Post by Flax on Jun 1, 2005 12:03:42 GMT -5
Everyone loves feats, so here are a few more on top of those in the D20 Modern book and D20 Future book.
ANTITHESIS
You have a deep hatred for one Allegiance or group.
Prerequisites: Enemy (Same Group) Base Attack Bonus 9+.
Benefit: When you are combating your antithesis, you gain an additional +2 to hit and skill checks. You will not willingly deal with your antithesis on friendly terms, and when you must deal with forces friendly to them, you take a -4 penalty on all Charisma-based skill checks.
Special: You may only take this feat once.
AUTHORIZED CHANNELS
You have connections in the military, law enforcement, or government that allows you to buy items you would normally be unable to obtain.
Prerequisite: Reputation +1.
Benefit: When purchasing equipment, you may purchase Licensed or Restricted equipment as though it were simply normal unrestricted goods. You pay no additional costs, though you may still require a license or some form of authorization to carry or use such goods.
BLACK MARKETEER
You have connections in the criminal underworld that allow you to buy and sell items that would normally be contraband.
Prerequisite: Reputation +1.
Benefit: When purchasing equipment, you may purchase Licensed or Restricted equipment when you would normally be unable to do so. You pay the additional costs associated with such items, and you may still require a license or some form of authorization to carry or use such goods. Additionally, you gain an extra 10% from sales of Licensed or Restricted goods and an additional 20% from sales of Military goods.
BLOOD BLISTER SURVIVOR
You survived an outbreak of the blood blisters and have the scars to prove it.
Prerequisite: Constitution 11.
Benefit: You are immune to blood blisters and gain a +4 bonus to Fortitude saving throws against disease.
BRIDGE COMMANDER
You have experience on the bridge of a starship and can issue orders more effectively as a ship commander.
Prerequisites: One talent from the Leadership Talent Tree, Charisma 13.
Benefit: Whenever you use any talent from the Leadership Talent Tree while aboard the bridge of a starship commanding the ship’s crew, all bonuses provided by that talent are doubled. Additionally, your Charisma bonus is considered to be twice its normal value for the purpose of determining the duration of any such uses of the talent.
CONVICTION
You have a cause that you feel strongly about, and would sacrifice greatly to see that cause protected. Commonly, this is Loyalty to a Phyle, Ideology, or Religion, but it may be a more abstract concept such as Honor.
Prerequisites: You must have an Allegiance.
Benefit: When you are actively working to support your Allegiance, you gain +1 to hit and to all saving throws.
Special: You may take this feat more than once. It applies to a different Allegiance each time it is selected. Any Allegiance you take this feat for must take priority over other Allegiances or you will lose the bonus from the feat.
ENEMY
You have one Allegiance or group that you detest.
Benefit: You gain +2 to attack and skill checks when combating your Enemy. When you must deal with your enemy peacefully, or with forces friendly to them, you take a -2 penalty on all Charisma-based skill checks.
Special: You may take this feat more than
once. Each time you take it, it applies to a different Allegiance or group. The feat does not stack, even if you encounter someone who belongs to multiple groups that you have as an Enemy.
EXPLORER TRAINING
You are trained in surviving in a wide variety of environments.
Prerequisite: Survival 6 ranks.
Benefit: You halve any penalties to Survival or Navigate skill checks due to being on an alien world. You also gain a +2 bonus to Fortitude saves against environmental conditions.
Special: This feat is available as a bonus feat to Dedicated heroes and the advanced and prestige classes they favor.
FLYING ACE
You are highly skilled in aerial or space combat.
Prerequisites: Pilot 8 Ranks
Benefit: Once per round when an attack would hit your air (or space) vehicle, you may attempt a Pilot check (as a reaction) to negate the hit. The hit is negated if the Pilot check result is higher than the opponent's attack roll. (Essentially the Pilot check replaces the vehicle's Armor Class if it is higher than the vehicle's normal Armor Class.)
GHOST IN THE MACHINE
You are able to get in and out of computer systems without ever being detected.
Prerequisite: Computer Use 6 ranks.
Benefit: Whenever you make a Computer Use check to hack another computer system, all opposed Computer Use checks made to detect or interfere with your activities suffer a –4 penalty.
GOVERNMENT SANCTIONED
You have the full authority of the government behind your actions and can more easily work through official channels.
Prerequisite: Must be aligned with at least one legitimate government.
Benefit: You gain a +2 bonus to all Charisma checks and Charisma-based skill checks against law enforcement or other government officials. Additionally, once per day you may spend 1 action point to gain temporary access to a +6 wealth bonus, drawn from government funds.
MASTER CRAFTSMAN
You are one of the most renowned masters of your craft in known space, drawing great acclaim and wealth for your work. Your creations are considered to be of the highest quality and the waiting list for your work is quite long.
Prerequisites: Craft (Any) 10 ranks, Craftsman.
Benefit: You receive a +1 bonus on a Craft skill of choice, your Reputation bonus increases by +2, and your Wealth bonus increases by +3.
MASTER TRADER
Your silver tongue has made you a master bargainer, always able to get the best deals.
Prerequisite: Charisma 13.
Benefit: You receive a +2 bonus to Diplomacy and Profession (Trader) skill checks.
Special: This feat may be selected as a bonus feat by Charismatic heroes and the advanced and prestige classes they favor.
MEASURE OF THE CITY
When you enter a settlement, you are able to quickly size it up.
Prerequisites: Intelligence 13, Gather Information 6 ranks, Spot 6 ranks.
Benefit: When you enter a settlement, you can make a Gather Information check to learn about the cultural, economic and political situation in the settlement. The DC for the check is 10 + 1 per 100,000 inhabitants in the settlement plus any additional modifiers based on how familiar you are with the dominant culture of the city. If the check is successful, you learn the population of the city, the goods that can be purchased there, any power centers in the city, and who the authorities are. Also, if successful, you gain a +2 bonus to Bluff, Diplomacy, Gather Information, Knowledge (Civics, Current Events, History, Popular Culture, Streetwise), and Navigate skill checks made concerning the settlement for the next five days. If the check fails, you may try again, but the base DC increases by +5 for each subsequent attempt.
PUBLIC SPEAKER
You can play a crowd as if it were a finely tuned musical instrument.
Benefit: You gain a +2 bonus to Charisma based skill checks when speaking in front of a group of ten or more people who understand the language you are speaking.
Special: This feat may be selected as a bonus feat by Charismatic heroes and the advanced and prestige classes they favor.
REPUTATION FOR LOYALTY
You have a sterling reputation among the members of a particular organization or group.
Prerequisite: At least one allegiance.
Benefit: Select one allegiance that you have already formed. You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks when dealing with characters who have the same allegiance. You receive a -4 circumstance penalty on those same checks when faced with characters who have an opposed allegiance.
Special: You may take this feat multiple times. Each time, it applies to a different allegiance.
ROBO-HUNTER
You are adept at hunting and killing robots, so much so that you are considered an expert in your field.
Prerequisites: Base Attack Bonus +1, Track.
Benefit: You gain a +4 bonus to all skill checks made while using the Track feat on a robot. Additionally, you gain a +1 bonus to all attack rolls made against robots.
SQUAD LEADER
You are an expert in leading a squad of combatants and can relay orders with practiced efficiency.
Prerequisites: One talent from the Leadership Talent Tree, Charisma 13.
Benefit: You may spend an action point to grant a number of allies equal to your Charisma modifier a +2 bonus to attack rolls and Defense for the remainder of the round. All allies affected by this feat must be within 90 feet.
STAND YOUR GROUND
You are skilled at holding your position, even in the face of overwhelming odds.
Prerequisites: Advanced Firearms Proficiency, Personal Firearms Proficiency, Point Blank Shot, Precise Shot.
Benefit: Whenever you benefit from cover while firing a ranged weapon, the Defense bonus provided by cover is increased by +4. Additionally, you threaten an additional 10 feet beyond your cover, allowing you to make attacks of opportunity against anyone within that range. However, you may only use a ranged weapon to make attacks of opportunity within that threatened space, even if you are also armed with a melee weapon.
Normal: You may not make attacks of opportunity with a ranged weapon.
STARSHIP ENGINEER
You have worked on starships and are knowledgeable about their engineering and creation.
Prerequisite: Craft (mechanical) 6 ranks.
Benefit: Whenever you use the Craft skill to create parts or weapons for a starship, the crafting time is halved. Additionally, whenever you use the Aid Another action during the creation or repair of a starship, the bonus you provide to that character’s skill check increases from +2 to +4.
Normal: When using the Aid Another action, a successful attempt grants the target a +2 bonus to their skill check.
STREET IRREGULARS
Through bribes, gifts and genuine friendship you have recruited a small group of locals who will help you in times of need.
Prerequisites: Charisma 13, Zaon Familiarity
Benefit: On a successful Charisma check (DC 10) in an area your familiarity feat applies to, you can gather 1d6 locals to help you. The locals are ordinaries with 1d4 levels and arrive within ten minutes. These locals will run errands, help with labor, or do other minor favors for the character for a period of not more than four hours. While they can be used to intimidate people or engage in criminal activity as appropriate to the character, they will not join combat unless their neighborhood or livelihood are directly threatened.
TECHNOLOGICAL APTITUDE
You are familiar with a level of technology beyond that of most humans.
Prerequisites: Intelligence 13, either Utilize Alien Technology talent or Knowledge (Technology) 10 ranks.
Benefit: Your PL familiarity increases by +1.
Special: This feat may be taken multiple times. Its effects stack. This feat may be selected as a bonus feat by Smart heroes and the advanced and prestige classes they favor.
Normal: You suffer a -4 penalty per progress level on skill checks when using items above a progress level you are accustomed to.
TINKERER
You are skilled at modifying weapons, armor, and equipment and can do so for a reduced cost.
Prerequisite: Craft (electronic) or Craft (mechanical) 6 ranks.
Benefit: Whenever you attempt to craft an item, you may reduce the cost modifier of any gadgets you wish to integrate into the weapon by 1 (to a minimum of +1). The gadget’s cost modifier affects the raw materials cost, Craft DC, and crafting time as normal.
Special: This feat may be taken multiple times. Its effects stack.
VEHICULE ENGINEER
You are renowned as a creator of vehicles and can work wonders on even the most complex or rare specimen.
Prerequisites: Craft (mechanical) 6 ranks.
Benefit: Whenever you use the Craft (mechanical) skill to create a vehicle, you may add a +2 bonus to the vehicle’s Initiative, Maneuver, Defense, or Hardness (your choice). This only affects the creation of existing models of vehicles and represents putting your own special touches on the vehicle; it does not apply to the creation of all-new vehicles of your own design.
ZAON FAMILIARITY
You have spent many years traveling the Zaon Imperium.
Prerequisite: Must have spent at least three years traveling the Zaon Imperium.
Benefit: You gain a +1 bonus to Diplomacy, Gather Information, Knowledge (Civics, Current Events, History, Local, Popular Culture, Streetwise), Navigate, and Spot checks while inside the Zaon Imperium due to your familiarity with the area.
Your Wealth bonus also increases by +2.
ZERO-G WARRIOR
Not only can you fight in zero-gravity and low-gravity conditions, you flourish in them.
Prerequisite: Zero-G Training.
Benefit: You gain a +2 bonus to Defense in low and no gravity environments.
ANTITHESIS
You have a deep hatred for one Allegiance or group.
Prerequisites: Enemy (Same Group) Base Attack Bonus 9+.
Benefit: When you are combating your antithesis, you gain an additional +2 to hit and skill checks. You will not willingly deal with your antithesis on friendly terms, and when you must deal with forces friendly to them, you take a -4 penalty on all Charisma-based skill checks.
Special: You may only take this feat once.
AUTHORIZED CHANNELS
You have connections in the military, law enforcement, or government that allows you to buy items you would normally be unable to obtain.
Prerequisite: Reputation +1.
Benefit: When purchasing equipment, you may purchase Licensed or Restricted equipment as though it were simply normal unrestricted goods. You pay no additional costs, though you may still require a license or some form of authorization to carry or use such goods.
BLACK MARKETEER
You have connections in the criminal underworld that allow you to buy and sell items that would normally be contraband.
Prerequisite: Reputation +1.
Benefit: When purchasing equipment, you may purchase Licensed or Restricted equipment when you would normally be unable to do so. You pay the additional costs associated with such items, and you may still require a license or some form of authorization to carry or use such goods. Additionally, you gain an extra 10% from sales of Licensed or Restricted goods and an additional 20% from sales of Military goods.
BLOOD BLISTER SURVIVOR
You survived an outbreak of the blood blisters and have the scars to prove it.
Prerequisite: Constitution 11.
Benefit: You are immune to blood blisters and gain a +4 bonus to Fortitude saving throws against disease.
BRIDGE COMMANDER
You have experience on the bridge of a starship and can issue orders more effectively as a ship commander.
Prerequisites: One talent from the Leadership Talent Tree, Charisma 13.
Benefit: Whenever you use any talent from the Leadership Talent Tree while aboard the bridge of a starship commanding the ship’s crew, all bonuses provided by that talent are doubled. Additionally, your Charisma bonus is considered to be twice its normal value for the purpose of determining the duration of any such uses of the talent.
CONVICTION
You have a cause that you feel strongly about, and would sacrifice greatly to see that cause protected. Commonly, this is Loyalty to a Phyle, Ideology, or Religion, but it may be a more abstract concept such as Honor.
Prerequisites: You must have an Allegiance.
Benefit: When you are actively working to support your Allegiance, you gain +1 to hit and to all saving throws.
Special: You may take this feat more than once. It applies to a different Allegiance each time it is selected. Any Allegiance you take this feat for must take priority over other Allegiances or you will lose the bonus from the feat.
ENEMY
You have one Allegiance or group that you detest.
Benefit: You gain +2 to attack and skill checks when combating your Enemy. When you must deal with your enemy peacefully, or with forces friendly to them, you take a -2 penalty on all Charisma-based skill checks.
Special: You may take this feat more than
once. Each time you take it, it applies to a different Allegiance or group. The feat does not stack, even if you encounter someone who belongs to multiple groups that you have as an Enemy.
EXPLORER TRAINING
You are trained in surviving in a wide variety of environments.
Prerequisite: Survival 6 ranks.
Benefit: You halve any penalties to Survival or Navigate skill checks due to being on an alien world. You also gain a +2 bonus to Fortitude saves against environmental conditions.
Special: This feat is available as a bonus feat to Dedicated heroes and the advanced and prestige classes they favor.
FLYING ACE
You are highly skilled in aerial or space combat.
Prerequisites: Pilot 8 Ranks
Benefit: Once per round when an attack would hit your air (or space) vehicle, you may attempt a Pilot check (as a reaction) to negate the hit. The hit is negated if the Pilot check result is higher than the opponent's attack roll. (Essentially the Pilot check replaces the vehicle's Armor Class if it is higher than the vehicle's normal Armor Class.)
GHOST IN THE MACHINE
You are able to get in and out of computer systems without ever being detected.
Prerequisite: Computer Use 6 ranks.
Benefit: Whenever you make a Computer Use check to hack another computer system, all opposed Computer Use checks made to detect or interfere with your activities suffer a –4 penalty.
GOVERNMENT SANCTIONED
You have the full authority of the government behind your actions and can more easily work through official channels.
Prerequisite: Must be aligned with at least one legitimate government.
Benefit: You gain a +2 bonus to all Charisma checks and Charisma-based skill checks against law enforcement or other government officials. Additionally, once per day you may spend 1 action point to gain temporary access to a +6 wealth bonus, drawn from government funds.
MASTER CRAFTSMAN
You are one of the most renowned masters of your craft in known space, drawing great acclaim and wealth for your work. Your creations are considered to be of the highest quality and the waiting list for your work is quite long.
Prerequisites: Craft (Any) 10 ranks, Craftsman.
Benefit: You receive a +1 bonus on a Craft skill of choice, your Reputation bonus increases by +2, and your Wealth bonus increases by +3.
MASTER TRADER
Your silver tongue has made you a master bargainer, always able to get the best deals.
Prerequisite: Charisma 13.
Benefit: You receive a +2 bonus to Diplomacy and Profession (Trader) skill checks.
Special: This feat may be selected as a bonus feat by Charismatic heroes and the advanced and prestige classes they favor.
MEASURE OF THE CITY
When you enter a settlement, you are able to quickly size it up.
Prerequisites: Intelligence 13, Gather Information 6 ranks, Spot 6 ranks.
Benefit: When you enter a settlement, you can make a Gather Information check to learn about the cultural, economic and political situation in the settlement. The DC for the check is 10 + 1 per 100,000 inhabitants in the settlement plus any additional modifiers based on how familiar you are with the dominant culture of the city. If the check is successful, you learn the population of the city, the goods that can be purchased there, any power centers in the city, and who the authorities are. Also, if successful, you gain a +2 bonus to Bluff, Diplomacy, Gather Information, Knowledge (Civics, Current Events, History, Popular Culture, Streetwise), and Navigate skill checks made concerning the settlement for the next five days. If the check fails, you may try again, but the base DC increases by +5 for each subsequent attempt.
PUBLIC SPEAKER
You can play a crowd as if it were a finely tuned musical instrument.
Benefit: You gain a +2 bonus to Charisma based skill checks when speaking in front of a group of ten or more people who understand the language you are speaking.
Special: This feat may be selected as a bonus feat by Charismatic heroes and the advanced and prestige classes they favor.
REPUTATION FOR LOYALTY
You have a sterling reputation among the members of a particular organization or group.
Prerequisite: At least one allegiance.
Benefit: Select one allegiance that you have already formed. You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks when dealing with characters who have the same allegiance. You receive a -4 circumstance penalty on those same checks when faced with characters who have an opposed allegiance.
Special: You may take this feat multiple times. Each time, it applies to a different allegiance.
ROBO-HUNTER
You are adept at hunting and killing robots, so much so that you are considered an expert in your field.
Prerequisites: Base Attack Bonus +1, Track.
Benefit: You gain a +4 bonus to all skill checks made while using the Track feat on a robot. Additionally, you gain a +1 bonus to all attack rolls made against robots.
SQUAD LEADER
You are an expert in leading a squad of combatants and can relay orders with practiced efficiency.
Prerequisites: One talent from the Leadership Talent Tree, Charisma 13.
Benefit: You may spend an action point to grant a number of allies equal to your Charisma modifier a +2 bonus to attack rolls and Defense for the remainder of the round. All allies affected by this feat must be within 90 feet.
STAND YOUR GROUND
You are skilled at holding your position, even in the face of overwhelming odds.
Prerequisites: Advanced Firearms Proficiency, Personal Firearms Proficiency, Point Blank Shot, Precise Shot.
Benefit: Whenever you benefit from cover while firing a ranged weapon, the Defense bonus provided by cover is increased by +4. Additionally, you threaten an additional 10 feet beyond your cover, allowing you to make attacks of opportunity against anyone within that range. However, you may only use a ranged weapon to make attacks of opportunity within that threatened space, even if you are also armed with a melee weapon.
Normal: You may not make attacks of opportunity with a ranged weapon.
STARSHIP ENGINEER
You have worked on starships and are knowledgeable about their engineering and creation.
Prerequisite: Craft (mechanical) 6 ranks.
Benefit: Whenever you use the Craft skill to create parts or weapons for a starship, the crafting time is halved. Additionally, whenever you use the Aid Another action during the creation or repair of a starship, the bonus you provide to that character’s skill check increases from +2 to +4.
Normal: When using the Aid Another action, a successful attempt grants the target a +2 bonus to their skill check.
STREET IRREGULARS
Through bribes, gifts and genuine friendship you have recruited a small group of locals who will help you in times of need.
Prerequisites: Charisma 13, Zaon Familiarity
Benefit: On a successful Charisma check (DC 10) in an area your familiarity feat applies to, you can gather 1d6 locals to help you. The locals are ordinaries with 1d4 levels and arrive within ten minutes. These locals will run errands, help with labor, or do other minor favors for the character for a period of not more than four hours. While they can be used to intimidate people or engage in criminal activity as appropriate to the character, they will not join combat unless their neighborhood or livelihood are directly threatened.
TECHNOLOGICAL APTITUDE
You are familiar with a level of technology beyond that of most humans.
Prerequisites: Intelligence 13, either Utilize Alien Technology talent or Knowledge (Technology) 10 ranks.
Benefit: Your PL familiarity increases by +1.
Special: This feat may be taken multiple times. Its effects stack. This feat may be selected as a bonus feat by Smart heroes and the advanced and prestige classes they favor.
Normal: You suffer a -4 penalty per progress level on skill checks when using items above a progress level you are accustomed to.
TINKERER
You are skilled at modifying weapons, armor, and equipment and can do so for a reduced cost.
Prerequisite: Craft (electronic) or Craft (mechanical) 6 ranks.
Benefit: Whenever you attempt to craft an item, you may reduce the cost modifier of any gadgets you wish to integrate into the weapon by 1 (to a minimum of +1). The gadget’s cost modifier affects the raw materials cost, Craft DC, and crafting time as normal.
Special: This feat may be taken multiple times. Its effects stack.
VEHICULE ENGINEER
You are renowned as a creator of vehicles and can work wonders on even the most complex or rare specimen.
Prerequisites: Craft (mechanical) 6 ranks.
Benefit: Whenever you use the Craft (mechanical) skill to create a vehicle, you may add a +2 bonus to the vehicle’s Initiative, Maneuver, Defense, or Hardness (your choice). This only affects the creation of existing models of vehicles and represents putting your own special touches on the vehicle; it does not apply to the creation of all-new vehicles of your own design.
ZAON FAMILIARITY
You have spent many years traveling the Zaon Imperium.
Prerequisite: Must have spent at least three years traveling the Zaon Imperium.
Benefit: You gain a +1 bonus to Diplomacy, Gather Information, Knowledge (Civics, Current Events, History, Local, Popular Culture, Streetwise), Navigate, and Spot checks while inside the Zaon Imperium due to your familiarity with the area.
Your Wealth bonus also increases by +2.
ZERO-G WARRIOR
Not only can you fight in zero-gravity and low-gravity conditions, you flourish in them.
Prerequisite: Zero-G Training.
Benefit: You gain a +2 bonus to Defense in low and no gravity environments.