Feats (A)

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Acrobatic (General)

You have great coordination and control of your movement.

Benefit: You get a +2 bonus on all Acrobatics checks and Climb.

Agile (General)

Your flexibility is the talk of the town.

Benefit: You get a +2 bonus on all Acrobatics checks and Ropes checks.

Adept (Sorcery)

You have honed your mastery of a sorcery style to the utmost precision and speed.

Prerequisites: Scholar level 12, must know three spells from same sorcery style.

Benefit: Choose a sorcery style in which you know at least three spells. Whenever you cast a spell from that sorcery style, the casting time is halved. An appropriate spell that would usually take one round to cast may be cast as a standard action. An appropriate spell that would usually take a standard action to cast may be cast as a free action but you may still not cast more than one spell per round.

Special: This feat can be gained multiple times. The effects do not stack. Each time you take the feat, it applies to a new sorcery style.

Akbitanan Smith (General)

You have been trained in the fabled smithcraft of Akbitan.

Prerequisites: Must be a Shemite, Craft (weaponsmith) 12 ranks.

Benefit: You may create weapons of Akbitanan quality, though this takes significantly longer than usual due to their very high cost. Creating a weapon of Akbitanan quality follows the usual rules for the Craft skill.

Special: You will require a source of Akbitanan (or similarly high quality) steel to perform your craft. Furthermore, if you manufacture Akbitanan quality weapons outside Akbitan itself, you are likely to incur the enmity of the smiths of the city.

Alertness (General)

You are rarely caught off guard.

Benefit: You get a +2 bonus on all Perception checks, as well as +2 to Initiative on the first round of combat.

Animal Affinity (General)

You have a knack for dealing with animals.

Benefit: You get a +2 bonus on all Handle Animal and Ride checks.

Archer’s Bane (General)

You are expert at dodging arrows and other ranged weapons, particularly those hurled or shot great distances, taking advantage of the missile’s flight time to ensure you are not in its path.

Prerequisites: Dodge, base dodge bonus +6.

Benefit: You gain a +1 dodge bonus to Dodge Defence against all ranged weapons for each range increment through which the weapon must be shot or thrown to reach you. This dodge bonus is doubled if you are fighting defensively or executing the total defence standard action.

Armour Proficiency (Heavy) (General)

You know how to wear and move in plate, scale and the other heavy armours.

Prerequisite: Armour Proficiency (medium).

Benefit: See Armour Proficiency (light).

Normal: See Armour Proficiency (light).

Armour Proficiency (Light) (General)

You know how to best wear and move in 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 Acrobatics, Climb, Stealth and Sleight of Hand 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, including Ride.

Armour Proficiency (Medium) (General)

You know how best to wear brigandine and other medium armour.

Prerequisite: Armour Proficiency (light).

Benefit: See Armour Proficiency (light).

Normal: See Armour Proficiency (light).

Armoured Stealth (General)

Even in armour, your tread makes no more sound than that of a panther. This is accomplished through a mixture of native sneakiness and cunningly padding, oiling and blackening your armour.

Prerequisites: Dex 13, Stealth 4 ranks, Armour Proficiency (Light), Stealthy.

Benefit: Whenever you are wearing light armour that you have personally prepared, you do not apply its armour check penalty (if any) to Stealth checks. To prepare light armour for stealth initially requires one hour and materials worth 5 sp, then ten minutes per day in maintenance time.

Athletic (General)

You have a natural talent for athletics.

Benefit: You get a +2 bonus on all Climb and Swim checks.

Augment Summoning (Sorcery)

The creatures you summon are especially strong and tough.

Prerequisites: Summoner, magic attack bonus +4.

Benefit: Each creature you conjure with any spell from the Summoning sorcery style gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Awesome Blow (General)

Certain creatures of primal power can knock their enemies flying.

Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.

Feats (A)

Hyborian Roads Astenodar