Below are listed all feats in DINO-PIRATES OF NINJA ISLAND.
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.
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.
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.
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.
+1 attack and damage with ranged weapons at 30 ft. range.
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.
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.
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 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.
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.
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.
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.
You're trained in the use of shields in combat.
You can inflict additional damage on your favoured opponent.
You can make a stunning attack in melee.
+1 bonus on Toughness saves.
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.