Feat Changes

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Changed Feats[edit | edit source]

These feats are modified from their default implementations.

Blinding Speed[edit | edit source]

This feat is no longer single-use per rest. It now has a cooldown of 90 seconds before it can be used again. The cooldown begins when it is cast, so there is an effective 30 seconds between Haste effects.

Brew Potion[edit | edit source]

Brewing potions no longer consumes XP, instead only using gold. For this, it uses the formula of Caster Level (of the potion) × innate level × 12.5.

Craft Wand[edit | edit source]

Crafting wands no longer consumes XP, instead only using gold. For this, it uses the formula of Caster Level (of the wand) × innate level × 750.

Devastating Critical[edit | edit source]

This feat no longer instantly kills on a failed fortitude save. Instead, it knocks the opponent down for X rounds, along with inflicting Blind, Deafness and Silence for X turns. X is determined by the weapon's base critical hit range: Large-sized weapon, 20x Critical: 4 rounds/turns Other sizes of weapons, 20x Critical: 3 rounds/turns 19-20x Critical: 2 rounds/turns 18-20x Critical: 1 round/turns Note that creatures using scimitars or rapiers smaller than medium size (e.g. gnome and halfling) receive the bonus for 19-20x Critical weapons, rather than 18-20x Critical weapons.

Disarm & Improved Disarm[edit | edit source]

Disarming an opponent no longer causes the weapon to be dropped or to go into the inventory of the character performing the Disarm attack (in the case of unarmed Disarm attempts). The weapon that is being Disarmed will instead be unequipped and any quick-slot that it was attached to will be cleared, causing a delay in any re-equipping of that weapon.

Divine Might[edit | edit source]

The damage this feat gives is capped to the total amount of your cleric, paladin and blackguard levels added together (e.g. A level 4 Cleric/level 3 Monk with 20 Charisma will only receive +4 damage, rather than +5). This cap does not apply to the duration.

Divine Shield[edit | edit source]

The AC this feat gives is capped to the total amount of your cleric, paladin and blackguard levels added together (e.g. A level 4 Cleric/level 3 Monk with 20 Charisma will only receive +4 AC, rather than +5). This cap does not apply to the duration.

Improved Whirlwind Attack[edit | edit source]

No longer requires 23 Dexterity.

Scribe Scroll[edit | edit source]

Scribing scrolls no longer consumes XP, instead only using gold. For this, it uses the formula of Caster Level (of the scroll) × innate level × 25.

Spell Focus (And Greater/Epic Spell Focus)[edit | edit source]

These feats grant additional bonuses. See Spell Focus Changes, and Summoning Changes.


New Feats[edit | edit source]

These are feats we have added for Amia.

Craft Magical Arms[edit | edit source]

This feat requires any Caster with access to 5th level spells, and at least 12 caster levels. It adds an ability to your class feat radial that allows you to target a Job System crafted weapon in your inventory. This will open a dialogue to allow you to add additional properties to the item in exchange for a gold cost. This will not work on anything but Job System weapons. These additional qualities can be used in tandem with the mythal system and thus can allow casters with this feat to bypass the power limits of the mythal system if performed on a job system weapon that has already been fully mythaled.

Options: Steel/Iron Weapon = +1 Enhancement, +1d6 Damage* Silver Weapon = +2 Enhancement, +1d6 Damage* Mithral/Adamantine Weapon = +3 Enhancement, +1d8 Damage*, Keen

  • Damage is Fire, Acid, Cold, Electric, or Sonic

Heritage Feat[edit | edit source]

Some of our subraces have an optional Heritage Feat that will allow the character to gain some extra traits normally inherent to their particular subrace, such as Svirfneblin gaining more Spell Resistance. This feat must be taken in Epic Levels, but is not required to play the character. DO NOT take this feat if your race does not have one. It will be a wasted feat. See the Races page for more information.

Note: This feat grants your character neither any IC bloodline enhancements nor justification for access to additional perks. This is an OOC mechanic implemented for balance purposes, not an indication that your character is more [insert race] than another character of the same race that doesn't have this feat.


General[edit | edit source]

Sticky Combat Modes has been turned on for Amia. This means that combat modes such as Power Attack or Expertise will remain on after combat ends. Actions that would normally turn a combat mode off, such as casting spells when Expertise is on, will still turn such combat modes off, however moving your character alone will no longer turn them off.