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racial_feats

Racial Feat Descriptions

BLINDSENSE

(RACIAL, DWARVEN)

You can sense where creatures are even when they are not moving.

Prerequisites: Dwarf, Blindfight, Perception 4 ranks or 1 + class bonus

Benefit: You gain blindsense to 60 feet.

BLINDSIGHT

(RACIAL, DWARVEN)

Darkness hides nothing from you.

Prerequisites: Dwarf, Blindfight, Blindsense, Perception 6 ranks or 3 + class bonus

Benefit: You gain blindsight to 60 feet.

BLOCK

(RACIAL, DWARVEN)

Your dwarven physique lets you abruptly move to intercept your foes

Prerequisites: Dwarf, Combat Reflexes

Benefit: As an immediate action, you may take a five foot step to place yourself on or adjacent to an opponent's path at the same time as their movement. You may do this at least once per round, or a number of times equal to your Wisdom bonus, if any.

The opponent that you block in this manner is allowed to simply continue on their path (if possible, possibly provoking attacks of opportunity), elect to stop, attempt to overrun you, or attempt to bull rush you. The opponent may not change their path to avoid you. You may gain an attack of opportunity against the blocked opponent.

You must be aware of your opponent to attempt to block. You cannot block if you are flatfooted.


DWARVEN DEFENDER

(RACIAL, DWARVEN)

Your stalwart build lets you defend others in place of yourself.

Prerequisites: Dwarf, Combat Reflexes, Combat Expertise, Defence bonus +3

Benefit: On your turn, you may choose to defend an adjacent ally as a move action. This defence lasts until your next turn, when you can choose to continue the defence, defend another ally, or end the defence.

When defending an ally you may use the Assist Another action to aid your ally in defence. They add your Defence bonus to theirs. Additionally, you may take attacks of opportunity against any creature you threaten who attacks your defended ally.

Normal: Assisting another's defence grants a +2 bonus only.


DWARVEN ENDURANCE

(RACIAL, DWARVEN)

You endure beyond the capacity of other races.

Prerequisites: Dwarf, base Fortitude save 2+

Benefit: You gain a new condition on the fatigue scale - Dwarven Normal. Any effect that would make you fatigued makes you lose this condition. An effect that would make you exhausted instead makes you fatigued. If you are fatigued or exhausted and subsequently returned to normal, you regain the Dwarven Normal condition after 8 hours of rest.


ELVEN PERCEPTION

(RACIAL, ELVEN)

You are keen sighted even among the elves.

Prerequisites: Elf, Alertness

Benefit: You get a +2 bonus to Perception skill checks.

Normal: Elves get a +2 racial bonus to Perception.

Special: The bonus from this feat stacks with the racial bonus.


EYES OF STARLIGHT

(RACIAL, ELVEN)

The light of clouded stars is all you need to see.

Prerequisites: Elf, Alertness, Elven Perception

Benefit: Your low light vision improves. You can see three times as far as humans in conditions of dim light.


FIGHTING INSIGHT

(RACIAL, ELVEN)

You know your enemies' minds and can prepare for their planned actions.

Prerequisites: Elf, Improved Initiative, Uncanny Senses, Wisdom 12+, Sense Motive 4 ranks or 1 + class bonus

Benefit: You may make a Sense Motive check as a swift action to determine how an opponent is going to act during combat. If you succeed in a Sense Motive check (DC20, or the target's Bluff check +5 if they are actively trying to deceive), then you learn their intended actions for that round.


HALFLING RECOVERY

(RACIAL, HALFLING)

You might get knocked down, but you get up again sooner than most.

Prerequisites: Halfling, Great Fortitude, Halfling Vitality

Benefit: You recover Wound Points at a rate of 2 points per character level, and ability damage at a rate of 2 points per night's rest. For each complete day of bed rest, you restore 3 points of Wound damage per character level, and 3 points of ability damage.


HALFLING RESILIENCE

(RACIAL, HALFLING)

You determination lets you resist ills longer than others.

Prerequisites: Halfling, base Fortitude save 4+

Benefit: Afflictions such as disease or poison affect you at half frequency, but you may attempt a save against the affliction at the normal frequency rate.

For example, a poison with a frequency of 1/round would affect you once every two rounds, but you may attempt a save to avoid the effect each round. If either of the two saves is successful, you are not affected.

Normal: You attempt a save in line with the affliction frequency.


HALFLING VITALITY

(RACIAL, HALFLING)

You are hardier than you look.

Prerequisites: Halfling, Great Fortitude

Benefit: You recover Vitality Points at double the normal rate. Thus you recover 2 Vitality per character level per hour. If the rate of recovery is increased by other means (by the Revitalise effect, for example), your recovery is doubled according to the new rate.

Normal: You recover Vitality at a rate of 1 per character level hour.


HIDE IN PLAIN SIGHT

(RACIAL, HALFLING)

You need no hiding place to disappear from view.

Prerequisites: Halfling, Stealth 6 ranks + class bonus, Stealthy, Wink of an Eye

Benefit: Using the least of opportunities, you can slip into hiding even while being observed. As long as you are within 10 feet of some sort of cover (shadows, undergrowth, or similar) you may use the Stealth skill to hide yourself without actually having anything to hide behind. You cannot hide in your own shadow.

Normal: You cannot use Stealth while you are observed.


INDOMITABLE SPIRIT

(RACIAL, HALFLING)

You recover faster than other races.

Prerequisites: Halfling, Iron Will, Halfling Vitality

Benefit: You recover from negative conditions that have a stated duration twice as fast as others. Any time you are effected by a negative condition that has a duration (whether a fixed duration or a randomly determined duration, but not an indeterminate duration such as “the rest of the encounter”, or any permanent conditions), that duration is halved (rounding up).


INSIGHTFUL INITIATIVE

(RACIAL, ELVEN)

Your insight lets you act faster.

Prerequisites: Elf, Improved Initiative, Uncanny Senses, Charisma 12+

Benefit: Once per round you may add your Charisma bonus to your initiative. This raised value becomes your new initiative result.


LIGHTS OF THE ELVES

(RACIAL, ELVEN)

You can make magical lights to illuminate and dazzle those around you.

Prerequisites: Elf, Spellcraft 4 ranks or 1 + class bonus

Benefit: You gain the Domain Power: Radiance. You need not meet the prerequisites for the regular feat.


LOB

(RACIAL, HALFLING)

You can arc thrown weapons over your foes' cover.

Prerequisites: Halfling, Point blank shot, Precise shot, base attack bonus +4

Benefit: You throw your weapon high up and over the cover your target is using. Provided there is a vertical clearance of at least one range increment both above your target and above the space between you and your target, you may attack at -2, ignoring up to total cover. You cannot add precision damage bonuses to your damage, such as from Sneak attack, or Weapon skill.

If you cannot see your target, you still have a 50% concealment miss chance.

Normal: You cannot attack a target that has total cover.


LORE OF THE ELVES

(RACIAL, ELVEN)

You can pierce the veils of the world and gain insight into hidden things.

Prerequisites: Elf, Knowledge (any one) 4 ranks or 1 + class bonus

Benefit: You gain the Domain Power: Sense Magic. You need not meet the prerequisites for the regular feat.


MARTIAL WEAPON GROUP PROFICIENCY

(RACIAL, HUMAN)

Your broad training includes a handful of weapons which use similar styles and techniques.

Prerequisite: Human, base attack bonus 1+

Benefit: Choose a weapon type from the following list. You gain martial weapon proficiency with all weapons in that group.

  • Axes - battle axe, hand axe, throwing axe
  • Bows - long bow (including composite), short bow (including composite)
  • Hammers - warhammer, throwing hammer
  • Piercing swords - rapier, short sword
  • Polearms - glaive, guisarme, halberd
  • Slashing swords - longsword, scimitar

Normal: Martial weapon proficiency covers only one martial weapon at a time.


MUSIC OF THE ELVES

(RACIAL, ELVEN)

You can make magical sounds to confuse and affect those around you.

Prerequisites: Elf, Perform 4 ranks or 1 + class bonus

Benefit: You gain the Domain Power: Echo. You need not meet the prerequisites for the regular feat.


NEW ENEMIES

(RACIAL, HUMAN)

You can learn the ways of new foes as you travel.

Prerequisite: Human, favoured enemy

Benefit: You may reduce the bonus granted to checks against any favoured enemy you have to grant a bonus against a new favoured enemy that you have encountered within the last 48 hours. You must rest for 8 hours, and spend one hour after this time contemplating the new enemy. You may reassign 2 points of bonus in this manner per day.

Normal: You may only gain new favoured enemy bonuses.


NEW LANDS

(RACIAL, HUMAN)

You can learn the ways of new lands as you travel.

Prerequisite: Human, favoured terrain

Benefit: You may reduce the bonus granted by any favoured terrain type you have to grant a bonus in a new favoured terrain that you have experience of within the last 48 hours. You must rest for 8 hours, and spend one hour after this time contemplating the new terrain. You may reassign 2 points of bonus in this manner per day.

Normal: You may only gain new favoured terrain bonuses.


RETRAINING

(RACIAL, HUMAN)

You retrain in more applicable skills as your career develops.

Prerequisite: Human, 2nd level +

Benefit: Choose a number of class skills up to your intelligence modifier, and give up your class bonus. You may select an equal number of new class skills.

Normal: You cannot re-assign your class skills.


RIGHT ON THE NOSE

(RACIAL, HALFLING)

You overcome your lack of strength with precision.

Prerequisites: Halfling, Dexterity 13+

Benefit: You may apply your dexterity modifier to damage you deal with thrown weapons and slings, instead of your strength.

Normal: You use your strength modifier on thrown weapon damage.


SILENT DASH

(RACIAL, HALFLING)

You can dash quietly and quickly while your foes look the other way.

Prerequisites: Halfling, Stealth 6 ranks, or 3 + class bonus

Benefit: As a standard action, you may use the Stealth skill without penalties to move up to your speed, or up to double your speed as a full round action. This special use of Stealth only makes you quiet - you are making no effort to hide from sight while you dash.

Normal: It's impossible to use Stealth while running.

Special: If you have the Roguish Talent Fast Stealth, you may move double your move on a standard action, and run as a full round action.


SKIP SHOT

(RACIAL, HALFLING)

You can bounce your thrown weapon off an adjacent surface to hit a target behind cover.

Prerequisites: Halfling, Point blank shot, Precise shot, base attack bonus +4

Benefit: Provided there is a hard surface (hardness at least 5) that both you and your target have line of sight to, within 10 feet of your target, you can attack at -2, but ignoring cover.

If you hit, all damage dice are reduced one step (so that 1d4 damage becomes 1d3, 2d4 damage become 2d3, etc).

If you cannot see your target, you still have a 50% concealment miss chance.

Normal: You cannot attack a target that has total cover.


SLIPPERY MIND

(RACIAL, HALFLING)

You can shrug off mental compulsion.

Prerequisites: Halfling, base Will save 4+

Benefit: If you fail a save against a mind affecting effect, you get another save one round later.


UNCANNY SENSES

(RACIAL, ELVEN)

Your insight prevents enemies surprising you.

Prerequisites: Elf, Improved Initiative

Benefit: You may make a Will save (DC20) to avoid being surprised. A successful check allows you to act during the surprise round, even if you would otherwise be surprised.


UNSEEN DASH

(RACIAL, HALFLING)

You can desperately dash, quickly but noisily, between shadows and cover.

Prerequisites: Halfling, Stealth 6 ranks, or 3 + class bonus

Benefit: As a standard action, you may use the Stealth skill without penalties to move up to your speed, or up to double your speed as a full round action. This special use of Stealth only keeps you hidden - you are making no effort to stay quiet while you dash.

Normal: It's impossible to use Stealth while running.

Special: If you have the Roguish Talent Fast Stealth, you may move double your move on a standard action, and run as a full round action.


WINK OF AN EYE

(RACIAL, HALFLING)

Seizing the perfect moment, you can slip out of sight of one distracted enemy.

Prerequisites: Halfling, Stealth 6 ranks or 3 + class bonus, Stealthy

Benefit: As a readied action, you can use Stealth against one target without using the Bluff skill. You wait till they take their turn, and use their focused attention to hide. This use of Stealth only hides you from one target - other creatures may still perceive you.

Normal: You must make a Bluff check to create a diversion to hide.


Feats

six20 System

racial_feats.txt · Last modified: 2016/04/20 16:09 (external edit)