Basic feats that don't use a feat point unless you think they do and they are allowed up to 6 times for feat picks per level raise time and time to pick feats.. |
The Ability feat |
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This is a feat that you can decide to use anytime and create whatever result you want, and it allows you to do magic, too. Roll a 1d20+Int mod to see if you get a result, where a 10 or above is good result. So this feat allows double the damages to the targets, that's if you make use of it. As you use this feat, add +5 to all rolls. Also, you can use this feat to create your own special abilities. If the DM/GM allows it, list them in the special ability section on your character sheet. |
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Proficiency-These don't use a feat point |
Armor Proficiency (Light) |
Str 13 |
You gain proficiency with any light armor. |
Armor Proficiency (Heavy) |
Str 16 |
You gain proficiency with any heavy armor. |
Shield Proficiency (Heavy) |
Str 15, Shield Proficiency (Light) |
You gain proficiency with heavy shields. |
Shield Proficiency (Light) |
Str 13 |
You gain proficiency with light shields. |
Weapon Proficiency (Accurate) |
- |
You gain an accuracy bonus of +3 in using Dagger, Rapier, etc. |
Weapon Proficiency (Normal) |
- |
You gain a normal bonus of +2 in using Longsword, Long Bow, etc |
Weapon Proficiency (Inaccurate) |
- |
You gain an innacurate bonus of +1 in using Axes and etc. |
Gun handling |
Must have a gun |
Add a +3 marksmanship bonus for ranged weapons including any gun as a +3 to the ranged attack. |
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