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 Post subject: New Feats (Mass Effect Andromeda)
PostPosted: Sun May 14, 2017 2:30 pm 
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Joined: Mon Dec 26, 2011 10:56 am
Posts: 2900
Location: Coimbra - Portugal
Detonation Master
Increase the explosive power of your detonations
Prerequisites: Biotic Focus, biotics 8 skill ranks
Benefit: Whenever you detonate a power applied to an enemy, you increase the damage dealt by the detonation by 50% (rounded down).

Empowered Biotics
Empower your biotic powers with additional destructive force
Prerequisites: Biotic Focus, biotics 8 skill ranks
Benefit: Your biotic powers that deal damage deal +1 extra damage or +1 extra damage per damage dice.

Prolonged Biotics
Increase the duration of your biotic powers
Prerequisites: Biotic Focus, knowledge (physics) 8 skill ranks
Benefit: Increase the duration of your biotic powers by 1 action

Extended Combat Power
Extend the duration of your combat powers
Prerequisites: Combat Focus, BAB +3
Benefit: Increase the duration of your combat powers by 1 action.

Stronger Combat Power
Increase the force of your combat powers
Prerequisites: Combat Focus, BAB +3
Benefit: Your combat powers that deal damage deal +1 extra damage or +1 extra damage per damage dice.

Detonating Throw
Empower your Throw power so it can detonate other powers
Prerequisites: Throw rank 3
Benefit: Whenever you use Throw, you detonate any biotic powers that can be detonated by a biotic power that are affecting the target. The detonation deals 1d6 points of damage per rank or Throw to all within 10 ft of the target. The detonation occurs even if the target resisted the effects of Throw or has Shield HP.

Double Incinerate
Use Incinerate power against two targets at once
Prerequisites: Incinerate rank 6
Benefit: When using the Incinerate power, you can target two different targets with the same use but must pay double the tech point cost. However, the cooldown remains the same.

Faster Shield Restart
Your shields restart faster
Prerequisites: Electronics 6 ranks, Repair 6 ranks
Benefit: Reduce the number of actions required to restart the shields by 1 action (minimum of 1 action)

Hold the Line
Gain DR whenever you are near death
Prerequisites: Con 14+, Wis 14+, Cha 14+
Benefit: While your normal HP are below 30% of maximum (rounded down), increase your normal HP DR by 1.

Empowered Techs
Empower your tech powers with additional destructive force
Prerequisites: Tech Focus, Electronics 8 skill ranks
Benefit: Your tech powers that deal damage deal +1 extra damage or +1 extra damage per damage dice. Your tech constructs (which is a drone, turret or surface with Shield HP or normal HP created by a tech power) have their Shield HP and/or normal HP increased by 50% (rounded down).

Stronger Tech Constructs
Empower your tech constructs with additional shielding.
Prerequisites: Tech Focus, Knowledge (technology) 8 ranks, Repair 6 ranks
Benefit: Your tech constructs (which is a drone, turret or surface with Shield HP or normal HP created by a tech power) have their Shield HP and/or normal HP increased by 50% (rounded down).

Prolonged Techs
Increase the duration of your tech powers
Prerequisites: Tech Focus, Electronics 8 skill ranks, Knowledge (technology) 8 ranks
Benefit: Increase the duration of your tech powers by 1 action

Turbocharge
Improve your Overkill and Bullet Rain powers.
Prerequisites: Overkill rank 2 or Bullet Rain rank 2, BAB +3
Benefit: Whenever you use Overkill or Bullet Rain, you increase the size of your assault rifle or submachine gun ammo clip by 25% (rounded up). If you activate the rank 4 or higher of that power, you instead increase it by 50% (rounded up).
Special: This feat only works with weapons that aren’t Single Shot.

Vortex
Combine Annihilation Field with Pull
Prerequisites: Annihilation Field rank 4 and Pull rank 3, Knowledge (physics) 10 ranks
Benefit: Whenever you use the Annihilation Field power, you can spend 1 Free Action to immediately apply the effects of your current Pull power to all those inside the field at the moment it was activated (but not when it was activated again to create a blast). The Pull power takes effect normally but you don’t suffer from its cooldown. Instead, your Annihilation Field cooldown takes effect, which is increased by 1 action. In addition, you must pay the biotic points cost for both powers.

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"This is all Joker's fault! What a tool he was! Now I spend all day computing pi because he plugged in the Overlord."


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