Therafter 5th Edition · Legacy archive

Customization Options

Started by valadaar Feb 16, 2015 1 post Locked

  1. Customization Options

    #1

    Feats
    Except for feats dealing with magic, you may choose any from the PHB, or any of the following:

    Automatic Firearm Mastery
    You are skilled in the use of automatic firearms in combat.  Burst fire attacks are without Disadvantage, and your number of bullets hit uses the next die size up.

    Car Warrior
    You are proficient in using your vehicle as a weapon. When using a sideswipe or other vehicular attack, you may make a DC 15 proficiency check - if successful your vehicle takes no damage. You gain a +2 proficiency bonus when attempting repairs or modifications to your vehicle.

    Craftsman
    Gain +1 to Dexterity, to a maximum of 20 using this feature.
    Your deft touch allows you to repair items using proficient tools of Condition 2 to Condition 1 without needing any spare parts. Items you craft are automatically condition 1.

    Demolition Man
    You are skilled at the use of explosives. You gain proficiency with thrown explosives and with Demolition kits.  You get a +1 per die bonus on damage.  Finally, you gain a +2 bonus to saving throws against the effects of explosives.

    Environmental Warrior
    You are skilled at using the environment and found objects to your advantage. You are proficient in improvised weapons. You have Advantage when trying to push or throw an opponent into a nearby hazard. You also take 1 less point of damage per die from falls and crashes.

    Evel Knievel
    You are a wizard at operating either an automobile or motorcycle, allowing you Advantage when performing dangerous feats with your vehicle. When crashing, you may make a dexterity save based on the severity to halve the damage to your vehicle. You can also squeeze an additional 10 mph from automobiles, trucks or motorcycles.

    Finishing Move
    Targets you knock to 0 or less hp die instantly in the most gruesome means possible with the weapon in question.  You get advantage on Intimidation for 1 minute afterwards and Inspiration.  This has no effect on player characters.

    Gun Freak
    You are proficient in firearms, Reloading Benches and Gunsmith tools. In addition, you can fix Condition 2 items to 1 without use of spare parts. Finally you have Advantage when appraising or haggling involving firearms.

    Gunslinger
    You are proficient in the use of paired pistols and do not have disadvantage for long range. In addition, one or two pistols may be drawn as a free action. Finally, you gain a bonus attack in a round where you drop an opponent.

    Hacker Mind
    You are predisposed to working with computers and similar tech.  You gain proficiency in a Hacker kit, and gain Advantage when dealing with robots or AI’s. You also may use your Intelligence bonus in place of Charisma in such interactions.

    Heisenberg
    You have mad skillz with brewing and using Chems. You are proficiency in Chemistry labs and may add either your intelligence or wisdom bonus to saves vs poisons or drugs.  You get a 20% bonus to the positive effects of chems. Any Chems you produce are of High Quality.

    Jury-Rigger
    When crafting/repairing you use 1/2 the normal materials, and even where Rare components are needed, you can attempt to complete the repair/project without them by succeeding in a DC 20 tool check. Such creations have a Condition of +4 however.

    Medic
    You are proficient in first aid, medic and doctor kits, gain an Advantage in healing rolls, and restore double the normal HP with such devices and healing chems.
    You also gain +1 Wisdom to a maximum of 20.

    Pyro
    You gain +2 to hit on attacks involving fire, proficiency with using a demolition pack for incendiary purposes, and your ranged attacks ignore half and three-quarters cover. In addition, you gain advantage on saving throws against fire and smoke, and take 1 point less per damage die from such attacks.

    Scavenger
    You gain a +2 bonus to perception rolls when searching ruins. Where items/casings are randomly determined, you may roll twice and take the better of the two rolls. When salvaging parts from wrecked equipment, you may double your take.

    Sniper
    You are proficient in Stealth and Rifles.  If you spend 1 melee round to target an unsuspecting target, or the rear or flank of any target, you can add an addition d6 damage if you hit. This increases to 2d6 at 5th, 3d6 at 10th, 4d6 at 15th and 5d6 at 20th levels, though you need to spend as many rounds of targeting as the number of dice added. Alternately, you can forgo the bonus damage for Advantage on the attack roll.

    Streetwise
    You gain the effect of the Alertness feat in populated urban regions. You also gain proficiency in stealth in such locations, Advantage if you have Stealth from another source.  Finally, you have a 20% chance of a friendly contact in any settlement.


    Mutations/Genemods

    There are existing feats usable as mutations and count as 2 points of mutations:
    Alert           Observant
    Athlete Resilient
    Durable Tough
    Keen Mind
    Mobile

    These manifest physically in some way, and could be picked up by detailed medical scans.

    Altered Body Chemistry (1 or 2)
    Your blood and other fluids are infused with bioactive chemicals. Contact with these will require a CON save against DC 10 + your proficiency bonus. If this is bought for 1 point, the effects listed are halved - either in damage or duration.
        Aphrodisiac - Become Charmed for 1d4 rounds on failed save.
        Caustic - Causes 1d4 damage (no save)
        Fear Poison -  Become Frightened for 1d4 rounds on failed save.
        Poison - Take 2d4 (1d4 on save) damage.
        Sleep Poison - Fall asleep on failed sleep for 1d4 rounds.

    Carnivore Muzzle (1)
    You have the muzzle, teeth and jaw muscles of a carnivore.  You may attack for 1d4 piercing.

    Centaur Form (2)
    You have an extended lower body and a second pair of legs resembling the centaur of ancient Greek legend.  You are now size Large, +1 STR and CON, and can carry double normal weights. Finally, you gain +5 to your movement rate.

    Enhanced Recovery (1)
    Once per day, succeed on a DC 15 Con check, and your Short Rest acts as a Long. Your secondary HP regenerates at 1 point/hour even without rest.

    Darkvision (1)
    As per the racial ability in the PHB.

    Keen Smell (1)
    You have advantage on wisdom checks (Perception) that rely on smell.

    Keen Vision (1)
    You have advantage on wisdom checks (Perception) that rely on vision.

    Increased Size (1)
    Character gains an additional +1 STR and CON, to maximum of 22. You are size Large and melee weapons gain an addition +2 damage.

    Durable DNA (1).
    In addition to being resistant to Radiation damage, Radiation of intensity less than 3 has no effect on you, regardless of duration. You also regenerate secondary HP at 1 point/minute in areas of 2 point radiation or higher.

    Naga Form (1)
    Your lower torso is serpentine in form and you no longer have legs.  You gain 1 point of body armor due to tough scales on your lower body.  You gain a constrictor type attack and +1 Strength.  You also gain a +2 bonus where your enhanced traction can apply, but you lose 5 feet from your movement rate.

    Prehensile Tail (1)
    You have either a thin or thick prehensile tail. A thin tail can be used to perform light actions including triggering devices.  You gain an extra Interact with Object action.  A thick tail provides an extra limb as capable as an arm - you can use it as an off hand and you gain an extra Interact with Object action.  A thin tail may be easily hidden, while a thick tail is very difficult. 

    Reinforced Frame (2)
    Sub-dermal enhancements provide +2 STR (to a max of 22) and 1 point of natural armor.  You have resistance to falling and vehicular damage.

    Sharkskin(1)
    You have fine, but very tough scales that provide you with 1 point of DR and 1 point of natural armor.

    Stunning Appearance (1)
    You gain Advantage when persuading beings of your own species. If comeliness used, you gain +4 to a maximum of 22.







Therafter 5th Edition · All categories · Guildhall