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View Full Version : The path less taken. (PEACH) [Feats]



Kyace
2007-08-13, 02:30 AM
Learned Burrower [General]
Prerequisite: Endurance, Str 13, 8 ranks in climb, Improved Natural Attack (Claw) or Improved Unarmed Strike

Benefit: You gain a burrow speed equal to 5 ft per every +2 of Strength bonus you have, up to your base move speed. You may move this speed in dirt, snow, sand or other such material. If you remain above the local water table, you keep a pocket of air with you while burrowing and can breathe.

Burrowing is tiring for you, every two move actions or one full round action you burrow wears you out as much as walking an hour. Use the rules for forced marching.

Characters with Strength greater than 25 may burrow through stone and rock at half speed, leaving a tunnel in stone or rock slows them down no further.

Characters with Intelligence 3 or greater may leave tunnels while burrowing using the following rules:

Normally you leave no tunnel behind you, however you may take a full round action to dig half your burrow speed leaving a rough tunnel large enough for creatures your size or smaller. This tunnel lasts for 1d4 minutes from when you began it before it collapses. The tunnel collapses starting at the point you began and moving toward along the tunnel at the same rate it was built. If a character is still a section of the tunnel when it collapses, they take no damage from the falling matter but do take 1d6 points of nonlethal damage per minute while buried. If a buried character falls unconscious, he must make a DC 15 Constitution check. If it fails, he takes 1d6 points of lethal damage each minute thereafter until freed or dead.

Normal: Creatures without a burrow speed may only move their heavy load limit worth of rocks and earth, with a shovel or other appropriate tool and space to use it, as a full round action. To dig into a 5-foot cube usually requires moving 2,000 pounds of earth, thus normally it takes 2 minutes for a human with strength of 10 to dig a 5 foot hole a couple feet wide. A person buried under 5 feet of earth may free themselves with a DC 25 Strength check.

Any creature the same size as the burrowing creature in a tunnel is squeezing to fit, prone and must crawl. While squeezing through a space, creatures take a -4 penalty to AC and attack rolls and cannot use evasion. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks. Crawling 5 ft is a move action that provokes attacks of opportunity.

Normally creatures with a burrow speed do not leave a tunnel behind them unless their entry says otherwise.

Special: DC 20 Knowledge (architecture and engineering) or DC 20 Craft (stonemasonry) check will tell anyone inspecting a burrowed tunnel how long it will last. A dwarf gains +2 racial bonus on this check from their stonecunning and must only pass within 10 feet to automatically make the check as if they were actively inspecting it.


Learned Climber [General]
Prerequisite: Athletic, 8 ranks in climb

Benefit: You gain a climb speed equal to half your normal speed. Unlike creatures with a racial climb speed, you gain no racial bonus to climb checks. You gain all other effects of a climb speed.

Normal: See Climb skill

Special: If you also have the Weapon Finesse feat, you may use your Dexterity modifier instead of your Strength modifier on climb checks.


Learned Swimmer [General]
Prerequisite: Athletic, 8 ranks in swim

Benefit: You gain a swim speed equal to half your normal speed. Unlike creatures with a racial swim speed, you gain no racial bonus to swim checks. You gain all other effects of a swim speed.

Normal: See Swim skill

Special: If you also have the Weapon Finesse feat, you may use your Dexterity modifier instead of your Strength modifier on swim checks.


Mighty Hopper [General]
Prerequisite: Acrobatic, 8 ranks in jump

Benefit: Long jumps and high jumps are easier than normal for you. You use half the listed DCs for long jumps and high jumps after a 20 foot running start or use the listed DCs for jumps without a running start. As well, for the furthest jump in the round, distance moved by jumping only counts as half as much when counted against your normal maximum movement.

When you jump down, for every 5 you beat the DC 15 Jump check, treat the fall as if it were a further 10 feet shorter.

Normal: See Jump skill