Professional Documents
Culture Documents
Non Fighter Feats
Non Fighter Feats
Feats
Adroitness of
Hephaistus
Back Off!
Beast
Biter
Beautiful
Blood
Innocence
Born Again
Coming Home
Courage
Crawl Like a
Worm
Destiny
Dressed to Kill
Encouragement
Feet of a
Chicken
Forgettable
Freedom
Freedom Throw
Furious Focus
Good Karma
Grand Entrance
Hear Me Out
Heart of a Lion
Idiot
Improved
Dispelling
Insight
Improved Skill
Prerequisites
Any Craft skill 5 ranks, Dex 13
Any Intimidate boosting feat, Cha 15
Con 13
Human-like teeth
Good alignment, must not kill
Born into the Indian culture
Cha 13
No levels as barbarian, fighter, monk, paladin, ranger or
warrior.
Cha 13
At least 1 Cha-based skill
Cha 13
A maximum Cha of 11
Cha 13
Dex 13
Con 13
Indian culture, no deviations from your Karmic path
Perform 5 ranks, Int 13
Cha 13
Rage class ability
A maximum Int of 11
Skill Focus (that skill), Exp lvl 1
Focus
Inedible
Inevitability of
Wis 13
Hades
Majesty of Zeus Cha 13
Mind of the
Wis 13
Shamaness
Oneliner
Int 13
Bewilder
Int 13, Cha 13, Oneliner
Poisoned Words Bluff Skill, Sense Motive skill, Int 13, Cha 13
Pressure Points Heal skill, Massage skill (if used), Dex 13, Wis 13, Stunning
Fist, Improved Unarmed Strike, base attack bonus +8 or
higher
The Pinch
Heal skill, Massage skill (if used), Dex 13, Wis 13, Stunning
Fist, Improved Unarmed Strike, Pressure Points, base attack
bonus +8
Ride Like the
Ride 5 ranks
Wind
Smelling Good Social Skills
Soulmate
Stamina of
Cha 13
Aphrodite
Sycophant Toad Tall, Dark and
Str 13
Gruesome
Terrain Mastery Survival 1 rank, weekly access to the terrain for 1 year
Timing
Wis 13, character level 10
Treerunning
Balance skill, Climb skill, Jump skill, Dex 13
Unique Talent Unquenchable
Iron Will, Cha 13
Will
Want A Piece of
Me?
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BEAST [General]
You let your strong animal instincts take over in desperate situations.
Prerequisites: Con 13.
Benefit: You get a +2 bonus on Reflex and Fortitude saves, but -2 on Will
saves.
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BEAUTIFUL [General]
You are stunningly beautiful.
Benefit: You get a +2 bonus on Bluff attempts. Also, whenever you roll 20
with a Charisma-based skill, the target of your attempts becomes attracted to
you, if you fit her sexual preferences. This attraction can take many forms, but
generally includes a desire to be in your company and perform as the person
sees fit towards a potential object of desire. It does not overrule selfpreservation or larger plans, but if these plans originally included your death
or disadvantage, the affected person becomes inclined to make exceptions on
your behalf.
This feat comes with a disadvantage: you get -2 on Disguise attempts, and
-2 on attempts to Hide in a crowd of people.
Note: You need not take this feat at level 1. If taken later in life, it represents
both the culmination of your physical appearance and a conscious change in
your daily grooming that has a startling effect. ("Great haircut!").
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BEWILDER [General]
You can confuse your opponents with a barrage of barbed insults,
outrageous insinuations and sheer wit.
Prerequisite: Int 13, Cha 13, Oneliner.
Benefit: As a standard action, you can try to make one creature dazed
(unable to take any actions but with no penalty to AC) for 1 round. The
creature must be within 10 from you and able to hear and understand you.
BITER [General]
You can bite opponents in combat.
Prerequisites: Strong, healthy teeth. Only humans and creatures with
human-like mouths and no listed bite attack can take this feat.
Benefit: When using an unarmed strike, you can choose to bite instead.
Damage is 1d4 points of normal damage, but the bite attack otherwise follows
the rules for unarmed strikes. Note that unless the biter has the Improved
Unarmed Strike feat, she provokes attacks of opportunity.
Normal: Without this feat, you can only try to bite someone in the same 5
square, that is, usually someone you are grappling.
Special: Some cannibal tribes file their teeth to sharp points. This adds to
their ferocious appearance but has no effect on the bite attack.
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(through elaborate schemes). For this reason, you are more likely to be
captured rather than killed by many villains.
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Note that only one die is affected. You can only re-roll one d6 for fireball
damage, for example (so you are probably better off re-rolling the opponents
saving throw if he seems to make it).
Hit point gains, normal damage rolls from weapons, rolls made during
character generation, and rolls made by other characters even if they affect
you indirectly - like an enemy spellcaster fighting you rolling to see how many
mirror images she gets - are never affected by this feat.
Special: You can take this feat several times. Each new feat enables you to
either choose another previous incarnation (another class), or another use per
day for the same previous incarnation.
Born Again need not be taken at first level, but only characters who have
been born into the Indian culture (or another culture where reincarnation
occurs) can ever take it.
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COURAGE [General]
You can conquer your fear easier than others.
Prerequisites: Cha 13.
Benefit: Whenever you make a saving throw to resist magical or nonmagical fear, you get a +3 morale bonus. Non-hostile persons in adjacent
squares also get this bonus, if theyre aware of you.
If several people with Courage affect overlapping areas, only the highest
bonus is used.
Special: Since this is a morale bonus, it does not stack with a paladin's aura
of courage. Only the strongest bonus apply to the non-hostile persons in
adjacent squares.
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DESTINY[General]
Your unshakable belief that you are meant for great deeds gives you
confidence in the face of danger.
Prerequisite: Cha 13.
Benefit: You get a +2 bonus on Will and Fortitude saves, but -2 on Reflex
saves.
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ENCOURAGEMENT [General]
You can coach someone into a better performance.
Prerequisite: Cha 13.
Benefit: As a standard action, you can by talking to and generally
encouraging someone give her an additional +2 bonus on whatever she is
attempting, provided that the following conditions are met:
- She must have known you for at least a couple of days and have no
reason to mistrust you.
- She must also understand you and hear what you are saying.
- She must begin the action you encourage in the following round.
The bonus can apply to any d20 roll, an attack roll, saving throw, skill use,
ability check or other. But both she and you must be aware of what she will
attempt for this feat to have success.
There is no need for the task to be completed in one round, but it must be
begun and continue in a normal and uninterrupted fashion for the bonus to
work.
Note that this is an unnamed bonus and can thus be combined with (for
example) the aid another action once the actual action is started.
You can only take this feat once. The effect doesnt stack.
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FORGETTABLE [General]
You are exceptionally plain and dull in appearance and demeanour.
Prerequisite: a MAXIMUM Charisma of 11.
Benefit: People very rarely remember your face. To recall your facial
features, they must succeed with an DC 20 Int check. No retry is possible until
they have met you again.
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FREEDOM [General]
Your strong belief in your freedom to make your own fate means that you
react quickly and forcefully in the face of danger.
Prerequisite: Cha 13.
Benefit: You get a +2 bonus on Will and Reflex saves, but -2 on Fortitude
saves.
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Benefit: Once per day when you choose between two alternatives with no
way of telling which alternative would be best, you have a 55% chance (11 in
20) of choosing the alternative most beneficial to you or your immediate goals.
You must declare when using this feat and the DM rolls secretly.
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Perform as your last standard action. This only applies if you are fully
conscious.
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IDIOT [General]
You are so slow on the uptake as to baffle people who try to influence you.
Prerequisite: A MAXIMUM Intelligence of 11.
Benefit: Attempts to use Bluff, Diplomacy, Intimidate, and Perform against
you have the DC modified by +2.
Note: While primarily a NPC feat, some PCs with less than erudite
ambitions could find it useful.
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INEDIBLE [General]
Predators avoid eating you.
Benefit: You get a +3 alchemical bonus to your AC against bite attacks.
Predators hunting for food - as opposed to defending themselves or fighting
for other reasons - will avoid targeting you unless they are totally starved and
no other potential food is present. So, lions on the hunt wont bother you, but
you could still be attacked if you annoy them sufficiently.
Note: The reason for your inedibility need not be evident to humans. It can
be a subtle nuance in your body smell or simply how you taste that gives you
this bonus.
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ONELINER [General]
You always have a witty retort at hand.
Prerequisite: Int 13.
Benefit: You get a +2 bonus on saving throws and opposed skill rolls
dealing with mood: Intimidate, Mind-Affecting spells that induce or alters
emotions, including charm person and the like. You also get a +2
circumstance bonus on your own Bluff checks.
The bonus only applies if you talked wittily on your last turn to the person
trying to affect you. The person must also be able to hear and understand you.
You can take this feat only once.
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Points feat.
Since the target is stunned, she cant heal herself. But, if she herself has the
Pinch or the Pressure Points feat, he gets a new saving throw each round (if
she wishes).
The Pinch does not affect hit points.
A failed attempt still counts against the daily limit.
Special: You can only do the Pinch on a member of the same race.
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that there is something specific in the opposite direction that catches their
attentions - such as a battle or a performance.
Similarly, people farther away might be watching you if you are the focus of
a battle or making a performance of some kind.
People you have no way of detecting, like those undiscovered in hiding, do
not count for determining the number watching you.
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SOULMATE [General]
You have extremely strong affinities for a special someone.
Benefit: You can sense when your soulmate is in mortal danger and
whether she is dead or alive. You also get a +2 morale bonus on all skill
checks and attack rolls directly related to your soulmate. For example, when
attacking someone who is fighting your solumate, when crafting a gift for her,
and when swimming towards her. She need not be in danger for the bonus to
apply, but she must be the main reason for your action.
The soulmate chosen can be your lover, close relative or long-time friend.
She cant be an animal or an object. She can be a deity, but only if you have
had an extensive personal relationship with her. Simply being a priest or a
cleric of her religion is not sufficient.
This feat is an effect of your feelings for her, and those feelings need not be
answered.
Note that the bonuses only apply for you. The soulmate gets no bonuses for
actions related to you, unless she too has the soulmate feat with you as the
focus.
This feat can be taken only once. It cannot be unlearned in any way,
regardless of outward changes in the relationship.
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Terrain
Aquatic
Desert
Forest
Hills
Marsh
Mountains
Plains
Skill
Swim
Spot
Climb
Listen
Move
Silently
Climb
Spot
Special: You can take this feat several times. Each time it applies to a new
type of terrain.
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TIMING [General]
You have a knack for being at the right place at the right time.
Prerequisite: Wis 13. Character level 10.
Benefit: Once per day, an event beyond your control occurs when you want
it to, through a combination of intuition, luck, and experience. You must state
that you will use this feat before the event takes place. The following
conditions must apply, though:
- You must have made an effort, both to learn when the event will take
place, and to be there in time. An effort usually requires some real time
gaming, not just a simple statement.
- The time must be reasonable. Hoping for a changing of the guard 5
minutes after the pass started is not reasonable.
- Whatever powers that can influence the event must not be aware of your
efforts, if they are not your allies.
- The event must be probable. Solar eclipses and natural disasters are out,
unless there is reason to believe that they will occur within the next few days.
- If the chance of the event occurring at that time is less than 10% (should
the probability is known), the feat cannot be used.
- You can only use Timing on a specific type of event once. Thus, while you
can use it to influence the changing of the guard in various places, you can
only influence the changing of the guard in a specific castle once.
- The DM can veto it at her discretion. This is of course the case with all
rules, but it is especially important with story-influencing feats such as this.
Even a failed use of the feat counts as the attempt of the day.
The feat can be taken only once. Its effect does not stack.
Note: This feat is not in any way magical. The character does not make the
event occur, even if the player does. This is simply a way to simulate a
common feature in most adventure media.
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TREERUNNING [General]
You are able to move up in the trees as if on firm ground.
Prerequisites: Balance skill, Climb skill, Jump skill, Dex 13.
Benefit: You can move horizontally on natural branches as quickly as on the
ground, even running. Using Treerunning counts as a full round action. That
is, if you want to do anything apart from moving, you will have to temporarily
stop the Treerunning.
Generally, you have to be at least 10 up in a tree to start Treerunning, as it
relies on the presence of firm branches. To get up in a tree, get down, or to
change elevation, you have to use some skill, preferably Climb or Jump.
Using this feat, you can traverse a trackless forest without having to halve
your overland speed.
Outside forests, this feat is essentially worthless.
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