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FEATS..........................................................................................................................................................................................................................................

1
Saving Throw Feats..............................................................................................................................................................................................................1
Great Fortitude..............................................................................................................................................................................................................1
Lightning Reflexes..........................................................................................................................................................................................................1
Iron Will.........................................................................................................................................................................................................................1
Skill Feats.............................................................................................................................................................................................................................1
Skill Training (skill, skill)..............................................................................................................................................................................................1
Skill Focus (skill)...........................................................................................................................................................................................................2
Miscellaneous Feats.............................................................................................................................................................................................................2
Zen Driving....................................................................................................................................................................................................................2
Charles Atlas..................................................................................................................................................................................................................2
Abs of Steel.....................................................................................................................................................................................................................3
Combat Feats........................................................................................................................................................................................................................3
Weapon Focus (weapon group).....................................................................................................................................................................................3
Two-Weapon Fighting...................................................................................................................................................................................................3
Combat Expertise...........................................................................................................................................................................................................3
Mobility..........................................................................................................................................................................................................................4
Power Attack..................................................................................................................................................................................................................4
Cleave............................................................................................................................................................................................................................4
Toughness......................................................................................................................................................................................................................4
Toughness......................................................................................................................................................................................................................5

Feats
SAVING THROW FEATS
Great Fortitude
Benefit: You gain a +2 bonus on Fortitude saving throws. Also, once per day you may re-roll a
Fortitude saving throw, and take the best result. If you spent an action point on that saving throw, the
bonus from the action points is not re-rolled.
Action Point: When you spend an action point to improve a Fortitude saving throw, you roll d10s
instead of d6s.
Scaling: At 6th level, and every five levels after that, you gain one additional re-roll per day.
Lightning Reflexes
Benefit: You gain a +2 bonus on Reflex saving throws. Also, once per day you may re-roll a
Fortitude saving throw, and take the best result. If you spent an action point on that saving throw, the
bonus from the action points is not re-rolled.
Action Point: When you spend an action point to improve a Reflex saving throw, you roll d10s
instead of d6s.
Scaling: At 6th level, and every five levels after that, you gain one additional re-roll per day.
Iron Will
Benefit: You gain a +2 bonus on Willpower saving throws. Also, once per day you may re-roll a
Fortitude saving throw, and take the best result. If you spent an action point on that saving throw, the
bonus from the action points is not re-rolled.
Action Point: When you spend an action point to improve a Willpower saving throw, you roll d10s
instead of d6s.
Scaling: At 6th level, and every five levels after that, you gain one additional re-roll per day.
Skill Feats
Skill Training (skill, skill)
Benefit: Choose two skills. You gain a +2 bonus on skill checks with the two chosen skills. Also,
once per day you may re-roll a skill check for either skill, and take the best result. If you spent an
action point on that skill check, the bonus from the action points is not re-rolled.

Special: The GM may either provide a list of pre-approved skill pairs that can be chosen with this
skill, or else may veto player-chosen pairs of skills chosen with this feat.
Special: This feat may be taken multiple times. Each time it is taken, a different pair of skills must
be chosen.
Action Point: When you spend an action point to improve a skill check with either skill, you roll
d10s instead of d6s.
Scaling: At 9, 14, and 19 skill ranks, you gain one additional re-roll per day. The skill with the lower
number if ranks is used to determine how many extra re-rolls you get to share between both skills.

Skill Focus (skill)


Benefit: Choose one skill. You gain a +3 bonus on skill checks with this skill. Also, once per day
you may re-roll a skill check for this skill, and take the best result. If you spent an action point on
that saving throw, the bonus from the action points is not re-rolled.
Special: This feat may be taken multiple times. Each time it is taken, a different skill must be
chosen.
Action Point: When you spend an action point to improve a skill check with this skill, you roll d10s
instead of d6s.
Scaling: At 9, 14, and 19 skill ranks, you gain one additional re-roll per day.
MISCELLANEOUS FEATS
Zen Driving
Prerequisites: Wisdom 13, Drive 1 rank or Pilot 1 rank.
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making Drive
or Pilot skill checks. Also, once per day you may re-roll a skill check for either skill, and take the
best result. If you spent an action point on that skill check, the bonus from the action points is not rerolled.
Normal: You use your Dexterity modifier for Drive or Pilot skill checks.
Special: This feat can replace Skill Focus and/or Skill Training feats (Pilot and/or Drive) for purpose
of meeting feat prerequisites. The benefits of this feat (Wisdom bonus to skill checks, d10 action
point rolls and skill check re-rolls) do not apply to any vehicle that you suffer a non-proficiency
penalty with when driving/piloting.
Action Point: When you spend an action point to improve a skill check with either skill, you roll
d10s instead of d6s.
Scaling: At 6th, 11th, and 16th level, you gain one additional re-roll per day.
Charles Atlas
Prerequisites: Strength 13.
Benefit: You can use your Strength modifier instead of your Charisma modifier when making Bluff,
Diplomacy, Gather Information, and Intimidate skill checks. Second, when you spend an action
point to improve a skill check on any of these skills, you roll d10s instead of d6s. Third, once per day
you may re-roll a skill check for any of these skills, and take the best result. If you spent an action
point on that saving throw, the bonus from the action points is not re-rolled.
Normal: You use your Charisma modifier for Bluff, Diplomacy, Gather Information, and Intimidate
skill checks.
Special: If your ranks in any of the affected skills exceed what would normally be allowed for a
cross-class skill, you lose the all benefits of this feat with regard to that specific skill.
Special: This feat only helps Diplomacy skill checks when used with a target that would normally
find your race and gender attractive.

Scaling: At 6th, 11th, and 16th level, you gain one additional re-roll per day.

Abs of Steel
Prerequisites: Strength 17, Constitution 13.
Benefit: As either a move action or a standard action, you can flex your muscles, granting you
damage resistance equal to your Constitution bonus against bludgeoning and slashing damage, and
half this amount (round down) against piercing attacks. This damage resistance lasts until the start of
your next turn.
Scaling: For every full +3 points of base attack bonus, you gain an additional +1 bonus to this
damage resistance.
COMBAT FEATS
Weapon Focus (weapon group)
Benefit: Choose a weapon group. With all weapons in this weapon group, you gain a +1 on attack
rolls. If you spend an action point on an attack with this weapon type, you roll d10s instead of d6s,
and the action point bonus is applied to both the attack and the damage rolls.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different weapon
group.
Scaling: You gain a bonus equal to half your base attack bonus (round down) on damage rolls. If
your base attack bonus is +11 or better, you also double the threat range of the weapon.
Two-Weapon Fighting
Prerequisite: Dexterity 15.
Benefit: You suffer a -4/-4 attack penalty when attacking with two weapons, or -2/-2 if the off-hand
weapon is a light weapon. See the section on two-weapon fighting in the Combat chapter.
Normal: You suffer a -6/-10 attack penalty when attacking with two weapons, or -4/-8 if the offhand weapon is a light weapon.
Scaling: If you have bab +6 and Dexterity 17, you gain two attacks with your off-hand weapon. If
you have bab +11 and Dexterity 19, you gain three attacks with your off-hand weapon. If you have
bab +16 and Dexterity 21, you gain four attacks with your off-hand weapon.
Special: If playing with the d20a variant rules set, where an iterative attack would be gained, you
instead gain a re-roll on the attack.
It seemed reasonable to list the modifiers for TWF in the feat, as well as in the combat chapter.
Combat Expertise
Prerequisite: Intelligence 13.
Benefit: Once per day you may enter a mental state of mind, in which your defensive fighting skills
are improved. Entering this state of mind is a free action which can only be done on your turn. The
combat zone lasts for one minute (10 rounds), and provides a +4 dodge bonus to your AC against
melee attacks, or a +1 dodge bonus to AC against ranged attacks. In addition, choose one of the
following three manoeuvres:
o Improved Disarm: You gain a +4 bonus on disarm attempts, do not provoke attacks of
opportunity, and do not risk your weapon being disarmed on an unsuccessful disarm attempt.
o Improved Feint: You can feint as a move action, instead of a standard action.
o Improved Trip: You gain a +4 bonus on trip attempts, and do not provoke attacks of opportunity.
Scaling: At 6th, 11th, and 16th level, you gain an additional daily use of the mental combat zone
ability. You can also choose an additional combat manoeuvre at each of these levels.

Action Point: You can spend an action point to gain an additional daily use of your mental combat
zone.

Mobility
Prerequisite: Dexterity 13.
Benefit: You gain a +1 dodge bonus to AC against melee attacks.
Scaling: At 6th level, you gain an additional +4 dodge bonus to AC against attacks of opportunity
triggered by your movement. At 11th level, you can split your move action to move both before and
after a standard action used to make an attack. At 16th level, as a full-round action, you can make a
single attack against every enemy within melee range.
Action Point: When you spend an action point to improve your AC, you roll d10s instead of d6s.
Power Attack
Prerequisite: Strength 13.
Benefit: Once per day you may enter a mental state of mind, in which your offensive fighting skills
are improved. Entering this state of mind is a free action which can only be done on your turn. The
combat zone lasts for one minute (10 rounds), and doubles the size of your Strength bonus to melee
damage rolls. In addition, choose one of the following three manoeuvres.
o Improved Sunder: You gain a +4 bonus on attack rolls made to sunder an object, and do not
provoke attacks of opportunity when you attempt to sunder an object.
o Improved Bull Rush: You gain a +4 bonus on attack rolls made bull rush an enemy, and do not
provoke attacks of opportunity when you attempt to bull rush an enemy.
o Improved Overrun: You gain a +4 bonus on attack rolls made overrun rush an enemy, and your
target may not choose to avoid your overrun attempt.
Scaling: At 6th, 11th, and 16th level, you gain an additional daily use of the mental combat zone
ability. You can also choose an additional combat manoeuvre at each of these levels.
Action Point: You can spend an action point to gain an additional daily use of your mental combat
zone.
Cleave
Prerequisite: Strength 13, Power Attack, base attack bonus +2.
Benefit: When you drop an enemy in melee combat, you may an attack with the same weapon
against any enemy in range.
Scaling: As long as you continue dropping opponents with each melee attack, you can make a
number of additional attacks equal to half your base attack bonus (round down). If your base attack
bonus is +11 or better, you can make a 5-foot step before each additional attack, if desired.
Toughness
Benefit: You gain +3 hit points. In addition, choose one of the following three manoeuvres:
o Endurance: You may sleep in light or medium armour without becoming fatigued. Also, You
gain a +4 bonus on the following rolls: Swim checks made to resist non-lethal damage,
Constitution checks made to continue running, Constitution checks made to avoid non-lethal
damage from a forced march, Constitution checks made to hold your breath, Constitution checks
made to avoid non-lethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from
suffocation.
o Run: You move at five times (instead of four times) your normal speed when you take a run
action. You cannot be wearing medium or heavy armour, or carrying a medium or heavy load.

Abs of Steel: As a move action or a standard action, you can flex your muscles, giving you
damage resistance against bludgeoning and slashing damage equal to the lower of your Strength
or Constitution bonus. This lasts until the start of your next turn.
Scaling: At 4th level (or 4 HD) and higher, you gain +1 hit point per level. This replaces the basic +3
hp from this feat. At 6th, 11th, and 16th level, you can choose an additional manoeuvre from those
listed.

Toughness
Benefit: You gain +3 hit points.
Special: You can gain this feat multiple times. Its effects stack.
Scaling: At 4th level (or 4 HD) and higher, you gain +1 hit point per level. This replaces the basic +3
hp from this feat.