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FFd20 Skills and Feats
FFd20 Skills and Feats
Acrobatics (Dex)
This skill combines Balance and Tumble into one skill.
Synergy: If you have 5 or more ranks in Athletics, you get a +2 bonus on Acrobatics checks. If you have 5 or
more ranks in Acrobatics, you get a +2 bonus on Athletics checks.
Athletics (Str)
This skill combines Climb, Jump, and Swim into one skill.
Synergy: If you have 5 or more ranks in Athletics, you get a +2 bonus on Acrobatics checks. If you have 5 or
more ranks in Athletics, you get a +2 bonus on Acrobatics checks.
Drive (Dex)
Check: Routine tasks, such as ordinary driving, don’t require a skill check. Make a check only when some
unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving
during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a
destination in a limited amount of time).
Magitek operators use the Drive skill to operate their magitek. In general, magitek operators don’t need to make
Drive checks to steer their magitek around the battlefield. However, this skill may come into play in combat
under the following circumstances:
• When trying to move past a foe without provoking an attack of opportunity, a magitek operator can make a
Drive check instead of an Acrobatics check.
• A magitek operator can oppose a trip attempt with a Drive check.
Try Again?: Most driving checks have consequences for failure that make trying again impossible.
Special: A character can take 10 when driving, but can’t take 20.
Time: A Drive check is a move action.
Intimidate (Cha)
You can use this skill to taunt enemies into attacking you instead.
Check: Activating the Intimidate skill requires you to roll an Intimidate check against all Monsters within a 30-
ft.-radius of you. There is a -4 penalty per size category by which the Monster is larger than you. (Which
becomes a bonus of +4 if the Monster is smaller.) If your check beats a DC specific to that creature (DC 10 +
creature's HD + creature's Wisdom modifier.), the creature is intimidated. For the next round, all creatures
affected will attack only you. Creatures unable to understand speech (such as Oozes, Animals, mindless Undead,
and many Constructs) are immune to Intimidate.
Try Again: No. If the initial check fails, the other character has probably become more firmly resolved to resist
the intimidator, and a retry is futile.
Special: A character immune to fear can’t be intimidated, nor can nonintelligent creatures. If you have the
Persuasive feat, you get a +2 bonus on Intimidate checks.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.
Identifying an airship by its type, identifying a Magitek by its structure, or identifying a vehicle by its frame: DC
15.
Determining the function or purpose of a particular mechanical system: DC 20.
Recalling the standard, factory-model design specs of a particular type of airship, Magitek, or vehicle: DC 25.
When confronted with an unfamiliar piece of technology, you can make a Knowledge (technology) check to
correctly surmise the primary (if not singular) purpose of the device. A successful check result does not enable
you to activate the item, nor does it make you proficient with the item. For basic tools or instruments, the DC is
10. For anything else, the DC is 20.
Navigate (Int)
With the usage of Airships, you can use the Navigate skill to plot a course between continents, cities, islands, or
across oceans.
Check: Make a Navigate check when you’re trying to find your way to a distant location without directions or
other specific guidance. The DC depends on the length of the trip. If you succeed, you move via the best
reasonable course toward your goal. If you fail, you still reach the goal, but it takes you twice as long (you lose
time backtracking and correcting your path). If you fail by more than 5, you travel the expected time, but only
get halfway to your destination, at which point you become lost.
You may make a second Navigate check (DC 20) to regain your path. If you succeed, you continue on to your
destination; the total time for your trip is twice the normal time. If you fail, you lose half a day before you can
try again. You keep trying until you succeed, losing half a day for each failure.
Length of Trip DC
Short (a few hours) 20
Moderate (a day or two) 22
Long (up to a week) 25
Extreme (more than a week) 28
You can use Navigate to determine your position on earth without the use of any high-tech equipment by
checking the constellations or other natural landmarks. You must have a clear view of the night sky to make this
check. The DC is 15.
Special: You can take 10 when making a Navigate check. You can take 20 only when determining your location,
not when traveling. A character with the Guide feat gets a +2 bonus on all Navigate checks.
Time: Plotting a course is a full-round action.
Perception (Wis)
This skill combines Listen and Spot into one skill.
Pilot (Dex)
You can use the Pilot skill to fly any kind of airship.
Check: Unless you have the Airship Operation feat, you take a -4 penalty on Pilot checks made to pilot an
airship.
Repair (Int)
You can repair or jury-rig damaged machinery, including ordinary items, vehicles, airships and Magitek.
Check: Repairing damage to items, vehicles, airships, and Magitek takes 1 hour of work, a mechanical tool kit,
and a proper facility such as a workshop or hanger bay. (Without the toolkit, you take a -4 penalty on your
Repair check.) At the end of the hour, make a Repair check (DC 20). Success repairs 2d6 points of damage. If
damage remains, you may continue to make repairs for as many hours as it takes to restore the objects to full hit
points.
Special: Items, vehicles, airships, and Magitek that are reduced to 0 hp cannot be repaired. It can be salvaged
for parts, however (see the Salvage feat description for details).
Spellcraft DC Task
15 Detect a magical aura in an object. Requires 1 minute.
20 Identify a magical item. Requires 5 minutes. No retry.
15 Identify an alchemical item. Requires 1 minute. No retry.
Check: You can detect magical auras, identify magical items and alchemical items. The DCs for Spellcraft
checks are summarized on the table above.
Synergy: If you have 5 or more ranks in Use Materia, you get a +2 bonus on Spellcraft checks on identifying
materia. If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Materia checks.
Stealth (Dex)
This skill combines Hide and Move Silently into one skill.
Thievery (Dex)
This skill combines Open Locks and Sleight of Hand into one skill.
Dodge [General]
You are adept at dodging blows.
Prerequisites: Dex 13.
Benefit: This feat grants you a +1 dodge bonus to AC. A condition that makes you lose your Dexterity bonus to
Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike
most other types of bonuses.
Extra Ki [General]
You can use your ki pool more times per day than most.
Prerequisite: Ki pool class feature.
Benefit: Your ki pool increases by 2.
Special: You can gain Extra Ki multiple times. Its effects stack.
Extra MP [General]
You gain additional MP to supplement those you already had.
Prerequisite: Having a MP pool.
Benefit: You gain bonus MP as if your casting attribute were four points higher (effectively one extra MP per
casting class level) for the purposes of determining bonus maximum MP.
Special: This feat can be taken only once.
A crush attack deals bludgeoning damage and affects as many creatures as can fit under your magitek’s body.
Each creature in the affected area must succeed on a Reflex save (DC 10 + your magitek’s size modifier for
grapple attacks). On a failure, the creature is pinned and automatically takes crush damage each round the pin is
maintained.
Mastercrafter [General]
You are adept at creating mastercraft items, vehicles, airships, and Magitek.
Prerequisites: Any Craft skill 8 ranks.
Benefit: When successfully completed, a mastercraft object provides an equipment bonus on skill checks made
to use the object (in the case of mastercraft vehicles, airships, and Magitek, this includes Drive or Pilot checks).
A mastercraft weapon provides a bonus on attack and damage rolls. A mastercraft suit of armor improves the
armor’s equipment bonus to Armor Class. In each case, the bonus can be up to +5. On average, it takes twice as
long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a
mastercraft object is equal to the base cost of the object plus the additional Gil cost below and the modifiers to
apply to the Craft check DC for mastercraft items are also listed on the table below.
In addition to the additional Gil cost, you must also pay a cost in experience points equal to 250 x the bonus
provided by the mastercraft feature. The experience points must be paid before making the Craft check. If the
expenditure of these experience points would drop you below the minimum needed for your current level, then
the experience points can’t be paid and you can’t make the mastercraft object until you have sufficient
experience points to remain at your current level after the expenditure is made.
You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by
spending the additional Gil cost and then making the Craft check as though you were constructing the object
from scratch.
Overchannel [Metamagic]
You burn your life force to strengthen your spells.
Benefit: While casting a spell, you can increase your effective spell-caster level by one, but in so doing you take
1d8 points of non-elemental damage. At 8th level, you can choose to increase your effective spell-caster level by
two, but you take 3d8 points of non-elemental damage. At 15th level, you can increase your effective spell-
caster level by three, but you take 5d8 points of non-elemental damage. The effective increase in spell-caster
level increases the number of MP you can expend, as well as increasing all spell-caster level-dependent effects,
such as range, duration, and overcoming spell resistance.
Steal MP [General]
You siphon off your opponent's MP.
Prerequisite: Sneak attack, must have a MP pool.
Benefit: If you hit an opponent with a successful sneak attack, you can choose to forgo dealing 1d6 points of
sneak attack damage and instead steal 1d4 MP from your target. For each die of sneak attack damage you forgo,
the more die you steal from your opponent's MP.
This ability does not stack with other effects that increase your speed (such as haste). Your allies may benefit
from this feat, but they must listen to it intently (to the exclusion of all other activities) for the duration of the
performance, and you must expend 1 round of bardic performance for each ally other than yourself whom you
want to gain the ability to accelerate time (for example, affecting yourself and five others requires expending 11
rounds of bardic performance). This is a language-dependent effect.
Use: 5 bardic performance rounds, +1 round per additional person affected.
Action: 1 minute.
Toughness [General]
You are tougher than normal.
Benefit: You gain +3 hit points at 1st level, and +1 additional hit point for each additional level.
Special: A character may gain this feat multiple times. Its effects stack.