Thursday, December 13, 2007

New Talents and Feats

This is a list for all new Talents, Feats and Force Powers available in Industria Nocturne.

New Talents:

Soldier

Weapon Specialist Talent Tree:

Quick Reload: Choose a weapon group or exotic weapon that you have Weapon Specialization in. You can reload weapons from that group as a free action. Additionally, you may use Rapid Shot with that weapon, even if it only has a capacity of one.
Prerequisite: Weapon Specialization with chosen exotic weapon or weapon group

Scoundrel

Smuggler Talent Tree:

Master Smuggler: Items you carry count as one size smaller for the purpose of hiding. You gain a +2 to Persuasion and Deception checks involved with smuggling weapons and contraband.

Social Engineer:You may choose to reroll any Gather Information checks, keeping the better of the two results.

Mad Bomber: Explosives count as an additional one size smaller for the purpose of hiding.
Prerequisite: Master Smuggler

Spacehound Talent Tree:

Hyperdriven: Use your class level instead of scoundrel level.

Replace the Spacehound Talent with: Ship's Hand: You know your way around a vehicle. You are proficient with all vehicle weapons, and take no penalty for using tools and vehicle parts (Such as pipes and wooden beams) as improvised weapons.

Other

Sith Talent Tree

Wicked: You gain a +5 defense bonus against Force Powers with the [light side] descriptor.

New Feats:

Weapon of Choice :
Requires Sorceror Level 1
Select a new Weapon of Choice. This must be a melee weapon.

Anathema Expert I
Instead of adding 1/2 your character level and Wisdom to your warding roll, you can instead add your level+Int, Wis, or Charisma
You gain +1 to hit when using an anathema weapon against a vulnerable creature.

Anathema Expert II:
When you fail an anathema ward check, your anathema object is not destroyed. You can retry anathema ward checks once per round.
You gain +2 to warding checks
You gain +2 to damage when using an anathema weapon against a vulnerable creature

Anathema Expert III:
When using an anathema ward, you create an aura 2 squares wide which vulnerable creatures cannot enter. If you force a creature into the aura, it will attempt to flee as far as possible. If it is trapped, it can only move away from you. It may make melee attacks against other creatures in the aura, but not you.
You gain +2 to warding checks. This stacks with Anathema Expert II

Anathema Expert IV:
Warding is a move action.

Slayer:
Choose a type of supernatural creature. You gain +4 damage against that creature when using an anathema weapon. You gain +2 to all saves against that creature's Force Powers. You gain +2 to warding checks against that creature. These bonuses stack with any gained from the Anathema Expert line of feats.

Rationalist:
Prerequisite: Not Force-Sensitive, No Force Training, Trained in a Knowledge Skill
You gain a +5 bonus to defense against Force Powers.

New Force Powers:

Corrupt Transfer [Dark Side]
You transfer the life force from a creature, willing or unwilling, to yourself.
Time:Standard Action
Target: One Adjacent Creature
Make a grab or grapple attack. If you are successful, Make a Use the Force Check.
The result of the check determines the effect
DC 15: You deal 2d6 Damage
DC 20: You deal 4d6 Damage
DC 25: You deal 6d6 Damage
You heal half as much damage as you deal. You can only heal as many hitpoints as the target has remaining.
You can spend a Force Point to heal as much damage as you deal, and spend a Destiny Point to move +5 steps along the condition track

Negate Damage
You spontaneously negate a single attack that does physical damage, such as a gunshot or a sword blow.
Time:Reaction
Target: One attack made against you that deals physical damage
Make a Use the Force Check: If the result of the check equals or exceeds the damage dealt, the attack is negated and you take no damage. Otherwise, you take damage as normal
Special: You must be aware of the attack (and not flat-footed) to negate it.

The techniques below are commonly practiced by the Church of Creation in their fight against the supernatural.

Abjure [Light Side]
Requires: Rebuke
Time:Reaction
Target: One other character within 6 squares or within line of sight
If an ally is the target of a Force power, you may Rebuke that power.
You may not use this power on yourself.

Ward [Light Side]
Requires: Rebuke
Time: 1 minute
Target: Self
You create a ward around yourself the protects against the harmful influence of the supernatural. If you choose, you may Rebuke the next force power that targets you as an automatic reaction.
When you use this power, roll Use the Force. The strength of the Rebuke is determined by this roll.
This ward is permanent until used.

Ward Other [Light Side]
Requires: Ward
Time: 1 minute
Target: One other character within 6 squares or within line of sight
As ward, but you may only target another character
You may not use this power on yourself.

Exorcise [Light Side]
Requires: Abjure, Ward
Time: 1 round
Target: One charcter within 6 squares or within line of sight
You may remove a Force power that is currently affecting another character. Roll Use the Force. If your check meets or exceeds the check of the Force Power you are trying to remove, that Force power is removed. If your roll 5 or more above the roll, you may steal that Force power for yourself. Note that using Dark side powers will give you the appropriate amount of Darkside points.

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