TEXT:  
  Feats 
  Going Mental 
   
   
   
   
   
  Adastra 
  Extra Booster Pack 
   
   
   
  
   
   
  SET 0: PARTICLES  
  2 
   
   
   
   
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  ADASTRA BOOSTER PACK - Prologue 
  3 
   
  Chapter 1 - PROLOGUE 
  “Speak softly and carry a big stick.” 
  -Theodore Roosevelt 
   
  This is a Booster Pack for the ADASTRA setting. Booster Packs are self 
  contained and holds only the information needed to play the item 
  contained within. 
  In this case it is feats.  
  Counters 
  Many feats and abilities grant a character counters. Counters stay with a 
  character until an event dismisses the counters. Counters of the same 
  name stack with each other no matter what the source is. DMs have the 
  ability to dismiss counters at will. 
   
   
   
  
   
   
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  Chapter 2 - EXTRA 
  Sometimes they manifest as flukes in the grand scheme of things; other 
  times, it is destined to be. 
   
   
  Heroic Tier Feats 
  Any feat in the following section 
  is available to a character of any 
  level who meets the prerequisites. 
  Heroic tier feats are the only feats 
  you can take if you are 10th level or 
  lower. 
   
  Combat Paranoia 
  [Illness] 
  Being on edge for so long, 
  waiting for the next attack, makes 
  you see enemies that may not be 
  there. 
  Prerequisites: Access to illness feats 
  Benefit: Every time you succeed a perception check to notice an enemy, 
  gain a paranoia counter. For each paranoia counter you possess, you gain a 
  +1 feat bonus to your perception skill bonus. If you roll a perception check 
  to look for enemies and there are none present you take a -1 feat penalty 
  for each paranoia counter to your Intelligence, Wisdom, and Charisma 
  based skills until you take a short rest (multiple instances of this will not 
  stack).The paranoia counters are dismissed after an extended rest.  
   
  Heightened Aggression [Illness] 
  You have been fighting for so long that you start to fight with reckless 
  abandon. 
  Prerequisites: Access to illness feats 
  Benefit: Every time you become bloodied, gain an aggression counter 
  (Error! Bookmark not defined.). You gain a +1 feat bonus to damage rolls 
  for each aggression counter you gain. You take a -1 feat penalty to 
  defenses for every aggression counter you gain. Dismiss two aggression 
  counters every time you take an extended rest. 
   
  Luck 
  For some reason, you have luck on your side at times. 
  MORE ON ILLNESS FEATS 
  While there is a feat that 
  would grant access to illness 
  feats, any major event in a 
  character’s life can allow them 
  access to the feats themselves, 
  with DM approval. 
  Illness feats are either physical 
  or mental abnormalities that the 
  character has acquired. Illnesses 
  have the benefit of being useful 
  when you need them to be, but it 
  can also be problematic when not 
  kept under control, hence the 
  counters. 
  
   
   
  ADASTRA BOOSTER PACK - Extra 
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  Benefit: Once per encounter, you may choose to gain a bad luck counter  
  to automatically succeed in a task that requires a die roll. The DM may 
  dismiss one of your bad luck counters to have you automatically fail a task 
  that requires a die roll. 
   
  Precision 
  You hone your accuracy with your weapon to a high degree. 
  Prerequisites: Weapon Focus 
  Benefit: When performing a melee basic attack with a weapon in the 
  group you have Weapon Focus with, you gain a feat bonus to your damage 
  roll equal to half of the amount by which you exceed their defense on the 
  attack roll. 
   
  War Orphan 
  Both parents were killed in the heat of war. Because of this, you had to 
  learn to fend for yourself. 
  Prerequisites: You must be level 1 and at least 12 years old to take this 
  feat. 
  Benefit: Your starting age to adventure is reduced by one quarter 
  (rounded down) of your race’s age of adulthood. You also now suffer from 
  issues allowing you access to illness feats. 
  Special: In most cultures, a war orphan is an adult at this new age, even 
  if they are not yet the age of adulthood. 
   
  Paragon Tier Feats 
  Any feat in the following section is available to a character of 11th level 
  or higher who meets the prerequisites. 
   
  Deflect 
  You have learned through trial and error how to deflect your ally’s 
  incoming attacks to hit a specific target. 
  Benefit: An ally may make a ranged attack roll with a weapon against 
  you. If the unmodified roll is 6 or greater, you may roll a ranged attack roll 
  against another target and must roll equal to or higher than the attack 
  made against you (fully modified). That target grants combat advantage for 
  the purpose of this attack. If you do not roll higher than the attack against 
  you, you are hit instead, but take half damage and suffer no ill effects. If 
  you hit the target, the attack made against you hits your target instead. 
  Range penalties and limitations apply from the attack’s original location. 
   
  Lethality 
  Your precision is so advanced that even while distracted, you can still 
  bring your weapon home. 
  Prerequisites: Precision, Weapon Focus 
  Benefit: When using a melee attack power with a weapon in your 
  weapon focus group, you gain a feat bonus to your damage roll equal to 
  half of the amount by which you exceed their defense on the attack roll. 
   
  Long-term Mana Exposure [Illness] 
  Fighting on the battlefield, one never gets exposed to enough mana at 
  one time to cause serious injury, but the long term effects are still 
  noticeable. 
  Prerequisites: Access to illness feats. 
  Benefit: When a power with the arcane keyword is used within a range 
  equal to 3 plus the number of exposure counters you possess, you gain an 
  exposure counter . If a power with the arcane keyword hits or misses you, 
  the caster takes damage equal to the number of exposure counters you 
  possess. All of your defenses against powers with the arcane keyword are 
  reduced by the amount of exposure counters you possess. Dismiss all 
  exposure counters when you take a short rest. 
   
  Unspoken 
  You develop a kinship with your party, allowing them to read your body 
  language to know your next action. 
  Benefit: If you are about to hit an ally that can see you with an attack, 
  they gain a +4 feat bonus to all defenses against that attack. If you are 
  about to be hit by an attack from an ally that you can see, you gain a +4 
  feat bonus to all defenses against that attack. 
   
  Warrior’s Calm [Illness] 
  You only feel calm and collected when in combat. 
  
   
   
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  Prerequisites: Access to illness feats. 
  Benefit: Whenever you enter combat, gain a calmness counter. While in 
  combat, you gain a +1 feat bonus to saving throws, acrobatics, athletics, 
  and endurance checks for every calmness counter you possess. When out 
  of combat, you take a -1 feat penalty to saving throws, endurance, 
  athletics, and acrobatics checks for every calmness counter you possess. 
  Dismiss all calmness counters when you take an extended rest. 
   
  Epic Tier Feats 
  You have to be epic tier or higher to gain epic feats. 
   
  Assassination 
  Given the chance, you can almost guarantee a kill strike. 
  Prerequisites: Lethality, Weapon Focus 
  Benefit: If you attack a bloodied creature with a weapon in your Weapon 
  Focus group and deal damage with that attack equal to or greater than the 
  defense you are attacking, the target is reduced to 0 hit points. 
   
  Battle Weary [Illness] 
  Near constant battles have made you more cautious in combat. 
  Prerequisites: Access to illness feats 
  Benefit: Every time you enter combat, gain a battle counter. For every 
  five battle counters you control, gain a +1 feat bonus to all defenses and a -
  1 feat penalty to speed to a minimum of 1. Dismiss one battle counter 
  when you take an extended rest.  
   
  Dynamic Fighter 
  Standing still will only get you killed faster. 
  Benefit: You may spend an action point to split your move action so that 
  you may move before and after your other actions this turn. The total 
  number of squares you move cannot exceed your speed.  
   
  Legendary 
  You have become legend from the exploits of your party. 
  Benefit: You may once again add half your level to bluff, intimidate, and 
  diplomacy checks. You are instantly recognizable to most people, and 
  receive a feat penalty equal to your level to bluff checks used to disguise 
  yourself. 
   
  Resurrection Apathy [Illness] 
  Years of battle has lead to countless resurrections, and a more obvious 
  side effect. 
  Prerequisites: Access to illness feats and have been resurrected 
  sometime during this tier. 
  Benefit: When you are resurrected, you gain a resurrection counter. You 
  gain a +1 feat bonus to your defenses and saving throws against fear for 
  every resurrection counter you possess. You gain a -1 feat penalty to your 
  diplomacy, intimidate, and bluff checks for every resurrection counter you 
  possess. Your alignment shifts to unaligned when you control more than 5 
  resurrection counters. Resurrection counters can only be dismissed by the 
  DM. 
   
   
  
SOURCE: textdata/thevault/Adastra/Adastra Feats - Going Mental.pdf