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Fantasy Player’s Companion: Feats 1

Fantasy Player’s Requires the use of the


Dungeons & Dragons ®
Player’s Handbook

Companion: Feats 1
This is the first PDF in a new series from Ronin Arts. The map shows the streets and alleys only and does not
Fantasy Player’s Companion, Feats 1 includes 30 different allow you to predict what the interior of buildings in the area
[General] feats that can be used in any D20 System fantasy may look like.
campaign. These feats have been written with characters of sev-
eral different levels in mind and are all intended to assist you in Arcane Toughness [General]
making your character unique and interesting. Using your mastery of the acane arts, you’ve tapped into the
Future releases in the Fantasy Player’s Companion line will magical weave and strengthened yourself.
include spells, character classes, equipment, and even more Prerequisite: Ability to cast 5th-level arcane spells
feats. We hope that you’ll enjoy this new PDF series and we’re Benefit: You gain +4 hit points.
always available to answer any questions or to try and assist Special: You may gain this feat multiple times. Its effects
you in getting more use from your Ronin Arts PDFs. Please e- stack. Another version of this feat, for divine spellcasters, is
mail philip@philipjreed.com if there’s anything you would like to Divine Toughness. The ability to cast 5th-level divine spells is
know about this or any other Ronin Arts product. required but it is in all other ways identical to Arcane
All of the text in this PDF is presented as open game content. Toughness.
Alley Walker [General] Arrow Stab [General]
You’ve spent a considerable amount of your childhood in the You’re experienced at turning an arrow of crossbow bolt into
alleys of some of the largest cities in the land and can predict an effective melee weapon.
the layout of any city’s streets and alleys. Prerequisite: Proficiency with any bow or crossbow.
Prerequisite: Born and raised in an urban environment. Benefit: When pressed into melee combat you may fight
Benefit: To use this ability you must make a Survival check. with an arrow or crossbow bolt, treating the arrow or bolt as a
The total result multiplied by two equals the radius in feet that Tiny weapon that inflicts 1d4 points of damage and has a x2
you may sketch out as a map of the surrounding alleys and critical multiplier.
streets. With a successful Bluff check (DC 10 + opponent’s Sense
For example, a Survival check result of 20 allows you to Motive rank) against an opponent that is within melee range you
draw a map that shows the city layout within 40 ft. of your posi- may feint firing the arrow or bolt and then at the last second
tion.

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Fantasy Player’s Companion: Feats 1
attack with the arrow or bolt, gaining a +2 surprise bonus to your Composure [General]
attack and damage rolls. You’ve mastered the art of self-control and never let your true
Aura of Holy Might [General] thoughts or feelings show.
Once per day you release a blast of holy energy, surrounding Prerequisite: Perform (Act) 5 ranks, Sense Motive 8 ranks
yourself in a sphere of holy power that drives back evil. Benefit: You gain a +2 competence bonus to ability checks,
Prerequisite: Ability to turn undead. skill checks, and Will saves when someone attempts to force
information from you.
Benefit: Once per day you cover the surrounding area in holy
power that forces all evil characters and creatures within its Death Blow [General]
effect to make a Will save (DC 10 + your character level) or be Choose one type of weapon, once per day you’re able to
panicked. Those who succeed their Will save are still shaken pierce an enemy’s defenses, inflicting mortal damage.
until they leave the area of effect.
Prerequisite: Improved Critical (identical weapon type)
This power extends to a radius of 5 ft./character level and
Benefit: When using the weapon you selected, any critical
lasts for a number of rounds equal to your charisma modifier.
strike deals a number of points of damage equal to two times
The area and duration are both doubled for paladins.
your Strength bonus. This damage is in addition to any other
Special: Evil characters that can rebuke undead may take a damage the strike inflicts.
similar feat – Aura of Unholy Terror – that affects good-aligned
Special: You can gain Death Blow multiple times. The
characters and creatures in the same manner.
effects do not stack. Each time you take the feat, it applies to a
Bardic Echo [General] new type of weapon.
When in deep, cavernous rooms or tunnels your mastery of Deep Tracker [General]
bardic music – coupled with your great vocal skill – enable you
Your knowledge of dungeons enables you to better follow
to sustain the effects of your bardic music ability.
characters and creatures through the underground.
Prerequisite: Bardic music ability, Perform (Sing) 6 ranks
Prerequisite: Dungeon Sense, Track
Benefit: When using your bardic music ability underground
Benefit: You receive a +4 competence bonus to your Survival
– including in dungeons – any created effect last an additional
check when tracking underground.
1d6 rounds after you stop singing. This applies only to bardic
music effects that end as soon as the bard stops singing. Deeper Vision [General]
Cheat Death [General] Your darkvision is clearer than that of most, allowing you to
see further in darkness.
You survive attacks that should kill you.
Prerequisite: Darkvision
Prerequisite: Hard to Kill
Benefit: The range of your natural darkvision ability is
Benefit: Once per level an attack that would normally kill
extended by 20 ft.
you fails to deliver any damage. This applies to any damage,
mundane or magical. Disarming Smile [General]
You’ve got a friendly, relaxed smile that lures others in.
Prerequisite: Charisma 14+

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Fantasy Player’s Companion: Feats 1
Benefit: You have a +2 circumstance bonus on all Bluff Enchant Arrow [General]
checks against those who do not know you. You may transfer spell energy to an arrow or bolt, creating a
Dungeon Sense [General] temporary magical weapon.
Through experience you’ve developed an intense familiarity Prerequisite: Ability to cast arcane or divine spells
with the design and construction of dungeons and can correctly Benefit: As a free action you may enchant a readied arrow or
predict the layout of corridors and chambers you have not yet loaded crossbow bolt. One prepared spell is immediately lost
visited. and the arrow or bolt gains an enchantment bonus equal to the
Prerequisite: Knowledge (Dungeoneering) 10 ranks. level of the lost spell +1 (limit +5). The arrow or bolt is treated
as magical ammunition for all intents and purposes.
Benefit: To use this ability you must make a Knowledge
(Dungeoneering) check. The total result equals the radius in feet Executioner of the Lawless [General]
that you may sketch out as a map that properly reflects the dun- Your deity has charged you with the task of slaying those
geon terrain. who commit crimes.
For example, a Knowledge (Dungeoneering) check result of Prerequisite: Sense Injustice
20 allows you to draw a map that shows the dungeon passages
Benefit: You have a +2 bonus on all attack and damage rolls
within 20 ft. of your position.
against anyone who has committed a crime in the past week.
The map shows those areas that could be reached but does
not allow you to predict the location of secret doors (or what Hard to Kill [General]
may lie beyond such doors). You’re extremely durable, surviving attacks that would kill
Special: This feat works in constructed dungeons only and most other people.
does not apply to natural caves or caverns. Benefit: Any attack that would normally drop you to 0 or
Ear to the Ground [General] fewer hit points instead inflicts only enough damage to leave
you with 1 hit point remaining. If you are already at 1 hit point
By lying down and placing your ear to th ground you are able when hit this feat has no effect on the damage you sustain.
to identify the location and distance of creatures in contact with
Instant kill attacks (such as coup de grace) are also unaffect-
the ground.
ed by this feat.
Benefit: As a full-round action you may lie down on the
Special: This feat may only be chosen at first level.
ground and by then placing your ear on the ground automatical-
ly detect the location of any creature in contact with the ground Improved Dungeon Sense [General]
to a range of 30 ft. Your skill in predicting dungeon layout has improved.
Special: Wearing a helmet or anything that covers your ears Prerequisite: Dungeon Sense
automatically negates this ability. You may take this feat multi- Benefit: When using the Dungeon Sense feat the result of
ple times, each time after the first adding 10 ft. to its range to a your Knowledge (Dungeoneering) check is doubled.
maximum range of 60 ft..
Lethal Charge [General]
You are adept at running down and slaying foes with your
mount.

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Fantasy Player’s Companion: Feats 1
Prerequisite: Ride 6 ranks, Spirited Charge blast extends in a radius 2 ft./paladin level and is an instanta-
Benefit: When you are mounted, any attack on an opponent neous effect.
is treated as a coup de grace attack forcing targets that survive Special: Undead creatures suffer1d10 points of additional
the damage to make a Fortitude save (DC 10 + damage dealt) or damage when struck by radiant blast.
die.
Return Arrow [General]
Special: A fighter may select lethal charge as one of his fight-
er bonus feats. When you grab an opponent’s arrow from the air – and if you
have a bow in hand – you may immediately fire it.
Penetrating Arrow [General] Prerequisite: Dexterity 18+, Snatch Arrow
You’re capable of firing arrows with such strength that they Benefit: As long as you have a bow in hand, you may imme-
can penetrate even the toughest of armors. diately fire a snatched arrow back at the attacker at a –2 attack
Prerequisite: Strength 18+, Precise Shot penalty. This is a free action.
Benefit: You ignore the armor bonus of any target, as long as
Sense Injustice [General]
that bonus is not magical or supernatural in nature. The arrow’s
damage is reduced by 1 point for every 2 points of armor bonus You’re so attuned to the holy powers of your lawful good
of the target that is ignored. deity that you can sense the crimes of those near to you.
Prerequisite: Lawful good alignment, ability to cast 3rd-
Quick Learner [General] level divine spells.
You learn quicker than most others. Benefit: Once per day, as a full round action, you may use
Prerequisite: Intelligence modifier +3. this feat. For a number of rounds equal to your Charisma bonus
Benefit: You are treated as having one extra level when all of those within 30 ft. of your position that have committed
determining your special class abilities. This applies to class crimes within a number of days equal to your Charisma bonus
abilities only and not save or attack bonuses or hit dice. appear to you as dark, evil souls, their bodies enflamed in a dark
Special: You may take this feat multiple times, once for each radiance that only you can see.
character class you posses. Sight that Pierces the Dark Veil [General]
Radiant Blast [General] Your nightvision is slightly better than those of others of your
Once per day you may release the holy power of your god, race.
enveloping everything near you in cleansing, holy power that Prerequisite: Does not possess darkvision as a natural
heals those of a pure heart and inflicts suffering upon evil crea- ability.
tures foolish enough to approach you. Benefit: You gain darkvision with a range of 15 ft.
Prerequisite: Smite Evil/3 day
Trap Sense [General]
Benefit: Once per day, as a free action and in place of three
uses of smite evil for that day, you may release a blast of holy You are skilled in uncovering snares, pits, and other traps.
energy that heals all good-aligned characters (2 hp/paladin level) Prerequisite: Dungeon Sense
and wounds all evil-aligned characters (1 hp/paladin level). This Benefit: You may find magical and non-magical traps that
have a Search DC greater than 20 as per the rogue class.

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Normal: Only rogues may find traps with a Search DC you may use that feat to predict the layout of a natural cave or
greater than 20. cavern though your Knowledge (Dungeoneering) check is cut in
half when using Dungeon Sense in this way.
Trap Springer [General]
Like a rogue, you may disarm magical traps. Unnaturally Healthy [General]
Prerequisite: Trap Sense, Disable Device 8 ranks You tend to have more hit points than others of your same
Benefit: You may use the Disable Device skill to disarm class and level.
magical traps. Prerequisite: Constitution 13+
Benefit: When you roll for hit points at each level roll twice
Urban Tracking [General] and select the better roll.
You are skilled at following prey through the winding, nar- Special: This feat affects only hit points rolled after the feat
row streets and alleys of cities. has been gained. You do not get the option of rolling again for
Prerequisite: Alley Walker, Track hit points gained before this feat was acquired.
Benefit: You receive a +2 competence bonus to your Survival
check when tracking someone in a city. Untouchable [General]
You’re never standing still in combat, always leaping and
Underworld Survivor [General] tumbling even in close quarters battle.
You’ve explored many dungeons, caves, and deep caverns Prerequisite: Tumble 8 ranks
and have learned to survive in these inhospitable places. Benefit: You’re difficult to hit and gain a +2 dodge bonus
Prerequisite: Knowledge (Dungeoneering) 4 ranks. (this is in addition to the standard dodge bonus granted by the
Benefit: You gain a +2 circumstance bonus on all Survival Tumble skill – see the Player’s Handbook for more informa-
checks when underground. If you have the Dungeon Sense feat tion).
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