True System Reference Document, Generic Edition

All of the following text is Open Gaming Content.

CHAPTER 3: FEATS

While abilities, roles, and skills define a great deal about heroes, what really makes them heroes are feats, special abilities allowing your hero to do things most other people can't. Feats often allow heroes to "break the rules" in certain ways or provide them access to certain gifts or talents. Feats allow you to customize your hero's capabilities, focusing on the sorts of things you want.

Acquiring Feats

Heroes start out with a certain number of feats, based on their role. They acquire a new feat each time they gain a level (either in that role or in a new role). Each role has access to the general feats, as well as its own list of feats. Players choose new feats for their heroes from these lists.

Types of Feats

Some feats are general, meaning no special rules govern them as a group and they are available to everyone. Other feats are restricted to heroes of particular roles and related to performing those roles. Expert feats are limited to experts, martial feats are limited to warriors, and supernatural feats are limited to adepts. A feat's type is listed after its name in the feat's description.

Prerequisites

Some feats have prerequisites. Your hero must have the indicated ability score, feat, skill, combat bonus, or other requisite trait(s) in order to acquire or use that feat. A hero can gain a feat and its prerequisites at the same level. If you ever lose a feat's prerequisites for any reason, you also lose the ability to use that feat.

FEATS

General Feats Summary
Accurate Attack You can sacrifice damage for accuracy.
Aggressive Attack You can sacrifice defense for accuracy.
Animal Empathy You can use interaction skills on animals.
Armor Training You know how to move and fight while wearing armor.
Assessment You can get an idea of an opponent's combat bonus.
Blind-Fight Half miss chance while in melee combat.
Canny Dodge Add your Int or Wis score to your dodge bonus.
Connected You can call in favors from time to time.
Contacts You can make Gather Information checks faster.
Dedicated +4 bonus for checks involving the object of your devotion.
Defensive Attack You can sacrifice accuracy for defense.
Dodge +1 to your dodge bonus.
Eidetic Memory Total recall and +4 bonus on checks to remember things.
Endurance +4 bonus on stamina-related Con checks and Fort saves.
Exotic Weapon Training You're trained in a particular exotic weapon.
Far Shot Increase range increment by one-half (double for thrown weapons).
Great Fortitude +2 on Fortitude saving throws.
Improved Critical Your threat range with a particular attack is doubled.
Improved Disarm +2 bonus when attempting to disarm an opponent.
Improved Dodge +2 dodge bonus when taking the dodge action.
Improved Grab You can follow an unarmed attack with a free grapple.
Improved Initiative You get a +4 bonus on initiative checks.
Improved Precise Shot No penalty for less than total cover or concealment.
Improved Ranged Disarm No penalty when making a ranged disarm attempt.
Improved Speed +10 feet movement speed.
Improved Strike You do lethal damage unarmed.
Improved Sunder +4 to hit when striking held objects.
Improved Throw Choose whether an opponent uses Str or Dex against a trip.
Improved Trip +2 bonus to trip opponents.
Iron Will +2 bonus on Will saving throws.
Lightning Reflexes +2 bonus on Reflex saving throws.
Lucky Add your Cha score to your saving throws.
Mounted Combat Substitute Ride check for mount's Defense.
Night Vision See twice as far in low-light conditions.
On the Run Move both before and after your standard action.
Point Blank Shot +1 attack and damage with ranged weapons at 30 ft. range.
Precise Shot You can make ranged attacks into melee with no penalty.
Quick Draw Draw or reload a weapon as a free action.
Ranged Pin You can pin an opponent with a ranged weapon.
Run You run at five times your normal speed.
Second Chance You get a second save against a particular hazard.
Set-up Transfer an interaction bonus in combat to an ally.
Shield Training You're trained in the proper use of shields in combat.
Skill Focus +3 bonus with a chosen skill.
Skill Training Add two skills to your known skills.
Talented +2 bonus with two related skills.
Taunt Make a Bluff check to shake a target's confidence.
Track You can find and follow tracks.
Trackless Step You leave no trail in natural surroundings.
Trample You can overrun more effectively while mounted.
Two-Weapon Defense Your two-weapon fighting style improves your Defense.
Two-Weapon Fighting You can skillfully fight with a weapon in each hand.
Uncanny Dodge You retain your dodge bonus when flat-footed.
Wealthy +4 Wealth bonus.
Weapon Focus +1 on attack rolls with a chosen weapon.
Weapon Training You're trained in the use of martial weapons.
Wild Talent You have somewhat unpredictable use of a particular power.
Wildwalk You can move through natural surroundings freely.
Expert Feats Summary
Acrobatic Bluff Use Acrobatics in place of Bluff to feint and trick.
Beginner's Luck Spend a Conviction point for 5 temporary skill ranks.
Crippling Strike Your surprise attacks inflict 1 point of Str damage.
Defensive Roll +1 bonus on Toughness saves.
Deflect Arrows You can deflect one ranged attack against you per round.
Evasion No damage from attacks if you make your Reflex save.
Fascinate You can capture and hold someone's attention with an interaction skill.
Hide in Plain Sight Make Stealth checks without cover or concealment.
Improved Evasion Suffer only half damage on a failed Reflex save.
Improvised Tools No penalty for using a skill without the proper tools.
Inspire You can inspire others with your presence.
Jack-of-All-Trades You can use any skill untrained.
Mass Suggest Make a suggestion to an entire group.
Master Plan Gain a bonus when you have a chance to prepare.
Skill Mastery Choose four skills you can take 10 with even under pressure.
Slow Fall You can slow your fall by 10 ft. per two expert levels.
Snatch Arrows You can catch ranged weapons.
Stunning Attack You can make a stunning attack in melee.
Suggest You can plant suggestions into the minds of others.
Surprise Attack +2 damage with a surprise attack.
Well-Informed Make a Gather Information check immediately upon meeting someone.
Martial Feats Summary
Cleave Get an extra melee attack when you take out an opponent.
Diehard You automatically succeed on Con checks to stabilize.
Favored Opponent +2 bonus against a particular type of opponent.
Great Cleave Like Cleave, but usable an unlimited number of times.
Great Toughness +1 bonus on Toughness saves.
Greater Weapon Focus +1 attack bonus with a particular type of weapon.
Greater Weapon Specialization +1 damage with a particular type of weapon.
Mounted Archery Half penalty when using a ranged weapon while mounted.
Rage You can go into a rage in combat.
Ride-By Attack While mounted you can move before and after a standard action.
Seize Initiative Spend a Conviction point to go first in the initiative order.
Smite Foe You can inflict additional damage on your favored foe.
Spirited Charge Deal +3 damage with a melee weapon while charging.
Stunning Attack You can make a stunning attack in melee.
Weapon Bind Free disarm attempt after successful parry.
Weapon Break Free attack against an opponent's weapon after a successful parry.
Weapon Specialization +1 damage with a chosen weapon.
Supernatural Feats Summary
Elemental Resistance You are resistant to the effects of an element.
Empower You can increase the effective rank of your powers.
Erase Signature You can erase supernatural signatures.
Familiar You have a supernatural bond with a special animal companion.
Imbue Item You can craft supernatural items.
Power You can use a particular power.
Quicken Power Reduce the time required to use your powers.
Shield Penetration +2 bonus to overcome a target's Psychic Shield.
Subtle Power You can mute the signature of your powers.
Supernatural Focus +3 bonus with a chosen power.
Supernatural Speed Greatly increase your speed for short bursts.
Supernatural Strike Overcome supernatural damage resistance.
Supernatural Talent +2 bonus with two chosen powers.
Supernatural Weapon Impart supernatural qualities to a melee weapon.
Trance You can go into a death-like trance.

Feat Descriptions

Each description lists the feat's name and its type, followed by any prerequisites. The description goes on to specify the feat's effects.

Accurate Attack (General)

You can lessen your attack's damage to make a wider, more sweeping attack with a better chance to hit. Subtract a number up to 5 to your attack's damage bonus and add the same number to your attack roll. You cannot lower your damage bonus below 0 nor more than double your attack bonus.

Acrobatic Bluff (Expert)

You can use your Acrobatics skill instead of your Bluff skill to feint and trick in combat (see Feint). Your opponent opposes the attempt with Sense Motive or Acrobatics (whichever is better).

Aggressive Attack (General)

With an aggressive attack, you ignore defense in favor of accuracy. Subtract a number up to 5 from your dodge bonus and add the same number to your attack roll. You cannot lower your dodge bonus below 0 nor more than double your attack bonus.

Animal Empathy (General)

You have a special connection with animals. You can use the Handle Animal skill (see Handle Animal skill) like Diplomacy (see Diplomacy skill) to change the attitude of an animal by interacting with it. Unlike a normal use of Diplomacy, you do not have to speak a language the animal understands, and Animal Empathy affects creatures with Intelligence -4 or less normally. You can also use the Bluff and Gather Information skills normally on animals. You don't actually need to speak to the animals; you communicate your intent through gestures and body language and learn things by studying animal behavior.

Armor Training (General)

You're trained in the proper way to move and fight while wearing armor. There are two versions of this feat: light and heavy. Each is considered a separate feat, and you must be trained in wearing light armor, for example, before you can acquire training in heavy armor. Characters without Armor Training apply their armor's check penalty (see Armor in Chapter 5) to all their physical rolls and checks, including attack rolls, while wearing it. Characters with Armor Training only apply the armor's check penalty to Acrobatics, Climb, Escape Artist, Jump, Sleight of Hand, Stealth, and Swim checks.

Assessment (General)

You're able to size up someone's combat capabilities. As a move action, choose a subject and make a Sense Motive check opposed by the subject's Bluff check result. If you succeed, the Narrator tells you the subject's combat bonus relative to yours (lower, higher, or equal). You don't know the subject's exact bonus unless it equals your own, only a rough estimate of relative ability. In cases of a 5-point or greater difference, the Narrator may choose to tell you the subject's bonus is considerably more or less than yours. If you lose the opposed roll, the Narrator should over- or under-estimate the subject's bonus.

Beginner's Luck (Expert)

By spending a Conviction point, you gain 5 ranks in any skill you don't currently know and you can use that skill, even if it can't normally be used untrained. These temporary skill ranks last for the duration of the scene and grant you their normal benefits.

Blind-Fight (General)

In melee combat, you suffer half the usual miss chance due to concealment (see Concealment in Chapter 6). If you spend a Conviction point before rolling the miss chance, you automatically ignore it for that attack (you gain no other benefit from the Conviction point). You take only half the usual penalty to speed for being unable to see; darkness and poor visibility reduce your speed to three-quarters rather than half.

Canny Dodge (General)

When unarmored and unencumbered, add your Intelligence or Wisdom score as a dodge bonus to your Defense. Choose which bonus applies when you acquire this feat. This is in addition to the standard dodge bonus granted by your Dexterity. You lose your Canny Dodge bonus while wearing armor or carrying more than a light load.

Cleave (Martial)

If you knock out, disable, or kill an opponent with a melee attack, you get an immediate extra melee attack against another opponent within reach. You can't move before making this extra attack. The extra attack is with the same weapon and attack bonus as the attack that downed your previous opponent. You can use this feat once per round.

Connected (General)

You know people who can help you out from time to time. You can call in favors by making a Diplomacy check. It might be advice, information, help with a legal matter, or access to resources. The Narrator sets the Difficulty of the Diplomacy check, based on the aid required. A simple favor is Difficulty 10, ranging up to Difficulty 25 or higher for especially difficult, dangerous, or expensive favors. You can spend a Conviction point to automatically secure the favor. The Narrator has the right to veto any request if it is too involved or likely to spoil the plot of the adventure. Use of this feat always requires at least a few minutes (and often much longer) and the means to contact your allies.

Contacts (General)

You have such extensive and well-informed contacts you can make a Gather Information check in only one minute, assuming you have some means of getting in touch with your contacts. You can take 10 or take 20 on this check (taking 20 requires 20 minutes rather than 1). Further Gather Information checks on the same subject require the normal length of time, as you need to widen your search.

Crippling Strike (Expert)

Prerequisite: Surprise Attack.

You can surprise attack opponents with such precision that your attacks weaken them. An suffering lethal damage from one of your surprise attacks also takes 1 point of Strength damage. Lost Strength returns at a rate of 1 point per day.

Dedicated (General)

You are deeply dedicated to a person or cause (and you should roleplay this). You have a +4 bonus on saving throws and checks against effects that would sway you against your dedication. Whenever you spend a Conviction point to re-roll a die roll directly concerning your dedication, the roll is treated as a 20 (but not a natural 20). The Narrator decides when this is appropriate.

If you fail or waver in your dedication, you lose the benefits of this feat. You can only regain them by renewing your dedication.

Defensive Attack (General)

A defensive attack is more cautious, trading accuracy for protection. Subtract a number up to 5 from your attack bonus and add the same number to your dodge or parry bonus for the round. You cannot lower your attack bonus below 0 nor more than double your dodge bonus.

Defensive Roll (Expert)

You can evade damage through agility and "rolling" with an attack. You receive a bonus to your Toughness saving throws, but lose your Defensive Roll bonus whenever you are denied your dodge bonus or unable to take a free action. You can take this feat multiple times and its benefits stack.

Deflect Arrows (Expert)

You can bat arrows and similar ranged weapons out of the air. You must have at least one hand free to use this feat. Once per round, when you would normally be hit with a ranged weapon, you may deflect it as a reaction so you take no damage from it. You must be aware of the attack and not flat-footed.

Diehard (Martial)

When your condition is reduced to dying, you automatically succeed on the Constitution check to stabilize on the following round. Further damage can still kill you.

Dodge (General)

Your dodge bonus increases by +1. This additional dodge bonus is lost in the same way as your regular dodge bonus, when you are flat-footed and so forth. You can acquire this feat multiple times and its benefits stack.

Eidetic Memory (General)

You have perfect recall of everything you've experienced. You have a +4 bonus on checks to remember things, including saving throws against effects that alter or erase memories. You can make any Knowledge skill check untrained, meaning you can answer questions involving difficult or obscure knowledge without ranks in a skill.

Elemental Resistance (Supernatural)

Prerequisite: Shaping power for the affected element

Choose an element you are trained in shaping. You have a +10 bonus on all saving throws against harm from that element, and suffer only non-lethal damage from it so long as you are conscious (and capable of exerting the minimum will required to resist the element's effects).

You make acquire this feat multiple times. Each time, it affects a different element.

Empower (Supernatural)

You can increase the effective rank of your powers, putting more of your energy and will behind them. For each effective rank you add to a power, increase the fatigue Difficulty of using it by +2. You cannot empower a power by more than +5 ranks (for +10 to the fatigue Difficulty). When used to enhance a non-fatiguing power, Empower causes it to become fatiguing, with the usual increase for additional ranks.

Endurance (General)

You gain a +4 bonus on Swim checks to avoid becoming fatigued and on Constitution checks or Fortitude saves to hold your breath, to avoid damage from starvation or thirst, and to avoid damage from hot or cold environments.

Erase Signature (Supernatural)

Prerequisites: Second Sight power.

You can erase supernatural signatures, eliminating any evidence of them. You must first be able to sense a signature. It then takes a full-round action to erase it. see Chapter 4: Supernatural Powers for more information.

Evasion (Expert)

If you make your Reflex save against an area effect , you suffer no damage.

Exotic Weapon Training (General)

You're trained in a particular exotic weapon. Each exotic weapon requires a separate feat. For a list of exotic weapons, see Chapter 5: Equipment.

Familiar (Supernatural)

You have a supernatural bond with a special animal companion. Choose an animal from the following list: bat, cat, dog, hawk, rat, snake (viper), or wolf.

FAMILIAR

Level Abilities Tricks Special
1st-2nd +0 1 Link, Share Powers
3rd-5th +0 2 Evasion
6th-8th +1 3 Devotion
9th-11th +1 4 Speak
12th-14th +2 5 --
15th-17th +2 6 Improved Evasion
18th-20th +3 7 --

Your familiar is an enhanced version of a normal animal, referred to as the base animal. The Familiar table indicates how the base animal is enhanced.

Level: This is your adept level. Enhancements to the familiar's traits are based on this. A familiar's combat bonus is the same as an expert of your adept level, and a familiar has good Fortitude and Reflex saves like an expert of your adept level.

Abilities: This is a bonus to the base animal's Strength, Dexterity, and Intelligence scores.

Bonus Tricks: The number in this column is the total number of tricks the familiar knows, in addition to any you might choose to teach it using the Handle Animal skill. These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. You select these bonus tricks, and once chosen, they can't be changed.

Link: You have a psychic link with your familiar. The two of you are always in mental contact (like a use of the Mind Touch power). If some outside force, such as the Ward power, interferes, you can make a Mind Touch or Wisdom check to overcome it. If your psychic link is broken, it is automatically reestablished as soon as possible. Because of your link, you can handle your familiar as a free action and push it as a move action, even if you aren't trained in the Handle Animal skill. You get a +4 bonus on interaction checks involving your familiar.

Share Powers: You can choose to have any power you use on yourself also affect your familiar. This includes powers like Body Control and Psychic Shield, which normally only affect the user. The familiar must be within 5 feet of you when the power is used to receive its effects. If the power has a duration other than instantaneous, it stops affecting the familiar when the familiar moves farther than 5 feet away from you and does not affect it again, even if it returns while the power is still in effect.

Evasion: If a familiar is subjected to an attack that allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion: A familiar gains a +4 bonus on Will saves against any effect influencing its mind or emotions.

Speak: Your familiar can speak verbally with you as if you shared a common language. Others cannot understand your communication without the use of powers.

Improved Evasion: When subjected to an attack that allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Far Shot (General)

Prerequisite: Point Blank Shot.

When you use a projectile weapon, such as a bow, its range increment increases by half (multiply by 1.5). When you use a thrown weapon, its range increment doubles (multiply by 2).

Fascinate (Expert)

Prerequisite: Trained in the chosen interaction skill.

One of your interaction skills is so effective you can capture and hold someone's attention with it. Choose Bluff, Diplomacy, Intimidate, or Perform. Use a standard action and make a check using the interaction skill against your target's Sense Motive check or Will saving throw result (whichever has the higher bonus). If you succeed, the target pays no attention to anyone other than you. You may maintain the effect by taking a standard action each round, for a number of rounds equal to your skill rank. Any potential threat, such as an ally sneaking up on a fascinated target, grants a new Sense Motive check or Will save. Any obvious threat, such as someone drawing a weapon, automatically breaks the fascination. The fascination ends when you stop maintaining it or the target overcomes it. You may take this feat more than once. Each time, it applies to a different interaction skill.

Favored Opponent (Martial)

You have a particular type of opponent you've studied or are especially effective against. It may be a type of creature, like animals or the undead; a profession, like soldiers or thieves; or any other category the Narrator approves. Especially broad categories, like all humanoids or all villains, are not permitted. You get a +2 bonus on Bluff, Intimidate, Notice, Sense Motive, and Survival checks dealing with your favored foe, as well as +2 damage on all attacks against them. You may take this feat multiple times, either choosing a different favored opponent or increasing your existing bonus by +2, to a maximum of +6.

Great Cleave (Martial)

Prerequisite: Cleave.

This feat works like Cleave, except you can use it an unlimited number of times per round, until you miss or there are no more opponents within range of your attack.

Great Fortitude (General)

You get a +2 bonus on all Fortitude saving throws.

Great Toughness (Martial)

Your Toughness save bonus increases by +1. You can take Great Toughness multiple times and its benefits stack up to a maximum +5 bonus to your Toughness saves.

Greater Weapon Focus (Martial)

Prerequisite: Weapon Focus for chosen weapon.

You gain an additional +1 attack bonus with the chosen weapon. The benefit of this feat stacks with that of Weapon Focus.

Greater Weapon Specialization (Martial)

Prerequisite: Weapon Specialization for chosen weapon.

You gain an additional +1 damage bonus with the chosen weapon. The benefit of this feat stacks with that of Weapon Specialization.

Hide in Plain Sight (Expert)

Prerequisite: Stealth rank 13+.

You can make Stealth checks even while being observed and even if you do not have cover or concealment. Characters normally must have cover or concealment to hide and cannot make Stealth checks while being observed.

Imbue Item (Supernatural)

You can craft supernatural items, including weapons, armor, and charms. see Supernatural Equipment in Chapter 5 for details.

Improved Critical (General)

Your critical threat range with a particular attack is doubled. An attack that normally threatens a critical on a natural 20 instead threatens a critical on a 19 or 20, an attack that normally threatens a critical on a 19 or 20 instead threatens a critical on 17-20, and so forth. You can take this feat multiple times. Each time it applies to a different attack.

Improved Disarm (General)

You have a +2 bonus on attack rolls when attempting to disarm an opponent, who does not get an opportunity to disarm you if you fail (see Disarm in Chapter 6).

Improved Dodge (General)

When you take a dodge action in combat you gain a +6 dodge bonus rather than the usual +4 dodge bonus (see Standard Actions in the Introduction). You can take this feat a second time, giving you a +8 dodge bonus when you take a dodge action.

Improved Evasion (Expert)

Prerequisite: Evasion.

This works like Evasion except you only take half damage from an area effect even if you fail the Reflex save, and no damage if you succeed.

Improved Grab (General)

When you hit with an unarmed attack, you can immediately make a grapple check against that opponent as a free action. Your unarmed attack counts as the initial attack roll required to start grappling. The opponent must be no larger than your size category. see Grapple in Chapter 6 for details.

Improved Initiative (General)

You get a +4 bonus on initiative checks.

Improved Pin (General)

Your grappling attacks are particularly difficult to escape. Opponents suffer a -4 penalty on grappling checks against you to escape a grapple or pin.

Improved Precise Shot (General)

Prerequisite: Precise Shot.

You ignore the Defense bonus provided by anything less than total cover and the miss chance from anything less than total concealment. A target's own Defense still applies. You can make finesse attacks with ranged weapons (see Finesse Attack in Chapter 6).

Improved Ranged Disarm (General)

You have no penalty to your attack roll when making a ranged disarm attempt (see Disarm in Chapter 6).

Improved Speed (General)

Your speed increases by 10 feet while wearing no armor, light armor, or medium armor and not carrying a heavy load. You can take this feat multiple times. Each time it increases your speed by 10 feet, to a maximum increase of +30 feet.

Improved Strike (General)

You can inflict lethal damage with your unarmed strikes. Normally unarmed attacks only inflict non-lethal damage. Your unarmed attacks are also more effective than normal. Increase your unarmed striking (but not grappling) damage by +1 for every four total levels, rounding up (+1 at levels 1-4, +2 at levels 5-8, and so forth).

Improved Sunder (General)

You have +4 to hit when you attempt to strike an object held by another character.

Improved Throw (General)

You're skilled at throwing opponents off-balance. When making a trip attack, choose which ability bonus your opponent uses to defend, Strength or Dexterity.

Improved Trip (General)

You have a +2 bonus on Strength and Dexterity checks to trip an opponent, and they do not get an opportunity to trip you if you fail. see Trip in Chapter 6 for details.

Improvised Tools (Expert)

You can make do with whatever tools you have at hand. You ignore the -4 penalty for using a tool-dependent skill without proper tools.

Inspire (Expert)

Prerequisite: Charisma +1 or higher.

You can inspire others with your presence. You can take this feat multiple times. Each time, you acquire a new type of inspiration. Using any Inspire effect requires a standard action and is considered a use of an interaction skill, even though no skill check is required. This means your subjects have to be able to hear and understand you.

You can affect a number of subjects equal to half your expert level (minimum of one), and the effects last for a number of rounds equal to your expert level. Unwilling targets make a Will saving throw (Difficulty 10 + half your level + your Charisma). You can use any combination of Inspire effects a total of once per day per two expert levels (so a 6th-level expert can Inspire three times a day).

Each time you take this feat, choose one of the following effects:

Awe: The subjects are overcome with your presence. They are dazed (taking no action, but defending normally) for one round. On each of the following rounds, subjects can make a Will save (with a cumulative +1 bonus for each save) to shake off their awe and act normally.

Competence: Subjects are better able to focus on the task at hand, gaining a +2 bonus on all skill checks.

Complacency: The subjects let down their guard. They suffer a -5 penalty on Notice and Sense Motive checks. This also counts as a distraction sufficient to hide using Stealth.

Courage: The subjects overcome fear and doubt. They gain a +1 bonus on saves against fear and doubt and a +1 bonus on attack rolls and damage. This bonus increases to +2 when you are 8th level, +3 at 14th, and +4 at 20th.

Fear: Subjects are overcome with fear and anxiety. They are shaken and suffer a -2 penalty to attack rolls, checks, and saving throws (except Toughness saves). If the save fails by 5 or more, they are panicked and flee from you as quickly as possible.

Fury: Subjects gain the benefits of the Rage feat (see Rage feat in Chapter 3) but also the normal fatigue when the rage wears off.

Iron Will (General)

You get a +2 bonus on all Will saving throws.

Jack-of-All-Trades (Expert)

You can use any skill untrained, even skills that normally cannot be used untrained; although, you must still have proper tools if the skill requires them.

Lightning Reflexes (General)

You get a +2 bonus on all Reflex saving throws.

Lucky (General)

The universe just seems to like you. Add your Charisma score (if positive) as a bonus to your Fortitude, Reflex, and Will saves.

Mass Suggest (Expert)

Prerequisite: Suggest.

You can make a suggestion simultaneously to any number of subjects you have already fascinated (see the Suggest feat). You must make the same suggestion to everyone.

Master Plan (Expert)

If you have the opportunity to prepare for an encounter, you can formulate a plan to deal with it. This requires at least a few minutes, longer at the Narrator's discretion. Make an Intelligence check (Difficulty 10). If successful, you and your allies gain a bonus on all skill checks and attack rolls in the scene depending on the result of your check: +1 for a roll of 10-14, +2 for 15-24, and +3 for 25 or higher. You choose when during the scene to initiate your master plan. The bonus lasts for 3 rounds, then begins decreasing at a rate of 1 per round until it is gone. You can only use this feat when you have the opportunity to prepare for an encounter in advance, not when dealing with sudden or unexpected encounters.

Mounted Archery (Martial)

Prerequisite: Mounted Combat.

The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Mounted Combat (General)

Prerequisite: Trained in Ride.

Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Defense if it's higher than the mount's regular Defense.)

Night Vision (General)

You can see twice as far in low-light conditions as a normal human. Your vision is still hindered normally by total darkness.

On the Run (General)

When taking a standard action you can move both before and after the action, provided your total distance isn't greater than your movement speed.

Point Blank Shot (General)

You get a +1 bonus on attack rolls and damage with all ranged weapons at ranges of up to 30 feet.

Power (Supernatural)

You can use a particular power with a rank equal to your adept level +3. see Chapter 4: Supernatural Powers for details on the power and how they work. You can take this feat multiple times. Each time you learn a new power. Many power require training in more basic powers in order to learn them.

Precise Shot (General)

Prerequisite: Point Blank Shot.

You can make ranged attacks on an opponent engaged in melee with your allies without the usual -4 penalty.

Quick Draw (General)

You can draw or load a weapon as a free action, rather than a move action. You can only do one of these things as a free action each round; the other remains a move action as normal. So you could draw a weapon as a free action, then load it as a move action, for example, but not draw and load it as a free action. Taking this feat a second time allows you to both draw and load a weapon in the same round as free actions.

Quicken Powers (Supernatural)

Once per round, you can use a power that normally requires a full-round action as a standard action, or a power that normally requires a standard action as a move action. You can't use powers more quickly than a move action using this feat. The fatigue Difficulty of the quickened power increases by +8.

Rage (Martial)

You can fly into a berserk rage as a free action, gaining +2 Strength, +2 to your Fortitude and Will saves, and a -2 penalty to Defense. While raging you can't use skills or powers requiring concentration or patience, and you can't take 10 or take 20 on checks. Your rage lasts five rounds, after which you are fatigued for five rounds (see Fatigue in Chapter 6). You can use Rage once per day at 1st level and an additional time per day for every four warrior levels (twice at 4th level, three times at 8th level, and so on).

Each additional time you take this feat you gain an additional +1 Strength and +1 Fortitude and Will save bonus to a maximum of +4 Strength and +4 to saves total (the -2 penalty to Defense and other effects remain the same).

Instead of increasing your Rage benefits, taking the Rage feat an additional time can extend the duration of your rage by 5 rounds. This also extends the duration of your post-rage fatigue by 5 rounds.

Ranged Pin (General)

You can pin an opponent using a ranged weapon to nail a bit of clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or similar surface. Make a normal attack roll against the target. If your attack is successful, the target is pinned. To break free, the victim must take a move action and make a successful Strength or Escape Artist check (Difficulty 15).

Ride-By Attack (Martial)

Prerequisite: Mounted Combat.

When you are mounted, you can move both before and after you take a standard action, provided your total distance isn't greater than your mount's movement speed.

Run (General)

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start, you get a +4 bonus to your Jump check.

Second Chance (General)

Choose a particular hazard, such as falling, being tripped, triggering traps, being mentally controlled (or affected by another specific power), or a particular skill with consequences for failure. If you fail a saving throw against that hazard or a check with that skill, you can immediately make another roll and use the better of the two results. Unlike spending a Conviction point, you do not treat rolls below 10 as a result of 10. You only get one second chance against any given save or task, and the Narrator decides if a particular hazard or skill is an appropriate focus for this feat. You can acquire this feat multiple times. Each time it applies to a different hazard or skill.

Seize Initiative (Martial)

You can spend a Conviction point to go first in the initiative order, without having to roll for initiative. You may only do so when you would normally roll initiative. If more than one character uses this feat, they roll for initiative normally and act in order of their initiative result, followed by all the other characters involved in the combat.

Set-up (General)

You can transfer the benefits of a successful combat use of an interaction skill to an ally. For example, you can feint and allow your ally to make the surprise attack against that opponent. The interaction skill requires its normal time and skill check and you must be able to interact with your ally.

Shield Penetration (Supernatural)

You're proficient at overcoming the resistance of Psychic Shields. You get a +2 bonus on checks to overcome a target's Psychic Shield. see Psychic Shield in Chapter 4 for more information.

Shield Training (General)

You're trained in the proper use of shields in combat. You can use a shield and take only the standard penalties. Characters lacking Shield Training take their shield's armor check penalty on attack rolls and on all Strength and Dexterity-based checks.

Skill Focus (General)

Choose a known skill. You get a +3 bonus on all checks involving that skill. You can acquire this feat multiple times. Each time you do, it applies to a different known skill.

Skill Mastery (Expert)

Choose four of your known skills. When making checks with those skills, you can take 10 even when distracted or under pressure. This feat does not allow you to take 10 with skills that do not normally allow you to do so. You can acquire this feat multiple times. Each time you do, choose four other known skills to master.

Skill Training (General)

Each time you take this feat, you gain two additional known skills.

Slow Fall (Expert)

Prerequisite: Jump rank 5 or higher.

You can slow a fall if within arm's reach of a wall or similar structure. Subtract 10 feet from the fall per two expert levels before determining damage, with falls of 0 or less doing no damage. At 20th level expert you can use a nearby surface to slow your descent and fall any distance without harm.

Smite Foe (Martial)

Prerequisite: Favored Foe.

You can charge a blow with the power of your determination. You can use Smite Foe once per day per four levels, rounded up. When you strike a favored foe in melee, you can activate your smite: add your Charisma score to your attack roll and half your total level to your damage. If you accidentally smite an opponent who is not actually a favored foe, there is no additional effect, and the smite use is wasted.

Snatch Arrows (Expert)

Prerequisite: Deflect Arrows.

When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.

Spirited Charge (Martial)

Prerequisite: Ride-By Attack.

When mounted and using the charge action, you deal +3 damage with a melee weapon (+4 damage with a lance).

Stunning Attack (Expert or Martial)

When you make an unarmed attack, you can choose not to inflict normal damage. Instead, the target makes a Fortitude save against a Difficulty of 10 plus your unarmed damage bonus. A successful save results in no effect. A failed save means the target is dazed for one round. Failure by 5 or more means the target is stunned for one round, and failure by 10 or more renders the target unconscious.

Subtle Powers (Supernatural)

You can use your powers with less chance of notice. When using powers you can mute their signature. Characters using Second Sight cannot detect your power use nor can its use be detected later using Second Sight. A subtle power increases the fatigue save Difficulty by +2.

Suggest (Expert)

Prerequisite: Fascinate (for the same skill).

You can use an interaction skill to plant a suggestion in the mind of a subject you have fascinated using the Fascinate feat. This works like a use of the Suggestion power (see Suggestion in Chapter 4), except you must interact with the target and mental contact is not required. The Difficulty of the target's Will save is 10 + half your expert level + your Charisma score.

Supernatural Focus (Supernatural)

Choose a power in which you are trained. You gain a +3 bonus on checks with the chosen power, or increase its effect by 3 ranks (if it does not require checks). You can take this feat more than once. Each time, it applies to a different power.

Supernatural Speed (Supernatural)

Prerequisite: Body Control rank 6 or higher.

You can move at great speed in short bursts. When you use this feat, your movement speed increases to ten times normal for 1 round (6 seconds). This is considered running movement (a full-round action), and it is fatiguing (Difficulty 12). Supernatural speed also multiplies your jumping distances by five.

Supernatural Strike (Supernatural)

Prerequisites: Improved Strike.

Your unarmed attacks are considered supernatural weapons for overcoming the defenses of creatures vulnerable to such weapons.

Supernatural Talent (Supernatural)

Choose two powers in which you are trained. You increase the powers' effective rank by 2. You can take this feat more than once. Each time, it applies to a different pair of powers.

Supernatural Weapon (Supernatural)

Prerequisites: Combat +3 or higher.

You can imbue a melee weapon you wield with supernatural power. The weapon is considered a supernatural weapon for overcoming the defenses of creatures vulnerable to such weapons. You must personally wield the weapon for it to gain this benefit.

Surprise Attack (Expert)

When you make a surprise attack (see Surprise Attack in Chapter 6), you do +2 damage. You cannot surprise attack an opponent you cannot perceive (due to concealment or some other effect), and opponents immune to critical hits suffer no additional damage. Opponents who cannot be surprise attacked are also immune. You can take this feat multiple times, increasing your damage bonus by +2 each time, to a maximum of +10.

Talented (General)

Choose two known and related skills, such as Survival and Stealth or Acrobatics and Climb, or two specialties from a specialty skill, such as Craft or Knowledge. You gain a +2 bonus with both skills. You can take this feat multiple times. Each time it applies to two different skills.

Taunt (General)

You can shake an opponent's confidence with clever taunts. Use a standard action and make a Bluff check against your target's Sense Motive check or Will saving throw, whichever has the higher bonus. If you succeed, your target is shaken for one round (-2 to attack rolls, checks, and saving throws, but not Toughness saves). If you fail, you may try again on the following round. Targets get a +1 on their resistance roll per Bluff attempt against them in the same scene (successful or not).

Track (General)

You can find and follow tracks left by other creatures. To find tracks or to follow them for one mile requires a successful Survival check. You must make another Survival check each time the tracks become difficult to follow. You move at half your normal speed while tracking (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The Difficulty depends on the surface, as given on the Surface table.

Surface Difficulty Surface Difficulty
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 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 a 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 and dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

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

Several modifiers may apply to the Survival check, as given on the condition table.

TRACK CONDITIONS

Condition Difficulty Modifier
Every three creatures in the group being tracked -1
Size of the largest creature being tracked:
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +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 (apply the largest modifier)
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail and moves at half speed +5

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Without this feat, you can use Survival to find tracks, but you can follow them only if the Difficulty is 10 or lower. You can use the Search skill to find a footprint or similar sign of a creature's passage using the Difficulties given above, but you can't use Search to follow tracks.

Trackless Step (General)

Prerequisite: Trained in Stealth and Survival.

If you choose, you leave no trail in natural surroundings and cannot be tracked.

Trample (General)

Prerequisite: Mounted Combat.

When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Trance (Supernatural)

Through breathing and bodily control, you can slip into a deep trance. It takes a minute of uninterrupted meditation and a Difficulty 15 Concentration check. While in the trance you add your Concentration bonus (not rank) to your Constitution score to determine how long you can hold your breath and you make Concentration checks rather than Constitution checks to avoid suffocation (see Suffocation in Chapter 6). Poison and disease effects are suspended for the duration of the trance. It requires a Notice check with a Difficulty equal to your Concentration check result to determine you're not dead. You are aware of your surroundings while in trance and can come out of the trance at any time at will. You cannot take any actions while in the trance.

Two-Weapon Defense (General)

Prerequisite: Two-Weapon Fighting.

Your two-weapon fighting style improves your Defense. When wielding two weapons (but not while unarmed) and using parry defense, you gain a +1 bonus to your Defense. When fighting defensively or using the full defense action, this bonus increases to +2.

Two-Weapon Fighting (General)

Prerequisite: Dexterity +2 or higher.

You can fight skillfully with a weapon in each hand, giving you one extra attack per round. The attack roll with each weapon is at -4. If the off-hand weapon is a light weapon, the penalty is reduced to -2.

Uncanny Dodge (General)

You are especially attuned to potential danger, whether through training, experience, or some innate supernatural talent. You retain your dodge bonus to Defense when surprised, flat-footed, or surprise attacked, so long as you are able to react (are not helpless, bound, unconscious, and the like).

Wealthy (General)

Each time you select this feat, increase your Wealth bonus by +4.

Weapon Bind (Martial)

If you are using a parry defense and an opponent misses you with an armed melee attack, you can make a disarm attempt immediately as a free action. The disarm attempt is carried out normally, including the attacker getting the opportunity to disarm you (unless you have the Improved Disarm feat).

Weapon Break (Martial)

If you are using a parry defense and an opponent misses you with an armed melee attack, you can make an attack against your opponent's weapon immediately as a free action. This requires a normal attack roll and inflicts normal damage to the weapon if it hits (see Sunder in Chapter 6 for details).

Weapon Focus (General)

Choose one type of weapon. You can choose unarmed strike or grapple as your weapon for purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon. You can gain this feat multiple times. Each time, it applies to a new type of weapon.

Weapon Specialization (Martial)

Prerequisite: Weapon Focus with the chosen weapon.

Choose one type of weapon for which you have already selected the Weapon Focus feat. You deal +1 damage when using this type of weapon. You can gain this feat multiple times. Each time, it applies to a new type of weapon.

Weapon Training (General)

You're trained in the proper use of martial weapons. Characters lacking Weapon Training suffer a -4 penalty on attack rolls with martial weapons.

Well-Informed (Expert)

You are exceptionally well informed. When encountering an individual, group, or organization for the first time, you can make an immediate Gather Information check as a reaction to see if your character has heard something about the subject. This takes the place of a normal Knowledge check (if any). Use the guidelines for Gather Information checks (see Gather Information in Chapter 2) to determine the level of information you gain, and the guidelines for Knowledge checks (see Knowledge in Chapter 2) for the sorts of questions you can answer. You receive only one check per subject, although the Narrator may allow another upon encountering the subject again once significant time has passed.

Widen Powers (Supernatural)

When using powers that normally affect a single target, you can affect an area with a radius of up to twice your rank in feet. The power affects all targets in the area normally. You must still meet any requirements for range, including mental contact, the power requires. Make a single check and compare the results to each target in the area. Targets save individually against the power's effects. The widened power's fatigue Difficulty increases by +6.

Wild Talent (General)

You have a talent for a particular power, and can use it as if you know it at a rank equal to your total level +3. see Chapter 4: Supernatural Powers for details. You are not considered trained in the power for purposes of prerequisites and other traits.

You have less control over your Wild Talent than a truly trained adept does with powers. Whenever you are under stress, you must make a Will saving throw against a Difficulty of 10 + half your total level. If you fail, you are stunned and your wild talent goes off randomly. The power has its normal effect, but the Narrator chooses its target and parameters (if any). You suffer normal fatigue from this wild use of powers and cannot take any other action on the round it manifests. You can spend Conviction to automatically control a wild talent for one use.

If you acquire the power feat for the same power as your Wild Talent, you gain control over it and can use it normally. You can only have one Wild Talent. You cannot acquire this feat by spending Conviction (see Conviction in Chapter 1).

Wildwalk (General)

You can move through any sort of natural surroundings at your normal speed, unimpeded by things like undergrowth, difficult terrain, snow, mud, and similar difficulties (see Hampered Movement in Chapter 6). You're still affected by wind, rain, and other weather conditions, however.