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General Feats (3pp)

General Feats

Ambush Leader

Adventurer Feat When you succeed on a skill check to avoid getting noticed, your allies gain a +3 bonus to the same skill check this scene.

Athletic

Adventurer Feat When you make a skill check based on Strength, Dexterity, or Constitution, you can reroll a natural 2 on the d20 roll and take the second result instead.

Bribery

Adventurer Feat Everybody has a price, and you know it intuitively. Before making a skill check to influence an NPC, you can check with the GM what sum of money, item, service or favor that NPC would take to be more favorable. If you can offer it, reduce the difficulty of the check by one step (-5).

Charge

Adventurer Feat Once per battle, you can move to engage a nearby enemy as part of a melee attack. When you do, enemies other than the target of your attack have advantage on attack rolls against you until the start of your next turn.

Champion Feat You gain a +1 bonus to attack against the target of your charge.

Epic Feat When you charge, you cannot be intercepted.

Cling to Life

Champion Feat When you roll a death save, on an 11 to 15, you remain unconscious, but the save does not count as a failed death save. Only a 10 or less brings you closer to dying.

Full Defense

Adventurer Feat As a standard action, you can grant yourself a +4 bonus to all defenses until the end of your next turn.

Diligent

Adventurer Feat When you make a skill check based on Intelligence, Wisdom, or Charisma, you can reroll a natural 2 on the d20 roll and take the second result instead.

Expertise

Adventurer Feat When you beat a skill check by 5 points or more, you get a result as if you had beaten a skill check that is a difficulty step harder. The GM should allow you to narrate that additional effect accordingly.

Exploration Leader

Adventurer Feat When you succeed on a skill check to overcome a physical obstacle, like climbing a wall, jumping across a chasm, or swimming across a river, your allies gain a +3 bonus to their checks to overcome the same obstacle this scene.

Favored by the Icons

Adventurer Feat Once per session, reroll an icon relationship die.

Champion Feat When you roll your icon relationships at the start or end of a session, and you don’t get a 5 or 6 from your rolls, gain a 5 with a random icon.

Favorite Spell

Adventurer Feat Choose one of your spells that is not an at-will spell. You can use multiple spell slots on it, instead of only one.

Font of Magic

Champion Feat You gain a +1 bonus to recharge rolls for recharge after battle spells.

Font of Power

Champion Feat You gain a +1 bonus to recharge rolls for recharge after battle powers.

Heirloom

Adventurer Feat You are the rightful owner of a magic item that has been passed down in your family (your religion, your martial tradition) from generation to generation. Choose an adventurer-level true magic item from any chakra (with the GM’s approval). It does not count against your limit of magic items for quirk effects. At 5th level, upgrade the item to champion tier, and at 8th level, to epic tier.

Icon Lore

Adventurer Feat When you make a skill check related to an icon, for example regarding its history, followers, or organization, gain a +1 bonus for each icon relationship point with it.

Improved Resistance

Adventurer Feat Choose one of your resistances (if any), and increase it by 2, up to a maximum of 18+.

Improved Two-Weapon Fighting

Epic Feat When wielding two weapons, you can reroll your attack on a natural 3.

Improvised Weapon Proficiency

Adventurer Feat No matter what situation you’re in, you can pretty much always grab something to fight with. Tell the GM about an item nearby that makes sense for the location you are in. It is there. The GM decides the appropriate weapon category. For example, a barstool would be a two-handed simple weapon (d6), a hot fire poker a one-handed martial weapon (d8), and so on. You fight with the item as if it was a proper weapon of that type, using the attack penalty (if any) as per your class.

Minor Magic

Adventurer Feat Learn one cantrip from the wizard list (Core Book p. 147) per point of Intelligence, Wisdom, or Charisma modifier (whichever is highest). You can cast one cantrip per battle, or once every 5 minutes.

Monster Lore

Adventurer Feat Once per battle, you can ask the GM one question about a creature’s mechanics that they will answer truthfully, such as “Is its PD or MD higher?”, “Does it have resistances or vulnerabilities?”, or “What type of element are its attacks?” The GM can provide a rough description instead of specific numbers.

Negotiation Leader

Adventurer Feat When you succeed on a skill check to interact with an NPC, your allies gain a +3 bonus to skill checks regarding that NPC this scene.

Nimble Feet

Adventurer Feat You gain a +1 bonus to disengage checks.

Champion Feat If you roll a natural 20 on a disengage check, you can move to a far away location as part of that action.

Paragon of Your People

Epic Feat You can use your racial power twice per battle (if it can normally be used once per battle).

Perceptive

Adventurer Feat You have advantage on skill checks to notice something with any of your senses.

Poker Face

Adventurer Feat When you roll a natural even failure on a skill check to bluff, lie, deceive, or bend the truth, you can reroll the check once.

Raw Muscle

Adventurer Feat You have advantage on skill checks that require raw muscle strength, such as bending metal bars or lifting heavy gates.

Shield Proficiency

Adventurer Feat You don’t take the attack penalty from your class when wielding a shield.

Spell Focus

Adventurer Feat Choose one of your spells that is not an at-will spell. Gain a +1 bonus to attack rolls with it.

Thrill of the Kill

Requires: Icon relationship with the Lich King

Adventurer Feat When you kill a non-mook enemy, you gain temporary hit points equal to the enemy’s level.

Unusual Implement

Required: Spellcaster

Adventurer Feat Choose a magic item chakra that your class normally can’t use as an implement. For example, if your bard casts their spells through dancing, you might pick boots. You can use that type of item as a spellcasting implement, i.e. you gain a +1 bonus to attack and damage with your spells per tier. You can still only get that bonus from one implement at a time.

Unusual Training

Requires: A class feature or talent that gives you access to spells or powers of a class other than your own

Adventurer Feat Replace all mentions of the secondary class with another class. For example, swap a sorcerer’s Access to Wizardry from wizard to necromancer.

Weapon Focus

Adventurer Feat Choose one weapon category, such as one-handed light melee weapons, that you can use without attack penalty. You deal extra damage with this type of weapon equal to half your level, rounded up.

Well-Traveled

Adventurer Feat You have advantage on skill checks regarding the lore, culture, and traditions of any region or culture.

Zombie Slayer

Adventurer Feat You have a +2 bonus to your critical threat range against zombies, and +1 against other undead.

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