3E Skylis Rules
Chapter 5: Feats.

 

FEAT DESCRIPTIONS

Feat Name: [Feat Class; Prerequisites] Feat Description and benefits. (Source, if any)

Acrobatic: [General; No Prereqs] You have excellent body awareness and coordination. You get a +2 bonus on all Jump and Tumble checks. (S&S)

Advanced Mechanics: [General; Mechanics, Knowledge (Engineering) 8 or more ranks] You have a great understanding of how machines and other mechanical devices work. You get a +2 bonus to attack when using seige weaponry and you may now apply critical hits to constructs when appropriate.

Alluring: [General; Persuasive, Trustworthy] Others have an inexplicable urge to believe your every word. You get a +2 bonus on Diplomacy checks and add +2 to the save DCs of all your mind-affecting, language-dependent spells. (S&S)

Arterial Strike: [General; Base attack bonus +4, sneak attack ability] Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss. If you hit with a sneak attack, you may choose to forgo +1d6 points of extra sneak attack damage to deliver a wound that won’t stop bleeding. Each wound so inflicted does an additional 1 point of damage per round. Wounds from multiple arterial strikes result in cumulative blood loss – that is, two successful arterial strikes do an additional 2 points of damage per round. Blood loss, whether from one such wound or several, stops when the victim receives one successful Heal check, any cure spell, or any other form of magical healing. Creatures not subject to sneak attacks are immune to this effect. (S&S)

Athletic: [General; No Prereqs] You’re physically fit and adept at outdoor sports. You get a +2 bonus on all Climb and Swim checks. (S&S)

Burst of Speed: [General; Ride skill] You can urge your mount to greater than normal speeds. This ability doubles the distance of the mount’s normal charge movement. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a Will save (DC 20) immediately after the conclusion of the additional charge; failure results in the mount taking 2d6 hp of dmg. (S&F)

Charlatan: [General; No Prereqs] You’re adept at fooling people. You know how to tell them just what they want to hear. You get a +2 bonus on Bluff and Disguise checks. (S&S)

Chink in the Armour: [General; Expertise] You are an expert at slipping a weapon between armour plates and or into seams. If you take a standard action to study an opponent, you can ignore half of his or her armour bonus (rounded down) during your next single attack. Only bonuses from actual armour (including natural armour) are halved, not those from shields, enhancement bonuses to armour, or magic items that provide an armour bonus. (S&S)

Dash: [General; No Prereqs] You move faster than normal for your race. If you are wearing light armour or no armour and are carrying a light load, your speed is 5 feet faster than it normally would be. (S&S)

Death Blow: [General; Improved Initiative, Base attack bonus +2] You waste no time in dealing with downed foes. You can perform a coup de grace attack against a helpless defender as a standard action, instead of a full-round action. (S&F)

Dirty Fighting: [General; Base attack bonus +2] You know the brutal and effective fighting tactics of the streets and back alleys. Make a melee attack roll normally. If successful, you inflict an additional +1d4 points of damage. This feat requires the full attack action, but only allows one attack, declared before the roll, to inflict the additional damage. The remainder of the attacks do not gain this bonus. (S&F)

Dual Strike: [General; Base attack bonus +3, Combat Reflexes] Your combat teamwork makes you more dangerous foe. If you and an ally both have this feat and are flanking an opponent, you both get a +4 bonus on your attack roll instead of the normal +2 bonus for flanking. (S&F)

Exhaust Opponent: [General; Base attack bonus +4] (S&F)

Extra Music: [General; Bardic music ability] You can use your bardic music more often than you otherwise could. You can use your bardic music four extra times per day. (S&S) Normal: Bards without the Extra Music feat can use bardic music once per day per level. Special: A character may gain this feat multiple times.

Fame: [General; No Prereqs] You are particularly well-known and gain +3 to your reputation score. (SWCR)

Fleet of Foot: [General; Dex 15+, Run] You run so nimbly that you can turn corners without losing momentum. When running or charging, you can make a single change of direction of 90 degrees or less. You can’t use this feat while wearing medium or heavy armour, or if you’re carrying a load heavier than light. (S&S) Normal: Without this feat you can run or charge only in a straight line.

Flick of the Wrist: [General; Dex 17+, Quick Draw] With a single motion, you can draw a light weapon and make a devastating attack. If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). This feat only works once per combat. (S&S)

Full Mounted Attack (Charge Complete): [General; Ride-By Attack, Base attack bonus +4] (S&F)

Greater Initiative: [General; Improved Initiative, Base attack bonus +6] You are very quick to ready yourself for battle. You gain a +6 bonus to initiative checks. This feat supercedes Improved Initiative.

Hamstring: [General; No Prereqs] You can wound an opponent’s legs, hampering their movement. If you hit with a sneak attack, you may choose to forgo +2d6 of your sneak attack damage to reduce your opponent’s land speed by half. Other forms of movement (fly, burrow, etc) aren’t affected. The speed reduction ends when the target receives healing (a successful Heal check, any cure spell, or other magical healing) or after 24 hours, whichever comes first. A hamstring attack does not slow creatures that are immune to sneak attack damage or those that have either no legs at all or more than four legs. It takes two successful hamstring attacks to affect a quadruped. (S&S)

Humility: [General; Diplomacy skill] You have chosen to downplay your own deeds and accomplishments. If you are famous (not infamous) then each time you take this feat you permanently reduce your Reputation score by 3 (no lower than 0). Special: You can gain this feat multiple times. Its effects stack.

Improved Feint: [General; Bluff skill, Combat Reflexes] (S&F)

Infamy: [General; No Prereqs] You are known for crimes or evil deeds (whether you actually committed them or not). You are considered infamous, regardless of your Reputation score. (SWCR)

Instant Focus: [General; Alertness, Combat Reflexes, Greater Initiative, Base attack bonus +10] You are reflexively alert when situations turn dangerous. This feat allows you to substitute any initiative roll for an automatic 20, plus any applicable bonuses, except those for Improved Initiative or Greater Initiative. This feat supercedes Improved Initiative and Greater Initiative. You may choose not use this feat.

Jack of All Trades: [General; Character level 8th+] You’ve picked up a smattering of even the most obscure skills. You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are allowed to select it. (S&S)

Lingering Song: [General; Bardic music ability] Your bardic music stays with listeners long after the last note has died away. If you use bardic music to inspire competence, inspire courage, or inspire greatness, the effects last twice as long as they otherwise would. (S&S) Normal: Inspire courage and inspire greatness last as long as the bard sings, plus an additional 5 rounds thereafter. Inspire confidence lasts 2 minutes.

Mechanics: [General; Int 13+] You understand the intricacies of mechanical devices. You get a +2 bonus on all Disable Device and Open Lock checks.

Mimicry: [General; No Prereqs] You have a gift for impersonations. You get a +2 bonus on all Disguise checks and Perform (Acting) checks. (SWCR)

Multicultural: [General; Speak Language (chosen race)] You blend in well with members of another race. Choose any one humanoid race other than your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma checks made to alter the attitude of your chosen race (according to the NPC Attitudes section in Chapter 5, DMG). (S&S)

Nimble: [General; No Prereqs] You have exceptional flexibility and muscular dexterity. You get a +2 bonus on all Balance checks, Escape Artist checks and Tumble checks. (SWCR)

Obscure Lore: [General; Bardic knowledge ability] You are a treasure trove of little-known information. You gain a +3 bonus on checks using your bardic knowledge ability. Also known as Cliffy Lore. (S&S)

Persuasive: [General; No Prereqs] You could sell a tindertwig hat to a troll. You gain a +2 bonus on all Bluff and Intimidate checks. (S&S)

Quicker Than the Eye: [General; Dex 19+] Your hands move so quickly that observers don’t see what you’ve done. While under direct observation, you can make a Bluff check as a move-equivalent action, opposed by the Spot checks of any observers. If you succeed, your misdirection makes them look elsewhere while you take a partial action. If your partial action is an attack against someone who failed the opposed check, that opponent is denied a Dexterity bonus to AC. (S&S)

Remain Conscious: [General; No Prereqs] (S&F)

Requiem: [General; Bardic music ability, Perform 12 or more ranks] Your bardic music affects undead creatures. You can extend your mind-affecting bardic music and virtuoso performance effects so that they influence even the undead. All bardic music effects on undead creatures have only have the duration thy normally would against the living. (S&S) Normal: Undead are usually immune to mind-influencing effects.

Secrecy: [General; Disguise skill, Bluff 4 or more ranks] You are skilled at keeping your accomplishments quiet. Whenever you are about to check for adding points to your Reputation score, you may use your Bluff skill to oppose the check. Normal: The DC for adding a reputation point is 20.

Shadow: [General; No Prereqs] You are good at following someone surreptitiously. You gain a +2 competence bonus on Hide and Spot Checks made while following a specific person. (S&S)

Sharp-Eyed: [General; No Prereqs] You have a keen eye for detail. You gain a +2 bonus on all Search Checks, Sense Motive Checks and Spot checks. (SWCR)

Skill Focus (Revised): [General; No Prereqs] Choose a skill, such as Move Silently. You have a special knack with that skill. You get a +3 bonus on all skill checks with that skill. (PHB) Special: You may gain this feat multiple teams. Its effects do not stack. Each time you take this feat, it applies to a different skill.

Snatch Weapon: [General; Improved Disarm] You can disarm an opponent, then pluck the weapon from midair. If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall. If you can wield the weapon in one hand, you can immediately make a single attack with it, though you suffer the usual penalties for a second attack with an off-hand weapon. (S&S) Normal: After a successful disarm attempt, the weapon winds up at the defender’s feet, unless you attempted the disarm attack while unarmed.

Street Rep: [General; Street Tough, Infamy, Reputation score 10 or better] You have developed a Reputation among the criminal underworld and other shady elements of a specific city or town. When dealing with anyone who is aware of this reputation, you receive a +5 bonus to any Reputation check that applies to them. Special: You may take this feat multiple times, but only for different settlements.

Street Sense: [General; Wis 13+, Bluff skill, Intimidate skill, Sense Motive 4 or more ranks] You have gained enough experience on the mean streets of towns and cities to know your way around them, and the various denizens who live by a set of rules that are unique. You may receive a +2 situation bonus when using Diplomacy, Intuit Direction, Perform, or Sense Motive while in a normal settlement of town-size or more (at the DM’s discretion).

Street Tough: [General; Street Sense, Base attack bonus +3] You are a veteran of the mean streets and dark alleys of towns and cities. You may receive a +2 situation bonus when using Bluff, Hide, or Intimidate while in a normal settlement of town-size or more (at the DM’s discretion).

Study Opponent: [General; Int 13+, Spot skill, Expertise] You are adept at spotting weaknesses in your foes' fighting styles. If you take an all-out defense action, you gain a dodge bonus to your AC against any opponent who attacks you in melee combat that round. The dodge bonus begins the round after that opponent attacks you and lasts for the duration of the fight. (S&F)

Tactique Crusader (Crusader Tactics): [General; Martial Weapon Proficiency, Base attack bonus +1] You have been schooled and drilled in the military tactics and battlefield strategies of Les Crusaders du Le Forestaine. This feat is only effective when one is fighting as a unit which is comprimised exclusively of those who also have this feat. It assumes that the unit has effective leadership, organization and cooperation. As a free action on his initiave each round, the group leader chooses whether the unit fights from an offensive or defensive stance. When these conditions are met, those within the unit receive a bonus of +1 for every 10 members, to either their Attack Rolls or their Armor Class, depending on the fighting stance. This bonus has a maximum of +5, and lasts for the duration of any battle. If the group leader has the Leadership feat, the entire unit receives a +1 synergy bonus to Tactique Crusader. If the group leader is defeated, the bonus immediately ceases until another leader is clearly designated by the unit. When fighting among allies, each person who does not have this feat negates a +1 Tactique Crusader bonus.

Trustworthy: [General; No Prereqs] Others feel comfortable telling you their secrets. You gain a +2 bonus on all Diplomacy and Gather Information checks. (S&S)

Warhorsemanship: [General; Ride-By Attack, Base attack bonus +4] Your combat skill while on horseback is extraordinary. You get a bonus of +1 to all melee attacks from horseback, all mounted charge attack rolls, all Ride checks and all Mounted Combat checks. In every case, the bonus stacks if more than one condition is met, such that a character charging on horseback gains twice the listed bonus, as does a character using Mounted Combat to prevent his horse from being hit. Special: The variant Chevalarie de Guerre is available only to the Crusader Chevalier prestige class, and its bonuses do not stack with the regular Warhorsemanship Feat.

Weapon Group Proficiency: [General; No Prereqs] Choose a group of weapons from the following list of types: Simple Melee, Simple Missile, Martial Small, Martial Medium, Martial Large, Martial Range. You understand how to use all weapons of that group in combat and can make attack rolls with them normally. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group. You cannot take exotic weapons as a weapon group; instead, you must select the Exotic Weapon Proficiency feat to gain proficiency with a specific exotic weapon. (SWCR)

Wood Sense: [General; Wis 13+, Wilderness Lore 4 or more ranks] You have gained enough experience in the woods, forests, jungles, or other natural terrain (even desert and tundras) of a region to know your way around them, and the various matters of survival and observation that are unique to it. You may receive a +2 situation bonus when using Animal Empathy, Hide, Intuit Direction, Listen, Spot, or Wilderness Lore while in a natural setting of that region (at the DM’s discretion). Special: You may take this feat multiple times, but only for different regions.

Common Room | Hall | Skylis Rules

 

February 3, 2003. Copyright Angelo Barovier 1998-2003.