Requires the use of the Dungeons & Dragons Player’s Handbook Player’s
Introduction Besides the fighter and the mage, feats are gained rather slowly for other character classes. Some GMs have resorted to handing out feats more often in order to get more use out of them. However, this creates imbalances and robs the fighter of their uniqueness. uniqueness. This supplement suggests a means for characters and GMs to reach a compromise. Most feats give a sizable boost in power. Qualities, or half-feats, divide that power and distribute it more evenly. Thus, instead of receiving a sudden boost, qualities give an incremental advantage. Why bother? It might not matter so much at high levels, but at lower levels that extra little oomph does make a difference. They also show the gradual development of a character, rather than a sudden jump. Qualities also add ‘colour’ to a character, giving traits that separate him from his peers. Before, there were feats that did add more versatility to a character, but often these were too costly for a character to take up. For example, would a half-orc barbarian waste a precious feat slot on a trait like Threatening ? (Which gives a Strength bonus to Intimidate checks) Or Fearless? (Gives bonus to saves versus fear and fear-like effects) Qualities also serve to present special traits or skills that would otherwise be discarded as being too trifling to waste an all important feat slot on. Hopefully these qualities will find play in your campaign. The GM should be the final arbiter on the use of qualities in your game. Please check with him first before picking them. Bridge Qualities : Some qualities can be picked twice to convert them to feats, and are known as ‘bridge qualities’. They giving small (but important) bonuses, which shows the character’s training in progress as he trains for a feat. Not all feats have bridges though.
Once a character gains the feat, the bridge is considered ‘lost’. In most cases, he is not allowed to pick up that quality again.
Gaining Qualities A character gains qualities according to the table below. As before, Humans still gain an additional feat at Level 1 which they can convert into two qualities if they desire. Optionally, you can allow all non-human races access to a non-bridge quality. Any feat slot can be converted into two quality slots. Char Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Qualities/Feats gained 1 feat 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality
A character with one quality may opt NOT to use it, but must do so when he has two qualities, converting converting them into a feat if need be.
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Fighters gain additional additional qualities/feats according to this table. Fighter characters will need to keep track if the quality slot is kept for fighter quality/feats or any quality. Ftr Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Qualities/Feats Qualities/Feats gained 1 feat 1 feat 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality 1 quality
Wizards gain additional meta-magic quality slots according to this table. Wiz Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Qualities/Feats gained
1 quality 1 quality
1 quality 1 quality
1 quality 1 quality
1 quality 1 quality
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These rules are optional. Please check with your GM if this is permitted before allowing it in your game.
Certain weapons are generally similar. A shortbow is more or less similar in use to a longbow, and so is a club and a mace. These weapons are grouped into ‘families’. Gaining (Greater) Weapon Focus and and Specialization , if you already have that feat for a weapon in the same family, only requires investing in a quality. This reflects the similarity in skill required to wield these weapons, so the player need not use a whole feat to pick up additional expertise in that weapon. The weapon families are listed below: Weapon groups Bows Claw Crossbow Great bladed weapons Bladed weapons Simple Bludgeoning Picks/hammers Polearms Spearing weapons
Weapons Shortbow, Longbow, Composite Shortbow, Composite Longbow Punching Dagger, Spiked Gaunlet Heavy Crossbow, Light Crossbow, Repeating Heavy Crossbow, Repeating Light Crossbow Longsword, Longsword, Greatsword, Falchion, Scimitar, Bastard Sword (2handed use) Dagger, Rapier and Short Sword Club, Light mace, Heavy Mace, Greatclub, Quarterstaff Light Pick, Heavy Pick, Light Hammer, Warhammer, W arhammer, Maul Glaive, Guisarme, Halberd, Ranseur Javelin, Lance, Longspear, Shortspear, Trident Tr ident
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! Quality Additional Rage Additional Smite Additional Stunning Fist Additional Wild Shape Affinity to Magical Traps Animal Training Expert Armor Adaptation Armor Penetration Arrow Melee Augment Summoning Bridge Break Fall Brew Potion - Bridge City Tracker Combat Casting - Bridge Craft Magic Arms and Armor - Bridge Craft Rod - Bridge Craft Staff - Bridge Craft Wand - Bridge Craft Wondrous Item Bridge Crouch Fighting Deep Vision Defy Thirst Disease Resistant Dungeon Survivor Durable Magic Dwarfish Dwarf Empower Spell - Bridge Endurance - Bridge Energy Resistant Enemy Knowledge Endurance Swimmer Enhance Healing Enlarge Spell - Bridge Exotic Weapon Proficiency Bridge Expert Feint Expert Pickpocket Expert Subdual Extend Spell - Bridge Extra Turning - Bridge Far Shot - Bridge Fearless Fight Defensively Firm Grip Forge Ring - Bridge Gem Expert Gnome Trickster Greater familiar Great Leadership
Prerequisites Rage ability Smite ability Stunning Fist ability, BAB 5+ Wild Shape ability Search 6 ranks, Spellcraft 3 ranks, Trapfinding Handle Animal 4 ranks, Wis 13 Cast Arcane spells, Armor Proficiency (Medium or Heavy) BAB +5, Int 12+ Proficient with bow or crossbow, BAB +2 Spell Focus (conjuration)
Result +1 Rage/day +1 Smite/day +2 Stunning Fist/day +1 Wild Shape/day +3 bonus for Search and Disable Device against Magical traps Teach additional tricks to animals and gain +2 bonus to teach tricks or purposes Reduce Arcane Spell Failure by 5%; minimum of 5% +1 to attack roll if opponent is wearing medium or heavy armor Use arrow or bolts in combat as dagger without penalty Creatures you summon gain +2 on Strength and Constitution
Dex 13+, Tumble 4 ranks Caster level 2nd Knowledge (local) 4 ranks, Track feat -Caster level 4th
Take 1d4 damage from falls rather than 1d6 Create magic potions +3 to Survival checks when tracking in urban environment
Caster level 7th Caster level 10th Caster level 4th Caster level 2nd
Create magic rods Create magic staffs Create magic wands Create magic wondrous items
Dex 13+, Improved or Lightning Reflexes, BAB 2+ Dark Vision Endurance, Con 13+ -Knowledge (Dungeoneering) 6 ranks Spellcaster 5+, Spellcraft 8 ranks Race:Dwarf ---
No penalty to attack rolls when prone
Favored enemy Str13+, Endurance Heal 3 ranks -BAB 1+ Bluff 3 ranks, Int 12+ Sleight of Hand 4 ranks, Dex 14+ BAB 3+ -Ability to turn or rebuke creatures Point Blank Shot -Dex 14+, BAB 4+ Str 13+ Caster level 10th Wis 10+ Race: Gnome, Cha 12+ Familiar ability Leadership feat
+2 bonus on Concentration checks Create magic weapons, armors, and shields
Add 10' more to darkvision Go without water for longer length of time Gain +2 Saving throw to natural diseases +2 bonus to Survival checks when underground Gain bonus when dispelled Dwarf considered size: Small rather than Medium Increase spell’s variable, numeric effects by 25% Increase spell’s range by 50% +2 Saving Throw bonus to certain forms of energy. +1 to skill and damage bonus for one favored enemy Double swimming abillity +1 additional HP per Hit Dice of Cure spell Increase spell range by 50% -2 on attack rolls with specific exotic weapon Gains bonus to bluff checks when feinting in combat +3 bonus when pickpocketing Use any weapon to deal nonlethal damage Increase spell’s duration by 50% Can turn or rebuke 2 more times per day You can fire weapon ¼ range further or throw weapon ½ range further +3 to savings throws vs fear or fear-like effects +2 dodge bonus, -2 on attack rolls +2 bonus on disarm checks and fall only if fail climb checks by –8 Create magic rings +4 bonus on appraise checks when studying gems Able to cast gnome cantrips an additional time per day Familiars are +1 level higher +1 on leadership modifier
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Quality Greater Spell Penetration Bridge Greater Weapon Specialization - Bridge
Greater Weapon Specialization - Family
Hardiness Hardy Drinker Healing Hands Hide message Hold Breath Horse Expert Improved Initiative - Bridge Illusion Expert Improved Critical against Enemy improved Fortitude Improved Reflexes Improved Willpower Martial Weapon Proficiency Bridge Mobility - Bridge Mounted Archery - Bridge Necromantic Force Odd Lore Poison Resistant Powerful voice Precise Shot - Bridge Prepare Against Charge Rapid Shot - Bridge Read Lips Resist Fey Will Resistant Defense Rope Climber Saddleless Riding Scribe Scroll - Bridge Sex Appeal Simple Weapon Proficiency - Bridge Skill Familiarity Spellbreaker Spell Penetration - Bridge Spirited Charge - Bridge Spontaneous Domain Spell Stable Strong Swimmer Terrain Expert Threatening Trap Sense ability Treeclimb Two Weapon Fighting Bridge
Prerequisites Spell Penetration
Benefits +3 to caster level check to defeat spell resistance
Proficiency with Weapon, with Greater Weapon Focus with Weapon, Weapon Focus with with Weapon, Weapon Specialization with weapon, Fighter level 11th Proficiency with Weapon, Greater Weapon Specialization with Weapon from same Family, with Greater Weapon Focus with Weapon, Weapon Focus with with Weapon, Weapon Specialization with weapon, Fighter level 12th -Con 10+ Lay on hands Bluff 3 ranks, Int 12+ Con 11+ Ride 4 ranks, Wis 12+ -Spell Focus (Illusion) Favored Enemy
+1 on damage rolls with selected weapon
+2 hp, +1 hp every 2 time this is selected Add +2 bonus to Con checks when using alcohol +1 to Cha modifier when using lay on hands ability Add +4 to bluff check when delivering messages Hold Breath for 3x Con score +2 on Ride checks +2 on Initiative checks Add +3 to saving throws against one type of illusions Gain +1 threat range against your enemy when using a specific weapon
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+1 on Fortitude +1 on Reflex +1 on Will -2 penalty on attack rolls when using selected weapon
--Spellcraft 4 ranks, Necromancy School Spec Bardic Knowledge -Perform 6 ranks, bardic music ability Point Blank Shot Weapon Focus (Spear or Polearm), BAB 2+ Dex 13, Point Blank Shot ----Ride 4 ranks st Caster level 1 Cha 12+ --
+2 dodge bonus on AC against some AoO
-Knowledge (Arcane) 4 ranks, BAB 2+ -Ride 1 rank, Mounted Combat Cast domain spells Con12+ Swim 7 ranks, Str13+, Con 12+ Survival 5 ranks Str13+ Trap Sense ability, Int 11+ -Dex 15
+2 damage rolls on select ed weapon
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Undead created gain +1 bonus HP per HD +2 bonus to Bardic Knowledge +2 bonus on saving throws against poisons +2 to countersong –2 penalty when shooting into melee Triple damage against charging creatures Additional shot at -4 penalty +4 bonus on reading lips +2 bonus on saving throws against spell-like effects of Fey +2 bonus on Saving Throws against spells of certain descriptor +3 bonus on climbing while using ropes -2 penalty when riding saddleless, instead of -5 Create magic scrolls +3 on Cha based skill checks on opposite sex and same race -2 penalty on attack rolls with simple weapons +2 to one skill +3 bonus on spoiling spellcaster’s Concentration check if able t o damage +1 bonus on caster level checks to defeat spell resistance Additional ½ damage on mounted charge rd Able to cast domain spell of 3 level or less spontaneously +2 bonus to avoid being bull-rushed or tripped when standing on ground +2 on Survival skills on certain terrain type Use Str bonus instead of Cha when making Intimidate checks Additional +1 bonus to Trap Sense ability +3 bonus to Climbing trees, fall only when fail check by 8 or more Reduce two-weapon fighting penalties by 2
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Quality Warsong Weapon Focus - Family Weapon Specialization Bridge Weapon Spec - Family Widen Spell - Bridge
Prerequisites Bardic Music ability, Inspire Courage Weapon Focus with weapon from same Family rd Weapon Focus, Fighter level 3 , BAB 3+ Weapon Specialization with weapon from same family --
Benefits Gain an additional +1 m orale bonus when using Inspire Courage bardic music ability +1 bonus on attack rolls when using selected weapon +1 bonus on damage rolls when using selected weapon +2 bonus on damage rolls when using selected weapon Increase spell area by 50%
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ADDITIONAL RAGE [GENERAL] Prerequisite: Rage Prerequisite: Rage or frenzy ability Benefits: Gain Benefits: Gain an extra rage per day. Special: Special: You can take this quality multiple times. Its effects stack. ADDITIONAL SMITE [GENERAL] Prerequisite: Prerequisite: Smite ability, BAB 3+ Benefits: Gain Benefits: Gain an additional smite per day Special: Special: You can take this quality multiple times. Its effects stack. ADDITIONAL STUNNING FIST [GENERAL] Prerequisite: Stunning Fist ability, BAB 5+ Benefits: Benefits: Gain two additional stunning fists per day. Special: Special: You can take this quality multiple times. Its effects stack. ADDITIONAL WILDSHAPE [GENERAL] Prerequisite: Wildshape ability Benefits: Benefits: Gain an additional wildshape per day. Special: Special: You can take this quality multiple times. Its effects stack. AFFINITY TO MAGICAL TRAPS [GENERAL] You are skilled at detecting and disabling magical traps. Prerequisites: Prerequisites: Search 6 ranks, Spellcraft 3 ranks, Trapfinding ability ability Benefits: You Benefits: You gain a +3 bonus for Search and Disable Device checks against magical traps. ANIMAL TRAINING EXPERT [GENERAL] You are skilled in teaching animal tricks. Prerequisites: Handle Animal 4 ranks, Wis 13+ Benefits: You can teach animals with an Intelligence score of 1 one additional trick, and those with an Intelligence score of 2 two additional tricks. You also gain a +2 bonus to teach an animal a trick or a purpose. ARMOR ADAPTATION [GENERAL] Prerequisites: Prerequisites: Ability to cast Arcane Spells, Armor Proficiency (Medium or Heavy)
Benefits: Reduce Benefits: Reduce Arcane Spell Failure by 5% when using armor. Minimum of 5%. ARMOR PENETRATION [GENERAL] You can spot the weak points in your enemy’s armor. Prerequisites: Base Prerequisites: Base Attack Bonus +5, Int 12+ Benefits: Benefits: You gain a +1 to your attack roll if your opponent is wearing medium or heavy armour. Special: A fighter can pick this as one of his bonus qualities. ARROW MELEE [GENERAL] You are adept at using an arrow or crossbow bolt in combat. Prerequisite: Prerequisite: Proficiency with bow or crossbow, Base Attack Bonus +2 Benefits: You Benefits: You may use an arrow or crossbow bolt in combat, inflicting damage as a dagger. Special: A fighter can pick this as one of his bonus qualities. AUGMENT SUMMONING - BRIDGE [GENERAL] Prerequisite: Prerequisite: Spell Focus (Conjuration ( Conjuration). ). Benefit: Benefit: Each creature you conjure with any summon spell gains a +2 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Bridge: You may choose this quality twice to convert it to the Augment Summoning feat. feat. You may not choose this quality thereafter. BREAK FALL [GENERAL] You have learned how to cushion yourself during falls. Prerequisites: Dex Prerequisites: Dex 13+, Tumble 4 ranks Benefit: Benefit: You suffer 1d4 of damage per 10’ fallen rather than 1d6. BREW POTION - BRIDGE [ITEM CREATION] Prerequisite: Prerequisite: Caster level 2nd. Benefit: Benefit: You can create a potion of any 1stlevel or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you
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set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/12 of this base price in XP and use up raw materials costing this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion. Bridge: You may choose this quality twice to convert it to the Brew Potion feat. You may not choose this quality thereafter. CITY TRACKER [GENERAL] Your knowledge of cities aids you in tracking individuals Prerequisite: Prerequisite: Track, Knowledge (local) 4 ranks Benefit: You Benefit: You gain a +3 bonus to your Survival skill when tracking in an urban environment. COMBAT CASTING - BRIDGE [GENERAL] Benefit: Benefit: You get a +2 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. Special: Special: You may take this quality twice to convert it into the Combat Casting feat feat.. You may not take this quality thereafter. CRAFT MAGIC ARMS AND ARMOR – BRIDGE [ITEM CREATION] Prerequisite: Prerequisite: Caster level 4th. Benefit: Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, weapon, suit of armor, or shield, you must spend 1/12 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs 3/4 the XP, 3/4 the raw materials, and ¾ the time it would take to craft that item in the first place. Bridge: You may choose this quality twice to convert it to the Craft Magic Arms and Armor feat. You may not choose this quality thereafter. CRAFT ROD – BRIDGE [ITEM CREATION] Prerequisite: Prerequisite: Caster level 7th. Benefit: Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/12 of its base price in XP and use up raw materials costing its base price. Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price. Bridge: You may choose this quality twice to convert it to the Craft Rod feat. You may not choose this quality thereafter. CRAFT STAFF - BRIDGE [ITEM CREATION] Prerequisite: Prerequisite: Caster level 10th. Benefit: Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/12 of its base price in XP and use up raw materials costing its base price. A newly created staff has 50 charges. Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff ’s base price. Bridge: You may choose this quality twice to convert it to the Craft Staff feat. You may not choose this quality thereafter. CRAFT WAND - BRIDGE [ITEM CREATION] Prerequisite: Prerequisite: Caster level 4th. Benefit: Benefit: You can create a wand of any 2ndlevel or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its
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caster level x the spell level x 750 gp. To craft a wand, you must spend 1/12 of this base price in XP and use up raw materials costing its base price. A newly created wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost. Bridge: You may choose this quality twice to convert it to the Craft Wand feat. feat. You may not choose this quality thereafter. CRAFT WONDROUS ITEM – BRIDGE [ITEM CREATION] Prerequisite: Prerequisite: Caster level 2nd. Benefit: Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/12 of the item’s price in XP and use up raw materials costing its base price. Bridge: You may choose this quality twice to convert it to the Craft Woundrous Item feat. feat. You may not choose this quality thereafter. CROUCH FIGHTING [GENERAL] You can attack from a prone position without penalty Prerequisites: Prerequisites: Dex 13+, Improved or Lightning Reflexes, Base Attack Bonus 2+ Benefits: You Benefits: You can make an attack while prone and take no penalty on your attack roll. Opponents also gain no bonus when attacking you. Special: A fighter can pick this as one of his bonus qualities. DEEP VISION [GENERAL] Your darkvision is greater than normal Prerequisite: Dark Prerequisite: Dark Vision Benefit: Your Benefit: Your darkvision is extended by 10’ Special: You Special: You can take this feat multiple times. Its effects stack. DEFY THIRST [GENERAL] Prerequisites: Endurance, Prerequisites: Endurance, Con 13+ Benefits: Benefits: You can go without water for 1 day plus a number of hours equal to twice your Constitution score. After this time, you must
make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Normal: Normal: You can go without water for 1 day plus a number of hours equal to your Constitution score. DETER ARROW [GENERAL] You can prevent arrow or other projectiles from striking your allies. Prerequisites: Deflect Prerequisites: Deflect Arrow, Dex 14+ Benefits: Once per round when a target in an adjacent square would normally be hit with a ranged weapon and you are not constrained by motion in any way, you may deflect it so that the target takes no damage from it. You must be aware of the attack and not be flatfooted. Detering an arrow counts as an moveequivalent action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. Special: Special: You may select Deter Arrow as a Fighter bonus-quality. bonus-quality. DISEASE RESISTANT [GENERAL] You are naturally resistant to diseases. Benefit: Benefit: You gain a +2 to saving throws against all diseases. DUNGEON SURVIVOR [GENERAL] You learned to survive in underground environments. Prerequisites: Knowledge Prerequisites: Knowledge (Dungeoneering) 6 ranks Benefit: You Benefit: You gain a +2 circumstance bonus to all Survival checks when underground. DURABLE MAGIC [GENERAL] Your spells are harder to counter or dispel. Prerequisites: Spellcaster Prerequisites: Spellcaster level 5+, Spellcraft 8 ranks Benefit: Benefit: When an opponent attempts to counterspell or use a dispel magic against a spell you cast, you gain a +2 bonus on your effective caster level when determining if their caster level check overcomes your spells. Special: A Special: A wizard may pick Durable Magic as as one of his bonus qualities. DWARVISH DWARF [GENERAL] You are smaller sized than other dwarves.
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Prerequisite: Race: Prerequisite: Race: Dwarf Benefits: Benefits: You are considered to be smallsized rather than medium. You gain bonuses for being small sized but can only carry items ¾ your strength score and can only use smaller weapons. Your height and weight are calculated as though you are a halfling. You are the subject of dwarf jokes, even from fellow dwarves. Special: This quality can only be taken at first level. EMPOWER SPELL – BRIDGE [METAMAGIC] Benefit: Benefit: All variable, numeric effects of an empowered spell are increased by one-quarter. Saving throws and opposed rolls are not affected, nor are spells without random variables. An Empowered Spell - Bridge uses up a spell slot two levels higher than the spell’s actual level. Bridge: You may choose this quality twice to convert it to the Empower Spell feat. You may not choose this quality thereafter. ENDURANCE – BRIDGE [GENERAL] Benefit: Benefit: You gain a +2 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Special: Special : A ranger automatically gains the Endurance feat feat as a bonus feat at 3 rd level. He need not select it. Bridge: You may choose this quality twice to convert it to the Endurance feat. You may not choose this quality thereafter. ENDURANCE SWIMMER [GENERAL] You can swim longer carrying heavier loads. Prerequisites: Strength Prerequisites: Strength 13+, Endurance Benefit: Benefit: You suffer a –1 penalty on Swim checks for every 10 pounds of equipment you carry, up to your maximum load.
Normal: Normal: You suffer a –1 penalty on Swim checks for every 5 pounds of equipment you carry, up to your maximum load. ENEMY KNOWLEDGE [GENERAL] Your training has given you additional knowledge of the ways of your enemy. Prerequisites: Favored Prerequisites: Favored Enemy class ability Benefits: You Benefits: You gain an additional +1 bonus on skill checks and damage against a creature type you have previously designated as a favored enemy. Special: You Special: You can select this quality more than once. It’s effects do not stack. You must select a different favored enemy for this quality. ENEMY SPELL FOCUS [GENERAL] Your spells are more effective against a particular monster type Benefit: Your Benefit: Your chosen enemy type suffers a –2 penalty to their saving throws against your spells. You may choose this quality multiple times, choosing a different monster type each time. Select the monster type from the ranger favored enemy list. ENERGY RESISTANT [GENERAL] You are more resistant to a certain type of energy. Benefits: When Benefits: When attacked by spells or powers with a energy descriptor, you receive a +2 bonus on saving throws. Select from the list below: acid, cold, electricity, fire, force, sonic, and water. Special: Special : You may choose this quality more than once. Its effects do not stack. You must choose a new type of energy for each quality. ENHANCE HEALING [GENERAL] Your healing spells are more effective. Prerequisites: Heal 3 ranks Benefit: Healing spells heal 1 additional HP per dice of healing. ENLARGE SPELL – BRIDGE [METAMAGIC] Benefit: Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 50%. An enlarged spell with a range of close now has a range of 35 ft. + 4 ft./level, while medium-range spells have a range of 150 ft. + 15 ft./level and long-range spells have a range
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of 600 ft. + 60 ft./level. An Enlarged Spell – Bridge uses up a spell slot one level higher than the spell’s actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges. Bridge: Bridge: You may take this quality twice to convert it into Enlarge Spell . You may not take this quality thereafter. EXOTIC WEAPON PROFICIENCY - BRIDGE [GENERAL] Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat. Prerequisite: Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe). Benefit: Benefit: You make attack rolls with the weapon with a –2 penalty on attack rolls. Normal: Normal: A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls. Special/Bridge: Special/Bridge: You may choose this quality twice to convert it to the Exotic Weapon Proficiency feat for that weapon. You may not choose this quality thereafter for that particular weapon, but can choose it for a new exotic weapon. You can gain gain Exotic Weapon Proficiency – Bridge multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13. A fighter may select Exotic Weapon Proficiency - Bridge as as one of his fighter bonus qualities. Note: The GM may rule that certain races need only take up EWP as a quality to be fully proficient with racial weapons. Eg: Dwarven waraxe for dwarves. EXPERT FEINT [COMBAT] You are skilful at throwing your opponent off during combat. Prerequisites: Bluff Prerequisites: Bluff 3 ranks, Int 12+ Benefits: You Benefits: You gain a +2 competence bonus to your Bluff check when making a feint f eint in combat. You also gain a +1 bonus to your Sense Motive
check if you are the target of a feint during combat. EXPERT PICKPOCKET [GENERAL] You are adept at picking pockets. Prerequisites: Prerequisites: Sleight of Hand 4 ranks, Dex 14+ Benefits: When Benefits: When you try to lift an object from a person you gain a +3 bonus. EXPERT SUBDUAL [GENERAL] You are adept at dealing subduing damage even with normal weapons. Prerequisites: Base Attack Bonus 3+ Benefit: Benefit: You can use any weapon to deal nonlethal damage with a –2 penalty to your attack roll. This feat does not extend to ranged weapons. Normal: Normal: The penalty to inflict nonlethal damage with normal weapons is –4. EXTEND SPELL- BRIDGE [METAMAGIC] Benefit: Benefit: An extended spell lasts 50% longer than normal. A spell with a duration of concentration, concentration, instantaneous, instantaneous, or permanent is not affected by this feat. An Extend Spell – Bridge uses uses up a spell slot one level higher than the spell’s actual level. Bridge: Bridge: You may take this quality twice to convert it into the Extend Spell feat. You may not take this quality thereafter. EXTRA TURNING TURNING - BRIDGE [GENERAL] Prerequisite: Prerequisite: Ability to turn or rebuke creatures. Benefit: Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures two more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature, each of your turning or rebuking abilities gains two additional uses per day. Normal: Normal : Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier. Bridge: You may choose this quality twice to convert it to the Extra Turning feat. feat. You may not choose this quality thereafter.
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FAR SHOT - BRIDGE [GENERAL] Prerequisite: Prerequisite: Point Blank Shot. Benefit: Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-quarter (multiply by 1-1/4). When you use a thrown weapon, its range increment is increased by half. Special: Special : A fighter may select Far Shot – Bridge as as one of his fighter bonus qualities. Bridge: You may choose this quality twice to convert it to Far Shot feat. Shot feat. You may not choose this quality thereafter. FEARLESS [GENERAL] It takes much to frighten you. Benefits: You Benefits: You gain a +3 saving throw against Fear spells or fear-like effects. FIGHT DEFENSIVELY [GENERAL] You are an expert at fighting defensively. Prerequisites: Dex 14+, Base Attack Bonus +3 or higher Benefits: When Benefits: When fighting defensively, you gain a normal +2 dodge bonus to Armor Class while receiving a –2 penalty on attack rolls. Normal: Normal: When fighting defensively, a character has a +2 dodge bonus to Armor Class while receive a –4 penalty on attack rolls. Special: A Special: A fighter may take Fight Defensively as one of his bonus qualities. FIRM GRIP [GENERAL] You are able to grip weapons and walls firmly. Prerequisites: Str 13+ Benefit: You gain a +2 bonus to the opposed roll when opponents try to disarm you. On Climb checks, you only fall if you fail your climb check by 8 or more. Normal: You fall if you fail your Climb check by 5 or more. FORGE RING - BRIDGE [ITEM CREATION] Prerequisite: Prerequisite: Caster level 10th. Benefit: Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/12 of its base price in XP and use up raw materials costing its base price. You can also mend a broken ring if it is one that you could make. Doing so costs three-
quarter the XP, three-quarter the raw materials, and three-quarter the time it would take to forge that ring in the first place. Some magic rings incur extra costs in material components or XP, as noted in their descriptions. descriptions. You must pay such a cost to forge such a ring or to mend a broken one. Bridge: You may choose this quality twice to convert it to the Forge Ring feat. feat. You may not choose this quality thereafter. GEM EXPERT [GENERAL] You are an expert at appraising gems. Prerequisites: Wis 10+ Benefit: Benefit: You gain a +4 bonus on Appraise checks when studying gems. You also appraise them in half the time. GNOME TRICKSTER [GENERAL] Prerequisites: Race: Prerequisites: Race: Gnome, Cha:12+ Benefit: Benefit: You may cast an additional 0 level spell-like ability (Dancing (Dancing Lights , Ghost Touch, Prestidigitation ) an additional time per day and speak to burrowing animals an additional time per day. GREATER FAMILIAR [GENERAL] Your familiar is more adept than normal Prerequisites: Must Prerequisites: Must be linked to a familiar Benefit: Your Benefit: Your familiar’s abilities are calculated as if you were two levels higher. Special: This Special: This quality can be selected multiple times. GREAT LEADER [GENERAL] Prerequisites: Leadership Prerequisites: Leadership feat Benefits: Benefits: You gain a +1 bonus to your Leadership modifier. GREATER SPELL PENETRATION - BRIDGE [GENERAL] Prerequisite: Prerequisite: Spell Penetration. Benefit: Benefit: You get a +1 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration . Bridge: You may choose this quality twice to convert it to the Greater Spell Penetration feat. feat. You may not choose this quality thereafter.
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GREATER WEAPON FOCUS - FAMILY [GENERAL] Choose one type of weapon from the same family which you have already selected Greater Weapon Focus . You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Prerequisites: Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with weapon from same family, Weapon Focus with with selected weapon, Weapon Specialization with selected weapon, fighter level 13th. Benefit: Benefit: You gain a +1 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus . Special/Bridge: Special/Bridge: A fighter may select Greater Weapon Focus - Family as one of his fighter bonus qualities.. GREATER WEAPON SPECIALIZATION BRIDGE [GENERAL] Choose one type of weapon for which you have already selected Weapon Specialization . You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Prerequisites: Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with with selected weapon, Weapon Specialization with selected weapon, fighter level 11th. Benefit: Benefit: You gain a +1 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization . Special/Bridge: Special/Bridge: You may choose this quality twice to convert it to the Greater Weapon Specialization feat for a specific weapon. You may not choose this quality thereafter for that weapon but you can choose it for a new type of weapon. A fighter may select Greater Weapon Specialization - Bridge as one of his fighter bonus qualities.. GREATER WEAPON SPECIALIZATION FAMILY [GENERAL] Choose one type of weapon from the same family which you have already selected Greater Weapon Specialization . You can also choose
unarmed strike or grapple as your weapon for purposes of this feat. Prerequisites: Prerequisites: Proficiency with selected weapon, Greater Weapon Specialization with weapon from same family, Greater Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 13th. Benefit: Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization Special/Bridge: Special/Bridge: A fighter may select Greater Weapon Specialization - Family as one of his fighter bonus qualities.. HARDINESS [GENERAL] You are tougher than normal. Benefit: Benefit: You gain +2 HP. If this is the second time you are taking this quality, you only gain +1 HP and you are considered to have the Toughness feat. feat. Special: Special : You may take this multiple times, but every 2nd time you do so it is converted into the Toughness feat. This quality stacks with the Toughness feat. feat. HARDY DRINKER [GENERAL] You aren’t easily affected by alcohol. Prerequisites: Con Prerequisites: Con 10+ Benefits: Benefits: You add +2 bonus to Constitution checks when determining if you are affected by alcohol. Additionally, add +2 to your Gather Information checks and +1 to Diplomacy checks when in a tavern environment. HEALING HANDS [GENERAL] Prerequisites: Lay Prerequisites: Lay on Hands ability Benefits: Benefits: You can add +1 to your Charisma bonus when determining the total number of hit points you can heal a day. HIDE MESSAGE [GENERAL] You are skilled at delivering messages without being observed. Prerequisites: Bluff Prerequisites: Bluff 3 ranks, Int 12+ Benefits: Add a +4 bonus to your Bluff check when delivering secret messages. HOLD BREATH [GENERAL]
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Prerequisites: Con 11+ Benefits: Benefits: A character who has no air to breathe can hold her breath for 3 rounds per point of Constitution. Similar, they can avoid drowning effects. Normal: A Normal: A character can hold her breath for 2 rounds per point of constitution. HORSE EXPERT [GENERAL] You are an expert with horses. Prerequisites: Ride Prerequisites: Ride 4 ranks, Wis 12+ Benefit: You Benefit: You gain a +2 competence bonus on Ride checks when riding horses or ponies. You also gain a +1 bonus on Animal Handling checks. IMPROVED INITIATIVE – BRIDGE [GENERAL] Benefit: Benefit: You get a +2 bonus on initiative checks. Special: Special : A fighter may select Improved Initiative – Bridge as one of his fighter bonus qualities. Bridge: You may choose this quality twice to convert it to the Improved Initiative feat. You may not choose this quality thereafter. ILLUSION EXPERT [GENERAL] Prerequisites: Prerequisites: Spell Focus (Illusion) Benefit: Benefit: You add +3 DC for all saving throws against spells versus one kind of the following types of Illusion: figment, glamour, pattern or phantasm. Note: Note: The DC Bonus DOES NOT stack with Spell Focus (illusion). IMPROVED CRITICAL AGAINST ENEMY [GENERAL] You can inflict even greater critical strikes against your enemies. Prerequisite: Prerequisite: Favored Enemy, proficient with weapon, Base Attack Bonus +7. Benefit: Benefit: When using the weapon you selected, your threat range is doubled. Special: Special : You can gain Improved Critical against Enemy multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon OR a new favored enemy. This effect does not stack with any other effect that expands the threat range of a weapon.
IMPROVED FORTITUDE [GENERAL] Benefit: You gain +1 to all Fortitude Saving Throws Special/Bridge: Special/Bridge: Cannot be stacked with Great Fortitude , but can be chosen twice as a Bridge to Great Fortitude . You may not take this quality thereafter. IMPROVED REFLEXES [GENERAL] Benefit: Benefit: You gain +1 to all Reflex Saving Throws Special/Bridge: Special/Bridge: Cannot be stacked with Lightning Reflexes , but can be chosen twice as a Bridge to Lightning Reflexes . You may not take this quality thereafter. IMPROVED WILLPOWER [GENERAL] Benefit: You gain +1 to all Willpower saving throws Special/Bridge: Special/Bridge: Cannot be stacked with Iron Will , but can be chosen twice as a Bridge to Iron Will . You may not take this quality thereafter. KNOT EXPERT [GENERAL] You are adept at tying and untying knots. Prerequisites: Use Rope 2 ranks Benefit: You Benefit: You gain a +2 bonus to Escape Artist rolls when escaping from a rope, and a +4 bonus on checks to bind someone. MARTIAL WEAPON PROFICIENCY - BRIDGE [GENERAL] Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. Benefit: Benefit: You make attack rolls with the selected weapon at a –2 penalty on attack rolls. Normal: Normal : When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls. Special: Special : Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat. A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.
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Bridge: Bridge: You can gain Martial Weapon Proficiency - Bridge twice. twice. After doing so twice, you are considered to have the feat Martial Weapon Proficiency in the selected weapon. You may not choose this quality for that weapon thereafter. MOBILITY – BRIDGE [GENERAL] Prerequisites: Prerequisites: Dex 13+, Dodge. Benefit: Benefit: You get a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Special: Special : A fighter may select Mobility - Bridge as one of his fighter bonus qualities/feats. Bridge: You may choose this quality twice to convert it to the Mobility feat. You may not choose this quality thereafter. MOUNTED ARCHERY - BRIDGE [GENERAL] Prerequisites: Prerequisites: Ride 1 rank, Mounted Combat. Benefit: Benefit: The penalty you take when using a ranged weapon while mounted is lessened: –3 instead of –4 if your mount is taking a double move, and –6 instead of –8 if your mount is running. Special: Special : A fighter may select Mounted Archery - Bridge as one of his fighter bonus feats/qualities. Bridge: You may choose this quality twice to convert it to the Mounted Archery feat. feat. You may not choose this quality thereafter. NECROMANTIC FORCE [GENERAL] Your knowledge of Necromancy allows you to create stronger undead. undead. Prerequisites: Spellcraft 6 ranks, Necromancy School Specialization Benefit: Benefit: The undead you create using Animate Dead or or Create Undead or or other spells have +1 HP bonus per HD. ODD LORE [GENERAL] You know odd facts about the most obscure things and probably would do very well on medieval game shows. Prerequisite: Bardic Prerequisite: Bardic Knowledge ability
Benefit: Benefit: You gain +2 bonus on checks using your Bardic Knowledge ability. This quality can be stacked. POISON RESISTANT [GENERAL] You are naturally resistant to Poisons Benefit: You Benefit: You gain a +2 bonus to saving throws against all forms of poisons. POWERFUL VOICE [GENERAL] You have a strong voice that would be very useful in karaoke lounges. Prerequisites: Perform Prerequisites: Perform 6 ranks, Bardic music ability Benefits: Benefits: When you use a countersong, you gain a +2 circumstance bonus to your Perform check. PREPARE AGAINST CHARGE [GENERAL] You are able to prepare yourself against a charging opponent. Prerequisite: Weapon Focus (Spear or Polearm), Base Attack Bonus 2+ Benefits: When Benefits: When you brace yourself by taking a ready action to face a charge, you inflict triple damage against your opponent if you hit. Normal: Normal: You inflict double damage against a charge. Special: Special: A fighter may take Prepare Against Charge as one of his bonus qualities. PRECISE SHOT – BRIDGE [GENERAL] Prerequisite: Prerequisite: Point Blank Shot . Benefit: Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee at a –2 penalty instead of the standard –4 penalty on your attack roll. Special: Special : A fighter may select select Precise Shot Bridge as as one of his fighter f ighter bonus qualities. qualities. Bridge: You may choose this quality twice to convert it to the Precise Shot feat. feat. You may not choose this quality thereafter. QUICK CLIMB [GENERAL] You can scale walls quickly. Prerequisite: Climb 6 ranks Benefit: You can climb one half your speed by accepting a –2 on your Climb check. Normal: Normal: You can climb one half your speed by accepting a –5 on your Climb check.
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RAPID SHOT – BRIDGE [GENERAL] Prerequisites: Prerequisites: Dex 13, Point Blank Shot. Benefit: Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –4 penalty. You must use the full attack action to use this feat. Special: Special : A fighter may select Rapid Shot Bridge as as one of his fighter bonus qualities. nd A 2 -level ranger who has chosen the archery combat style is treated as having Rapid Shot feat, even if he does not have the prerequisites for it, but only when he is wearing light or no armor. Bridge: You may choose this quality twice to convert it to the Rapid Shot feat. You may not choose this quality thereafter. READ LIPS [GENERAL] Prerequisites: Wis Prerequisites: Wis 11+ Benefit: Benefit: You gain a +4 bonus to Spot skill checks when using it to read lips. You only draw an incorrect conclusion if you fail by 8 or more. RESIST FEY WILL [GENERAL] Prerequisites: Cha Prerequisites: Cha 10+ Benefits: Benefits: You gain a +2 bonus to saving throws against spell-like abilities of Fey. Special: Special: This quality does not stack with the Druid’s special ability Resist Nature’s Lure . RESISTANT DEFENSE [GENERAL] Prerequisites: Cha Prerequisites: Cha 11+ Benefits: Benefits: You gain +2 on saving throws against spells of a certain descriptor. Choose from the following descriptors: acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, languagedependent, lawful, light, mind-affecting, sonic, and water ROPE CLIMBER [GENERAL] You are adept with using ropes for climbing purposes.. Benefits: You gain a +3 bonus when using Ropes for climbing purposes. If using a rope, you also fall only when you fail a Climb check by 10 or more.
SADDLELESS RIDER [GENERAL] You are adept at riding bareback. Prerequisites: Ride Prerequisites: Ride 6 ranks Benefit: You Benefit: You only suffer a –2 penalty on Ride checks when riding bareback. Normal: Normal: You suffer a –5 penalty on Ride checks when riding bareback. SCRIBE SCROLL - BRIDGE [ITEM CREATION] Prerequisite: Prerequisite: Caster level 1st. Benefit: Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To T o scribe a scroll, you must spend 1/12 of this base price in XP and use up raw materials costing this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. Bridge: You may choose this quality twice to convert it to the Scribe Scroll feat. feat. You may not choose this quality thereafter. SERPENT BLOOD [GENERAL] There is a touch of snake-men blood in you. Benefits: Gain +1 bonus on saving throws against all reptilian venom, and +2 bonus on Bluff and Diplomacy checks for creatures with the reptilian subtype. Special: This Special: This quality can only be chosen at 1 st level. SEX APPEAL [General] Prerequisites: Cha Prerequisites: Cha 12+ Benefits: Benefits: You are attractive to members of the opposite sex of the same race. Gain a +3 competence bonus when using Bluff and Diplomacy checks in such a situation. SIMPLE WEAPON PROFICIENCY - BRIDGE [GENERAL] Benefit: Benefit: When using a weapon with which you are not proficient, you take a –2 penalty on attack rolls.
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Normal: Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls. Special: Special : All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. They need not select this feat. Bridge: You may choose this quality twice to convert it to the Simple Weapon Proficiency feat. You may not choose this quality thereafter. SKILL FAMILIARITY [GENERAL] You are extremely proficient in a skill. Benefit: Benefit: You get a +2 bonus on all checks involving involving that skill. Special: Special : You can gain this quality multiple times. You may pick pick Skill Familiarity twice for the same skill, but the second time it is taken only a +1 bonus is granted. The qualities are considered upgraded to a single Skill Focus feat, gaining a +3 bonus on all checks involving that skill. Skill Familiarity does does not stack with Skill Focus for the same skill. If you choose Skill Familiarity in another skill that form a pair in another feat, you may convert it into the feat. This allows the resulting feat to be used as a qualifier for Prestige Classes. You lose those two Skill Familiarity qualities in the process. Eg: Samar the Rogue selects the qualities Skill Familiarity – Listen at 5th level, and Skill Familiarity - Spot at 6th level. She converts the two qualities to the Alertness feat. feat. SMOOTH TALKER [GENERAL] You have a smooth tongue. Prerequisites: Bluff Prerequisites: Bluff 4 ranks, Cha 13+ Benefit: You Benefit: You receive a +1 bonus on Bluff and Diplomacy checks. SPELLBREAKER [GENERAL] Your knowledge of spellcasting allows you to spoil spellcasting actions effectively. Prerequisites: Prerequisites: Knowledge (Arcane) 4 ranks, Base Attack Bonus +2 Benefits: Benefits: If you strike a spellcaster in the midst of casting a spell, he suffers an additional Concentration penalty of -3 to see if his spell concentration is broken. This does not apply to spell-like or supernatural effects.
SPELL PENETRATION – BRIDGE [GENERAL] Benefit: Benefit: You get a +1 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. Bridge: Bridge: You may choose this quality twice to convert it into Spell Penetration . You may not take this quality thereafter. SPIRITED CHARGE - BRIDGE [GENERAL] Prerequisites: Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack. Benefit: Benefit: When mounted and using the charge action, you deal one-half more damage with a melee weapon. With a lance you deal two and a half times more damage. Special: Special : A fighter may select Spirited Charge as one of his fighter bonus feats. Bridge: You may choose this quality twice to convert it to the Spirited Charge feat. You may not choose this quality thereafter. SPONTANEOUS DOMAIN SPELL [METAMAGIC] You can spontaneously cast a spell from your chosen domain of 3 rd level or less. Prerequisites: Prerequisites: Access to Domain spells, Wisdom 15+ Benefits: Benefits: You can substitute your prepared cleric spell for any spell from one of your clerical domains, as though it were a cure/inflict spell. STABLE [GENERAL] It is not easy to knock you down. Prerequisite: Con Prerequisite: Con 12+ Benefits: Benefits: You gain a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Special: This Special: This does not stack with the dwarf’s stability racial ability. STRONG SWIMMER [GENERAL] You are a strong swimmer who is able to outswim your competition. Prerequisites: Prerequisites: Swim 4 ranks, Con 12+, Str 13+
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Benefits: Upon Benefits: Upon a successful Swim check, you can now swim at one-half your speed as a move-equivalent action, or your full speed as a full-round action. You only go underwater if you fail your check by 8 or more. Normal: A Normal: A successful Swim check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action. You go underwater if you fail your check by 5 or more. TERRAIN EXPERT [GENERAL] You are an expert at certain type of terrain. Prerequisites: Prerequisites: Survival 5 ranks Benefit: You Benefit: You gain a +3 bonus to any Survival checks in the following terrains, select from the list: aquatic, desert, forest, hill, marsh, mountains and plains. If you have the track feat, you also gain a +1 to Tracking checks made while on that terrain. Special: Special: This quality can be picked multiple times. The quality does not stack. Each selection applies to a new type of terrain. THREATENING [GENERAL] You use brute force to get your way. Prerequisites: Str Prerequisites: Str 13+ Benefits: Benefits: You can use your Strength bonus rather than your Charisma bonus when making Intimidate checks. THROW ANY WEAPON [GENERAL] You can throw weapons that aren’t meant to be thrown. Prerequisites: BAB 4+ Benefits: Benefits: You suffer a –2 penalty when throwing a weapon that isn’t designed to be thrown. Normal: Normal: You suffer a –4 penalty when throwing a weapon that isn’t designed to be thrown. Special: This quality can be taken twice to suffer no penalty when throwing a weapon that isn’t designed to be thrown. It cannot be taken thereafter. A fighter may take this as one of his bonus qualities. TRAP AFFINITY [GENERAL] You are highly attuned to traps. Prerequisites: Trap Prerequisites: Trap Sense ability, Int 11+
Benefits: Benefits: You gain a +1 bonus to your Trap Sense ability. TREECLIMB [GENERAL] You are adept at climbing trees and walls with vines. Benefits: Benefits: You gain a +3 bonus on Climb checks when scaling trees, walls with vines or any other obstacle where you can find natural handholds. You will also fall from a tree only when you fail your Climb check by 8, rather than 5. TWO-WEAPON FIGHTING – BRIDGE [GENERAL] You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Prerequisite: Dex 15. Benefit: Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 4 and the one for your off hand lessens by 8. Normal: Normal : If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.) Special: Special : A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor. A fighter may select Two-Weapon Fighting – Bridge as one of his fighter bonus qualities. Bridge: You may choose this quality twice to convert it to the Two-Weapon Fighting feat. You may not choose this quality thereafter. WARSONG [GENERAL] You know tunes that will greatly inspire men in battle. Prerequisites: Inspire Prerequisites: Inspire Courage bardic ability, Perform 5 ranks Benefits: Your Benefits: Your singing grants an additional +1 morale bonus to your Inspire Courage bardic music ability.
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WEAPON FOCUS-FAMILY [GENERAL] You are extremely proficient in another weapon from the same group that you’re already well-versed with. Prerequisites: Prerequisites: Choose a weapon from the same weapon group that you have already chosen Weapon Focus on previously. See weapon family groups below; Base Attack Bonus +2 Benefit: Benefit: You gain a +1 bonus on all attacks rolls you make using the selected weapon. Special: You Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. You may not choose Weapon Focus with with this quality to stack. Eg: If you have Weapon Focus – Longsword , you can choose Weapon Focus/Family – Shortsword as a quality. WEAPON SPECIALIZATION-BRIDGE [GENERAL] Choose one type of weapon for which you have already selected the Weapon Focus feat or Weapon-Focus-Family. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. Prerequisites: Prerequisites: Proficiency with selected weapon, Weapon Focus or Weapon Focus- Family with with selected weapon, fighter level 3rd. Benefit: Benefit: You gain a +1 bonus on all damage rolls you make using the selected weapon. Special/Bridge: Special/Bridge: You can gain this quality twice with the same weapon, after which it is converted to the Weapon Specialization feat feat for that specific specific weapon. weapon. Thereafter you you may not pick this quality for that weapon. You may take this quality thereafter, however it applies to a new type of weapon. A fighter may select Weapon SpecializationBridge as as one of his fighter bonus quallities.
purposes of this feat. You deal extra damage when using this weapon. Prerequisites: Prerequisites: Proficiency with selected weapon that is in the same family (see chart below), Weapon Focus or Weapon Focus- Family with with selected weapon, fighter level 4 th. Benefit: Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. Special: Special : You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Specialization Family as one of his fighter bonus feats. WIDEN SPELL - BRIDGE [METAMAGIC] Benefit: Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 50%. A Widened Spell - Bridge uses up a spell slot three levels higher than the spell’s actual level. Spells that do not have an area of one of these four sorts are not affected by this feat. Bridge: You may choose this quality twice to convert it to the Widen Spell feat. feat. You may not choose this quality thereafter.
WEAPON SPECIALIZATION-FAMILY [GENERAL] Choose one type of weapon for which you have already selected the Weapon Focus feat or Weapon-Focus-Family. You can also choose unarmed strike or grapple as your weapon for
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LEGAL INFORMATION INFORMATION OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except a s described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
7. Use of Product Identity: You agree not to Use a ny Product Identity, including as an indication as to c ompatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You ma y use any authorized version of this License to copy, modify and distribute a ny Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not ma rket or advertise the Open Game Content using the na me of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. The Book of Qualities, or Half-Feats. Copyright 2004, Chaos Drake Press System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, Ja mes Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Book of Qualities, or Half-Feats is copyright © Chaos Drake Press. All text in this book is designated as open game content. You may not distribute this PDF without permission of the author. Dungeons & Dragons ® Dragons ® and Wizards of the Coast ® are Registered Trademarks of Wizards of the Coast ® and used with permission.
6.Notice of License Copyright: You must update the COPYRIGHT COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must ad d the title, the c opyright date, and the copyright holder's name to the COPYRIGHT COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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