- DEFENSE FEATS:
THESE FEATS affect the way that a character is generally defended from and resists attacks made upon them.
•
Capable Defense:
You do not alter your Dexterity modifier to defense when you take moderate wounds. Additionally, you may choose to add your Intelligence, Wisdom, or Charisma modifier to your defense in place of your Dexterity modifier if you wish to do so, though the maximum defense limit of armor applies to whichever you use.
CONTINUED DEFENSE FEATS
All of these feats require that the character taking them first take the feat Capable Defense
.
•
Fratricide:
You are capable of foregoing your defense in order to attack another more easily. When you are about to be attacked by any given foe in melee combat, you may state that you are making use of this feat, and name any number up to five. The character or creature about to attack you gains that amount as abonus to hit and damage you, and you gain it as a bonus to hit and damage them on your next initiative.
Resist Pain:
The toughness penalty applied to you for undertaking strenuous actions while wounded is 3 points less than normal. Unless you have more wound boxes than standard, this means that you do not start taking a penalty for strenuous actions until you have received your first moderate wound.
•
Roll With Blows:
You are more generally aware of how to “take a hit” than others. You may choose to add your Intelligence, Wisdom, or Charisma modifier to your toughness in place of your Constitution modifier if you wish to do so.
•
Stolid:
You can simply take more damage than most characters. You have one additional “Light” wound box. This feat can be taken up to four times; the second copy grants an added “Moderate” wound box, the third an added “Serious” wound box, and the fourth grants an added “Incapacitated” wound box.
- FOCUS FEATS:
Sure Skill
THESE FEATS affect the way that a character uses skills that they possess. When you gain a focus feat, you must specify a single skill. All focus feats can be taken repeatedly, specifying a different skill each time they are taken.
•
Focus Skill:
The chosen skill, which must be a skill that the character already has as a specialty skill, is increased in rank by three points, and continues to develop ranks at this increased level (+6, or Level +3, whichever is better) for as long as the character continues to advance.
CONTINUED FOCUS FEATS
All of these feats require that the character taking them first take the feat Focus Skill. When you take one of these feats, you must specify a skill that is a Focus Skill for your character.
•
Sure Skill:
Anytime you are making use of the specified skill, and you roll less than a 5 on the d20 when making a skill check with the specified skill, treat the die result as being 5. Also, whenever you are called upon to make such a check, you may simply declare the die result to be 10 instead of rolling at all.
•
Double-Skill:
Whenever you are called upon to make a check with the specified skill, roll 2d20 instead of 1d20; use whichever of the two results is a higher number.
•
Inspired Skill:
Anytime you are making a skill check with the specified skill, and roll a natural 20 on your d20 (or on one of them, if you have the feat Double-Skill for this skill), you may roll an additional d20 and add the resulting number to your total result on the check. The Double-Skill feat does not allow you to roll 2d20 on this added roll.
•
Team Skill:
Anytime you are part of a group that is attempting to assist one another with use of the specified skill, whether you are leading the attempt or not, each character that succeeds in granting an assistance bonus grants a +3 bonus rather than the standard +2. If multiple characters involved in the attempt each have this feat for the same skill, the bonuses continue to improve by one point for each of them that has this feat for that skill.
- INTERACTION FEATS:
THESE FEATS affect the way that a character interacts with others, most notable by means of charisma checks and the diplomacy skill.
Silver Tongue:
The character can influence others far more thoroughly than is normally the case. When attempting to alter the attitude of any GM character with a charisma-based check, they are capable of altering that attitude by up to two steps instead of the normal limit of one step. This feat can be taken repeatedly; each time, the number of steps the character can improve such attitudes by increases by one more step.
CONTINUED INTERACTION FEATS
These feats require the user to have the feat Silver Tongue. Use of any of these feats requires that the user select a target, which must be a character that can hear and understand them, use a move action, and make a Diplomacy check (difficulty 15). Targets can resist these feats with a will save (difficulty of the users check result). Each of these feats may only be used against a target once per encounter.
•
Fascinate:
The target must listen to what the user says to them, and takes no actions except listening so long as the user does nothing but speak to them, and the target isn’t attacked or threatened. The target may attempt to save against this feat each round.
•
Inspire:
The target of this feat gains a bonus on their next attack roll, skill check, or whatever check the user wishes, so long as that check happens before the user next takes another action. The bonus is equal to diplomacy check result, divided by five
.
•
Insult:
The target is thrown off-balance when this feat is used on them, losing all ability bonuses to defense that they possess, or doubling ability penalties to defense. This lasts a number of rounds equal to the diplomacy check result, divided by five.
•
Repute:
Use of this feat requires a minute of speech praising or condemning another character, and targets as many listeners as the sum of the check result. All of the targets, for the next month, view the person spoken as having a bonus to reputation equal to the sum of the diplomacy check result, divided by five, and react to that character as appropriate to the praise or condemnation described.
- KINSHIP FEATS:
Acute Senses
THESE FEATS reflect the heritage of the character, and are a special group; the base feat here may only be taken at the time of character creation, and sets the parameters for all the otherfeats available to the character in this group. Insome settings, it’s possible to gain a Kinship group after creation, but this always follows methods specific to the setting.
Kinship Group:
You are related, whether through lineage, ritual practice, or other means, to a specific race or species of creature that reacts well to “it’s kin”. When you take this trait, choose a creature type from those your GM considers available as targets for this feat. Members of that group have a +10 bonus to reputation checks to recognize you as a member of their kinship group. If the creature type you are kin to does not normally make checks of this type, they may make such checks specifically to recognize you as their kin. In addition, you may raise any one of your ability scores by one upon taking this feat, but must reduce a different score by one if you do so. Finally, upon taking this feat, select three other Kinship feats; you may take these kinship feats at or after creation, but no others.
CONTINUED KINSHIP FEATS
These feats, sometimes called “traits”, require the user to have the feat
Kinship Group,
and for that user to have selected them as part of their set of kinship set. Each of them expands on the physical build of the holder in new ways.
•
Acute Senses:
At all times, regardless of what else you may be doing, you are treating as being engaged in actively searching your environment. Whenever something that has a difficulty to be found of (5+ Your Wisdom Modifier + Your Awareness Ranks) or less, you notice it automatically.
•
Broad-Shouldered:
Your frame is ideal, for whatever reason, for carrying large amounts of weight without concern. Most characters with this trait are comparatively wider than an average human, and many are shorter than average as well. Though the maximum weights you are able to carry and move do not change, so long as you are able to carry a given load, your encumbrance level is treated as one ‘Step’ closer to ‘no Encumbrance’.
•
Nightsight:
You are able to see in low-light conditions more easily. You treat all “dim light” conditions as “good lighting”, and also treat all “total darkness” as “dim light” so long as there is a light source at least as bright as a candle within 100 feet of the spot that you are looking at.
•
Numinous Talent:
This feat exactly duplicates the starting feat of the numinous feat group, which may normally only be taken at character creation. It is included here because in certain settings, it is possible for members of certain kinship groups to develop numinous abilities naturally.
•
Quick Healing:
You heal abnormally fast. For you, one “day” of bed rest is a mere eight hours, and you benefit fully from term care in that period. It is possible for you to incur the benefits of a full day of natural healing three times over the course of twenty-four hours, if you are well-tended in that period.
•
Surefooted:
Because you are well-balanced, you can move across broken or slippery ground without suffering any movement penalty or risking falling. In addition, you gain a bonus equal to your char-acter level to resist all attempts to trip you or pull or push you about, because of your improved grip, and you reduce the falling distance of any fall by ten feet so long as you have deliberately jumped into the fall.
•
Thickskinned: You are especially tough of body, because of a somewhat scaly skin, an iron regimen of exercise, or for whatever other reason. Your base toughness, to which bonuses are added, is 6 rather than the normal 5.
•
Warmbody:
You are less bothered by more extreme temperatures than others. You treat all hot or cold climates as one ‘Step’ closer to ‘normal’. Note that this trait does not protect you from hot and cold energy damage.
- MEDICAL FEATS:
Dull Pain
THESE FEATS affect the way that a character makes use of the checks listed for the heal skill. Possession of that skill, while not a prerequisite,is extremely useful.
Spot Stitching: You are able to perform some relatively complex, but non-surgical, medical techniques. With ten minutes of work, a heal skill toolkit, and a successful heal check (difficulty 20), you can reduce any of a charac-ters wounds by one step. Once this occurs, that character cannot regain another lost health box from use of this feat until they are injured again.
CONTINUED MEDICAL FEATS
These feats require the user to have the feat Spot Stitching. Each of them expands the medical skills of the holder in new ways.
•
Dull Pain:
You are able to deaden the pain that other feel from their wounds to some degree. With ten minutes of work, a heal skill toolkit, and a heal check, you reduce the toughness penalty the subject takes from strenuous action by one point for every five full points you gained on your check result. This effect ends as soon as the subject takes any further injury, however.
•
Fast Medic:
The time required for you to make use of any function of the heal skill is halved, including the feats in this group.
•
Practical Advice:
You can give regular advice that leads to a state of greater health. This takes an hour of discussing diet, activity, and so on with a subject, who must not be injured, poisoned, or diseased, and a successful heal check (difficulty 20). If successful, the target will gain (at the end of the next day), a sixth temporary wound. This wound absorbs the next light wound they take, and is then lost, or fades after one month if unused. This effect doesn’t stack with itself, but can be “refreshed” more often than once a month, and can be used on yourself.
•
Surgery:
This feat mimics the effects of Spot Stitching, except that it reduces any wound by two steps, difficulty is 25, and time required is two hours. This feat heals only Serious, Critical and Incapacitating wounds - if a subject has only one serious wound, only that one wound can be reduced with this feat.
- MOTION FEATS:
THESE FEATS affect the way that a character moves about, and grants them special abilities related to movement.
•
Sprint:
When running, you move five times normal speed instead of four times normal speed. If you makes a running jump, increase the distance or height cleared by one-fourth. In addition, you may make one “turn” of up to ninety degrees during a round of running - without this feat, you must always run in a straight line, and slow down to make turns.
CONTINUED MOTION FEATS
All of these feats require that the character taking them first take the feat Sprint
.
•
Diving Step:
When you move, you may gain an additional ten feet of movement. If do so, this additional ten feet must continue in a straight line from the last five feet of your normal movement, and you end that movement in a Prone position.
•
Rising Step:
You may stand from a kneeling or prone position as you move. Rising from a kneeling position ‘costs’ you five feet of your movement, and rising from prone to standing ‘costs’ ten feet of your movement. Changing position in this way does not provoke attacks of opportunity.
•
Striking Step:
When you move, you may pause during your movement to take any other actions that you are entitled to, and then continue your movement normally; you could, for example, move part of your movement, attack, and then move the rest of your movement.
•
Slow Fall:
If you are falling within arm’s reach of a surface such as a wall, you may slow your descent. This shortens the distance fallen by twenty feet per copy of this Feat. If you fail a Reflex save to avoid a fall by an amount equal to or less than the number of copies you have of this Feat, you may attempt a climb check for any surface in reach. If you succeed, you halt your fall by clinging to that surface, after falling 10 feet per point by which you failed the Reflex ave.
- NUMINOUS FEATS:
NUMINOUS THEMES
Every character who possesses Numinous Feats must describe the way those feats look in action. Sometimes this description will be provided by the setting, specifying that these characters are (for example) psionic and electrokinetic, using a kind of “sixth sense”, or that all such characters are those given power by divine provenance or con-nections to nature. In other cases, this description will be up to the player to discuss with the GM; whatever the case, take your time; a good set of descriptions for your feats is required to bring these otherwise very basic and dry feats to life.
THESE FEATS
reflect special abilities of the character, and are a special group; the base feat here may normally only be taken at the time of character creation, though the GM may choose to suspend this rule and allow it to be taken after experiences of training suitable to the setting. Your GM may also make additional numinous feats not listed here available as desired.
•
Numinous Talent:
You are able to take on a numinous focus - this may represent daily prayer, meditation, study of ritual materials, painting your body in ceremonial fashion, appeasing a totem spirit, or any number of other things. Acquiring a numinous focus takes one hour, and provides you with as many “points of focus” as you possess numinous feats; you may only obtain this focus once per day. You can never hold more of these points than (one-quarter of your character level, plus one); if you gain more than this, the excess are lost. These tokens are of no specific value or use until you have gained at least one other numinous feat. You can take this feat repeatedly; each copy increases the number of focus points you can hold by (one-quarter of your character level, plus one), increasing by level.
CONTINUED NUMINOUS FEATS
These feats, sometimes called “domains”, require the user to have the feat Numinous Talent. Each grants new abilities to the holder.
•
Numinous Blast:
By spending a point of focus and a standard action, you may blast any target that you can see with numinous power. This is treated exactly as per “numinous attacks”, below. This feat may be taken repeatedly. Each added copy of this feat allows you to spend one further point of focus, and gain an additional such attack against a different foe at the same time. With five copies of this feat, you can spend up to five focus and make a numinous attack against the same number of targets you can see.
•
Numinous Channel:
By spending a point of focus whenever you are about to roll 1d20, you may instead choose to roll 2d20 and take the better result. This takes no time. This feat may be taken repeatedly; if it is, it allows you to use it repeatedly on the same action - with two copies, you could spend two focus to take the best of 3d20, and so on. However, all points of focus to be used in this way must be spent before any of the affected dice are rolled.
•
Numinous Conjurer:
By spending a point of focus and a full round of concentration, you can create items from nowhere. Items created in this way last only until you next spend focus, and can be told apart from normal one (Difficulty 10 Crafts check, if the description isn’t obvious). They function exactly as items of the appropriate type. You can only conjure items with a value equal to or less than (your level). Taken repeatedly, each added copy of this feat allows you to “maintain” one item while still spending focus.
•
Numinous Duelist:
By spending a point of focus and a standard action, assault the power of any other character you can see. If the target has no numinous feats, this attempt fails. Each character rolls a Numinous attack against the other; whichever gains the highest result rolls damage against the other as well. Additionally, the winner of this contest steals one point of the loser’s focus for every wound box they cross off, up to your maximum or enough to strip away all their remaining focus points. Taken repeatedly, each added copy of this feat grants you a +2 bonus on the attack roll.
Numinous Healing:
By spending a point of focus and a standard action, you can attempt to heal a target within touching distance of a wound. Treat this as a numinous attack against the target, which uses your ranks of Heal as a bonus to the roll, except that after find-ing the size of injury the attack would cause, you instead choose one wound the target has of that severity or less, and remove it en-tirely. You can use this ability on yourself. Taken repeatedly, each added copy of this feat allows you to spend one added focus and make one additional such roll any time you use this feat - you can split up these “attacks” among multiple targets, or not, as desired.
NUMINOUS ATTACKS
Whenever the effect of a numinous feat would deal damage to a character or other creature, this is always treated as an attack. Regardless of the number of targets effected, only as single to-hit roll is made, and only a single to-wound roll; apply the results to all targets.
Numinous Attack Roll =
1d20 + Attackers Will + Attacker’s Wisdom. • To-Wound Roll = 1d20 + 1d20 + (twice the total number of numinous feats possessed by attacking character).
- OBSERVATION FEATS:
Blind-Fight
THESE FEATS affect the way that a character sees the world around them, and their knowledge of the tasks that are set before them.
•
Analytic Eye: By spending a moment sizing up a task, you are able to determining just how hard that task would be. You may use a move action to determine the difficulty of any task, so long as you possess whatever skill is relevant to the task, if any. A task requiring more than one skill check cannot be analyzed in this way, nor can a task that is handled by checks other than skills (such as hitting or damaging a foe).
CONTINUED OBSERVATION FEATS
All of these feats require that the character taking them first take the feat Analytic Eye. Each of them expands on the perceptiveness of the holder especially in combat situations.
•
Blind-Fight:
You are adept at fighting without being able to seeyour enemies. Whenever you strike at a foe that gains the benefit of concealment from darkness, you may ignore the miss chance roll if the d20 result of your attack roll is higher than the number required to beat that miss chance.
•
Capable Strike:
You have trained in methods of attack that do not rely on innate talent or brute force. You may use either your Intelligence or Wisdom modifier in place of your Strength or Dexterity modifier, as applicable, when making attack rolls.
•
Combat Analysis:
With a single move action, you may determine any one of the following things about a target: Total defense, total toughness, current state of injury, total attack or damage bonus with one visible form of attack. If a given statistic has not yet been called into play, it cannot be determined (for example, if a target has never been struck, you don’t have enough information to determine their toughness rating).
•
Seize The Edge:
You are especially adept at taking the initiative in combat. Whenever initiative rolls are being made at the start of a combat, you gain a +10 bonus on your initiative roll.
- PROJECTILE FEATS:
THESE FEATS
affect the way that a character makes use of projectile weapons (whether thrown or ranged).
•
Aim:
By aiming at a target, you can make it easier to hit them. Spending a single move action negates either one point of defense bonus they gain from cover, or one point of penalty you take from range or environmental conditions. You may spend up to three actions aiming, and gain stacking benefits from each. This feat can be taken repeatedly, and increases the bonuses or penalties negated each action negates by a further point per copy.
CONTINUED PROJECTILE FEATS
All of these feats require that the character taking them first take the feat
Aim
. They allow the user to deal
•
Bypassing Shot:
Whenever you are attacking with a ranged weapon from within fifty feet of a target, and your attack roll beats their defense by five or more, they lose all bonuses to Toughness that they would normally gain from armor. This feat can be taken repeatedly; add another fifty feet to the maximum range it possesses for each copy of it that is taken.
•
Disruptive Shot:
Whenever you hit and damage a target that has a readied action with a ranged attack, that target must make a will save with a difficulty equal to the total of your damage roll, or their readied action is lost.
•
Precise Shot:
When attacking with a ranged weapon from within fifty feet of a target, you ignore all concealment and all shields unless they provide total cover or complete concealment.
•
Salvo:
You are leading other in bow-firing. If you and one or more allies hold initiative to fire at the same time, then any of your allies within 30 feet can take your result on the d20place of their own roll. This affect only the number that the charac-f multiple characters with this feat are all within 30 feet of one another, they (and all their allies in the range) may all take the best d20 result among
them.
- SCOUTING FEATS:
THESE FEATS allow a character to act as a front-line scout for a group, whether it is in combative situations or in certain kinds of espionage and social interaction.
Infiltrate: You are constantly scouting around the path of travel that you and any of your companions are taking. Whenever a battle situation arises where you are not surprised, you may shift your starting location up to twice your speed in feet away from where you would normally be located, and may choose to be hidden, making a Stealth check, if you wish.
CONTINUED SCOUTING FEATS
All of these feats require that the character taking them first take the feat
Infiltrate
Sneak Attack:
When you attack and hit an opponent that was unaware of you at until the moment of attack, roll 2d20 on the damage roll, and take whichever result is better.
Hide in the Open:
You can use Stealth to fully conceal yourself in cover that would normally only be able to conceal a creature of half your actual size. Doing so does not penalize your Stealth checks.
•
Lowbrow:
With one minute of work adjusting your appearance in minor ways, and with no tools or special kit requiredcapable of temporarily reducing your own reputation score by up to ten points, making recognition of you far less likely without making yourself obviously incognito (you need not be disguised, veiled, or heavily hooded).
•
False Front:
When you are the subject of any ability, feat, or effect intended to gather information about you by examining you through whatever means, it is always possible for you to resist by means of a Will save, which the GM will normally make for you. If you succeed, the effect fails, and you will automatically become aware of the attempt. If you succeed by five or more, you are aware of the attempt, and the information it would normally gather, and may give any appropriate information in answer to these queries that you wish to.
- UNARMED FEATS:
THESE FEATS
affect the ability of a character
to fight without weapons of any sort, both
offensively and defensively.
•
Hard Hands:
Your unarmed damage increases to +1 (without increases, unarmed damage is treated as a –1 weapon). This feat may be taken repeatedly; each added copy of it increases your unarmed damage by a further two points, though it can never be increased beyond (your character level, plus three) in this fashion.
CONTINUED UNARMED FEATS
All of these feats require that the character taking them first take the feat
Focus Skill. When you take one of these feats, you must specify a skill that is a Focus Skill for your character.
•
Deflect Attack:
You must have at least one hand free (holding nothing) to use this feat. Once per round when the you would normally be hit with a weapon, you may make a Reflex saving throw against a Difficulty equal to the total result of the roll to damage you. If you succeed, you deflect the weapon. You must be doesn't count as an action. Weapons can't be deflected.
•
Knockdown:
Once per round, when making a trip attack, you may add your unarmed damage bonus to the result of your strength check when rolling to trip your foe. If you have your initiative, you cannot use Stunning Blow or Deflect Attack until your next initiative.
•
Stunning Blow:
Once per round, upon striking a foe with an unarmed attack, you may declare that you are attempting to stun them instead of damage them; you roll damage normally, and this is the difficulty of the Fortitude save they must make in order to avoid being stunned. If they fail, they are unable to act for one round, and drop what they are holding, though they still defend normally.
•
Shattering Blow:
Whenever you strike an item (including shields) unarmed, the damage bonus of your weapon is doubled.
- WARFARE FEATS:
Accurate Strike
THESE FEATS affect the way that a character makes use of fighting equipment, and help define the character’s general fighting style.
•
Martial Training:
The effects of this feat vary somewhat by setting. Each copy of this feat (it may be taken repeatedly) grants you the effects of full proficiency with three very specific and fully-defined items (weapons, armors, or shields). Each setting will have one or more sets of martial equipment, and you must choose one of these sets of equipment - you cannot define your own set of martial equipment unless the GM deems this possible.
CONTINUED WARFARE FEATS
All of these feats require that the character taking them first take the feat Martial Training
•
Accurate Strike:
Each round, before making attack rolls for a round, you may declare that you are subtracting any positive number up to five from all melee damage rolls and number to all melee attack rolls.
•
Follow-Up:
Once per round, if you deal a creature enough damagewith a melee or unarmed attack to make it drop (whether it is diate, extra attack against another in reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.
•
Power Strike:
Each round, before making attack rolls for a round,you may declare that you are subtracting any positive number up to five from all melee attack rolls and adding the same number to all melee damage rolls.
•
Rapid Strike:
You can attack with exceptional speed. You can getone extra attack per round with any weapon you are proficient with; however, both of your attacks suffer a -2 penalty to all attack and damage rolls. You must use the full attack action to use this feat, and declare that you are using it before making any attack rolls in that round.
- WILDERNESS FEATS:
THESE FEATS affect the way that a character
moves and acts in the wilderness.
Track:
You can find tracks and follow them for a mile with a Survival check. You must make another check every time the tracks become difficult to follow. You move half normal speed (or normal speed with a -5 penalty on the check). The difficulty depends on the surface and the prevailing conditions. If you fail a check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of only follow tracks if the difficulty is 10 or less
CONTINUED WILDERNESS FEATS
All of these feats require that the character taking them first take the
feat Tracking
Guide:
You are capable of advising others on how to act under specific wilderness conditions. With five minutes of speaking, and a successful Survival check (difficulty 20), you grant up to five characters a temporary rank equal to half of your own on all survival-based checks. If this would lower the skill rank of any subject, your advice has no effect on them. This effect lasts for one day, or until a notable change in weather condition (such as rain) or the local environment (leaving a forest for a lakeside) takes place.
Mimicry:
Whenever you attempting to move quietly or invisibly in the wilderness, and are heard or spotted, you may immediately make a survival check. If this check result beats the awareness check that noted your presence, the spotter will have no reason to assume they have noticed anything but an animal of your size.
Trackless Step:
You leave few to no marks when you pass through the wild. The difficulty to track you is increased by an amount equal to (3, plus your rank in survival).
Wildwalk:
Your movement isn’t hampered by traveling through wilderness terrain. If your movement through wilderness would normally be made impossible by a natural obstacle that can be overcome with athletics checks or other skill checks, you may use the survival skill in place of those skills.