Home
Play Sessions
Glossary
Fiction
House Rules
Setting
Dramatis Personae
Miscellany

Feats

The following basic feats are available from both the d20 SRD and the d20 Modern SRD.

  1. Acrobatic
  2. Advanced Combat Martial Arts
  3. Advanced Two-weapon Fighting
  4. Agile Riposte
  5. Animal Affinity
  6. Armor Proficiency (heavy)
  7. Armor Proficiency (light)
  8. Armor Proficiency (medium)
  9. Athletic
  10. Attentive
  11. Bling-fight
  12. Brawl
  13. Builder
  14. Cautious
  15. Cleave
  16. Combat Expertise
  17. Combat Martial Arts
  18. Combat Reflexes
  19. Combat Throw
  20. Confident
  21. Creative
  22. Dead Aim
  23. Deceptive
  24. Defensive Martial Arts
  25. Deflect Arrows
  26. Dodge
  27. Educated
  28. Elusive Target
  29. Endurance
  30. Exotic Weapon Proficiency (x)
  31. Far Shot
  32. Focused
  33. Frightful Presence
  34. Great Cleave
  35. Great Fortitude
  36. Guide
  37. Heroic Surge
  38. Improved Brawl
  39. Improved Bull Rush
  40. Improved Combat Martial Arts
  41. Improved Combat Throw
  42. Improved Critical
  43. Improved Damage Threshold
  44. Improved Disarm
  45. Improved Feint
  46. Improved Initiative
  47. Improved Trip
  48. Improved Unarmed Strike
  49. Iron Will
  50. Leadership
  51. Lightning Reflexes
  52. Low Profile
  53. Martial Weapon Proficiency
  54. Medical Expert
  55. Meticulous
  56. Mobility
  57. Mounted Archery
  58. Mounted Combat
  59. Nimble
  60. Point Blank Shot
  61. Power Attack
  62. Precise Shot
  63. Quick Draw
  64. Rapid Shot
  65. Renown
  66. Ride-by Attack
  67. Run
  68. Shield Proficiency
  69. Shot on the Run
  70. Simple Weapon Proficiency
  71. Skill Focus
  72. Spirited Charge
  73. Spring Attack
  74. Stealthy
  75. Streetfighting
  76. Studious
  77. Stunning Fist
  78. Sunder
  79. Surgery
  80. Toughness
  81. Track
  82. Trample
  83. Trustworthy
  84. Two-weapon fighting
  85. Unbalance Opponent
  86. Weapon Finesse
  87. Weapon Focus
  88. Weapon Specialization
  89. Whirlwind Attack
  90. Windfall



Skills

The following skills are not in the SRD, but are provided here as open content.

Dispel Magic (Int):
Dispel Magic is a skill in this game, albeit one that is dangerous and magical to use. Dispel Magic is used once for each spell or spell-like ability that one attempts to dispel. The check to dispel is 15 + (2 x the spell-level). Simple 0-level spells are thus dispelled with a DC of 15, while a complicated and powerful 9th level spell would be dispelled with a DC of 33. Although Dispel Magic is in some ways the antithesis of learning and using spells, the shock of the magic that one is trying to dispel usually a similar effect on the mind of the dispeller as it does on the caster: that is, manipulating the otherworldly forces of magic tends to be damaging to the fragile sanity of mere mortals. For every dispel magic attempt, the dispeller must make a saving throw, with the Will save being the same as the DC for the Dispel Check. Each spell has it's own Sanity cost; the cost is the same to dispel the spell as it is to cast it.

Divination (Wis):
Divination isn't quite the same as using magic -- primarily, most divination is more about reading omens and signs than it is about warping reality or controlling strange, foreign and blasphemous powers, as spellcasting is. Consequently, diviners are legal in Cassant, and the Inquisition itself uses some diviner techiques to help find perpetrators of supernatural crimes. However, there is a dark side to divining: attempting to see more, to understand more, than the natural world gives on its own, can lead to bargains and summonings of dark powers best left undisturbed. These rules are adapted from The Elements of Magic by Natural 20 Press.
Checks: The DC for making divination checks is set by the GM, and he will also roll the check for you. If you fail the check, you get no reply, but if you fail by 5 or more, you may get an incorrect or misleading reading of the signs and omens. Circumstantial penalties for ambiguous questions, or ones to which others have gone to great lengths to conceal will be applied to the roll as well. Some common questions (and typical DCs are as follows:

  1. Verification checks: answers to yes or no questions, typical DC 15. Can only be asked once/24 hours.
  2. Augury checks: will give an impression of weal, woe, both or neither. Typical DC 15, can only be asked once.
  3. Object reading checks: You can attempt to find out the history of a particular item that you have inyour possession. You learn vaguely where the item has been, who has had it, and what it has been used for within a given timespan. You only divine vague physical descriptions of actions, and do not learn actual names or see vivid images. �Sus, you might learn that a tall human warrior carried a scroll case from his lord's castle, but you would not learn that Kristoff was carrying encrypted battle plans that Queen Astin was sending to the kingdom's enemy invaders. Also, if you see a very long timespan, you will only witness at most three prominent events. Depending on the result, you learn information further into the past. The following list tells how far back you see, and a suggested check result to see that far back. The GM may modify the DC according to the circumstances of the particular divination. Ten minutes (DC 12); one hour (DC 14); one day (DC 17); one week (DC 21); one month (DC 25); one year (DC 29); a decade (DC 34); a hundred years (DC 40); a thousand years (DC 50).
    You cannot object read on the same object more than once in any 24 hour period.
Occupations
Races
Classes
Feats & Skills
Guns
Magic
Copyright © 2002, 2003, Joshua Dyal. All Rights reserved.
Hosted by www.Geocities.ws

1