42
DUNE - RULBUK Feats v1.31 Action Boost Acrobatic Alertness Armour Proficiency (light) Armour Proficiency (medium) Armour Proficiency (heavy) Assassins' Code Assassins' Handbook Athletic Attentive Blindfight Hear the Unseen Builder Cautious Cloak Dance Combat Expertise Defensive Strike (requires Dodge) Improved Disarm Improved Feint Improved Trip Melee Evasion (requires Dodge) Sense Weakness (requires Weapon Focus) Single Blade Style (requires Weapon Focus) Superior Expertise Combat Intuition Combat Martial Arts Improved Combat Martial Arts Advanced Combat Martial Arts Knockout Strike Improved Knockout Strike Vital Strike Combat Reflexes Deft Opportunist Expert Tactician Improved Combat Reflexes Vexing Flanker Confident Creative Defensive Martial Arts Combat Throw Improved Combat Throw Elusive Target Nerve Pinch Unbalance Opponent Deceptive Diplomatic Immunity Dodge Agile Riposte Defensive Strike (requires Combat Expertise) Melee Evasion (requires Combat Expertise) Mobility Spring Attack Whirlwind Attack Educated Elusive Dance Endurance Steadfast Determination Exotic Melee Weapon Proficiency Focused Force of Personality Frightful Presence Gearhead Great Fortitude Guide Heroic Spirit Heroic Surge Improved Initiative Danger Sense Improved Critical Improved Damage Threshold Insightful Reflexes Intimidating Strike Intuitive Attack Iron Will Jack-of-all-Trades Lightning Reflexes Prone Attack Master Manipulator Medical Expert Mentat Awareness Greater Mentat Awareness Perfect Mentat Awareness Meticulous Mnemonic Conditioning Nimble Noble Blood Oathbound Point Blank Shot Poison Resistance Poison Immunity DUNE - RULBUK Feats v1.32

Dune - Rulbuk - Feats 1.32

Embed Size (px)

DESCRIPTION

d20 Modern Conversion of Last Unicorn Games DUNE Chronicles of the Imperium Gamehttp://boardgamegeek.com/rpgitem/133155/dune-rulbuk

Citation preview

  • DUNE - RULBUK Feats v1.31

    Action Boost Acrobatic Alertness

    Armour Proficiency (light) Armour Proficiency (medium) Armour Proficiency (heavy)

    Assassins' Code Assassins' Handbook

    Athletic Attentive

    Blindfight Hear the Unseen

    Builder

    Cautious Cloak Dance Combat Expertise Defensive Strike (requires Dodge) Improved Disarm Improved Feint Improved Trip Melee Evasion (requires Dodge) Sense Weakness (requires Weapon Focus) Single Blade Style (requires Weapon Focus) Superior Expertise

    Combat Intuition Combat Martial Arts Improved Combat Martial Arts Advanced Combat Martial Arts Knockout Strike Improved Knockout Strike Vital Strike

    Combat Reflexes Deft Opportunist Expert Tactician Improved Combat Reflexes Vexing Flanker

    Confident Creative

    Defensive Martial Arts Combat Throw Improved Combat Throw Elusive Target Nerve Pinch Unbalance Opponent

    Deceptive Diplomatic Immunity

    Dodge Agile Riposte Defensive Strike (requires Combat Expertise) Melee Evasion (requires Combat Expertise) Mobility Spring Attack Whirlwind Attack

    Educated Elusive Dance Endurance Steadfast Determination Exotic Melee Weapon Proficiency

    Focused Force of Personality Frightful Presence

    Gearhead Great Fortitude Guide

    Heroic Spirit Heroic Surge

    Improved Initiative Danger Sense

    Improved Critical Improved Damage Threshold Insightful Reflexes Intimidating Strike Intuitive Attack Iron Will

    Jack-of-all-Trades

    Lightning Reflexes Prone Attack

    Master Manipulator Medical Expert

    Mentat Awareness Greater Mentat Awareness Perfect Mentat Awareness Meticulous Mnemonic Conditioning

    Nimble Noble Blood

    Oathbound

    Point Blank Shot Poison Resistance Poison Immunity

    DUNE - RULBUK Feats v1.32

  • Power Attack Cleave Great Cleave Flay Improved Bull Rush Sunder

    Prana Bindu Suspension Minutiae Observation Truthtrance Voice Voice, Greater Prana Bindu Mastery Inner Voices

    Profile Pyretic Conscience Pharmacopoeia Breath of Life

    Quick Draw Flick of the Wrist

    Quick Recovery

    Reckless Offence Renown Run

    Shield Conditioning Improved Shield Strike Shield Charge Shield Slam Agile Shield Fighter Shield Specialisation Active Shield Defence Shield Wall

    Sidestep Charge Spy Network Stand Still Stealthy Studious Surgery

    Swift Strike Deadly Precision Hour of the Assassins Telling Blow Silencing Strike

    Toughness Track Trustworthy Two Weapon Fighting Oversized Two Weapon Fighting Two Weapon Defence Improved Two Weapon Defence Greater Two-Weapon Defence Two Weapon Rend Improved Two Weapon Fighting Double Hit (req Combat Reflexes) Dual Strike Greater Two-Weapon Fighting Perfect Two Weapon Fighting

    Weapon Finesse Weapon Focus Graceful Edge Greater Weapon Focus Greater Weapon Specialisation Weapon Supremacy Power Critical Sense Weakness (requires Combat Expertise) Single Blade Style (requires Combat Expertise) Weapon Specialisation Melee Weapon Mastery Devastating Critical Driving Attack Slashing Flurry

    Willing Deformity Clawed Hands Face Gaunt Obese Skin Tall Teeth

    Windfall

    Zero G Training

    DUNE - RULBUK Feats v1.32

  • Class Focus Feats

    Charismatic Plus Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly charismatic hero. Benefit: You gain two talents from the Charismatic heros talent trees. You cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

    Dedicated Plus Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly dedicated hero. Benefit: You gain two talents from the Dedicated heros talent trees. You cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

    Fast Plus Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly dexterous hero. Benefit: You gain two talents from the Fast heros talent trees. You cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

    Smart Plus Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly intelligent hero. Benefit: You gain two talents from the Smart heros talent trees. You cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents. The exception is the savant talent, which you can select multiple times. However, each time you select the savant talent, you must choose a different skill (see the savant talents description).

    DUNE - RULBUK Feats v1.32

  • Strong Plus Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly strong hero. Benefit: You gain two talents from the Strong heros talent trees. You cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

    Tough Plus Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly tough hero. Benefit: You gain two talents from the Tough heros talent trees. You cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.

    General Feats

    Action Boost Benefit Use a d8 rather than a d6 when spending an Action Point to modify a d20 roll

    Active Shield Defence Your expert use of your Shield allows you to strike at vulnerable foes even when you forgo your own attacks in favour of defence. Prerequisite Shield Conditioning, Shield Specialisation Benefit When fighting defensively and using a Shield you do not take the standard fighting defensively penalties on attacks of opportunity. When using the total defence action and a Shield you still threaten the area around you as normal. You can make attacks of opportunity at -4 penalty. Normal You take -4 penalty on all attacks when fighting defensively. You cannot attack while using the total defence action.

    Acrobatic Benefit The character gets a +3 bonus on all Acrobatic checks.

    Advanced Combat Martial Arts Prerequisites Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8. Benefit When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage. Normal An unarmed strike critical hit deals double damage.

    DUNE - RULBUK Feats v1.32

  • Alertness Benefit The character gets a +2 bonus on all Listen checks and Spot checks.

    Agile Riposte Prerequisites Dexterity 13, Dodge. Benefit Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously. Even a character with the Combat Reflexes feat cant use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.

    Agile Shield Fighter You are skilled at combining your Shield Strike attack with an armed strike. When you use your Shield in unison with a weapon, your training allows you to score telling blows with both. Prerequisite Shield Conditioning, Improved Shield Strike Benefit When making a Shield Strike and an armed strike as part of a full attack action, you take a -2 penalty on each attack. These penalties replace the normal ones you incur for fighting with two weapons.

    Armour Proficiency (heavy) Prerequisites Armour Proficiency (light), Armour Proficiency (medium). Benefit See Armour Proficiency (light). Normal See Armour Proficiency (light).

    Armour Proficiency (light) Benefit When you wear a type of Armour with which you are proficient, the Armour check penalty for that Armour applies only to Acrobatic, Athletics, Hide, Move Silently and Sleight of Hand checks. Normal A character who is wearing Armour with which she is not proficient applies its Armour check penalty to attack rolls and to all skill checks that involve moving, including Ride.

    Armour Proficiency (medium) Prerequisite Armour Proficiency (light). Benefit See Armour Proficiency (light). Normal See Armour Proficiency (light).

    DUNE - RULBUK Feats v1.32

  • Assassins Code Prerequisite Assassin You have assimilated the Code of Assassins into your personal identity, binding yourself to its dearest precepts. The code allows you to work within the Great Convention, giving legal justification to an otherwise illegal activity. Those who share the Code also extend professional courtesy in the form of inviolate secrecy, non-interference and possibly sanctuary. Benefit Limited legal protection under the Articles of Kanly.

    Assassins' Handbook The Assassins Handbook is a compilation of poisons and deadly devices, permitted under the Guild Peace and Great Convention, to be used in a War of Assassins. The various possibilities of chaumurky, chaumas and basilia receive the greatest attention. Chaumurky is the general term for any poison administered in drink and chaumas for that concealed in food; both logical agents for murder for a political world heavily dependent on festivals and ceremony. Basilia is a poison which acts swiftly when injected into the bloodstream and which is therefore often placed on the tip of a knife or sword. Prerequisite Assassin Benefit Gives full knowledge of a range of poisons, and also the insight to create and improvise others. Normal Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Those without this feat are not so fortunate. Special +2 on Treat Injury when specifically related to Chaumas/Chaumurky.

    Athletic Benefit The character gets a +3 bonus on all Athletic checks.

    Attentive Benefit The character gets a +2 bonus on all Investigate checks and Sense Motive checks. Special Remember that the Investigate skill cant be used untrained.

    Blind-Fight Benefit In melee combat, every time the character misses because of concealment, the character can re-roll the miss chance roll one time to see if the character actually hits. The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the characters speed to three-quarters of normal, instead of one-half.

    DUNE - RULBUK Feats v1.32

  • Breath of Life Prerequisite Pharmacopoeia, Pyretic Conscience The Suks Doctors utter reverence for life drives them to exhaust every avenue in the pursuit of saving a life. The greater knowledge of physiology and drugs gives that drive a chance of success. Benefit A Suk Doctor can save a character reduced to 10 hit points or lower. If the Suk Doctor is able to administer aid within 3 rounds of the characters death, he or she can make a Treat Injury check. The DC for this check is 30, and the Suk cant take 10 or take 20. If the check succeeds, the dead character can make Fortitude save (DC 15) to stabilise and be restored to 0 hit points. If the Suk Doctor fails the skill check or the patient fails the save, the dead character cant be saved Special With access to an Organ Bank (mentioned in Dune, probably at least Ornithopter sized) a Suk can lower the DC by 5 points. Any character with 5 ranks treat injury can, with a DC25 check, delay final death. If the check succeeds, the dead character can make Fortitude save (DC 15) to stabilise for 1 day, allowing the Breath of Life to be administered later.

    Builder Benefit Pick two of the following skills Craft (Structural), Craft (Servok mechanisms), Craft (Chemical) and Craft (Proscribed Technologies). The character gets a +2 bonus on all checks with those skills. Special The character can select this feat twice. The second time, the character applies it to the two skills he or she didnt pick originally. Remember that some Crafts cannot be used untrained.

    Cautious Benefit The character gets a +2 bonus on all Armaments checks and Security checks. Special Remember that the Armaments skill and the Security skill cant be used untrained.

    Cleave Prerequisites Strength 13, Power Attack. Benefit If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponents hit points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character cant take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round.

    DUNE - RULBUK Feats v1.32

  • Cloak Dance You are skilled at using optical tricks to make yourself seem to be where you are not. Specifically the use of the Cape in the Corrida Escuda, but also the Holtzmann Shield in extremis. Prerequisite Hide 10 ranks, Perform (dance) 2 ranks Benefit You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

    Combat Expertise Prerequisite Intelligence 13. Benefit When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to 5 on his or her attack roll and add the same number (up to +5) to the characters Defence. This number may not exceed the characters base attack bonus. The changes to attack rolls and Defence last until the characters next action. The bonus to the characters Defence is a dodge bonus (and as such it stacks with other dodge bonuses the character may have). Normal A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a 4 penalty on attacks and gain a +2 dodge bonus to Defence.

    Combat Intuition You have a keen understanding of your opponent's moves and your instinctive feel for the flow of combat enables you to shrewdly assess your opponent's combat capabilities. Prerequisites Sense Motive 4 ranks, base attack bonus +5 Benefit As a free action, you can sense motive to assess the challenge presented by a single opponent in relationship to you own level. You gain a +4 bonus and narrow the result to a single category. In addition, whenever you make a melee attack against an opponent that you made a melee attack against during the previous round, you gain a +1 insight bonus on your melee attack rolls against this opponent.

    Combat Martial Arts Prerequisite Base attack bonus +1. Benefit With an unarmed strike, the character receives a +1 competence bonus on attack rolls and deals lethal or non-lethal damage (the characters choice) equal to 1d4 + the characters Strength modifier. The characters unarmed attacks count as armed, which means that opponents do not get attacks of opportunity. The character may make attacks of opportunity against opponents who provoke such attacks. Normal Without this feat, a character deals only 1d3 points of non-lethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

    DUNE - RULBUK Feats v1.32

  • Combat Reflexes Benefit The maximum number of attacks of opportunity the character may make each round is equal to the characters Dexterity modifier + 1. The character can still only make one attack of opportunity on a single opponent. With this feat, the character may also make attacks of opportunity when flat-footed. Normal A character without the Combat Reflexes feat can make only one attack of opportunity per round and cant make attacks of opportunity when flat-footed. Special The Combat Reflexes feat doesnt allow a Fast hero with the opportunist talent to use that talent more than once per round.

    Combat Throw Prerequisite Defensive Martial Arts. Benefit The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him or her.

    Confident Benefit The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.

    Creative Benefit Pick two of the following skills Craft (audio-visual art), Craft (writing), Perform (act), Perform (dance), Perform (percussion instruments), Perform (sing), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills. Special A character can select this feat more than once. Each time, the character selects two new skills from the choices given above.

    Danger Sense You are one twitchy individual. Prerequisite Improved Initiative Benefit Once per day, you can re-roll an initiative check you have just made. You use the better of your two rolls. You must decide to re-roll before the round starts.

    Deadly Precision You empty your mind of all distracting emotion, becoming an instrument of deadly precision. Prerequisite Swift Strike Benefit If an Assassin can catch an opponent when he is unable to defend himself effectively from his attack, he can strike with deadly precision. The Assassins attack deals an extra d6 damage any time her target is denied their Dexterity bonus to AC, or when the Assassin flanks her target.

    DUNE - RULBUK Feats v1.32

  • Deceptive Benefit The character gets a +2 bonus on all Bluff checks and Disguise checks.

    Defensive Martial Arts Prerequisite Bene Gesserit Benefit The character gains a +1 dodge bonus to Defence against melee attacks. Special A condition that makes the character lose her Dexterity bonus to Defence also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

    Defensive Strike You can turn a strong defence into a powerful offence. Prerequisites Dex 13, Int 13, Combat Expertise, Dodge Benefit If an opponent attacks you and misses you while you are using the Total Defence action, you can attack that opponent on your next turn with a +4 bonus on your attack roll. You gain no bonus against an opponent that does not attack you or against an opponent that attacks and hits you.

    Deft Opportunist Prerequisite Dex 15, Combat Reflexes Benefit Gain +4 bonus on attack rolls during attacks of opportunity.

    Devastating Critical Prerequisite Weapon Focus, Specialisation and Mastery in chosen weapon. Benefit (choose a weapon) increase the critical multiplier by one step (e.g. from 2x to 3x). This feat may be taken multiple times, but each time in a differing weapon. Special This cannot be taken with the same weapon chosen for the Improved Critical feat.

    Diplomatic Immunity Prerequisite Noble Blood, Diplomacy 5 ranks. Benefit if the Noble is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Noble succeeds. See Table Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime. If one of the Nobles Household is arrested for a crime and unable to secure her own release, the Noble may intercede on the retainers behalf. The accused member of the Household may aid the others Diplomacy check. A Noble who routinely invokes the privilege of diplomatic immunityeither on her own behalf or to protect her selected consulsis likely to be recalled or terminated by those she has sworn to represent.

    DUNE - RULBUK Feats v1.32

  • Dodge Prerequisite Dexterity 13. Benefit During the characters action, the character designates an opponent and receives a +1 dodge bonus to Defence against any subsequent attacks from that opponent. The character can select a new opponent on any action. Special A condition that makes the character lose his or her Dexterity bonus to Defence also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

    Double Hit Prerequisite Combat Reflexes, Two Weapon Fighting, Improved Two Weapon Fighting You can attack with both weapons (incurring the normal penalties) during an attack of opportunity.

    Table Diplomatic Immunity

    Severity of Crime Examples DCEffect of Successful Diplomacy Check

    Class 5 Disturbing the peace, public intoxication, non-injurious traffic violation

    15 2 penalty on subsequent Diplomacy checks in that area

    Class 4

    Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon

    205 penalty on subsequent Diplomacy a checks in that area

    Class 3

    Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon

    25 10 penalty on subsequent Diplomacy checks in the area

    Class 2

    Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances

    30 Deportation within 2d6 hours

    Class 1 Conspiracy against the government, murder of a public official, sabotage of public utilities

    35 Detention pending the diplomatic action by characters affiliated government

    DUNE - RULBUK Feats v1.32

  • Driving Attack When you strike an opponent with a piercing weapon, the brutal impact of your strike sends him sprawling. Prerequisites Proficiency, Weapon Focus, Weapon Specialisation and Melee Mastery (Piercing), base attack bonus +14. Benefit If you use a full-round action to make a single attack with any piercing weapon and succeed, you can initiate a special bull rush attack against the target. The bull rush uses the your total bonus on damage rolls in place of your Strength modifier. You do no provoke an attack of opportunity with this bull rush, and you cannot move forward with your opponent. If you succeed in pushing an opponent back 10 feet or more you can reduce the distance by 10 feet. In return your foe falls prone in the square where he ends his movement. Note that by reducing the distance that you push your opponent you can have him fall prone in his current space.

    Dual Strike Prerequisite Two-Weapon Fighting, Improved Two-Weapon Fighting Benefit As a Standard Action, you can make a melee attack with your primary and off-hand weapon. Both attacks use the same attack roll and the worse of the two weapons attack modifier. If you are using a one-handed or light weapon in your off-hand, you take a 4 penalty; otherwise the penalty is 10. Each weapon deals its damage normally and reduction/resistance is applied separately. Precision damage (such as Swift Strike) is only applied once. A critical hit only deals critical damage from the primary.

    Educated Benefit Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. Special A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.

    Elusive Dance Prerequisite Perform (dance) 5 ranks Benefit During your action, you may designate an opponent who may not make Attacks of Opportunity against you. If you have the feat Dodge, your designated Dodge and Elusive Dance opponent must be the same foe.

    DUNE - RULBUK Feats v1.32

  • Elusive Target Prerequisites Dexterity 13, Defensive Martial Arts. Benefit When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a 4 penalty. This penalty is in addition to the normal 4 penalty for firing into melee, making the penalty to target to character 8. Special An opponent with the Precise Shot feat has the penalty lessened to 4 when targeting the character.

    Endurance Benefit The character gains a +4 bonus on the following checks and saves hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the characters breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. Also, the character may sleep in medium or light Armour without becoming fatigued. Normal A character without this feat who sleeps in Armour is automatically fatigued the following day.

    Exotic Melee Weapon Proficiency Choose one exotic melee weapon. The character is proficient with that melee weapon. Prerequisite Base attack bonus +1. Benefit The character makes attack rolls with the exotic weapon normally. Normal A character who uses a weapon without being proficient with it takes a 4 penalty on attack rolls. Special A character can gain this feat multiple times. Each time the character takes the feat, he or she selects a different exotic melee weapon.

    DUNE - RULBUK Feats v1.32

  • Expert Tactician Your tactical skills work to you and your allies advantage. Prerequisite Dex 15, Combat Reflexes, base attack bonus +2 Benefit If you hit an opponent with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on all attack rolls against that opponent for 1 round.

    Focused Benefit The character gets a +2 bonus on all Acrobatic checks and Concentration checks.

    Flay When fighting un-armoured opponents, you excel and delight in causing pain. Prerequisite Str 13, Power Attack Benefit When you use your Power Attack feat with a slashing or piercing weapon against a foe that lacks an armour bonus to DR, you inflict horrific pain on your target. If your attack hits, your opponent must make a Fortitude save [DC 10 + your damage bonus from Power Attack on the strike]. If this save fails, he takes -2 penalty on attack for one round. You can use this feat once a round against a given target. Special A save must also be made when a Threatened Critical penetrates armour.

    Flick of the Wrist Prerequisites Dex 17+, Quick Draw, Slight of Hand 5 Ranks Benefit If you draw a Light weapon and attack with it in the same round, your opponent is considered Flat-Footed. This ability can only be used once in a given battle.

    Force of Personality You have cultivated an unshakeable belief in your self worth. Your sense of self and purpose are so strong that they bolster your will power. Prerequisite Cha 13+ Benefit You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind affecting effects.

    DUNE - RULBUK Feats v1.32

  • Frightful Presence Prerequisites Charisma 15, Intimidate 9 ranks. Benefit When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + the characters level + the characters Charisma modifier). An opponent who fails his or her save is shaken, taking a 2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the characters Charisma modifier. The character can use the 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 foes with an Intelligence of 3 or lower. If the character has the Renown feat, the Will saving throws DC increases by 5.

    Graceful Edge Choose one type of one handed slashing melee weapon, for which you have already chosen the Weapon Focus feat. You wield this weapon with an almost unnatural grace. Prerequisite Base Attack Bonus +1, Weapon Focus (any One-Handed Slashing weapon). Benefit If you do not wield a weapon in your off hand, you treat your chosen weapon as a light weapon. If you do not wield a weapon in your off hand you also gain a +1 Shield bonus to your AC, while wielding your chosen weapon. When fighting defensively or using the total defence action, this shield bonus increases to +2. Special You may take this feat more than once - each time you do, it applies to a new one handed slashing weapon you have Weapon Focus in.

    Gearhead Benefit The character gets a +2 bonus on all Proscribed Technologies checks and Repair checks. Special Remember that the Proscribed Technologies skill and the Repair skill can only be used untrained in certain situations.

    Great Cleave Prerequisites Strength 13, Power Attack, Cleave, base attack bonus +4. Benefit As Cleave, except that the character has no limit to the number of times he or she can use it per round.

    Great Fortitude Benefit The character gets a +2 bonus on all Fortitude saving throws.

    DUNE - RULBUK Feats v1.32

  • Greater Two-Weapon Defence Prerequisites Dex 17+, Improved Two Weapon Defence, Two Weapon Fighting, Two Weapon Defence, base attack bonus +11 Benefit When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your AC. Special When you are fighting defensively or using the total defence action, this shield bonus increases to +6.

    Greater Two-Weapon Fighting Prerequisite Dex 17+, Improved Two-weapon Fighting, Two-weapon Fighting, Base attack bonus +11 Benefit You get a third attack with your off-hand weapon, albeit at a 10 penalty.

    Greater Weapon Focus Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Prerequisite Weapon Focus With Selected Weapon, Base Attack Bonus +8 Benefit You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below). Special You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. You must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialisation feat for that weapon.

    Greater Weapon Specialisation Choose one type of weapon for which you have already selected Weapon Specialisation. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Prerequisite Greater Weapon Focus With Selected Weapon, Weapon Focus With Selected Weapon, Weapon Specialisation With Selected Weapon, Base Attack Bonus +12 Benefit You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialisation (see below). Special You can gain Greater Weapon Specialisation multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. Guide Benefit The character gets a +2 bonus on all Navigate checks and Survival checks.

    DUNE - RULBUK Feats v1.32

  • Hand of God You may threaten a critical hit if you succeed in hitting an opponent. Prerequisite Base attack bonus +10, proficiency with weapon. Benefit You may spend an action point before making an attack with a weapon with which you are proficient. If the attack hits, it automatically threatens a critical hit (regardless of whether the attack roll falls within the weapons actual threat range). You must roll to confirm the critical hit, as normal. Normal You must roll in the threat range of a weapon, and then confirm that threat to score a critical hit.

    Hear the Unseen Prerequisite Blind-Fight, Listen 5 ranks Benefit As a Move Action, you can attempt a Listen check vs. DC 25 to pinpoint all foes within 30 (as long as you have line of effect on them). This benefit does not eliminate your miss chance. If an opponent is using Move Silently, it is an opposed check, with a +15 bonus for your opponent. Special If you are Deafened, or in a Cone of Silence, you cannot use this feat.

    Heroic Spirit Benefit +3 Action Points for PC, replenished each level. Special Gives NPCs 3 Action Points.

    Heroic Surge Benefit The character may take an extra move action or attack action in a full round, either before or after the characters regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.

    Character Level Times per Day

    1st4th 1

    5th8th 2

    9th12th 3

    13th16th 4

    17th20th 5

    DUNE - RULBUK Feats v1.32

  • Hour of the Assassin Prerequisite Swift Strike, Deadly Precision Benefit Death Attack If an Assassin studies his victim for 3 rounds and then uses deadly precision with a melee weapon and successfully deals damage, the attack has the additional effect of possibly either paralysing or killing the target (assassins choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognise the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the Assassins BAB + the assassins Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds + the BAB of the Assassin. If the victims saving throw succeeds, the attack is still one of deadly precision. Once the Assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

    Improved Bull Rush Prerequisites Strength 13, Power Attack. Benefit When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender.

    Improved Combat Martial Arts Prerequisites Combat Martial Arts, base attack bonus +4. Benefit When making an unarmed attack, the character receives a +2 competence bonus on her attack roll, and the characters threat range on an unarmed strike improves to 1920. Normal A character without this feat threatens a critical hit with an unarmed strike only on a 20.

    Improved Combat Reflexes Prerequisite Dex 19+, Combat Reflexes Benefit There is no limit to the number of attacks of opportunity the character can make in one round. (The character still cant make more than one attack of opportunity for a given opportunity.)

    Improved Combat Throw Prerequisites Defensive Martial Arts, Combat Throw, base attack bonus +3. Benefit In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity. Special This feat doesnt grant the character more attacks of opportunity than he or she is normally allowed in a round.

    DUNE - RULBUK Feats v1.32

  • Improved Critical Prerequisites Proficient with weapon, base attack bonus +8 or higher. Benefit When using the weapon the character selected, the character's threat range is increased by one.

    Improved Damage Threshold Benefit The character increases his or her massive damage threshold by 3 points. Normal A character without this feat has a massive damage threshold equal to his or her current Constitution score. With this feat, the characters massive damage threshold is current Con +3. Special A character may gain this feat multiple times. Its effects stack.

    Improved Disarm Prerequisites Intelligence 13, Combat Expertise. Benefit The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character.

    Improved Feint Prerequisites Intelligence 13, Combat Expertise Benefit The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat. Normal Feinting in combat requires an attack action.

    Improved Initiative Benefit The character gets a +4 circumstance bonus on initiative checks.

    Improved Knockout Strike Prerequisites Combat Martial Arts, Knockout Strike, base attack bonus +6. Benefit When making the characters first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage.

    Improved Shield Strike Prerequisite Shield Conditioning Benefit When you perform a Shield Strike, you may still apply the shields shield bonus to your AC. Normal Without this feat, a character who performs a Shield Strike loses the shields bonus to AC until his or her next turn.

    DUNE - RULBUK Feats v1.32

  • Improved Trip Prerequisites Intelligence 13, Combat Expertise. Benefit The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed. If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt.

    Improved Two Weapon Defence Prerequisites Dex 15+, Two-Weapon Fighting, Two-Weapon Defence Benefit When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your AC. Special When you are fighting defensively or using the total defence action, this shield bonus increases to +4.

    Improved Two-Weapon Fighting Prerequisites Dexterity 15, Two-Weapon Fighting, base attack bonus +6. Benefit The character gets a second attack with his or her offhand weapon, albeit at a 5 penalty. Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other. Normal Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).

    Inner Voices Prerequisite Prana-Bindu Mastery, Spice Agony. Female* Benefit Access to matrilineal ancestral memories. Special Abomination.

    Insightful Reflexes Your keen intellect allows you the uncanny knack for evading dangerous effects. Benefit You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves.

    DUNE - RULBUK Feats v1.32

  • Intimidating Strike You make a display of combat prowess designed to strike terror in your foe. Your stance, attack method, and demeanour demonstrate to your foe that you are capable of defeating him with little effort. Your intent is clear - death. Prerequisite Intimidate 4 Ranks Benefit As a standard action, you can make a single melee attack against your foe. You subtract a number from this attack equal to or less than your base attack bonus. If your attack hits, you can make an Intimidate check against the foe you struck, with a bonus equal to the number you subtracted from your attack roll. If this check succeeds you opponent is shaken for the rest of the encounter. You cannot use this feat to worsen an opponent's condition beyond shaken.

    Intuitive Attack You fight by insight more than brute strength. Prerequisite Base Attack Bonus +1 Benefit With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls. Special Simple weapons, include Gauntlet, Unarmed Strike, Knife and Slip-Tip

    Iron Will Benefit The character gets a +2 bonus on all Will saving throws.

    Jack-of-All-Trades You have an amateurs knowledge of all skills, even ones that require training. Prerequisite Character level 8, Int 13+ Benefit You may use any skill untrained. You cannot, however, gain ranks in a skill unless you are normally allowed to gain ranks in the skill.

    Knockout Strike Prerequisites Combat Martial Arts, base attack bonus +3. Benefit When making the characters first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.

    Lightning Reflexes Benefit The character gets a +2 bonus on all Reflex saving throws. Low Profile Benefit Reduce the characters Reputation bonus by 3 points.

    DUNE - RULBUK Feats v1.32

  • Master Manipulator Your words are your weapons. You can confuse others with your speech, luring them into giving up vital secrets and leaving them dumbfounded with your carefully constructed conversational legerdemain. Prerequisite Cha 13, Diplomacy 9 Ranks, Benefit This feat grants two new uses for the Diplomacy Skill. You must share a language with the being to use these options against it. Neither ability functions during combat. Captivating Speech You can distract a foe with your compelling delivery and witticisms. With a successful Diplomacy Check opposed by the target's own Diplomacy or Will save, you can impose a -4 on the target's Listen, Sense Motive and Spot checks so long as you continue speaking. You can affect a number of targets equal to 1+ you Cha bonus (if any), as long as they are all within 20 feet. Trap of Words If a being attempts and fails to successfully use Bluff to lie to you, you can skilfully manoeuvre the conversation to confuse the target to trap or trick him into letting slip a vital fragment of information. After succeeding in you Sense Motive check you can then engage the target in conversation for at least one minute. At the end of this time make a Diplomacy Check opposed by the target's Bluff Check. If you succeed, the target reveals his lie and the reason behind it.

    Medical Expert Benefit The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks. Special Remember that the Craft (pharmaceutical) skill cant be used untrained.

    Melee Evasion Your speed, agility, and talent for intelligent fighting allow you to avoid your opponent's blows. You take careful stock of an opponent and slip away from his sword blow just as he commits to the attack. Prerequisite Dex 13, Int 13, Combat Expertise, Dodge Benefit While fighting defensively, you can attempt to negate a single attack made by the target of your Dodge feat. If this opponent attacks you can make a d20 roll modified by your highest base attack bonus. The result is used as your normal AC and touch AC against that single specific attack. You cannot use this feat if your Dexterity bonus to AC does not apply against you opponents attack.

    DUNE - RULBUK Feats v1.32

  • Melee Weapon Mastery You have mastered a wide range of weapons. Your training with one specific weapon now extends to weapons of a similar sort. Prerequisite Proficiency, Weapon Focus and Weapon Specialisation with selected weapon, base attack bonus +8. Only Swordmasters may gain Melee Weapon Mastery. Benefit When you select this feat, choose bludgeoning, piercing or slashing. You must have Weapon Focus and Weapon Specialisation with a weapon that deals this type of damage. When using a melee weapon that has the type of damage you selected, you gain +2 bonus on attack rolls and +2 bonus on damage roll. Special You can select this feat more than once. Each time, you can select a new damage type.

    Mentat Awareness Prerequisite Mentat only. Benefit Required to compute 1st Order Mentat Projections & Mentat Computations. A Mentat may apply his Intelligence bonus to AC instead of his Dexterity in a fashion similar to the Dodge Feat. During the characters action, the character designates an opponent and receives a Dodge bonus equal to his Int bonus against any subsequent attacks from that opponent. The character can select a new opponent on any action. Any situation that would deny the Mentat his Dexterity bonus to Defence also denies the Intelligence bonus.

    Mentat Awareness, Greater Prerequisite Mentat Awareness, Mentat Projection 8 Ranks Benefit Required to make 2nd Order Mentat Projections & Mentat Computations. A Mentat may apply his Intelligence instead of his Dexterity bonus to his Defence against all opponents. Any situation that would deny the Mentat her Dexterity bonus to Defence also denies the Intelligence bonus.

    DUNE - RULBUK Feats v1.32

  • Mentat Awareness, Perfect For Mentats Rhajia is the song of the sirens. It is the total immersion of the Mentat in the inferential consciousness. Playt called it the "Movement of Infinity," and regarded it as the final evolution of the Order, a breaking of the chains of servitude to practicality; but Albans thought it a death-trap: only 30 percent of Mentats who enter rhajia 'reawaken. The rhajia experience provides unconscious insight into the 'Movement of Infinity'. This allows gestalten spasms of pure insight out-with the normal, time consuming, debilitating Mentat Trance. Prerequisite Greater Mentat Awareness, Rhajia Benefit As a move action, and at the cost of an action point a Mentat can project several rounds into the future. Rounds equal to the Int bonus. A structured and increasingly difficult Mentat Computation is required for each successive round. As this is a rushed use of Computation, it incurs a -10 penalty. These computed moments are enacted by the Navigator and players as if real. Depending on the success of the Mentat Computation hidden motives may even be revealed, or false motives assigned. Once the rounds have elapsed play resumes normally, however the Mentat now has uncanny insight. In a combat situation, this awareness provides strong guidance in what action the Mentat might take and offers a +2 insight bonus to attacks, AC, skill checks and all saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. Normal Mentat Computation and Projection generally takes at least 1 full minute (10 consecutive full-round actions). A rushed Projection or Computation can be made as a full-round action, but you take a -10 penalty on the check. Special This effort drains the mental reserves of the Mentat. They cannot attempt Perfect Awareness again till X hours have passed, where X is the number of Computed rounds.

    Meticulous Benefit The character gets a +2 bonus on all Forgery checks and Search checks.

    Mnemonic Conditioning (Eidetic Memory) The character remembers everything he perceives, easily remembers names, faces, facts read in books or smells from his homeworld. Characters can use Mnemonic Conditioning to memorise and recount experiences with complete accuracy. Benefit This situational awareness allows those with Eidetic Memory to self correct as they perform an action. Once per day you may re-roll one skill check, attack roll, or saving throw you have just made. You must keep the new result. Special Only at character generation.

    DUNE - RULBUK Feats v1.32

  • Mobility Prerequisites Dexterity 13, Dodge. Benefit The character gets a +4 dodge bonus to Defence against attacks of opportunity provoked when the character moves out of a threatened square. Special A condition that makes a character lose his or her Dexterity bonus to Defence also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

    Minutiae Observation Prerequisite Prana-Bindu Suspension, Sense Motive 4 Ranks Benefit The Prana-Bindu adepts self-awareness and control gives deep insight into the lack of such control in others. The centred being is able to read the intent of an individual in a fashion much more swiftly than normally allowed by Sense Motive, which takes a minute. Minutiae Observation allows the Sense Motive skill to be employed at the end of a single round of scrutiny. Hunch, and Detect Secret Messages remain unaltered whilst 'Discern Enchantment' is now used to detect the influence of drugs, or other sources of mental influence i.e. Bene Tleilax control) Special You may take 20 with Sense Motive if you use a full minute.

    Nerve Pinch You can incapacitate foes with a vice like pinch. Prerequisites Defensive Martial Arts, base attack bonus +4. Benefit You make an unarmed attack against a living foe, this provokes an attack of opportunity. If the targets attack of opportunity hits you and deals damage, the nerve pinch automatically fails. If the attack succeeds, the target takes no damage but must succeed a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralysed for 1d4+1 rounds. Special This ability does not work on foes without nervous systems or discernible anatomies, such as oozes and plants.

    Nimble Benefit The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks. Special Remember that the Sleight of Hand skill cant be used untrained.

    DUNE - RULBUK Feats v1.32

  • Noble Blood Born and bred to rule, the Noble is atop the social stratum. The Noble Blooded may employ a suitable Noble Title, and are permitted to bear caste-restricted weapons (such as the rapier and sabre) or fight in the Corrida Escuda. Protected by the Dictum Familia and with access to fabulous wealth the Nobles life is the envy of pyons. However the life of a noble is fraught with dire peril. The expensive education lavished on a Noble expresses itself in a display of remarkable sangfroid when confronted with crisis. Prerequisite First level only or Navigators discretion (e.g. suitable marriage). Benefit Whenever a Noble born spends 1 action point to improve the result of a die roll; he or she rolls an additional 1d6. The Noble can then select the highest of these die rolls to add to her d20 roll. Oathbound You swear undying allegiance to a person, group, organisation, nation, planet, stellar empire, ethical philosophy, moral philosophy, or belief system. By doing so, you can better influence others who share your allegiance and more effectively oppose those who dont. Prerequisites At least one declared allegiance i.e. House Charteriis, Swordmasters Code, Code of Assassins Benefit Choose one of your allegiances. The allegiance you select becomes your primary allegiance and cannot be broken, except by you. The strength of your allegiance enables you to better assist other beings that have the same allegiance; if your aid another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against foes that do not have this allegiance. Example Benefit (Swordmasters) For those who undertake the Swordmasters Oath, Oathbound also conveys elevated status, they may use the title Swordmaster, and are permitted to bear caste-restricted weapons such as the Rapier and Sabre. Special You cannot apply the benefits of this feat to multiple allegiances. If you break your Oathbound allegiance, you forever lose the benefits of this feat but may take the feat again and apply the benefits to a new allegiance.

    Oversized Two Weapon Fighting You are adept at wielding a larger than normal weapon in your off hand. Prerequisite Str 13, Two Weapon Fighting. Benefit When wielding a one handed weapon in your off hand you take penalties for fighting with two weapons as if you where wielding a light weapon in your off hand.

    Perfect Two-Weapon Fighting Prerequisite Dex 19+, Greater Two Weapon Fighting, Improved Two-weapon Fighting, Two-weapon Fighting, Base attack bonus +16 Benefit You get a fourth attack with your off-hand weapon, albeit at a 15 penalty.

    DUNE - RULBUK Feats v1.32

  • Pharmacopoeia Prerequisite Suk, or 5 ranks of Treat Injury Benefit Craft narcotics designed to enhance a given ability. Normal Narcotics not designed for your specific physiology by a Suk will always have a side effect with the possible exception of the Spice Mlange. Special Feat may be taken multiple times, each time reflects a different ability.

    Point Blank Shot Benefit The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

    Poison Resistance You are less susceptible to the ravages of poison, disease, and radiation poisoning. Prerequisite Constitution 13 Benefits You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead.

    Poison Immunity After prolonged exposure to a poison or toxin, the character has rendered himself immune to it. Benefit The character is immune to one specific poison (chosen by the Navigator or the characters player), whether available as a blade poison, the venom of a specific creature, or one other toxin. The character also gains a +1 circumstance bonus on saving throws against other poisons. Special A character may take this feat multiple times, choosing a different poison each time. The +1 bonus against other poisons doesnt stack with itself, because the circumstances of each poison immunity are essentially the same.

    Power Attack Prerequisite Strength 13. Benefit On the characters action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the characters base attack bonus. The penalty on attacks and bonus on damage applies until the characters next action.

    Power Critical Prerequisites Weapon Focus (chosen weapon), base attack bonus +4 Benefit When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. Special You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.

    DUNE - RULBUK Feats v1.32

  • Prana-Bindu Suspension Self-control of body and mind. Prerequisite Bene Gesserit Benefit As a free action, you can temporarily increase either your Strength, Dexterity, or Constitution by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier. The character may use Prana Bindu Suspension a number of times per day depending on his or her character level (as shown below).

    Prana-Bindu Mastery Self-control extends down to a cellular level. Prerequisite Prana-Bindu Suspension, Benefit As a free action, you can temporarily increase two of your physical attributes, Strength, Dexterity, or Constitution by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier. The character may use Prana Bindu Suspension a number of times per day depending on his or her character level (as shown above).

    Profile Prerequisite Gather Information and Investigate 4 ranks. Benefit By making Gather Information check (DC 15) the profiler compiles a rough mental picture of any given target (individual or organisation). For an individual this mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by associates and acquaintances interviewed. (For this Gather Information check, no money changes hands.) The profiler can expand the profile by making an Investigate check (DC 15) involving the abode, or other evidence linked to the target. If successful, the profiler combines verbal accounts with forensic evidence to develop a profile of the targets modus operandi. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence related to the target.

    Character Level Times per Day

    1st4th 1

    5th8th 2

    9th12th 3

    13th16th 4

    17th20th 5

    DUNE - RULBUK Feats v1.32

  • Prone Attack You attack from a prone position without penalty. Prerequisites Base attack bonus +2, Dex 15+, Lightning Reflexes. Benefit You can make an attack from the prone position and suffer no penalty on your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action.

    Pyretic Conscience (Imperial Medical Conditioning) Prerequisite Suk Benefit +4 on Treat Injury to reflect the Suks utter reverence for life. Conditioning also provides a +4 save to any Will save. Special Inability to take life or by inaction allow life to be taken. Will Save rises to +10 against any effect that might otherwise provoke them to take a life, for instance the Voice.

    Quick Draw Prerequisite Base attack bonus +1. Benefit The character can draw a weapon as a free action. A character with this feat may throw weapons at his or her full normal rate of attacks. Normal A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character can draw a weapon as a free action when as part of another move action.

    Quick Recovery It's hard to keep you down for long. You have a talent for shaking off effects that leave others unable to act. Benefit Whenever you begin your turn stunned or dazed you can make a new saving throw at the original DC of the effect that stunned or dazed you in an attempt to recover. Recovering from being stunned or dazed in this way is a move action. If the effect that caused you to become stunned or dazed did not allow a saving throw, you can recover by succeeding on a Will save (DC 10 + 1/2 level of originator of the effect + relevant ability modifier, or Cha modifier if there is not an obvious ability linked to the effect). Normal You are stunned or dazed as long as the effect calls for and do not have an opportunity to recover early.

    Reckless Offence You can shift your focus from defence to offence. Prerequisite Base attack bonus +1 Benefit When you use the attack action or full attack action in melee, you can take a penalty of 4 to your Armour Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armour Class last until the beginning of your next turn.

    DUNE - RULBUK Feats v1.32

  • Renown Benefit The characters Reputation bonus increases by +3.

    Run Benefit When running, the character moves a maximum of five times his or her normal speed instead of four times. If the character is in heavy Armour, the character can move four times his or her speed rather than three times. If the character makes a long jump, the character gains a +2 competence bonus on his or her Athletics check.

    Sense Weakness Prerequisite Intelligence 13,Combat Expertise, Weapon Focus (any) Benefit Whenever you attack with a weapon with which you have Weapon Focus, you may ignore up to 5 points of the targets Damage Reduction i.e. worn Armour, but not innate Damage Reduction, such as that from the Tough Archetype talent. This benefit cannot reduce the effective DR to less than 0.

    Shield Conditioning The Holtzmann Personal Shield dominates the battlefield; intimate knowledge is essential to those whose chief concern is warfare. Conditioning allows instinctive, effective use and defeat of the Holtzmann Personal Shield Benefit You may activate a Shield as a free action.

    Shield Parry: Proficient Shield users can parry with the whole body. This grants an effective +2 Deflection AC bonus against a single opponent, similar to that granted by the Dodge Feat (if the Shield user has both feats, they must be directed at same target).

    Shield Strike Attacks: You can manoeuvre your Shield to intercept the Shield of another resulting in forceful feedback. This is resolved as a strike to your opponent, using your Holtzmann Shield, as an unarmed attack. For the purpose of penalties on attack rolls, treat a Holtzmann Shield as a light weapon, dealing a d3 bludgeoning damage. If you use your Shield as a weapon, you lose its AC bonus until your next action (usually until the next round). Unarmed attacks of this sort do not invite attacks of opportunity as they are considered armed. Special The conditioning demanded of the expert shield fighter leaves them at a disadvantage against those not so protected. Those with Shield Conditioning suffer -2 to hit those not equipped with an active Shield, unless their opponent is flatfooted.

    Shield Charge (Idaho's Style new, in 1.12) You deal extra damage when you use your shield as a weapon when charging Prerequisite Improved Shield Strike, base attack bonus +3 Benefit If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally you may make a trip attack without provoking an attack of opportunity. If you lose the defender does not get to try to trip you in return.

    DUNE - RULBUK Feats v1.32

  • Shield Slam You can use your shield to daze your opponent. Prerequisite Improved Shield Strike, Shield Charge, base attack bonus +6 Benefit As a full round action or as a charge action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str bonus) in addition to dealing damage normally. A defender who fails this saving throw is dazed for one round (until) just before your next action. Foes immune to critical hits cannot be dazed.

    Shield Specialisation You are skilled in using a Holtzmann Shield, allowing you to gain a greater defensive bonus from it. Prerequisite Shield Conditioning Benefit When using a shield the +2 dodge bonus counts against all threatened opponents.

    Shield Wall You are skilled in using shields when in formation with other Shield-bearers. Prerequisite Shield Conditioning. Benefit When you and an adjacent ally are each using a shield, your Shield bonus to Armour Class increases by 2.

    Sidestep Charge [Corrida Escuda] You are skilled at dodging past charging opponents and taking advantage when they miss. Prerequisite Dex 13, Dodge Benefit You get a +4 dodge bonus to Armour Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armour Class, you do not gain the benefit of this feat.

    Silencing Strike Prerequisite Swift Strike Benefit If an Assassin hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This prevents the shouting warnings or alarms. On ensuing rounds a fortitude save versus DC 15 may allow speech. Special Successful use of a garrotte against a flat-footed opponent invokes Silencing Strike even without the feat.

    DUNE - RULBUK Feats v1.32

  • Single Blade Style [Einhander] You wield a single weapon well, presenting a narrow profile against attack. Prerequisites Int 13+, Combat Expertise, Weapon Focus (chosen weapon). Benefit When fighting with a weapon you have chosen for the Weapon Focus feat, wearing light Armour or no Armour, and with nothing in your off-hand, you gain a +2 dodge bonus to your AC.

    Slashing Flurry You swing your weapon with uncanny speed, slicing apart a foe in the blink of an eye. Prerequisite Proficiency, Weapon Focus, Weapon Specialisation with any slashing weapon, Weapon Mastery (Slashing), base attack bonus +14. Benefit When you use a standard action to attack with any slashing weapon, you can choose to make a second attack with that weapon. You take -5 on the first attack and a -10 penalty on the second. When you use a full attack action with any slashing weapon, you gain one additional attack at you highest base attack bonus. That attack and all other attacks you make in the current round take a -5 penalty. Spring Attack Prerequisites Dexterity 13, Dodge, Mobility, base attack bonus +4. Benefit When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is not greater than the characters speed. Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal). A character cant use this feat if he or she is carrying a heavy load or wearing heavy Armour.

    DUNE - RULBUK Feats v1.32

  • Spy Network, Prerequisite Spymaster Benefit A Spymaster of cultivates associates and informants. Each time the Spymaster gains a contact; the Navigator should develop a supporting character to represent the contact. The player can suggest the type of contact her character wants to gain. A contact will not accompany a Spymaster on missions or risk her life. A contact can, however, provide information or render a service (make a specific skill check on the Investigators behalf). At 1st level, the Spymaster gains a low-level contact, at 4th level a mid-level contact, and at 9th level a high-level contact. The Spymaster cant call on the same contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate wont be compensated monetarily, but instead will consider that the Spymaster owes him or her a favour. Contacts with smuggler or pyon connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide. For smuggler or pyon contacts, this expense is represented by a Wealth check against a purchase DC of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill. Special This feat may be taken multiple times. Contacts can be abandoned at the Navigators discretion.

    Stand Still [Corrida Escuda] You can prevent foes from fleeing or closing. Prerequisite Str 13 Benefit When a foes movement out of a square you threaten grants you an attack of opportunity; you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halts as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). Normal Attacks of opportunity cannot halt your foes in their tracks.

    DUNE - RULBUK Feats v1.32

  • Steadfast Determination Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on your agility or willpower, you use raw toughness to survive. Prerequisite Endurance Benefit You can use your Constitution Modifier in place of your Wisdom modifier on Will saves. You do no automatically fail Fortitude saves on a roll of a natural 1.

    Stealthy Benefit The character gets a +2 bonus on all Hide checks and Move Silently checks.

    Studious Benefit The character gets a +2 bonus on all Encryption checks and Research checks

    Superior Expertise Prerequisites Int 13, Combat Expertise, base attack bonus +6. Benefit When you use the Combat Expertise feat to improve your Armour Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus. This feat eliminates the +5 maximum for the Combat Expertise feat.

    Sunder Prerequisites Strength 13, Power Attack. Benefit When the character strikes an object held or carried by an opponent, such as a weapon, the character does not provoke an attack of opportunity. The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character. The character deals double normal damage to objects, whether they are held or carried or not. Normal A character without this feat incurs an attack of opportunity when he or she strikes at an object held or carried by another character.

    Surgery Prerequisite Treat Injury 4 ranks. Benefit The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description. Normal Characters without this feat take a 4 penalty on Treat Injury checks made to perform surgery.

    Swift Strike The Assassin is skilled at taking down unwary targets quickly. Prerequisite Assassin Benefit The assassin deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent.

    DUNE - RULBUK Feats v1.32

  • Telling Blow When you strike an opponent's vital areas, you draw on your ability to land a crippling blow to make the most of your attack. Prerequisite Swift Strike, Deadly Precision Benefit When you score a critical hit against a target, you deal your Deadly Precision damage in addition to the damage from your critical hit. This benefits both melee and ranged attacks.

    Toughness Prerequisite Base Fortitude save bonus +2. Benefit You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently.

    Track Benefit To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow. The character moves at half his or her normal speed (or at the characters normal speed with a 5 penalty on the check, or at up to twice the characters speed with a 20 penalty on the check). The DC depends on the surface and the prevailing conditions.

    Very Soft Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints. Firm Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found. Hard Any surface that doesnt hold footprints at all, such as bare rock, concrete, metal decking, or indoor floors. The quarry leaves only traces, such as scuff-marks. If the character fails a Survival check, he or she can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.

    Surface Track DC

    Very soft 5

    Soft 10

    Firm 15

    Hard 20

    DUNE - RULBUK Feats v1.32

  • Trustworthy Benefit The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.

    Truthtrance Prerequisite Minutiae Observation, Sense Motive +8 Ranks, Wisdom 18* Benefit Given a full minute to read an individual (DC 25 Sense Motive). You may make a DC 25 Sense Motive Check to determine the individuals belief about its answers to any ensuing questions. A wary target may attempt to substitute their Bluff check as the DC if they are aware of the scrutiny, or during questioning. This Bluffing will often result in a lower DC and so Bene Gesserit practitioners provoke this response from interviewed individuals. Special May be learned with a Wisdom of lower than 18, but only used with WIS affecting drugs. You may take 10 on a recording of an interview, but not 20.

    Two Weapon Defence Prerequisites Dex 13, Two Weapon Fighting Benefit When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. Special When you are fighting defensively or using the total defence action, this shield bonus increases to +2.

    Two Weapon Fighting Prerequisite Dexterity 13. Benefit The characters penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand. The weapons used must both be melee weapons or both be ranged weapons (the character cant mix the types).

    Two Weapon Rend Prerequisite Dex 15, Base attack bonus +11, Two-weapon Fighting Benefit If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to d6 + 1.5 times the characters Strength modifier. The character can only rend once per opponent per round, regardless of how many successful attacks he or she makes.

    Unbalance Opponent Prerequisites Defensive Martial Arts, base attack bonus +6. Benefit During the characters action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesnt get to add her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or she still takes that penalty. Also denies Weapon Finesse and Intuitive Strike bonuses). The opponents Strength modifier applies to damage, as usual. The character can select a new opponent on any action.

    DUNE - RULBUK Feats v1.32

  • Vexing Flanker You excel at picking apart an opponent's defences when your allies also threaten him. Prerequisite Combat Reflexes. Benefit You gain +4 bonus on your attack rolls when flanking. Normal Flanking grants +2 bonus on attack rolls.

    Vital Strike Prerequisites Combat Martial Arts, base attack bonus +2. Benefit Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra d4 points of damage.

    DUNE - RULBUK Feats v1.32

  • Voice Using highly trained vocal cords, knowledge of primitive structures in the human auditory system and a stunning insight into a given individual's psyche, wielders of the Voice wielder may implant a suggestion. Prerequisite Prana-Bindu Suspension, Minutiae Observation, Perform (Sing) 4 ranks Benefit The first step requires a successful Minutiae Observation check (DC Bluff check for actively hostile individuals, or DC 20 for those unaware). Actively aggressive individuals often make the DC easier by betraying themselves. Bene Gesserit often provoke a crisis in order to read individuals. Dr Yeuh demonstrates the high default DC when he chooses not to Bluff but remain as close as possible to the truth.

    The observation determines the exact pitch of voice required for that individual. A Perform (Sing) versus a base difficulty of 15; modified by target wariness, success of the Minutiae Observation and the situation (quiet and anechoic environments are best) is required to insinuate the suggestion (limited to a sentence or two). The target individual can still negate the suggestion with a Will Save versus DC 10 + Ranks in Perform (Sing) + Charisma bonus.

    The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the foe to do some obviously harmful act automatically negates the effect of the suggestion. [When Jessica suggests there is "no need to fight over me" - this is a classic example - she doesn't explicitly demand violence.] The suggested course of activity can continue for up to 1 minute per Rank in Perform (Sing). If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the Voices duration expires, the activity is not performed. A very reasonable suggestion causes the will save to be made with a penalty (such as 1 or 2).

    Special Hypno-ligature. Requires much longer observation of the individual, over a period of days, and complete trust from the victim. May implant a post-hypnotic suggestion e.g. 'Uroshnor', which will cause the individual to be dazed (for example) upon hearing the trigger phrase, after an unlimited period of time.

    Repeated Voice attempts against those who have resisted your suggestion suffer a DC increase of 5 for each failed use of the Voice upon that individual. Victims of the Voice are normally unaware of the attempt at compulsion.

    Voice, Great Prerequisite Prana-Bindu Mastery, Minutiae Observation, Voice, Perform (Sing) 8 ranks Benefit Mass suggestion on a body of similar individuals. Special Post Hypnotic suggestion can paralyse a victim for 1 round.

    DUNE - RULBUK Feats v1.32

  • Weapon Finesse Choose one light melee weapon, or a rapier. A character can choose unarmed strike or grapple as a weapon for the purposes of this feat. Prerequisites Proficient with weapon, base attack bonus +1. Benefit With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls. Special A character can gain this feat multiple times. Each time the character takes the feat, the character selects a different weapon.

    Weapon Focus Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat. Prerequisites Proficient with weapon, base attack bonus +1. Benefit The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon. Special A character can gain this feat multiple times. Each time the character takes the feat, the character must select a different weapon.

    Weapon Specialisation Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. Prerequisites Proficiency with selected weapon, Weapon Focus with selected weapon, BAB 4+. Only Swordmasters may take Weapon Specialisation Benefit You gain a +2 bonus on all damage rolls you make using the selected weapon. Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

    DUNE - RULBUK Feats v1.32

  • Weapon Supremacy You are a grand master in the use of your chosen weapon. When you hold it in your hands, no foe can stand against you. Prerequisite Proficiency, Weapon Focus, Weapon Specialisation, Great Weapon Focus, Greater Weapon Specialisation with weapon, Melee Weapon Mastery appropriate to the weapon. Character level 18th. Benefit When fighting with the weapon that you choose for this feat, you gain a number of additional advantages. You gain +4 bonus on all checks to resist being disarmed. You can wield your weapon against a foe that grapples you without penalty and without first making a grapple check. In this situation, you can take a standard action or a full attack action as normal. When you take a full attack action, you can apply +5 bonus to any single attack after your first strike. Once per round before making an attack roll, you can instead choose to treat your d20 result as a 10. You gain a +1 bonus to AC. Special You can choose this feat only once, for a single specific kind of weapon. The dedication and focus it requires makes it impossible to gain this feat for more than one weapon.

    Whirlwind Attack Prerequisites Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4. Benefit When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the characters highest base attack bonus against each adjacent opponent.

    Willing Deformity Through scarification, self-mutilation, or supplication to the Bene Tleilaxu, you intentionally mar your own body. Prerequisite Bene Tleilaxu, Harkonnen background. Benefit You gain a +3 bonus on Intimidate checks.

    Deformity (Clawed Hands) Prerequisite Willing Deformity Benefit You have sharp claws that deal 1d6 damage. You are considered armed even without a weapon. Your unarmed attacks do not provoke an attack of opportunity.

    Deformity (Face) Prerequisite Willing Deformity You have a hideous face due to mutilation. Benefit +2 on Intimidate. +2 on Diplomacy with outcasts, or those with Infamy feat.

    DUNE - RULBUK Feats v1.32

  • Deformity (Gaunt) Prerequisite Willing Deformity Benefit You have skeletal appearance and weight half the normal weight. +2 deformity bonus to DEX, -2 deformity bonus to CON, +2 circumstance bonus on Escape Artist and Intimidate checks.

    Deformity (Obese) Prerequisite Willing Deformity You are grossly overweight, being at least triple the normal weight for your race. Benefit +2 deformity bonus to CON, -2 deformity bonus to DEX, +2 circumstance bonus to Intimidate, +2 circumstance bonus to save against poison. You cannot also have the Deformity (Gaunt) feat. Deformity (Skin) Due to a regimen of deliberate abuse, you have roughened your skin until it has grown as coarse and tough as rhino hide. Prerequisite Willing Deformity. Benefit You gain a +1 natural Damage Resistance. Special You can take this feat more than once. Its effects stack.

    Deformity (Tall) Through long and painful stints on the rack, bolstered by the surgical implantation of various splints and struts, you have stretched yourself to well over 7 feet in height. Prerequisite Willing Deformity, Medium size. Benefit Even though you are still technically a Medium creature, your improved height and lanky limbs grant you an additional 5 feet to your reach, thereby allowing you to strike nonadjacent squares with non-reach weapons. Special You are a larger and clumsier target than you were before undergoing the height extension, giving you -1 to your AC. You also take a -2 penalty on Hide checks.

    Deformity (Teeth) By filing your teeth to points and brutalizing your gums, you gain a hideous smile full of razor-sharp teeth that enable you to make a grisly bite attack. Prerequisite Willing Deformity. Benefit You gain a bite attack that can be used as a natural weapon to deal damage equal to 1d4 + your Strength modifier. If you attack with other weapons, you can use your bite as a secondary attack (taking a -5 penalty on your attack roll) for 1d4 + half Strength modifier damage. In addition, you gain a +1 bonus on Intimidate checks.

    Windfall Benefit The characters Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks. Special A character can select this feat multiple times. Each time, both of its effects stack.

    DUNE - RULBUK Feats v1.32

  • Zero-G Training You can function normally in low gravity or zero gravity. Prerequisite Dexterity 13, Tumble 4 ranks Benefit You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness. Normal Without this feat, you take a 4 penalty on attack rolls while operating in zero-gravity environments, or a 2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.

    DUNE - RULBUK Feats v1.32