FEATS

All Feats

Below are listed all feats in DINO-PIRATES OF NINJA ISLAND.

General Feats

Anyone can take these feats, no matter what role they are.

Animal Empathy

You can use interaction skills on animals.

Assessment

You can get an idea of an opponent's combat bonus.

Attack Focus

+1 on attack or maneuver rolls with a chosen attack.

Attractive

+4 bonus on Bluff and Diplomacy checks from your appearance.

Benefit

Gain some minor, but significant, benefit.

Blind-Fight

Half miss chance while in melee combat.

Canny Dodge

Add your Int or Wis score to your Dodge.

Chakram Tricks

Make trick shots and combos with your chakram.

Challenge

Perform a particular Challenge with no modifier.

Connected

You can call in favours from time to time.

Contacts

You can make Gather Information checks faster.

Dedicated

+4 bonus for checks involving the object of your devotion.

Dodge Focus

+1 to your Dodge.

Endurance

+4 on stamina-related Con checks and Fort saves.

Exotic Weapon Training

You're trained in a particular exotic weapon.

Great Fortitude

+2 on Fortitude saving throws.

Improved Acrobatic Charge

+1 damage with a charge on an Acrobatics check.

Improved Critical

Your threat range with a particular attack is doubled.

Improved Defense

+2 bonus when taking the total defense action.

Improved Disarm

+2 bonus when attempting to disarm an opponent.

Improved Grab

You can follow an unarmed attack with a free grapple.

Improved Initiative

You get a +4 bonus on initiative checks.

Improved Pin

Opponents suffer a -4 penalty on grapple attempts against you.

Improved Ranged Disarm

No penalty when making a ranged disarm attempt.

Improved Speed

+10 feet movement speed.

Improved Strike

You do lethal damage unarmed.

Improved Sunder

+4 to hit when striking held objects.

Improved Throw

Can throw opponents more readily.

Improved Trip

+2 bonus to trip opponents.

Intimidating Prowess

Use Str for Intimidate instead of Cha.

Iron Will

+2 bonus to Will saving throws.

Lightning Reflexes

+2 bonus on Reflex saving throws.

Lucky

Add your Cha score to your saving throws.

Martial Weapon Training

You're trained in the use of martial weapons.

Mounted Combat

Substitute Drive or Ride checks for vehicle or mount's Defense.

Mounted Overrun

You can overrun more effectively while mounted or in a vehicle.

Move-by Action

Move both before and after your standard action.

Night Vision

See twice as far in low light conditions.

Ninja Weapon Training

You are trained in the use of ninja weapons.

Parry Focus

+1 to your Parry.

Pirate Savvy

You can use Knowledge (sea lore) to make Stealth and Bluff checks with your ship.

Point Blank Shot

+1 attack and damage with ranged weapons at 30 ft. range.

Port Savvy

+3 bonus on Gather Information and Diplomacy in seaside communities.

Quick Draw

Draw or reload a weapon as a free action.

Ranged Pin

You can pin an opponent with a ranged attack.

Reckless Abandon

Add your Cha score to your Dodge.

Ritual Cannibalism

Eat a heart and gain a Recovery check and +1 to your Toughness save.

Run

You run at five times your normal speed.

Second Chance

You get a second chance against a particular hazard.

Skill Focus

+3 bonus with a chosen skill.

Skill Training

+4 skill ranks.

Talented

+2 bonus with two related skills.

Throw Anything

Make effective use of nearby objects as ranged weapons.

Trackless

You leave no trail in natural surroundings.

Trailblazer

You can move through natural surroundings freely.

Two-Weapon Defense

Your two-weapon fighting style improves your Parry.

Two-Weapon Fighting

You can skillfully fight with a weapon in each hand.

Uncanny Dodge

You retain your Dodge when flat-footed.

Wealthy

+4 Wealth bonus.

Wind Stance

Your graceful movements grant you concealment.

Adept Feats

Only adepts and some generalists can take these feats.

Drain Vitality

Use Pressure Points to steal energy from others.

Empower

You can increase the effective rank of your powers.

Familiar

You have a supernatural bond with a special animal companion.

Greater Improved Cure

You can use Cure to restore ability drain.

Imbue Item

You can craft supernatural items.

Improved Cure

Your Cure power is more effective.

Improved Imbue Unlife

Double the mindless undead you can control.

Mind Over Body

Substitute your Wisdom score for Constitution checks.

Power Focus

+2 bonus with powers against a particular type of opponent.

Psychic Trap

Act against someone who tries to overcome your Psychic Shield.

Quicken Power

Reduce the time required to use your powers.

Resilient

+1 to your Resilience rolls.

Spirit Familiar

Acquire a friendly spirit companion.

Spirit Savvy

+3 bonus on interaction skills against spirits.

Subtle Power

You can mute the signature of your powers.

Supernatural Focus

Gain +3 ranks with a single power.

Supernatural Strike

Your fists are supernatural weapons.

Supernatural Talent

+2 bonus with two chosen powers.

Supernatural Weapon

Your weapon becomes a supernatural weapon.

Widen Power

Affect an area with your powers.

Wind Finesse

You can use Wind Shaping more skillfully.

Expert Feats

Only experts and generalists can take these feats.

Crippling Strike

Your sneak attacks inflict 1 point of Str damage.

Dangerous Captain

Use Knowledge (sea lore) to confuse enemy captains.

Defensive Roll

+1 Bonus on Toughness saves.

Deflect Arrows

Deflect one ranged attack per round.

Evasion

No damage from area attacks with Reflex save.

Fascinate

Hold someone's attention with an interaction skill.

Hide in Plain Sight

Make Stealth checks without cover or concealment.

Improved Evasion

Suffer only half damage on a failed Reflex save.

Improvised Tools

No penalty for using a skill without the proper tools.

Inspire

You can inspire others with your presence.

Jack-of-All-Trades

You can use any skill untrained.

Mass Suggestion

Make a suggestion to an entire group.

Master Plan

Gain a bonus when you have a chance to prepare.

Monkey Companion

Your helpful monkey companion gets you out of trouble. Probably.

Redirect

Redirect a missed attack against another target.

Skill Mastery

Choose four skills you can take 10 with even under pressure.

Slow Fall

You can slow your fall by 10 feet per two expert levels.

Snatch Arrows

You can catch ranged weapons.

Sneak Attack

+2 damage with a Surprise Attack.

Stunning Attack

You can make a stunning attack in melee.

Suggestion

You can plant suggestions into the minds of others.

Well-Informed

Make Gather Information check immediately upon meeting someone.

Warrior Feats

Only warriors can take these feats.

Armour Training

You know how to move and fight while wearing armour.

Attack Specialization

+1 damage with a chosen attack.

Awesome Blow

Knock opponents flying.

Chokehold

Cause a pinned opponent to suffocate.

Cleave

Get an extra melee attack when you take out an opponent.

Critical Strike

Score critical hits normally against favoured opponents.

Diehard

You automatically succeed on Con checks to stabilize.

Favored Opponent

+2 bonus against a particular type of opponent.

Great Cleave

Like Cleave, but usable an unlimited number of times.

Greater Attack Focus

+1 bonus with a particular attack.

Greater Attack Specialization

+1 damage with a particular attack.

Maneuver Finesse

Use Dex in place of Str for Maneuver Bonus.

Precise Shot

No penalty for less than total cover or concealment.

Rage

You can go into a rage in combat.

Riposte

Make a Maneuver attempt against someone who misses you.

Seize Initiative

Spend a Conviction point to go first in the initiative order.

Shield Training

You're trained in the use of shields in combat.

Smite Opponent

You can inflict additional damage on your favoured opponent.

Spirited Charge

Deal +3 damage with a melee weapon while charging.

Stunning Attack

You can make a stunning attack in melee.

Tough

+1 bonus on Toughness saves.

Weapon Bind

Free disarm attempt after successful parry.

Weapon Break

Free sunder against on opponent's weapon after a successful parry.

Feat Descriptions

Here is the format for feat descriptions.

Feat Name: The name of the feat.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.

A character can gain a feat at the same level at which he or she gains all the prerequisites.

A character can't use a feat if the character has lost a prerequisite.

Benefit: What the feat enables a character to do.