Difference between revisions of "CoDnD- Call of Duty 3.5 (3.5e Sourcebook)/Chapter 2: New Rules"

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In CoDnD, characters function differently than their 3.5 counterparts. In addition to using the standard E6 rules, a character gains access to new abilities called "Perks." Normally, Perks may only be obtained by Commandos, but any character can use their bonus feats in order to gain access to these abilities. This Section will deal with Perks, New Bonus Feats, Combat, and powerful abilities called "Tactical Warfare."
 
In CoDnD, characters function differently than their 3.5 counterparts. In addition to using the standard E6 rules, a character gains access to new abilities called "Perks." Normally, Perks may only be obtained by Commandos, but any character can use their bonus feats in order to gain access to these abilities. This Section will deal with Perks, New Bonus Feats, Combat, and powerful abilities called "Tactical Warfare."
  
=== Perks ===
+
== Perks ==
 
Perks are basically a character's class abilities. For the Commando, at levels 1, 2, and 3, they select a perk and may ready it. A character may change their readied perks during each short rest (at least five minutes downtime). At levels 4, 5, and 6, the Commando may upgrade one of their perks to the Pro version. They still have the abilities gained by their normal perk, but gain additional abilities based upon the perk they choose to upgrade.
 
Perks are basically a character's class abilities. For the Commando, at levels 1, 2, and 3, they select a perk and may ready it. A character may change their readied perks during each short rest (at least five minutes downtime). At levels 4, 5, and 6, the Commando may upgrade one of their perks to the Pro version. They still have the abilities gained by their normal perk, but gain additional abilities based upon the perk they choose to upgrade.
  
Line 58: Line 58:
 
|Action point costs for Tactical Warfare abilities are reduced by 1.
 
|Action point costs for Tactical Warfare abilities are reduced by 1.
 
|When gaining Action Point rewards, the party gains an additional action point.
 
|When gaining Action Point rewards, the party gains an additional action point.
|}
+
|-
 +
|''Advanced Formation''
 +
|Adjacent Allies gain a leadership bonus to AC equal to 1/2 your Charisma Modifier.
 +
|Adjacent Allies gain a leadership bonus to AC equal to your Charisma Modifier.
 +
|-
 +
|''Steady Aim''
 +
|When hipfiring, reduce the penalty to attack rolls by 2.
 +
|After taking a shot with a Sniper Scope or Thermal scope, the penalties to any other attack made during your turn is decreased by 2.
 +
|-
 +
|''Commando''
 +
|Increase your melee range by 5ft.
 +
| When using your combat knife, all successful attacks are treated as confirmed critical hits.
 +
|-
 +
|''Scrambler''
 +
|When within 15' of you, Enemy GPS and radios do not work.
 +
|If you trigger an enemy trap (such as a claymore or brick of C4), then it doesn't go off until one round later.
 +
|-
 +
|''Sitrep''
 +
|You gain a +4 Bonus to Search, Disable Device, and Open Lock checks.
 +
|You gain a +4 Bonus to Spot and Listen Checks.
 +
|-
 +
|''Ninja''
 +
|You do not show up on enemy Heart Beat Sensors.
 +
|Reduce the penalties to hide and move silently when moving your full speed by half.
 +
|-
 +
|''Combat Leader''
 +
|If you can grant leadership bonuses to adjacent allies, increase the range to include all allies within 10'.
 +
|If you can grant leadership bonuses to adjacent allies, increase the range to include all allies within 15'.
 +
|}.
 +
 
 +
== New Feats ==
 +
[[SMW::off]]In this section, we will be detailing the new feats that a character in CoDnD can acquire over the course of their career. Some feats provide bonuses to attack rolls, others allow you access to new perks, and still others provide miscellaneous bonuses to skills and other checks. Provided below is a list of feats and their benefits.
 +
 
 +
<onlyinclude>{{3.5e Feat
 +
|name=Extra Perk
 +
|types=
 +
|summary=You gain an extra perk.
 +
|benefit=Choose a Perk that you do not currently possess. You gain access to that perk, and can ready it as normal.
 +
|normal=
 +
|special=A creature can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time the creature takes the [[SRD:Feats|feat]] it applies to a different perk.
 +
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Advanced Formation
+
|name=Extra Pro Perk
|summary=Your allies know when you shout, it's best to duck.
+
|types=
|benefit=Adjacent Allies gain a bonus to AC equal to 1/2 your Charisma Modifier
+
|summary=You gain an extra Pro Perk.
 +
|prereqs=Extra Perk, Enhanced Training, Character Level 6th.
 +
|benefit=You may upgrade one of your Perks to Pro status.
 +
|normal=
 +
|special=A creature can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time the creature takes the [[SRD:Feats|feat]] it applies to a different perk.
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Advanced Formation Pro
+
|name=Enhanced Training
|summary=Your allies are quicker to react when you tell them to get down.
+
|types=
|benefit=Adjacent Allies gain a bonus to AC equal to your Charisma Modifier.
+
|summary=You've received extra training to help make you even more formidable.
 +
|prereqs=Character Level 6th.
 +
|benefit=This feat provides no enhancement, it simply allows you to take feats with this feat as a pre-requisite.
 +
|normal=
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Steady Aim
+
|name=Extra Perk Readied
|summary=Who needs to aim?
+
|types=
|benefit=When making an unaimed shot, you reduce the penalties by 2.
+
|summary=You may ready an extra Perk.
 +
|prereqs=Enhanced Training
 +
|benefit=With this feat, you may ready an extra perk over and above the normal amount you normally could.
 +
|normal=
 +
|special=A creature can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time the creature takes the [[SRD:Feats|feat]] it applies to a different perk.
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Steady Aim Pro
+
|name=Weapon Focus
|summary=Your steady hands serve you well.
+
|types=
|benefit=After taking a scoped-shot, reduce the penalties to your next round's attack rolls by 1.
+
|summary=You become more accurate with your chosen weapon.
 +
|benefit=Select one class of weapon (Assault Rifle, SMGs, LMGs, Sniper Rifles, Pistols, Machine Pistols, Shotguns, Explosives, Melee), when using that weapon type, you gain a +1 Bonus to attack rolls (Shotguns and Explosives add +1 to their Reflex Save DC).
 +
|normal=
 +
|special=A creature can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time the creature takes the [[SRD:Feats|feat]] it applies to a different weapon category.
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Commando
+
|name=Weapon Specialization
|summary=You can lunge exceptionally far when moving into melee.
+
|types=
|benefit=Melee Attacks have their reach extended by 5’. After you make your melee attack, you may move adjacent to your enemy (1 square) without provoking an attack of opportunity. If you cannot move into the square, then you remain in your own square.
+
|summary=You become deadlier with your chosen weapon.
 +
|prereqs=Weapon Focus, Character Level 4th.
 +
|benefit=Select one class of weapon for which you have the weapon focus feat. You gain a +2 Bonus to Damage Rolls with the selected weapon class type.
 +
|normal=
 +
|special=A creature can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time the creature takes the [[SRD:Feats|feat]] it applies to a weapon class.
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Commando Pro
+
|name=Greater Weapon Focus
|summary=You are a master at striking your enemies where it hurts.
+
|types=
|benefit=When using your combat knife, every successful melee attack is treated as a critical hit.
+
|summary=You become even more accurate with your chosen weapon.
 +
|prereqs=Weapon Specialization, Enhanced Training, Character Level 6th.
 +
|benefit=Select one class of weapon for which you have the weapon specialization feat. You gain an extra +1 Bonus to attack rolls with the selected weapon class type.
 +
|normal=
 +
|special=A creature can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time the creature takes the [[SRD:Feats|feat]] it applies to a different weapon class.
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Scrambler
+
|name=Greater Weapon Specialzation
|summary=Enemy GPS goes on the fritz when you're around.
+
|types=
|benefit=When within 15' of you, Enemy GPS and incoming transmissions from their HQ do not work.
+
|summary=You become even more accurate with your chosen weapon.
 +
|prereqs=Greater Weapon Focus, Enhanced Training, Character Level 6th.
 +
|benefit=Select one class of weapon for which you have the greater weapon focus feat. You gain an extra +2 Bonus to Damage rolls with the selected weapon class type.
 +
|normal=
 +
|special=A creature can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time the creature takes the [[SRD:Feats|feat]] it applies to a different weapon class.
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Scrambler Pro
+
|name=Improved Critical
|summary=You've upgraded your scrambler to also interfere with the electrical circuits of traps set by your enemies.
+
|types=
|benefit=If you trigger an enemy trap (such as a claymore or C4), then it doesn't go off until one round later.
+
|summary=You are adept at hitting your enemies where it hurts.
 +
|prereqs=Enhanced Training, Character Level 6th.
 +
|benefit=Choose a class of weapons, when attacking with that weapon class, you may score a critical hit on a 19 or 20, rather than just a 20.
 +
|normal=
 +
|special=A creature can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time the creature takes the [[SRD:Feats|feat]] it applies to a different weapon class.
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Sitrep
+
|name=Toughness
|summary=You are the eyes and ears of your unit.
+
|types=
|benefit=When searching for traps, increase your search checks by 4.
+
|summary=You are tougher than normal
 +
|prereqs=
 +
|benefit=You gain +1 HP per level.
 +
|normal=
 +
|special=
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Sitrep Pro
+
|name=Improved Toughness
|summary=No stone left unturned.
+
|types=
|benefit=You gain a +4 Bonus to Spot, Listen and Search (Stacks with Search Bonus from Sitrep when searching for traps).
+
|summary=You are the definition of Meatshield.
 +
|prereqs=Toughness, Character Level 3rd.
 +
|benefit=You gain an additional +2 HP per level.
 +
|normal=
 +
|special=
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Ninja
+
|name=Improved Combat Reflexes
|summary=By keeping calm even during the direst of circumstances, you can evade HBS.
+
|types=
|benefit=You do not show up on Enemy Heart Beat Sensors.
+
|summary=You react quicker than normal, given your apparent reflexes.
 +
|prereqs=Combat Reflexes
 +
|benefit=You gain an additional attack of opportunity per round.
 +
|normal=
 +
|special=A creature can gain this [[SRD:Feats|feat]] multiple times. Its effects stack
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Ninja Pro
+
|name=Knifeplay
|summary=You are a master of Stealth.
+
|types=
|benefit=Reduce the penalties to move silently when moving your full speed by half.
+
|summary=You have devoted some time to practicing with your knife.
 +
|benefit=Increase your Combat Knife Damage from 1d6 to 1d8
 +
|normal=
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Combat Leader
+
|name=Improved Knifeplay
|summary=You are a natural leader.
+
|types=
|benefit=When utilizing your Concentrated Fire and Advanced Formation Perks, it affects all allies within 10'.
+
|summary=With a little extra training, you've become quite deadly with a combat knife.
 +
|prereqs=Knifeplay, Character Level 3rd.
 +
|benefit=Increase your Combat Knife Damage from 1d8 to 1d10.
 +
|normal=
 
}}</onlyinclude>
 
}}</onlyinclude>
  
 
<onlyinclude>{{3.5e Feat
 
<onlyinclude>{{3.5e Feat
|name=Combat Leader Pro
+
|name=Master Knifeplay
|summary=With a little extra training, you become a formidable leader.
+
|types=
|benefit=The bonuses from Concentrated Fire and Advanced Formation apply to all allies within 15'.
+
|summary=You are a master of pointy objects.
 +
|prereqs=Improved Knifeplay, Character Level 6th.
 +
|benefit=Increase your Combat Knife Damage from 1d10 to 2d6.
 +
|normal=
 
}}</onlyinclude>
 
}}</onlyinclude>
 +
 +
<onlyinclude>{{3.5e Feat
 +
|name=Grit
 +
|types=
 +
|summary=Armored or not, you're tough as nails.
 +
|prereqs=
 +
|benefit=You gain DR equal to 5/- against firearms and melee weapons.
 +
|normal=
 +
}}</onlyinclude>
 +
 +
<onlyinclude>{{3.5e Feat
 +
|name=True Grit
 +
|types=
 +
|summary=You astound enemies and allies alike when you emerge from a destroyed helicopter with nothing but singed eyebrows.
 +
|prereqs=Grit, Character Level 3rd.
 +
|benefit=You gain DR Equal to 5/- against Explosives.
 +
|normal=
 +
}}</onlyinclude>
 +
 +
<onlyinclude>{{3.5e Feat
 +
|name=Reflexive Shot.
 +
|types=
 +
|summary=You can threaten opponents with a ranged weapon.
 +
|prereqs=Point Blank Shot.
 +
|benefit=You can threaten adjacent opponents with your firearms.
 +
|normal=
 +
}}</onlyinclude>
 +
[[SMW::on]]
 +
 +
== Existing Feats  ==
 +
This is a list of feats that may be chosen by a character without any modification to the feat or it's pre-requisites. Other feats from other sources can be selected with DM approval (Such as Superior Unarmed Strike).<br><br>
 +
Any Skill Feat (Skill Focus, Agile, Acrobatic, Etc).<br>
 +
Blind-Fight<br>
 +
Combat Expertise<br>
 +
Improved Disarm<br>
 +
Improved Trip<br>
 +
Improved Feint<br>
 +
Knock-Down<br>
 +
Superior Expertise<br>
 +
Combat Reflexes<br>
 +
Hold the Line<br>
 +
Dodge<br>
 +
Mobility<br>
 +
Shot on the Run<br>
 +
Spring Attack<br>
 +
Whirlwind Attack<br>
 +
Sidestep Charge<br>
 +
Endurance<br>
 +
Diehard<br>
 +
Eyes in the Back of Your Head<br>
 +
Great Fortitude<br>
 +
Improved Initiative<br>
 +
Improved Unarmed Strike<br>
 +
Improved Grapple<br>
 +
Stunning Fist<br>
 +
Iron Will<br>
 +
Jack of All Trades<br>
 +
Lightning Reflexes<br>
 +
Point Blank Shot<br>
 +
Far Shot<br>
 +
Precise Shot<br>
 +
Improved Precise Shot<br>
 +
Sharp-Shooter<br>
 +
Rapid Shot<br>
 +
Many Shot<br>
 +
Power Attack<br>
 +
Cleave<br>
 +
Great Cleave<br>
 +
Improved Bullrush<br>
 +
Improved Overrun<br>
 +
Improved Sunder<br>
 +
Quick Draw<br>
 +
Run<br>
 +
Fleet of Foot<br>
 +
Stand Still<br>
 +
Weapon Finesse<br>
 +
 +
== Tactical Warfare ==
 +
 +
Tactical Warfare is a system in which characters can utilize powerful abilities in exchange for Action Points. Whenever you kill an enemy, you gain a number of action points equal to their character level (+1 for every three bonus feats they have past level 6). Using a Tactical Warfare ability is a swift action, and does not provoke attacks of opportunity.
 +
 +
3 Action Points
 +
 +
UAV-

Latest revision as of 12:58, 9 October 2015

New Rules[edit]

In CoDnD, characters function differently than their 3.5 counterparts. In addition to using the standard E6 rules, a character gains access to new abilities called "Perks." Normally, Perks may only be obtained by Commandos, but any character can use their bonus feats in order to gain access to these abilities. This Section will deal with Perks, New Bonus Feats, Combat, and powerful abilities called "Tactical Warfare."

Perks[edit]

Perks are basically a character's class abilities. For the Commando, at levels 1, 2, and 3, they select a perk and may ready it. A character may change their readied perks during each short rest (at least five minutes downtime). At levels 4, 5, and 6, the Commando may upgrade one of their perks to the Pro version. They still have the abilities gained by their normal perk, but gain additional abilities based upon the perk they choose to upgrade.

Perk Name Perk Benefit Pro Perk Benefit
Sleight of Hand You may reduce firearm reload times by one action step. You may reduce firearm ADS times by one action step.
Marathon You gain a +4 bonus to Endurance, Climb, Swim, and Jump Checks You gain a climb and swim speed equal to 1/2 your normal movement speed.
Bling You may add an additional attachment to your primary weapon. You may add an additional attachment to your sidearm.
Scavenger You may take 20 as a standard action to search a corpse. Ammo, Grenades, and the like weigh half as much so long as they are in your inventory.
Grenadier Increase the range increments of your thrown weapons by 2 squares. You can delay a grenade's explosion by up to two rounds, or you can have it explode immediately after touching the ground.
Concentrated Fire Adjacent allies gain a leadership bonus to attack rolls equal to 1/2 your charisma modifier. Adjacent allies gain a leadership bonus to attack rolls equal to your charisma modifier
Stopping Power When using a firearm, you deal an extra point of damage per damage die. Against vehicles and inanimate objects, your bullets deal an extra 2 points of damage per damage die.
Lightweight Increase your movement speed by 10ft. You gain shot on the run and spring attack, even if you don't meet the pre-requisites.
Danger Close Increase the explosion radius of your explosives by 5ft. Your explosives deal an extra point of damage per damage die.
Cold-Blooded If an enemy uses a thermal scope against you, they do not gain a bonus to attack rolls against you. You gain a +4 Bonus to Hide and Move Silently Checks, and you can hide in plain sight as per the Ranger Ability.
Medic You gain a +4 bonus to heal checks, and your allies gain 1HP/Level when you heal them. Stabilizing a downed person is a move action for you, not a full round action.
Hardline Action point costs for Tactical Warfare abilities are reduced by 1. When gaining Action Point rewards, the party gains an additional action point.
Advanced Formation Adjacent Allies gain a leadership bonus to AC equal to 1/2 your Charisma Modifier. Adjacent Allies gain a leadership bonus to AC equal to your Charisma Modifier.
Steady Aim When hipfiring, reduce the penalty to attack rolls by 2. After taking a shot with a Sniper Scope or Thermal scope, the penalties to any other attack made during your turn is decreased by 2.
Commando Increase your melee range by 5ft. When using your combat knife, all successful attacks are treated as confirmed critical hits.
Scrambler When within 15' of you, Enemy GPS and radios do not work. If you trigger an enemy trap (such as a claymore or brick of C4), then it doesn't go off until one round later.
Sitrep You gain a +4 Bonus to Search, Disable Device, and Open Lock checks. You gain a +4 Bonus to Spot and Listen Checks.
Ninja You do not show up on enemy Heart Beat Sensors. Reduce the penalties to hide and move silently when moving your full speed by half.
Combat Leader If you can grant leadership bonuses to adjacent allies, increase the range to include all allies within 10'. If you can grant leadership bonuses to adjacent allies, increase the range to include all allies within 15'.
.

New Feats[edit]

In this section, we will be detailing the new feats that a character in CoDnD can acquire over the course of their career. Some feats provide bonuses to attack rolls, others allow you access to new perks, and still others provide miscellaneous bonuses to skills and other checks. Provided below is a list of feats and their benefits.


Extra Perk [General] Benefit: Choose a Perk that you do not currently possess. You gain access to that perk, and can ready it as normal. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different perk.


Extra Pro Perk [General] Prerequisites: Extra Perk, Enhanced Training, Character Level 6th.Benefit: You may upgrade one of your Perks to Pro status. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different perk.


Enhanced Training [General] Prerequisites: Character Level 6th.Benefit: This feat provides no enhancement, it simply allows you to take feats with this feat as a pre-requisite.


Extra Perk Readied [General] Prerequisites: Enhanced TrainingBenefit: With this feat, you may ready an extra perk over and above the normal amount you normally could. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different perk.


Weapon Focus [General] Benefit: Select one class of weapon (Assault Rifle, SMGs, LMGs, Sniper Rifles, Pistols, Machine Pistols, Shotguns, Explosives, Melee), when using that weapon type, you gain a +1 Bonus to attack rolls (Shotguns and Explosives add +1 to their Reflex Save DC). Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different weapon category.


Weapon Specialization [General] Prerequisites: Weapon Focus, Character Level 4th.Benefit: Select one class of weapon for which you have the weapon focus feat. You gain a +2 Bonus to Damage Rolls with the selected weapon class type. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a weapon class.


Greater Weapon Focus [General] Prerequisites: Weapon Specialization, Enhanced Training, Character Level 6th.Benefit: Select one class of weapon for which you have the weapon specialization feat. You gain an extra +1 Bonus to attack rolls with the selected weapon class type. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different weapon class.


Greater Weapon Specialzation [General] Prerequisites: Greater Weapon Focus, Enhanced Training, Character Level 6th.Benefit: Select one class of weapon for which you have the greater weapon focus feat. You gain an extra +2 Bonus to Damage rolls with the selected weapon class type. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different weapon class.


Improved Critical [General] Prerequisites: Enhanced Training, Character Level 6th.Benefit: Choose a class of weapons, when attacking with that weapon class, you may score a critical hit on a 19 or 20, rather than just a 20. Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different weapon class.


Toughness [General] Benefit: You gain +1 HP per level.


Improved Toughness [General] Prerequisites: Toughness, Character Level 3rd.Benefit: You gain an additional +2 HP per level.


Improved Combat Reflexes [General] Prerequisites: Combat ReflexesBenefit: You gain an additional attack of opportunity per round. Special: A creature can gain this feat multiple times. Its effects stack


Knifeplay [General] Benefit: Increase your Combat Knife Damage from 1d6 to 1d8


Improved Knifeplay [General] Prerequisites: Knifeplay, Character Level 3rd.Benefit: Increase your Combat Knife Damage from 1d8 to 1d10.


Master Knifeplay [General] Prerequisites: Improved Knifeplay, Character Level 6th.Benefit: Increase your Combat Knife Damage from 1d10 to 2d6.


Grit [General] Benefit: You gain DR equal to 5/- against firearms and melee weapons.


True Grit [General] Prerequisites: Grit, Character Level 3rd.Benefit: You gain DR Equal to 5/- against Explosives.


Reflexive Shot. [General] Prerequisites: Point Blank Shot.Benefit: You can threaten adjacent opponents with your firearms.


Existing Feats[edit]

This is a list of feats that may be chosen by a character without any modification to the feat or it's pre-requisites. Other feats from other sources can be selected with DM approval (Such as Superior Unarmed Strike).

Any Skill Feat (Skill Focus, Agile, Acrobatic, Etc).
Blind-Fight
Combat Expertise
Improved Disarm
Improved Trip
Improved Feint
Knock-Down
Superior Expertise
Combat Reflexes
Hold the Line
Dodge
Mobility
Shot on the Run
Spring Attack
Whirlwind Attack
Sidestep Charge
Endurance
Diehard
Eyes in the Back of Your Head
Great Fortitude
Improved Initiative
Improved Unarmed Strike
Improved Grapple
Stunning Fist
Iron Will
Jack of All Trades
Lightning Reflexes
Point Blank Shot
Far Shot
Precise Shot
Improved Precise Shot
Sharp-Shooter
Rapid Shot
Many Shot
Power Attack
Cleave
Great Cleave
Improved Bullrush
Improved Overrun
Improved Sunder
Quick Draw
Run
Fleet of Foot
Stand Still
Weapon Finesse

Tactical Warfare[edit]

Tactical Warfare is a system in which characters can utilize powerful abilities in exchange for Action Points. Whenever you kill an enemy, you gain a number of action points equal to their character level (+1 for every three bonus feats they have past level 6). Using a Tactical Warfare ability is a swift action, and does not provoke attacks of opportunity.

3 Action Points

UAV-