Post by Zyraen on Feb 21, 2022 0:25:05 GMT 8
LEGEND FEATURE A (active)
Each of the following costs 4 UP to purchase, and a character may only ever have one such feature.
Note some are passive in effect, but they generally provide/apply to more offense and action related choices.
Fleeting Shadow
If the first action you do at the start of your turn is to run, you gain concealment and become insubstantial until SNT. While you have concealment from this feature, you may spend a standard action to make a Stealth check to become hidden.
While you are insubstantial from this feature, you never reduce the attack penalties for running, and if you grant an ally an attack, that attack suffers the same penalties, and all bonuses, healing etc granted by you to your allies are halved (round down as usual). If you mark or attack any creature while concealed and insubstantial due to this feature, you are no longer concealed nor insubstantial after the action is resolved.
Primary Focus
Prerequisite: Your Pri must be 8 when you take this feature.
Your Pri increases by 1, from 8 to 9.
Remarks: This feature means that if your Pri is 9 after taking it, when totalling the UP you have spent, you gain 4 extra UP, rather than spend 4 UP for this feature.
Mastery Savant
Prerequisite: You must have at least one Mastery feat ( for reference, see unboundgames.proboards.com/thread/441/mastery-rules-optional )
Choose a Mastery feat. Those Masteries becomes your Expert Masteries, you may use them with all of your rank 3-4 abilities, even if you did not pay any Signature Mastery for it.
If any of your abilities have options to spend WP listed on them, they are also considered your Expert Masteries, but are of course only usable with that ability.
When using a Signature Mastery ability, you may spend 1 extra WP to apply any Mastery effect as if you had access to that Mastery.
You also gain Mastery Pool feat, and can purchase more of it using UP (see below)
--> Mastery Pool
--> When you spend any WP to apply your Expert Mastery(ies) to an ability, after you gain the benefits of a rest, you regain 1 WP.
--> Special: You may take this feat up to Sec/3 times. Each usage of Expert Mastery may only benefit from one Mastery Pool feat.
Role Alacrity
Choose one of following
- While you are in the Healer role, your healer bonus increases by your Sec
- While you are in the Slayer role, you gain +1 attack and your slayer damage increases by your Sec
- While you are in the Tank role, you deal extra damage to marked enemies Sec, and any damage negated by your Tank Role Ability is increased by your Sec
During an encounter, as no action you may spend 1 WP to gain access to one other Role benefit (which only applies while you are in that role). It lasts until End of Encounter.
Temporal Treader
You gain an extra Swift action during your turn. You can exchange both your Swift actions for an extra Move action. You can use both your Move actions to teleport your speed. If you did not teleport during any other action of your turn, you can teleport your speed when charging.
Tenacious Attacker (Slayer)
During your turn, if you miss all your attack rolls with your standard action or with a Signature Attack which has no effect on a miss, until End of your Turn you can use your Swift action to make a Basic Attack.
True Signature
Choose a rank2 or lower Signature Attack ability that has at least one attack roll, is not Reliable, and has no effect on a Miss. You gain one extra use of that ability, and it gains the Reliable keyword. As a free action, you can expend any Signature ability of the same rank or higher to regain it.
If you spend 2 WP on the ability by either using both Recovery, or Resurgence on this ability, the ability is no longer expended when used, until End of Encounter.
Unfettered Exploits
You do not have any feat caps, can take up to Sec feats which are mutually exclusive (eg multiple Adept/Affinity/Style feats, or Powerful Burst with Deadly Slayer), or which have skill/stat prerequisites that you do not meet. Note this does not apply to Champion/Legend features.
As a Healer, when you use a Healing ability while not in Healer role, the target regains HP as usual.
As a Slayer, you may choose to gain or lose the Quarry feature at the start of every encounter.
As a Tank, you can spend 1 WP to gain an extra Tank C.M. until end of encounter.
In addition, choose Sec/3 feats that you have, to be Unfettered. You benefit from Unfettered feats even if you are not in the relevant role, but note you may not have the role feature to benefit.
eg. you may designate Deadly Slayer as an Unfettered feat, but since it only increases Slayer damage and you do not deal Slayer damage in other roles, it does nothing in other roles.
Wellspring of Determination
You can expend a rank2 or higher Signature Ability to regain 1 WP. This WP may be used for Resurgence or Recovery (or any other WP application), but using it does not count towards your usual WP limit per Encounter.
Each time you rest, you regain one (and only one) Signature Ability spent in this way. To regain more expended ability(ies), you have to spend 1 WP for each.
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LEGEND FEATURE B (passive)
Each of the following costs 2 UP to purchase (half the cost of Legend Feature A), and a character may only ever have one such feature.
Most of these features are generally more "what-if" in nature.
Die Hard
While you have not failed any Death Saving Throws (DSTs) yet and take damage that reduces you to below 1 HP without killing you, you may choose to remain conscious and dazed instead of falling unconscious. If you start your turn below 1 HP, you have to make a DST as usual.
The first time you pass your DST during an encounter, your HP value increases by twice Reserve Value + 4x Pri HP (note this differs from healing, in that you do not heal from 0). If you fail your DST while conscious from this ability, you fall unconscious at the end of that turn if you are still below 1 HP.
While you are conscious from this feature, you are not considered dying for the purpose of any beneficial effects that do not apply to DSTs. Note that Improved Will can remove the dazed condition on your turn, but after your turn ends you immediately become dazed again if you are still below 1 HP.
Indomitable
Once per encounter, after rolling your saving throw, you may substitute it with a natural 20. Whenever you make a saving throw, after rolling you may expend a rank 1-2 ability to add Sec/2 to the roll, or expend a rank 3-4 to add Sec to the roll.
Revival
When you are reduced to below 1 HP or die, you may choose to be revived. At the start of your next turn, you (or your remains) vanish and you reappear standing (or prone, if you so wish) within Sec squares of either where you died, or where you started your previous turn. Your HP is set to 2x Reserve value + 2x Pri. Note that if you were dead when you used this ability, you also end all effects on you (both positive and negative).
Doing so reduces your Reserves by 1 and your WP by 2 (if you are unconscious) or by 4 (if you are dead), and those values can run into the negatives.
You do not regain this feature until you expend 1 Reserve and the expended WP immediately after resting.
After you do so, this feature becomes unavailable, until you rest and immediately after that expend 1 Reserve and 2 WP (if you were unconscious when using it) or 4 WP (if you were dead when using it).
Unfettered Gear
You may choose armor and weapon/implement without being restricted by keywords in brackets. When given a choice of a damage type (be it for resistance or dmg) for any piece of equipment, you may choose any damage type (but not untyped). When you gain this feature, you may swap an existing magic item you have to a different type, eg a Wild Charge weapon that is precise, and also swap the relevant proficiency feat if it is an exotic weapon or superior implement training.
Warded
Prerequisite: You must have at least one signature ability that increases one or more of your defenses.
When you use an ability which increases your defenses, you may change one of the defenses bonuses to apply to a different defense, eg if you would gain +5 to AC and Reflex, you can change it to apply +5 to Fort and Reflex, or +5 to AC and Will, etc but not +5 to Fort and Will.
Once decided, this may not be changed for the duration of the ability.
In addition, if you have an interrupt that increases your defense, you can use it when you are hit by any attack (not just against the listed defenses in the trigger), and when doing so, you can also divide the defensive bonus by 3 to make it an untyped bonus (which stacks).
Vigor
You gain resistance to Necrotic damage equal to twice your Sec, which stacks with all other sources of Necrotic resistance.
Whenever an effect would cause you to take damage based on your max HP, bloodied value, or reserve value, the damage you take from such an effect is always halved. Whenever you would lose a Reserve, you can choose to take dmg equal to reserve value divided by 2 instead.
Note the above applies not just to enemies in combat, but also to out of combat situations.
Remarks: If you are playing a campaign that has Stat dmg/drain or negative Levels, Vigor also halves Stat dmg/drain and negative levels.
Each of the following costs 4 UP to purchase, and a character may only ever have one such feature.
Note some are passive in effect, but they generally provide/apply to more offense and action related choices.
Fleeting Shadow
If the first action you do at the start of your turn is to run, you gain concealment and become insubstantial until SNT. While you have concealment from this feature, you may spend a standard action to make a Stealth check to become hidden.
While you are insubstantial from this feature, you never reduce the attack penalties for running, and if you grant an ally an attack, that attack suffers the same penalties, and all bonuses, healing etc granted by you to your allies are halved (round down as usual). If you mark or attack any creature while concealed and insubstantial due to this feature, you are no longer concealed nor insubstantial after the action is resolved.
Primary Focus
Prerequisite: Your Pri must be 8 when you take this feature.
Your Pri increases by 1, from 8 to 9.
Remarks: This feature means that if your Pri is 9 after taking it, when totalling the UP you have spent, you gain 4 extra UP, rather than spend 4 UP for this feature.
Mastery Savant
Prerequisite: You must have at least one Mastery feat ( for reference, see unboundgames.proboards.com/thread/441/mastery-rules-optional )
Choose a Mastery feat. Those Masteries becomes your Expert Masteries, you may use them with all of your rank 3-4 abilities, even if you did not pay any Signature Mastery for it.
If any of your abilities have options to spend WP listed on them, they are also considered your Expert Masteries, but are of course only usable with that ability.
When using a Signature Mastery ability, you may spend 1 extra WP to apply any Mastery effect as if you had access to that Mastery.
You also gain Mastery Pool feat, and can purchase more of it using UP (see below)
--> Mastery Pool
--> When you spend any WP to apply your Expert Mastery(ies) to an ability, after you gain the benefits of a rest, you regain 1 WP.
--> Special: You may take this feat up to Sec/3 times. Each usage of Expert Mastery may only benefit from one Mastery Pool feat.
Role Alacrity
Choose one of following
- While you are in the Healer role, your healer bonus increases by your Sec
- While you are in the Slayer role, you gain +1 attack and your slayer damage increases by your Sec
- While you are in the Tank role, you deal extra damage to marked enemies Sec, and any damage negated by your Tank Role Ability is increased by your Sec
During an encounter, as no action you may spend 1 WP to gain access to one other Role benefit (which only applies while you are in that role). It lasts until End of Encounter.
Temporal Treader
You gain an extra Swift action during your turn. You can exchange both your Swift actions for an extra Move action. You can use both your Move actions to teleport your speed. If you did not teleport during any other action of your turn, you can teleport your speed when charging.
Tenacious Attacker (Slayer)
During your turn, if you miss all your attack rolls with your standard action or with a Signature Attack which has no effect on a miss, until End of your Turn you can use your Swift action to make a Basic Attack.
True Signature
Choose a rank2 or lower Signature Attack ability that has at least one attack roll, is not Reliable, and has no effect on a Miss. You gain one extra use of that ability, and it gains the Reliable keyword. As a free action, you can expend any Signature ability of the same rank or higher to regain it.
If you spend 2 WP on the ability by either using both Recovery, or Resurgence on this ability, the ability is no longer expended when used, until End of Encounter.
Unfettered Exploits
You do not have any feat caps, can take up to Sec feats which are mutually exclusive (eg multiple Adept/Affinity/Style feats, or Powerful Burst with Deadly Slayer), or which have skill/stat prerequisites that you do not meet. Note this does not apply to Champion/Legend features.
As a Healer, when you use a Healing ability while not in Healer role, the target regains HP as usual.
As a Slayer, you may choose to gain or lose the Quarry feature at the start of every encounter.
As a Tank, you can spend 1 WP to gain an extra Tank C.M. until end of encounter.
In addition, choose Sec/3 feats that you have, to be Unfettered. You benefit from Unfettered feats even if you are not in the relevant role, but note you may not have the role feature to benefit.
eg. you may designate Deadly Slayer as an Unfettered feat, but since it only increases Slayer damage and you do not deal Slayer damage in other roles, it does nothing in other roles.
Wellspring of Determination
You can expend a rank2 or higher Signature Ability to regain 1 WP. This WP may be used for Resurgence or Recovery (or any other WP application), but using it does not count towards your usual WP limit per Encounter.
Each time you rest, you regain one (and only one) Signature Ability spent in this way. To regain more expended ability(ies), you have to spend 1 WP for each.
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LEGEND FEATURE B (passive)
Each of the following costs 2 UP to purchase (half the cost of Legend Feature A), and a character may only ever have one such feature.
Most of these features are generally more "what-if" in nature.
Die Hard
While you have not failed any Death Saving Throws (DSTs) yet and take damage that reduces you to below 1 HP without killing you, you may choose to remain conscious and dazed instead of falling unconscious. If you start your turn below 1 HP, you have to make a DST as usual.
The first time you pass your DST during an encounter, your HP value increases by twice Reserve Value + 4x Pri HP (note this differs from healing, in that you do not heal from 0). If you fail your DST while conscious from this ability, you fall unconscious at the end of that turn if you are still below 1 HP.
While you are conscious from this feature, you are not considered dying for the purpose of any beneficial effects that do not apply to DSTs. Note that Improved Will can remove the dazed condition on your turn, but after your turn ends you immediately become dazed again if you are still below 1 HP.
Indomitable
Once per encounter, after rolling your saving throw, you may substitute it with a natural 20. Whenever you make a saving throw, after rolling you may expend a rank 1-2 ability to add Sec/2 to the roll, or expend a rank 3-4 to add Sec to the roll.
Revival
When you are reduced to below 1 HP or die, you may choose to be revived. At the start of your next turn, you (or your remains) vanish and you reappear standing (or prone, if you so wish) within Sec squares of either where you died, or where you started your previous turn. Your HP is set to 2x Reserve value + 2x Pri. Note that if you were dead when you used this ability, you also end all effects on you (both positive and negative).
You do not regain this feature until you expend 1 Reserve and the expended WP immediately after resting.
After you do so, this feature becomes unavailable, until you rest and immediately after that expend 1 Reserve and 2 WP (if you were unconscious when using it) or 4 WP (if you were dead when using it).
Unfettered Gear
You may choose armor and weapon/implement without being restricted by keywords in brackets. When given a choice of a damage type (be it for resistance or dmg) for any piece of equipment, you may choose any damage type (but not untyped). When you gain this feature, you may swap an existing magic item you have to a different type, eg a Wild Charge weapon that is precise, and also swap the relevant proficiency feat if it is an exotic weapon or superior implement training.
Warded
Prerequisite: You must have at least one signature ability that increases one or more of your defenses.
When you use an ability which increases your defenses, you may change one of the defenses bonuses to apply to a different defense, eg if you would gain +5 to AC and Reflex, you can change it to apply +5 to Fort and Reflex, or +5 to AC and Will, etc but not +5 to Fort and Will.
Once decided, this may not be changed for the duration of the ability.
In addition, if you have an interrupt that increases your defense, you can use it when you are hit by any attack (not just against the listed defenses in the trigger), and when doing so, you can also divide the defensive bonus by 3 to make it an untyped bonus (which stacks).
Vigor
You gain resistance to Necrotic damage equal to twice your Sec, which stacks with all other sources of Necrotic resistance.
Whenever an effect would cause you to take damage based on your max HP, bloodied value, or reserve value, the damage you take from such an effect is always halved. Whenever you would lose a Reserve, you can choose to take dmg equal to reserve value divided by 2 instead.
Note the above applies not just to enemies in combat, but also to out of combat situations.
Remarks: If you are playing a campaign that has Stat dmg/drain or negative Levels, Vigor also halves Stat dmg/drain and negative levels.