Template:FeatPage

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Examples / unit testing template (noinclude):


Feat page transclude:


Type of feat: Rogue Bonus, Harper Scout Bonus, Zhentarim Operative Bonus, Cause of Vigilance Path
Prerequisite: Rogue 7, Harper Scout 1, Zhentarim Operative 1
Required for: None
Specifics: Gains +4 Open Lock, Disarm Trap, and Set Trap in addition to taking 20 in-combat for those three skills. Stops critical fails on a 1 when attempting to disable traps on Quarter Doors. May also recycle traps.

Recycle traps: upon a successful check, the triggered trap is placed upon where it was set instead of destroyed. The check DC is determined by: (Trap Setter's Set Trap skill ranks / 2 + Trap Setter's Disarm Trap skill ranks / 2 + d20) vs 10 + Trap setting DC dependent on severity: Minor 5 / Average 10 / Strong 15 / Deadly 20 / Epic 25. Epic traps also takes a coin toss to see if it is successfully recycled on top of the above formula.
Use: Automatic

Feat page transclude in a table:

Change Level Description
Loren Ipsum - text and

A return

  • Bullets
  • Bullets
Preformatting
Lorem born dolor
Blinding Speed -
Type of feat: Epic General
Prerequisite: 21st level, dexterity 25+
Required for: None
Specifics: The character is able to activate an instant action extraordinary (not affected by antimagic) Haste-like effect on themselves. Casting times are not reduced by Blinding Speed, but Blinding Speed has all the other individual effects of Haste except for the casting effect: +1 APR (Attack per round), +50% Move Speed, and +4 Dodge AC. Activating this ability does not break stealth. If Haste is cast on someone with Blinding Speed, the Blinding Speed effect is cancelled and Haste is applied. Effect duration is 3 turns. Unlimited uses per day, but 8 turns of cooldown period between uses. The cooldown of Blinding Speed is reduced by 1 turn every 6 combined Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer, Swashbuckler and Zhentarim Operative levels. Rogue levels are not required for this bonus to trigger.
Use: Selected (instantaneous)
testing 3 * Lorem Ipsum

Borem doorum Dolor sur blah blah

Prefor
Pr fot2
Uncanny Dodge -
Type of feat: Assassin Class, Barbarian Class, Bard Class, Harbinger Class, Liberator Class, Monk Class, Ranger Class, Rogue Class, Shadowdancer Class, Spellsword Class, Swashbuckler Class, Vigilante Class, Warlock Class, Path of the Seeker Path, Cause of Freedom Path
Automatically granted by: Assassin 2 (5, 10), Barbarian 2 (5, 10, 13, 16, 19), Bard 10, Harbinger 12, Liberator 11, Monk 12, Ranger 8, Rogue 3 (6, 11, 14, 17, 20), Shadowdancer 2 (5, 10), Spellsword 12, Swashbuckler 12, Vigilante 11, Warlock 10, Cleric (Path of the Seeker Path) 12, Vigilante (Cause of Freedom Path) 3 (8, 13, 19)
Required for: None
Specifics: There are six versions of this feat, with cumulative (but not stacking) benefits. Only Barbarian and Rogue levels reach 6+. The sixth version includes benefits extending into epic class levels.

1: The character retains dexterity bonus to AC even if caught flat-footed or attacked by a hidden or invisible creature.
2: +1 bonus on reflex saving throws to avoid traps.*
3: +2 bonus on reflex saving throws to avoid traps.
4: +3 bonus on reflex saving throws to avoid traps.
5: +4 bonus on reflex saving throws to avoid traps.
6+: +5 bonus on reflex saving throws to avoid traps.
Epic: Reflex saving throws made to avoid traps improves by +1 every three levels.

*Unverified: Uncanny Dodge 2 grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of Assassin, Barbarian, Rogue, and Shadowdancer than the defender.
Use: Automatic
testing 3 * Lorem Ipsum

Borem doorum Dolor sur blah blah

  • Buuiuuulett5ttttttttt
Arcane Flux -
Type of feat: Spellsword Class, Wizard Class, Sorcerer Class, Wild Mage Class
Automatically granted by: Spellsword 1, Wizard 1, Sorcerer 1, Wild Mage 1
Required for: None
Specifics: A Spellsword's Elemental Strikes or a Wizard's cantrips have a chance to activate the Arcane Flux effect on the caster. When activated, Arcane Flux will replenish the next hostile spell cast via the Spellsword or Wizard spellbook. Dispels and spell breaches are exempt. The current Arcane Flux effect status can be displayed via the -cooldown command. Works on "hostile" spells only, see Arcane Flux for a full list. Spellsword: Arcane Flux will randomly trigger when using Elemental Strike or Elemental Maelstrom. The chance is 10% for non-critical Elemental Strikes and 20% for Elemental Maelstroms and critical Elemental Strikes. There is an internal cooldown to prevent the effect from triggering more than once every couple rounds. Wizard: Casting a wizard cantrip has a 10% chance to activate Arcane Flux. For Generalist Wizards, this chance increases to 15%. Sorcerer: Casting a cantrip has a 10% chance to activate Arcane Flux. Wild Mages have a 5% chance to activate Arcane Flux.
Use: Automatic

manually testing:


Type of feat: Rogue Bonus, lorem doorem
Prerequisite: Rogue 7, whatever
Automatically granted by: dolor sep itsum
Required for: None
Specifics: text with br

two brs there
Use: Automatic ipsum
Special: special Loren

manually testing gaps:


Type of feat: Rogue Bonus, lorem doorem


Specifics: This one has less stuff
Use: Automatic ipsum