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skill_feats

Skill Feat Descriptions

ABILITY ADVANCEMENT

Your training pays off, and one of your Abilities increases.

Prerequisite: Ability Training feat

Benefit: Choose one Ability which you have applied the Ability Training feat to. You gain a permanent +2 bonus to that ability.

Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

ABILITY TRAINING

You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.

Benefit: Choose one Ability; you qualify for the Ability Advancement feat for that Ability.

Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

ACROBATIC

You are skilled at leaping, jumping, and flying.

Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.

ACROBATIC STEPS

You can easily move over and through obstacles.

Prerequisite: Dex 15, Nimble Moves.

Benefit: Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).


ALCHEMIST

You are skilled at alchemy and know what care to take when handling poisonous materials.

Prerequisite: Craft (alchemy) 4 ranks (or 1 + class bonus)

Benefit: You gain a +4 competence bonus to craft alchemy, a +2 circumstance bonus to saves against poison effects, and run no risk of self poisoning when creating or applying poisons. You still run the risk of poisoning yourself when if you wield a poisoned weapon.

Normal: You have a 5% chance of poisoning yourself whenever you handle poisons.


ALERTNESS

You often notice things that others might miss.

Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.


ANIMAL AFFINITY

You are skilled at working with animals and mounts.

Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.


ARMOUR PROFICIENCY, HEAVY

You are skilled at wearing heavy armour.

Prerequisite: Light Armour Proficiency, Medium Armour Proficiency.

Benefit: See Armour Proficiency, Light.

Normal: See Armour Proficiency, Light.


ARMOUR PROFICIENCY, LIGHT

You are skilled at wearing light armour.

Benefit: When you wear a type of armour with which you are proficient, the armour check penalty for that armour applies only to Dexterity- and Strength-based skill checks.

Normal: A character who is wearing armour with which he is not proficient applies its armour check penalty to attack rolls and to all skill checks that involve moving.

Special: All characters except Casters automatically have Light Armour Proficiency as a bonus feat. They need not select it.


ARMOUR PROFICIENCY, MEDIUM

You are skilled at wearing medium armour.

Prerequisite: Light Armour Proficiency.

Benefit: See Armour Proficiency, Light.

Normal: See Armour Proficiency, Light.

Special: Warriors automatically have Medium Armour Proficiency as a bonus feat. They need not select it.


ATHLETIC

You possess inherent physical prowess.

Benefit: You get a +2 bonus on Climb and Swim skill checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.


DECEITFUL

You are skilled at deceiving others, both with the spoken word and with physical disguises.

Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.


DEFT HANDS

You have exceptional manual dexterity.

Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.


ENDURANCE

Harsh conditions or long exertions do not easily tire you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armour without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armour is fatigued the next day.


EXOTIC WEAPON PROFICIENCY

You are proficient in the use of an exotic weapon.

Prerequisite: Base attack bonus +1.

Benefit: Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.


FAST STEALTH

(ROGUISH TALENT)

You can combine stealth with great speed.

Prerequisite: Stealth 5 ranks or 2 + class bonus, 16+ skill points

Benefit: You may move at full speed using the Stealth skill without penalty.


FAVOURED TERRAIN

You know the hazards and boons of the lands you have studied.

Prerequisite: Survival 4 ranks

Benefit: Select one of the terrain types from the list below. You gain a +2 bonus on initiative checks, endurance checks and Acrobatics, Climb, Knowledge (geography), Perception, Stealth, and Survival skill checks when you are in this terrain.

  • Cold (ice, glaciers, snow, and tundra)
  • Desert (sand and wastelands)
  • Forest (coniferous and deciduous)
  • Jungle
  • Mountain (including hills)
  • Plains
  • Planes (pick one, other than Material Plane)
  • Swamp
  • Underground (caves and dungeons)
  • Urban (buildings, streets, and sewers)
  • Water (above and below the surface)

You may spend a move action to grant half your favoured terrain bonus to all allies within 30 feet who can see and hear you. This bonus lasts for a number of rounds equal to your Wisdom modifier (minimum 1). This bonus does not stack with any favoured terrain bonuses possessed by your allies; they use whichever bonus is higher.

When your survival skill reaches 8 ranks, you may spend a full round action camouflaging yourself, allowing you use the Stealth skill to hide in any of your favoured terrains, even if the terrain doesn't grant cover or concealment.

Special: You may take this feat more than once. Each time, you must select an additional favoured terrain.


FLEET

You are faster than most.

Benefit: While you are wearing light or no armour, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.

Special: You can take this feat multiple times. The effects stack.


INSPIRE COURAGE

You can bolster your allies' bravery.

Prerequisite: Charisma 13+, Perform or Diplomacy 4 ranks

Benefit: By making a Perform or Diplomacy check DC 15 as a standard action, you inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. You must spend 1 Vitality Point for each ally you wish to inspire.

To be affected, an ally must be able to perceive you. An affected ally receives a morale bonus on saving throws against charm and fear effects and a competence bonus on attack and weapon damage rolls. The bonus depends on the result of the your skill check, as per Table: Inspire courage.

This effect lasts for a number of rounds equal to your Charisma modifier, after which you may make a short action each round to continue inspiring your allies until your next turn.

Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. You must choose which component to use when starting his performance.

Table: Inspire courage

Check DCBonus
15+1
18+2
21+4

INSPIRE COMPETENCE

You can inspire the best in your allies.

Prerequisite: Charisma 13+, Perform or Diplomacy 4 ranks

Benefit: By making a Perform or Diplomacy check DC 15 as a standard action, you inspire an ally, improving their skill abilities. You must spend 1 Vitality Point for each ally you wish to inspire.

To be affected, an ally must be able to perceive you. An affected ally receives a +2 morale bonus on one skill check with a particular skill that they make within the next minute.

You can't inspire competence in yourself. Inspire competence relies on audible components.


INSPIRE HEROICS

Your encouragement unlocks the inner hero.

Prerequisite: Charisma 15+, Perform or Diplomacy 6 ranks, Inspire Courage

Benefit: By making a Performance or Diplomacy check, DC 20, you can inspire tremendous heroism in yourself or a single ally within 30 feet. To inspire heroics, your target must be able to see and hear you. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to Defence. You can spend a short action each round to maintain the inspiration. You must spend 1 Vitality Point for each level or HD of the ally you wish to inspire.

The effect lasts for a number of rounds equal to your Charisma modifier, plus as long as the target is able to witness your continuing inspiration. Inspire heroics is a mind-affecting ability that relies on audible and visual components.


INTIMIDATING PROWESS

Your physical might is intimidating to others.

Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.


LEDGE WALKER

(ROGUISH TALENT)

You are skilled at moving quickly on narrow surfaces.

Prerequisite: Acrobatics 5 ranks, 16+ skill points

Benefit: You may move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, you are not flat-footed when using Acrobatics to move along narrow surfaces.


MAGICAL APTITUDE

You are skilled at spellcasting and using magic items.

Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.


MARTIAL WEAPON PROFICIENCY

Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: Warriors are proficient with all martial weapons. They need not select this feat.

Humans may select proficiency with a group of mertial weapons. See the Martial Weapon Group Proficiency racial feat.

You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.


MASTER CRAFTSMAN

Your superior crafting skills allow you to create simple magic items.

Prerequisite: 6 ranks in any Craft or Profession skill, or Dwarf and 4 ranks

Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. One half of your ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Limited and Craft Permanent Magic Item feats.

You can create magic items using these feats, substituting half your ranks in the chosen skill for your total caster level. Dwarves add 1 level to this effective caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

Normal: Only casters can qualify for the Craft Limited Magic Item and Craft Permanent Magic Item feats.


NIMBLE MOVES

You can move across a single obstacle with ease.

Prerequisite: Dex 13.

Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.


PERSUASIVE

You are skilled at swaying attitudes and intimidating others into your way of thinking.

Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.


QUICK DISABLE

(ROGUISH TALENT)

You can break traps and locks faster than most.

Prerequisite: Disable Device 5 ranks or 2 + class bonus, 16+ skill points

Benefit: You take half the time to use the Disable Device skill on objects and traps (minimum 1 round).


ROGUISH CRAWL

(ROGUISH TALENT)

You can roll and crawl on the ground with unusual agility.

Prerequisite: 16+ skill points

Benefit: You may move at half speed while prone (which may keep you out of line of sight, in cover, or otherwise benefit you). You still provoke attacks of opportunity for moving while prone. You can 5 foot step while prone.


RUN

You are swift of foot.

Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armour and carrying no more than a medium load) or four times your speed (if wearing heavy armour or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Defence.

Normal: You move four times your speed while running (if wearing medium, light, or no armour and carrying no more than a medium load) or three times your speed (if wearing heavy armour or carrying a heavy load), and you lose your Dexterity bonus to AC.


SELF SUFFICIENT

You know how to get along in the wild and how to effectively treat wounds.

Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.


SKILL ADVANCEMENT

Your experience increases your skills.

Benefit: You gain two skill points to spend as you wish. Maximum skill ranks apply.

Normal: You only gain skill points when you gain a level.

Special: You can take this feat multiple times.


SKILL FOCUS

Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.


STALL REACTIONS

(ROGUISH TALENT)

Your precise attack momentarily distracts your opponent.

Prerequisite: Sneak attack, 24+ skill points

Benefit: Opponents damaged by your sneak attack cannot make attacks of opportunity for 1 round.


STAND UP

(ROGUISH TALENT)

You spring to your feet with surprising agility.

Prerequisite: Dexterity 13+

Benefit: You can stand up from prone as a free action. You still provoke an attack of opportunity for standing up while threatened by a foe.


STEALTHY

You are good at avoiding unwanted attention and slipping out of bonds.

Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 9 ranks in one of these skills, the bonus increases to +4 for that skill.


TOWER SHIELD PROFICIENCY

You are trained in how to properly use a tower shield.

Prerequisite: Shield Proficiency.

Benefit: When you use a tower shield, the shield's armour check penalty only applies to Strength and Dexterity-based skills.

Normal: A character using a shield with which he is not proficient takes the shield's armour check penalty on attack rolls and on all skill checks that involve moving, including Ride.


TRACKLESS STEP

You pass without trace.

Prerequisite: Survival 4 ranks or 1 + class bonus, Wilderness Stride

Benefit: You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail at will.


WILDERNESS STRIDE

You are not slowed by wild terrain.

Prerequisite: Survival 4 ranks or 1 + class bonus

Benefit: You move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.


WORLDLY KNOWLEDGE

You have heard many tales and listened well to the talk around you, and gained a great store of lore.

Benefit: You may make Knowledge skill checks in all subjects without being trained in the skill. You add your Charisma bonus (if any) to Knowledge checks as well as your Intelligence bonus. You are not penalised when making Knowledge checks about topics from different cultures.

Normal: You may make untrained Knowledge checks only when the DC is less than 10. You are penalised when making Knowledge checks about different cultures.


Feats

six20 System

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