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Feats
The following basic feats are available from both the d20 SRD and the d20 Modern SRD.
- Acrobatic
- Advanced Combat Martial Arts
- Advanced Two-weapon Fighting
- Agile Riposte
- Animal Affinity
- Armor Proficiency (heavy)
- Armor Proficiency (light)
- Armor Proficiency (medium)
- Athletic
- Attentive
- Bling-fight
- Brawl
- Builder
- Cautious
- Cleave
- Combat Expertise
- Combat Martial Arts
- Combat Reflexes
- Combat Throw
- Confident
- Creative
- Dead Aim
- Deceptive
- Defensive Martial Arts
- Deflect Arrows
- Dodge
- Educated
- Elusive Target
- Endurance
- Exotic Weapon Proficiency (x)
- Far Shot
- Focused
- Frightful Presence
- Great Cleave
- Great Fortitude
- Guide
- Heroic Surge
- Improved Brawl
- Improved Bull Rush
- Improved Combat Martial Arts
- Improved Combat Throw
- Improved Critical
- Improved Damage Threshold
- Improved Disarm
- Improved Feint
- Improved Initiative
- Improved Trip
- Improved Unarmed Strike
- Iron Will
- Leadership
- Lightning Reflexes
- Low Profile
- Martial Weapon Proficiency
- Medical Expert
- Meticulous
- Mobility
- Mounted Archery
- Mounted Combat
- Nimble
- Point Blank Shot
- Power Attack
- Precise Shot
- Quick Draw
- Rapid Shot
- Renown
- Ride-by Attack
- Run
- Shield Proficiency
- Shot on the Run
- Simple Weapon Proficiency
- Skill Focus
- Spirited Charge
- Spring Attack
- Stealthy
- Streetfighting
- Studious
- Stunning Fist
- Sunder
- Surgery
- Toughness
- Track
- Trample
- Trustworthy
- Two-weapon fighting
- Unbalance Opponent
- Weapon Finesse
- Weapon Focus
- Weapon Specialization
- Whirlwind Attack
- 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:
- Verification checks: answers to yes or no questions, typical DC 15. Can only be asked once/24 hours.
- Augury checks: will give an impression of weal, woe, both or neither. Typical DC 15, can only be asked once.
- 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.
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