Space Quest:D20 Manual/Original Version/Feats

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Contents

Note: Prerequisites that must be met before a feat can be taken are in parenthesis.
Note: You may ONLY take a higher level of a multi-level feat if you already have the previous levels of that feat.


Active Combat

(Active Combat feats are not automatic; to take effect, they must be "used" by the player in combat.)

Critical Strike

(STR 12+, INT 12+, Weapon Focus: Melee)

Allows you to take a full-attack action to execute a single melee attack (using a melee weapon for which you have the Weapon Focus feat) with the weapon's threat range doubled. Also, if the attack hits, the target is stunned for 1 round unless they make a Fortitude save at a DC of the attacker's level + the attacker's STR mod. You may only make ONE attack with this feat per round, regardless of multiple weapons or base attack bonus, and suffer a -5 penalty to your AC until your next action.

Hot Potato

(DEX 14+)

Enables a character to attempt a risky defense against a thrown grenade by catching it at the last second. Using this feat does not count as an action.

When you would otherwise receive a direct hit from a grenade weapon (that is, the thrower aimed it at you and succeeded at his ranged touch attack roll), you may opt to try and catch the grenade, by rolling a Reflex save against a DC of 20 + the thrower's Strength mod.

If you make the save, you have successfully caught the grenade without detonating it. You must immediately re-throw the grenade to avoid being caught in the blast. If you make the save by 5 or more, you may throw the grenade as normal at any target. Otherwise, the grenade is thrown in a random direction (roll 1d8 for one of 8 directions) and a random distance (roll 1d5, up to 5 range increments). Either way, the grenade explodes where it lands as normal.

If you fail the save, or if you fail to throw the active grenade away immediately, you suffer a direct hit as normal, but with NO saving throw versus its effects.

You must have at least one hand free to use this feat. If you are wielding a two-handed weapon, you may use one hand to catch while temporarily holding your weapon with the other hand; if you are wielding two weapons, you must drop at least one of them to attempt a catch. If you use both hands when trying to catch (by being unarmed, or by dropping all of your wielded weapons), you receive a +2 bonus to your catch save.

You cannot use this feat if you are flat-footed, unaware of the attack, stunned, helpless, or unable to move freely (basically, any time you would be denied your Dexterity bonus to AC).

You cannot use this feat to catch a grenade not explicitly aimed at you, or to catch a grenade that has already been caught and re-thrown by someone else.

Parry

(STR 12+, INT 12+)

When you take the attack or full attack option in melee combat and before making attack rolls for that round, you may elect to subtract a number from all of your melee attack rolls and add that same number to your AC versus melee attacks. The number must be no greater than 5 and cannot exceed your base attack bonus. This modifier applies until your next action.

Power Strike

(STR 12+)

Before making attack rolls for a round, you may elect to subtract a number from all melee attack rolls and add that number to all melee damage rolls. The number may not exceed your base attack bonus. These modifiers apply until your next action.

Rapid Shot

(DEX 12+)

When you use this feat, you get one extra attack that round with a ranged weapon. The attack is at your highest base attack bonus; however, you suffer a -4 penalty to all attacks (including the extra one) until your next action. This feat cannot be used with Big Guns or thrown weapons.

Sniper Shot

(DEX 12+, INT 12+, Weapon Focus: Pistol and/or Weapon Focus: Rifle)

Allows you to take a full-attack action to execute a single ranged attack (using a ranged weapon for which you have the Weapon Focus feat) with the weapon's threat range doubled. Also, if the attack hits, the target is stunned for 1 round unless they make a Fortitude save at a DC of the attacker's level + the attacker's INT mod. You may only make ONE attack with this feat per round, regardless of multiple weapons or base attack bonus, and you suffer a -5 penalty to your AC until your next action. This feat cannot be used with Big Guns or thrown weapons.

Vulgar Neck Pinch

Allows you to use the Vulgar Neck Pinch special ability against a stunned or flat-footed opponent as a standard action (see the 'Vulgar' entry). Droids, with their exceptional motor skills, may use this ability exactly the same as Vulgars. All other non-Vulgar races, however, suffer a -2 attack penalty when using this ability.

Whirlwind Strike

(DEX 12+, INT 12+, PARRY feat, DODGE feat, MOBILITY feat)

Allows you to execute a spinning attack against anyone nearby. When you use the full attack action in melee combat, you may give up your regular attacks to make a single melee attack (at your full base attack bonus) against all opponents within 5 feet of you.

Passive Combat

(These feats are always "on".)

Blind-Fight

In melee, every time you miss due to concealment, you may re-roll your miss chance percentile roll to see if you actually hit. Additionally, an unseen/invisible opponent no longer gains any bonuses to hit you in melee combat (that is, you retain your DEX bonus to AC, and your opponent doesn't get the normal +2 concealment bonus). Finally, if blinded, your speed penalty is reduced by one-half (that is, you move at 3/4 speed instead of 1/2 speed).

Cleave

Level 1

(STR 14+, POWER STRIKE feat)

Whenever you "kill" (reduce to 0 HP) an opponent in melee, you get an immediate extra melee attack against another creature in range, using the same weapon and bonuses as the previous attack. You may NOT move - at all - before making this extra attack. You may use this ability once per round.

Level 2

(STR 16+, POWER STRIKE feat)

Allows you to use this ability as many times as you like each round. You still cannot move between cleave attacks, however.

Combat Reflexes

(DEX 12+)

Grants you a number of additional attacks of opportunity per round equal to your Dexterity modifier, and also allows you to make attacks of opportunity while flat-footed. You still may only make one attack of opportunity per enemy, per round.

Crackshot

Level 1

(DEX 14+, POINT-BLANK SHOT feat)

You no longer suffer the -4 penalty for ranged attacks made against an opponent already engaged in melee with another creature. Additionally, you may ignore an opponent's cover and concealment of 1/2 or less each when making a ranged attack.

Level 2

(DEX 16+, POINT-BLANK SHOT feat)

Allows you to ignore anything less than total cover and concealment when making a ranged attack.

These feats cannot be used with Big Guns or thrown weapons.

Diehard

(ENDURANCE feat)

Some people just don't know when to shut up and die. Whenever you are reduced to between -1 and -9 hit points (I.E. "dying"), you automatically become stable, without having to make a d% roll.

Additionally, when reduced to negative hit points, you may elect to act as if you were disabled (still conscious), rather than dying (unconscious). You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious as usual.

Being disabled in this manner carries all the normal penalties for being disabled; you may only make a partial action each turn, and you suffer 1 HP of damage after any strenuous activity.

Dodge

(DEX 12+)

During your action, you designate a single opponent, and receive a +1 dodge bonus to AC against attacks from that opponent. You may select a new opponent (or not) on any subsequent action.

Dueling

Level 1

(DEX 12+)

You gain +1 to attack and +1 to AC when wielding any single, one-handed weapon, due to the efficiency of this form of combat.

Level 2

(DEX 14+)

Increases the attack and AC bonuses to +2.

Level 3

(DEX 16+)

Increases the attack and AC bonuses to +3.

Improved Critical

(Weapon Focus for desired weapon, Base attack bonus +8 or higher)

Choose one type of weapon (Pistols, Rifles, Melee, or Big Guns). When using this type of weapon to attack, the weapon's threat range is increased by one.

Improved Disarm

(STR 12+, INT 12+, PARRY feat)

You no longer provoke attacks of opportunity when trying to disarm an opponent in melee combat. The opponent is also denied the chance to counter-disarm you should you fail the disarm roll.

Improved Grapple

(DEX 12+, MARTIAL ARTS feat Lv1 or higher)

You receive a +4 bonus to all grapple checks, and no longer provoke attacks of opportunity when trying to start a grapple with an opponent.

Improved Initiative

Grants you a +4 bonus to initiative checks. That's it. That's all it does. I wish I had more to write in this description, but I don't. Ah, well.

Improved Trip

(INT 12+, PARRY feat)

You gain a +4 bonus on your Strength check to trip an opponent.

Additionally, if you successfully trip an opponent, you get an immediate free attack against that opponent using the same base attack bonus. You may NOT move - at all - before making this extra attack.

Jinxed

(Non-Droid)

Let's face it: you're bad luck. Anyone within 50 feet of you at any time has their critical miss/failure range tripled (that is, automatic failures occur on a natural 1, 2, or 3, instead of just a natural 1). This includes allies, enemies, and yourself. This feat only applies to rolls where a critical/automatic failure is possible. Droids cannot use this feat, though they are NOT immune to its effects.

Long Shot

Increases your effective range for distance attacks. When using ranged weapons of any type, the weapon's range increment increases by 50%.

Martial Arts

Level 1

(STR 12+, DEX 12+)

A character with this feat is skilled at fighting without weapons. You deal 1d4 subdual damage with unarmed attacks, do not provoke attacks of opportunity from armed opponents when attacking them unarmed, and have a 10% chance of stunning your opponent for 1 round with an unarmed attack if they fail a Fortitude save of DC15 + the attacker's level.

A stunned character cannot act, loses his Dexterity bonus to AC, and suffers a -2 AC penalty.

Level 2

(STR 14+, DEX 14+)

Increases unarmed damage to 2d4 and the stun chance to 15%.

Level 3

(STR 16+, DEX 16+)

Increases unarmed damage to 3d4 and the stun chance to 20%.

Mobility

(DEX 12+, DODGE feat)

Grants you a +4 dodge bonus to AC against attacks of opportunity caused when you move into or out of a threatened area. Remember, dodge bonuses do not apply when you are denied your Dexterity bonus to AC.

Point-Blank Shot

(DEX 12+)

You gain a +1 attack bonus and +1 to damage for all ranged weapon attacks made against a target within 15 feet of you.

Quick Draw/Pockets

Quick Draw

(Level 1, Base attack bonus +1 or higher)

Allows you to draw weapons with startling speed. You may draw any one weapon (or pair of weapons) from your inventory as a free action (instead of a move-equivalent action) once per turn.

Quick Pockets

(Level 2, Base attack bonus +1 or higher)

Allows you to retrieve any one item from your inventory as a free action (instead of a move-equivalent action) once per turn.

Spring Attack

(DODGE feat, MOBILITY feat, base attack bonus +4 or higher)

When using the standard attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke attacks of opportunity from the target of your attack, though it may provoke attacks of opportunity from *other* applicable enemies. You cannot use this feat while wearing heavy armor.

Strafe

(DODGE feat, MOBILITY feat, base attack bonus +4 or higher)

When using the standard attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Toughness

Grants you one extra HP per character level, YAR! This bonus is retroactive for all levels previously gained, YAR!

Two-Weapon Fighting

Level 1

Reduces the attack penalty of a character wielding two weapons (one in each hand) or a dual-bladed weapon. The normal penalties of -6 (main hand)/-10 (off hand) are reduced to -6/-6 (or -4/-4 with a light weapon in the off-hand).

Level 2

Reduces the penalty to -4/-4 (or -2/-2 with a light weapon in the off-hand).

Level 3

Reduces the penalty to -2/-2 (or 0/0 with a light weapon in the off-hand).

Level 4

Grants you a second extra attack with the off-hand weapon, albeit at a -5 penalty.

Level 5

Grants you a *third* extra attack with the off-hand weapon, albeit at a -10 penalty.

Weapon Finesse: Melee

Allows you to use your Dexterity bonus instead of your Strength bonus (using whichever is higher) when making attack rolls with any Light melee weapon.

Weapon Finesse: Unarmed

Allows you to use your Dexterity bonus instead of your Strength bonus (using whichever is higher) when making attack rolls while unarmed.

Saves

Iron Will

Gives you a +2 natural bonus to all Will saving throws.

Lightning Reflexes

Gives you a +2 natural bonus to all Reflex saving throws.

Thick-Skinned

Gives you cancer. Nah, just kidding... you get a +2 natural bonus to all Fortitude saving throws.

Conditioning

(Soldier)

Usable only by Soldiers, this feat gives you a +1 natural bonus to ALL saving throws. This represents the intense physical conditioning most professional fighters undergo.

Proficiencies

Melee

Weapon Proficiency

(Level 1)

Allows you to wield melee weapons with no penalty (without this feat, you suffer a -4 penalty on attack rolls with this type of weapon).

Weapon Focus

(Level 2)

Grants a +1 to all attacks made with this type of weapon.

Weapon Specialization

(Level 3, Soldier or Battle Droid)

Grants a +2 damage bonus to all attacks made with this type of weapon.

Pistol

Weapon Proficiency

(Level 1)

Allows you to wield pistols and other small projectile weapons with no penalty (without this feat, you suffer a -4 penalty on attack rolls with this type of weapon).

Weapon Focus

(Level 2)

Grants a +1 to all attacks made with this type of weapon.

Weapon Specialization

(Level 3, Soldier or Battle Droid)

Grants a +2 damage bonus to all attacks made with this type of weapon.

Rifle

Weapon Proficiency

(Level 1)

Allows you to wield rifles and other two-handed projectile weapons with no penalty (without this feat, you suffer a -4 penalty on attack rolls with this type of weapon).

Weapon Focus

(Level 2)

Grants a +1 to all attacks made with this type of weapon.

Weapon Specialization

(Level 3, Soldier or Battle Droid)

Grants a +2 damage bonus to all attacks made with this type of weapon.

Big Guns

Weapon Proficiency

(Level 1)

Allows you to wield the really badass guns (flamethrowers, rocket launchers, BMFs, and the like) with no penalty (without this feat, you suffer a -4 penalty on attack rolls with this type of weapon). This feat also applies to the use of turrets and other mounted weapons.

Weapon Focus

(Level 2)

Grants a +1 to all attacks made with this type of weapon.

Weapon Specialization

(Level 3, Soldier or Battle Droid)

Grants a +2 damage bonus to all attacks made with this type of weapon.

Slings/Bows

Weapon Proficiency

(Level 1)

Allows you to wield slings, bows, and other 'primitive' projectile weapons with no penalty (without this feat, you suffer a -4 penalty on attack rolls with this type of weapon).

This feat is free for all 1st-level Pinkun characters.

Weapon Focus

(Level 2)

Grants a +1 to all attacks made with this type of weapon.

Weapon Specialization

(Level 3, Soldier or Battle Droid)

Grants a +2 damage bonus to all attacks made with this type of weapon.

Armor

Allows you to wear armor of certain types without penalty, except to certain skills. A character wearing armor without the corresponding proficiency suffers its armor check penalty on all attack rolls and on all skills that involve physical movement.

Remember, droids cannot equip armor (they cannot take these feats). Pinkunz cannot wear most normal armors; they can only equip armors specifically designated as Pinkun-friendly (though they must still have the appropriate Armor Proficiency feat to avoid the normal penalties).

Light

(Level 1, Non-Droid)

Allows you to wear armors classified as "light". These armors afford basic protection.

Medium

(Level 2, Non-Droid)

Allows you to wear armors classified as both "light" and "medium". Medium armors grant better protection than light armors, but afford smaller Dexterity bonuses to AC.

Heavy

(Level 3, Non-Droid)

Allows you to wear all types of armor (except armors specifically excluded from your use). Heavy armors offer the best protection available, but afford little (if any) Dexterity bonuses to AC.

Moddie

(Non-Droid)

"Moddies" are cybernetic behavioral modification chips. Originally designed for programming home-built beings, they have since become prized accessories for the discriminating adventurer.

Moddies are a special type of equipment usable ONLY by those with the Moddie feat(s). Depending on the moddie in question, they can do anything from increasing base attributes to improving skills to granting (temporary) feats to even affecting personality.

Moddies are rated by level; the more powerful a moddie's effects, the higher the rating. The Moddie Lv1 feat allows you to equip Level 1 moddies (least powerful). The Moddie Lv2 feat allows you to equip Level 2 moddies (more powerful). The Moddie Lv3 feat allows you to equip Level 3 moddies (most powerful).

Moddies are equipped by plugging them into a special external socket, typically (though not necessarily) on the back of the neck. Changing moddies is as simple as removing one and plugging in another (a full-round action). Regardless of feats, a character may never have more than one moddie equipped at any given time.

Scouts receive Level 1 of this feat for free at 1st-level, Level 2 of this feat for free at 4th-level, and Level 3 of this feat for free at 8th-level.

Moddies cannot be used by droids, although there are droid parts that often duplicate moddie effects.

Droid Upgrade

(Droid)

Droid parts are special equipment items usable only by droids. Like moddies, parts are ranked according to their power and usefulness. Droid Upgrade Lv1 (free for droids at 1st level) is required to equip Level 1 parts, Droid Upgrade Level 2 (free for droids at 7th level) is required to equip Level 2 parts, and Droid Upgrade Lv3 (free for droids at 13th level) is required to equip Level 3 parts.

Skills

Note: You must have AT LEAST ONE rank in a skill in order to receive any bonuses to that skill from feats.

Class Skill

This feat allows you to choose one cross-class skill and treat it as though it were a class skill from that point on, including skill point costs and maximum skill rank limitations. You may take this feat multiple times, each applying to a different skill.

Mad Skillz

This feat gives you one additional skill point to spend per character level. This bonus is retroactive for all levels previously gained; however, any points gained from previous levels must be spent when this feat is taken.

Athletic

This feat grants a +2 bonus to all Climb, Jump, and Swim skill checks.

Bookworm

This feat grants a +2 bonus to all Appraise, Decipher, and Knowledge skill checks.

Empathy

This feat grants a +2 bonus to all Listen, Heal, and Persuade skill checks.

Engineer

This feat grants a +2 bonus to all Computer Use, Repair, and Sabotage skill checks.

Paranoia

This feat grants a +2 bonus to all Demolitions, Lockpicking, and Stealth skill checks.

Special Skills

Between The Lines

(INT 16+, CHA 16+)

Simply by talking to an individual for a few minutes, you can subtly worm information out of them without them being aware of it. Using the list below, make an Intelligence check against the appropriate DC + the target's Wisdom modifier. A successful check gleans the information without the target knowing; a failed check learns nothing of importance. A natural 1 on the die roll means the target has detected your attempt, and may become hostile accordingly.

  • DC 10 - Personal info; name, home, hobbies
  • DC 15 - Locations of valuables
  • DC 20 - Passwords, other sensitive material
  • DC 25 - Closely held secrets, classified information

A failed check can be retried with further conversation; however, repeated checks may incur higher DCs and/or possible hostility from the target, at the whim of the GM.

Endurance

(CON 12+, Non-Droid)

With this feat, you have stamina to spare. Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, etc.), you get a +5 bonus to the check.

Master Strategist

(INT 16+)

By spending at least 5 minutes discussing a detailed battle plan, you and your companions gain a +2 insight bonus on all attack rolls, skill checks, and attribute checks detailed as part of the plan. This bonus applies only to NON-Chaotic characters involved in the discussion.

In order for this feat to work, the plan must be well-formulated, which requires reasonably-accurate background information, as well as an understanding of what each character is going to do, round-by-round. Any action that must be adjusted from the plan during its execution receives only a +1 bonus, and any action that deviates from the plan entirely receives no bonus whatsoever.

Special Class Feats

(Class feats are received FOR FREE by the specified classes.)

Uncanny Dodge

Level 1

(Level 4 Scout)

When a Scout reaches 4th level, he/she has developed incredible reflexes and an unusually sharp perception of incoming dangers, which manifests as an uncanny knack for getting the hell out of the way.

This feat allows you to retain your Dexterity bonus to AC when flat-footed or caught by surprise, and grants a +2 bonus to all Reflex saves versus grenades.

Level 2

(Level 7 Scout)

Grants an additional +2 to all reflex saves versus grenades (+4 total) and immunity to being flanked.

Level 3

(Level 10 Scout)

Allows you to receive NO damage on any successful Reflex save that would normally result in half damage.

Scoundrel's Luck

Level 1

(Level 1 Scoundrel)

Scoundrels have an unfortunate habit of getting into trouble... but they possess an unusual knack for surviving trouble as well. This manifests as a +2 Luck bonus to AC which is always active.

Level 2

(Level 6 Scoundrel)

Increases the AC bonus to +4.

Level 3

(Level 12 Scoundrel)

Increases the AC bonus to +6.

Sneak Attack

Scoundrels, by their very nature, are skilled at catching opponents off-guard. Whenever a Scoundrel attacks an opponent within 30 feet who is flat-footed, unaware of the attack, stunned, or helpless (basically, anyone who would be denied their Dexterity bonus to AC), or an opponent he/she flanks, the attack deals extra damage.

At 1st-level, a Scoundrel's sneak attack does an extra 1d6 of damage. Every two levels thereafter (3rd-level, 5th-level, 7th-level, etc.), the Sneak Attack feat goes up a level, increasing the extra damage by an additional 1d6 each time.

Sneak attack damage is NOT multiplied by critical hits, but simply added to them instead.

Combat Logic

Level 1

(Level 1 Battle Droid)

Combat logic is a special form of programming, exclusive to Battle Droids, that improves the droid's defensive and evasive abilities in battle. This manifests as a +2 bonus to AC which is always active.

Level 2

(Level 6 Battle Droid)

Increases the AC bonus to +4.

Level 3

(Level 12 Battle Droid)

Increases the AC bonus to +6.

Special

Lucky Feats

Dumb Luck

(Level 1, Non-droid, Base modifier total no greater than +4)

Ever wonder how a pitiful, unheroic, cowardly janitor could have survived against such overwhelming odds? Dumb luck, that's how!

History has shown that fortune favors not the bold, but the inept. Any non-droid character whose base attribute modifiers (including negative modifiers) total +4 or lower may take the Dumb Luck feat.

This feat grants you the extraordinary ability to re-roll any one dice roll made BY you or AGAINST you. Any roll can be redone - attack rolls, damage rolls, skill checks, etc. - so long as the roll was either one of your own, or else rolled in opposition to you (for example, an enemy's attack roll or opposed skill check). You must use this ability immediately after the initial roll, and you must accept the result of the re-roll--for better or for worse (you cannot re-roll a re-roll!). This ability may be used once per game day.

Janitor's Luck

(Level 2, Non-droid, Base modifier total no greater than +2)

Allows you to use the re-roll ability three times per game day.

Wilco's Luck

(Level 3, Non-droid, Base modifier total no greater than +0, only at the GM's discretion)

Allows you to use the re-roll ability as many times as you wish (though, again, never more than once on any particular roll).