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7/29/2019 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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MODERN
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.
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trademark owners who have contributed Open Game Content;
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prior art and any additional content clearly identified as Open Game
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copy, edit, format, modify, translate and otherwise create Derivative
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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
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
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System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
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R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
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Modern System Reference Document Copyright 2002, Wizards of
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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]
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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
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