A
Feat is a special feature that either gives a character a new capability
or improves one they already have. Unlike a Skill, a Feat has
no ranks. A character either has the Feat or does not have it.
This
Feat system was designed from the original Feat system found in D&D
3E but extracts out various class specific special abilities and incorporates
various elements found in the D&D Players Option: Skills and Powers
book. This Feat system combined with the Generic Class Types (which
will appear in a future supplement) do away with any need for Prestige
Classes. The concept here is that with a generic class type and
this Feat system you should eventually be able to design the Prestige
Class you could have taken in the original rules, however, in this system
the advancement is more gradual and mimics more closely what you might
do in real life. Finally it gives a player something to look forward
to at every level, for instead of acquiring a Generic Feat once every
3 levels you gain a Generic Feat every level. Lastly the Generic
Class Types along with this Feat System allow a GM to easily create
race-based classes.
Now
some of you might think that a Generic Feat every level is far to much,
however, from play testing let me assure you that it is not. Even
by 20th level most players will not have all the Feats they
would like to have to completely round out their characters. However,
if you still feel 1 Feat per level would unbalance your game then restrict
the feat progression to every odd level. Any less than this and
Feats become a "oh yeah I get one of those eventually but not enough
to really make much of a difference to my character". Conversely
at one Feat a level some players actually get excited about the prospect
and even go so far as to map out their life’s achievements.
So,
while this is designed to be used with the Generic Class Types mentioned
earlier, some of these Feats can still be used with the normal 3E system.
Although be warned they do redefine a few of the existing Feats as well
as define many class specific abilities as Feats.
In
this first supplement I will be defining the General Feats which are
those Feats that are usable by anyone. I will then eventually
cover the Special, Magic, and Miracle Feats in one or more subsequent
supplements. Critics, new ideas, and general thoughts on any of
these Feats are most welcome and in fact much appreciated and may appear
in later supplemental updates.
List of Regular Feats
Alertness
Allure
Ambidexterity
Animal
Companion (animal type)
Artistic
Ability (specific ability)
Great Performance (specific art)
Grand Performance (specific art)
Inspirational Performance (specific art)
Armor Proficiency
(Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Blind-Fighting
Combat
Reflexes
Opportunist
Damage
Reduction
Dodge
Mobility
Defensive Roll
Spring Attack
Whirlwind Attack
Leap of Clouds
Endurance
Expertise
Deflect Arrows
Fencing
Improved Fencing
Improved Disarm
Improved Trip
Flyby Attack
Glibness
Great Fortitude
Improved
Initiative
Quick Draw
Iron Will
Slippery Mind
Remain Coherent
Leader
Leadership
Great Leadership
Inspirational Leadership
Light Sleeper
Lightning
Reflexes
Uncanny Dodge
Evasion
Superior Evasion
Martial
Arts
Heightened Attack
Flurry of Blows
Stunning Strike
Chi Strike
Mounted
Combat
Improved Mounted Combat
Mounted Archery
Improved Mounted Archery
Trample
Ride-By Attack
Spirited Charge
Multi-Attack
Multi-Dexterity
Multi-Weapon
Fighting
Nature
Sense
Obscure
Knowledge
Point Blank
Shot
Double Shot
Foot Shot (bow only)
Hanging Shot (bow only)
Precise Shot
Broken Charge Shot
Far Shot
Stapling Shot
Trick Shot
Shot on the Run
Rapid Shot (bow only)
One Weapon
Fighting Style
Improved One Weapon Fighting Style
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Sunder
Rage
Improved Rage
Run
Skill Focus
(specific skill)
Skill Mastery (specific skill)
Sneak Attack
Crippling Strike
Sprint
Toughness
Track
Two-Handed
Fighting Style
Improved Two-Handed Fighting Style
Two-Weapon
Fighting Style
Improved Two-Weapon Fighting Style
Weapon
Finesse
Weapon
Focus (specific weapon)
Improved Critical (specific weapon)
Weapon Specialization (specific weapon)
Weapon Mastery (specific weapon)
Weapon
Proficiency (Shield, Simple, etc…)
Weapon
and Shield Fighting Style
Improved Weapon and Shield Fighting Style
Woodland
Stride
Trackless Step
Alertness:
Prerequisites: Wis 13+ The character has finely attuned
senses and gains a +2 bonus on all Listen, Spot, Search, and Surprise
checks. Note: a familiar grants Alertness to their master whenever
they are within arm’s reach.
Allure:
Prerequisites: Cha 13+, Wis 13+ The character can
attract romantic attention from others. The character can conceal
the feat at any time, but when it is in effect it can modify the reaction
rolls of others who might be affected. The feat is only affective
if there is a reasonable chance of the character drawing romantic attention
from subject in question (GMs discretion). The character positively
affects the reaction of others with their Wisdom modifier as well as
their Charisma modifier. Furthermore, the character can receive
one henchman above their normal maximum if at least one of their followers
has a romantic interest with them no matter how unrequited or hopeless
it may be.
Ambidexterity:
Prerequisites: Dex 15+ The character ignores all penalties
for using an off hand. The character is neither right nor left
handed. Without this feat, a character who uses their off hand
suffers a –4 penalty to attack rolls, ability checks, and skill checks.
This feat helps to offset the penalty for fighting with two weapons.
Animal
Companion: Prerequisites: Cha 13+, Wis 13+, Animal
Handling 3+ The character has an affinity for a certain
type of animal and has learned their ways to a point that they can bound
with one such animal of that type. They gain also gain a +2 competency
bonus to Animal Handling with animals of the selected type. If
the animal is lost or this Feat taken after character creation the bounding
process takes 1 full month. Once bounded the animal will be that
characters loyal friend taking on a personality similar to that of the
character. If the animal is a mount, the character gains a +5
Animal Handling synergy bonus with the bounded mount to all Ride checks.
Artistic
Ability: Prerequisites: Governing Stat 13+
The character has a real talent with a specifically selected ability.
Whether it be, with brushes and paint, charcoal sketching, sculptor’s
knife, musical instrument, story telling, pottery making, dancing, or
one of the myriad of other skills that could qualify. When this
trait is coupled with training, the character can create works of real
artistic merit. Whether these have worth in monetary terms or
as relating to the character’s status in the campaign world are circumstances
that must be adjudicated by the GM. As a general rule, the character’s
work whatever the medium will fetch 1% to 50% more than the typical
cost for such products.
Armor
Proficiency (Light): Prerequisites: None
The character is proficient with light armor and when wearing a light
armor, the armor check penalty applies only to Balance, Climb, Escape
Artist, Hide, Jump, Move Quietly, Sleight of Hand, and Tumble checks.
Without this feat a character that wears light armor suffers its armor
check penalty on attack rolls and on all skill checks that involve moving,
including Ride.
Armor
Proficiency (Medium): Prerequisites: Armor Proficiency
(Light) The character is proficient with light and medium
armor and when wearing a light or medium armor, the armor check penalty
applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Quietly,
Sleight of Hand, and Tumble checks. Without this feat a character
that wears medium armor suffers its armor check penalty on attack rolls
and on all skill checks that involve moving, including Ride.
Armor
Proficiency (Heavy): Prerequisites: Armor Proficiency
(Medium) The character is proficient with all armor and
when wearing armor, the armor check penalty applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Quietly, Sleight of Hand, and
Tumble checks. Without this feat a character that wears heavy
armor suffers its armor check penalty on attack rolls and on all skill
checks that involve moving, including Ride.
Blind
Fighting: Prerequisites: Wis 11+, The character
knows how to fight in melee without being able to see their foes.
In melee, the character reduces the defensive bonus by half (round down)
that is due to concealment. Furthermore, an invisible attacker
gets no bonus to hit the character in melee. That is the character
does not lose their positive Dexterity bonus to Armor Class, and the
invisible attacker does not get the usual +2 bonus. The invisible
attacker’s bonuses do still apply for ranged attacks. The character
only suffers half the usual penalties to speed for being unable to see.
Thus darkness and poor visibility in general only reduces the character’s
speed to three-quarters of normal, instead of the one-half. Note:
the Blind Fighting feat is of no use against a character who is the
subject of a Blink spell or similar effect.
Broken
Charge Shot : Prerequisites: Point Blank Shot,
Precise Shot A rather effective weapon of an enemy, especially
if mounted, is the ability to charge. One of the most effective
ways to rid foes of this advantage is to break that charge. A
well-placed missile can cause a charging opponent or their mount to
stumble and perhaps even fall. The character states that they
are attempting a Broken Charge Shot and then rolls to hit the opponent
with a –4 penalty. If the character successfully hits the target
then the target must make a Reflex roll (DC 10 + Character’s To Hit
Modifier) to avoid stumbling. If the target stumbles they must
then make another Reflex roll (DC 15) to avoid falling down. Whether
they fall down or not the target loses their charge momentum (and bonuses)
but must complete a normal move. Note: if the target is a mount
and the mount does not fall the rider must make a Riding roll (DC 15)
to avoid being thrown off their mount.
Chi
Strike: Prerequisites: Dex 13+, Wis 13+, Martial
Arts, Stunning Fist, Base Attack Bonus +7 or higher The
character can empower their unarmed strike with Chi. The unarmed
strike damage from such an attack can deal damage to a creature with
damage reduction, such as a Wight, as if the blow were made with a weapon
with a +1 enhancement bonus. A Chi Strike improves as the character
gains attack bonuses, allowing them an additional +1 enhancement for
each additional +2 Base Attack Bonus that they gain after acquiring
this feat. This is a supernatural feat.
Cleave:
Prerequisites: Str 13+, Power Attack The character
can follow through with powerful blows. If the character deals
a creature enough damage to make it drop (typically by dropping it to
below 0 hit points, killing it, etc…), then they get an immediate, extra
melee attack against another creature in the immediate vicinity.
The character cannot take a 5 foot step before making this extra attack.
The extra attack is with the same weapon and at the same bonus as the
attack that dropped the previous creature. The character can use
this ability only once per round.
Combat
Reflexes: Prerequisites: Dex 13+, The character
can respond quickly and repeatedly to opponents who let their defense
down. When foes leave themselves open, the character may make
a number of additional attacks of opportunity equal to their Dexterity
modifier. For example, a character with a Dexterity of 15 can
make a total of three attacks of opportunity in a round – the one attack
of opportunity any character is entitled to, plus two more attacks because
of their +2 Dexterity bonus. Furthermore, the character may also
make attacks of opportunity while flat-footed. However, the character
can still only make one attack of opportunity upon each specific opponent
in the same round. Without this feat a character can only make
one attack of opportunity per round and cannot make attacks of opportunity
while flat-footed.
Crippling
Strike: Prerequisites: Dex 13+, Base Attack +5 or
higher, +5d6 Sneak Attack or higher When character damages
a target with a Sneak Attack, the target also takes 1 point of Temporary
Strength damage per each full +5d6 Sneak Attack that the character possesses.
Damage
Reduction: Prerequisites: Con 13+ 4th
level or higher The character gains the ability to shrug
off some amount of the injuries from each normal attack that does damage.
Subtract 1 from the damage the character takes each time they are dealt
damage. Damage reduction can reduce damage to 0 but it cannot
reduce it below 0. This feat can be taken multiple times up to
a maximum of the character’s Constitution modifier but only once for
each 4 full levels of experience the character has obtained (i.e.
+1 DR / 4-7 lvl ; +2 DR / 8-11 lvl; +3 DR / 12-15 lvl;
etc…).
Defensive
Roll : Prerequisites: Dex 13+, Dodge, Mobility,
Base Reflex save +5 or higher If the character is struck
in combat instead of performing a free parry the character may instead
attempt to roll with the damage. The character makes a Reflex
saving throw (DC = damage received) and if successful the character
only takes half damage from the blow. This also moves the character
5 feet directly away from the attacker. The character must be
aware of the attack in order to react to it – if the character is denied
their Dexterity bonus to AC, they cannot perform this feat. Since
the attack would not normally do half damage the feat Evasion does not
apply to this feat.
Deflect
Arrows: Prerequisites: Dex 13+, Expertise
The character can deflect incoming arrows, as well as crossbow bolts,
sling stones, spears, and other shot or thrown weapons (within reason).
The character must have at least one arm free (holding nothing – except
for something light in the hand) to use this feat. Once per round
when the character would normally be hit with a ranged weapon, the character
may make a Reflex save against a DC of 20 (if the ranged weapon has
a magical bonus to attack, the DC increases by that amount). If
the character succeeds, then they deflect the weapon. The character
must be aware of the attack and not flat-footed. Attempting to
deflect a ranged weapon does not count as an action. Exceptional
ranged weapons, such as boulders hurled by giants or Melf’s Acid Arrows,
can not be deflected.
Dodge:
Prerequisites: Dex 13+ The character is adept at dodging
blows. During the characters action, they designate an opponent
and receive a +1 dodge bonus to Armor Class against attacks from that
opponent. The character can select a new opponent on any action.
Note: A condition that makes the character lose their Dexterity
bonus to Armor Class (if any) also makes the character lose the Dodge
bonus. Also, other dodge bonuses (such as this one and the Dwarf’s
racial bonus to dodge giants) stack with each other, unlike most other
types of bonuses. Lastly a character receives a +1 synergy bonus
to their Dodge bonus for each full 5 points in Perform (Dance) or Tumble
that they posses.
Double
Shot : Prerequisites: Point Blank Shot
This Feat cannot be used with a crossbow or any other missile weapon
that the GM deems incapable of doing so. Some of the allowable
weapons are bows, slings, and thrown knives. This Feat is mostly
used to impress but in combat it is mostly used under surprise conditions.
By taking a –1 penalty to Initiative, Penetration, To Hit, and Damage,
the character may fire two missiles from the same weapon. If the
character successfully hits they roll damage for both missiles separately.
This Feat requires a standard action to perform.
Endurance:
Prerequisites: None The character is capable of amazing
feats of stamina. Whenever the character makes a check for performing
a physical action that extends over a period of time (running, swimming,
holding ones breath, and so on), the character gets a +4 bonus to the
check.
Evasion:
Prerequisites: Dex 15+, Lightning Reflexes, Uncanny Dodge, Base
Reflex save +4 or higher The character can no longer be
flanked; they can react to opponents on opposite sides of them as easily
as they can react to a single attacker. Furthermore, the character
can avoid even magical and unusual attacks with great agility.
If the character makes a successful Reflex saving throw against an attack
that normally deals half damage on a successful save (such as red dragon’s
fiery breath or a fireball), the character instead takes only quarter
damage. Evasion can only be used if the character is wearing light
armor or no armor. It is an extraordinary feat.
Expertise:
Prerequisites: Int 13+ The character is trained at
using their combat skill for defense as well as for offense. When
the character uses the attack action or full attack action in melee,
they can take a penalty of as much as –5 on their attack and add the
same number (up to +5) to their Armor Class. This number may not
exceed their base attack bonus. The changes to attack rolls and
Armor Class last until the character’s next action. This bonus
to the Armor Class is a dodge bonus. A character not capable of
this feat can still fight defensively while using the attack or full
attack action to take a –4 penalty on attacks and gain a +2 dodge bonus
to Armor Class.
Far
Shot: Prerequisites: Point Blank Shot, Precise Shot
The character can get greater distance out of a ranged weapon.
When the character uses a projectile weapon, such as a bow, its range
in each category is increased by 25% and a thrown weapon’s range is
increased by 50%.
Fencing:
Prerequisites: Int 13+, Expertise, Secondary Attack +1 or higher
The character has learned how to combine defense with attack and as
such gains a free parry for every attack that they possess.
Flyby
Attack: Prerequisites: Flying When flying,
the character can take a move action (including a dive) and another
partial action at any point during the move. The character cannot
take a second move action during a round when it makes a fly by attack.
Normal : Without this feat, the character must take the
partial action either before or after their move.
Flurry
of Blows: Prerequisites: Dex 15+, Wis 13+, Ambidexterity,
Martial Arts, Heightened Attack, Base Attack Bonus 4+ or higher
The character may strike with a flurry of blows at the expense of accuracy.
When doing so, they may double their attacks during a round but all
attacks made that round suffer a –2 penalty apiece. For example,
if a character gets two Attacks at +6 and +3 and they execute a flurry
of blows, they get four attacks at +4, +4, +1, and +1. This penalty
applies for 1 round, so it affects all attacks of opportunity the character
might make before their next action. The character must use the
full attack action (see page 124) to strike with a flurry of blows.
The character may use the flurry of blows with only with unarmed combat.
Light or Light–Medium weapons can be included but only if the character
also has the feat Weapon Finesse. Note if a character uses the
flurry of blows they do not gain the extra attack from an “off-handed”
weapon.
Foot
Shot : Prerequisites: Point Blank Shot
In some situations, an archer may find one or more of their arms unable
to grip the string or shaft of the bow. Perhaps the other hand
is holding onto something to keep the character from falling, or perhaps
the arm has been injured, or maybe the character just needs a bit of
extra pull on the bow. The character must have at least one arm
free or be bare foot in order to implement this Feat. The character
receives a –1 penalty to hit but their Strength is increased by 5 points
per hand that is used.
Glibness:
Prerequisites: Cha 13+ The character has the knack
of dissuading the suspicious or persuading the stubborn. The character
must speak the same language as those they are trying to impress and
they in turn must be able to hear the character. If these two
restrictions apply then character gains a +2 situational bonus to any
Bluff, Diplomacy, or Information Gathering skill roll they attempt.
Grand
Performance: Prerequisites: Artistic Ability in
the specific art, Great Performance in the specific art Perform skill
in the specific art at 8+, The character can inspire
competence within their allies by encouraging them. This encouragement
will help an ally to succeed at a task. The ally must be able
to hear the character and the character must direct the encouragement
at the ally. Depending on the task that the ally has at hand,
the character may use this encouragement to lift the ally’s spirits,
to help the ally focus mentally, or in some other way. The ally
as a result gets a +2 competence bonus on their skill checks with a
particular skill as long as they continue to hear the character speak.
The GM may rule that certain uses of this ability are infeasible (e.g.
such as trying to aid a someone to move more quietly is rather self-defeating).
The character can continue to encourage the character for a full 2 minutes
(long enough for the ally to take 20) after this the encouragement no
longer helps for that specific situation. Inspiring competence
is a mind-affecting ability.
Great
Cleave: Prerequisites: Str 13+, Power Attack, Cleave,
Base Attack Bonus +4 or higher The character can wield a
melee weapon with such power that they can strike multiple times when
they fell their foes. As Cleave, except that the character has
no limit to the number of times they can use it per round.
Great
Fortitude: Prerequisites: None The character
is tougher than normal and gets a +2 bonus to all Fortitude saving throws.
Great
Leadership: Prerequisites: Leader, Leadership, Diplomacy
at 8+, The character can inspire competence within
their allies by encouraging them. This encouragement will help
an ally to succeed at a task. The ally must be able to hear the
character and the character must direct the encouragement at the ally.
Depending on the task that the ally has at hand, the character may use
this encouragement to lift the ally’s spirits, to help the ally focus
mentally, or in some other way. The ally as a result gets a +2
competence bonus on their skill checks with a particular skill as long
as they continue to hear the character speak. The GM may rule
that certain uses of this ability are infeasible (e.g. such as trying
to aid a someone to move more quietly is rather self-defeating).
The character can continue to encourage the character for a full 2 minutes
(long enough for the ally to take 20) after this the encouragement no
longer helps for that specific situation. Inspiring competence
is a mind-affecting ability.
Great
Performance: Prerequisites: Artistic Ability in
the specific art, Perform skill in the specific art at 4+
The character can inspire courage within their allies, bolstering them
against fear and improving their combat abilities. To be affected
an ally must be able to hear the performance for one full round.
The effect lasts as long as the character performs and for 5 rounds
after the character ends the performance (or 5 rounds after the ally
can no longer hear the performance). While performing, the character
can generally fight (depending on what they are using to perform with)
but cannot casts spells, activate magic items by spell completion (such
as scrolls), or activate magic items by magic word (such as those using
a command word to trigger them). Affected allies receive a +2
morale bonus to saving throws against charm and fear effects and a +1
morale bonus to attack and weapon damage rolls. Inspiring courage
is a mind-affecting ability.
Hanging
Shot : Prerequisites: Point Blank Shot
In this shot, the character secures themselves to a branch or ledge
and then drops downward while simultaneously firing right into the faces
of their oncoming enemies. Unfortunately, the disadvantages to
this shot are numerous. The most obvious is that anything on the
character that isn’t secured will fall to the ground. Another
disadvantage is there is an initial –3 penalty To Hit. If the
character waits one round to steady themselves they can drop this penalty
to a –1 To Hit. In either case, unless the character has some
way of supplying themselves with extra ammo 2 shots will be all the
character will be able to get off. After making their shot(s),
the character can still take a 5 foot move which can be used to pull
themselves back up (Climbing roll DC 15) or to drop to the ground (Tumbling
roll DC 15). The greatest advantage that comes from this maneuver
is that the enemy suffers a –6 penalty (–3 if already used against them
recently) to their surprise roll. This advantage alone often outweighs
the drawbacks and the hanging shot is a favorite trick of archers ambushing
lone outriders.
Heightened
Attack: Prerequisites: Wis 13+, Martial Arts,
Weapon Focus (Martial Arts) The character increases their
Base Attack value by +1. This ability only applies to unarmed
combat. Light or Light–Medium weapons can be included but only
if the character also has the feat Weapon Finesse.
Improved
Bull Rush: Prerequisites: Str 13+, Power Attack
The character knows how to push opponents back and when performing a
Bull Rush (see page 136, in the Players Handbook), the character does
not draw an attack of opportunity from the defender.
Improved
Critical: Prerequisites: Weapon Focus with Weapon,
Proficient with Weapon, Base Attack Bonus +8 or higher.
The character chooses a specific weapon type (such as long sword or
great axe) and with that weapon they know how to hit where it hurts
the most. When the character uses the weapon that they selected,
their critical threat range is doubled. For example, a long sword
usually threatens a critical on a 19 or 20 (two numbers). If a
character the character has Improved Critical (long sword) then their
threat range with a long sword becomes 17 through 20 (four numbers).
Note: “Keen” magic weapons also double their normal non-magical
threat range. So, as is with all doubled doublings, the result
of a magic long sword with “Keen” in the hands of a character with Improved
Critical (long sword) would have a critical threat range of 15 through
20 (six numbers).
Improved
Disarm: Prerequisites: Int 13+, Expertise
The character knows how to disarm opponents and does not suffer an attack
of opportunity when they attempt to disarm an opponent, nor does the
opponent have a chance to disarm them if they happen to fail their attempt
at disarming.
Improved
Fencing: Prerequisites: Int 13+, Expertise, Secondary
Attack +4 or higher, Fencing The character has become so
good at weapon play that any successful parry invokes an attack of opportunity
against the opponent that they parried.
Improved
Initiative: Prerequisites: None The
character can react much more quickly than normal in a fight and gets
a +4 bonus to their initiative checks.
Improved
Mounted Archery: Prerequisites: Ride skill, Mounted
Combat, Mounted Archery The character is very skilled at
using ranged weapons from horseback. The penalty for using a ranged
weapon while riding is quartered: –1 instead of –4 if your mount
is taking a double move, and –2 instead of –8 if your mount is running.
Improved
Mounted Combat: Prerequisites: Ride skill, Mounted
Combat The character is very skilled in mounted combat.
They can direct their war-trained mount to attack in battle and still
make their own attack(s) as normal. Normal : The
character must make a Ride check (DC 10) to fight along with their war
mount.
Improved
One Weapon Fighting Style: Prerequisites:
One Weapon Fighting Style, Base Attack Bonus +6 or higher. The
character’s deflection bonus increases to a +2 to their AC when they
are fighting with only a one-handed weapon in one hand and nothing in
the other hand (or a non-used light weapon in the other hand).
Improved
Rage: Prerequisites: Con 13+, Cha 13+, Rage, Base
Will save +5 or higher The character’s rage bonus increases
to +6 Strength, +6 Constitution, and a +3 morale bonus to Will saves.
Furthermore after the rage has ended the character is no longer fatigued.
Improved
Trip: Prerequisites: Int 13+, Expertise
The character is trained not only in tripping opponents but in following
through with an attack. If the character successfully trips an
opponent in melee, they immediately get a melee attack against that
opponent as if they had not used their attack for the trip attempt.
Improved
Two-Handed Fighting Style: Prerequisites: Two-Handed
Fighting Style, Base Attack Bonus +9 or higher. If the character
is using a one and half handed weapon with two hands, the weapon gains
an additional +1 bonus to all damage rolls for a total of +2 to damage.
Furthermore, the character can perform a free parry attempt for every
attack that they possess. Thus if a character has two attacks
in one round then they may perform two free parries.
Improved
Two Weapon Fighting Style: Prerequisites:
Two Weapon Fighting Style, Dexterity 15+, Ambidexterity, Base Attack
Bonus +9 or higher. The character is an expert in fighting
with two weapons. The character’s penalties for fighting with
two weapons is reduced by an additional 2. Normal :
See the expanded Table 8–2a: Two-Weapon Fighting Penalties below.
Improved
Weapon and Shield Fighting Style : Prerequisites: Proficient
with Weapon, Proficient with Shield, Weapon & Shield Fighting Style,
Dexterity 12+, Base Attack Bonus +7 or higher. The character is an expert
in fighting with a weapon and shield. The character’s penalties
for fighting with weapon and shield is reduced by an additional 2.
Normal : See the expanded Table 8–2a: Two-Weapon
Fighting Penalties below.
Inspirational
Leadership : Prerequisites: Leader, Leadership,
Great Leadership, Diplomacy at 12+, The character
can inspire greatness in an ally, granting extra fighting capabilities.
To inspire greatness, the character must speak so that the ally can
hear them for one full round, as with inspire courage. The ally
inspired with greatness gains temporary Hit Dice, attack bonuses, and
saving throw bonuses as long as they can hear the character speak.
The effect lasts for 5 rounds after the ally can no longer hear the
character speak. All the bonuses are competence bonuses.
+2 Hit
Dice (d4+6s that grant temporary hit points)
+2 bonus
on attacks
+1 bonus
to Fortitude saves
Apply the
ally’s Constitution modifier, if any, to each bonus Hit Die. These
extra Hit Dice count as regular Hit Dice for determining effects.
Inspire greatness is a mind-affecting ability.
Inspirational
Performance : Prerequisites: Artistic Ability in
the specific art, Great Performance in the specific art, Grand Performance
in the specific art, Perform skill in the specific art at 12+,
The character can inspire greatness in an ally, granting extra fighting
capabilities. To inspire greatness, the character must perform
so that the ally can hear them for one full round, as with inspire courage.
The ally inspired with greatness gains temporary Hit Dice, attack bonuses,
and saving throw bonuses as long as they can hear the character perform.
The effect lasts for 5 rounds after the ally can no longer hear the
character perform. All the bonuses are competence bonuses.
+2 Hit
Dice (d4+6s that grant temporary hit points)
+2 bonus
on attacks
+1 bonus
to Fortitude saves
Apply the
ally’s Constitution modifier, if any, to each bonus Hit Die. These
extra Hit Dice count as regular Hit Dice for determining effects.
Inspire greatness is a mind-affecting ability.
Iron
Will : Prerequisites: None The character
gains a +2 bonus to all Will saving throws.
Leader
: Prerequisites: Cha 13+ The character
is the sort of person others naturally want to follow. The character
with this feat tends to attract loyal companions and devoted followers
that will act as retainers and assist the character. The character
begins attracting followers immediately without having to actively search
for them and is considered to be 5 levels higher than they actual are
when calculating their Leadership score. Normal :
A character does not attract followers until they have reached 6th
level and must spend some time attempting to recruit cohorts and followers.
Leadership
: Prerequisites: Leader, Diplomacy at 4+
The character can inspire courage within their allies, bolstering them
against fear and improving their combat abilities. To be affected
an ally must be able to hear the character speak for one full round.
The effect lasts as long as the character speaks and for 5 rounds after
the character ends the speech (or 5 rounds after the ally can no longer
hear the speech). While speaking, the character can generally
fight but cannot cast spells, activate magic items by spell completion
(such as scrolls), or activate magic items by magic word (such as those
using a command word to trigger them). Affected allies receive
a +2 morale bonus to saving throws against charm and fear effects and
a +1 morale bonus to attack and weapon damage rolls. Inspiring
courage is a mind-affecting ability.
Leap
of Clouds : Prerequisites: Dex 13+, Dodge, Mobility
The character’s jumping distance (vertical or horizontal) is not limited
according to their height (see the Jump skill description, page 70).
Light
Sleeper : Prerequisites: Con 13+ The
character will awaken at the slightest disturbance – a significant advantage
to a small party on the trail where companions would quickly fatigue
from alternating watch duty through the night. The character will
awaken if they hear any unusual noise, such as the non-muffled footsteps
of someone approaching the camp. This includes the approach of
anyone wearing metal armor, or creatures carrying weapons or conversing.
Lightning
Reflexes : Prerequisites: None The character
gains a +2 bonus to all Reflex saving throws.
Martial
Arts : Prerequisites: Wis 13+, The character
is highly trained in fighting unarmed, giving them considerable advantage
when doing so. They deal more damage than normal, doing a base
1d4 instead of the normal 1d3. A character using Martial Arts
does not provoke attacks of opportunity from armed opponents that they
attack. A character’s attacks may be with either fist interchangeably
or even from elbows, knees, feet, forehead, and such. Thus making
an off-hand attack make no sense for a character striking with Martial
Arts and instead of gaining an extra-attack they reduce their penalty
for a secondary attack by 1, thus a Fighter with a Base Attack +4 has
a Secondary Attack of +1. Usually a character’s unarmed
strikes deal normal damage rather than sub-dual damage. However,
the character can choose to deal their damage as sub-dual damage without
any penalty to hit. A character fighting with melee weapons may
choose to use a Martial Art attack as an additional “off-hand” attack,
but then they suffer the standard penalties for two-weapon fighting.
Conversely a character fighting with Light or Light–Medium weapons and
with the feat Weapon Finesse may opt to use the Secondary Attack bonus
when fighting instead of an additional attack.
Martial
Weapons : Prerequisites: None
The character has proficiency in the following weapons: Punch,
Kick, Gauntlet, Dagger, Dirk, Knife – Small, Knife – Long, Mace, Club,
Club – War, Morning–Star, Quarter–Staff, Quarter–Staff Shod, Half–Spear,
Short Spear, Light Crossbow – Self, Light Crossbow – Backed, Light Crossbow
– Composite, Medium Crossbow – Backed, Medium Crossbow – Dart.
Mobility:
Prerequisites: Dex 13+, Dodge The character gets a
+4 dodge bonus to Armor Class against attacks of opportunity caused
when the character moves out of or within a threatened area. Note:
A condition that makes the character lose their Dexterity bonus to Armor
Class (if any) also makes them lose this dodge bonus. Also dodge
bonuses (such as this one and a Dwarf’s racial bonus to dodge Huge creatures)
stack with each other, unlike most types of bonuses.
Mounted
Archery: Prerequisites: Ride skill, Mounted Combat
The character is skilled at using ranged weapons from horseback.
The penalty for using a ranged weapon while riding is halved:
–2 instead of –4 if your mount is taking a double move, and –4 instead
of –8 if your mount is running.
Mounted
Combat: Prerequisites: Ride skill The
character is skilled in mounted combat. They can, while mounted,
guide their mount with their knees so as to use both hands to attack
or defend without making a Ride check. They also get a +2 competency
bonus to all Ride checks that develop from a combat situation or pertain
to staying in the saddle. Normal : The character
must make a Ride check (DC 5) to guide their mount with their knees.
Multi-Attack:
Prerequisites: 2 or more Natural Weapons The character’s
secondary attacks with natural weapons suffer only a –2 penalty.
Normal : Without this feat, the character’s secondary natural
attacks suffer a –5 penalty.
Multi-Dexterity:
Prerequisites: Dex 15+, 3 or more Appendages
The character ignores all penalties for using an off hand. This
feat replaces the Ambidexterity feat for characters with more than 2
appendages. Normal : With this feat, a character who uses
an off hand appendage suffers a –4 penalty to attack rolls, ability
checks, and skill checks. A character would only have one primary
appendage, and all the others are off hand appendages.
Multi-Weapon
Fighting Style: Prerequisites: 3 or more Hands
Penalties for fighting with multiple weapons are reduced 2. This
feat replaces the Two-Weapon Fighting Style feat for characters with
more than two arms. The Multi-Dexterity feat further reduces penalties
for off-hand attacks. Normal : A character without this
feat suffers a –6 penalty to attacks made with its primary hand and
a –10 penalty to attacks made with its off hands.
Nature
Sense: Prerequisites: Int 13+ The character
can use their Wilderness Lore skill to identify plants and animals (their
species and special traits) with near perfect accuracy (DC 15).
They can also determine whether water is safe to drink or dangerous
(polluted, poisoned, or otherwise unfit for consumption – DC 10).
Obscure
Knowledge: Prerequisites: Int 15+ The
character has picked up a lot of stray knowledge and trivia while wandering
the land. The character may make a special Obscure Knowledge check
with a bonus equal to their level plus their Intelligence modifier to
see whether they know some relevant information about local notable
people, legendary items, or noteworthy places. This check will
not reveal the powers of magic items but may give a hint as to its general
function. The character may not take 10 or 20 on this check; this
sort of eclectic knowledge is essentially random. The GM will
determine the results of the check by referring to the table below.
One
Weapon Fighting Style: Prerequisites: None
The character gains a deflection bonus of +1 to their AC when they are
fighting with only a one-handed weapon in one hand and nothing in the
other hand (or a non-used light weapon in the other hand).
Opportunist:
Prerequisites: Combat Reflexes Once per round, the
character can make an attack of opportunity against an opponent who
has just been struck for damage from a melee attack by another character
or creature. This attack counts as all the character’s attacks
of opportunity for that round. Even a character with an extremely
high Dexterity can not make another attack of opportunity in the same
round that they use the Opportunist feat.
Point
Blank Shot : Prerequisites: None
The character gains a +1 bonus to both attack and damage rolls with
ranged weapons when used to attack at point blank range.
Power
Attack : Prerequisites: Str 13+
On the character’s action, before making attack rolls for a round, the
character may choose to subtract a number from all melee attack rolls
and add that same number to all melee damage rolls. This number
may not exceed the character’s Base Attack Bonus. The penalty
on attacks and the bonus on damage apply until the character’s next
action.
Precise
Shot : Prerequisites: Point Blank Shot
The character can attack with a ranged weapon at an opponent engaged
in melee without suffering the standard –4 penalty.
Quick
Draw : Prerequisites: Dex 12+, Improved Initiative
The character can draw weapons with startling speed. The character
may draw a weapon that they are proficient with as a free action instead
of a move-equivalent action.
Rage
: Prerequisites: Con 13+, Cha 13+
The character can fly into a screaming blood frenzy where they gain
a +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will
saves, but have their normal dodge bonus to AC reduced to a –2.
The increase in Constitution increases the character’s hit points by
2 points per level but these are deducted from the character’s remaining
hit points once they are back to normal. While raging a character
cannot use skills, feats, or abilities that require patience or concentration,
such as Expertise, Move Quietly, Cast spells, or Handle Animal.
The rage lasts for up to 3 rounds + 1 round per Constitution modifier
(using the newly improved Constitution). The character my prematurely
end the rage if they so choose. At the end of the rage the character
is fatigued (–2 Strength, –2 Dexterity, cannot charge or run) for 1
minute per round that they were enraged. The character can only
fly into a rage once per hour and no more than their Charisma modifier
times per day. Entering a rage is considered a Free Action.
A character may take this feat multiple times but each additional one
only increases the number of times per day that a character can use
this feat by the character’s Charisma modifier (i.e. if a character’s
Charisma modifier is +2 and this feat was taken 3 times then the character
could enter a rage 6 times per day).
Rapid
Shot : Prerequisites: Point Blank Shot,
Dex 13+ The character can use bows with exceptional speed.
The character can get one extra attack per round with a bow. The
attack is at the character’s highest base attack bonus, but each attack
(the extra one and the normal ones) suffers a –2 penalty. The
character must use the full attack action (see page 124 of the Player’s
Handbook) to use this feat. Normal : The character
can only take a number of shots equal to the fire rate of the weapon.
Remain
Coherent : Prerequisites: Endurance, Iron
Will, Toughness, Base Will save 4+ or higher When the character
is considered staggered they suffer none of the penalties that normally
come from being staggered. They still must make Will saves to
remain conscious from taking damage. Normal : The
character can only take a partial action each round and they lose all
Strength and Dexterity bonuses to Attack and Defense.
Ride
By Attack : Prerequisites: Ride skill, Mounted
Combat The character is skilled at fast attack while mounted.
When the character is mounted and uses the charge action, they may move
and attack as with a standard charge and then move again (continuing
the straight line of the charge). The total movement for the round
cannot exceed double the characters mounted speed. The character
does not provoke an attack of opportunity from the opponent that they
attack.
Run
: Prerequisites: Dex 13+ The character
gains a +10 feet to their speed when wearing no armor, light armor,
or medium armor (and not carrying a heavy load).
Shot
on the Run : Prerequisites: Point Blank Shot,
Dex 13+, Dodge, Mobility The character is highly trained
in skirmish ranged weapon tactics. When using the attack action
with a ranged weapon, the character can move both before and after the
attack, provided that the character’s total distance moved is not greater
than their speed.
Simply
Weapons : Prerequisites: None
The character has proficiency in the following weapons: Punch,
Kick, Gauntlet, Dagger, Dirk, Knife – Small, Knife – Long, Mace, Club,
Club – War, Morning–Star, Quarter–Staff, Quarter–Staff Shod, Half–Spear,
Short Spear, Light Crossbow – Self, Light Crossbow – Backed, Light Crossbow
– Composite, Medium Crossbow – Backed, Medium Crossbow – Dart.
Spirited
Charge : Prerequisites: Point Blank Shot,
Dex 13+, Dodge, Mobility The character is highly trained
in skirmish ranged weapon tactics. When using the attack action
with a ranged weapon, the character can move both before and after the
attack, provided that the character’s total distance moved is not greater
than their speed.
Skill
Focus : Prerequisites: Ride skill, Mounted
Combat, Ride by Attack The character is trained at making
a devastating mounted charge. When mounted and using the charge
action, the character deals double damage with a melee weapon (or triple
damage with a lance).
Skill
Mastery : Prerequisites: Skill is a Class
Skill, Governing Ability 13+, Base Skill Rank 8+ The character
gets a +2 bonus on all skill checks with that skill. Furthermore,
the character spends half the normal time necessary when taking 10 or
20 with this skill. A character can take this feat multiple times.
Its effects do not stack with itself. So each time a character
takes this feat, it applies to a new skill.
Slippery
Mind : Prerequisites: Wis 13+, Iron Will
Whenever the character is affected by an enchantment or other mind-affecting
magic or ability and they fail their Will saving throw, they may attempt
1 more Will saving throw during the next round. They only get
this one extra chance to succeed at their Will saving throw.
Sneak
Attack : Prerequisites: Dex 13+, Base
Attack +1 or higher When the character’s target would be
denied their Dexterity bonus to AC (whether they actually had one or
not) or whenever the character flanks a target, the character’s attack
deals +1d6 points of damage. Should the character score a critical
hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks it the target is within
Point Blank range. A sneak attack cannot be used against:
constructs, oozes, plants, undead, incorporeal creatures, targets that
are immune to critical hits, targets that have concealment, or targets
whose vitals are beyond reach. This feat can be taken multiple
times but the bonus damage cannot exceed half the character’s Base Attack
bonus (round up).
Spring
Attack : Prerequisites: Dex 13+, Dodge, Mobility,
Base Attack +4 or higher When using the attack action with
a melee weapon, the character can move both before and after the attack,
provided that their total distance moved is not greater then their speed.
Moving in this way does not provoke an attack of opportunity from the
defender that the character attacks. This feat cannot be used
if the character is in heavy armor or carrying a heavy load.
Sprint
: Prerequisites: Dex 13+ The character
no longer creates attacks an of opportunity for just performing a run
maneuver. And their run speed is now x5 instead of the normal
x4.
Stapling
Shot: Prerequisites: Point Blank Shot, Precise Shot
For obvious reason this Feat cannot be used in conjunction with blunt
missiles. By making a called shot (–1 penalty to Initiative and
a –4 penalty To Hit), the character can staple some part of the targets
clothing (note: silk cannot be stapled) to a nearby object, as long
as that object is of a material that is reasonably subject to penetration
by the missile (such as wood, dirt, or plaster). The target must
also be near enough to the object or the shot is wasted. If the
shot is successful, the target is pinned to that object. The target
must spend a round tearing free, although this requires no roll a Pinned
target receives no Dexterity bonus to AC as well as receiving a –2 Dodge
penalty to AC and –2 Attack penalty if able to attack. After 2
rounds, if the target has not taken the time to free themselves, they
automatically break free from one stapling affect due to exertion.
The stapling shot is not only good for preventing various actions on
the part of a hostile person, it serves to demonstrate that the character
is far from defenseless. Also, many archers like to embarrass
targets by affixing them to the nearest piece of “furniture.”
Stunning
Strike: Prerequisites: Wis 13+, Martial Arts,
Base Attack Bonus +5 or higher The character must declare
that they are using the feat before they make their attack roll (thus,
a missed attack roll ruins the attempt). The character can use
this feat once per round, but no more than once per level per day.
A foe struck by the character is forced to make a Fortitude saving throw
(DC 10 + one-half the character’s level + Wisdom modifier), in addition
to receiving normal damage. If the saving throw fails, the opponent
is stunned for 1 round. A stunned character can’t act and loses
any Dexterity bonus to AC, while attackers gain a +2 bonus on attack
rolls against a stunned opponent. Constructs, oozes, plants, undead,
incorporeal creatures and creatures immune to critical hits can not
be stunned by this feat. The stunning fist is a superior feat.
Sunder
: Prerequisites: Str 13+, Power Attack
When the character strikes an opponent’s weapon, they do not provoke
an attack of opportunity (see Strike a Weapon, page 136 of the Players
Handbook).
Superior
Evasion: Prerequisites: Dex 15+, Lightning Reflexes,
Uncanny Dodge, Evasion, Base Reflex save of +8 or higher
The character’s Evasion ability improves to the point that they now
take no damage on a successful Reflex saving throw against attacks such
as dragon’s breath or Fireball, and henceforth they only take half damage
on a failed save. Furthermore, they gain an intuitive sense that
alerts them to danger, the character can add their Wisdom modifier as
a bonus to Reflex saves and as a dodge bonus to AC against attacks.
It is an extraordinary feat.
Toughness
: Prerequisites: None The character
gains +3 hit points. A character may gain this feat multiple times.
Track
: Prerequisites: Wis 12+, Wilderness Lore
1+ The character can follow the trails of creatures and
characters across most types of terrain. To find tracks or to
follow them for up to one mile requires a Wilderness Lore check.
The character must make another Wilderness Lore check every time the
tracks become difficult to follow, such as when other tracks cross them
or when the tracks backtrack and diverge. The character can only
move at half their normal speed (or at their normal speed with a –5
penalty on the check). If the character fails a Wilderness Lore
check, they can retry after 1 hour (outdoors) or 10 minutes (indoors)
of searching. Note this feat only allows the character to follow
normal tracks and does not allow them to find or follow the tracks of
someone who has the Feat Trackless Step or a subject of a Pass Without
Trace spell or other similar ability. The DC for the check depends
on the surface and the prevailing conditions (see Tracking Chart at
the end). Normal : A character without this
feat can use their Search skill to follow tracks, but only if the DC
to follow the tracks is 10 or less.
Trackless
Step: Prerequisites: Wis 15+, Woodland Stride
The character is so in tune with nature that they leave no trail in
natural surroundings and thus cannot be tracked via non-magical means.
Trample:
Prerequisites: Ride skill, Mounted Combat The character
is trained in using their mount to knock down opponents. When
a character attempts to overrun an opponent while mounted, the target
may not choose to avoid the overrun. If the character knocks down
the target, their mount may make one hoof attack against the target,
gaining the standard +4 bonus on attack rolls against prone targets.
Trick
Shot: Prerequisites: Point Blank Shot, Precise Shot
Trick Shots are sometimes used to make a spectacular retaliatory shot
that says to the enemy that they are not wanted in the area. This
sort of shot includes things like knocking off hats, nicking an intruder’s
ear, or placing an arrow in interesting and/or amusing places (such
as the buttocks). The character takes a –1 Initiative penalty
and a –4 To Hit. If the attack is successful, the trick is performed
otherwise it flies harmlessly and awkwardly (informing victims that
someone is shooting at them but missed). If the targets were not
previously hostile, they certainly would be now.
Two-Handed
Fighting Style: Prerequisites: None
The character lowers the initiative penalty of a weapon by 3 if that
weapon is wielded with two hands. Furthermore, a character is
trained such that they are able to get more out of their Strength when
swinging a large weapon and can gain a 150% Strength modifier (round
down) added to the weapon damage instead of the normal 100%. Normal
: Any weapon swung two handed gains a +1 to its normal damage
and has a increased chance of Knock-Down.
Two-Weapon
Fighting Style: Prerequisites: None
The character’s penalties for fighting with two weapons is reduced by
2. Normal : See Attacking with Two Weapons, page
124, Table 8–2: Two-Weapon Fighting Penalties, page 125 of the Players
Handbook.
Uncanny
Dodge: Prerequisites: Dex 15+, Lightning Reflexes
The character gains the ability to react to danger before their senses
would normally allow them to do so. The character retains their
Dexterity bonus to AC regardless of being caught flatfooted or struck
by an invisible attacker (they still lose their Dexterity bonus to AC
if immobilized).
Weapon
Finesse: Prerequisites: Dex 13+, Base Attack Bonus
+1 or higher The character may use their Dexterity modifier instead
of their Strength modifier on attack rolls when employing Light-Medium
weapons or lighter. If employing a Light-Heavy shield or heavier
in the off hand then apply the shield’s armor check penalty to your
attack rolls.
Weapon
Focus: Prerequisites: Proficient with Weapon, Base
Attack Bonus +1 or higher The character adds a +1 to all
attack rolls they make using the specific weapon they chose. This
feat can be taken multiple times. Its effects do not stack with
itself. So each time this feat is taken, it applies to a new weapon.
Weapon
and Shield Fighting Style: Prerequisites: Proficient
with Weapon, Proficient with Shield The character gains
an additional +1 AC or may instead perform a Shield Punch while retaining
the shield’s AC bonus for that round. The Shield Punch is a form
of Two Weapon fighting but the shield is always considered a light weapon
for off hand use. The standard penalties apply for two weapon
fighting as if the character had the Two Weapon Fighting Style and an
off-handed light weapon. Note this style cannot be used with a
tower shield.
Weapon
Mastery: Prerequisites: Proficient with the Weapon,
Weapon Focus with the Weapon, Weapon Specialization with the Weapon,
Base Attack Bonus +8 or higher, Fighter Class only. The character
gains an additional +1 To Hit and Damage. Furthermore they gain
a +1 Deflection bonus and increase the Critical Threat Range of the
weapon by 1 category (20 becomes a 19-20 while a 19-20 would become
a 17-20).
Weapon
Proficiency: Prerequisites: None. The character
gains the use of all weapons in the category that they have chosen.
Some of the categories are Fencing Weapons, Missile Weapons I, Missile
Weapons II, Two-Handed Weapons, Polearm Weapons, and Racial Weapons.
If the weapon does not exist in a pre-defined weapons list then the
character may choose up to 7 related weapons (subject to GMs approval)
to put into an Exotic Weapons category. Otherwise the character
may select up to 3 non-related weapons to put into a Specialized Weapons
category.
Weapon
Specialization: Prerequisites: Proficient with the
Weapon, Weapon Focus with the Weapon, Base Attack Bonus +4 or higher.
The character gains an additional +1 To Hit and an additional +2 to
Damage. A Fighter may take this feat multiple times. Its
effects do not stack with itself. So each time a Fighter takes
this feat, it applies to a new weapon.
Whirlwind
Attack : Prerequisites: Dex 13+, Dodge, Mobility,
Base Attack +4 or higher, Spring Attack, Int 13+, Expertise
When the character performs a full attack action, they can give up their
regular attacks and instead make one melee attack at their full base
attack bonus against each opponent within 5 feet.
Wilderness
Stride : Prerequisites: Wis 13+
The character is in tune with nature that they can move through natural
thorns, briars, overgrown areas, and similar terrain at their normal
speed and without suffering damage or other impairment. However,
thorns, briars, and overgrown areas that are enchanted or magically
manipulated to impede motion still affect the character.
Tracking
Chart
Surface:................
Very Soft................... Soft........................ Firm.......................
Hard
DC:...............................
5............................ 10........................... 15...........................
20
Very Soft
Ground:... Any surface (fresh snow, thick dust, wet mud, freshly tilled
earth) that holds deep, clear impressions of footprints.
Soft Ground:............
Any surface soft enough to yield to pressure, but firmer than wet mud
or fresh snow, in which the creature leaves frequent but shallow footprints.
Firm Ground:............
Most normal outdoor surfaces (such as lawns, fields, woods, and the
like) or exceptionally soft or dirty indoor surfaces (thick rugs, very
dirty or dusty floors). The creature might leave some traces (broken
branches, tufts of hair, crushed grass) but leaves only occasional or
partial footprints.
Hard Ground:...........
Any surface that doesn’t hold footprints at all well, such as bare rock
or indoor floors. Most streambeds fall into this category, since
most footprints left behind are obscured or washed away. The creature
leaves only traces (scuff marks, displaced pebbles).
Condition
DC Modifier
Every two
creatures in the group being tracked..................................................................................
–1
Size of
creature or creatures being tracked*
Colossal..............................................................................................................................................
–8
Gargantuan........................................................................................................................................
–4
Huge...................................................................................................................................................
–2
Large...................................................................................................................................................
–1
Medium..............................................................................................................................................
+0
Small....................................................................................................................................................
+1
Tiny.....................................................................................................................................................
+2
Diminutive..........................................................................................................................................
+4
Fine.....................................................................................................................................................
+8
Poor Visibility**
Moonlight..........................................................................................................................................
+3
Fog or
precipitation..........................................................................................................................
+3
Overcast
or moonless night............................................................................................................
+6
Every 24
hours since the trail was made...............................................................................................
+1
Every hour
of rain since the trail was made..........................................................................................
+1
Tracked
party hides trail (and moves at half speed)...........................................................................
+5
Fresh snow
cover since the trail was made.........................................................................................
+10
* For a
group of mixed sizes, apply only the modifier for the largest size category.
** Apply
only the largest modifier from this category