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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.
You can use interaction skills on animals. |
You can get an idea of an opponent's combat bonus. |
+4 bonus on Bluff and Diplomacy checks from your appearance. |
Gain some minor, but significant, benefit. |
Half miss chance while in melee combat. |
Add your Int or Wis score to your Dodge. |
Make trick shots and combos with your chakram. |
Perform a particular Challenge with no modifier. |
You can call in favours from time to time. |
You can make Gather Information checks faster. |
+4 bonus for checks involving the object of your devotion. |
+1 to your Dodge. |
+4 on stamina-related Con checks and Fort saves. |
You're trained in a particular exotic weapon. |
+2 on Fortitude saving throws. |
+1 damage with a charge on an Acrobatics check. |
Your threat range with a particular attack is doubled. |
+2 bonus when taking the total defense action. |
+2 bonus when attempting to disarm an opponent. |
You can follow an unarmed attack with a free grapple. |
You get a +4 bonus on initiative checks. |
Opponents suffer a -4 penalty on grapple attempts against you. |
No penalty when making a ranged disarm attempt. |
+10 feet movement speed. |
You do lethal damage unarmed. |
+4 to hit when striking held objects. |
Can throw opponents more readily. |
+2 bonus to trip opponents. |
Use Str for Intimidate instead of Cha. |
+2 bonus to Will saving throws. |
+2 bonus on Reflex saving throws. |
Add your Cha score to your saving throws. |
You're trained in the use of martial weapons. |
Substitute Drive or Ride checks for vehicle or mount's Defense. |
You can overrun more effectively while mounted or in a vehicle. |
Move both before and after your standard action. |
See twice as far in low light conditions. |
You are trained in the use of ninja weapons. |
+1 to your Parry. |
You can use Knowledge (sea lore) to make Stealth and Bluff checks with your ship. |
+1 attack and damage with ranged weapons at 30 ft. range. |
+3 bonus on Gather Information and Diplomacy in seaside communities. |
Draw or reload a weapon as a free action. |
You can pin an opponent with a ranged attack. |
Add your Cha score to your Dodge. |
Eat a heart and gain a Recovery check and +1 to your Toughness save. |
You run at five times your normal speed. |
You get a second chance against a particular hazard. |
+3 bonus with a chosen skill. |
+4 skill ranks. |
+2 bonus with two related skills. |
Make effective use of nearby objects as ranged weapons. |
You leave no trail in natural surroundings. |
You can move through natural surroundings freely. |
Your two-weapon fighting style improves your Parry. |
You can skillfully fight with a weapon in each hand. |
You retain your Dodge when flat-footed. |
+4 Wealth bonus. |
Your graceful movements grant you concealment. |
Adept Feats
Only adepts and some generalists can take these feats.
Use Pressure Points to steal energy from others. |
You can increase the effective rank of your powers. |
You have a supernatural bond with a special animal companion. |
You can use Cure to restore ability drain. |
You can craft supernatural items. |
Your Cure power is more effective. |
Double the mindless undead you can control. |
Substitute your Wisdom score for Constitution checks. |
+2 bonus with powers against a particular type of opponent. |
Act against someone who tries to overcome your Psychic Shield. |
Reduce the time required to use your powers. |
+1 to your Resilience rolls. |
Acquire a friendly spirit companion. |
+3 bonus on interaction skills against spirits. |
You can mute the signature of your powers. |
Gain +3 ranks with a single power. |
Your fists are supernatural weapons. |
+2 bonus with two chosen powers. |
Your weapon becomes a supernatural weapon. |
Affect an area with your powers. |
You can use Wind Shaping more skillfully. |
Expert Feats
Only experts and generalists can take these feats.
Your sneak attacks inflict 1 point of Str damage. |
Use Knowledge (sea lore) to confuse enemy captains. |
+1 Bonus on Toughness saves. |
Deflect one ranged attack per round. |
No damage from area attacks with Reflex save. |
Hold someone's attention with an interaction skill. |
Make Stealth checks without cover or concealment. |
Suffer only half damage on a failed Reflex save. |
No penalty for using a skill without the proper tools. |
You can inspire others with your presence. |
You can use any skill untrained. |
Make a suggestion to an entire group. |
Gain a bonus when you have a chance to prepare. |
Your helpful monkey companion gets you out of trouble. Probably. |
Redirect a missed attack against another target. |
Choose four skills you can take 10 with even under pressure. |
You can slow your fall by 10 feet per two expert levels. |
You can catch ranged weapons. |
+2 damage with a Surprise Attack. |
You can make a stunning attack in melee. |
You can plant suggestions into the minds of others. |
Make Gather Information check immediately upon meeting someone. |
Warrior Feats
Only warriors can take these feats.
You know how to move and fight while wearing armour. |
+1 damage with a chosen attack. |
Knock opponents flying. |
Get an extra melee attack when you take out an opponent. |
Score critical hits normally against favoured opponents. |
You automatically succeed on Con checks to stabilize. |
+2 bonus against a particular type of opponent. |
Like Cleave, but usable an unlimited number of times. |
+1 bonus with a particular attack. |
+1 damage with a particular attack. |
Use Dex in place of Str for Maneuver Bonus. |
No penalty for less than total cover or concealment. |
You can go into a rage in combat. |
Make a Maneuver attempt against someone who misses you. |
Spend a Conviction point to go first in the initiative order. |
You're trained in the use of shields in combat. |
You can inflict additional damage on your favoured opponent. |
Deal +3 damage with a melee weapon while charging. |
You can make a stunning attack in melee. |
+1 bonus on Toughness saves. |
Free disarm attempt after successful parry. |
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.

