Covert Ops Feats

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COVERT OPS FEATS Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.

Active Defense

Accelerated Balancing

When the bullets fill the air you know how to effectively protect yourself.

You are adept at moving quickly while balancing.

Prerequisites: Dexterity 13 or higher, Dodge. Benefit: You can spend an action point to add the result of the action die to your Defense. This increase lasts for a number of rounds equal to onehalf your character level (rounded up).

Kevin Cameron (order #3623885)

Prerequisite: Balance 4 ranks, Dex 13 Benefit: You do not suffer a penalty to your Balance skill check when moving at full speed. Normal: You suffer a -5 penalty to your Balance skill check when moving at full speed.

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OSkyrPabckldood covert ops feats

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Ambush You know how to set up an ambush for greatest effect. Prerequisites: Wis 13 or higher, Base attack bonus +4 or higher Benefit: When setting an ambush you receive a +4 circumstance bonus to your initiative check, and also in determining awareness to see if the enemy perceives you. The bonus applies to Hide or Move Silently rolls, or whatever the GM deems appropriate in the situation.

Anything Goes Long

Armed to the Teeth You can use a melee weapon in your primary hand and a pistol in your off-hand to gain an extra attack. Prerequisite: Base attack bonus +6 or higher, Crack Shot Benefit: When attacking with a melee weapon in your primary hand and firearm in your off-hand, you gain a free attack with the pistol. Standard penalties for two weapon fighting (and firing a pistol into melee, if applicable) apply, except you halve the two-weapon penalties (just as with the Two-Weapon Fighting feat).

You can throw nearly anything - ale tankards, rocks, bags of coins - and make it hurt.

Astonishing Reflexes

Prerequisite: Dex 13, Base attack bonus +4 or higher

Benefit: You get a +2 bonus on all Reflex saving throws. This feat stacks with Lightning Reflexes.

Benefit: You are the master of the improvised missile. You may treat any object, including weapons you are not proficient with, as simple thrown weapons using the stats listed in this feat instead of the stats usually used for that object or weapon, although you may still use weapons you have proficiency with as per normal. Determine the size of the object or weapon and use the stats listed here. All weapons threaten a critical hit on a 20 and do double damage. No weapon gives you reach. As stated in the SRD, a light weapon is generally two size categories smaller than the wielder, a one-handed weapon one size smaller, and a twohanded weapon is an object of the same size category as the wielder. Size Tiny Small Medium Large Huge

Damage 1d2 1d4 1d6 1d8 1d10

If the DM determines that there is no way the object in question could do regular damage it instead deals nonlethal damage. Additionally any object used as a weapon via this feat can deal nonlethal damage at your discretion without penalty.

Prerequisites: Lightning Reflexes

Authorized Channels You have connections in the military, law enforcement, or government that allow you to buy items you would normally be unable to obtain. Prerequisite: Reputation +1 or higher. Benefit: When purchasing equipment, you may purchase Licensed or Restricted equipment as though it were simply normal unrestricted goods. You pay no additional costs, though you may still require a license or some form of authorization to carry or use such goods.

Back Off You are skilled at stepping out of the way when someone attacks you. Prerequisites: Dexterity 13 or higher, Dodge, Mobility, Sidestep.

Normal: You suffer a -4 penalty on attack rolls with any weapon you are nonproficient with, and similarly with objects not designed to be used for combat.

Benefit: If an opponent’s actions allow you to perform an attack of opportunity, instead of attacking, you may take a single 5-foot step. Your 5-foot step may not take you into any square that is threatened by one or more of your opponents. Using this feat counts as one of your attacks of opportunity for the round. After your 5-foot step, your opponent may continue his or her action normally.

Notes: This does not give you the ability to use any object in melee combat; for that, see the Anything Goes Combat feat.

Normal: Attacks of opportunity normally do not allow you to make any movement, only a single melee attack.

Kevin Cameron (order #3623885)

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Banter You have mastered the art of “witty” (read: annoying) repartee in combat. This serves to both annoy and distract your opponents. Prerequisite: Cha 13 or higher, Bluff 5 ranks. Effect: You gain a Competence bonus to your Defense against melee attacks equal to your Charisma modifier. Any circumstances which cause you to lose your Dexterity modifier to defense also causes you to lose this bonus.

Bar Fly Apparently, beer and darts mix! You’ve either spent a while in a bar in front of a dart board or you do this at home with lawn darts. Either way, you’ve become proficient in throwing sharp objects where you want them.

Benefits: Range increments for thrown projectiles increased by half.

Battlecry You can lead a group of allies in a bloodcurdling group shout that improves their martial prowess in melee. Prerequisites: Charisma 11 or higher

Black Market Mogul You have developed close ties with black marketers, allowing you to get restricted items and merchandise faster and cheaper.

Kevin Cameron (order #3623885)

Black Marketeer You have connections in the criminal underworld that allow you to buy and sell items that would normally be contraband. Prerequisite: Reputation +1 or higher. Benefit: When purchasing equipment, you may purchase Licensed or Restricted equipment when you would normally be unable to do so. You pay the additional costs associated with such items, and you may still require a license or some form of authorization to carry or use such goods. Additionally, you gain an extra 10% from sales of Licensed or Restricted goods and an additional 20% from sales of Military goods.

Bloody Strike You know how to inflict wounds that prove particularly troubling to your opponents. Prerequisite: Base attack bonus +5 or higher Benefit: A character must wield a slashing or piercing weapon to use this feat. As a full-attack action, the character can make a single attack roll that inflicts normal damage. If he damages their opponent, he must make a Fortitude saving throw (DC 10 + half her level + her Wisdom bonus). Should the opponent fail the save, he bleeds profusely, losing 1 hit point per round until someone performs a Treat Injury check (DC 15) upon him, or he makes a successful save (the second save attempt requires a full-round action as he stanches or nurses the wound himself).

Bookworm You seem to have a knack for locating information needed when performing research Benefit: Gain a +3 modifier to any research based activities conducted in a library or laboratory. Special: This feat stacks with all skill and research enhancements applicable

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Benefit: You shout once per round on your turn as a free action. On the round that you do so, your speed increases by +10 feet for the purpose of making a charge attack. For 1 round after the shout, any ally within 30 feet who heard you shout and who echoes the shout (a free action) gains a +1 morale bonus on melee attack rolls and weapon damage rolls for one turn. If such an ally makes a charge attack while using the shout, her speed also increases by +10 feet for that purpose. You can use this feat a number of times per day equal to 3 + your Charisma modifier.

Benefit: If you’re in a city you have selected for the Street Status feat, the time required to obtain any object with a restriction level (licensed, restricted, military or illegal) is halved (to a minimum of one day) and there is no increase in the Purchase DC (ie you pay the listed commercial price).

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Prerequisite:Dexterity 13 or higher, Base attack bonus +2 or higher

Prerequisites: Street Status, Knowledge (streetwise) 4 ranks.

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Special: Unless you have Combat Reflexes or some other ability that grants you extra attacks of opportunity, you can only back off once per round.

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Bottoms Up You can down a drink as a move equivalent action. Prerequisite: Base attack bonus +1

Special: You can only take this feat as a 1st-level character.

Benefit: You can drink a glass of liquid as a move equivalent action that does not provoke an attack of opportunity.

Cheap Shot

Bouncy

Prerequisite: Base attack bonus +3 or higher, Bluff 4 ranks, Wisdom 13 or higher.

You are accustomed to working with “bounced” connections. Prerequisites: Computer Use 8 ranks Benefit: When you bounce your connection to make trace attempts more difficult, you only suffer a -1 penalty to your Computer Use checks per two bounces you make.

covert ops feats

Normal: For every bounce you add to your connection, you suffer a -1 penalty to your Computer Use checks.

Bulls Eye

You use dirty tricks to gain the upper hand in combat.

Benefit: You may add your Wisdom modifier as a competence modifier to all attack rolls against a flanked, flat-footed or helpless opponent.

Chug It You can down a drink as a free action. Prerequisite: Base attack bonus +3, Bottoms Up Benefit: You can drink a glass of liquid as a free action that does not provoke an attack of opportunity.

Combat Intimidation

Your attacks with ranged weapons are especially deadly.

You are capable of intimidating others more easily in combat.

Prerequisites: Point Blank Shot, Precise Shot.

Prerequisite: Intimidate 4 ranks, Charisma 13 or higher

Benefit: When you threaten a critical hit with a ranged weapon, you may spend 1 action point to automatically confirm the critical.

Car Ninja

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Benefit: You gain low-light vision with a range of 60 ft.

You never stopped driving like a teenager and have gotten away with it spectacularly, either that or Elwood Blues is your idol. Prerequisite:Drive 4 Ranks Benefits: 40% Chance to Succeed in Failed Stunt Checks anyway, Collision Damage against Player’s vehicle reduced by one dice class (i.e. d8 -> d4) if the player is travelling at the same speed.

Career Operative Prerequisites: Character level 6 or higher Benefit: You again a +1 bonus with Fortitude, Reflex, and Will saves.

Cats Eyes You have the ability to see better in the dark than those with normal eyesight.

Kevin Cameron (order #3623885)

Benefit: You can make one Intimidate skill check each round as a free action, but only to demoralize an opponent in combat. As a move-equivalent action, you can try to demoralize all opponents you threaten in melee combat. Normal: Intimidating others in combat is a standard action.

Combat Load They train you to carry stuff when you’re a soldier. Benefit: Treat your Strength as 2 points higher when determining your carrying capacity.

Commando Training This fighting style represents the advanced combat training given to military Special Forces personnel around the world. There are as many variations on this style as there are militaries to teach it. Prerequisite: Combat Martial Arts. Benefit: Commando Training adheres to no fixed style or philosophy, except for the creed of putting

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Benefits: Adds 1d4 damage to hit. Also able to deal nonlethal damage with smaller weapons with -4 penalty.

Computer Expertise

Prerequisites: Dexterity 13 or higher.

You are well trained in a certain field of computer science.

Benefit: Whenever you have one-quarter, one-half, three-quarters or nine-tenths cover, the cover bonus you get on Defense and Reflex saves is increased by +2.

Prerequisites: Computer Use 4 ranks. Benefit: Select one of the specialties of the Computer Use skill you currently don’t own. You immediately acquire that specialty. This is in addition to specialties gained normally through acquiring ranks in the Computer Use skill.

Coordinated Range Attack You gain bonuses to your ranged weapons attacks when you and your allies gang up on an opponent.

Benefit: If you and at least two allies who also have this feat attack the same opponent in ranged combat, you each gain a +2 bonus on your attack rolls. For each point of your Intelligence bonus, you gain an additional +1 bonus for each extra ally in the attack.

Crack Shot When wielding a pistol, you are considered “armed”. You threaten your adjacent areas a can thus make attack of opportunity against those who leave them.

Disarm and Deny You can steal a weapon from your opponent. Prerequisite: Intelligence 13 or higher, Combat Expertise, Improved Disarm Benefit: When you succeed at an armed disarm attempt and have a free hand, you can catch your opponent’s weapon after they drop it as a free action. If you do not wish to catch the weapon, or if you do not have a free hand, you may knock the weapon up to 20’ instead of your opponent’s square. You may choose the square the weapon lands in, but there must be an unobstructed straight path to that square and the square must not be occupied. Normal: You can snatch an opponent’s weapon using disarm but only if you performed the disarm attempt unarmed. A successful armed disarm drops the opponent’s weapon in their current space.

Diesel Prerequisite: Toughness Benefit: The character gains an extra Hit Die each time he takes this Feat.

Down and Dirty Style

Benefit: You threaten a 5-ft. area around you in any direction with a pistol just as a melee weapon.

You are the master of the cheap shot against fallen foes.

Deadeye

Prerequisite: Combat Reflexes, Base attack bonus +2 or higher

Your knowledge of your opponents weak points make it possible for you to deal more lethal damage to enemies with thrown weapons. Prerequisite:Called Shot, Bar Fly

Kevin Cameron (order #3623885)

Benefit: You may take an attack of opportunity against an opponent who falls or is dropped in your threatened area. This does not apply to opponents whom you have just tripped or knocked down. Normal: Falling to prone or being dropped does not normally draw an attack of opportunity.

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You and your allies must all be within 30 feet of each other, you must have line of sight to each other, and you must all attack on the same initiative (typically by having all allies delay until the lowest initiative in the group).

You have learnt how to utilize cover to the maximum advantage.

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Prerequisites: Intelligence 11 or higher, Base attack bonus +1 or higher.

Defensive Position

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your man down, as quickly, efficiently, and silently as possible. You are proficient in Head, Elbow, and Kick attacks and are considered armed while making such attacks. Characters with this feat add Hide and Move Silently to their list of class skills. Commando Training attacks are modified by Strength or Dexterity (chosen when this Feat is taken).

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OSkyrPabckldood covert ops feats

Eidetic Memory

Extreme Range

You have a near perfect memory.

The distance at which you may make hurled and ranged attack increase dramatically.

Prerequisite: Character level 1st only Benefit: The character gains a +1 bonus to all Knowledge skills and a +4 bonus to Intelligence checks to remember past events.

Emergency Medicine Using advanced resuscitation methods, it is possible to bring a dead person back to life, if you act quickly and luck is on your side. Prerequisites: Treat Injury 10 ranks, Surgery. Benefit: You can save a character reduced to -10 hit points or lower, if you are able to administer aid within 3 minutes of the character’s death. Make a Treat Injury check; you can’t take 10 or 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points. If the skill checks fails or the patient fails the save, the dead character can’t be saved. The DC for the skill check is 30, with the following modifications: +1 for every 2 hit points the character is below -10 and +2 for every minute that has passed since his death (the character is beyond any help after 3 minutes have elapsed). Thus, someone who has been reduced to -15 hit points and has remained in this state for two minutes needs a skill check made against DC 36 to be resuscitated.

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Escape Plan You always keep an eye on the exits and one last trick up your sleeve. Your enemies may not know that you can’t be kept behind bars, but they’re about to find out. Prerequisites: A total of 30 skill ranks in Bluff, Climb, Escape Artist, Hide, Jump, and Move Silently. Benefit: Once per play session, you receive a +10 competence bonus to one Bluff, Climb, Escape Artist, Hide, Jump or Move Silently check. This check must be made while attempting to avoid or escape capture.

Execute You are a pitiless killer. Prerequisite: Character Level 6 or higher, Improved Initiative. Benefit: The coup de grace combat action is considered a half action for you.

Prerequisites: Base attack bonus +3 or higher, Far Shot Benefit: When you use a ranged fire weapon, its range increment is doubled. When you use a hurled weapon, its range is tripled.

Fearsome Display You can use an impressive display of weapon prowess to intimidate. Prerequisite: Weapon Finesse Benefit: By spending a full-round action doing an impressive display with a weapon for which you have Weapon Finesse, you can use your base attack bonus plus Charisma bonus in lieu of your Intimidation skill. This can only be used to impress, scare and face people down; you cannot use this to interrogate prisoners or with any subtlety.

Field Medic You’re comfortable with practicing medicine in dire circumstances or when the need is pressing. Benefit: You get a +2 bonus to Treat Injury checks and may take 10 on a Treat Poison check under any conditions.

Firepower You have a knack for shooting targets in especially vulnerable spots. Prerequisites: Base attack bonus +3, Point Blank Shot, Precise Shot. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add half that number (round down) to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until your next action. Special: You may not use both Firepower and Power Attack during the same round.

First Impression You can impress primitives with your shotgun by firing it into the air.

Normal: The coup de grace is a full round action.

Kevin Cameron (order #3623885)

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Benefit: When the character fires a shotgun into the air, all opponents within 10 feet who have fewer levels than the character does must make a Will save (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, suffering a –2 penalty on attack rolls, saving throws, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use this feat once per round as a free action. A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower. If the character has the Renown feat, the DC of the Will saving throw increases by 5.

First Strike You are skilled in making attacks that take out opponents quickly. Prerequisite: Dexterity 13 or higher

Special: A character can take this feat up to three times. Each time, she adds +1d6 points to the damage inflicted against flat-footed opponents. So, the second time a character takes the feat, she inflicts +2d6 points of damage, and the third time she inflicts +3d6 points of damage.

You are most effective when focusing your fire on a single target. Prerequisites: Base attack bonus +6 or higher. Benefit: When using a firearm with the full attack action, you gain a +1 attack bonus for each previous attack you’ve made (whether successful or not) with the same firearm against the same target in the span of the same round. For example, if you have a +15/+10/+5 attack bonus and you make all three attacks on a single target, you will have +15 for the first attack, +11 for the second attack and +7 for the third attack.

Kevin Cameron (order #3623885)

Benefit: Your alternate identity comes complete with bank accounts, credit cards, driver’s license and a carefully constructed record. It remains inactive until you decide to switch to it, perhaps after becoming wanted by the police or your enemies. Thereafter, any search based on your old identity will come up with nothing, as if you’ve vanished from sight. Special: You can gain this feat multiple times. Each time you take the feat, you gain a new alternate identity you can use in the future.

Ghost in the Machine You are able to get in and out of computer systems without ever being detected. Prerequisite: Computer Use 6 ranks. Benefit: Whenever you make a Computer Use check to hack another computer system, all opposed Computer Use checks made to detect or interfere with your activities suffer a –4 penalty.

Good Listener You are easy to talk to, and so can gather information quickly. Prerequisite: Gather Information 4 ranks, Charisma 13 or higher Benefit: You can gather information with only (1d4+1)x10 minutes of work. Normal: A typical Gather Information check takes 1d4+1 hours.

Government Sanctioned You have the full authority of the government behind your actions and can more easily work through official channels. Prerequisite: Must be aligned with at least one legitimate government. Benefit: You gain a +2 bonus to all Charisma checks and Charisma-based skill checks against law enforcement or other government officials. Additionally, once per day you may spend 1 action point to gain temporary access to a +6 wealth bonus, drawn from government funds.

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Focused Fire

You have created an alternate identity as a precaution in case your current identity is compromised or becomes unsafe.

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Benefit: When the character strikes a foe who is flat footed at the beginning of a combat, the attack inflicts +1d6 points of damage. This damage bonus stacks with sneak attack damage and faces the same limitations as sneak attack. The character can make ranged attacks using this ability, but only when within 30 feet of the target.

Ghost

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Prerequisites: Personal Firearms Proficiency, Intimidate 9 ranks.

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Grenadier

Guns Akimbo

You are skilled with grenades and grenade launchers.

You are skilled at delivering massive firearms attacks while on the move.

Prerequisite: Exotic Weapon Proficiency (Grenade Launcher) Effect: You gain a +1 to hit with grenade launchers and increase the range increment of thrown grenades by 10 feet.

Grim Reaper You are such a master of melee combat that you can walk through the battlefield cutting down anyone who dares stand against you. Prerequisites: Strength 13 or higher, Dexterity 13 or higher, Power Attack, Cleave, Great Cleave, Cleaving Charge, Base attack bonus +15 or higher. Benefit: You are able to take a 5-ft step between your cleave attacks, as long as you don’t exceed your normal movement allowance for the round (5 ft if you’ve taken a full-round action or equal to your Speed is you’ve taken an attack action and have a move action left).

Grudge You have a grudge against a group or organization and won’t rest until they are all dead. Benefit: Choose an Allegiance, with the GM’s permission. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the Allegiance. Likewise, you get a +2 bonus on weapon damage rolls against members of the chosen group. Special: You may take this feat multiple times. Each time, it applies to a different Allegiance.

Gun-Fu You are an expert in using small firearms in close combat or confined spaces. Prerequisites: Dexterity 13 or higher, Base attack bonus +1 or higher. Benefit: You can make ranged attacks with a Medium sized or smaller firearm while in a threatened area without provoking an attack of opportunity. Normal: Ranged attacks made in a threatened area provoke an attack of opportunity.

Kevin Cameron (order #3623885)

Prerequisites: Shot on the Run, Two-Weapon Fighting. Benefit: If you have two ranged weapons, as an attack action you may make one attack with each weapon. In addition to the penalties you normally suffer for attacking with two weapons, you suffer an additional –2 penalty on each attack. Normal: Attacking with two weapons is a full attack and requires a full action.

Hail of Bullets Your quick trigger finger can unleash a rain of death. Prerequisites: Point Blank Shot, Double Tap. Benefit: You can use semiautomatic firearms as if they are automatic firearms. You can make autofire attacks and use feats that require firearms with automatic settings, such as Burst Fire. You must meet all other requirements for these attacks (such as having 10 bullets in the weapon to use autofire).

Hail of Fire You can lay down extremely effective autofire attacks. Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency, Strafe, Base attack bonus +4 or higher. Benefit: When you make an autofire attack, the DC for the Reflex save everyone in the covered area makes is 20 instead of 15.

Headshot Rivaling the best professional snipers, you consider yourself a failure if you hit a body part other than the head. Prerequisites: Far Shot, Sniper, Improved Sniper, One Shot One Kill, Base attack bonus +10 or higher. Benefit: You can expend an action point in order to turn a successful single-shot attack (not burst fire or autofire) with a longarm into a headshot. The action point can be expended after an attack roll, but before the damage roll is made. A headshot is automatically a critical hit and the target doesn’t receive any protection from his armor unless he’s wearing a helmet. You are unable to use this ability in cases where it would

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Heart Punch You strike your target right over the heart, an attack that inflicts a great deal of pain and shock. Prerequisite: Commando Training. Benefit: This feat raises your punch damage by one die (from 1d6 to 1d8, and so on) when performing this maneuver. The first time this attack is performed in each combat, the target is flat-footed. If the target of this attack is caught flat-footed, he must make a Fortitude save (DC 10 + attacker’s Strength modifier + attacker’s level –defender’s level) or be stunned for 1 round.

Heisman We’re goin’ to the finals! You’re more than experienced when it comes to throwing things. You can get a grenade to land wherever you want, even around corners. Prerequisite:Alertness, Quarterback

Hotwire There isn’t a vehicle on the planet that you can’t steal quickly, quietly and efficiently. Prerequisite: Gearhead

Normal: Hot-wiring a vehicle is a full round action.

Hyperactive Growing up in the high speed, sound bite era of the media age, playing video games and watching music videos have made you one of those tense, can’t sit still kind of kids. Benefit: You gain a +1 bonus on Reflex saves and a +2 bonus to Initiative.

Kevin Cameron (order #3623885)

Prerequisites: Wisdom 13 or higher Benefit: You receive a +4 cultural bonus on all saving throws against effects that induce or cause fear. In addition, when you are shaken, you suffer only a -1 morale penalty to your attack rolls, saves or checks, rather than the usual -2.

Improved Balance You can walk on precarious surfaces, such as tree limbs or fire-weakened rooftops, as though you were walking on a normal surface. Benefit: If he makes a successful Balance check when walking on unsafe surfaces, the character can move at his normal speed for 1 round. A failure by 4 or less means he moves at half speed. A failure by 5 to 10 means he cannot move for 1 round. A failure by 11 or more means he falls.

Improved Dead Aim Your skill with ranged weapons is unmatched Prerequisites: Point Blank Shot, Far Shot, Dead Aim. Benefit: The circumstance bonus on attack rolls granted by the Dead Aim feat increases from +2 to +3.

Improved Firepower Your ability to shoot particularly vulnerable spots increases. Prerequisites: Base attack bonus +6, Point Blank Shot, Precise Shot, Firepower. Benefit: On your action, before making attack rolls for the round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until your next action. Special: Improved Firepower replaces the benefits gained through the Firepower feat—the two feats may not be used in conjunction. You may not use both Improved Firepower and Power Attack during the same round.

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Benefit: When you use the Repair skill to hot-wire a vehicle, you receive a +4 circumstance bonus on the skill check, due to your familiarity with various vehicle electrical systems. You can hotwire a vehicle as a standard action.

Having grown up on a diet of unnerving situations and the Sowers of Fear’s terror-plays, you are particularly difficult to frighten. You might not enjoy your own fear, but you have certainly grown used to it.

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Benefits: You can bounce a grenade within one range increment of the surface it bounced off of, subject to a 1d4 deviation. If player fails roll, the bounce is subject to a 1d8 deviation. The DC for the attack is DC 15.

Icy Calm

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be impossible to hit the target’s head and the feat is useless against anything other than living creatures.

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Improved Hotwire

Information Network

Cars were built for you to steal.

You have informants on the ground that will alert you of trouble.

Prerequisite: Hotwire Benefit: When you use the Repair skill to hot-wire a vehicle, you receive a +4 circumstance bonus on the skill check, due to your familiarity with various vehicle electrical systems. This does stack with you bonus you receive for the feat, Hotwire. You can hotwire a vehicle as a half action. Normal: Hot-wiring a vehicle is a full round action.

Prerequisite: Leadership. Benefit: Each follower you devote to keeping tabs on things grants a +1 to Gather Information or Spot skill checks. However, there will still be costs associated for information, so you must still pay the usual “fee” to obtain information.

Increased Precision

Improved Sneak Attack

You may make precision shots at range.

You can make exceptionally precise and lethal sneak attacks.

Prerequisites: Base attack bonus +6 or higher, Extreme Range

Prerequisites: Base attack bonus +2 or higher, ability to sneak attack (includes ambush and surprise attacks).

Benefit: The range at which you may make sneak attacks, ranged disarm attempts, and benefit from your Point Blank Shot is increased by 1 range increment.

Benefit: Your bonus for sneak attack increases by one dice type. If your original sneak attack is D4, it now increases to D6 and so on.

Special: You may choose this feat up to 3 times, each time increasing the range at which you may make the listed attack by 1 additional range increment.

Improved Sniper

Instinct Shot

You are extremely accurate when firing single shots from longarms.

You can take a shot even when surprised.

Prerequisites: Far Shot, Sniper, Base attack bonus +6 or higher.

Prerequisites: Wis 13 or higher, Alertness

Benefit: The reduction in range penalties provided by the Sniper Feat increases to 4 points.

Benefit: When you have a pistol in hand and ready, you can take a partial action to fire even if surprised. However, the target is treated as having total concealment (50% miss chance).

Improvised Implements

Investigative Fervor

Benefit: The character no longer takes a –4 penalty when wielding an improvised weapon. Also, the character is able to make do without proper equipment in certain circumstances: the Infiltrator no longer takes a –4 penalty when using the Climb and Disable Device skills without the proper tools.

You have a knack for rooting out the truth and other juicy bits of gossip.

Improvised Weapon Damage

You have learned how to get up from being prone very quickly.

Prerequisites: Improvised Implements Benefit: The character’s attacks with improvised weapons deal more damage. The character treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.

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Benefit: You get a +2 bonus to Gather Information and Search checks.

Kick-Up Prerequisite: Dexterity 13 or higher Benefit: Standing up from a prone position is a free action. You also gain a +4 bonus on any Dexterity or Strength check made to resist a Trip attempt. Normal: Standing is normally a move-equivalent action.

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You can take advantage of a prone opponent’s weakness. Prerequisite: Combat Reflexes, Sneak attack 1d6 Benefit: You may add your Sneak Attack damage when attacking a prone target. Normal: Being prone does not normally make you vulnerable to sneak attacks.

Lightning Repair You can fix things much faster than normal. Prerequisite: Repair 4 ranks. Benefit: You can make Repair checks in half the normal time. Before you make your Repair roll you may spend an action point to reduce the time even further. Each action point you spend cuts the repair time in half. If your Repair check fails, you lose the points spent.

Linguistic Savant Benefit: You may speak two new languages that are available for you to learn. If you are not illiterate, you can also read and write in these languages. In addition, Speak Language is always considered a class skill for you.

Low Blow You are skilled at striking vital, debilitating areas on a foe. Benefit: As a full-attack action, the character can make a single attack roll that inflicts normal damage. If she damages her humanoid or monstrous humanoid opponent, the foe must attempt a Fortitude save (DC 10 + half her level + her Wisdom bonus). Should he fail the save, he is dazed for 1 full round.

Man with No Name Your character is a complete cipher. His name is unknown (even to himself) and that is the way he likes it. Prerequisite: Low Profile Benefit: Your character’s reputation bonus is reduced by 3. However, anybody succeeding in recognizing him becomes completely shaken, because they have

Kevin Cameron (order #3623885)

You’ve no compunctions about using others to protect yourself. Prerequisite: Intimidate 8 ranks, Strength 13 or higher. Benefit: Using a human shield in combat, you treat all cover benefits provided by your hostage as if they were one step better (so 1/2 cover would be treated as 3/4 cover, etc). Further, the error range of all attacks against you while you are using a human shield is increased by 1. Normal: When you use a human shield, you gain the benefits of cover.

Merciless You may dispatch your foes with ruthless efficiency. Prerequisite: Character Level 9 or higher, Execute. Benefit: The coup de grace combat action is considered a free action for you. You may use this action a number of times per turn equal to two plus your Dexterity modifier (if positive).

Metalinguist You have an intuitive understanding of the basics of communication. Benefit: If you do not share a language with another person/creature, you may, over the course of a minute, convey an abstract thought, idea or question that you could otherwise express with a full round of speech. If the other party also takes the time to communicate at the same pace, you can understand in return. Of course, there is always some risk of mistranslation. Special: You can only communicate with creatures that speak some language.

Mimicry You can replicate almost any natural sound you have ever heard Prerequisite: Perform (Comedy) 1 rank Benefit: As a standard action, you can imitate almost any sound (footsteps, a door opening or closing, or two people fighting). You cannot simulate anything louder than a shout or duplicate the sound of any magical effect like a banshee’s wail. Use the Perform

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Prerequisite: Base attack bonus +3 or higher

Meat Shield

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You are talented at learning languages.

confused him with all of the other unknown protagonists.

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Kick Em While They are Down

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(comedy) skill opposed by the audience’s listen skill to be convincing. Special: You cannot make the sounds appear to come from somewhere else without additional abilities beside this feat.

Modify Combat Style You can adapt your combat moves to counter an opponent’s style. Prerequisite: Base attack bonus +7 or higher Benefit: The character spends a full round in melee with an opponent, then makes a Spot check (DC = the opponent’s attack bonus). If the character succeeds, she spots a weakness in the foe’s combat style and modifies her own style to take advantage of it. The character gains a +2 competence bonus to attack rolls against the foe for the rest of that combat

Monkeywrencher

covert ops feats

You’re so good with a shotgun that you can fire it over your shoulder at bad guys behind you without even looking. Prerequisites: Wisdom 13 or higher, Dead Aim, Far Shot. Benefit: When firing over your shoulder, if you miss your target due to concealment, you can reroll the concealment miss chance once to see if you actually hit. Normal: Targets behind you have total concealment, and ranged attacks directed against them have a 50% chance of missing.

Paralyzing Blow You can temporarily paralyze an opponent with a hit. Prerequisite: Base attack bonus +15 or higher

Benefit: If you choose to attack an item, such as a suit of a rifle, turbine, or a similar mechanical item, you gain a +2 bonus to your damage. As a rule of thumb, this bonus only applies to mechanisms that have moving parts, require electrical power, or are fueled by a chemical reaction.

Benefit: The character must use a bludgeoning weapon or an unarmed attack to use this feat. As a full attack action, the character can make a single attack roll that inflicts normal damage. If she damages her opponent, the foe must make a Fortitude saving throw (DC 10 + half her level + Wisdom bonus). Should the opponent fail the save, he becomes paralyzed and helpless for 1 full round.

Murphys Bane

Police Combat Training

You have a knack for destroying technological items.

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Over The Shoulder

You seem to be incredibly lucky, living a charmed life.

You have been trained in police-style self-defense.

Benefit: You can spend an action point to re-roll a failed ability check, attack roll, saving throw or skill check. You must abide by the new result.

Prerequisite: Combat Martial Arts.

One Shot, One Kill When using a high-powered, accurate longarm, you usually don’t need more than one shot to bring your target down. Prerequisites: Far Shot, Sniper, Improved Sniper, Base attack bonus +8 or higher. Benefit: Once per round, you can improve the threat range of an attack you make with a longarm by one (eg 19-20 becomes 18-20). The use of this ability must be declared before the attack roll is made and cannot augment a burst fire or an autofire attack.

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Benefit: You are proficient in punching attacks and are considered armed when making such attacks. You provoke no attacks of opportunity from grapple or disarm checks. This feat adds Diplomacy, Intimidate, and Sense Motive to your list of class skills. Police Combat Training attacks are modified by Strength.

Power Charge Once you start a charge, you become extremely dangerous. Prerequisites: Power Attack, Strength 13+ Benefit: When using the charge action, the character deals double damage with a melee weapon. Only the weapon’s damage doubles, not the bonuses from Strength, magic, or other factors.

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Prerequisite: Cha 13+ Benefit: The character has a reputation for being good, honest, trustworthy, friendly, brave, yada yada. This feat adds +4 to the character’s starting Reputation.

Quarterback

action, she can use this weapon to make an additional attack, with a base attack bonus of half her highest normal base attack bonus. Even if she wields more than one weapon, however, no more than one Rapid Strike is possible in a round. Special: A character may take this feat multiple times, each time selecting a different weapon.

Field Goal! For some reason or another, you’ve spent a good deal of time throwing large heavy objects like basketballs, baseballs or footballs, and know how to get them to wherever you’re aiming at.

Resurrect Device

Prerequisite: Strength 13 or higher, Base attack bonus +2 or higher

Prerequisite: Repair 4 ranks, Lightning Repair.

Benefits: Range increments for thrown explosive devices, like grenades, are increased by one half. In addition, gain a +2 bonus to catching thrown explosive devices like grenades.

Rapid Reload Your hands reload your weapon without your brain even having to think about it. Benefit: You can reload one pistol or rifle (but not a heavier weapon) per round as a free action. The weapon cannot have an internal magazine.

Rapid Sniping You can quickly conceal yourself when sniping with a ranged weapon. Prerequisites: Dexterity 13 or higher, Hide 5 ranks, Base attack bonus +6 or higher.

Normal: When sniping, you hide as a move action, which allow allows you only a single attack with the attack action.

Rapid Strike You can make an extra, blindingly fast melee strike. Prerequisites: Base attack bonus +3 or higher, Dexterity 15 or higher, Weapon Focus, Benefit: The character selects a weapon that she’s proficient with and wields with the Weapon Focus feat. Once per day per level, as part of a full-attack

Kevin Cameron (order #3623885)

SERE SERE stands for Survival, Evasion, Resistance, and Escape, and is the military training program to prepare soldiers for surviving in hostile territory, withstand interrogation and torture, and escape or survive to reach home. The SERE motto is “return with honor”. Although SERE training is offered to all branches of service (especially special operations forces), many regular Air Force personnel receive this training, since they are at high risk of being shot down behind enemy lines and captured. Benefit: Characters with this feat gain a +2 bonus on Hide and Survival checks, and a +2 on all Will saves and level checks to resist intimidation, interrogation, torture, and brainwashing.

Sharpshooting You’re able to pull off shots others would miss due to cover. Prerequisites: Wisdom 13, Far Shot, Sniper. Benefit: When you use a personal firearm to attack a target that has one-quarter, one-half, three-quarters or nine-tenths cover, his cover bonus to Defense is reduced by 2.

Sidestep In combat, you have the ability to anticipate your opponent’s moves and move in his wake.

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Benefit: If you begin your turn hidden at least 30 feet away from your target, you can take the full attack action and then hide again as a free action (though you take a –10 penalty on the Hide check).

Benefit: You can spend an action point to immediately repair a destroyed or badly damaged device, construct, or other gadget with a successful Repair check. This item’s effectiveness are restored to half their maximum value. Obviously, you gain a better value for your action point if the device has sustained more damage.

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Prerequisites: Quick Draw

With a length of baling wire, duct tape, and a few dollops of super glue, you can patch together a shattered device.

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Public Relations

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Prerequisites: Dexterity 13 or higher, Dodge, Mobility. Benefit: When an opponent in an adjacent square takes a single 5-foot step to a square that you do not threaten, you may spend 1 action point to move into the square the opponent just left.

Smooth Talker You excel at using your wits and honeyed tongue. Prerequisite: Cha 13 or higher. Benefit: The character gains a +1 bonus on all Bluff, Diplomacy, Gather Information, and Perform checks.

Sniper You are very accurate when firing single shots from longarms.

covert ops feats

Prerequisites: Far Shot. Benefit: When using a longarm, you can reduce range penalties by 2 points. This ability may be used once per round and its use must be declared before the attack roll is made. It cannot be used along with a burst fire or an autofire attack.

Speed Burst You can move very fast in short bursts. Benefit: Once per day per two character levels, the character can take an extra move action in a single round.

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Speed Demon You retain smooth control over your vehicle even at high speeds.

Normal: It takes you one minute to read a single page of written material.

Stand Your Ground You keep fighting no matter how scared you get. Prerequisite: Iron Will, Base attack bonus +4 or higher, Base Will save +2 Benefit: Whenever you would be cowering, frightened or panicked, you are shaken instead.

Street Status Choose a city, such as New York or London. It is a place you know well, in which you’ve made a name for yourself. Prerequisites: Knowledge (streetwise) 4 ranks. Benefit: You gain a +4 circumstance bonus on any Knowledge (streetwise) check made in the selected city and you have +2 Reputation when dealing with elements of the city’s underworld or law officials. Special: You can gain this feat multiple times. Each time you take the feat you must select a different city, but additionally the skill bonus associated with cities you’ve previously selected goes up by +2 (the Reputation bonus remains the same). For example, if you’ve taken Street Status (New York) and then take Street Status (London), you’ll have a +6 bonus in New York and a +4 bonus in London.

Street Toughened Making your living on the street hardens you. Benefit: You get a +1 bonus to Will saves and a +2 bonus to Intimidate checks.

Prerequisites: Drive or Pilot (for airborne vehicles) 6 ranks.

Stunning Blow

Benefit: All check/roll modifiers due to speed are halved, rounding down.

Prerequisite: Base attack bonus +6 or higher

Speed Reader You are capable of reading the written word very quickly. Prerequisite: Decipher Script 4 ranks, Intelligence 13 or higher Benefit: You are able to read a single page of written material as a full round action.

Kevin Cameron (order #3623885)

You can strike foes so hard you stun them. Benefit: As a full-attack action, the character can make a single attack roll that inflicts normal damage. If she damages her opponent, the foe must make a Fortitude saving throw (DC 10 + half her level + Wisdom bonus). Should he fail the save, he becomes stunned for 1 full round.

Stunt Monkey That shopping cart and crash helmet you own tend to get used and abused all too often, but you never do.

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Benefit: When you fail a Balance or Climb check, you may make two additional checks to avoid falling.

Prerequisite:Dexterity 13 or higher, Base attack bonus +2 or higher

The Devil is in the Details

Benefits: +3 on Tumble and Jump Checks

Sudden Action You can take quick and decisive action at the start of combat. Prerequisite: Combat Reflexes, Improved Initiative, Mobility, Quick Draw Benefit: During a surprise round you may act as if it were a normal combat round. So, instead of taking a single move or standard action you may perform a full round action, full attack, two move actions, or a move action and a standard action. Normal: You may only take a standard action or move action during a surprise round.

Superior Sneak Attack Prerequisites: Alertness, Improved Sneak Attack, Base attack bonus +8 or higher Benefit: Your bonus for sneak attack increases by one dice type. If your original sneak attack is D4, it now increases to D8 (This result already includes the bonus for Improved Sneak Attack). You cannot go beyond D12 with this feat.

Superior Trip

Prerequisites: Combat Expertise, Improved Trip. Benefit: If the character fails on a trip attempt, his opponent doesn’t get a chance to trip him in return, nor does he have to drop his weapon (if using one to attempt a trip) to avoid a retaliatory trip attempt. The character also gains a +2 bonus on all trip attempts. This bonus stacks with the one from Improved Trip.

Sure Grip You are an expert at climbing and staying perched on thin ledges. Prerequisite: Dexterity 16+

Kevin Cameron (order #3623885)

Toss You may throw an opponent when grappling. Prerequisite: Base attack bonus +6 or higher Benefit: When grappling an opponent and you win an opposed grapple check on your action, you may throw your opponent instead of the usual options. For every 5 points you exceed your opponents grapple check by, you may toss your opponent 5 feet. You may also add 5 feet for each size category you are larger than the opponent. If you succeed by less than 5 you still toss your opponent 5 feet. In this case they have still “fallen” but won’t take damage from the fall. Special: The victim is considered to have fallen a distance equal to the distance they were thrown. This typically results in falling prone and taking 1d6 points of damage per 10’ fallen. A victim striking a wall or other obstacle will take damage as if they were thrown the full distance. You must be strong enough to lift the victim over your head (their weight cannot exceed your maximum load).

Tough Customer Your reputation makes others tread lightly around you. Prerequisite: Reputation 6+Effect: You gain a bonus on Intimidate checks equal to your Reputation. Bonus: This feat is a bonus feat for Charismatic heroes.

True Sight You can easily see through any type of deception, trickery or lie. Prerequisites: Sense Motive 8 ranks Benefit: Any and all attempts to deceive you suffer a penalty equal to your level plus equal to your Wisdom modifier (if any).

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You are especially adept at tripping opponents in battle, and you are able to avoid retaliatory trip attempts.

Benefit: You get a +2 bonus to Search and Forgery checks.

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Your understanding of anatomy allows you to make fatal sneak attacks.

You know that the hard work of any project is the tiny little details; mess those up and the whole thing comes crashing down.

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You know how to dodge your own moments of stupidity and how to get right back to them.

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Trust Fund Baby Prerequisite: Cha 13+ The character receives a small inheritance. +2 to Resources. This feat may be taken after the character is created.

Uncanny Reaction You think so quickly on your feet, it almost seems supernatural. Often, you are moving before anyone else knows what is happening. Prerequisite: Dexterity 13 or higher, Alertness, Improved Initiative, Lightning Reflexes Benefit: When rolling for initiative, you roll twice and take the highest result. Your initiative modifiers are then added to the rolled number normally.

Undermine

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covert ops feats

You excel at playing with people’s insecurities. Prerequisites: Cha 13 or higher, Innuendo 2 ranks, Sense Motive 2 ranks Benefit: You may use cunning suggestion to undermine another character’s resolve. After speaking to him for a full round you may make an Innuendo check opposed by a target’s Sense Motive. Success indicates that a seed of doubt has been planted in the target and he suffers a -1 penalty to his skill checks and a -4 penalty to his initiative for a number of rounds equal to twice your Charisma modifier. Special: You must be able to understand and be understood by the target before you can undermine him or her. Any single character can only be undermined one per session.

Use Prejudice You can use people’s prejudices against them. Benefit: Whenever you can fall into a stereotype your mark believes in (minorities are uneducated or women are scared and helpless, for example) you get a +4 bonus on all Bluff, Disguise and Intimidate checks to stay in role and maintain this belief. Notes: This bonus is not cumulative if several prejudices can be used at once.

Weapon Juggle You can change and pick up weapons as a free action.

Kevin Cameron (order #3623885)

Prerequisite: Dexterity 13 or higher, Quick Draw, Sleight Of Hand 1 rank Benefit: You can juggle weapons and similarly sized objects during combat. You can draw, sheathe, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else’s turn or in the middle of an attack sequence. These actions never trigger attacks of opportunity.

Well-Equipped You are constantly prepared for almost any situation, bringing loads of supplies with you everywhere you go. Benefit: Your carrying capacity is doubled. Additionally, any time your movement would normally be reduced by encumbrance, the amount your movement is reduced by is halved.

Wide Burst You can fire wider bursts that can hurt more than one opponent. Prerequisites: Wisdom 13 or higher, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Base attack bonus +4 or higher. Benefit: When you make a burst fire attack, you have the option of affecting two opponents in adjacent squares (although not someone standing behind of the other). If you do so, you make a single attack roll (with an additional -2 penalty) and compare the result to the Defense of each opponent separately. A target hit by q wide burst only takes +1 dice of damage.

Wolf Pack Basics You are highly skilled at taking advantage of the openings provided by a well-placed teammate. Prerequisites: Character Level 3 or higher Benefit: You gain a +4 bonus to attacks made against opponents you’re flanking. Normal: Characters normally receive a +2 circumstance bonus when making flank attacks.

Zen Focus You always sense the approximate locations of your foes, even when they’re out of your sight. Prerequisites: Wis 13 or higher

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Zen Shot You can sense nearby opponents even in total darkness. Prerequisites: Base attack bonus +4 or higher, Zen Focus Benefit: When making a range attack, your targets’ concealment bonuses to Defense are negated. All text on all pages is Open Game Content as defined by the Open Gaming License. See page 18 for more information.

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Benefit: When making a ranged attack, your targets’ concealment bonuses to Defense are reduced to ¼ (rounded down).

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abcdSKIJINKIPITINKIPITabcdIBNSOPOSP]O P E N G A M E L I C E N S E V E R S I O N 1 . 0 A KIPITINh 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 as 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, 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. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the

Kevin Cameron (order #3623885)

COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 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 may use any authorized version of this License to copy, modify and distribute any 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 market or advertise the Open Game Content using the name 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. 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, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook,

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habcdSKIJINKIPITINKIPITabcdIBNSOPOSlsghllhlhiroikrgnkregegererregerKIPITINh Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Accelerated Balancing Feat, Combat Intimidation Feat, Good Listener Feat, Linguistic Savant Feat, Speed Reader Feat Copyright 2005, Jason D. Kemp

Kick-Up Feat Copyright 2002, Ian Cheesman Mercenaries, Copyright 2002, Alderac Entertainment Group, Inc. Metalinguist Feat Copyright 2002, Rick Coen Mimicry Feat Copyright 2001, Carl Cramér

Advanced Player’s Manual Copyright 2005, Green Ronin Publishing; Author Skip Williams.

Modern Organizations: Crime and Punishment, Copyright 2005 The Game Mechanics, Inc.; Author: Stan!

Afghanistan: D20, Fading Suns, Fading Suns: D20, and all related Product Identity trademark defined above, are Copyright 2002 Holistic Design, Inc.

Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!

Anything Goes Long Feat Copyright 2001, Joshua Turton Bar Fly, Deadeye, Car Ninja, Heisman, Quarterback and Stunt Monkey feats Copyright 2006, Jason C. Lee Blood and Fists Copyright 2003, RPGObjects; Author Charles Rice Blood and Guts Copyright 2003, RPGObjects; Author Charles Rice Blood and Guts 2: Military Training Manual: 2005, RPGObjects; Author Charles Rice Blood and Brains Copyright 2004, RPGObjects; Author Michael Tresca

Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved. Monte Cook’s Arcana Unearthed and Monte Cook’s Arcana Unearthed: Way of the Sword Copyright 2003 Monte J. Cook. All rights reserved. Most Wanted, Copyright 2003, Paradigm Concepts, Inc.; Authors Alex Flagg and Mark Christensen Pan-Asian Collective, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Steve Crow, Scott Gearin, Clayton A. Oliver. Prototype: Jury-Rigger, Copyright 2006, Louis Porter Jr. Design, Inc.

Bottoms Up Feat Copyright 2005, Sigfried Trent

Shadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.

Cat’s Eyes Feat Copyright 2003 Michael Strand

Sidewinder: Recoiled, Copyright © 2003 by Dog House Rules LLC.

Cry Havoc Copyright 2003 Skip Williams.

Sidewinder: Wild West Adventure, Copyright © 2002 by Citizen Games.

Bookworm Copyright 2001, Bradley H. Bemis Jr.

CYD20 Copyright 2003 George Chatzipetros Down And Dirty Style Feat Copyright 2002, Rick Coen Disarm And Deny Feat Copyright 2005, Sigfried Trent Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott. Eternal Rome, Copyright 2005, Green Ronin Publishing; Authors Graeme Davis and Scott Bennie. Fading Suns: D20, Copyright 2001, Holisitc Design, Inc; Authors Bill Bridges and Andy Harmon. Fearsome Display Feat Copyright 2000, Brendan Quinn Friday the 13th: Resurrection, Copyright 2002, Michael Tresca Future Player’s Companion: Tomorrows’ Foundation, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, and JD Wiker

Spycraft Espionage Handbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Stand Your Ground Feat Copyright 2005, Jonathan D. Woolley Stargate SG-1 Rulebook, Copyright 2003, Alderac Entertainment Group, Inc. Sudden Action Feat Copyright 2000, Michael J. Kletch Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, Kurt Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Brian Patterson, Scott Stoecker, Wil Upchurch. The Second World Campaign Sourcebook Copyright 2001, Steven Palmer Peterson. Toss Feat Copyright 2002, Jerry M. Chaney II Uncanny Reaction Copyright 2002, Ian Cheesman

Gimmick’s Guide to Gadgets Copyright 2005 Green Ronin Publishing, LLC. Author: Mike Mearls

Use Prejudice Feat Copyright 2002, Dominique Crouzet, Carl Cramér

Grudge feat Copyright 2003, Jerry M. Chaney II

Vigilance Copyright 2002 by Charles Rice

Hollowfaust: City of Necromancers Copyright 2001, White Wolf Publishing, Inc.

War on Terror Copyright 2003, RPGObjects; Author Charles Rice

Kick 'Em While They're Down Feat Copyright 2003, Rick Coen, Carl Cramér

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Weapon Juggle Feat Copyright 2001, Carl Cramér

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