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Chapter 6: Feats

Feat Descriptions


Acrobatic

You’re good at jumping and flipping.

Benefit: All Jump skill checks and Acrobatics and Tumbling checks gain a free +1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills. Attempting Acrobatics and Tumbling untrained can be dangerous.



Agile

You’ve got a good sense of balance and control over your body.

Benefit: All Balance skill checks and Escape Artist checks gain a free +1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills.



Agile Weapon Style

You can leverage your dexterity when using light sharp weapons.

Benefit: With a light or slashing melee weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. The GM has final say, but should allow daggers, knives, short and long swords, whips and chains. Natural weapons, such as fists, are allowed. Heavy blunt weapons should not be allowed.

Special: Agile Weapon Style may be used as a Starting Combat Feat.



Alertness

You tend to notice things.

Benefit: All Listen and Spot skill checks gain a free +1d4 bonus to the roll. (This is in addition to the free skill point allowed when the GM requests a Spot Check.)

Special: This Feat works whether Listen and Spot is a trained or untrained skill.



Animal Affinity

Animals tend to like you.

Benefit: All Handle Animal skill checks and Ride checks gain a free +1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills.





Athletic

You’re good at climbing and swimming.

Benefit: All Climb skill checks and Swim checks gain a free +1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills.



Blind-Fight

You are able to compensate with temporary vision loss better than most.

Benefit: Any penalty due to darkness, blindness or other vision loss is halved. This feat works with melee attacks, ranged attacks and skills.

Normal: Without this feat you take full penalties for not being able to see properly when in the dark. Normally, partial darkness imposes a -2 penalty to attack and skill rolls; complete darkness imposes a -6 to attack and skill rolls, as well as a -2 Armour Class penalty.

Special: Blind-Fight may be used as a Starting Combat Feat.

Some spells and power alterations can combat complete darkness.



Bursting Fire

You know how to control a weapon that is bursting fire.

Benefit: You do not suffer the normal penalties when using a bursting fire weapon.

Normal: Without this feat, an attacker suffers a -4 penalty to hit when using a bursting fire weapon.

Special: Bursting Fire may be used as a Starting Combat Feat.

Note: Currently the only reliable and commonly available bursting fire weapon on the market is the Balder Burst Fire Machine Pistol. More are expected to be released in the future.



Cleave

You’re good enough with a melee weapon to get in another quick attack if you drop your first target.

Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You 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. You can use this ability once per round.

Special: Cleave may be used as a Starting Combat Feat.



Combat Awareness

You know how to get out of the way of some attacks.

Benefit: You receive a +1 dodge bonus to your Armour Class. This effect stacks with other bonuses. If you are immobilized or otherwise loose your dexterity AC bonus, this effect is also temporarily lost.

Special: Combat Awareness may be used as a Starting Combat Feat.





Curious

You’re good at finding out things.

Benefit: All Gather Information skill checks and Investigate checks gain a free +1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills.






Up Next: Feat Descriptions D - H

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