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List of Feats

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1 List of Feats on Mon Jan 16, 2017 3:37 pm



THESE  FEATS affect the way that a character is  generally  defended  from  and  resists  attacks made upon them.  

Capable  Defense:
You  do  not  alter  your     Dexterity  modifier  to  defense  when  you  take  moderate  wounds.    Additionally,  you  may choose  to  add  your  Intelligence,  Wisdom,  or Charisma modifier to your defense in place of your Dexterity  modifier if you  wish to do so, though  the  maximum  defense  limit  of  armor applies to whichever you use.

All of these feats require that the character taking them first take the feat Capable Defense

You are capable of foregoing your defense in order to attack another more easily.  When you are about to be attacked by any given foe in melee combat, you may state that you are making use of this feat, and name any number up to five.  The character or creature about to attack you gains that amount as abonus to hit and damage you, and you gain it as a bonus to hit and damage them on your next initiative.  

Resist Pain:
The toughness penalty applied to you for undertaking strenuous  actions  while  wounded  is  3  points  less  than  normal.  Unless you have more wound boxes than standard, this means that you  do  not  start  taking  a  penalty  for  strenuous  actions  until  you have received your first moderate wound.

Roll With Blows:
You are more generally aware of how to “take a hit”  than  others.    You  may  choose  to  add  your  Intelligence,        Wisdom, or Charisma modifier to your toughness in place of your Constitution modifier if you wish to do so.

You  can  simply  take  more  damage  than  most  characters.  You  have  one  additional  “Light”  wound  box.    This  feat  can  be taken up to four times; the second copy grants an added “Moderate” wound box, the third an added “Serious” wound box, and the fourth grants an added “Incapacitated” wound box.


Sure Skill
THESE  FEATS affect the way that a character uses skills that they possess.   When you gain a focus  feat,  you  must  specify  a  single  skill.    All focus feats can be taken repeatedly, specifying a different skill each time they are taken.    

Focus Skill:
The chosen skill, which must be a skill  that  the  character  already  has  as  a         specialty  skill,  is  increased  in  rank  by  three points,  and  continues  to  develop  ranks  at  this increased level (+6, or Level +3, whichever is better) for as long as the character continues to advance.

All of these feats require that the character taking them first take the feat Focus Skill.  When you take one of these feats, you must specify a skill that is a Focus Skill for your character.

Sure Skill:
Anytime you are making use of the specified skill, and you roll less than a 5 on the d20 when making a skill check with the specified skill, treat the die result as being 5.  Also, whenever you are called upon to make such a check, you may simply declare the die result to be 10 instead of rolling at all.

Whenever you are called upon to make a check with the specified skill, roll 2d20 instead of 1d20; use whichever of the two results is a higher number.

Inspired  Skill:
Anytime  you  are  making  a  skill  check  with  the specified skill, and roll a natural 20 on your d20 (or on one of them, if  you  have  the  feat Double-Skill for  this  skill),  you  may  roll  an   additional d20 and add the resulting number to your total result on the check.  The Double-Skill feat does not allow you to roll 2d20 on this added roll.

Team Skill:
Anytime you are part of a group that is attempting to assist one another with use of the specified skill, whether you are leading the attempt or not, each character that succeeds in granting an assistance bonus grants a +3 bonus rather than the standard +2. If multiple characters involved in the attempt each have this feat for the  same  skill,  the  bonuses  continue  to  improve  by one  point  for each of them that has this feat for that skill.  


THESE  FEATS affect the way that a character interacts  with  others,  most  notable  by  means  of charisma checks and the diplomacy skill.

Silver  Tongue:
The  character  can  influence others  far  more  thoroughly  than  is  normally  the case.  When attempting to alter the attitude of  any  GM    character  with  a  charisma-based check, they are capable of altering that attitude by up to two steps instead of the normal limit of one step.  This feat can be taken repeatedly; each  time,  the  number  of  steps  the  character can improve such attitudes by increases by one more step.

These feats require the user to have the feat Silver  Tongue.  Use of any of these feats requires that the user select a target, which must be a character that can hear and understand them, use a move action, and make a Diplomacy check (difficulty 15).  Targets can resist these feats with a will save (difficulty of the users check result).  Each of these feats may only be used against a target once per encounter.

The target must listen to what the user says to them, and takes no actions except listening so long as the user does nothing but speak to them, and the target isn’t attacked or threatened.  The target may attempt to save against this feat each round.

The target of this feat gains a bonus on their next attack roll, skill check, or whatever check the user wishes, so long as that check happens before the user next takes another action.  The bonus is equal to diplomacy check result, divided by five

The target is thrown off-balance when this feat is used on them,  losing  all  ability  bonuses  to  defense  that  they  possess,  or   doubling ability penalties to defense.  This lasts a number of rounds equal to the diplomacy check result, divided by five.

Use  of  this  feat  requires  a  minute  of  speech  praising  or condemning another character, and targets as many listeners as the sum of the check result.  All of the targets, for the next month, view the person spoken as having a bonus to reputation equal to the sum of  the  diplomacy  check  result,  divided  by  five,  and  react  to  that character as appropriate to the praise or condemnation described.


Acute Senses
THESE  FEATS reflect  the  heritage  of  the     character, and are a special group; the base feat here may only be taken at the time of character creation, and sets the parameters for all the otherfeats available to the character in this group.  Insome  settings,  it’s  possible  to  gain  a  Kinship group  after  creation,  but  this  always  follows methods specific to the setting.

Kinship  Group:
You  are  related,  whether through lineage, ritual practice, or other means, to  a  specific  race  or  species  of  creature  that reacts  well  to  “it’s  kin”.  When  you  take this trait,  choose  a  creature  type  from  those  your GM considers available as targets for this feat.  Members  of  that  group  have  a  +10  bonus  to reputation  checks  to  recognize  you  as  a      member of their kinship group.  If the creature type  you  are  kin  to  does  not  normally  make checks  of  this  type,  they  may  make  such checks  specifically  to  recognize  you  as  their kin.    In  addition,  you  may  raise  any  one  of your ability scores by one upon taking this feat, but must reduce a different score by one if you do  so.    Finally,  upon  taking  this  feat,  select three  other  Kinship  feats; you  may  take these kinship feats at or after creation, but no others.

These feats, sometimes called “traits”, require the user to have the feat
Kinship Group,
and for that user to have selected them as part of their set of kinship set.  Each of them expands on the physical build of the holder in new ways.

Acute  Senses:
At  all  times,  regardless  of  what  else  you  may  be doing, you are treating as being engaged in actively searching your environment.  Whenever something that has a difficulty to be found of (5+ Your Wisdom Modifier + Your Awareness Ranks) or less, you notice it automatically.  

Your frame is ideal, for whatever reason, for carrying large amounts of weight without concern.  Most characters with this trait are comparatively wider than an average human, and many  are  shorter  than  average  as  well.    Though  the maximum weights you are able to carry and move do not change, so long as you  are  able  to  carry  a  given  load,  your  encumbrance  level  is treated as one ‘Step’ closer to ‘no Encumbrance’.

You are able to see in low-light conditions more easily.  You  treat  all  “dim  light”  conditions  as  “good  lighting”,  and  also treat all “total darkness” as “dim light” so long as there is a light source at least as bright as a candle within 100 feet of the spot that you are looking at.

Numinous  Talent:
This feat exactly duplicates the starting feat of the  numinous  feat  group,  which  may  normally  only  be  taken  at character creation.  It is included here because in certain settings, it is  possible  for  members  of  certain  kinship  groups  to  develop       numinous abilities naturally.

Quick  Healing:
You heal abnormally fast.  For you, one “day” of bed rest is a mere eight hours, and you benefit fully from term care in that period.  It is possible for you to incur the benefits of a full day  of  natural  healing  three  times  over  the  course of  twenty-four hours, if you are well-tended in that period.

Because you are well-balanced, you can move across broken or slippery ground without suffering any movement penalty or risking falling.  In addition, you gain a bonus equal to your char-acter  level  to  resist  all  attempts  to  trip  you  or  pull  or  push  you about,  because  of  your  improved grip, and  you  reduce  the  falling distance  of  any  fall  by  ten  feet  so  long  as  you  have  deliberately jumped into the fall.

Thickskinned: You  are  especially  tough  of  body,  because  of  a somewhat scaly skin, an iron regimen of exercise, or for whatever other reason.  Your base toughness, to which bonuses are added, is 6 rather than the normal 5.

You are less bothered by more extreme temperatures than others.  You treat all hot or cold climates as one ‘Step’ closer to ‘normal’.  Note that this trait does not protect you from hot and cold energy damage.


Dull Pain
THESE  FEATS affect the way that a character makes use of the checks listed for the heal skill. Possession of that skill, while not a prerequisite,is extremely useful.

Spot Stitching: You are able to perform some relatively  complex,  but  non-surgical,  medical techniques.  With ten minutes of work, a heal skill  toolkit,  and  a  successful  heal  check (difficulty 20), you can reduce any of a charac-ters wounds by one step.  Once this occurs, that character cannot regain another lost health box from  use  of  this  feat  until  they  are  injured again.

These feats require the user to have the feat Spot  Stitching.  Each of them expands the medical skills of the holder in new ways.

Dull  Pain:
You  are  able  to  deaden  the  pain  that  other  feel  from their  wounds  to  some  degree.    With  ten  minutes  of  work,  a  heal skill toolkit, and a heal check, you reduce the toughness penalty the subject takes from strenuous action by one point for every five full points you gained on your check result.  This effect ends as soon as the subject takes any further injury, however.  

Fast Medic:
The time required for you to make use of any function of the heal skill is halved, including the feats in this group.

Practical Advice:
You can give regular advice that leads to a state of  greater  health.    This  takes  an  hour  of  discussing  diet,  activity, and  so  on  with  a  subject,  who  must  not  be  injured, poisoned,  or diseased, and a successful heal check (difficulty 20).  If successful, the target will gain (at the end of the next day), a sixth temporary wound.  This wound absorbs the next light wound they take, and is then lost, or fades after one month if unused.  This effect doesn’t stack  with  itself,  but  can  be  “refreshed”  more  often  than  once  a month, and can be used on yourself.

This feat mimics the effects of Spot Stitching, except that it  reduces  any  wound  by  two  steps,  difficulty  is  25,  and  time      required  is  two  hours.  This  feat  heals  only  Serious,  Critical  and  Incapacitating  wounds  -  if  a  subject  has  only  one  serious  wound, only that one wound can be reduced with this feat.


THESE  FEATS affect the way that a character moves  about,  and  grants  them  special  abilities related to movement.

When  running,  you  move  five  times normal  speed  instead  of  four  times  normal speed. If you makes a running jump, increase the distance or height cleared by one-fourth.  In addition,  you  may  make  one  “turn”  of  up  to ninety  degrees  during  a  round  of  running  - without  this  feat,  you  must  always  run  in  a straight line, and slow down to make turns.  

All of these feats require that the character taking them first take the feat Sprint

Diving Step:
When you move, you may gain an additional ten feet of movement. If do so, this additional ten feet must continue in a straight line from the last five feet of your  normal movement, and you end that movement in a Prone position.  

Rising  Step:
You may stand from a kneeling or prone position as you move.  Rising from a kneeling position ‘costs’ you five feet of your movement, and rising from prone to standing ‘costs’ ten feet of your movement.  Changing position in this way does not provoke attacks of opportunity.

Striking  Step:
When  you  move,  you  may  pause  during  your movement  to  take  any  other  actions  that  you  are  entitled  to,  and then  continue  your  movement  normally;  you  could,  for  example, move part of your movement, attack, and then move the rest of your movement.

Slow Fall:
If you are falling within arm’s reach of a surface such as a  wall,  you  may  slow  your  descent.    This  shortens  the  distance fallen by twenty feet per copy of this Feat.  If you fail a Reflex save to avoid  a fall by  an  amount  equal  to  or  less than the  number  of copies you have of this Feat, you may attempt a climb check for any surface in reach.  If you succeed, you halt your fall by clinging to that surface, after falling 10 feet per point by which you failed the Reflex ave.


Every  character  who  possesses  Numinous  Feats must  describe the way those  feats look  in  action.  Sometimes this description will be provided by the setting,  specifying  that  these  characters  are  (for example)  psionic  and  electrokinetic, using  a  kind of  “sixth  sense”,  or  that  all  such  characters  are those  given  power  by  divine  provenance  or  con-nections to nature.  In other cases, this description will be up to the  player to  discuss with the  GM; whatever  the  case,  take  your  time;  a  good  set  of descriptions  for  your  feats  is required to  bring these otherwise very basic and dry feats to life.

reflect  special  abilities  of  the     character, and are a special group; the base feat here may normally only be taken at the time of character creation, though the GM may choose to suspend  this  rule  and  allow  it  to  be  taken  after experiences  of  training  suitable  to  the  setting.  Your  GM  may  also  make  additional  numinous feats not listed here available as desired.

Numinous  Talent:
You are able to take on a numinous  focus  -  this  may  represent  daily prayer,  meditation,  study  of  ritual  materials, painting  your  body  in  ceremonial  fashion,   appeasing  a  totem  spirit,  or  any  number  of other  things.    Acquiring  a  numinous  focus takes one hour, and provides you with as many “points  of  focus”  as  you  possess  numinous feats; you may only obtain this focus once per day.  You can never hold more of these points than (one-quarter of your character level, plus one); if you gain more than this, the excess are lost.  These tokens are of no specific value or use  until  you  have  gained  at  least  one  other       numinous  feat.    You  can  take  this  feat          repeatedly; each copy increases the number of focus  points  you  can  hold  by  (one-quarter  of your  character  level,  plus  one),  increasing  by level.

These feats, sometimes called “domains”, require the user to have the feat Numinous Talent.  Each grants new abilities to the holder.

Numinous  Blast:
By  spending  a  point  of  focus  and  a  standard    action,  you  may  blast  any  target  that  you  can  see  with  numinous power.  This is treated exactly as per “numinous attacks”, below.  This  feat  may  be  taken  repeatedly.    Each  added  copy of  this  feat allows  you  to  spend  one  further  point  of  focus,  and  gain  an        additional such attack against a different foe at the same time.  With five copies of this feat, you can spend up to five focus and make a numinous attack against the same number of targets you can see.

Numinous  Channel:
By spending a point of focus whenever you are about to roll 1d20, you may instead choose to roll 2d20 and take the  better  result.    This  takes  no  time.    This  feat may  be  taken      repeatedly; if it is, it allows  you to use it repeatedly  on the same action - with two copies, you could spend two focus to take the best of 3d20, and so on.  However, all points of focus to be used in this way must be spent before any of the affected dice are rolled.

Numinous  Conjurer:
By  spending  a  point  of  focus  and  a  full round of concentration, you can create items from nowhere.  Items created in this way last only until you next spend focus, and can be told  apart  from  normal  one  (Difficulty  10  Crafts  check,  if  the     description  isn’t  obvious).    They  function  exactly as  items  of  the appropriate type.  You can only conjure items with a value equal to or less than (your level).  Taken repeatedly, each added copy of this feat allows you to “maintain” one item while still spending focus.  

Numinous  Duelist:
By  spending  a point  of  focus and  a  standard action, assault the power of any other character you can see.  If the target has no numinous feats, this attempt fails.  Each character rolls a  Numinous  attack  against  the other;  whichever gains  the  highest result  rolls  damage  against  the  other  as  well.      Additionally,  the winner of this contest steals one point of the loser’s focus for every wound box they cross off, up to your maximum or enough to strip away  all  their  remaining  focus  points.    Taken  repeatedly,  each added copy of this feat grants you a +2 bonus on the attack roll.  
Numinous  Healing:
By spending a point of focus and a standard action, you can attempt to heal a target within touching distance of a wound.  Treat this as a numinous attack against the target, which uses your ranks of Heal as a bonus to the roll, except that after find-ing  the size of  injury  the attack  would cause,  you instead  choose one wound the target has of that severity or less, and remove it en-tirely.  You can use this ability on yourself.  Taken repeatedly, each added copy of this feat allows  you to spend one added focus and make one additional such roll any time you use this feat - you can split up these “attacks” among multiple targets, or not, as desired.

Whenever the effect of a numinous feat would deal damage to a character or other creature, this is always treated as an attack.   Regardless of the number of targets effected, only as single to-hit roll is made, and only a single to-wound roll; apply the results to all targets.

Numinous Attack Roll =
1d20 + Attackers Will + Attacker’s Wisdom. • To-Wound Roll = 1d20 + 1d20 + (twice the total number of numinous feats possessed by attacking character).


THESE  FEATS affect the way that a character sees the world around them, and their knowledge of the tasks that are set before them.

Analytic  Eye: By  spending  a  moment  sizing up a task, you are able to determining just how hard that task would be.  You may use a move action to  determine  the  difficulty  of  any  task, so  long  as  you  possess  whatever  skill  is       relevant  to  the  task,  if  any.    A  task  requiring more than one skill check cannot be analyzed in this way, nor can a task that is handled by checks  other  than  skills  (such  as  hitting  or damaging a foe).

All of these feats require that the character taking them first take the feat Analytic Eye.  Each of them expands on the perceptiveness of the holder especially in combat situations.

You are  adept at  fighting  without being able  to  seeyour enemies.  Whenever you strike at a foe that gains the benefit of concealment from darkness, you may ignore the miss chance roll if the d20 result of your attack roll is higher than the number required to beat that miss chance.

Capable Strike:
You have trained in methods of attack that do not rely  on  innate  talent  or  brute  force.    You  may  use either  your     Intelligence  or  Wisdom  modifier  in  place  of  your  Strength  or    Dexterity modifier, as applicable, when making attack rolls.

Combat  Analysis:
With a single move action, you may determine any one of the following things about a target: Total  defense,  total toughness,  current  state  of  injury,  total  attack  or  damage  bonus with one visible form of attack.  If a given statistic has not yet been called  into  play,  it  cannot be determined (for  example, if a  target has  never  been  struck,  you  don’t  have  enough  information  to     determine their toughness rating).

Seize The Edge:
You are especially adept at taking the initiative in combat.  Whenever initiative rolls are being made at the start of a     combat, you gain a +10 bonus on your initiative roll.


affect the way that a character makes use of projectile weapons (whether thrown or ranged).

By aiming  at  a  target,  you  can  make  it easier  to  hit  them.    Spending  a  single  move action  negates  either  one  point  of  defense    bonus  they  gain  from  cover,  or  one  point  of penalty you take from range or environmental conditions.  You may spend up to three actions aiming,  and  gain  stacking benefits  from  each.  This feat can be taken repeatedly, and increases the  bonuses  or  penalties  negated  each  action negates by a further point per copy.  

All of these feats require that the character taking them first take the feat
. They allow the user to deal  

Bypassing  Shot:
Whenever  you  are  attacking  with  a  ranged weapon from within fifty feet of a target, and your attack roll beats their defense by five or more, they lose all bonuses to Toughness that they would normally gain from armor.  This feat can be taken repeatedly; add another fifty feet to the maximum range it possesses for each copy of it that is taken.

Disruptive Shot:
Whenever you hit and damage a target that has a readied  action  with  a  ranged  attack,  that  target  must  make  a  will save with a difficulty equal to the total of your damage roll, or their readied action is lost.

Precise  Shot:
When attacking with a ranged weapon from within fifty  feet  of  a  target,  you  ignore  all  concealment and  all  shields unless they provide total cover or complete concealment.

You  are  leading  other  in  bow-firing.      If  you  and  one  or more allies hold initiative to fire at the same time, then any of your allies within 30 feet can take your result on the d20place of their own roll.  This affect only the number that the charac-f multiple characters with  this  feat  are  all  within  30  feet  of  one  another,  they  (and  all their  allies  in  the  range)  may  all  take  the  best  d20  result  among


THESE  FEATS allow  a  character  to  act  as  a front-line  scout  for  a  group,  whether  it  is  in    combative  situations  or  in  certain  kinds  of       espionage  and social interaction.

Infiltrate: You are constantly scouting around the  path  of  travel  that  you  and  any  of  your        companions  are  taking.    Whenever  a  battle situation  arises  where  you  are  not  surprised, you may shift your starting location up to twice your speed in feet away from where you would normally  be  located,  and  may  choose  to  be hidden, making a Stealth check, if you wish.

All of these feats require that the character taking them first take the feat

Sneak  Attack:
When  you  attack  and  hit  an  opponent  that  was    unaware  of  you  at  until  the  moment  of  attack,  roll 2d20  on  the  damage roll, and take whichever result is better.

Hide in the Open:
You can use Stealth to fully conceal yourself in cover that would normally only be able to conceal a creature of half your actual size.  Doing so does not penalize your Stealth checks.

With one minute of work adjusting your appearance in minor  ways,  and  with  no  tools  or  special  kit  requiredcapable of temporarily reducing your own reputation score by up to ten points, making recognition of you far less likely without making yourself obviously incognito (you need not be disguised, veiled, or heavily hooded).

False Front:
When you are the subject of any ability, feat, or effect  intended to gather information about you by examining you through whatever means, it is always possible for you to resist by means of a  Will  save,  which  the  GM  will  normally  make  for  you.    If  you   succeed, the effect fails, and you will automatically become aware of the attempt.  If you succeed by five or more, you are aware of the attempt,  and  the  information  it  would  normally  gather,  and  may give any appropriate information in answer to these queries that you wish to.


affect the ability of a character
to  fight  without  weapons  of  any  sort,  both      
offensively and defensively.

Hard   Hands:
Your   unarmed   damage   increases  to  +1  (without  increases,  unarmed damage is treated as a –1 weapon).  This feat may be taken repeatedly; each added copy of it increases  your  unarmed  damage  by  a  further two  points,  though  it  can  never  be  increased beyond (your character level, plus three) in this fashion.

All of these feats require that the character taking them first take the feat
Focus Skill.  When you take one of these feats, you must specify a skill that is a Focus Skill for your character.

Deflect  Attack:
You  must  have  at  least  one  hand  free  (holding nothing)  to  use  this  feat.  Once  per  round  when  the you  would normally  be  hit  with  a  weapon,  you  may  make  a  Reflex  saving throw  against  a  Difficulty  equal  to  the  total  result  of  the  roll  to  damage you. If you succeed, you deflect the weapon. You must be  doesn't count as an action. Weapons can't be deflected.

Once per round, when making a trip attack, you may add  your  unarmed  damage  bonus  to  the  result  of  your  strength check when rolling to trip your foe.  If you have your  initiative,  you  cannot  use  Stunning  Blow  or  Deflect  Attack until your next initiative.

Stunning  Blow:
Once  per  round,  upon  striking  a  foe  with  an     unarmed  attack,  you  may  declare  that  you  are  attempting  to  stun them instead of damage them; you roll damage normally, and this is the difficulty of the Fortitude save they must make in order to avoid being stunned.  If they fail, they are unable to act for one round, and drop what they are holding, though they still defend normally.

Shattering Blow:
Whenever you strike an item (including shields) unarmed, the damage bonus of your weapon is doubled.


Accurate Strike
THESE  FEATS affect the way that a character makes use of fighting equipment, and help define the character’s general fighting style.

Martial Training:
The effects of this feat vary somewhat by setting.  Each copy of this feat (it may be taken repeatedly) grants you the effects of full proficiency with three very specific and fully-defined  items  (weapons,  armors,  or shields).    Each  setting  will  have  one  or  more sets  of  martial  equipment,  and  you  must choose  one  of  these  sets  of  equipment  -  you cannot  define  your  own  set  of  martial equipment unless the GM deems this possible.

All of these feats require that the character taking them first take the feat Martial Training  

Accurate  Strike:
Each  round,  before  making  attack  rolls  for  a round,  you  may  declare  that  you  are  subtracting  any  positive      number up to five from all melee damage rolls and number to all melee attack rolls.

Once per round, if you deal a creature enough damagewith  a  melee  or  unarmed  attack  to  make  it  drop  (whether  it  is     diate,  extra attack against another in reach. The extra attack is with the same weapon  and  at  the  same  bonus  as  the  attack  that  dropped  the previous creature.

Power Strike:
Each round, before making attack rolls for a round,you may declare that you are subtracting any positive number up to five from all melee attack rolls and adding the same number to all melee damage rolls.

Rapid Strike:
You can attack with exceptional speed.  You can getone extra attack per round with any weapon you are proficient with; however, both of your attacks suffer a -2 penalty to all attack and damage rolls. You must use the full attack action to use this feat, and declare that you are using it before making any attack rolls in that round.


THESE  FEATS affect the way that a character
moves and acts in the wilderness.

You  can  find  tracks  and  follow  them for  a  mile  with  a  Survival  check.  You  must make  another  check  every  time  the  tracks become  difficult  to  follow.  You  move  half normal  speed  (or  normal  speed  with  a  -5 penalty  on  the  check).  The  difficulty  depends on the surface and the prevailing conditions.  If you  fail  a  check,  you  can  retry  after  1  hour (outdoors)   or   10   minutes   (indoors)   of only follow tracks if the difficulty is 10 or less

All of these feats require that the character taking them first take the
feat Tracking  

You  are  capable  of  advising  others  on  how  to  act  under specific wilderness conditions.  With five minutes of speaking, and a  successful  Survival  check  (difficulty  20),  you  grant  up  to  five characters  a  temporary  rank  equal  to  half  of  your  own  on  all survival-based checks.    If  this  would  lower  the  skill  rank  of  any subject, your advice has no effect on them.  This effect lasts for one day, or until a notable change in weather condition (such as rain) or the local  environment (leaving a forest for a lakeside) takes place.

Whenever you attempting to move quietly or invisibly in  the  wilderness,  and  are  heard  or  spotted,  you  may  immediately make  a  survival  check.    If  this  check  result  beats the  awareness check that noted your presence, the spotter will have no reason to assume they have noticed anything but an animal of your size.

Trackless Step:
You leave few to no marks when you pass through the  wild.    The  difficulty  to  track  you  is  increased  by  an  amount equal to (3, plus your rank in survival).

Your  movement  isn’t  hampered  by  traveling  through wilderness  terrain.    If  your  movement  through  wilderness  would normally  be  made  impossible  by  a  natural  obstacle  that  can  be  overcome with athletics checks or other skill checks, you may use the survival skill in place of those skills.

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