Covert Ops Feats

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    COVERT OPS FEATS

    SOURCEBOOK:

    Requires the use of the d20 Modern

    Roleplaying Game, published by Wizards of the Coast, Inc

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    Active Defense

    When the bullets fill the air you know how to effec-tively protect yourself.

    Prerequisites: Dexterity 13 or higher, Dodge.

    Benefit: You can spend an action point to add

    the result of the action die to your Defense. This

    increase lasts for a number of rounds equal to one-

    half your character level (rounded up).

    Accelerated Balancing

    You are adept at moving quickly while balancing.

    Prerequisite: Balance 4 ranks, Dex 13

    Benefit: You do not suffer a penalty to your

    Balance skill check when moving at full speed.

    Normal: You suffer a -5 penalty to your Balance

    skill check when moving at full speed.

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    Ambush

    You know how to set up an ambush for greatest effect.

    Prerequisites: Wis 13 or higher, Base attack bonus +4

    or higher

    Benefit: When setting an ambush you receive a +4

    circumstance bonus to your initiative check, and

    also in determining awareness to see if the enemy

    perceives you. The bonus applies to Hide or MoveSilently rolls, or whatever the GM deems appropriate

    in the situation.

    Anything Goes Long

    You can throw nearly anything - ale tankards, rocks,

    bags of coins - and make it hurt.

    Prerequisite: Dex 13, Base attack bonus +4 or higher

    Benefit: You are the master of the improvised missile.

    You may treat any object, including weapons you are

    not proficient with, as simple thrown weapons using

    the stats listed in this feat instead of the stats usually

    used for that object or weapon, although you may still

    use weapons you have proficiency with as per normal.

    Determine the size of the object or weapon and use

    the stats listed here. All weapons threaten a critical

    hit on a 20 and do double damage. No weapon gives

    you reach. As stated in the SRD, a light weapon is

    generally two size categories smaller than the wielder,

    a one-handed weapon one size smaller, and a two-

    handed weapon is an object of the same size category

    as the wielder.Size Damage

    Tiny 1d2

    Small 1d4

    Medium 1d6

    Large 1d8

    Huge 1d10

    If the DM determines that there is no way the object

    in question could do regular damage it instead deals

    nonlethal damage. Additionally any object used as

    a weapon via this feat can deal nonlethal damage at

    your discretion without penalty.

    Normal: You suffer a -4 penalty on attack rolls with

    any weapon you are nonproficient with, and similarly

    with objects not designed to be used for combat.

    Notes: This does not give you the ability to use any

    object in melee combat; for that, see the Anything

    Goes Combat feat.

    Armed to the Teeth

    You can use a melee weapon in your primary hand and

    a pistol in your off-hand to gain an extra attack.

    Prerequisite: Base attack bonus +6 or higher, Crack

    Shot

    Benefit: When attacking with a melee weapon in your

    primary hand and firearm in your off-hand, you gain

    a free attack with the pistol. Standard penalties fortwo weapon fighting (and firing a pistol into melee, if

    applicable) apply, except you halve the two-weapon

    penalties (just as with the Two-Weapon Fighting feat).

    Astonishing Reflexes

    Prerequisites: Lightning Reflexes

    Benefit: You get a +2 bonus on all Reflex saving

    throws. This feat stacks with Lightning Reflexes.

    Authorized ChannelsYou have connections in the military, law enforcement,

    or government that allow you to buy items you would

    normally be unable to obtain.

    Prerequisite: Reputation +1 or higher.

    Benefit: When purchasing equipment, you may

    purchase Licensed or Restricted equipment as though

    it were simply normal unrestricted goods. You pay no

    additional costs, though you may still require a license

    or some form of authorization to carry or use such

    goods.

    Back Off

    You are skilled at stepping out of the way when

    someone attacks you.

    Prerequisites: Dexterity 13 or higher, Dodge,

    Mobility, Sidestep.

    Benefit: If an opponents actions allow you to perform

    an attack of opportunity, instead of attacking, you may

    take a single 5-foot step. Your 5-foot step may not take

    you into any square that is threatened by one or moreof your opponents. Using this feat counts as one of

    your attacks of opportunity for the round. After your

    5-foot step, your opponent may continue his or her

    action normally.

    Normal: Attacks of opportunity normally do not

    allow you to make any movement, only a single melee

    attack.

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    Special: Unless you have Combat Reflexes or some

    other ability that grants you extra attacks of opportu-

    nity, you can only back off once per round.

    Banter

    You have mastered the art of witty (read: annoying)

    repartee in combat. This serves to both annoy and

    distract your opponents.

    Prerequisite: Cha 13 or higher, Bluff 5 ranks.

    Effect: You gain a Competence bonus to your Defense

    against melee attacks equal to your Charisma modi-

    fier. Any circumstances which cause you to lose your

    Dexterity modifier to defense also causes you to lose

    this bonus.

    Bar Fly

    Apparently, beer and darts mix! Youve either spent a

    while in a bar in front of a dart board or you do this

    at home with lawn darts. Either way, youve becomeproficient in throwing sharp objects where you want

    them.

    Prerequisite:Dexterity 13 or higher, Base attack bonus

    +2 or higher

    Benefits: Range increments for thrown projectiles

    increased by half.

    Battlecry

    You can lead a group of allies in a bloodcurdling

    group shout that improves their martial prowess in

    melee.

    Prerequisites: Charisma 11 or higher

    Benefit: You shout once per round on your turn as a

    free action. On the round that you do so, your speed

    increases by +10 feet for the purpose of making a

    charge attack. For 1 round after the shout, any ally

    within 30 feet who heard you shout and who echoes

    the shout (a free action) gains a +1 morale bonus on

    melee attack rolls and weapon damage rolls for one

    turn. If such an ally makes a charge attack while usingthe shout, her speed also increases by +10 feet for that

    purpose. You can use this feat a number of times per

    day equal to 3 + your Charisma modifier.

    Black Market Mogul

    You have developed close ties with black marketers,

    allowing you to get restricted items and merchandise

    faster and cheaper.

    Prerequisites: Street Status, Knowledge (streetwise) 4

    ranks.

    Benefit: If youre in a city you have selected for the

    Street Status feat, the time required to obtain any

    object with a restriction level (licensed, restricted,

    military or illegal) is halved (to a minimum of one

    day) and there is no increase in the Purchase DC (ie

    you pay the listed commercial price).

    Black Marketeer

    You have connections in the criminal underworld that

    allow you to buy and sell items that would normally

    be contraband.

    Prerequisite: Reputation +1 or higher.

    Benefit: When purchasing equipment, you may

    purchase Licensed or Restricted equipment when you

    would normally be unable to do so. You pay the addi-

    tional costs associated with such items, and you may

    still require a license or some form of authorizationto carry or use such goods. Additionally, you gain an

    extra 10% from sales of Licensed or Restricted goods

    and an additional 20% from sales of Military goods.

    Bloody StrikeYou know how to inflict wounds that prove particularly

    troubling to your opponents.

    Prerequisite: Base attack bonus +5 or higher

    Benefit: A character must wield a slashing or piercing

    weapon to use this feat. As a full-attack action, thecharacter can make a single attack roll that inflicts

    normal damage. If he damages their opponent, he

    must make a Fortitude saving throw (DC 10 + half

    her level + her Wisdom bonus). Should the opponent

    fail the save, he bleeds profusely, losing 1 hit point

    per round until someone performs a Treat Injury check

    (DC 15) upon him, or he makes a successful save (the

    second save attempt requires a full-round action as he

    stanches or nurses the wound himself).

    BookwormYou seem to have a knack for locating information

    needed when performing research

    Benefit: Gain a +3 modifier to any research based

    activities conducted in a library or laboratory.

    Special: This feat stacks with all skill and research

    enhancements applicable

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    Bottoms Up

    You can down a drink as a move equivalent action.

    Prerequisite: Base attack bonus +1

    Benefit: You can drink a glass of liquid as a move

    equivalent action that does not provoke an attack of

    opportunity.

    Bouncy

    You are accustomed to working with bounced

    connections.

    Prerequisites: Computer Use 8 ranks

    Benefit: When you bounce your connection to make

    trace attempts more difficult, you only suffer a -1

    penalty to your Computer Use checks per two bounces

    you make.

    Normal: For every bounce you add to your connec-

    tion, you suffer a -1 penalty to your Computer Usechecks.

    Bulls Eye

    Your attacks with ranged weapons are especially

    deadly.

    Prerequisites: Point Blank Shot, Precise Shot.

    Benefit: When you threaten a critical hit with a ranged

    weapon, you may spend 1 action point to automati-

    cally confirm the critical.

    Car NinjaYou never stopped driving like a teenager and have

    gotten away with it spectacularly, either that or

    Elwood Blues is your idol.

    Prerequisite:Drive 4 Ranks

    Benefits: 40% Chance to Succeed in Failed Stunt

    Checks anyway, Collision Damage against Players

    vehicle reduced by one dice class (i.e. d8 -> d4) if the

    player is travelling at the same speed.

    Career Operative

    Prerequisites: Character level 6 or higher

    Benefit: You again a +1 bonus with Fortitude, Reflex,

    and Will saves.

    Cats Eyes

    You have the ability to see better in the dark than those

    with normal eyesight.

    Benefit: You gain low-light vision with a range of 60

    ft.

    Special: You can only take this feat as a 1st-level

    character.

    Cheap ShotYou use dirty tricks to gain the upper hand in combat.

    Prerequisite: Base attack bonus +3 or higher, Bluff 4ranks, Wisdom 13 or higher.

    Benefit: You may add your Wisdom modifier as

    a competence modifier to all attack rolls against a

    flanked, flat-footed or helpless opponent.

    Chug It

    You can down a drink as a free action.

    Prerequisite: Base attack bonus +3, Bottoms Up

    Benefit: You can drink a glass of liquid as a freeaction that does not provoke an attack of opportunity.

    Combat IntimidationYou are capable of intimidating others more easily in

    combat.

    Prerequisite: Intimidate 4 ranks, Charisma 13 or

    higher

    Benefit: You can make one Intimidate skill check each

    round as a free action, but only to demoralize an oppo-

    nent in combat. As a move-equivalent action, you cantry to demoralize all opponents you threaten in melee

    combat.

    Normal: Intimidating others in combat is a standard

    action.

    Combat Load

    They train you to carry stuff when youre a soldier.

    Benefit: Treat your Strength as 2 points higher when

    determining your carrying capacity.

    Commando TrainingThis fighting style represents the advanced combat

    training given to military Special Forces personnel

    around the world. There are as many variations on

    this style as there are militaries to teach it.

    Prerequisite: Combat Martial Arts.

    Benefit: Commando Training adheres to no fixed

    style or philosophy, except for the creed of putting

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    your man down, as quickly, efficiently, and silently

    as possible. You are proficient in Head, Elbow, and

    Kick attacks and are considered armed while making

    such attacks. Characters with this feat add Hide and

    Move Silently to their list of class skills. Commando

    Training attacks are modified by Strength or Dexterity

    (chosen when this Feat is taken).

    Computer ExpertiseYou are well trained in a certain field of computer

    science.

    Prerequisites: Computer Use 4 ranks.

    Benefit: Select one of the specialties of the Computer

    Use skill you currently dont own. You immediately

    acquire that specialty. This is in addition to special-

    ties gained normally through acquiring ranks in the

    Computer Use skill.

    Coordinated Range AttackYou gain bonuses to your ranged weapons attacks

    when you and your allies gang up on an opponent.

    Prerequisites: Intelligence 11 or higher, Base attack

    bonus +1 or higher.

    Benefit: If you and at least two allies who also have

    this feat attack the same opponent in ranged combat,

    you each gain a +2 bonus on your attack rolls. For

    each point of your Intelligence bonus, you gain an

    additional +1 bonus for each extra ally in the attack.

    You and your allies must all be within 30 feet of eachother, you must have line of sight to each other, and

    you must all attack on the same initiative ( typically by

    having all allies delay until the lowest initiative in the

    group).

    Crack ShotWhen wielding a pistol, you are considered armed.

    You threaten your adjacent areas a can thus make

    attack of opportunity against those who leave them.

    Benefit: You threaten a 5-ft. area around you in anydirection with a pistol just as a melee weapon.

    DeadeyeYour knowledge of your opponents weak points make

    it possible for you to deal more lethal damage to

    enemies with thrown weapons.

    Prerequisite:Called Shot, Bar Fly

    Benefits: Adds 1d4 damage to hit. Also able to deal

    nonlethal damage with smaller weapons with -4

    penalty.

    Defensive Position

    You have learnt how to utilize cover to the maximum

    advantage.

    Prerequisites: Dexterity 13 or higher.Benefit: Whenever you have one-quarter, one-half,

    three-quarters or nine-tenths cover, the cover bonus

    you get on Defense and Reflex saves is increased by

    +2.

    Disarm and Deny

    You can steal a weapon from your opponent.

    Prerequisite: Intelligence 13 or higher, Combat

    Expertise, Improved Disarm

    Benefit: When you succeed at an armed disarm

    attempt and have a free hand, you can catch your

    opponents weapon after they drop it as a free action.

    If you do not wish to catch the weapon, or if you do

    not have a free hand, you may knock the weapon up

    to 20 instead of your opponents square. You may

    choose the square the weapon lands in, but there must

    be an unobstructed straight path to that square and the

    square must not be occupied.

    Normal: You can snatch an opponents weapon using

    disarm but only if you performed the disarm attempt

    unarmed. A successful armed disarm drops the oppo-nents weapon in their current space.

    Diesel

    Prerequisite: Toughness

    Benefit: The character gains an extra Hit Die each

    time he takes this Feat.

    Down and Dirty Style

    You are the master of the cheap shot against fallen

    foes.

    Prerequisite: Combat Reflexes, Base attack bonus +2

    or higher

    Benefit: You may take an attack of opportunity against

    an opponent who falls or is dropped in your threatened

    area. This does not apply to opponents whom you have

    just tripped or knocked down.

    Normal: Falling to prone or being dropped does not

    normally draw an attack of opportunity.

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    Eidetic Memory

    You have a near perfect memory.

    Prerequisite: Character level 1st only

    Benefit: The character gains a +1 bonus to all

    Knowledge skills and a +4 bonus to Intelligence

    checks to remember past events.

    Emergency Medicine

    Using advanced resuscitation methods, it is possible to

    bring a dead person back to life, if you act quickly and

    luck is on your side.

    Prerequisites: Treat Injury 10 ranks, Surgery.

    Benefit: You can save a character reduced to -10 hit

    points or lower, if you are able to administer aid within

    3 minutes of the characters death. Make a Treat Injury

    check; you cant take 10 or 20. If the check succeeds,

    the dead character can make a Fortitude save (DC 15)

    to stabilize and be restored to 0 hit points. If the skill

    checks fails or the patient fails the save, the dead char-

    acter cant be saved.

    The DC for the skill check is 30, with the following

    modifications: +1 for every 2 hit points the character

    is below -10 and +2 for every minute that has passed

    since his death (the character is beyond any help after

    3 minutes have elapsed). Thus, someone who has been

    reduced to -15 hit points and has remained in this state

    for two minutes needs a skill check made against DC

    36 to be resuscitated.

    Escape Plan

    You always keep an eye on the exits and one last trick

    up your sleeve. Your enemies may not know that you

    cant be kept behind bars, but theyre about to find out.

    Prerequisites: A total of 30 skill ranks in Bluff,

    Climb, Escape Artist, Hide, Jump, and Move Silently.

    Benefit: Once per play session, you receive a +10

    competence bonus to one Bluff, Climb, Escape Artist,

    Hide, Jump or Move Silently check. This check must

    be made while attempting to avoid or escape capture.

    Execute

    You are a pitiless killer.

    Prerequisite: Character Level 6 or higher, Improved

    Initiative.

    Benefit: The coup de grace combat action is consid-

    ered a half action for you.

    Normal: The coup de grace is a full round action.

    Extreme Range

    The distance at which you may make hurled and

    ranged attack increase dramatically.

    Prerequisites: Base attack bonus +3 or higher, Far

    Shot

    Benefit: When you use a ranged fire weapon, its range

    increment is doubled. When you use a hurled weapon

    its range is tripled.

    Fearsome Display

    You can use an impressive display of weapon prowess

    to intimidate.

    Prerequisite: Weapon Finesse

    Benefit: By spending a full-round action doing an

    impressive display with a weapon for which you have

    Weapon Finesse, you can use your base attack bonus

    plus Charisma bonus in lieu of your Intimidation

    skill. This can only be used to impress, scare and face

    people down; you cannot use this to interrogate pris-

    oners or with any subtlety.

    Field Medic

    Youre comfortable with practicing medicine in dire

    circumstances or when the need is pressing.

    Benefit: You get a +2 bonus to Treat Injury checks

    and may take 10 on a Treat Poison check under any

    conditions.

    FirepowerYou have a knack for shooting targets in especially

    vulnerable spots.

    Prerequisites: Base attack bonus +3, Point Blank

    Shot, Precise Shot.

    Benefit: On your action, before making attack rolls for

    a round, you may choose to subtract a number from

    all ranged attack rolls and add half that number (round

    down) to all ranged damage rolls. This number may

    not exceed your base attack bonus. The penalty onattacks and bonus on damage applies until your next

    action.

    Special: You may not use both Firepower and Power

    Attack during the same round.

    First Impression

    You can impress primitives with your shotgun by

    firing it into the air.

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    Prerequisites: Personal Firearms Proficiency,

    Intimidate 9 ranks.

    Benefit: When the character fires a shotgun into the

    air, all opponents within 10 feet who have fewer

    levels than the character does must make a Will save

    (DC 10 + the characters level + the characters

    Charisma modifier). An opponent who fails his or her

    save is shaken, suffering a 2 penalty on attack rolls,

    saving throws, and skill checks for a number of roundsequal to 1d6 + the characters Charisma modifier. The

    character can use this feat once per round as a free

    action. A successful save indicates that the opponent is

    immune to the characters use of this feat for 24 hours.

    This feat does not affect creatures with an Intelligence

    of 3 or lower. If the character has the Renown feat, the

    DC of the Will saving throw increases by 5.

    First Strike

    You are skilled in making attacks that take out oppo-

    nents quickly.

    Prerequisite: Dexterity 13 or higher

    Benefit: When the character strikes a foe who is flat

    footed at the beginning of a combat, the attack inflicts

    +1d6 points of damage. This damage bonus stacks

    with sneak attack damage and faces the same limita-

    tions as sneak attack. The character can make ranged

    attacks using this ability, but only when within 30 feet

    of the target.

    Special: A character can take this feat up to three

    times. Each time, she adds +1d6 points to the damageinflicted against flat-footed opponents. So, the second

    time a character takes the feat, she inflicts +2d6 points

    of damage, and the third time she inflicts +3d6 points

    of damage.

    Focused Fire

    You are most effective when focusing your fire on a

    single target.

    Prerequisites: Base attack bonus +6 or higher.

    Benefit: When using a firearm with the full attackaction, you gain a +1 attack bonus for each previous

    attack youve made (whether successful or not) with

    the same firearm against the same target in the span of

    the same round.

    For example, if you have a +15/+10/+5 attack bonus

    and you make all three attacks on a single target, you

    will have +15 for the first attack, +11 for the second

    attack and +7 for the third attack.

    Ghost

    You have created an alternate identity as a precau-

    tion in case your current identity is compromised or

    becomes unsafe.

    Benefit: Your alternate identity comes complete with

    bank accounts, credit cards, drivers license and a care-

    fully constructed record. It remains inactive until you

    decide to switch to it, perhaps after becoming wantedby the police or your enemies. Thereafter, any search

    based on your old identity will come up with nothing,

    as if youve vanished from sight.

    Special: You can gain this feat multiple times. Each

    time you take the feat, you gain a new alternate iden-

    tity you can use in the future.

    Ghost in the Machine

    You are able to get in and out of computer systems

    without ever being detected.

    Prerequisite: Computer Use 6 ranks.

    Benefit: Whenever you make a Computer Use

    check to hack another computer system, all opposed

    Computer Use checks made to detect or interfere with

    your activities suffer a 4 penalty.

    Good ListenerYou are easy to talk to, and so can gather information

    quickly.

    Prerequisite: Gather Information 4 ranks, Charisma13 or higher

    Benefit: You can gather information with only

    (1d4+1)x10 minutes of work.

    Normal: A typical Gather Information check takes

    1d4+1 hours.

    Government Sanctioned

    You have the full authority of the government behind

    your actions and can more easily work through official

    channels.

    Prerequisite: Must be aligned with at least one legiti-

    mate government.

    Benefit: You gain a +2 bonus to all Charisma checks

    and Charisma-based skill checks against law enforce-

    ment or other government officials. Additionally, once

    per day you may spend 1 action point to gain tempo-

    rary access to a +6 wealth bonus, drawn from govern-

    ment funds.

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    Grenadier

    You are skilled with grenades and grenade launchers.

    Prerequisite: Exotic Weapon Proficiency (Grenade

    Launcher)

    Effect: You gain a +1 to hit with grenade launchers

    and increase the range increment of thrown grenades

    by 10 feet.

    Grim Reaper

    You are such a master of melee combat that you can

    walk through the battlefield cutting down anyone who

    dares stand against you.

    Prerequisites: Strength 13 or higher, Dexterity 13 or

    higher, Power Attack, Cleave, Great Cleave, Cleaving

    Charge, Base attack bonus +15 or higher.

    Benefit: You are able to take a 5-ft step between

    your cleave attacks, as long as you dont exceed

    your normal movement allowance for the round (5 ft

    if youve taken a full-round action or equal to your

    Speed is youve taken an attack action and have a

    move action left).

    Grudge

    You have a grudge against a group or organization

    and wont rest until they are all dead.

    Benefit: Choose an Allegiance, with the GMs permis-

    sion. You gain a +2 bonus on Bluff, Listen, Sense

    Motive, Spot, and Survival checks when using theseskills against members of the Allegiance. Likewise,

    you get a +2 bonus on weapon damage rolls against

    members of the chosen group.

    Special: You may take this feat multiple times. Each

    time, it applies to a different Allegiance.

    Gun-Fu

    You are an expert in using small firearms in close

    combat or confined spaces.

    Prerequisites: Dexterity 13 or higher, Base attackbonus +1 or higher.

    Benefit: You can make ranged attacks with a Medium

    sized or smaller firearm while in a threatened area

    without provoking an attack of opportunity.

    Normal: Ranged attacks made in a threatened area

    provoke an attack of opportunity.

    Guns Akimbo

    You are skilled at delivering massive firearms attacks

    while on the move.

    Prerequisites: Shot on the Run, Two-Weapon

    Fighting.

    Benefit: If you have two ranged weapons, as an attack

    action you may make one attack with each weapon.

    In addition to the penalties you normally suffer forattacking with two weapons, you suffer an additional

    2 penalty on each attack.

    Normal: Attacking with two weapons is a full attack

    and requires a full action.

    Hail of BulletsYour quick trigger finger can unleash a rain of death.

    Prerequisites: Point Blank Shot, Double Tap.

    Benefit: You can use semiautomatic firearms as ifthey are automatic firearms. You can make autofire

    attacks and use feats that require firearms with auto-

    matic settings, such as Burst Fire. You must meet all

    other requirements for these attacks (such as having 10

    bullets in the weapon to use autofire).

    Hail of Fire

    You can lay down extremely effective autofire attacks.

    Prerequisites: Personal Firearms Proficiency,

    Advanced Firearms Proficiency, Strafe, Base attack

    bonus +4 or higher.

    Benefit: When you make an autofire attack, the DC

    for the Reflex save everyone in the covered area

    makes is 20 instead of 15.

    Headshot

    Rivaling the best professional snipers, you consider

    yourself a failure if you hit a body part other than the

    head.

    Prerequisites: Far Shot, Sniper, Improved Sniper, OneShot One Kill, Base attack bonus +10 or higher.

    Benefit: You can expend an action point in order to

    turn a successful single-shot attack (not burst fire or

    autofire) with a longarm into a headshot. The action

    point can be expended after an attack roll, but before

    the damage roll is made. A headshot is automatically

    a critical hit and the target doesnt receive any protec-

    tion from his armor unless hes wearing a helmet. You

    are unable to use this ability in cases where it would

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    Improved Hotwire

    Cars were built for you to steal.

    Prerequisite: Hotwire

    Benefit: When you use the Repair skill to hot-wire

    a vehicle, you receive a +4 circumstance bonus on

    the skill check, due to your familiarity with various

    vehicle electrical systems. This does stack with you

    bonus you receive for the feat, Hotwire. You canhotwire a vehicle as a half action.

    Normal: Hot-wiring a vehicle is a full round action.

    Improved Sneak Attack

    You can make exceptionally precise and lethal sneak

    attacks.

    Prerequisites: Base attack bonus +2 or higher,

    ability to sneak attack (includes ambush and surprise

    attacks).

    Benefit: Your bonus for sneak attack increases by one

    dice type. If your original sneak attack is D4, it now

    increases to D6 and so on.

    Improved Sniper

    You are extremely accurate when firing single shots

    from longarms.

    Prerequisites: Far Shot, Sniper, Base attack bonus +6

    or higher.

    Benefit: The reduction in range penalties provided bythe Sniper Feat increases to 4 points.

    Improvised Implements

    Benefit: The character no longer takes a 4 penalty

    when wielding an improvised weapon. Also, the char-

    acter is able to make do without proper equipment in

    certain circumstances: the Infiltrator no longer takes a

    4 penalty when using the Climb and Disable Device

    skills without the proper tools.

    Improvised Weapon DamagePrerequisites: Improvised Implements

    Benefit: The characters attacks with improvised

    weapons deal more damage. The character treats an

    improvised weapon as one size category larger than it

    is for the purpose of determining the damage it deals.

    Information Network

    You have informants on the ground that will alert you

    of trouble.

    Prerequisite: Leadership.

    Benefit: Each follower you devote to keeping tabs on

    things grants a +1 to Gather Information or Spot skill

    checks. However, there will still be costs associated

    for information, so you must still pay the usual feeto obtain information.

    Increased PrecisionYou may make precision shots at range.

    Prerequisites: Base attack bonus +6 or higher,

    Extreme Range

    Benefit: The range at which you may make sneak

    attacks, ranged disarm attempts, and benefit from your

    Point Blank Shot is increased by 1 range increment.

    Special: You may choose this feat up to 3 times, each

    time increasing the range at which you may make the

    listed attack by 1 additional range increment.

    Instinct Shot

    You can take a shot even when surprised.

    Prerequisites: Wis 13 or higher, Alertness

    Benefit: When you have a pistol in hand and ready,

    you can take a partial action to fire even if surprised.

    However, the target is treated as having total conceal-ment (50% miss chance).

    Investigative Fervor

    You have a knack for rooting out the truth and other

    juicy bits of gossip.

    Benefit: You get a +2 bonus to Gather Information

    and Search checks.

    Kick-Up

    You have learned how to get up from being prone veryquickly.

    Prerequisite: Dexterity 13 or higher

    Benefit: Standing up from a prone position is a free

    action. You also gain a +4 bonus on any Dexterity or

    Strength check made to resist a Trip attempt.

    Normal: Standing is normally a move-equivalent

    action.

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    Kick Em While They are Down

    You can take advantage of a prone opponents weak-

    ness.

    Prerequisite: Combat Reflexes, Sneak attack 1d6

    Benefit: You may add your Sneak Attack damage

    when attacking a prone target.

    Normal: Being prone does not normally make youvulnerable to sneak attacks.

    Lightning Repair

    You can fix things much faster than normal.

    Prerequisite: Repair 4 ranks.

    Benefit: You can make Repair checks in half the

    normal time. Before you make your Repair roll you

    may spend an action point to reduce the time even

    further. Each action point you spend cuts the repair

    time in half. If your Repair check fails, you lose thepoints spent.

    Linguistic Savant

    You are talented at learning languages.

    Benefit: You may speak two new languages that are

    available for you to learn. If you are not illiterate, you

    can also read and write in these languages. In addition,

    Speak Language is always considered a class skill for

    you.

    Low Blow

    You are skilled at striking vital, debilitating areas on a

    foe.

    Prerequisite: Base attack bonus +3 or higher

    Benefit: As a full-attack action, the character can

    make a single attack roll that inflicts normal damage.

    If she damages her humanoid or monstrous humanoid

    opponent, the foe must attempt a Fortitude save (DC

    10 + half her level + her Wisdom bonus). Should he

    fail the save, he is dazed for 1 full round.

    Man with No NameYour character is a complete cipher. His name is

    unknown (even to himself) and that is the way he likes

    it.

    Prerequisite: Low Profile

    Benefit: Your characters reputation bonus is reduced

    by 3. However, anybody succeeding in recognizing

    him becomes completely shaken, because they have

    confused him with all of the other unknown protago-

    nists.

    Meat Shield

    Youve no compunctions about using others to protect

    yourself.

    Prerequisite: Intimidate 8 ranks, Strength 13 or

    higher.Benefit: Using a human shield in combat, you treat

    all cover benefits provided by your hostage as if they

    were one step better (so 1/2 cover would be treated as

    3/4 cover, etc). Further, the error range of all attacks

    against you while you are using a human shield is

    increased by 1.

    Normal: When you use a human shield, you gain the

    benefits of cover.

    Merciless

    You may dispatch your foes with ruthless efficiency.

    Prerequisite: Character Level 9 or higher, Execute.

    Benefit: The coup de grace combat action is consid-

    ered a free action for you. You may use this action

    a number of times per turn equal to two plus your

    Dexterity modifier (if positive).

    Metalinguist

    You have an intuitive understanding of the basics of

    communication.

    Benefit: If you do not share a language with another

    person/creature, you may, over the course of a minute,

    convey an abstract thought, idea or question that you

    could otherwise express with a full round of speech.

    If the other party also takes the time to communicate

    at the same pace, you can understand in return. Of

    course, there is always some risk of mistranslation.

    Special: You can only communicate with creatures

    that speak some language.

    Mimicry

    You can replicate almost any natural sound you have

    ever heard

    Prerequisite: Perform (Comedy) 1 rank

    Benefit: As a standard action, you can imitate almost

    any sound (footsteps, a door opening or closing, or

    two people fighting). You cannot simulate anything

    louder than a shout or duplicate the sound of any

    magical effect like a banshees wail. Use the Perform

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    (comedy) skill opposed by the audiences listen skill to

    be convincing.

    Special: You cannot make the sounds appear to come

    from somewhere else without additional abilities

    beside this feat.

    Modify Combat Style

    You can adapt your combat moves to counter an oppo-nents style.

    Prerequisite: Base attack bonus +7 or higher

    Benefit: The character spends a full round in melee

    with an opponent, then makes a Spot check (DC = the

    opponents attack bonus). If the character succeeds,

    she spots a weakness in the foes combat style and

    modifies her own style to take advantage of it. The

    character gains a +2 competence bonus to attack rolls

    against the foe for the rest of that combat

    MonkeywrencherYou have a knack for destroying technological items.

    Benefit: If you choose to attack an item, such as a suit

    of a rifle, turbine, or a similar mechanical item, you

    gain a +2 bonus to your damage. As a rule of thumb,

    this bonus only applies to mechanisms that have

    moving parts, require electrical power, or are fueled by

    a chemical reaction.

    Murphys Bane

    You seem to be incredibly lucky, living a charmed life.

    Benefit: You can spend an action point to re-roll a

    failed ability check, attack roll, saving throw or skill

    check. You must abide by the new result.

    One Shot, One Kill

    When using a high-powered, accurate longarm, you

    usually dont need more than one shot to bring your

    target down.

    Prerequisites: Far Shot, Sniper, Improved Sniper,

    Base attack bonus +8 or higher.

    Benefit: Once per round, you can improve the threat

    range of an attack you make with a longarm by one

    (eg 19-20 becomes 18-20). The use of this ability must

    be declared before the attack roll is made and cannot

    augment a burst fire or an autofire attack.

    Over The Shoulder

    Youre so good with a shotgun that you can fire it over

    your shoulder at bad guys behind you without even

    looking.

    Prerequisites: Wisdom 13 or higher, Dead Aim, Far

    Shot.

    Benefit: When firing over your shoulder, if you miss

    your target due to concealment, you can reroll theconcealment miss chance once to see if you actually

    hit.

    Normal: Targets behind you have total concealment,

    and ranged attacks directed against them have a 50%

    chance of missing.

    Paralyzing Blow

    You can temporarily paralyze an opponent with a hit.

    Prerequisite: Base attack bonus +15 or higher

    Benefit: The character must use a bludgeoning

    weapon or an unarmed attack to use this feat. As a full

    attack action, the character can make a single attack

    roll that inflicts normal damage. If she damages her

    opponent, the foe must make a Fortitude saving throw

    (DC 10 + half her level + Wisdom bonus). Should

    the opponent fail the save, he becomes paralyzed and

    helpless for 1 full round.

    Police Combat Training

    You have been trained in police-style self-defense.

    Prerequisite: Combat Martial Arts.

    Benefit: You are proficient in punching attacks and

    are considered armed when making such attacks. You

    provoke no attacks of opportunity from grapple or

    disarm checks. This feat adds Diplomacy, Intimidate,

    and Sense Motive to your list of class skills. Police

    Combat Training attacks are modified by Strength.

    Power Charge

    Once you start a charge, you become extremelydangerous.

    Prerequisites: Power Attack, Strength 13+

    Benefit: When using the charge action, the character

    deals double damage with a melee weapon. Only

    the weapons damage doubles, not the bonuses from

    Strength, magic, or other factors.

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    Public Relations

    Prerequisite: Cha 13+

    Benefit: The character has a reputation for being good,

    honest, trustworthy, friendly, brave, yada yada. This

    feat adds +4 to the characters starting Reputation.

    Quarterback

    Field Goal! For some reason or another, youve spent

    a good deal of time throwing large heavy objects like

    basketballs, baseballs or footballs, and know how to

    get them to wherever youre aiming at.

    Prerequisite: Strength 13 or higher, Base attack bonus

    +2 or higher

    Benefits: Range increments for thrown explosive

    devices, like grenades, are increased by one half. In

    addition, gain a +2 bonus to catching thrown explosive

    devices like grenades.

    Rapid Reload

    Your hands reload your weapon without your brain

    even having to think about it.

    Prerequisites: Quick Draw

    Benefit: You can reload one pistol or rifle (but not

    a heavier weapon) per round as a free action. The

    weapon cannot have an internal magazine.

    Rapid Sniping

    You can quickly conceal yourself when sniping with a

    ranged weapon.

    Prerequisites: Dexterity 13 or higher, Hide 5 ranks,

    Base attack bonus +6 or higher.

    Benefit: If you begin your turn hidden at least 30 feet

    away from your target, you can take the full attack

    action and then hide again as a free action (though you

    take a 10 penalty on the Hide check).

    Normal: When sniping, you hide as a move action,

    which allow allows you only a single attack with theattack action.

    Rapid Strike

    You can make an extra, blindingly fast melee strike.

    Prerequisites: Base attack bonus +3 or higher,

    Dexterity 15 or higher, Weapon Focus,

    Benefit: The character selects a weapon that shes

    proficient with and wields with the Weapon Focus

    feat. Once per day per level, as part of a full-attack

    action, she can use this weapon to make an additional

    attack, with a base attack bonus of half her highest

    normal base attack bonus. Even if she wields more

    than one weapon, however, no more than one Rapid

    Strike is possible in a round.

    Special: A character may take this feat multiple times,

    each time selecting a different weapon.

    Resurrect DeviceWith a length of baling wire, duct tape, and a few

    dollops of super glue, you can patch together a shat-

    tered device.

    Prerequisite: Repair 4 ranks, Lightning Repair.

    Benefit: You can spend an action point to immediately

    repair a destroyed or badly damaged device, construct,

    or other gadget with a successful Repair check. This

    items effectiveness are restored to half their maximum

    value. Obviously, you gain a better value for your

    action point if the device has sustained more damage.

    SERE

    SERE stands for Survival, Evasion, Resistance, and

    Escape, and is the military training program to prepare

    soldiers for surviving in hostile territory, withstand

    interrogation and torture, and escape or survive to

    reach home. The SERE motto is return with honor.

    Although SERE training is offered to all branches of

    service (especially special operations forces), many

    regular Air Force personnel receive this training, since

    they are at high risk of being shot down behind enemylines and captured.

    Benefit: Characters with this feat gain a +2 bonus on

    Hide and Survival checks, and a +2 on all Will saves

    and level checks to resist intimidation, interrogation,

    torture, and brainwashing.

    Sharpshooting

    Youre able to pull off shots others would miss due to

    cover.

    Prerequisites: Wisdom 13, Far Shot, Sniper.

    Benefit: When you use a personal firearm to attack

    a target that has one-quarter, one-half, three-quarters

    or nine-tenths cover, his cover bonus to Defense is

    reduced by 2.

    Sidestep

    In combat, you have the ability to anticipate your

    opponents moves and move in his wake.

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    Prerequisites: Dexterity 13 or higher, Dodge,

    Mobility.

    Benefit: When an opponent in an adjacent square

    takes a single 5-foot step to a square that you do not

    threaten, you may spend 1 action point to move into

    the square the opponent just left.

    Smooth Talker

    You excel at using your wits and honeyed tongue.

    Prerequisite: Cha 13 or higher.

    Benefit: The character gains a +1 bonus on all Bluff,

    Diplomacy, Gather Information, and Perform checks.

    Sniper

    You are very accurate when firing single shots from

    longarms.

    Prerequisites: Far Shot.

    Benefit: When using a longarm, you can reduce range

    penalties by 2 points. This ability may be used once

    per round and its use must be declared before the

    attack roll is made. It cannot be used along with a

    burst fire or an autofire attack.

    Speed BurstYou can move very fast in short bursts.

    Benefit: Once per day per two character levels, the

    character can take an extra move action in a single

    round.

    Speed Demon

    You retain smooth control over your vehicle even at

    high speeds.

    Prerequisites: Drive or Pilot (for airborne vehicles) 6

    ranks.

    Benefit: All check/roll modifiers due to speed are

    halved, rounding down.

    Speed ReaderYou are capable of reading the written word very

    quickly.

    Prerequisite: Decipher Script 4 ranks, Intelligence 13

    or higher

    Benefit: You are able to read a single page of written

    material as a full round action.

    Normal: It takes you one minute to read a single page

    of written material.

    Stand Your Ground

    You keep fighting no matter how scared you get.

    Prerequisite: Iron Will, Base attack bonus +4 or

    higher, Base Will save +2

    Benefit: Whenever you would be cowering, frightenedor panicked, you are shaken instead.

    Street Status

    Choose a city, such as New York or London. It is a

    place you know well, in which youve made a name for

    yourself.

    Prerequisites: Knowledge (streetwise) 4 ranks.

    Benefit: You gain a +4 circumstance bonus on any

    Knowledge (streetwise) check made in the selected

    city and you have +2 Reputation when dealing with

    elements of the citys underworld or law officials.

    Special: You can gain this feat multiple times. Each

    time you take the feat you must select a different

    city, but additionally the skill bonus associated with

    cities youve previously selected goes up by +2 (the

    Reputation bonus remains the same). For example, if

    youve taken Street Status (New York) and then take

    Street Status (London), youll have a +6 bonus in New

    York and a +4 bonus in London.

    Street Toughened

    Making your living on the street hardens you.

    Benefit: You get a +1 bonus to Will saves and a +2

    bonus to Intimidate checks.

    Stunning Blow

    You can strike foes so hard you stun them.

    Prerequisite: Base attack bonus +6 or higher

    Benefit: As a full-attack action, the character can make

    a single attack roll that inflicts normal damage. If she

    damages her opponent, the foe must make a Fortitude

    saving throw (DC 10 + half her level + Wisdom

    bonus). Should he fail the save, he becomes stunned

    for 1 full round.

    Stunt Monkey

    That shopping cart and crash helmet you own tend to

    get used and abused all too often, but you never do.

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    You know how to dodge your own moments of stupidity

    and how to get right back to them.

    Prerequisite:Dexterity 13 or higher, Base attack bonus

    +2 or higher

    Benefits: +3 on Tumble and Jump Checks

    Sudden Action

    You can take quick and decisive action at the start ofcombat.

    Prerequisite: Combat Reflexes, Improved Initiative,

    Mobility, Quick Draw

    Benefit: During a surprise round you may act as if it

    were a normal combat round. So, instead of taking a

    single move or standard action you may perform a full

    round action, full attack, two move actions, or a move

    action and a standard action.

    Normal: You may only take a standard action or move

    action during a surprise round.

    Superior Sneak AttackYour understanding of anatomy allows you to make

    fatal sneak attacks.

    Prerequisites: Alertness, Improved Sneak Attack,

    Base attack bonus +8 or higher

    Benefit: Your bonus for sneak attack increases by one

    dice type. If your original sneak attack is D4, it now

    increases to D8 (This result already includes the bonus

    for Improved Sneak Attack). You cannot go beyond

    D12 with this feat.

    Superior Trip

    You are especially adept at tripping opponents in

    battle, and you are able to avoid retaliatory trip

    attempts.

    Prerequisites: Combat Expertise, Improved Trip.

    Benefit: If the character fails on a trip attempt, his

    opponent doesnt get a chance to trip him in return,

    nor does he have to drop his weapon (if using one to

    attempt a trip) to avoid a retaliatory trip attempt. The

    character also gains a +2 bonus on all trip attempts.

    This bonus stacks with the one from Improved Trip.

    Sure Grip

    You are an expert at climbing and staying perched on

    thin ledges.

    Prerequisite: Dexterity 16+

    Benefit: When you fail a Balance or Climb check, you

    may make two additional checks to avoid falling.

    The Devil is in the DetailsYou know that the hard work of any project is the tiny

    little details; mess those up and the whole thing comes

    crashing down.

    Benefit: You get a +2 bonus to Search and Forgerychecks.

    TossYou may throw an opponent when grappling.

    Prerequisite: Base attack bonus +6 or higher

    Benefit: When grappling an opponent and you win an

    opposed grapple check on your action, you may throw

    your opponent instead of the usual options. For every

    5 points you exceed your opponents grapple check

    by, you may toss your opponent 5 feet. You may alsoadd 5 feet for each size category you are larger than

    the opponent. If you succeed by less than 5 you still

    toss your opponent 5 feet. In this case they have still

    fallen but wont take damage from the fall.

    Special: The victim is considered to have fallen a

    distance equal to the distance they were thrown. This

    typically results in falling prone and taking 1d6 points

    of damage per 10 fallen. A victim striking a wall or

    other obstacle will take damage as if they were thrown

    the full distance. You must be strong enough to lift

    the victim over your head (their weight cannot exceedyour maximum load).

    Tough Customer

    Your reputation makes others tread lightly around you.

    Prerequisite: Reputation 6+Effect: You gain a bonus

    on Intimidate checks equal to your Reputation.

    Bonus: This feat is a bonus feat for Charismatic

    heroes.

    True SightYou can easily see through any type of deception,

    trickery or lie.

    Prerequisites: Sense Motive 8 ranks

    Benefit: Any and all attempts to deceive you suffer a

    penalty equal to your level plus equal to your Wisdom

    modifier (if any).

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    Trust Fund Baby

    Prerequisite: Cha 13+

    The character receives a small inheritance. +2 to

    Resources. This feat may be taken after the character

    is created.

    Uncanny Reaction

    You think so quickly on your feet, it almost seems

    supernatural. Often, you are moving before anyone

    else knows what is happening.

    Prerequisite: Dexterity 13 or higher, Alertness,

    Improved Initiative, Lightning Reflexes

    Benefit: When rolling for initiative, you roll twice and

    take the highest result. Your initiative modifiers are

    then added to the rolled number normally.

    Undermine

    You excel at playing with peoples insecurities.

    Prerequisites: Cha 13 or higher, Innuendo 2 ranks,

    Sense Motive 2 ranks

    Benefit: You may use cunning suggestion to under-

    mine another characters resolve. After speaking to

    him for a full round you may make an Innuendo check

    opposed by a targets Sense Motive. Success indicates

    that a seed of doubt has been planted in the target

    and he suffers a -1 penalty to his skill checks and a -4

    penalty to his initiative for a number of rounds equal

    to twice your Charisma modifier.

    Special: You must be able to understand and be under-

    stood by the target before you can undermine him or

    her. Any single character can only be undermined one

    per session.

    Use Prejudice

    You can use peoples prejudices against them.

    Benefit: Whenever you can fall into a stereotype your

    mark believes in (minorities are uneducated or women

    are scared and helpless, for example) you get a +4bonus on all Bluff, Disguise and Intimidate checks to

    stay in role and maintain this belief.

    Notes: This bonus is not cumulative if several preju-

    dices can be used at once.

    Weapon Juggle

    You can change and pick up weapons as a free action.

    Prerequisite: Dexterity 13 or higher, Quick Draw,

    Sleight Of Hand 1 rank

    Benefit: You can juggle weapons and similarly sized

    objects during combat. You can draw, sheathe, or shift

    them from hand to hand as a free action. You can even

    pick them up from the ground as a free action, as long

    as you can kick at them. You can do this at the start

    and end of your turn, but not on somebody elses turn

    or in the middle of an attack sequence. These actionsnever trigger attacks of opportunity.

    Well-Equipped

    You are constantly prepared for almost any situation,

    bringing loads of supplies with you everywhere you

    go.

    Benefit: Your carrying capacity is doubled.

    Additionally, any time your movement would normally

    be reduced by encumbrance, the amount your move-

    ment is reduced by is halved.

    Wide Burst

    You can fire wider bursts that can hurt more than one

    opponent.

    Prerequisites: Wisdom 13 or higher, Personal

    Firearms Proficiency, Advanced Firearms Proficiency,

    Burst Fire, Base attack bonus +4 or higher.

    Benefit: When you make a burst fire attack, you have

    the option of affecting two opponents in adjacent

    squares (although not someone standing behind ofthe other). If you do so, you make a single attack roll

    (with an additional -2 penalty) and compare the result

    to the Defense of each opponent separately. A target

    hit by q wide burst only takes +1 dice of damage.

    Wolf Pack BasicsYou are highly skilled at taking advantage of the open-

    ings provided by a well-placed teammate.

    Prerequisites: Character Level 3 or higher

    Benefit: You gain a +4 bonus to attacks made againstopponents youre flanking.

    Normal: Characters normally receive a +2 circum-

    stance bonus when making flank attacks.

    Zen Focus

    You always sense the approximate locations of your

    foes, even when theyre out of your sight.

    Prerequisites: Wis 13 or higher

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    Benefit: When making a ranged attack, your targets

    concealment bonuses to Defense are reduced to

    (rounded down).

    Zen Shot

    You can sense nearby opponents even in total dark-

    ness.

    Prerequisites: Base attack bonus +4 or higher, ZenFocus

    Benefit: When making a range attack, your targets

    concealment bonuses to Defense are negated.

    All text on all pages is Open Game Content as defined by the

    Open Gaming License. See page 18 for more information.

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    The following text is the property of Wizards of the Coast, Inc. and

    is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights

    Reserved.

    1. Definitions: (a)"Contributors" means the copyright and/or

    trademark owners who have contributed Open Game Content;

    (b)"Derivative Material" means copyrighted material including

    derivative works and translations (including into other computerlanguages), potation, modification, correction, addition, extension,

    upgrade, improvement, compilation, abridgment or other form in

    which an existing work may be recast, transformed or adapted; (c)

    "Distribute" means to reproduce, license, rent, lease, sell, broadcast,

    publicly display, transmit or otherwise distribute; (d)"Open Game

    Content" means the game mechanic and includes the methods,

    procedures, processes and routines to the extent such content does

    not embody the Product Identity and is an enhancement over the

    prior art and any additional content clearly identified as Open Game

    Content by the Contributor, and means any work covered by this

    License, including translations and derivative works under copy-

    right law, but specifically excludes Product Identity. (e) "Product

    Identity" means product and product line names, logos and iden-

    tifying marks including trade dress; artifacts; creatures characters;

    stories, storylines, plots, thematic elements, dialogue, incidents,

    language, artwork, symbols, designs, depictions, likenesses, formats,

    poses, concepts, themes and graphic, photographic and other visual

    or audio representations; names and descriptions of characters,

    spells, enchantments, personalities, teams, personas, likenesses and

    special abilities; places, locations, environments, creatures, equip-

    ment, magical or supernatural abilities or effects, logos, symbols, or

    graphic designs; and any other trademark or registered trademark

    clearly identified as Product identity by the owner of the Product

    Identity, and which specifically excludes the Open Game Content;

    (f) "Trademark" means the logos, names, mark, sign, motto, designs

    that are used by a Contributor to identify itself or its products or the

    associated products contributed to the Open Game License by theContributor (g) "Use", "Used" or "Using" means to use, Distribute,

    copy, edit, format, modify, translate and otherwise create Derivative

    Material of Open Game Content. (h) "You" or "Your" means the

    licensee in terms of this agreement.

    2. The License: This License applies to any Open Game Content that

    contains a notice indicating that the Open Game Content may only

    be Used under and in terms of this License. You must affix such a

    notice to any Open Game Content that you Use. No terms may be

    added to or subtracted from this License except as described by the

    License itself. No other terms or conditions may be applied to any

    Open Game Content distributed using this License.

    3.Offer and Acceptance: By Using the Open Game Content You indi-

    cate Your acceptance of the terms of this License.

    4. Grant and Consideration: In consideration for agreeing to use this

    License, the Contributors grant You a perpetual, worldwide, royalty-

    free, non-exclusive license with the exact terms of this License to

    Use, the Open Game Content.

    5.Representation of Authority to Contribute: If You are contributing

    original material as Open Game Content, You represent that Your

    Contributions are Your original creation and/or You have sufficient

    rights to grant the rights conveyed by this License.

    6.Notice of License Copyright: You must update the COPYRIGHT

    NOTICE portion of this License to include the exact text of the

    COPYRIGHT NOTICE of any Open Game Content You are

    copying, modifying or distributing, and You must add the title, the

    copyright date, and the copyright holder's name to the COPYRIGHT

    NOTICE of any original Open Game Content you Distribute.

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    Identity, including as an indication as to compatibility, except as

    expressly licensed in another, independent Agreement with theowner of each element of that Product Identity. You agree not to

    indicate compatibility or co-adaptability with any Trademark or

    Registered Trademark in conjunction with a work containing Open

    Game Content except as expressly licensed in another, indepen-

    dent Agreement with the owner of such Trademark or Registered

    Trademark. The use of any Product Identity in Open Game Content

    does not constitute a challenge to the ownership of that Product

    Identity. The owner of any Product Identity used in Open Game

    Content shall retain all rights, title and interest in and to that Product

    Identity.

    8. Identification: If you distribute Open Game Content You must

    clearly indicate which portions of the work that you are distributing

    are Open Game Content.

    9. Updating the License: Wizards or its designated Agents may

    publish updated versions of this License. You may use any autho-

    rized version of this License to copy, modify and distribute any

    Open Game Content originally distributed under any version of this

    License.

    10. Copy of this License: You MUST include a copy of this License

    with every copy of the Open Game Content You Distribute.

    11. Use of Contributor Credits: You may not market or advertise the

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    have written permission from the Contributor to do so.

    12. Inability to Comply: If it is impossible for You to comply withany of the terms of this License with respect to some or all of the

    Open Game Content due to statute, judicial order, or governmental

    regulation then You may not Use any Open Game Material so

    affected.

    13. Termination: This License will terminate automatically if You

    fail to comply with all terms herein and fail to cure such breach

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    shall survive the termination of this License.

    14. Reformation: If any provision of this License is held to be unen-

    forceable, such provision shall be reformed only to the extent neces-

    sary to make it enforceable.

    15. COPYRIGHT NOTICE

    Open Game License v 1.0a Copyright 2000, Wizards of the Coast,

    Inc.

    System Reference Document Copyright 2000-2003, Wizards of the

    Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,

    Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce

    R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on

    original material by E. Gary Gygax and Dave Arneson.

    Modern System Reference Document Copyright 2002, Wizards of

    the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,

    Charles Ryan, based on material by Jonathan Tweet, Monte Cook,

    bcdSKIJINKIPITINKIPITabcdIBNSOPOSP]O P E N G A M E L I C E N S E V E R S I O N 1 . 0 A KIPI]

    ameron order #3623885

  • 7/29/2019 Covert Ops Feats

    19/19

    Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John

    Tynes, Andy Collins, and JD Wiker.

    Accelerated Balancing Feat, Combat Intimidation Feat, Good

    Listener Feat, Linguistic Savant Feat, Speed Reader Feat Copyright

    2005, Jason D. Kemp

    Advanced Players Manual Copyright 2005, Green Ronin Publishing;

    Author Skip Williams.

    Afghanistan: D20, Fading Suns, Fading Suns: D20, and all related

    Product Identity trademark defined above, are Copyright 2002

    Holistic Design, Inc.

    Anything Goes Long Feat Copyright 2001, Joshua Turton

    Bar Fly, Deadeye, Car Ninja, Heisman, Quarterback and Stunt

    Monkey feats Copyright 2006, Jason C. Lee

    Blood and Fists Copyright 2003, RPGObjects; Author Charles Rice

    Blood and Guts Copyright 2003, RPGObjects; Author Charles Rice

    Blood and Guts 2: Military Training Manual: 2005, RPGObjects;Author Charles Rice

    Blood and Brains Copyright 2004, RPGObjects; Author Michael

    Tresca

    Bookworm Copyright 2001, Bradley H. Bemis Jr.

    Bottoms Up Feat Copyright 2005, Sigfried Trent

    Cats Eyes Feat Copyright 2003 Michael Strand

    Cry Havoc Copyright 2003 Skip Williams.

    CYD20 Copyright 2003 George Chatzipetros

    Down And Dirty Style Feat Copyright 2002, Rick CoenDisarm And Deny Feat Copyright 2005, Sigfried Trent

    Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas

    Games; Author Chris Aylott.

    Eternal Rome, Copyright 2005, Green Ronin Publishing; Authors

    Graeme Davis and Scott Bennie.

    Fading Suns: D20, Copyright 2001, Holisitc Design, Inc; Authors

    Bill Bridges and Andy Harmon.

    Fearsome Display Feat Copyright 2000, Brendan Quinn

    Friday the 13th: Resurrection, Copyright 2002, Michael Tresca

    Future Players Companion: Tomorrows Foundation, Copyright

    2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Rodney

    Thompson, and JD Wiker

    Gimmicks Guide to Gadgets Copyright 2005 Green Ronin

    Publishing, LLC. Author: Mike Mearls

    Grudge feat Copyright 2003, Jerry M. Chaney II

    Hollowfaust: City of Necromancers Copyright 2001, White Wolf

    Publishing, Inc.

    Kick 'Em While They're Down Feat Copyright 2003, Rick Coen,

    Carl Cramr

    Kick-Up Feat Copyright 2002, Ian Cheesman

    Mercenaries, Copyright 2002, Alderac Entertainment Group, Inc.

    Metalinguist Feat Copyright 2002, Rick Coen

    Mimicry Feat Copyright 2001, Carl Cramr

    Modern Organizations: Crime and Punishment, Copyright 2005 TheGame Mechanics, Inc.; Author: Stan!

    Modern Players Companion, Copyright 2003, The Game Mechanics

    Inc.; Author: Stan!

    Monte Cooks Arcana Evolved Copyright 2005 Monte J. Cook. All

    rights reserved.

    Monte Cooks Arcana Unearthed and Monte Cooks Arcana

    Unearthed: Way of the Sword Copyright 2003 Monte J. Cook. All

    rights reserved.

    Most Wanted, Copyright 2003, Paradigm Concepts, Inc.; Authors

    Alex Flagg and Mark Christensen

    Pan-Asian Collective, Copyright 2002, Alderac Entertainment Group

    Inc.; Authors Steve Crow, Scott Gearin, Clayton A. Oliver.

    Prototype: Jury-Rigger, Copyright 2006, Louis Porter Jr. Design, Inc.

    Shadowforce Archer Worldbook, Copyright 2002, Alderac

    Entertainment Group, Inc.; Authors Patrick Kapera and Kevin

    Wilson.

    Sidewinder: Recoiled, Copyright 2003 by Dog House Rules LLC.

    Sidewinder: Wild West Adventure, Copyright 2002 by Citizen

    Games.

    Spycraft Espionage Handbook, Copyright 2002, Alderac

    Entertainment Group, Inc.; Authors Patrick Kapera and KevinWilson.

    Stand Your Ground Feat Copyright 2005, Jonathan D. Woolley

    Stargate SG-1 Rulebook, Copyright 2003, Alderac Entertainment

    Group, Inc.

    Sudden Action Feat Copyright 2000, Michael J. Kletch

    Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors

    Greg Benage, Kurt Brown, Mark Chance, Brian Ferrenz, Lizard,

    David Lyons, Brian Patterson, Scott Stoecker, Wil Upchurch.

    The Second World Campaign Sourcebook Copyright 2001, Steven

    Palmer Peterson.

    Toss Feat Copyright 2002, Jerry M. Chaney II

    Uncanny Reaction Copyright 2002, Ian Cheesman

    Use Prejudice Feat Copyright 2002, Dominique Crouzet, Carl

    Cramr

    Vigilance Copyright 2002 by Charles Rice

    War on Terror Copyright 2003, RPGObjects; Author Charles Rice

    Weapon Juggle Feat Copyright 2001, Carl Cramr

    bcdSKIJINKIPITINKIPITabcdIBNSOPOSlsghllhlhiroikrgnkregegererregerKIPI