non fighter feats

44
Non-Fighter Feats Prerequisites Adroitness of Hephaistus Any Craft skill 5 ranks, Dex 13 Back Off! Any Intimidate boosting feat, Cha 15 Beast Con 13 Biter Human-like teeth Beautiful - Blood Innocence Good alignment, must not kill Born Again Born into the Indian culture Coming Home - Courage Cha 13 Crawl Like a Worm No levels as barbarian, fighter, monk, paladin, ranger or warrior. Destiny Cha 13 Dressed to Kill At least 1 Cha-based skill Encouragemen t Cha 13 Feet of a Chicken - Forgettable A maximum Cha of 11 Freedom Cha 13 Freedom Throw Dex 13 Furious Focus Con 13 Good Karma Indian culture, no deviations from your

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Page 1: Non Fighter Feats

Non-Fighter Feats

Prerequisites

Adroitness of Hephaistus

Any Craft skill 5 ranks Dex 13

Back Off Any Intimidate boosting feat Cha 15

Beast Con 13

Biter Human-like teeth

Beautiful -

Blood Innocence

Good alignment must not kill

Born Again Born into the Indian culture

Coming Home -

Courage Cha 13

Crawl Like a Worm

No levels as barbarian fighter monk paladin ranger or warrior

Destiny Cha 13

Dressed to Kill At least 1 Cha-based skill

Encouragement Cha 13

Feet of a Chicken

-

Forgettable A maximum Cha of 11

Freedom Cha 13

Freedom Throw Dex 13

Furious Focus Con 13

Good Karma Indian culture no deviations from your Karmic path

Grand Entrance Perform 5 ranks Int 13

Hear Me Out Cha 13

Heart of a Lion Rage class ability

Idiot A maximum Int of 11

Improved Dispelling Insight

-

Improved Skill Skill Focus (that skill) Exp lvl 1

Focus

Inedible -

Inevitability of Hades

Wis 13

Majesty of Zeus Cha 13

Mind of the Shamaness

Wis 13

Oneliner Int 13

Bewilder Int 13 Cha 13 Oneliner

Poisoned Words

Bluff Skill Sense Motive skill Int 13 Cha 13

Pressure Points Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher

The Pinch Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8

Ride Like the Wind

Ride 5 ranks

Smelling Good -

Social Skills -

Soulmate -

Stamina of Aphrodite

Cha 13

Sycophant Toad

-

Tall Dark and Gruesome

Str 13

Terrain Mastery Survival 1 rank weekly access to the terrain for 1 year

Timing Wis 13 character level 10

Treerunning Balance skill Climb skill Jump skill Dex 13

Unique Talent -

Unquenchable Will

Iron Will Cha 13

Want A Piece of Me

-

ADROITNESS OF HEPHAISTUS [General] You work with astonishing speed when crafting things Prerequisites Any Craft skill 5 ranks Dex 13 Benefit When using a Craft skill for creating modifying or repairing anything you roll to see your progress every three days instead of every week This applies to all Craft skills you have at least 5 ranks in Note that while Adroitness of Hephaistus doesnrsquot affect the time required for magic item creation feats it does lessen the time needed to make masterwork items that must be used when making an item magical Special Worshipers of Hephaistus need not fulfil the listed prerequisite to take this feat

Screencap from the extensive Hercules World Order

Up

BACK OFF [General] Your commanding presence can cause enemies to withdraw Prerequisites Cha 15 any feat that can give a bonus to Intimidate checks Benefit You can try to make someone in an adjacent square leave your presence As a standard action you make an Intimidate check opposed by the targetrsquos modified level check (1d20 + character level or Hit Dice + Will save + fear save modifier) If you succeed the target uses a move action on his next turn trying to get as far away from you as possible This is a controlled and temporary retreat The target will not pass threatened squares or squares he believes are dangerous for other reasons This feat only affects a target for 1 round He can then approach you again if he wants to If the target is unable to retreat because of these restrictions he instead becomes shaken for 1 round (-2 on attack rolls ability checks and saves) Note that the target must make the move action as his initial action during his turn but he is free to use the remaining standard action as he chooses after the move He can even use ranged attacks or spells on you He can even use the standard action for a normal move provided he doesnrsquot come any nearer to you Note also that you donrsquot have to threaten someone to affect him with this feat Itrsquos enough that he stands in a square adjacent to your own He must be able to see you though and the modifiers for different sizes mentioned in the Intimidate description applies here too

Up

BEAST [General] You let your strong animal instincts take over in desperate situations Prerequisites Con 13 Benefit You get a +2 bonus on Reflex and Fortitude saves but -2 on Will saves

Up

BEAUTIFUL [General] You are stunningly beautiful Benefit You get a +2 bonus on Bluff attempts Also whenever you roll ldquo20rdquo with a Charisma-based skill the target of your attempts becomes attracted to you if you fit her sexual preferences This attraction can take many forms but generally includes a desire to be in your company and perform as the person sees fit towards a potential object of desire It does not overrule self-preservation or larger plans but if these plans originally included your death or disadvantage the affected person becomes inclined to make exceptions on your behalf This feat comes with a disadvantage you get -2 on Disguise attempts and -2 on attempts to Hide in a crowd of people Note You need not take this feat at level 1 If taken later in life it represents both the culmination of your physical appearance and a conscious change in your daily grooming that has a startling effect (Great haircut)

Up

BEWILDER [General] You can confuse your opponents with a barrage of barbed insults outrageous insinuations and sheer wit Prerequisite Int 13 Cha 13 Oneliner Benefit As a standard action you can try to make one creature dazed

(unable to take any actions but with no penalty to AC) for 1 round The creature must be within 10rsquo from you and able to hear and understand you Creatures with Intelligence lower than 3 are unaffected The target makes a Will save (DC 10 + frac12 your character level + your Cha modifier) You may attempt this feat once per day for every four character levels you have attained Even if the target makes her Will save the attempt still counts against your maximum that day

Up

BITER [General] You can bite opponents in combat Prerequisites Strong healthy teeth Only humans and creatures with human-like mouths and no listed bite attack can take this feat Benefit When using an unarmed strike you can choose to bite instead Damage is 1d4 points of normal damage but the bite attack otherwise follows the rules for unarmed strikes Note that unless the biter has the Improved Unarmed Strike feat she provokes attacks of opportunity Normal Without this feat you can only try to bite someone in the same 5rsquo square that is usually someone you are grappling Special Some cannibal tribes file their teeth to sharp points This adds to their ferocious appearance but has no effect on the bite attack

Screencap from the Firestorm page Thanks a lot

Up

BLOOD INNOCENCE [General] You gain inner strength from your refusal to kill Prerequisite Good alignment must not kill Normal Not everyone who is good and has not killed has Blood Innocence You have to have a sincere conviction that life is sacred Benefit You gain a +2 morale bonus to AC and to Heal checks Special You can never have killed in the past if you are to take this feat The AC-bonus disappears permanently if you ever kill someone Killing includes accidental killings and self-defence You could however get away with side-stepping a charging enemy and let him fall to his death Some evil rituals require the sacrifice of someonersquos Blood Innocence

(through elaborate schemes) For this reason you are more likely to be captured rather than killed by many villains

Up

BORN AGAIN [General] You sometimes get flashbacks from an earlier life Prerequisite Born into the Indian culture Benefit You decide which character class you belonged to in your former life Once per day you can re-roll a single die that is connected to a strong point from your former class Strong points for a class includes - Class skills - Attack rolls if good attack bonus - Saving throws if good saving throws - Use of class features (including sneak attack) - Spell saving throw done by another to resist your spell - Other random roll necessary to get a spell effect

Note that only one die is affected You can only re-roll one d6 for fireball damage for example (so you are probably better off re-rolling the opponents saving throw if he seems to make it) Hit point gains normal damage rolls from weapons rolls made during character generation and rolls made by other characters even if they affect you indirectly - like an enemy spellcaster fighting you rolling to see how many mirror images she gets - are never affected by this feat Special You can take this feat several times Each new feat enables you to either choose another previous incarnation (another class) or another use per day for the same previous incarnation Born Again need not be taken at first level but only characters who have been born into the Indian culture (or another culture where reincarnation occurs) can ever take it

Up

COMING HOME [General] You have exceptionally strong ties to your home You know every inch well and gain courage and resilience from just being there Benefit +2 bonus on all saving throws in your home area This would be within sight of your house castle cave hometown or other place where you live A ship or other movable home doesnrsquot qualify for the purposes of this feat If you change your home you donrsquot get the benefits of this feat until you have lived for at least a year in that place

Up

COURAGE [General] You can conquer your fear easier than others Prerequisites Cha 13 Benefit Whenever you make a saving throw to resist magical or non-magical fear you get a +3 morale bonus Non-hostile persons in adjacent squares also get this bonus if theyrsquore aware of you If several people with Courage affect overlapping areas only the highest bonus is used Special Since this is a morale bonus it does not stack with a paladins aura of courage Only the strongest bonus apply to the non-hostile persons in adjacent squares

Up

CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

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DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

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DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

Up

ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

Up

FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

Up

FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

Up

FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

Up

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

Up

FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

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GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

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INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

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STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

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TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

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UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

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UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

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WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 2: Non Fighter Feats

Focus

Inedible -

Inevitability of Hades

Wis 13

Majesty of Zeus Cha 13

Mind of the Shamaness

Wis 13

Oneliner Int 13

Bewilder Int 13 Cha 13 Oneliner

Poisoned Words

Bluff Skill Sense Motive skill Int 13 Cha 13

Pressure Points Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher

The Pinch Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8

Ride Like the Wind

Ride 5 ranks

Smelling Good -

Social Skills -

Soulmate -

Stamina of Aphrodite

Cha 13

Sycophant Toad

-

Tall Dark and Gruesome

Str 13

Terrain Mastery Survival 1 rank weekly access to the terrain for 1 year

Timing Wis 13 character level 10

Treerunning Balance skill Climb skill Jump skill Dex 13

Unique Talent -

Unquenchable Will

Iron Will Cha 13

Want A Piece of Me

-

ADROITNESS OF HEPHAISTUS [General] You work with astonishing speed when crafting things Prerequisites Any Craft skill 5 ranks Dex 13 Benefit When using a Craft skill for creating modifying or repairing anything you roll to see your progress every three days instead of every week This applies to all Craft skills you have at least 5 ranks in Note that while Adroitness of Hephaistus doesnrsquot affect the time required for magic item creation feats it does lessen the time needed to make masterwork items that must be used when making an item magical Special Worshipers of Hephaistus need not fulfil the listed prerequisite to take this feat

Screencap from the extensive Hercules World Order

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BACK OFF [General] Your commanding presence can cause enemies to withdraw Prerequisites Cha 15 any feat that can give a bonus to Intimidate checks Benefit You can try to make someone in an adjacent square leave your presence As a standard action you make an Intimidate check opposed by the targetrsquos modified level check (1d20 + character level or Hit Dice + Will save + fear save modifier) If you succeed the target uses a move action on his next turn trying to get as far away from you as possible This is a controlled and temporary retreat The target will not pass threatened squares or squares he believes are dangerous for other reasons This feat only affects a target for 1 round He can then approach you again if he wants to If the target is unable to retreat because of these restrictions he instead becomes shaken for 1 round (-2 on attack rolls ability checks and saves) Note that the target must make the move action as his initial action during his turn but he is free to use the remaining standard action as he chooses after the move He can even use ranged attacks or spells on you He can even use the standard action for a normal move provided he doesnrsquot come any nearer to you Note also that you donrsquot have to threaten someone to affect him with this feat Itrsquos enough that he stands in a square adjacent to your own He must be able to see you though and the modifiers for different sizes mentioned in the Intimidate description applies here too

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BEAST [General] You let your strong animal instincts take over in desperate situations Prerequisites Con 13 Benefit You get a +2 bonus on Reflex and Fortitude saves but -2 on Will saves

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BEAUTIFUL [General] You are stunningly beautiful Benefit You get a +2 bonus on Bluff attempts Also whenever you roll ldquo20rdquo with a Charisma-based skill the target of your attempts becomes attracted to you if you fit her sexual preferences This attraction can take many forms but generally includes a desire to be in your company and perform as the person sees fit towards a potential object of desire It does not overrule self-preservation or larger plans but if these plans originally included your death or disadvantage the affected person becomes inclined to make exceptions on your behalf This feat comes with a disadvantage you get -2 on Disguise attempts and -2 on attempts to Hide in a crowd of people Note You need not take this feat at level 1 If taken later in life it represents both the culmination of your physical appearance and a conscious change in your daily grooming that has a startling effect (Great haircut)

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BEWILDER [General] You can confuse your opponents with a barrage of barbed insults outrageous insinuations and sheer wit Prerequisite Int 13 Cha 13 Oneliner Benefit As a standard action you can try to make one creature dazed

(unable to take any actions but with no penalty to AC) for 1 round The creature must be within 10rsquo from you and able to hear and understand you Creatures with Intelligence lower than 3 are unaffected The target makes a Will save (DC 10 + frac12 your character level + your Cha modifier) You may attempt this feat once per day for every four character levels you have attained Even if the target makes her Will save the attempt still counts against your maximum that day

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BITER [General] You can bite opponents in combat Prerequisites Strong healthy teeth Only humans and creatures with human-like mouths and no listed bite attack can take this feat Benefit When using an unarmed strike you can choose to bite instead Damage is 1d4 points of normal damage but the bite attack otherwise follows the rules for unarmed strikes Note that unless the biter has the Improved Unarmed Strike feat she provokes attacks of opportunity Normal Without this feat you can only try to bite someone in the same 5rsquo square that is usually someone you are grappling Special Some cannibal tribes file their teeth to sharp points This adds to their ferocious appearance but has no effect on the bite attack

Screencap from the Firestorm page Thanks a lot

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BLOOD INNOCENCE [General] You gain inner strength from your refusal to kill Prerequisite Good alignment must not kill Normal Not everyone who is good and has not killed has Blood Innocence You have to have a sincere conviction that life is sacred Benefit You gain a +2 morale bonus to AC and to Heal checks Special You can never have killed in the past if you are to take this feat The AC-bonus disappears permanently if you ever kill someone Killing includes accidental killings and self-defence You could however get away with side-stepping a charging enemy and let him fall to his death Some evil rituals require the sacrifice of someonersquos Blood Innocence

(through elaborate schemes) For this reason you are more likely to be captured rather than killed by many villains

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BORN AGAIN [General] You sometimes get flashbacks from an earlier life Prerequisite Born into the Indian culture Benefit You decide which character class you belonged to in your former life Once per day you can re-roll a single die that is connected to a strong point from your former class Strong points for a class includes - Class skills - Attack rolls if good attack bonus - Saving throws if good saving throws - Use of class features (including sneak attack) - Spell saving throw done by another to resist your spell - Other random roll necessary to get a spell effect

Note that only one die is affected You can only re-roll one d6 for fireball damage for example (so you are probably better off re-rolling the opponents saving throw if he seems to make it) Hit point gains normal damage rolls from weapons rolls made during character generation and rolls made by other characters even if they affect you indirectly - like an enemy spellcaster fighting you rolling to see how many mirror images she gets - are never affected by this feat Special You can take this feat several times Each new feat enables you to either choose another previous incarnation (another class) or another use per day for the same previous incarnation Born Again need not be taken at first level but only characters who have been born into the Indian culture (or another culture where reincarnation occurs) can ever take it

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COMING HOME [General] You have exceptionally strong ties to your home You know every inch well and gain courage and resilience from just being there Benefit +2 bonus on all saving throws in your home area This would be within sight of your house castle cave hometown or other place where you live A ship or other movable home doesnrsquot qualify for the purposes of this feat If you change your home you donrsquot get the benefits of this feat until you have lived for at least a year in that place

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COURAGE [General] You can conquer your fear easier than others Prerequisites Cha 13 Benefit Whenever you make a saving throw to resist magical or non-magical fear you get a +3 morale bonus Non-hostile persons in adjacent squares also get this bonus if theyrsquore aware of you If several people with Courage affect overlapping areas only the highest bonus is used Special Since this is a morale bonus it does not stack with a paladins aura of courage Only the strongest bonus apply to the non-hostile persons in adjacent squares

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CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

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DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

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DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

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ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

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FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

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FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

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FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

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FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

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FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

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GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

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GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

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HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

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HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

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IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

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IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

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IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

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INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

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INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

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MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

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MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

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ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

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THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

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POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

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PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

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RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

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SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

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SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

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SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

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STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

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SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

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TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

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TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

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TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

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TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

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UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

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UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

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WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 3: Non Fighter Feats

Want A Piece of Me

-

ADROITNESS OF HEPHAISTUS [General] You work with astonishing speed when crafting things Prerequisites Any Craft skill 5 ranks Dex 13 Benefit When using a Craft skill for creating modifying or repairing anything you roll to see your progress every three days instead of every week This applies to all Craft skills you have at least 5 ranks in Note that while Adroitness of Hephaistus doesnrsquot affect the time required for magic item creation feats it does lessen the time needed to make masterwork items that must be used when making an item magical Special Worshipers of Hephaistus need not fulfil the listed prerequisite to take this feat

Screencap from the extensive Hercules World Order

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BACK OFF [General] Your commanding presence can cause enemies to withdraw Prerequisites Cha 15 any feat that can give a bonus to Intimidate checks Benefit You can try to make someone in an adjacent square leave your presence As a standard action you make an Intimidate check opposed by the targetrsquos modified level check (1d20 + character level or Hit Dice + Will save + fear save modifier) If you succeed the target uses a move action on his next turn trying to get as far away from you as possible This is a controlled and temporary retreat The target will not pass threatened squares or squares he believes are dangerous for other reasons This feat only affects a target for 1 round He can then approach you again if he wants to If the target is unable to retreat because of these restrictions he instead becomes shaken for 1 round (-2 on attack rolls ability checks and saves) Note that the target must make the move action as his initial action during his turn but he is free to use the remaining standard action as he chooses after the move He can even use ranged attacks or spells on you He can even use the standard action for a normal move provided he doesnrsquot come any nearer to you Note also that you donrsquot have to threaten someone to affect him with this feat Itrsquos enough that he stands in a square adjacent to your own He must be able to see you though and the modifiers for different sizes mentioned in the Intimidate description applies here too

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BEAST [General] You let your strong animal instincts take over in desperate situations Prerequisites Con 13 Benefit You get a +2 bonus on Reflex and Fortitude saves but -2 on Will saves

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BEAUTIFUL [General] You are stunningly beautiful Benefit You get a +2 bonus on Bluff attempts Also whenever you roll ldquo20rdquo with a Charisma-based skill the target of your attempts becomes attracted to you if you fit her sexual preferences This attraction can take many forms but generally includes a desire to be in your company and perform as the person sees fit towards a potential object of desire It does not overrule self-preservation or larger plans but if these plans originally included your death or disadvantage the affected person becomes inclined to make exceptions on your behalf This feat comes with a disadvantage you get -2 on Disguise attempts and -2 on attempts to Hide in a crowd of people Note You need not take this feat at level 1 If taken later in life it represents both the culmination of your physical appearance and a conscious change in your daily grooming that has a startling effect (Great haircut)

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BEWILDER [General] You can confuse your opponents with a barrage of barbed insults outrageous insinuations and sheer wit Prerequisite Int 13 Cha 13 Oneliner Benefit As a standard action you can try to make one creature dazed

(unable to take any actions but with no penalty to AC) for 1 round The creature must be within 10rsquo from you and able to hear and understand you Creatures with Intelligence lower than 3 are unaffected The target makes a Will save (DC 10 + frac12 your character level + your Cha modifier) You may attempt this feat once per day for every four character levels you have attained Even if the target makes her Will save the attempt still counts against your maximum that day

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BITER [General] You can bite opponents in combat Prerequisites Strong healthy teeth Only humans and creatures with human-like mouths and no listed bite attack can take this feat Benefit When using an unarmed strike you can choose to bite instead Damage is 1d4 points of normal damage but the bite attack otherwise follows the rules for unarmed strikes Note that unless the biter has the Improved Unarmed Strike feat she provokes attacks of opportunity Normal Without this feat you can only try to bite someone in the same 5rsquo square that is usually someone you are grappling Special Some cannibal tribes file their teeth to sharp points This adds to their ferocious appearance but has no effect on the bite attack

Screencap from the Firestorm page Thanks a lot

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BLOOD INNOCENCE [General] You gain inner strength from your refusal to kill Prerequisite Good alignment must not kill Normal Not everyone who is good and has not killed has Blood Innocence You have to have a sincere conviction that life is sacred Benefit You gain a +2 morale bonus to AC and to Heal checks Special You can never have killed in the past if you are to take this feat The AC-bonus disappears permanently if you ever kill someone Killing includes accidental killings and self-defence You could however get away with side-stepping a charging enemy and let him fall to his death Some evil rituals require the sacrifice of someonersquos Blood Innocence

(through elaborate schemes) For this reason you are more likely to be captured rather than killed by many villains

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BORN AGAIN [General] You sometimes get flashbacks from an earlier life Prerequisite Born into the Indian culture Benefit You decide which character class you belonged to in your former life Once per day you can re-roll a single die that is connected to a strong point from your former class Strong points for a class includes - Class skills - Attack rolls if good attack bonus - Saving throws if good saving throws - Use of class features (including sneak attack) - Spell saving throw done by another to resist your spell - Other random roll necessary to get a spell effect

Note that only one die is affected You can only re-roll one d6 for fireball damage for example (so you are probably better off re-rolling the opponents saving throw if he seems to make it) Hit point gains normal damage rolls from weapons rolls made during character generation and rolls made by other characters even if they affect you indirectly - like an enemy spellcaster fighting you rolling to see how many mirror images she gets - are never affected by this feat Special You can take this feat several times Each new feat enables you to either choose another previous incarnation (another class) or another use per day for the same previous incarnation Born Again need not be taken at first level but only characters who have been born into the Indian culture (or another culture where reincarnation occurs) can ever take it

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COMING HOME [General] You have exceptionally strong ties to your home You know every inch well and gain courage and resilience from just being there Benefit +2 bonus on all saving throws in your home area This would be within sight of your house castle cave hometown or other place where you live A ship or other movable home doesnrsquot qualify for the purposes of this feat If you change your home you donrsquot get the benefits of this feat until you have lived for at least a year in that place

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COURAGE [General] You can conquer your fear easier than others Prerequisites Cha 13 Benefit Whenever you make a saving throw to resist magical or non-magical fear you get a +3 morale bonus Non-hostile persons in adjacent squares also get this bonus if theyrsquore aware of you If several people with Courage affect overlapping areas only the highest bonus is used Special Since this is a morale bonus it does not stack with a paladins aura of courage Only the strongest bonus apply to the non-hostile persons in adjacent squares

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CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

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DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

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DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

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ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

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FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

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FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

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FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

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FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

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FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

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GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

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GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

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HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

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HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

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IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

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IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

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IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

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INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

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INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

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MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

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MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

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ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

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THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

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POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

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PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

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RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

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SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

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SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

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SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

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STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

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SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

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TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

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TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

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TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

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TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

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UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

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UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

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WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 4: Non Fighter Feats

BACK OFF [General] Your commanding presence can cause enemies to withdraw Prerequisites Cha 15 any feat that can give a bonus to Intimidate checks Benefit You can try to make someone in an adjacent square leave your presence As a standard action you make an Intimidate check opposed by the targetrsquos modified level check (1d20 + character level or Hit Dice + Will save + fear save modifier) If you succeed the target uses a move action on his next turn trying to get as far away from you as possible This is a controlled and temporary retreat The target will not pass threatened squares or squares he believes are dangerous for other reasons This feat only affects a target for 1 round He can then approach you again if he wants to If the target is unable to retreat because of these restrictions he instead becomes shaken for 1 round (-2 on attack rolls ability checks and saves) Note that the target must make the move action as his initial action during his turn but he is free to use the remaining standard action as he chooses after the move He can even use ranged attacks or spells on you He can even use the standard action for a normal move provided he doesnrsquot come any nearer to you Note also that you donrsquot have to threaten someone to affect him with this feat Itrsquos enough that he stands in a square adjacent to your own He must be able to see you though and the modifiers for different sizes mentioned in the Intimidate description applies here too

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BEAST [General] You let your strong animal instincts take over in desperate situations Prerequisites Con 13 Benefit You get a +2 bonus on Reflex and Fortitude saves but -2 on Will saves

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BEAUTIFUL [General] You are stunningly beautiful Benefit You get a +2 bonus on Bluff attempts Also whenever you roll ldquo20rdquo with a Charisma-based skill the target of your attempts becomes attracted to you if you fit her sexual preferences This attraction can take many forms but generally includes a desire to be in your company and perform as the person sees fit towards a potential object of desire It does not overrule self-preservation or larger plans but if these plans originally included your death or disadvantage the affected person becomes inclined to make exceptions on your behalf This feat comes with a disadvantage you get -2 on Disguise attempts and -2 on attempts to Hide in a crowd of people Note You need not take this feat at level 1 If taken later in life it represents both the culmination of your physical appearance and a conscious change in your daily grooming that has a startling effect (Great haircut)

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BEWILDER [General] You can confuse your opponents with a barrage of barbed insults outrageous insinuations and sheer wit Prerequisite Int 13 Cha 13 Oneliner Benefit As a standard action you can try to make one creature dazed

(unable to take any actions but with no penalty to AC) for 1 round The creature must be within 10rsquo from you and able to hear and understand you Creatures with Intelligence lower than 3 are unaffected The target makes a Will save (DC 10 + frac12 your character level + your Cha modifier) You may attempt this feat once per day for every four character levels you have attained Even if the target makes her Will save the attempt still counts against your maximum that day

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BITER [General] You can bite opponents in combat Prerequisites Strong healthy teeth Only humans and creatures with human-like mouths and no listed bite attack can take this feat Benefit When using an unarmed strike you can choose to bite instead Damage is 1d4 points of normal damage but the bite attack otherwise follows the rules for unarmed strikes Note that unless the biter has the Improved Unarmed Strike feat she provokes attacks of opportunity Normal Without this feat you can only try to bite someone in the same 5rsquo square that is usually someone you are grappling Special Some cannibal tribes file their teeth to sharp points This adds to their ferocious appearance but has no effect on the bite attack

Screencap from the Firestorm page Thanks a lot

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BLOOD INNOCENCE [General] You gain inner strength from your refusal to kill Prerequisite Good alignment must not kill Normal Not everyone who is good and has not killed has Blood Innocence You have to have a sincere conviction that life is sacred Benefit You gain a +2 morale bonus to AC and to Heal checks Special You can never have killed in the past if you are to take this feat The AC-bonus disappears permanently if you ever kill someone Killing includes accidental killings and self-defence You could however get away with side-stepping a charging enemy and let him fall to his death Some evil rituals require the sacrifice of someonersquos Blood Innocence

(through elaborate schemes) For this reason you are more likely to be captured rather than killed by many villains

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BORN AGAIN [General] You sometimes get flashbacks from an earlier life Prerequisite Born into the Indian culture Benefit You decide which character class you belonged to in your former life Once per day you can re-roll a single die that is connected to a strong point from your former class Strong points for a class includes - Class skills - Attack rolls if good attack bonus - Saving throws if good saving throws - Use of class features (including sneak attack) - Spell saving throw done by another to resist your spell - Other random roll necessary to get a spell effect

Note that only one die is affected You can only re-roll one d6 for fireball damage for example (so you are probably better off re-rolling the opponents saving throw if he seems to make it) Hit point gains normal damage rolls from weapons rolls made during character generation and rolls made by other characters even if they affect you indirectly - like an enemy spellcaster fighting you rolling to see how many mirror images she gets - are never affected by this feat Special You can take this feat several times Each new feat enables you to either choose another previous incarnation (another class) or another use per day for the same previous incarnation Born Again need not be taken at first level but only characters who have been born into the Indian culture (or another culture where reincarnation occurs) can ever take it

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COMING HOME [General] You have exceptionally strong ties to your home You know every inch well and gain courage and resilience from just being there Benefit +2 bonus on all saving throws in your home area This would be within sight of your house castle cave hometown or other place where you live A ship or other movable home doesnrsquot qualify for the purposes of this feat If you change your home you donrsquot get the benefits of this feat until you have lived for at least a year in that place

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COURAGE [General] You can conquer your fear easier than others Prerequisites Cha 13 Benefit Whenever you make a saving throw to resist magical or non-magical fear you get a +3 morale bonus Non-hostile persons in adjacent squares also get this bonus if theyrsquore aware of you If several people with Courage affect overlapping areas only the highest bonus is used Special Since this is a morale bonus it does not stack with a paladins aura of courage Only the strongest bonus apply to the non-hostile persons in adjacent squares

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CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

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DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

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DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

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ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

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FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

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FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

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FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

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FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

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FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

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GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

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GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

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HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

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HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

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IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

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IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

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IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

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INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

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MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

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MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

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ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

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THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

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POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

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PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

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RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

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SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

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SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

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SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

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STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

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SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

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TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

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TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

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TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

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TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

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UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

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UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

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WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 5: Non Fighter Feats

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BEAUTIFUL [General] You are stunningly beautiful Benefit You get a +2 bonus on Bluff attempts Also whenever you roll ldquo20rdquo with a Charisma-based skill the target of your attempts becomes attracted to you if you fit her sexual preferences This attraction can take many forms but generally includes a desire to be in your company and perform as the person sees fit towards a potential object of desire It does not overrule self-preservation or larger plans but if these plans originally included your death or disadvantage the affected person becomes inclined to make exceptions on your behalf This feat comes with a disadvantage you get -2 on Disguise attempts and -2 on attempts to Hide in a crowd of people Note You need not take this feat at level 1 If taken later in life it represents both the culmination of your physical appearance and a conscious change in your daily grooming that has a startling effect (Great haircut)

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BEWILDER [General] You can confuse your opponents with a barrage of barbed insults outrageous insinuations and sheer wit Prerequisite Int 13 Cha 13 Oneliner Benefit As a standard action you can try to make one creature dazed

(unable to take any actions but with no penalty to AC) for 1 round The creature must be within 10rsquo from you and able to hear and understand you Creatures with Intelligence lower than 3 are unaffected The target makes a Will save (DC 10 + frac12 your character level + your Cha modifier) You may attempt this feat once per day for every four character levels you have attained Even if the target makes her Will save the attempt still counts against your maximum that day

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BITER [General] You can bite opponents in combat Prerequisites Strong healthy teeth Only humans and creatures with human-like mouths and no listed bite attack can take this feat Benefit When using an unarmed strike you can choose to bite instead Damage is 1d4 points of normal damage but the bite attack otherwise follows the rules for unarmed strikes Note that unless the biter has the Improved Unarmed Strike feat she provokes attacks of opportunity Normal Without this feat you can only try to bite someone in the same 5rsquo square that is usually someone you are grappling Special Some cannibal tribes file their teeth to sharp points This adds to their ferocious appearance but has no effect on the bite attack

Screencap from the Firestorm page Thanks a lot

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BLOOD INNOCENCE [General] You gain inner strength from your refusal to kill Prerequisite Good alignment must not kill Normal Not everyone who is good and has not killed has Blood Innocence You have to have a sincere conviction that life is sacred Benefit You gain a +2 morale bonus to AC and to Heal checks Special You can never have killed in the past if you are to take this feat The AC-bonus disappears permanently if you ever kill someone Killing includes accidental killings and self-defence You could however get away with side-stepping a charging enemy and let him fall to his death Some evil rituals require the sacrifice of someonersquos Blood Innocence

(through elaborate schemes) For this reason you are more likely to be captured rather than killed by many villains

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BORN AGAIN [General] You sometimes get flashbacks from an earlier life Prerequisite Born into the Indian culture Benefit You decide which character class you belonged to in your former life Once per day you can re-roll a single die that is connected to a strong point from your former class Strong points for a class includes - Class skills - Attack rolls if good attack bonus - Saving throws if good saving throws - Use of class features (including sneak attack) - Spell saving throw done by another to resist your spell - Other random roll necessary to get a spell effect

Note that only one die is affected You can only re-roll one d6 for fireball damage for example (so you are probably better off re-rolling the opponents saving throw if he seems to make it) Hit point gains normal damage rolls from weapons rolls made during character generation and rolls made by other characters even if they affect you indirectly - like an enemy spellcaster fighting you rolling to see how many mirror images she gets - are never affected by this feat Special You can take this feat several times Each new feat enables you to either choose another previous incarnation (another class) or another use per day for the same previous incarnation Born Again need not be taken at first level but only characters who have been born into the Indian culture (or another culture where reincarnation occurs) can ever take it

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COMING HOME [General] You have exceptionally strong ties to your home You know every inch well and gain courage and resilience from just being there Benefit +2 bonus on all saving throws in your home area This would be within sight of your house castle cave hometown or other place where you live A ship or other movable home doesnrsquot qualify for the purposes of this feat If you change your home you donrsquot get the benefits of this feat until you have lived for at least a year in that place

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COURAGE [General] You can conquer your fear easier than others Prerequisites Cha 13 Benefit Whenever you make a saving throw to resist magical or non-magical fear you get a +3 morale bonus Non-hostile persons in adjacent squares also get this bonus if theyrsquore aware of you If several people with Courage affect overlapping areas only the highest bonus is used Special Since this is a morale bonus it does not stack with a paladins aura of courage Only the strongest bonus apply to the non-hostile persons in adjacent squares

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CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

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DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

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DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

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ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

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FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

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FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

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FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

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FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

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FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

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GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

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GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

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HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

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IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

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IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

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INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

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MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

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ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

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TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

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UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

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WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 6: Non Fighter Feats

(unable to take any actions but with no penalty to AC) for 1 round The creature must be within 10rsquo from you and able to hear and understand you Creatures with Intelligence lower than 3 are unaffected The target makes a Will save (DC 10 + frac12 your character level + your Cha modifier) You may attempt this feat once per day for every four character levels you have attained Even if the target makes her Will save the attempt still counts against your maximum that day

Up

BITER [General] You can bite opponents in combat Prerequisites Strong healthy teeth Only humans and creatures with human-like mouths and no listed bite attack can take this feat Benefit When using an unarmed strike you can choose to bite instead Damage is 1d4 points of normal damage but the bite attack otherwise follows the rules for unarmed strikes Note that unless the biter has the Improved Unarmed Strike feat she provokes attacks of opportunity Normal Without this feat you can only try to bite someone in the same 5rsquo square that is usually someone you are grappling Special Some cannibal tribes file their teeth to sharp points This adds to their ferocious appearance but has no effect on the bite attack

Screencap from the Firestorm page Thanks a lot

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BLOOD INNOCENCE [General] You gain inner strength from your refusal to kill Prerequisite Good alignment must not kill Normal Not everyone who is good and has not killed has Blood Innocence You have to have a sincere conviction that life is sacred Benefit You gain a +2 morale bonus to AC and to Heal checks Special You can never have killed in the past if you are to take this feat The AC-bonus disappears permanently if you ever kill someone Killing includes accidental killings and self-defence You could however get away with side-stepping a charging enemy and let him fall to his death Some evil rituals require the sacrifice of someonersquos Blood Innocence

(through elaborate schemes) For this reason you are more likely to be captured rather than killed by many villains

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BORN AGAIN [General] You sometimes get flashbacks from an earlier life Prerequisite Born into the Indian culture Benefit You decide which character class you belonged to in your former life Once per day you can re-roll a single die that is connected to a strong point from your former class Strong points for a class includes - Class skills - Attack rolls if good attack bonus - Saving throws if good saving throws - Use of class features (including sneak attack) - Spell saving throw done by another to resist your spell - Other random roll necessary to get a spell effect

Note that only one die is affected You can only re-roll one d6 for fireball damage for example (so you are probably better off re-rolling the opponents saving throw if he seems to make it) Hit point gains normal damage rolls from weapons rolls made during character generation and rolls made by other characters even if they affect you indirectly - like an enemy spellcaster fighting you rolling to see how many mirror images she gets - are never affected by this feat Special You can take this feat several times Each new feat enables you to either choose another previous incarnation (another class) or another use per day for the same previous incarnation Born Again need not be taken at first level but only characters who have been born into the Indian culture (or another culture where reincarnation occurs) can ever take it

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COMING HOME [General] You have exceptionally strong ties to your home You know every inch well and gain courage and resilience from just being there Benefit +2 bonus on all saving throws in your home area This would be within sight of your house castle cave hometown or other place where you live A ship or other movable home doesnrsquot qualify for the purposes of this feat If you change your home you donrsquot get the benefits of this feat until you have lived for at least a year in that place

Up

COURAGE [General] You can conquer your fear easier than others Prerequisites Cha 13 Benefit Whenever you make a saving throw to resist magical or non-magical fear you get a +3 morale bonus Non-hostile persons in adjacent squares also get this bonus if theyrsquore aware of you If several people with Courage affect overlapping areas only the highest bonus is used Special Since this is a morale bonus it does not stack with a paladins aura of courage Only the strongest bonus apply to the non-hostile persons in adjacent squares

Up

CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

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DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

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DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

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ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

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FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

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FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

Up

FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

Up

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

Up

FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

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GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

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INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

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MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 7: Non Fighter Feats

Screencap from the Firestorm page Thanks a lot

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BLOOD INNOCENCE [General] You gain inner strength from your refusal to kill Prerequisite Good alignment must not kill Normal Not everyone who is good and has not killed has Blood Innocence You have to have a sincere conviction that life is sacred Benefit You gain a +2 morale bonus to AC and to Heal checks Special You can never have killed in the past if you are to take this feat The AC-bonus disappears permanently if you ever kill someone Killing includes accidental killings and self-defence You could however get away with side-stepping a charging enemy and let him fall to his death Some evil rituals require the sacrifice of someonersquos Blood Innocence

(through elaborate schemes) For this reason you are more likely to be captured rather than killed by many villains

Up

BORN AGAIN [General] You sometimes get flashbacks from an earlier life Prerequisite Born into the Indian culture Benefit You decide which character class you belonged to in your former life Once per day you can re-roll a single die that is connected to a strong point from your former class Strong points for a class includes - Class skills - Attack rolls if good attack bonus - Saving throws if good saving throws - Use of class features (including sneak attack) - Spell saving throw done by another to resist your spell - Other random roll necessary to get a spell effect

Note that only one die is affected You can only re-roll one d6 for fireball damage for example (so you are probably better off re-rolling the opponents saving throw if he seems to make it) Hit point gains normal damage rolls from weapons rolls made during character generation and rolls made by other characters even if they affect you indirectly - like an enemy spellcaster fighting you rolling to see how many mirror images she gets - are never affected by this feat Special You can take this feat several times Each new feat enables you to either choose another previous incarnation (another class) or another use per day for the same previous incarnation Born Again need not be taken at first level but only characters who have been born into the Indian culture (or another culture where reincarnation occurs) can ever take it

Up

COMING HOME [General] You have exceptionally strong ties to your home You know every inch well and gain courage and resilience from just being there Benefit +2 bonus on all saving throws in your home area This would be within sight of your house castle cave hometown or other place where you live A ship or other movable home doesnrsquot qualify for the purposes of this feat If you change your home you donrsquot get the benefits of this feat until you have lived for at least a year in that place

Up

COURAGE [General] You can conquer your fear easier than others Prerequisites Cha 13 Benefit Whenever you make a saving throw to resist magical or non-magical fear you get a +3 morale bonus Non-hostile persons in adjacent squares also get this bonus if theyrsquore aware of you If several people with Courage affect overlapping areas only the highest bonus is used Special Since this is a morale bonus it does not stack with a paladins aura of courage Only the strongest bonus apply to the non-hostile persons in adjacent squares

Up

CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

Up

DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

Up

DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

Up

ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

Up

FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

Up

FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

Up

FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

Up

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

Up

FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

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GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

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HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

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INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

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MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

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SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 8: Non Fighter Feats

(through elaborate schemes) For this reason you are more likely to be captured rather than killed by many villains

Up

BORN AGAIN [General] You sometimes get flashbacks from an earlier life Prerequisite Born into the Indian culture Benefit You decide which character class you belonged to in your former life Once per day you can re-roll a single die that is connected to a strong point from your former class Strong points for a class includes - Class skills - Attack rolls if good attack bonus - Saving throws if good saving throws - Use of class features (including sneak attack) - Spell saving throw done by another to resist your spell - Other random roll necessary to get a spell effect

Note that only one die is affected You can only re-roll one d6 for fireball damage for example (so you are probably better off re-rolling the opponents saving throw if he seems to make it) Hit point gains normal damage rolls from weapons rolls made during character generation and rolls made by other characters even if they affect you indirectly - like an enemy spellcaster fighting you rolling to see how many mirror images she gets - are never affected by this feat Special You can take this feat several times Each new feat enables you to either choose another previous incarnation (another class) or another use per day for the same previous incarnation Born Again need not be taken at first level but only characters who have been born into the Indian culture (or another culture where reincarnation occurs) can ever take it

Up

COMING HOME [General] You have exceptionally strong ties to your home You know every inch well and gain courage and resilience from just being there Benefit +2 bonus on all saving throws in your home area This would be within sight of your house castle cave hometown or other place where you live A ship or other movable home doesnrsquot qualify for the purposes of this feat If you change your home you donrsquot get the benefits of this feat until you have lived for at least a year in that place

Up

COURAGE [General] You can conquer your fear easier than others Prerequisites Cha 13 Benefit Whenever you make a saving throw to resist magical or non-magical fear you get a +3 morale bonus Non-hostile persons in adjacent squares also get this bonus if theyrsquore aware of you If several people with Courage affect overlapping areas only the highest bonus is used Special Since this is a morale bonus it does not stack with a paladins aura of courage Only the strongest bonus apply to the non-hostile persons in adjacent squares

Up

CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

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DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

Up

DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

Up

ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

Up

FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

Up

FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

Up

FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

Up

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

Up

FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

Up

GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 9: Non Fighter Feats

Note that only one die is affected You can only re-roll one d6 for fireball damage for example (so you are probably better off re-rolling the opponents saving throw if he seems to make it) Hit point gains normal damage rolls from weapons rolls made during character generation and rolls made by other characters even if they affect you indirectly - like an enemy spellcaster fighting you rolling to see how many mirror images she gets - are never affected by this feat Special You can take this feat several times Each new feat enables you to either choose another previous incarnation (another class) or another use per day for the same previous incarnation Born Again need not be taken at first level but only characters who have been born into the Indian culture (or another culture where reincarnation occurs) can ever take it

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COMING HOME [General] You have exceptionally strong ties to your home You know every inch well and gain courage and resilience from just being there Benefit +2 bonus on all saving throws in your home area This would be within sight of your house castle cave hometown or other place where you live A ship or other movable home doesnrsquot qualify for the purposes of this feat If you change your home you donrsquot get the benefits of this feat until you have lived for at least a year in that place

Up

COURAGE [General] You can conquer your fear easier than others Prerequisites Cha 13 Benefit Whenever you make a saving throw to resist magical or non-magical fear you get a +3 morale bonus Non-hostile persons in adjacent squares also get this bonus if theyrsquore aware of you If several people with Courage affect overlapping areas only the highest bonus is used Special Since this is a morale bonus it does not stack with a paladins aura of courage Only the strongest bonus apply to the non-hostile persons in adjacent squares

Up

CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

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DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

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DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

Up

ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

Up

FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

Up

FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

Up

FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

Up

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

Up

FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

Up

GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 10: Non Fighter Feats

COURAGE [General] You can conquer your fear easier than others Prerequisites Cha 13 Benefit Whenever you make a saving throw to resist magical or non-magical fear you get a +3 morale bonus Non-hostile persons in adjacent squares also get this bonus if theyrsquore aware of you If several people with Courage affect overlapping areas only the highest bonus is used Special Since this is a morale bonus it does not stack with a paladins aura of courage Only the strongest bonus apply to the non-hostile persons in adjacent squares

Up

CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

Up

DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

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DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

Up

ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

Up

FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

Up

FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

Up

FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

Up

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

Up

FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

Up

GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 11: Non Fighter Feats

CRAWL LIKE A WORM [General] You are adept at appearing too pathetic to be worth the trouble in battle Prerequisite No levels as barbarian fighter monk paladin ranger or warrior Benefit Using this feat is a full round action You crawl around the battlefield on all four moving a maximum of 10rsquoround and muttering fearful and self-degrading comments now and then If you take any offensive action or cast a spell the effect of the feat ends and you cannot use it again in that battle You are free to alternate this feat with defensive actions however Anyone wanting to attack you must succeed in a Will save DC 10 + your Constitution bonus (vigorous antics are more fun to watch than tired panic) If the attacker fails she does not lose her action but must use it for something else than harming you For the duration of the battle she can try to attack you in a nonlethal manner but not in the round in which she failed the save Only attackers of the same creature type as yourself are affected by the feat Note While primarily a NPC feat some PCs with more survival instincts than pride could conceivably find it useful

Screencap from the extensive Hercules World Order

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DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

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DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

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ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

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FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

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FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

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FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

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FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

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FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

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GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

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GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

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HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

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HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

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IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

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IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

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INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

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MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

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MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

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ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

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THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

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POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

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PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

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RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

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SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

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SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

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SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

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STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

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SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

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TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

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TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

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TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

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TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

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UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

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UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

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WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 12: Non Fighter Feats

DESTINY[General] Your unshakable belief that you are meant for great deeds gives you confidence in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Fortitude saves but -2 on Reflex saves

Vidcap by Tom from his immense archives

Up

DRESSED TO KILL [General] You can get a bonus on a Charisma-based skill by preparing your appearance carefully Prerequisite At least 1 Charisma-based skill 1 rank Benefit By preparing your clothes and general appearance for 1d3x10 minutes you get a +2 bonus on all uses of a specific Charisma-based skill

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

Up

ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

Up

FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

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FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

Up

FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

Up

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

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FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

Up

GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 13: Non Fighter Feats

Bluff Diplomacy Disguise Gather Information Handle Animal Intimidate Perform Use Magic Device You must have at least 1 rank in the skill you want to enhance It does not otherwise require special equipment This is the knack you have to see the opportunities in whatever is available If you are interrupted for more than a minute that time is added to the total time you have to prepare You can use this feat on another person if he is present and willing during the preparation You cannot however enable someone to use a skill he otherwise is unable to use notably Handle Animal and Use Magic Device untrained The bonus lasts until you change your clothes use this feat for another skill or go to sleep

Up

ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

Up

FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

Up

FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

Up

FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

Up

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

Up

FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

Up

GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 14: Non Fighter Feats

ENCOURAGEMENT [General] You can coach someone into a better performance Prerequisite Cha 13 Benefit As a standard action you can by talking to and generally encouraging someone give her an additional +2 bonus on whatever she is attempting provided that the following conditions are met - She must have known you for at least a couple of days and have no reason to mistrust you - She must also understand you and hear what you are saying - She must begin the action you encourage in the following round The bonus can apply to any d20 roll an attack roll saving throw skill use ability check or other But both she and you must be aware of what she will attempt for this feat to have success There is no need for the task to be completed in one round but it must be begun and continue in a normal and uninterrupted fashion for the bonus to work Note that this is an unnamed bonus and can thus be combined with (for example) the aid another action once the actual action is started You can only take this feat once The effect doesnrsquot stack

Up

FEET OF A CHICKEN [General] You have perfected the art of retreating Benefit You can run for one round without provoking attacks of opportunity provided that - you use this action to get away from your enemies not attacking them - you have not used this feat previously to get away from this particular enemy or enemies this day - you run not just make a double move If circumstances prevent you from

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

Up

FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

Up

FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

Up

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

Up

FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

Up

GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 15: Non Fighter Feats

running you canrsquot use this feat Normal With the withdraw action you avoid attacks of opportunities in the square you start in only

Up

FORGETTABLE [General] You are exceptionally plain and dull in appearance and demeanour Prerequisite a MAXIMUM Charisma of 11 Benefit People very rarely remember your face To recall your facial features they must succeed with an DC 20 Int check No retry is possible until they have met you again

Up

FREEDOM [General] Your strong belief in your freedom to make your own fate means that you react quickly and forcefully in the face of danger Prerequisite Cha 13 Benefit You get a +2 bonus on Will and Reflex saves but -2 on Fortitude saves

Up

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

Up

FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

Up

GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 16: Non Fighter Feats

FREEDOM THROW [General] You can throw something up in the air do something else for a few seconds and then catch it Prerequisite Dex 13 Benefits If you hold something that is at least two sizes smaller than you are (something Tiny if you are Medium for example) you can throw it high in the air as a movement equivalent action and then do what you like for the rest of your round If you want to catch it you have to have both hands free at the end of the round And since this feat is a movement equivalent action you can only move 5rsquo during this round

Up

FURIOUS FOCUS [General] You can give it all in short bursts of energy Prerequisite Con 13 Benefit Once per day you can get +2 on all skill checks for 10 rounds Then you become fatigued for 1 hour

Up

GOOD KARMA [General] Your faithful adherence to your Karmic path blesses you Prerequisites Indian culture no deviations from your Karmic path

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

Up

GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 17: Non Fighter Feats

Benefit Once per day when you choose between two alternatives with no way of telling which alternative would be best you have a 55 chance (11 in 20) of choosing the alternative most beneficial to you or your immediate goals

You must declare when using this feat and the DM rolls secretly

Up

GRAND ENTRANCE [General] You can make the most of a sudden appearance Prerequisites Int 13 Perform 5 ranks Benefit As a standard action you can cause a surprised target to stay surprised and flat-footed for another round You do this by making a Perform check opposed by the targetrsquos Will save For this to work the target must be able to notice your performance You can try this any number of times per day even at the same target provided the target is surprised and flat-footed Each consecutive attempt against the same target adds +2 to the targetrsquos Will save unless at least one round passes from the end of the extra surprise round

Up

HEAR ME OUT [General] Your powerful presence makes enemies hesitate when you perform Prerequisite Cha 13 Benefit You get a +2 morale bonus to AC and saving throws if you used

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 18: Non Fighter Feats

Perform as your last standard action This only applies if you are fully conscious

Up

HEART OF A LION [General] Your courage and lust for battle allows you to rage more often Prerequisites Rage class ability Benefit You can rage (or mighty rage or greater rage) one extra time every day Special You can take this feat several times Each time you get one extra rage per day Even with this feat you can still only rage once per encounter

Up

IDIOT [General] You are so slow on the uptake as to baffle people who try to influence you Prerequisite A MAXIMUM Intelligence of 11 Benefit Attempts to use Bluff Diplomacy Intimidate and Perform against you have the DC modified by +2 Note While primarily a NPC feat some PCs with less than erudite ambitions could find it useful

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 19: Non Fighter Feats

Up

IMPROVED DISPELLING INSIGHT [General] You have an intuitive understanding of how to unravel spells Benefit You get a +4 bonus on all attempts at dispelling insights Note If you donrsquot use the dispelling insight rules in your campaign consider allowing those who take this feat to be able to use it without the +4 bonus

Up

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 20: Non Fighter Feats

IMPROVED SKILL FOCUS [General] Thanks to Gastaban for suggesting the need for something like this Choose a skill You are a true master of that skill Prerequisites Skill Focus (the same skill) expert level 1 Benefit You get a +10 bonus on all checks involving that skill Special You can gain this feat multiple times Its effects stack both with itself and with Skill Focus

Up

INEDIBLE [General] Predators avoid eating you Benefit You get a +3 alchemical bonus to your AC against bite attacks Predators hunting for food - as opposed to defending themselves or fighting for other reasons - will avoid targeting you unless they are totally starved and no other potential food is present So lions on the hunt wonrsquot bother you but you could still be attacked if you annoy them sufficiently Note The reason for your inedibility need not be evident to humans It can be a subtle nuance in your body smell or simply how you taste that gives you this bonus

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 21: Non Fighter Feats

Screencap from the excellent Arianes Xena Warrior Princess Gallery

Up

INEVITABILITY OF HADES [General] You are very good at keeping captives from escaping Prerequisites Wis 13 Benefit When making Use Rope checks to oppose Escape Artist attempts you get a +2 bonus You also get a +2 bonus when making opposed grapple checks if the one you are holding tries to break free whether with a grapple check or an Escape Artist check You also get a +2 bonus when using Craft (locksmithing) to create a lock primarily intended to keep someone from getting away various shackles prison doors cages If the lock can equally well be used to keep someone out (ordinary doors chests) you dont get the bonus Special Worshipers of Hades need not fulfil the listed prerequisite to take this feat

Up

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 22: Non Fighter Feats

MAJESTY OF ZEUS [General] You radiate regal dignity when you choose Prerequisites Cha 13 Benefit If you prepare for a full round by simply standing still you get a +2 bonus on any attempts to Intimidate or Bluff during your next round Special Worshipers of Zeus need not fulfil the listed prerequisite to take this feat

Up

MIND OF THE SHAMANESS [General] You understand how people dealing with the supernatural thinks and acts Prerequisite Wis 13 Benefit You get a +2 bonus on Bluff Diplomacy Estimate Experience Listen Sense Motive Spot and Survival checks that deals directly with someone you know is a spellcaster (including gods and monsters with spell-like abilities) It only works on true spellcasters If someone poses as one you donrsquot get the extra bonus but you donrsquot automatically learn the truth

Up

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 23: Non Fighter Feats

ONELINER [General] You always have a witty retort at hand Prerequisite Int 13 Benefit You get a +2 bonus on saving throws and opposed skill rolls dealing with mood Intimidate Mind-Affecting spells that induce or alters emotions including charm person and the like You also get a +2 circumstance bonus on your own Bluff checks The bonus only applies if you talked wittily on your last turn to the person trying to affect you The person must also be able to hear and understand you You can take this feat only once

Up

THE PINCH [General] You can kill using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike Pressure Points base attack bonus +8 or higher Benefit This is Pressure Points applied to the neck To attempt the Pinch the target must be stunned helpless or pinned (by yourself or another) You must still attempt to hit with an attack roll on the targets flat-footed AC +8 because of the extremely precise spot you need to hit To try to use it on an active defender is nearly impossible +28 (+20 more) to the defender AC In either case it is a full round action that can only be tried once per day for every four levels You declare that you are using this feat before the attack roll If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences If the attack succeeds and the saving throw fails the target is stunned She will die on the sixth round following the Pinch This can be prevented as above with a Heal check (DC 15) or help by someone with the Pinch or the Pressure

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 24: Non Fighter Feats

Points feat Since the target is stunned she canrsquot heal herself But if she herself has the Pinch or the Pressure Points feat he gets a new saving throw each round (if she wisheshellip) The Pinch does not affect hit points A failed attempt still counts against the daily limit Special You can only do the Pinch on a member of the same race

Up

POISONED WORDS [General] With an insidious remark you can make a person waver when it counts Prerequisites Int 13 Cha 13 Bluff 1 rank Sense Motive 1 rank Benefit As a standard or a move action make a Bluff check opposed by your opponentrsquos Sense Motive check If you succeed the opponent gets -2 on all saving throws of the type you desire (Will Reflex or Fortitude) for 10 minutes The effects of several uses dont stack Note that this feat depends on you being able to talk and being understood by your opponent It doesnrsquot provoke an attack of opportunity The effect of this feat can be erased by Remove Fear

Up

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 25: Non Fighter Feats

PRESSURE POINTS [General] You can try to paralyse an opponentrsquos arm or leg using only your fingers Prerequisites Heal skill Massage skill (if used) Dex 13 Wis 13 Stunning Fist Improved Unarmed Strike base attack bonus +8 or higher Benefit You must have both hands free to use this feat It is a full round action that can only be attempted once per day for every four levels You declare that you are using this feat before the attack roll and whether you try to hit an arm or a leg If you hit with your attack the opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier) or suffer the consequences Arm -2 on Climb Craft Disable Device Escape Artist Forgery Heal Open Locks Sleight of Hand Swim Use Rope checks attack rolls Strength checks Leg the victim falls prone Even if he stands up again he has the following penalties -2 on Balance Climb Jump Move Silently Ride Swim Tumble Reflex saves Dexterity checks Also needs a crutch to move faster than half normal speed In all cases the effect lasts for one day but can be reversed by a successful Heal check (DC 15 DC 20 if performed on oneself) or by someone with the Pressure Points feat This use of Pressure Points does not count against the daily limit and no saving throw is rolled but you still have to roll to hit (although usually with a +4 bonus for an immobile ldquoopponentrdquo) It is possible to use Pressure Points while grappling someone provided that you donrsquot hold anything in your hands A failed attempt still counts against the daily limit Special You can only do Pressure Points on a member of the same race

Up

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 26: Non Fighter Feats

RIDE LIKE THE WIND [General] You have great affinity for your mount and can coax it to speeds normally beyond its capacity Prerequisites Ride 5 ranks Benefit When riding a creature making an action that gives it at least double normal speed (full move or run for example) the creature can move an additional 10 that round This requires no action on your part other than being conscious and riding it not just being in physical contact

Up

SMELLING GOOD [General] Your natural body-scent is pleasing to all Benefit You get a +1 bonus on all Bluff Diplomacy and Handle Animals checks if the subject is within 5rsquo If the subject has the scent ability the bonus is increased to +2 and the range becomes the range of the scent ability (normally 30rsquo modified for wind (as in air movement -) ) and feats) This feat is of no use against constructs

Up

SOCIAL SKILLS [General] Crowds inspire you to greater efforts Benefit Whenever 10 or more sentient beings are watching you you get a +2 morale bonus on all skill checks Assume that everyone within 50rsquo (10 squares) is watching you unless you are hiding invisible or behind a wall unless you have strong reason to believe

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 27: Non Fighter Feats

that there is something specific in the opposite direction that catches their attentions - such as a battle or a performance Similarly people farther away might be watching you if you are the focus of a battle or making a performance of some kind People you have no way of detecting like those undiscovered in hiding do not count for determining the number watching you

Up

SOULMATE [General] You have extremely strong affinities for a special someone Benefit You can sense when your soulmate is in mortal danger and whether she is dead or alive You also get a +2 morale bonus on all skill checks and attack rolls directly related to your soulmate For example when attacking someone who is fighting your solumate when crafting a gift for her and when swimming towards her She need not be in danger for the bonus to apply but she must be the main reason for your action The soulmate chosen can be your lover close relative or long-time friend She canrsquot be an animal or an object She can be a deity but only if you have had an extensive personal relationship with her Simply being a priest or a cleric of her religion is not sufficient This feat is an effect of your feelings for her and those feelings need not be answered Note that the bonuses only apply for you The soulmate gets no bonuses for actions related to you unless she too has the soulmate feat with you as the focus This feat can be taken only once It cannot be ldquounlearnedrdquo in any way regardless of outward changes in the relationship

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 28: Non Fighter Feats

Up

STAMINA OF APHRODITE [General] You are exceptionally persistent when dealing with people on a social level Prerequisite Cha 13 (see below) Benefit When using certain skills you can make one extra retry with each during a particular encounter without the specific or suggested penalties The skills are Bluff Diplomacy Intimidate Perform (this means that the stipulated +2 increase in DC with each retry is postponed for one retry) Special Worshipers of Aphrodite need not fulfil the listed prerequisite to take this feat

Up

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 29: Non Fighter Feats

SYCOPHANT TOAD [General] You have a gift for flattering powerful people Benefit You get a +2 bonus on Bluff Diplomacy Disguise and Perform checks when used against someone superior to you ldquoSuperiorrdquo people include those with higher social rank in the present context those with obvious superior military resources those who have successfully Intimidated you in the past and others you have genuine reason to fear or obey

Up

TALL DARK AND GRUESOME [General] You know how to impress others with your powerful muscles Prerequisites Str 13 Benefit You can use your Strength bonus instead of Charisma with the skills Bluff Gather Information and Intimidate This only works if you are visible to those you use the skill against Special Despite the name you donrsquot actually have to be tall or dark to use this feat

Up

TERRAIN MASTERY [General] Converted horizon walker class feature You have a special connection with one type of terrain Prerequisites Survival 1 rank weekly access to the terrain for 1 year Benefit You get a +1 insight bonus on attack and damage rolls against

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 30: Non Fighter Feats

creatures native to the terrain chosen You also get a +2 competence bonus on a certain skill

Terrain Skill

Aquatic Swim

Desert Spot

Forest Climb

Hills Listen

MarshMove Silently

Mountains Climb

Plains Spot

Special You can take this feat several times Each time it applies to a new type of terrain

Up

TIMING [General] You have a knack for being at the right place at the right time Prerequisite Wis 13 Character level 10 Benefit Once per day an event beyond your control occurs when you want it to through a combination of intuition luck and experience You must state that you will use this feat before the event takes place The following conditions must apply though - You must have made an effort both to learn when the event will take place and to be there in time An ldquoeffortrdquo usually requires some real time gaming not just a simple statement - The time must be reasonable Hoping for a changing of the guard 5 minutes after the pass started is not reasonable - Whatever powers that can influence the event must not be aware of your efforts if they are not your allies - The event must be probable Solar eclipses and natural disasters are out

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 31: Non Fighter Feats

unless there is reason to believe that they will occur within the next few days - If the chance of the event occurring at that time is less than 10 (should the probability is known) the feat cannot be used - You can only use Timing on a specific type of event once Thus while you can use it to influence the changing of the guard in various places you can only influence the changing of the guard in a specific castle once - The DM can veto it at her discretion This is of course the case with all rules but it is especially important with story-influencing feats such as this Even a failed use of the feat counts as the attempt of the day The feat can be taken only once Its effect does not stack Note This feat is not in any way magical The character does not make the event occur even if the player does This is simply a way to simulate a common feature in most adventure media

Up

TREERUNNING [General] You are able to move up in the trees as if on firm ground Prerequisites Balance skill Climb skill Jump skill Dex 13 Benefit You can move horizontally on natural branches as quickly as on the ground even running Using Treerunning counts as a full round action That is if you want to do anything apart from moving you will have to temporarily stop the Treerunning Generally you have to be at least 10rsquo up in a tree to start Treerunning as it relies on the presence of firm branches To get up in a tree get down or to change elevation you have to use some skill preferably Climb or Jump Using this feat you can traverse a trackless forest without having to halve your overland speed Outside forests this feat is essentially worthless

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 32: Non Fighter Feats

Up

UNIQUE TALENT [General] You have an unusual approach to your trade Benefit Pick one ability score when you take this feat When making checks for Craft or Profession you can use that ability score instead of the normal key ability You can switch back and forth between the ability score chosen and the normal one You can only substitute the key ability for the exact Crafts and Profession skills that you have at least 1 rank in Normal Intelligence is used for Craft Wisdom for Profession Special You can take this feat several times Each time it applies to a new ability score

Up

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 33: Non Fighter Feats

UNQUENCHABLE WILL [General] You can temporarily override a magical compulsion or charm Prerequisites Iron Will Cha 13 Benefit When under the influence of an enchantment spell you can try to break free This is a full round action but is mainly a subconscious struggle as your true self tries to break through the chains that bind it The attempt can be interrupted as a level 1 spell To succeed you make the same saving throw that you initially failed If it succeeds this time you have 1 round to act After that round you make another saving throw this time as a free action If it succeeds you have another round in which to act You can continue to roll saving throws each round as long as you succeed As soon as you fail you revert to the effects of the enchantment provided that it is still in effect Each round of freedom still counts against the total duration of the effect You can only try to exercise Unquenchable Will once for each period of enchantment All kinds of supernatural or extraordinary charms and compulsions can be overcome with this feat not just spell effects

Up

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell

Page 34: Non Fighter Feats

WANT A PIECE OF ME [General] You have a disgusting but technically harmless skin condition that causes people to instinctively shy away from touching you Benefit You get a +1 AC bonus against touch attacks unarmed strikes and grapple rolls made by creatures of your type (humanoid for humans for example) If you change shape this bonus only applies if the skin condition remains and then only versus creatures of the type you changed to Special Any skill check or other roll where physical beauty is of great importance gets a -2 penalty This includes seduction attempts Disguise rolls made to appear as a person known for her beauty and rolls for winning a beauty pageant Note also that this condition is not affected by a cure disease spell