CHAPTER 5: Feats

 

Here is the format for feat descriptions.

Feat Name [Type of feat]

[Type of Feat]: General feats can be used by just anyone. Monster feats are exclusive to monstrous creatures or being who otherwise accomplish the anatomical prerequisites.

Prerequisites: Some feats have prerequisites. A character must have the listed ability score, feat, skill, or base attack bonus in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. A character can't use a feat if the character has lost a prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character to do.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional facts about the feat.

FEAT DESCRIPTIONS

Please take the time to read the following. Even if you are already versed with the d20 system, the description in some feats differs from that given in other d20 games.

Additional Education(General)

Over the course of time, you've picked up more skills than an average person in your situation would.

Benefit: Select a skill that is normally cross-class for your character, you can now buy ranks on that skills as if it was a class skill.

Alertness(General)(OPEN GAMING CONTENT)

Benefit: The character gets a +2 bonus on all Listen checks and Spot checks.

Ambidexterity(General)(OPEN GAMING CONTENT)

Prerequisite: Dex 15+.

Benefit: The character ignores all penalties for using an off hand. The character is neither left-handed nor right-handed.

Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.

Special: This feat helps offset the penalty for fighting with two weapons.

Armor Proficiency (heavy)(General)(OPEN GAMING CONTENT)

Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).

Benefit: See Armor Proficiency (light).

Normal: See Armor Proficiency (light).

Armor Proficiency (light)(OPEN GAMING CONTENT)

Benefit: When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Armor Proficiency (medium)(OPEN GAMING CONTENT)

Prerequisite: Armor Proficiency (light)

Benefit: See Armor Proficiency (light).

Normal: See Armor Proficiency (light).

Blind-Fight(General)(OPEN GAMING CONTENT)

Benefit: In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit. An invisible attacker (because of darkness, psionics, etc) gets no bonus to hit the character in melee. That is, the character doesn't lose a Dexterity bonus to Defense, and the attacker doesn't get the usual +2 bonus. The invisible attacker's bonuses do still apply for ranged attacks, however. The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half.

Cautious(General)(OPEN GAMING CONTENT)

Benefit: You get a +2 bonus on Demolitions and Disable Device checks.

Circular Parry(General)

Prerequisites: Expertise, Martial Artist, Dex 13+.

You can block unarmed a vast amount of melee attacks at the same time.

Benefit: You don't loose your dexterity bonus when flanked in melee combat. You can still be flanked with ranged attacks.

Cleave(General)

Prerequisites: Str 13+, Power Attack.

Benefit: If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra melee attack against another creature in the immediate vicinity. The character cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. The character can use this ability once per round.

Combat Reflexes(General)(OPEN GAMING CONTENT)

Benefit: When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character's Dexterity modifier. The character still may only make one attack of opportunity per enemy. The character may also make attacks of opportunity while flat-footed.

Special: An Outlaw with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability to make that attack.

Crackdriver(General)

Benefit: The character gets a +4 bonus on all Vehicle Operation checks for doing stunts or otherwise unusual maneuvers.

Deflect Blasters(General)(REVISED, OPEN GAMING CONTENT)

Prerequisites: Dex 19, Base Attack Bonus 8+, Weapon Proficiency: Energy Weapons

Benefit: In order to use this feat, the character requires to be using an energy blade of some sort. Once per round when the character would normally be hit with a blaster or otherwise ranged energy attack, the character may make a Reflex saving throw against a DC of 20. If the character succeeds, the character deflects the blast. The character must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Blasts from heavy energy weapons can't be deflected.

Dodge(General)(OPEN GAMING CONTENT)

Prerequisite: Dex 13+.

Benefit: During the character's action, the character designates an opponent and receive a +1 dodge bonus to Defense against attacks from that opponent. The character can select a new opponent on any action. Note: A condition that makes

the character lose his or her Dexterity bonus to Defense (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Endurance(General)(OPEN GAMING CONTENT)

Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding the character's breath, and so on), the character gets a +4 bonus to the check.

Energy Weapon Proficiency(General)

Prerequisite: Base attack bonus +1 or higher, proficient with weapon.

Benefit: The character makes use with proficiency an energy-weapon version of any weapon he is proficient with. If the character is proficient with swords, the Energy weapon proficiency enables him to use energy swords for example.

Normal: A character who uses an energy weapon without being proficient with energy weapons suffers a -4 penalty on attack rolls.

Exotic Weapon Proficiency(General)(OPEN GAMING CONTENT)

Prerequisite: Base attack bonus +1 or higher.

Benefit: The character makes attack rolls with the weapon normally.

Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Special: The character can gain this feat multiple times. Each time The character takes the feat, it applies to a new weapon.

Expertise(General)(OPEN GAMING CONTENT)

Prerequisite: Int 13+.

Benefit: When the character uses the attack action or full attack action in melee, the character can take a penalty of as much as -5 on the character's attack and add the same number (up to +5) to the character's Defense. This number may not exceed the character's base attack bonus. The changes to attack rolls and Defense last until the character's next action. The bonus to the character's Defense is a dodge bonus.

Normal: A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Defense.

Far Shot(General)(OPEN GAMING CONTENT)

Prerequisite: Point Blank Shot.

Benefit: When the character uses a projectile weapon, such as a rifle, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled.

Fame(General)(OPEN GAMING CONTENT)

Benefit: The character gets a +4 bonus to your reputation score.

Flyby Attack[Monster](OPEN GAMING CONTENT)

Prerequisite: Fly speed.

Benefit: When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a partial action either before or after its move.

Forceful Parry(General)

Prerequisites: Str 13+, Martial Artist, Base Attack Bonus +2.

You can hurt melee oponents by blocking their attacks.

Benefit: Whenever an oponent attacks you unarmed (or by natural weapons) and fail, he recieves a damage equal to your Strenght modifier. Cannot be used against Large or bigger oponents unless the character is wearing Powered Knuckles (see equipment).

Gearhead(General)(OPEN GAMING CONTENT)

Benefit: The character gains a +2 bonus on Computer Science, Repair, and Craft: Engineering checks

Great Cleave [General](OPEN GAMING CONTENT)

Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.

Benefit: As Cleave, except that the character has no limit to the number of times the character can use it per round.

Great Fortitude [General](OPEN GAMING CONTENT)

Benefit: The character gets a +2 bonus to all Fortitude saving throws.

Improved Bull Rush [General](OPEN GAMING CONTENT)

Prerequisites: Str 13+, Power Attack.

Benefit: When the character performs a bull rush, the character does not draw an attack of opportunity from the defender.

Improved Critical [General](OPEN GAMING CONTENT)

Prerequisites: Proficient with weapon, base attack bonus +8 or higher.

Benefit: When using the weapon the character selected, the character's threat range is doubled.

Special: The character can gain this feat multiple times. The effects do not stack. Each time the character takes the feat, it applies to a new weapon.

Improved Disarm [General](OPEN GAMING CONTENT)

Prerequisites: Int 13+, Expertise.

Benefit: The character does not suffer an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent have a chance to disarm.

Improved Initiative [General](OPEN GAMING CONTENT)

Benefit: The character gets a +4 bonus on initiative checks.

Improved Trip [General](OPEN GAMING CONTENT)

Prerequisites: Int 13+, Expertise.

Benefit: If the character trips an opponent in melee combat, the character immediately gets a melee attack against that opponent as if the character hadn't used the character's attack for the trip attempt.

Improved Two-Weapon Fighting [General](OPEN GAMING CONTENT)

Prerequisites: Two-Weapon Fighting, Ambidexterity, base attack bonus +9 or higher.

Benefit: In addition to the standard single extra attack the character gets with an off-hand weapon, the character gets a second attack with the off-hand weapon, albeit at a -5 penalty.

Normal: Without this feat, the character can only get a single extra attack with an off-hand weapon.

Iron Will [General](OPEN GAMING CONTENT)

Benefit: The character gets a +2 bonus to all Will saving throws.

John Woo(General)

Prerequisites: Dexterity 15+, Ambidexterity, Precise Shot

Benefit: When firing with a firearm in each hand, the penalties for fighting with two weapons are lowered by 2. If firing using each gun for shooting a different target or if using both firearms for automatic fire, however, the benefits of this feat are negated (but the character doesn't incurr additional penalties, however). Firearms of mini-uzi size and smaller count as light weapons for the purpose of the off-hand weapon, while any gun the size of a sawed-off shotgun or larger counts as a normal to heavy weapon.

Normal: Characters without this feat can fire with a weapon in each hand incurring the normal penalties for fighting with two weapons. If they use each gun for shooting a different target they incurr an additional -2 penalty, and if they use both firearms for automatic fire they incurr an additional -4 penalty.

Jump Kick(General)

Prerequisites: Str 13+, Martial Artist, Base Attack Bonus +5, 5 ranks in Jump.

Benefit: Once per round, you can make a jump kick against your oponent. If succesful, you inflict your normal damage plus your Strenght modifier times two. Also, if the target of a succesful jump kick fails a contested Strenght roll versus your attack roll, he is tripped.

Killer Hold(General)

You can snap an oponent's neck in a deadly hold.

Prerequisites: Martial Artist, Base Attack Bonus +7, Sleeper Hold.

Benefit: Same as Sleeper Hold, but the damage delivered is normal rather than subdual damage. When the target's hit points are reduced to zero, his neck snaps and the target is slain.

Leadership [General](OPEN GAMING CONTENT)

Prerequisites: The character must be at least 6th level.

Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See Table: Leadership for what sort of cohort and how many followers the character can recruit.

Table: Leadership

   

Leadership

Score

Cohort Level

-- Number of Followers by Level --

1st

2nd

3rd

4th

5th

6th

1 or less

-

-

-

-

-

-

-

2

1st

-

-

-

-

-

-

3

2nd

-

-

-

-

-

-

4

3rd

-

-

-

-

-

-

5

3rd

-

-

-

-

-

-

6

4th

-

-

-

-

-

-

7

5th

-

-

-

-

-

-

8

5th

-

-

-

-

-

-

9

6th

-

-

-

-

-

-

10

7th

5

-

-

-

-

-

11

7th

6

-

-

-

-

-

12

8th

8

-

-

-

-

-

13

9th

10

1

-

-

-

-

14

10th

15

1

-

-

-

-

15

10th

20

2

1

-

-

-

16

11th

25

2

1

-

-

-

17

12th

30

3

1

1

-

-

18

12th

35

3

1

1

-

-

19

13th

40

4

2

1

1

-

20

14th

50

5

3

2

1

-

21

15th

60

6

3

2

1

1

22

15th

75

7

4

2

2

1

23

16th

90

9

5

3

2

1

24

17th

110

11

6

3

2

1

25

17th

135

13

7

4

2

2

     

Leadership Score: A character's Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, Table: Leadership allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat and thus attract a cohort. Outside factors can affect a character's Leadership score, as detailed in Table: Leadership Modifiers.

Cohort Level: The character can attract a cohort of up to this level. Regardless of the character's Leadership score, he can't recruit a cohort of his level or higher.

Number of Followers by Level: The character can lead up to the indicated number of characters of each level.

Table: Leadership Modifiers

   

General Leadership Modifiers

The Leader Has a Reputation of

Leadership Modifier

Great prestige
Fairness and generosity
Special power
Failure
Aloofness
Cruelty

+2
+1
+1
-1
-1
-2

       
     

Replacing Cohorts and Followers: If a leader loses a cohort or followers, he can generally replace them, according to his current Leadership score. It takes time (1d4 months) to recruit replacements. If the leader is to blame for the deaths of the cohort or followers, it takes extra time to replace them, up to a full year. Note that the leader also picks up a reputation of failure, which decreases his Leadership score.

Lightning Reflexes [General](OPEN GAMING CONTENT)

Benefit: The character gets a +2 bonus to all Reflex saving throws.

Martial Artist [General](OPEN GAMING CONTENT)

Benefit: The character's unarmed strikes do 1d6 points of normal damage, not subdual damage. Also he is considered to be armed even when unarmed-that is, armed opponents do not get attacks of opportunity when the character attacks them while unarmed. However, the character still gets an opportunity attack against any opponent who makes an unarmed attack on the character. A natural 20 rolled is still a threat.

Normal: An unarmed strike from non-martial artists do 1d4 points of subdual damage, and can't score a critical unarmed.

   
                             
     

Medical Doctor(General)

The character is familiar with the proper techniques for performing forensics, surgery, and intensive-care treatment, besides possessing advanced knowledge of pharmacollogy, medical know-how, and limited Xenomedicine (medical knowledge applied to alien species, such as dezorians and, to a limited extent, motavians).

Prerequisites: Treat Injury 6+

Amy Sage, MD  
     
“..And remember kids, an apple a day keeps the doctor away"
 
     

Benefit: When treating a seriously wounded character, given the proper tools (no less than a surgery kit) and at least one hour (more at GM's discretion), the Medical Doctor can bring back a seriously wounded character to 1 hit point AND heal him a number of additional hit points equal to the Medical Doctor's ranks in the Treat Injury skill plus his intelligence modifier. The Medical Doctor needs to succeed two Treat Injury checks, the first for stabilizing the wounded character's condition, success on this first check also brings the wounded character back to 1 hit point regardless of the number of negative hit points the wounded character had before recieving surgery. The second check heals extra hit points as noted above. If the first check fails the Medical Doctor has to start over again (complications happened), if the second check fails the patient is out of danger, but still very weak (no extra hit points healed). The Medical Doctor can also use the Treat Injury skill for any purpose regarding medical science.

Forensics: A character with the Medical Doctor feat can perform a methodical analysis on a dead body which can reveal information about the subject's death. A simple success on the Treat Injury roll (15+) reveals basic information about the death's causes (a bullet's caliber, a blaster's type, the type of a disease), while a good success (20+) will also reveal more specific information (place and exact distance of the murderer regarding the victim, the weapon's manufacturer). Extraordinary successes (25+) can even reconstruct a crime's scene.

Special: Medical Doctors treat all DCs for treating disease as if they were two points lower. Characters without the Medical Doctor skill have a -5 penalty for using the Treat Injury skill on Numans, and -8 on Motavians and Dezorians.

Mobility [General](OPEN GAMING CONTENT)

Prerequisites: Dex 13+, Dodge.

Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity caused when the character moves out of or within a threatened area. Note: A condition that makes the character lose the Dexterity bonus to Defense (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses.

Multiattack [Monster](OPEN GAMING CONTENT)

Prerequisite: Three or more natural weapons.

Benefit: The creature's secondary attacks with natural weapons suffer only a -2 penalty.

Normal: Without this feat, the creature's secondary natural attacks suffer a -5 penalty.

Multidexterity [Monster](OPEN GAMING CONTENT)

Prerequisite: Dex 15+, three or more arms.

Benefit: The creature ignores all penalties for using an off hand.

Normal: Without this feat, a creature who uses an off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. A creature has one primary hand, and all the others are off hands; for example, a four-armed creature has one primary hand and three off hands.

Special: This feat replaces the Ambidexterity feat for creatures with more than two arms.

Multiweapon Fighting [Monster](OPEN GAMING CONTENT)

Prerequisite: Three or more hands.

Benefit: Penalties for fighting with multiple weapons are reduced by 2.

Normal: A creature without this feat suffers a -6 penalty to attacks made with its primary hand and a -10 penalty to attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Attacking with Two Weapons.

Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms. The Multidexterity feat further reduces penalties for off-hand attacks.

Nimble(General)(OPEN GAMING CONTENT)

Benefit: The character gets a +2 bonus on Escape Artist and Sleight of Hand checks.

Observant(General)(OPEN GAMING CONTENT)

Benefit: The character gets a +2 bonus in Search and Spot checks.

Persuasive(General)(OPEN GAMING CONTENT)

Benefit: The character gets a +2 bonus on Bluff and Intimidate checks.

Point Blank Shot [General](OPEN GAMING CONTENT)

Benefit: The character gets a +1 bonus to attack rolls with all ranged weapons at ranges of up to 10 meters. Also, firearms shot at point-blank range recieve a +2 competence bonus to damage (+3 if energy weapons). This damage bonus is doubled when using heavy weapons (even if in many cases firing heavy weapons at point-blank is also suicide).

Power Attack [General](OPEN GAMING CONTENT)

Prerequisite: Str 13+.

Benefit: On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next action.

Powerful Ally(General)

Benefit: The character has a trusted ally in a position of power, be it in the army, the government, the underworld, etc. (the player must state the position of his ally at the moment of selection of this feat). The character can call on his ally in times of need, provided he can contact his ally and the ally has a way of responding. Likewise, the ally may call on the character for favor just as often as the character does.

Precise Shot [General](OPEN GAMING CONTENT)

Prerequisite: Point Blank Shot.

Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.

Quick Draw [General](OPEN GAMING CONTENT)

Prerequisite: Base attack bonus +1 or higher.

Benefit: The character can draw a weapon as a free action instead of as a move-equivalent action.

Rapid Shot [General](REVISED, OPEN GAMING CONTENT)

The character is an adept at using semi and full automatic weapons, wasting less ammo

Prerequisites: Point Blank Shot, Dex 13+.

Benefit: The character only expends half the listed ammo on all automatic fire shots other than the 3-round burst.

Run [General](OPEN GAMING CONTENT)

Benefit: When running, the character moves five times normal speed instead of four times normal speed. If the character makes a running jump, increase the distance or height cleared by one-fourth, but not past the maximum.

Shot on the Run [General](OPEN GAMING CONTENT)

Prerequisites: Point Blank Shot, Dex 13+, Dodge, Mobility.

Benefit: When using the attack action with a ranged weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed.

Shoulder Throw [General]

You use your oponents' momentum in battle to throw them high in the air using their own strenght.

Prerequisites: Martial Artist, Base attack bonus +3

Benefit: Whenever a humanoid oponent fails an unarmed attack (or with knife-equivalent weapons) against you, you get a trip attack against that oponent as a free action, such trip attack recieves an additional bonus on your strenght roll equal to your oponent's Strenght modifier. A shoulder throw requires you to have both hands free and can't be combined with the benefits of the Forceful Parry feat. You can't use a shoulder throw against oponents two or more size larger than you.

Skill Focus [General]

Benefit: The character gets a +2 bonus on all skill checks with that skill.

Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new skill.

Sleeper Hold[General]

You can disable unsuspecting oponents with a practiced choke hold.

Prerequisites: Base Attack Bonus +2, Martial Artist, Backstab +1d6.

Benefit: If you make a successful grapple attack against an oponent who is denied his Dexterity modifier and can sustain a pin for more than one round, each subsequent round the target suffers an amount of subdual damage equal to your unarmed damage direct to hit points. Only works on humanoids of your size or smaller.

Spring Attack [General](OPEN GAMING CONTENT)

Prerequisites: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.

Benefit: When using the attack action with a melee weapon, the character can move both before and after the attack, provided that the character's total distance moved is not greater than the character's speed. Moving in this way does not provoke an attack of opportunity from the defender the character attacks. The character can't use this feat if the character is in heavy armor.

Technique User(General)

The character possesses psionic aptitude and has recieved the proper psionic training.

Prerequisites: Wis 15+

Benefit: The character can select Psionic feats. The possession of the Technique User feat is also a prerequisite for multicalssing into any (Force) class.

Special: (Force) class characters recieve the Technique User feat for free at character creation, regardless of wether the character meets the Wisdom requisite or not. In Algo, all characters with a Wisdom attribute of 15 or higher are assumed to have been born with psionic aptitude, wether they recieve the proper training to unleash that potential, however, is another matter entirely.

Normal: Characters without the Technique User feat cannot select any psionic feat, nor can they learn techniques.

Toughness [General](OPEN GAMING CONTENT)

Benefit: The character gains +3 hit points.

Special: A character may gain this feat multiple times.

Track [General](REVISED, OPEN GAMING CONTENT)

Benefit: To find tracks or to follow them for one mile requires a Wilderness Lore check. The character must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. The character moves at half normal speed (or at normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions:

 
             

Surface DC

Very soft 5

Soft 10

Firm 15

Hard 20

             
     

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles).

 
   

Condition

DC Modifier

Every three creatures in the group being tracked

-1

Size of creature or creatures being tracked:*

Fine

+8

Diminutive

+4

Tiny

+2

Small

+1

Medium-size

+0

Large

-1

Huge

-2

Gargantuan

-4

Colossal

-8

Every 24 hours since the trail was made

+1

Every hour of rain since the trail was made

+1

Fresh snow cover since the trail was made

+10

Poor visibility:**

Overcast or moonless night

+6

Moonlight

+3

Fog or precipitation

+3

Tracked party hides trail (and moves at half speed)

+5

         
     

*For a group of mixed sizes, apply only the modifier for the largest size category.

**Apply only the largest modifier from this category.

If the character fails a Wilderness Lore check, the character can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Special, Tracking in a city: There are other techniques and methods a character can use for tacking inside a city, but then he must specify at the moment of acquiring this feat that it is for that purpose, in that case he should mark the skill as Track(Urban Areas), and the check is made using the skill Knowledge: Streetwise.

Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.

Trustworthy(General)(OPEN GAMING CONTENT)

Benefit: The character gets a +2 bonus on Diplomacy and Gather Information checks

Two-Weapon Fighting [General](OPEN GAMING CONTENT)

Benefit: The character's penalties for fighting with two weapons are reduced by 2. Only apply on melee weapons.

Weapon Finesse [General](OPEN GAMING CONTENT)

Prerequisite: Proficient with weapon, base attack bonus +1 or higher.

Benefit: Choose one light weapon. Alternatively, the character can choose a rapier, provided the character can use it in one hand. With the selected weapon, the character may use a Dexterity modifier instead of a Strength modifier on attack rolls. Since the character needs the second hand for balance, apply the armor check penalty of any shield worn to attack rolls.

Special: The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon.

Weapon Focus [General](OPEN GAMING CONTENT)

Prerequisites: Proficient with weapon, base attack bonus +1 or higher. The character can choose 'unarmed strike' or 'grapple' for the character's weapon for purposes of this feat. The character can choose “ray” in which case the character is especially good with rays (like the Foi technique)

Benefit: The character adds +1 to all attack rolls the character makes using the selected weapon.

Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new weapon.

Weapon Proficiency(General)(OPEN GAMING CONTENT)

Benefit: The character can attack with any weapon belonging to the weapon category of his choice normally. The weapon categories are Simple Weapons, Firearms, Heavy Weapons, and Vehicle Weapons.

Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Special: The character can gain this feat multiple times. Each time The character takes the feat, it applies to a new weapon.

Whirlwind Attack [General](OPEN GAMING CONTENT)

Prerequisites: Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack.

Benefit: When the character performs the full attack action, he or she can give up all regular attacks and instead make one melee attack at the full base attack bonus against each opponent within 5 feet.

PSIONIC FEATS

Psionic feats are elegible only by characters with the Technique User feat. Psionic feats with the term “Force class level” in its prerequisites determines that in order to possess said feat the character requires a specific level in a (Force) class, such as the Psi-Mechanic, the False Esper, and the Force Mercenary.

Improved Psionic Prowess(OPEN GAMING CONTENT)

Requisites: Tehcnique User, Psionic Prowess, Force class level 12th+

Benefit: Once per round, the psionic can perform any psionic task that normally requires a standard action as a free action. Quickened psionic tasks cost double the normal structural point cost. The effects of Improved Psionic Prowess are not compatible with those of the Psionic Prowess feat, you can't use both feats to quicken a full-round action psionic task to a free action.

Mind Blank

The psionic is inmune to psionic probes and mind-alteration

Requisites: Tehcnique User, Psi-Affinity: ESP, Force class level 5th+

Benefit: The character has a psionic bonus of +10 against all psionic proves and mind-altering effects. Note that experienced telepaths and otherwise powerful Forces may still be able to break through the character's defenses.

Psi Affinity: Biokinesis

Requisites: Tehcnique User

Benefit: The psionic can learn techniques that have the Psi-Affinity: Biokinesis as a requisite.

Psi-Diagnosis: At the expenditure of 1 structural point, the psionic can make a quick medical diagnosis after succeeding an Intelligence check DC 15. Success on said check grants a +4 circumstance modifier on Treat Injury checks for assessing diagnoses.

Special: Characters with Biokinesis but without the Treat Injury skill can only assert things like “he's wounded”, or “he's ill”, or “he needs rest”.

Psi-Affinity: Cold

Requisites: Technique User

Benefit: The psionic can learn techniques that have the Psi-Affinity: Cold as a requisite.

Decrease Temperature: At the expenditure of 3 structural points, the psionic may also decrease the temperature of inanimate objects and closed rooms no bigger than 16 square meters. The decrease in temperature goes according to the degree of success on a Constitution check:

     
           

Result

Increase

15-18

-50°C*

19-29

-100°C*

30+

-200°C*

             
     

*This amount is substracted from the current ambiental temperature.

Characters inside the area will be required Fortitude exposure checks whenever the temperature exceeds -20°C. The psionic can moderate the temperature decrease if he so desires. Concentrating the cold exclusively on a single object makes it extremely cold. Freezing objects an oponent is carrying (weapons, armor, etc) does 1 point of frostbite damage per minute (subdual) unless he drops said object; said object, however, enjoys its owner's Fortitude saving throw to resist the effect. The psionic can maintain the decrease for as many minutes as his Constitution modifier, and he can extend this period at the cost of 1 structural point per extra round. Lost ability points return at a rate of 1 per hour. Targets reduced to Constitution zero by cold fall into hypothermia and must succeed a Fort save DC 25 upon the first resucitation attemp or die.

  • -50°C : Fortitude save DC 15 every minute, 1d6 points of Consititution damage if failed

  • -100°C: Forttitude save DC 18 every round, 1d8 points of Constitution damage if failed. Also, if no breathing apparatuses are disposable, the character suffers 1d6 points of damage direct to wound points every minute he breaths inside the frozen room, since such cold is freezing his lungs

  • -200°C: Fortitude save DC 20 every round, 2d8 points of Constitution damage if failed. Most gaseous elements condense into rain or snow at this temperatures, so characters inside the room start suffocating. Also, if no breathing apparatuses are disposable, the character suffers 1d6 points of damage direct to wound points every minute he breaths inside the frozen room, since such cold is freezing his lungs

Psi-Affinity: Electricity

Requisites: Technique User

Benefit: The psionic can learn techniques that have the Psi-Affinity: Electricity as a requisite.

Control Static Electricity: At the expenditure of 1 structural point, the psionic can use his own static electricity to release a small lightning bolt that do 1d6 points of subdual damage (Fortitude save for half). The lightning bolt has a range of 3 meters and takes a standard action. This lightning bolt is also capable of break down small devices like telecomms, palm assistants, portable computers, and similar devices. Devices which are “tempest hardened” are immune to this. Devices of Medium size and larger, as well as androids and all energy weapons, are all assumed to be “tempest hardened”.

Psi-Affinity: ESP

Requisites: Technique User

Benefit: The psionic can learn techniques that have the Psi-Affinity: ESP as a requisite.

Empathic Sensitivity: On a succesful Wisdom check DC 15, the psionic can open himself to the emotions around him, being able to read the surface emotions in people around him.

Special: A succesul ESP check grants a +4 circumstance modifier on Sense Motive checks, but an opposing Bluff check with a result of 20 or higher means the opposing character is successfully concealing his emotions, effectively negating the psionic's ESP bonus.

Psi-Affinity: Fire

Requisites: Technique User

Benefit: The psionic can learn techniques that have the Psi-Affinity: Fire as a requisite.

Create Fire: At the expenditure of 2 structural points, the psionic can release small, instantaneous bursts of flame as small as a candlelight or as large as a campfire. The fire will ignite most combustible materials (human hair and motavian bodyhair is not considered a combustible material). In combat, the psionic can release s burst of flame on an opponent. This flaming burst do 2d8 points of damage (Reflex save for half).

Psi-Affinity: Gravity

Requisites: Technique User

Benefit: The psionic can learn techniques that have the Psi-Affinity: Electricity as a requisite.

Increase/Decrease Gravity: On a succesful Constitution check DC 15, the psionic can manipulate gravity around an object the psionic intends to lift, effectively reducing its weight by half. The psionic can apply this power on himself or others, granting a +2 circumstance modifier on Climb, Jump, Move Silently, Swim, and Tumble checks. Alternatively, he can increase gravity around a target, making it heavier, and applying on opponents a -2 circumstance modifier on Climb, Jump, Move Silently, Swim, and Tumble checks. This uses cost 1 structural point. Such gravity manipulation lasts for one round per character level of the psionic and only works on targets of huge size and smaller

Psi-Affinity: Telekinesis

Requisites: Technique User

Benefit: The psionic can learn techniques that have the Psi-Affinity: Telekinesis as a requisite.

Limited Telekinesis: on a succesful Intelligence check DC 15, the psionic can expend 1 structural point to move a single object telekinetically in all directions. Such objects cannot weight more than 5kgs and must be within 2 meters of the psionic. He can move an object for as long as he maintains concentration.

Psionic Mastery

Requisite: Technique User, Force class level 14+

Benefit: The psionic can extend the effects of techniques that have as a range “one target” to multiple targets that are reasonable close together (as close as 2 meters of distance between one another will do). In order to do this, the psionic pays the structural point cost of the technique normally, then he pays 1 structural point per each extra target the psionic want the technique to affect.

Psionic Prowess(OPEN GAMING CONTENT)

Requisites: Tehcnique User, Force class level 4th+

Benefit: Once per round, the psionic can perform any psionic task that normally requires a full-round action as a standard action. Quickened psionic tasks cost an additional 2 structural points. The effects of Psionic Prowess are not compatible with those of the Improved Psionic Prowess feat, you can't use both feats to quicked a full-round action psionic task to a free action.

Rafoi

The psionic can unleash a fiery explosion on all targets inside a designated area

Prerequisites: Technique User, Psi-Affinity: Fire, Force class level 7th+

Benefit: As a full-round action, the psionic concentrates his might in a fiery explosion with a diameter of ½ the psionic's character level. Targets inside the area (including the psionic himself if he isn't careful) suffer 1d8 per character level of the psionic and are entitled a Reflex save for half damage. The DC depends on the level of the Force.

     
           

Force's Level

Save DC

7th - 12th

15

13th - 18th

20

19th - 20th

25

           
     

Rafoi is also ravaging for the Force character as it puts too much strain on his body. As a result, the Force suffers himself half of the Rafoi's damage points (subdual damage). A succesful Fortitude save DC 15 can reduce that damage by half. This secondary damage can be rested away (all dissapears in one hour) or healed with Res however.

structural Point Cost: 4

Savol

Magnificating Vol's entropic effects, the psionic can perform ranged death attacks.

Requisites: Technique User, Force class 11+, Biokinesis, Vol 11+

Benefit: Targets of savol are entitled a Fortitude save, DC 10+ 1/3 of the psionic's character level.. If they fail they are slain instantly. Any tissue sample (inluding the brain) used from Savol's slain victims have a -15% penalty for being successfully cloned. A 1 rolled on the Savol check instead does 2d8 wound point damage to the psionic.

structural Point Cost: 10

Sense Psionics

The psionic is specially attuned to psionic energy emmanations.

Requisites: Technique User, Force class level 1+

Benefit: Each time the psionic meets another individual with psionic training, the psionic is immediately entitled a Spot check DC 15 to recognize the subject as a psionic.

Special: Sense Psionics grants an enhancement bonus on all Wilderness Lore or Knowledge: Streetwise for the purpose of tracking psionic characters: for tracking a lone psionic, the character enjoys a +2 bonus, for tracking groups, the bonus is +1 per each psionic in the group.

Zallure

The psionic can impair an oponent imposing crushing gravity on them.

Requisites: Technique User, Psi-Affinity: Gravity, Root 8+

Benefit: Targets of zallure get their speed, class bonus to Defense, and maximum Dexterity bonus reduced according to the level of the psionic.

     
       

Level

Penalties

Reflex DC

7th-12th

Speed -2 mts, Denfense -2, maximum Dexterity bonus +2

15

13th-18th

Speed -4 mts, Denfense -4, maximum Dexterity bonus 0

20

19th-20th

Speed -6 mts, Denfense -6, maxumum Dexterity bonus 0, target can't use any Dodge bonus to Defense

25

       
     

The psionic doesn't make a skill check, but the psionic must succeed a ranged touch attack in order to center Zallure “on target”. The psionic can extend Zallure as long as he keeps expending structural points, but each round beyond the first, maintaining Zallure on a target counts as the psionic's move action for that turn. Each additional turn, the target gets a Reflex save to escape the gravity-altered area, DC the psionic's attack roll.

structural Point Cost: 3 +1 per additional round.

Zan

Requisites: Technique User, Force class level 1+

Benefit: The psionic can create a strong gust of wind with an area of a 12 meters cone in front of him. Creatures caught in the gust of wind must succeed a Reflex save DC 15+ 1 per character level of the psionic or be blown away (see Conditions). The same modifiers that apply for oponents to the tripping attack apply for modifying the victim's Reflex save also. Psionic characters using Zan can make an attack of oportunity against fallen oponents if they possess the Improved Trip feat also.

structural Point Cost: 2

Zonde

The psionic can attack oponents with a powerful electrical field

Requisites: Technique User, Psi-Affinity: Electricity, Force class level 8+

Benefit: As a full-round action, the psionic generates a violent electrical field. The field is centered on the psionic and has a radius equal to ¼ of his character level. Victims caught inside the field take 1d6 points of damage per character level of the psionic and the get a Fortitude save for half damage as follows:

     
         

Force's Level

Save DC

7th - 12th

15

13th - 18th

20

19th - 20th

25

             
     

The character can maintain Zonde as long as he wishes by paying the structural point cost once again each additional round. Targets that remain inside Zonde's area take damage each round.

structural Point Cost: 1 per 1d6 of damage