overwhelmed, but you may not perform normal attacks, only reactionary ones. Also, get -4 ATK, +2 DEF.
  • Basic Aggressive Stance {1} : May make 1 additional normal attack when you use an attack action, but you may not perform normal defenses, only desparate ones. Also, get +2 ATK, -4 DEF.
  • Basic Shield Defense : When using a shield, you get an extra normal defense that can only be used to Block.
  • Basic Two Weapon Fighting : When fighting with a Medium weapon in your primary hand, and a Small or Tiny weapon in your off hand, you may opt to take an extra attack when you take an attack action. Your attacks that round can be taken with either your primary or off-hand, but at least one of the attacks must be taken with your off-hand. You take a -4 penalty on all attacks made during that action, in addition to any other penalties. In any round where you opt to take the extra attack as part of an attack action, you gain an additional Attack of Opportunity, one which must be taken with your off-hand. You only get a single additional AoO, regardless of how many attack actions you take.

Mobile Assault

  • Mobile Dodge [DDG +1] : +2 bonus to Dodge vs. AoO due to moving through threatened areas.
    • Mobile Assault [DEX 13, AGI 13] : May take a movement action, and during the move, you may take an attack action that lets you make up to one attack at any time during the move.
    • Improved Mobile Dodge [DDG +3] : +4 bonus to Dodge vs. AoO due to moving through threatened areas.
      • Improved Mobile Assault [DEX 15, AGI 15] : May take a movement action, and during the move, you may take an attack action that lets you make up to two attacks at any time during the move.
      • Perfect Mobile Dodge [DDG +5] : +6 bonus to Dodge vs. AoO due to moving through threatened areas.
        • Perfect Mobile Assault [DEX 17, AGI 17] : May take a movement action, and during the move, you may take an attack action that lets you make up to three attacks at any time during the move.

Shield Bash

  • Shield Bash [BLK +1] : You may bash with your shield as an Attack of Opportunity. This attack can only be Dodged.
    • Shield Stun [STR 13, DEX 13] : If your shield bash hits, your opponent must make a Will save vs DC = 1d20+DAM or be Dazed.
    • Improved Shield Bash [BLK +3] : You may make a shield bash as a Reactionary Attack if you Block at +10. The defense roll you used to block becomes the attack roll for this attack, and CAP does not apply.
      • Improved Shield Stun [STR 15, DEX 15] : Your stun DC is increased by +2 and if your opponent fails, he is Staggered.
      • Perfect Shield Bash [BLK +5] : You may make a shield bash as a Reactionary Attack if you Block at +1. Same effects as above.
        • Perfect Shield Stun [STR 17, DEX 17] : Your stun DC is increased by and additional +2, and if your opponent fails, he is Stunned.

Deflecting Parry

  • Deflecting Parry [PRY +1] : If you Parry, you may use an Attack of Opportunity to Deflect the attack to a hex adjacent to yourself. If something occupies that hex, it must defend against the original attack roll (with a -8 penalty). For this attack, if the attack misses, the attacker does not suffer from additional effects from the Attack Results Table; if the attack hits, the defender may suffer additional effects from the Attack Results Table.
    • Penetrating Riposte [PER 13, DEX 13] : When you Riposte, your opponent loses one Normal Defense before you make your attack roll.
    • Improved Deflecting Parry [PRY +3] : If you Parry by 10, you may Deflect without spending an Attack of Opportunity. Otherwise, you may spend an AoO as normal.
      • Improved Penetrating Riposte [PER 15, DEX 15] : When you Riposte, your opponent loses two Normal Defenses before you make your attack roll.
      • Perfect Deflecting Parry [PRY +5] : If you Parry, you may Deflect without spending an Attack of Opportunity.
        • Perfect Penetrating Riposte [PER 17, DEX 17] : When you Riposte, your opponent loses three Normal Defense before you make your attack roll.

Quick Draw

  • Quick Draw [DEX 13] {0} : May draw a single weapon.
    • Flick of the Wrist [DEX 15] : Once per round, when you use Quick Draw, make a Legerdemaine check, opposed by your opponent's Notice check. If you succeed, your opponent is Surprised. If you suceed by 10, your opponent is Oblivious. You may not use this feat against the same opponent more than once in a single combat.

Charge Attack

  • Charge Attack {2} : May move up to 2 x Speed and make a single attack action. Must move in a straight line. Cannot charge through obstacles or difficult terrain.

Two Weapon Fighting

  • Two Weapon Fighting : When fighting with a Medium weapon in your primary hand, and a Small or Tiny weapon in your off hand, you may opt to take an extra attack when you take an attack action. Your attacks that round can be taken with either your primary or off-hand, but at least one of the attacks must be taken with your off-hand. You take a -2 penalty on all attacks made during that action, in addition to any other penalties. In any round where you opt to take the extra attack as part of an attack action, you gain an additional Attack of Opportunity, one which must be taken with your off-hand. You only get a single additional AoO, regardless of how many attack actions you take.
  • Two Weapon Fighting
  • Improved Two Weapon Fighting
  • Greater Two Weapon Fighting
  • Superior Two Weapon Fighting
  • Perfect Two Weapon Fighting


Work In Progress

Archery

  • Point Blank Shot
  • Precise Shot
  • Far Shot
  • Rapid Shot

Metamagic Feats

Metamagic feats can be used anytime a spell is cast. Most metamagic feats increase the casting time of the spell by 1 action. If a spell takes three or more actions to cast, it will take multiple rounds, and they must be taken continuously.

Extend Spell

Empower Spell

Maximize Spell

Rigid Spell

Malleable Spell

Alterations

Alteration feats can only be used once per round, unless otherwise specified. Alterations normally require Zero Actions to use. Alterations cost essence to use. The Caster of the spell spends a certain amount of essence to Alter a spell. Other people that attempt to Alter a spell that they didn't cast usually expend twice the amount of essence as the caster would.

Tier I

Tier I Alterations cost the Caster of the spell 1 essence to use for each feat. They cost other people 2 essence to use. Tier I Alterations require a 13 Essence to use.

Bend Line

Used on a spell that produces a Line effect. A single Bend Line effect can be used to counter another Bend Line, and the two cancel eachother out. Two effects can be used to counter a Reflect Line, and they cancel eachother out.

  • Bend Line : At any point along the line, change the direction of the spell up to 90 degrees, up to perpindicular to its original direction of movement. This feat can bend a line one time.
    • Greater Bend Line : This feat can bend a line up to two times.
      • Superior Bend Line : This feat can bend a line up to three times.
        • Perfect Bend Line : This feat can bend a line up to four times.

Reflect Line

Used on a spell that produces a Line effect. A single Reflect Line effect can be used to counter another Reflect Line, and the two cancel eachother out. Two effects can be used to counter a Bend Line, and they cancel eachother out.

  • Reflect Line : At any point along the line, it stops and travels in exactly the opposite direction. Then change the direction of the spell up to 90 degrees, up to perpindicular to its current direction of movement. This feat can reflect a line one time.
    • Greater Reflect Line : This feat can reflect a line up to two times.
      • Superior Reflect Line : This feat can reflect a line up to three times.
        • Perfect Reflect Line : This feat can reflect a line up to four times.

Tier II

Tier II Alterations cost the Caster of the spell 2 essence to use for each feat.They cost other people 4 essence to use. Tier II Alterations require a 15 Essence to use.


Damper

Damper reduces the Power Level of a single spell as it is cast by 1d4. Multiple feats may be used in the same area.

  • Damper I : Centered on one hex. Also affects the 6 hexes adjacent to the center.
    • Area Damper I : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
    • Targeted Damper I : Centered on one hex. Only affects that hex.
    • Damper II : Centered on one hex. Also affects the 6 hexes adjacent to the center.
      • Area Damper II : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
      • Targeted Damper II : Centered on one hex. Only affects that hex.
      • Damper III : Centered on one hex. Also affects the 6 hexes adjacent to the center.
        • Area Damper III : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
        • Targeted Damper III : Centered on one hex. Only affects that hex.
        • Damper IV : Centered on one hex. Also affects the 6 hexes adjacent to the center.
          • Area Damper IV : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
          • Targeted Damper IV : Centered on one hex. Only affects that hex.

Boost

Boost increases the effective power of a spell in a given area. This can be used to counter a Damper effect, or to defeat Magic Resistance. Boost is only half effective against a Void effect. Boost increases the effective power level of the spell by 1d4, which can be reduced by the aforementioned affects. The actual power level of the spell does not change, nor does any effect tied to PL, ie damage dice, range, duration, etc. Multiple feats may be used in the same area.

  • Boost I : Centered on one hex. Also affects the 6 hexes adjacent to the center.
    • Area Boost I : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
    • Targeted Boost I : Centered on one hex. Only affects that hex.
    • Boost II : Centered on one hex. Also affects the 6 hexes adjacent to the center.
      • Area Boost II : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
      • Targeted Boost II : Centered on one hex. Only affects that hex.
      • Boost III : Centered on one hex. Also affects the 6 hexes adjacent to the center.
        • Area Boost III : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
        • Targeted Boost III : Centered on one hex. Only affects that hex.
        • Boost IV : Centered on one hex. Also affects the 6 hexes adjacent to the center.
          • Area Boost IV : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
          • Targeted Boost IV : Centered on one hex. Only affects that hex.

Tier III

Tier III Alterations cost the Caster of the spell 3 essence to use for each feat.They cost other people 6 essence to use. Tier III Alterations require a 17 Essence to use.


Void

Void reduces the Power Level of a single spell as it is cast by 1d4. Multiple feats may be used in the same area.

  • Void I : Centered on one hex. Also affects the 6 hexes adjacent to the center.
    • Area Void I : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
    • Targeted Void I : Centered on one hex. Only affects that hex.
    • Void II : Centered on one hex. Also affects the 6 hexes adjacent to the center.
      • Area Void II : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
      • Targeted Void II : Centered on one hex. Only affects that hex.
      • Void III : Centered on one hex. Also affects the 6 hexes adjacent to the center.
        • Area Void III : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
        • Targeted Void III : Centered on one hex. Only affects that hex.
        • Void IV : Centered on one hex. Also affects the 6 hexes adjacent to the center.
          • Area Void IV : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
          • Targeted Void IV : Centered on one hex. Only affects that hex.

Amplify

Amplify increases the effective power of a spell in a given area. This can be used to counter a Void effect, or to defeat Magic Resistance. It is doubly effective against a Damper effect. Amplify increases the effective power level of the spell by 1d4, which can be reduced by the aforementioned affects. The actual power level of the spell does not change, nor does any effect tied to PL, ie damage dice, range, duration, etc. Multiple feats may be used in the same area.

  • Amplify I : Centered on one hex. Also affects the 6 hexes adjacent to the center.
    • Area Amplify I : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
    • Targeted Amplify I : Centered on one hex. Only affects that hex.
    • Amplify II : Centered on one hex. Also affects the 6 hexes adjacent to the center.
      • Area Amplify II : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
      • Targeted Amplify II : Centered on one hex. Only affects that hex.
      • Amplify III : Centered on one hex. Also affects the 6 hexes adjacent to the center.
        • Area Amplify III : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
        • Targeted Amplify III : Centered on one hex. Only affects that hex.
        • Amplify IV : Centered on one hex. Also affects the 6 hexes adjacent to the center.
          • Area Amplify IV : Centered on one hex. Also affects the 6 hexes adjacent to the center, and the 12 hexes adjacent to those.
          • Targeted Amplify IV : Centered on one hex. Only affects that hex.

Tier IV

Tier IV Alterations cost the Caster of the spell 4 essence to use for each feat.They cost other people 8 essence to use. Tier IV Alterations require a 19 Essence to use.

Skill Feats

Utility Feats

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