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You can shrug off blows that would cripple or kill a normal man.
Benefit: You gain bonus hit points equal to +1 per character level or Hit Die, up to a maximum of +10.
Special: Each time your character level increases, if your new level is 10th or below you gain another +1 bonus Hit Point.
You may draw a huge quantity of magical power from a creature by painstakingly sacrificing it over a period of several hours. You may bleed it to death, whip it or otherwise inflict great torture on it. Different sorcerers may have preferred methods of performing a sacrifice. In every case, though, the point is to maximize the magical power you gain from a single ritual sacrifice.
Prerequisites: Ritual Sacrifice, magic attack bonus +2, base attack bonus +2.
Benefit: If you take at least 15 minutes to torture a victim to death in a ritualistic manner you can move two steps down on the Sacrifice Table (see page 228). If you are able to spin the process out for an hour or more, you can move three steps down on the Sacrifice Table. The victim must be bound or otherwise helpless during the sacrifice. If for some reason you need to know how much damage you have inflicted on your victim part way through the process (for example, if the victim is rescued before you finish him off ), assume that you inflicted at least a minimum of 1d3 hit points damage per five minutes. If you prefer, you could inflict as much as your standard melee attack damage every round if desired (this latter damage assumes that you either have a particularly tough opponent or that you choose to kill him quickly because he is about to be rescued). You may also choose any amount of damage in between. If you kill your victim before the 15 minutes is up, you only gain the normal Power Points for a Ritual Sacrifice.
You can track beast or man across the land.
Benefit: To find tracks or to follow them for one mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. While tracking, you either move at half your normal speed, at your normal speed with a –5 penalty on the check or at up to twice your normal speed with a –20 penalty on the check. The DC depends on the surface and the prevailing conditions, as given in the table below:
|Condition||Survival DC Modifier|
|Every three creatures in the group being tracked||–1|
|Size of creature or creatures being tracked:1|
|Every 24 hours since the trail was made||+1|
|Every hour of rain since the trail was made||+1|
|Fresh snow cover since the trail was made||+10|
|Overcast or moonless night||+6|
|Fog or precipitation||+3|
|Tracked party hides trail (and moves at half speed)||+5|
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.
In what had seemed a curtain of solid marble, a thin perpendicular crack showed and in the crack hung a wisp of silk. In an instant he was bending over it. That shred was from Muriela’s torn skirt. The implication was unmistakable. It had been caught in the closing door and torn off as she was borne through the opening by whatever grim beings were her captors. The bit of clothing had prevented the door from fitting perfectly into its frame.
– Jewels of Gwahlur
|Very soft ground||5|
Very Soft Ground: Any surface, such as fresh snow, thick dust or wet mud which 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 a 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, such as thick rugs and very dirty or dusty floors. A creature might leave some traces of its passing, such as broken branches or tufts of hair but it leaves only occasional or partial footprints.
Hard Ground: Any surface that does not hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. A creature leaves only traces of its passing, such as scuffmarks or displaced pebbles.
If you fail a Survival check, you can retry after one hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above. You cannot use Perception to follow tracks, even if someone else has already found them.
You can urge your horse to lash out with its hooves as it rides over an opponent.
Prerequisite: Mounted Combat
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
You can fight effectively with a weapon in each hand.
Prerequisite: Base attack bonus +1.
Benefit: When you fight with two weapons, you take no penalty to your attack rolls so long as at least one of the weapons is a light weapon. You take only a –4 penalty to all attack rolls if both weapons are one-handed.
Normal: A character who is not proficient in two-weapon combat has a –2 penalty to attack rolls if using a light or one-handed weapon in his primary hand and a light weapon in his secondary hand, or –6 if using a one-handed weapon in each hand.
When wielding a weapon in each hand, you are an expert at defensive parrying.
Benefit: When you fight with two weapons, you can give up one attack at your highest attack bonus with one of the weapons to gain a parry bonus to Parry Defence for one full round after you would have made the attack. This parry bonus is +2 if the weapon is light, or +3 if the weapon is one-handed.
Special: Two-Weapon Defence can also apply to shields if you use a shield to make shield bash attacks rather than for parrying.