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COVERT OPS FEATS 2 SOURCEBOOK: Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc. !qwertpsGHejjgyteep FULL METAL ZERO Accupuncture You are a student of Chineese medicine and use your knowledge of the body’s energy flow and pres- sure points to perform medical miracles that even modern surgical techniques cannot match. Prerequsite: Concentration 4 ranks, Treat Injury 8 ranks Benefit: You can use the Treat Injury skill to perform advanced medical prodcures using specially constructed accupuncture needles (Purchase DC 8), accupressure and massage rather than requiring the Surgery feat or a surgical kit. Your patients are not fatiuged after undergoing an accupuncture healing session, as they would be in the case of surgery. Normal: You must have the Surgery feat and proper equipment to treat serious injuries. LPJ9769

LPJ9769 (Covert Ops Feats 2)

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Page 1: LPJ9769 (Covert Ops Feats 2)

COVERT OPS FEATS 2SOURCEBOOK:

Requires the use of the d20 Modern™Roleplaying Game, published by Wizards of the Coast, Inc.

!qwertpsGHejjgyteep

FULL

MET

AL Z

ERO

Accupuncture You are a student of Chineese medicine and use your knowledge of the body’s energy flow and pres-sure points to perform medical miracles that even modern surgical techniques cannot match.

Prerequsite: Concentration 4 ranks, Treat Injury 8 ranks

Benefit: You can use the Treat Injury skill to perform advanced medical prodcures using specially constructed accupuncture needles

(Purchase DC 8), accupressure and massage rather than requiring the Surgery feat or a surgical kit. Your patients are not fatiuged after undergoing an accupuncture healing session, as they would be in the case of surgery.

Normal: You must have the Surgery feat and proper equipment to treat serious injuries.

LPJ9769

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Action Bank You know when to act decisively and heroically, and are capable of preforming heroic feats with amazing regularity.

Prerequsite: Heroic Surge, any other feat that requires an action point to activate

Benefit: When you take this feat, you gain a perma-nent action point that refreshes each day. Thus, you always have at least one action point.

Special: You may take this feat multiple times. Each time you do so, you gain another permanent action point.

Aligned Zealot Your deep and abiding faith gives you strength in times of strife and gives you courage when facing down the enemies of your god.

Prerequsites: Knowledge (theology & philosophy) 4 ranks, Iron Will

Benefit: Select one alligence, which may be a general affiliation with an ethos like “good” or “evil”, or may include membership in a particular group, for example, all Nazis or those aligned with a specific racial or ethnic group. You recieve a +1 holy bonus on attack and damage rolls when confronting a member of the despised affiliation.

Special: You may select this feat multiple times. Each time you do so, it applies to a new alligence.

Anti-Tank Warfare No matter how strong the armor, it has a weakpoint. You’re skilled in finding and exploiting that weakness.

Prerequsites: Exotic Firearms Proficency (one of choice), Knowledge (tactics) 4 ranks

Benefit: When attacking a heavy military vehicle (for example: combat helicoptor, jet aircraft, tank, APC, Humvee, small warship, combat starship, mecha or power armor) using any kind of exotic firearm, energy weapon or grenades, you may ignore a number of points of the target’s Hardness equal to your one plus your Wisdom modifier (minimum two points).

Armored Survivor You’ve been a soldier long enough to learn to really, really love your kevlar.

Prerequsite: Armor Proficiency (heavy), Endurance

Benefit: When you are wearing any armor, your training and experience allows you to gain additional benefit from it. You treat all armor worn as if its maximum equipment bonus to Defense was improved by +2.

Atemi Gunman You have translated the ancient secrets of natural energy nexii and accupuncture points into a deadly, ballistic art.

Prerequsites: Precise Shot, Atemi Strike

Benefits: You can use the Atemi Strike feat in conjunction with any ranged weapon you are profi-cient in, or with thrown weapons. You may also use the Atemi Strike feature in conjunction with damage dealing spells.

Normal: You may only use the Atemi Strike feat with melee weapons or unarmed strikes.

Atemi Mastery With only a few seemingly gentle touches, you can slay a regiment.

Prerequsite: Atemi Strike, base attack bonus +10, Concentration 5 ranks

Benefit: If your base attack bonus or a class feature (such as Flurry of Blows) would grant you multiple attacks per round, all your melee or unarmed attacks in a round are considered to be coup de graces.

Atemi Strike You have knowledge of the body’s natural energy centerers called atemi points, and can cripple or kill with a touch, by disrupting your victim’s natural energy flow.

Prerequsites: Combat Martial Arts, Advanced Combat Martial Arts, Combat Expertise, Power Attack, Accupuncture, base attack bonus +5

Benefit: Once per round, you may choose to inflict a coup de grace on any humanoid target with a reason-ably normal anatomy as an attack action. You may make this attack with any melee weapon or unarmed.

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

Audacity You’ve made a career of doing the impossible, and somehow surviving the insane risks you take.

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Benefit: When spending an action point, you can choose to spend additional action points to increase the size of the bonus die you roll. This feat superceeds the rule that you can only spend a single action point per round.

Number of Action Type of BonusPoints Spent Die rolled 1 action point D62 action points D8 3 action points D104 action points D125 action points D20

Normal: When adding an action dice, you roll d6 and add the result to the die roll.

Body Hardening Defense Your will is as unbreakable as armor, and by focusing your chi you can make your body like a thing of iron, enabling you to survive blows that would kill lesser creatures.

Prerequsite: Concentration 8 ranks, Iron Will, Great Fortitude

Benefit: By making a DC 15 Concentration check as a standard action, you can harden your body against incoming attacks. You may maintain the armored state for a number of rounds equal to your Wisdom modi-fier. While using this feat, you gain a +4 insight bonus to Defense, and it becomes virtually impossible for others to move you against your will. You recieve a +8 insight bonus on checks made to resist being tripped, overran or grappled.

Limitations: While entranced, you may not move from the spot you began using the feat at, even to make a 5 ft step. However, you may take actions that do not require mobility as normal, including attacking, defending, using firearms or casting spells. If you choose to move, choose to make a Reflex save, or are successfully moved, this feat’s effect ends immedi-ately.

Breach ExpertYou’ve recieved police or military training in urban warfare and ‘dynamic entry’- blowing through walls and doors to get at the enemy.

Prerequsite: Demolitions 4 ranks, Disable Device 4 ranks

Benefit: You halve the time required to perform Disable Device or Demolitions checks. In addition, you recieve a +2 competence bonus on Strength

checks made to force a locked door or simpy knock it down.

Capeopria You’ve studied capeopria, a flashy, dancelike martial art that had it’s origins in South American slave colo-nies. Your combat technique incorporates taunts, leaps and amazingly quick and brutal footwork.

Prerequsites: Acrobatic, Combat Martial Arts, Base Attack Bonus +3, Tumble 8 ranks, Perform: dance 1 rank

Benefit: When using the full attack action, you add your Charisma bonus (if positive) on attack rolls, Tumble checks and Reflex saves. Your attacks are incredibly flashy, incorporating verbal and spoken taunts and insults, and you are instantly recognizable by your unique combat flourishes and body language.

Capeopria Stickyfoot Only a fool would try and knock you off your feet, because you can easily turn their clumsy trips and blocks against them.

Prerequsites: Capeopria, Improved Trip

Benefits: If an opponent attempts to trip or disarm you and fails, you may make an automatic trip or disarm attempt in retaliation. This retalitatory strike takes the form of a series of snap kicks and fients, and you recieve a +2 circumstance bonus on the check. Even if your check fails, you may not be tripped or disarmed in return. You must have at least one leg free to use this ability.

Casino Kingpin It’s not gambling if you never lose. You get the job done when it comes do cards, dice and roulette wheels.

Benefit: You recieve a +2 bonus on Gamble and Bluff checks. In addition, you can choose to take 10 on Gamble checks, playing a slow and methodical game like a true professional.

Normal: You cannot take 10 or 20 on Gambling checks.

Censored History Your early years and previous exploits have been declared national secrets and it is difficult to find any conclusive proof of your existance.

Prerequsite: Elite Clearance

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Benefit: The difficulty of any Gather Information, Investigate or Research checks made to find informa-tion about you is increased by +5. Forensic investiga-tion (such as examining fingerprints, semen or blood left at a crime scene) made to prove your involvement in a crime also have their DC increased by +5.

Special: You can select this feat multiple times, and its effects stack. You lose the benefit of this feat if you act in a manner contary to your patron’s wishes or code of ethics.

CitymoverYou grew up amid the crowds and chaos of a major city, and know how to get where you need to go no matter how wild the streets get.

Benefit: You recieve a +4 bonus on Hide and Tumble checks when in a crowded, densly populated urban area. You may move through crowds of indifferant, or non-hostile NPCs at your full base movement rate, regardlessly how densely packed the mass of humanity is.

Cleric You are a member of an organized, respected faith, and have a reputation as a wise counsoler and well intentioned servant of the divine.

Prerequsites: Charisma 13, Knowledge (theology & philosophy) 4 ranks

Benefit: You hold a rank in a religious hierarchy, can perform important ceremonies like baptisms, marriages, and funerals, are called upon by your faithful to settle disputes and give spiritual guid-ance. When interacting with members of your faith, you recieve a +4 holy bonus on Diplomacy, Gather Information and Sense Motive checks.

Special: From time to time, at the GM’s discresion, you may be called upon to perform counsoling, lead important ceremonies, and serve other mundane reli-gious functions. If these duties conflict with your adventuring activities, and if you successfully balance both responsibilities, you may be rewarded with a temporary action point, which must be spent before the end of the current adventure. If you act in a manner contrary to your faith, or gain an incompatable alli-gence, you may be stripped of this feat.

Clobber You hit like a wrecking ball.

Prerequsite: Super Heavyweight, base attack bonus +4

Benefit: When you successfully strike an opponent with an unarmed attack, or a melee attack with a blugenoning weapon, he or she must make a Fortitude save (DC 10 + ½ the damage inflicted) or be knocked back 5 ft. On a critical hit, the opponent is knocked back 10 ft and drops prone on a failed save.

Combat Medic Thanks to your military training, you are able to perform surgery quickly and under horrific battlefield conditions.

Prerequsites: Treat Injury 4 ranks, Surgery

Benefit: You can perform surgery with only a First Aid kit, though you take a –2 penalty on the Treat Injury check. In addition, you may halve the time it takes to perform surgery (minimum 30 minutes).

Normal: Performing surgery requires at least 1d4 hours and requires a surgery kit.

Comforting Fetish Your devotion to and enjoyment of a specific sexual fetish or paraphilia gives you emotional strength and courage.

Prerequsite: Concentration 1 rank

Benefit: After spending at least one hour engaging in a sexual activity that involves your fetish, you may make a DC 12 Concentration check On a successful check, you recieve enlightment from the experience.

When exposed to any stimulus or status ailment that reduces your effectiveness, such as a stun grenade’s blinding flash, tear gas’s nauseating effects, or similar situations, the duration of the effects are reduced by 50%. Thus, if you are targeted by any condition that would normally daze you for two rounds, you are only dazed for a single round. The effects of this feat last for a number of hours equal to your Charisma modifier, or until you next sleep, whichever period is shorter.

Special: You may select this feat multiple times. Each time you do, it applies to a new fetish. The benefits of this feat do not stack, rather they expand the range of activity that would grant you the benefits of this feat.

Compassionate You are a natural healer, with an instinctive grasp of your patient’s needs.

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Benefit: You recieve a +2 bonus on Sense Motive and Treat Injury checks.

Constrictor Through agonizing falon gong and yoga training, you’ve learned to dislocate your joints, enabling you to wrap your limbs around your opponent and crush the life from them.

Prerequsite: Stranglehold, Toughness, Concentration 4 ranks,

Benefit: You can dislocate your joints in battle, granting you incredible flexibility, and are hellishly strong when you’re grappling. By voluntarily suffering 1d4 points of damage, you can grant yourself a +1 bonus on grapple checks, disarm attempts, Tumble and Escape Artist checks. You may choose to suffer additional dies of damage; for each d4 of damage you choose to suffer, you recieve an additional +1 bonus. These benefits last until the end of the encounter, and the hit point damage recovers normally.

Controlled Burst You know precisely how many bullets it takes to do the job, and you are able to fire off a withering burst of fire quicker than most creatures can react.

Prerequsite: Dexterity 13, Point Blank shot

Benefit: During your action you may choose to fire a double tap (two bullets fired simultaniously), or a short burst of three to five shots at a single target. A double tap imposes a –2 penalty on the gunman’s attack roll, but if the attack hits, does an additional die worth of damage. (Thus a fire arm that normally inflicts 1d8 damage would inflict 2d8 points of damage. Firing a three to five round burst imposes a –4 penalty on the attack roll, but if successful inflicts an additional two dies worth of damage.

Limitation: Controlled bursts can only be preformed with semi auto or full auto fire arms, and can only be preformed if enough bullets remain.

Normal: An autofire burst requires at least ten bullets and affects a 10 ft by 10 ft area. If you attempt a burst against a single target, it only counts as a single attack and additional bullets fired are simply wasted.

Contingency Planning Before a mission, you spend hours studying photo-graphs, blueprints and intelligence reports, preparing for the unexpected.

Prerequsite: Knowledge (tactics) 8 ranks, Craft (structrual) 1 rank

Benefit: If you spend at least 4 hours studing blue-prints or recent (within 1 month) photographs of a targeted building’s layout, you recieve the the following benefits during your raid on the building: +2 bonus to Hide, Move Silently, Search, Spot and Listen. These bonuses come into effect the moment you begin your assualt on the target building, and last for a number of minutes equal to your Intelligence modifier (minimum one minute).

Additionally, you may spend an action point at any time while these primary benefits remain active, you use your knowledge of the building’s layout to grant you a +2 competence bonus to Defense while at that location. Furthermore, any cover you utilize during the assualt is improved by one ‘step’. These secondary bonuses last for a number of minutes equal to your Intelligence modifier (minimum one minute).

Crosstrained Your training regimen emphasizes a diversity of skills and on the interrelation between different fields of study.

Prerequsite: Wisdom 15+

Benefit: You recieve a +3 synergy bonus on all your interrelated skills. This feat applies retroactively to all synergy bonuses you aquired before gaining this feat, and applies to any synergy bonus you would earn in the future.

Normal: When you have more than 5 ranks in a partic-ular skill, you recieve a +2 synergy bonus on a related skill.

Decisiveness You know the importance of striking first and crip-pling resistance before it can be mounted.

Prerequsite: Spot 4 ranks, Knowledge: tactics 1 rank

Benefit: You recieve a +2 bonus on Initiative checks and Spot checks. In addition, the first successful attack you make during a suprize round deals one additional die of damage. This feat applies to melee, ranged and unarmed damage, as well as spells, supernatural abili-ties and psi-talents.

Decorated Veteran Your years of service mean one thing: you’ve survived enough firefights you can call yourself a professional soldier.

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Prerequsites: Base attack bonus +5, Knowledge: tactics 8 ranks

Benefit: A number of times per day equal to your Wisdom modifier (minimum once daily), you may add your base attack bonus as a morale bonus to any saving throw, Knowledge check or Initiative check. You may also choose to ‘give’ this bonus to any ally within 30 ft. You must speak briefly and inspiringly to the ally, and he must be able to see, hear and clearly understand you. If you grant this bonus to an ally, he or she must use the bonus within the hour or it is lost.

Diamond Fist Technique You are a student of the Indian “vajramushti” school, and have mastered a deadly boxing technique potent enough to cave in a strong man’s ribs and kill lesser foes in a single blow.

Prerequsite: Combat Martial Arts, Improved Combat Martial Arts, Power Attack, Concentration 4 ranks

Benefit: By spending an action point, you can focus your ki into your fist, until it becomes as hard and deadly as a diamond blade. This enhancement lasts until the end of the encounter. When making any unarmed strike after your hands have been ki-enhanced, your blows become exceptionally deadly, penetrating weapons.

Anytime you roll maximum damage on an unarmed strike (rolling 6 on d6 for example), the damage is considered to have penetrated, and you may roll damage again and add it to the previous roll. There is no limit to the number number of times a single attack can penetrate. Penetration damage is multiplied on a critical hit, making this feat potentially very deadly.

Dishonorable Technique You’ve incorporated lowblows, and brutally effective techniques into your fighting style. Your attacks can sever tendons and shred muscle, causing long lasting pain for victims.

Prerequsite: Combat Martial Arts, Improved Combat Martial Arts, Treat Injury 2 ranks

Benefit: Any time your attack roll beats your oppo-nent’s Defense Score by 5 or more points, or you score a critical hit against a foe with a reasonably normal anatomy, your attack inflicts 1d4 points of Strength or Dexterity damage. You choose which type of damage is inflicted when you make the attack. If you wish, you may spend an action point to ‘call your shot’ and utilize this feat on any successful attack.

Disrespect You know how to break an oppponent down with just a few well chosen words.

Prerequisite: Confident

Benefit: Once per round, you can designate a single enemy to be the butt of your jokes and insults. The enemy must have an Intelligence score of at least 3, must be within 30 ft of you, and must be able to hear and understand your words. This enemy becomes enraged by your words, and for the duration of the battle, that adversary suffers a –2 morale penalty if he attacks anyone other than you, or takes non-combat actions not related to attacking or harming you in some way. This condition lasts a number of rounds equal to your Charisma modifier.

Diversity of Experience You draw inspiration from your adventures and regu-larly incorporate new elements into your combat style and tactics.

Benefit: This feat gives you a new use for action points. You can choose to spend 10 action points to purchase a new feat at any time. You must meet the prerequsites of any purchased feat. You gain the benefit of the newly purchased feat after 8 hours of sleep or rest.

Dress to Impress You wear only big name designers and multi-thousand dollar jewels, and always look your best.

Benefit: When purchasing clothing and accessories, if you intentionally purchase high dollar items, they grant you bonuses on social interaction made against anyone who would find you sexually attractive. If you raise the purchase DC of an article of clothing to 15 you recieve a +1 bonus on sexually related Bluff and Diplomacy checks.

For each additional 2 points you raise the Purchase DC, you recieve an additional +1 bonus. Thus, if you raised the purchase DC of a new suit to 19, you would recieve a +3 bonus on all sexual Bluff and Diplomacy checks made while wearing that suit.

Drunken Monkey Boxing You are an adherent of the drunken master style of kung fu, a soft style which emphasizes flexibility, random, chaotic movements and never doing what the opponent expects.

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Prerequsite: Combat Martial Arts, Improved Combat Martial Arts, Tumble 5 ranks

Benefit: You recieve a +4 bonus on Tumble checks and Bluff checks made to feint in combat.

Additionally, you may spend an action point to acti-vate this feat’s full potential. Each time you miss an adversary in combat, you recieve a cumulative +1 modifier to your attack roll against that adver-sary, making it easier for you to wear down a tough enemy’s defenses. The maximum possible bonus is +5, and the bonus ‘resets’ when you finally strike the opponent, or when you attack another adversary. This secondary aspect fo the feat lasts until the end of the encounter.

Elite Clearance You are a trusted government operative.

Prerequsite: Employment or patronage of a govern-ment or political body.

Benefit: You recieve a +4 competence bonus on Diplomacy, Gather Information and Research checks made concerning the government or agency you work for. You may legally purchase Illegal, Liscensed or Restricted equipment through your agency without suffering a Purchase DC modifier.

Special: You can select this feat multiple times, each time you do it applies to a different government or government agency. You lose the benefit of this feat if you act in a manner contary to your patron’s wishes or code of ethics.

Evangelist You are widely regarded as a great religious speaker, and a firm apologist for your faith, and regularly win new converts.

Prerequsites: Cleric

Benefit: You recieve a +2 holy bonus on Diplomacy, Intimidate and Profession (clergy) checks. When attempting to convert a nonbeliever with a Diplomacy or Intimidate check, you may call upon your great inner faith by spending an action point to recieve a +2d6 bonus on the check.

Fast Talker You can dazzle a mark with statistics, misquoted experts, scientific double speak and flat out lies.

Prerequsite: Intelligence 13+, 4 ranks each in any two Knowledge skills

Benefit: A number of times per day equal to your Intelligence modifier (minimum once daily), you may add your ranks in your highest ranked Knowledge skill as a circumstance bonus on any Bluff or Diplomacy check you make.

Fast Rope Training You’ve trained extensively in mountaneering, rapel-ling and zipline rappelling, and are skilled at making dangerous ascents when under fire.

Prerequsites: Climb 4 ranks

Benefit: You do not lose your Dexterity bonus to Defense and are not considered flatfooted while climbing. When using a rapelling harness to quickly descend, you may move at up to double your normal movement rate as a move round action, which only requires a single Climb check to successfully complete.

Normal: Climbers lose their Dexterity bonus to defense, and making a double move while climbing is a difficult, risky proposition.

Forensic Pathologist You have recieved special training in death investiga-tion, and through careful study can determine how a given person died. Your expert testimony is widely respected in court. Prerequsites: Investigate 8 ranks, Knowledge: behav-ioral science 4 ranks, Knowledge: earth & life sciences 8 ranks

Benefit: You make make a DC 10 Investigate check as a full round action to determine the general manner of a person’s cause of death. For example, you could tell if a person died of disease or natural causes, was killed with a specific type of weapon, died of suffocation or some environmental condition, or died as a result of a poison or spell with only a cursory investigation. However, the specifics of the creature’s cause of death would have to be determined by a full autopsy.

You can perform an autopsy on a creature (a surgical procedure requiring a well equipped pathology lab, which requires 1d6 hours). By performing the autopsy, you recieve a +8 circumstance bonus on all Investigate checks made to determine the creature’s killer and a +2 competence bonus on Bluff, Diplomacy and Profession (lawyer) checks made to convict the killer in a court of law.

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Freedom Seeker You cannot be held captive for long, either physically or mentally.

Prerequsite: Escape Artist 4 ranks

Benefit: You recieve a +4 bonus on Escape Artist checks and on all WILL saves made to resist mental domination or compulsion.

Freestyle You can write rhymes on the fly, improvising great poetry almost effortlessly.

Prerequsite: Perform (rap/sing) 4 ranks

Benefit: You recieve a +4 bonus on Perform (rap/sing) checks made before a live audience. In addition, when improvising a rap, you can attempt to inspire your allies to greatness. By making a DC 15 Perform check as a full round action, you can rap some encour-agement that grants your allies a +1 morale bonus on attack rolls, skill checks and saving throws. This morale bonus lasts for a number of round equal to your Charisma modifier, and affects all allied creatures within 30 ft, assuming they can clearly see and hear you.

Full Autofire Prerequsite: Personal Firearms Proficiency

Benefit: You may fire any gun set on autofire without penalty. When using a firearm set on autofire you can choose to strafe the area, raking fire across a 20 ft line , and inflicting full damage on all creatures in the target area, unless they make a Reflex save (DC 15).

Normal: Characters suffer a –4 penalty when firing weaons set on full autofire.A fire arm set to autofire normally affects a 10 by 10 ft area.

Genorosity You are exceptionally free with your wealth, and think nothing of sharing your possessions with your allies.

Prerequsite: Wealth Bonus 12+

Benefit: When you use your own Wealth Bonus to aid an ally in purchasing an expensive object, he or she recieves a +4 bonus on the check. Additionally, your wealth bonus does not decrease.

Normal: When aiding another in financial transac-tions, the bonus is only +2 and your own wealth bonus is reduced by –1.

Gifts of Exstasy You are a skilled and considerate lover, gifted with an almost magical understanding of what brings others pleasure.

Prerequsite: Charisma 13+

Benefit: You recieve a +4 competence bonus on sexu-ally oriented Diplomacy and Bluff checks, as well as recieving a +4 competence bonus on Profession (pros-titute or similar) checks.

Gold & Platinum Your music has gone gold and beyond, and your name’s already down in history.

Prerequsite: Perform (any) 8 ranks

Benefit: Once per day, you may use your celebrity status and talents to your advantage. You may add your ranks in your highest ranked Perform skill as a bonus to any other charisma based skill, or to any Wealth check.

Gonin-Gake Karate You are at your best when fighting outnumbered, moving from one adversary to another with brutal effi-cency, and leaving no corner undefended.

Prerequsite: Defensive Martial Arts, Mobility, Cleave, base attack bonus +4

Benefit: No adversary can gain a flanking bonus against you in melee combat.

Normal: Adversaries that are flanking you and their nearby allies gain a +2 bonus on their attack rolls against you.

Grifter You have a natural talent for deception, and can somehow make even the biggest lies sound plausiable.

Prerequsite: Bluff 4 ranks, Sense Motive 1 rank

Benefit: You may instantly retry a failed Bluff check. If you do, the Bluff check DC increases by +2 for each failure. In addition, the circumstance penalty for truly outrageous lies is reduced to +15.

Normal: You may not retry a failed Bluff check. The circumstance penalty for truly outrageous lies is +20.

Hardwon Wisdom You’ve learned the lessons pain has taught you.

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Prerequsite: Wisdom 15+, Iron Will

Benefit: Any time you are reduced to –1 HP or less, you may make DC 18 Wisdom check. Success indi-cates that if you survive the experience, your Wisdom score increases by +1.

Healing Presence Your mere presence helps creatures overcome injury and recover their strength.

Prerequsites: Wisdom 13+, any good alligence/align-ment

Benefit: All dying creatures within 60 ft of you are automatically considered stabilized. This feat’s benefit applies both towards enemy creatures and allies. In addition, if you spend 8 hours within 60 ft of a wounded creature, it regains an additional 1 HP.

Heavy Weapons Specialist Your size and combat savvy makes the obvious choice to carry heavy, squad support weapons, and thanks to your great strength and superb aim, you can inflict massive damage with these equally massive weapons.

Prerequsite: Exotic Firearms Proficiency (any), Strength 15+

Benefit: You may add your Strength modifier as a damage bonus on any exotic firearm you are proficient in.

Normal: You do not add your Strength modifier to damage with fireams.

Hitback Harder All your life, you’ve been victimized, but no longer. You can turn the tables on your tormentors at long last.

Prerequsite: Heroic Surge

Benefit: When fighting an adversary with advantages you lack (defined as a higher BAB, Wealth Bonus more than 4 greater than your own, or spellcasting capability) you may spend an action point to inflict maximum damage for a short period of time. For a number of rounds equal to 1 + your Charisma modi-fier (minimum 2 rounds), all your natural and melee attacks do maximum damage.

Hundred Hand Defense You move your hands so quickly they seem to blur together, and your amazing reflexes allows you to deflect bullets. It’s like you had a hundred guardian hands surrounding you, pushing away danger.

Prerequsites: Intelligence 13+, Combat Reflexes, Spot 4 ranks, Concentration 4 ranks

Benefit: Once per round that you would normally be hit with a ranged weapon (arrow, thrown weapon, or bullets) you can deflect the projectile, so you take no damage from it. You may not deflect massive projec-tiles like a falling boulder, area effects, spells or super-natural energy blasts. You must have at least one hand free to use this attack, and you must be aware of the incoming attack, and not denied your Dexterity bonus to Defense.

Hundred Hand Deflection You are so skilled a martial artist that if an unwary enemy shoots at you, your retaliation is swift and lethal. You can slay an assassian with his own bullet.

Prerequsites: Hundred Hand Defense

Benefit: When you deflect ranged weapons fire with your Hundred Hand Defense feat, instead of merely deflecting the projectile, you can instead to use the projectile to your advantage. You may deflect the projectile to any chosen target within 30 ft. The projec-tile uses the attacker’s original attack roll at –4, since deflecting the projectile robs it of some of it’s kinetic energy. If this beats the chosen target’s Defense score, he or she suffers damage normally for that projectile.

In Darkness Shrouded You have mastered the art of striking from the shadows, of moving between raindrops and killing while shrouded in night and fog.

Prerequsites: Combat Reflexes, Stealthy, Move Silently 8 ranks

Benefit: When dim lighting or enviromental condi-tions like fog or intense rain grants you 25% conceal-ment or greater, you recieve a +2 competence bonus on attack and damage rolls made with any melee weapon.

Iron Horseman Stance “The Iron Horseman” is a Chineese martial arts stance that emphasizes immobility and defense. Martial artists calling upon the Iron Horseman’s power cannot easily be defeated.

Prerequsite: Body Hardening Defense

Benefit: When utilizing your Body Hardening Defense technique, you gain Damage Reduction 5/-. This Damage Reduction stacks with any DR you may have

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from other sources, such as Tough hero class levels, feats or supernatural effects.

Jujitsu You are adept at using an opponent’s strength and overconfidence against him.

Prerequsite: Defensive Martial Arts, Balance 4 ranks

Benefit: When making a Trip, Disarm or Grapple check, you may use your opponent’s Strength modifier in place of your own if it is greater.

Kitsunes Blessing Like the mischevious fox spirits of Shinto myth, you are an adept theif and trickster, and perhaps you may even share the kitsune’s storied immortality, because you have a knack for impossible survival.

Prerequsites: Bluff 4 ranks, Sleight of Hand 4 ranks, Knowlege: arcane lore 4 ranks, Charisma 13+

Benefit: Once per day, when rolling an action dice to improve the result of a Bluff, Sleight of Hand or Knowledge: arcana check, you may roll d10 (or multiple d10s) and add the results to the die roll. Additionaly, you may spend an action point to instantly recover 1d4 HP as a free action.

Normal: When adding an action dice, you roll d6 and add the result to the die roll.

Kotodama Technique Known as the “true word technique”, this Buddhist martial arts skill allows it’s adherents to use their voice to disarm their enemies.

Prerequsite: Perform (sing) 4 ranks

Benefit: As an attack action, you can shout a ritual war-cry that may stun your adversaries. All enemies within 60 ft must make a WILL save (DC 10 + your Charisma modifier) or be dazed for one round.

Krav Maga You practice the brutal martial art pioneered by Isreal’s MOSSAD agency, a hard style focusing on quickly killing or incapacitating attackers.

Prerequsite: Power Attack, Streetfighting, Base Attack Bonus +4

Benefit: Any time your attack roll defeats your opponent’s Defense score by 5 points or more, you inflict an additional 1d4 points of damage. This bonus damage stacks with additional damage gained from

sources such as the Streetfighting feat, class abilities or supernatural effects, and is multiplied on a critical hit.

Leather Wings Your kung fu draws its inspiration from the bats that soar across Southeast Asia’s humid skies. When you move, your robes and cloak move like great wings, concealing you in their folds.

Prerequsites: Dodge, Jump 4 ranks, Tumble 4 ranks

Benefit: You can use your flapping cloak to confuse and distract opponents and hide your vital areas Any time you are wearing exceptionally bulky, loose clothes (such as robes, a cloak, a trenchcoat or duster, scarves or similar articles) you recieve a +4 morale bonus to Defense when fighting defensively or any time you are targeted by a ranged attack. This ability provides no benefit against area effects. Additionally, you can slow your fall with your ‘leather wings’ and always treat a fall as if it were 10 ft shorter when properly dressed.

Local Hero You are a local celebrity, extremely well known in a specific city or neighborhood.

Prerequsite: Knowledge: local 4 ranks

Benefit: You may choose any small city or neighbor-hood within a larger city that you have lived in for at least a month. Your reputation bonus is doubled within this area. Additionally, you recieve a +2 competence bonus on Spot and Search checks within the area. You are so attuned to the neighborhood, you can easily detect the unusual.

Meikyo Thought You are a student of the ‘clear mind technique’, and with extreme concentration you can reach a zen-like state of awareness where you can anticipate and counter your adversary’s every movement.

Prerequsites: Focused, Concentration 8 ranks, Knowledge: arcane lore 1 rank

Benefit: At the beginning of each combat, you can select one sientient opponent, who must have an Intelligence score of 5 or greater. Against this one specific opponent you recieve a +4 dodge bonus to Defense, and a +2 bonus to Inititiave checks made against that target.

In addition, if your chosen adversary uses any mind affecting spell, psi-ability or other supernatural effect

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in an effort to dominate your mind, he must make a WILL save agianst the same effect, at the same saving throw DC. Depending on the circumstances, both you and your adversary may suffer the same effect. If your adversary falls victim to a will-sapping effect and you do not, he is treated as if you had successfully cast the mind effecting spell on him, and may be under your control.

Limitation: Once the target of this feat is selected, it cannot be changed until that encounter ends.

Mirror Mind With a glance, you instantly master an opponent’s kung fu, hijacking his skills for your own ends.

Prerequsite: Meikyo Thought

Benefit: By spending an action point on any sientient adversary, you may temporarily duplicate his combat abilities. For the duration of the encounter, your base attack bonus increases to match your opponents, if it was lower. In addition, you may duplicate a number of your opponent’s feats equal to your Intelligence modifier. You may use these copied feats freely for the duration of the encounter, but you must meet all the prerequsites of the borrowed feats.

Morbid Speculation By daydreaming of the sensations and details of your own inevitable death, you can overcome lesser fear.

Prerequsite: Concentration 4 ranks, Treat Injury 1 rank

Benefit: By spending a full round action in Concentration and making a DC 10 Concentration check, you can become immune to pain, fear and nausea. You can maintain your semi-entranced, morbid state for an indefinate period. Each round, you must make a Concentration check (DC 10 + the number of rounds you have been entranced); on a successful check, you remain in the trance state. However, while entranced, your mind is distant and clouded with morbid obsessions. You cannot use any Charisma-based skill while entranced, with the exception of Intimidate.

Mortician You make a living preparing the dead for burial, and have a keen understanding of funeral rituals and the legalties of disposing of the dead.

Prerequsites: Profession: mortician, emblamber, clergy or similar occupation 4 ranks

Benefit: You recieve a +2 bonus on Profession (morti-cian) or similar checks, as well as a +2 bonus on Diplomacy checks made to comfort the grieving and a +2 bonus on Knowledge: religion & theology checks made with regard to funeral rites. Your long expo-sure to corpses and decay grants you a +2 bonus on Fortitude saves made to resist nausea.

Mudra Meditation You are trained in the Japaneese mudra medita-tion technique, which uses ritual chanting and hand gestures to focus the mind before battle.

Prerequsite: Wisdom 13+, Concentration 4 ranks, Knowledge (theology & philosophy) 2 ranks

Benefit: A number of times per day equal to your Wisdom modifier (minimum once daily), you may spend a full round action meditating and preparing yourself for battle. After, you may add your Wisdom modifier as a bonus on Inititive checks and unarmed attack rolls for a number of rounds equal to twice your Wisdom modifier (minimum two rounds).

Night-fighter Through hard-won experience and dedication, you have become as comfortable fighting during the dark of the moon as most men are fighting under the noonday sun.

Prerequsites: Spot 5 ranks

Benefit: You gain low light vision with a 60 ft range.

One Inch Punch Though you barely seem to move, your blows are powerful enough to knock down walls. Your combat style emphasizes control and efficency.

Prerequsties: Combat Expertise, Improved Combat Martial Arts

Benefit: When grappled, or fighting any any space smaller than 10 ft square, you recieve a +2 bonus on grapple checks made to damage your opponent and on unarmed attack rolls.

Parental Demeanor You have a comforting presence and calm demeanor that serve you well when dealing with young people.

Benefit: You recieve a +2 bonus on Bluff, Diplomacy and Sense Motive checks made against any one in a younger age category than yourself.

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Patient Sniper You are willing to wait hours, even days if necessary before making that one lethal shot that just might change the course of history.

Prerequsite: Wisdom 13, Far Shot Weapon Mastery (any ranged)

Benefit: Before making a ranged attack, you may take a full round action to line up your shot. This grants you a +2 bonus on your next attack roll. Once you begin aiming, you cannot move, even to take a 5 ft step until the next attack is resolved, otherwise the benefit of the feat is lost. If your concentration is disrupted, or you are attacked before your next attack, the benefit of aiming is lost. A sniper may use any type of ranged weapon or spell when making this attack.

Penetrating Fire You can concentrate your fire, pouring round after round onto a target until you blast through even the most hardened defenses.

Prerequsite: Weapon Mastery (firearms), Controlled Burst, Precise Shot

Benefit: When facing an adversary with any form of Damage Resistance, you may sacrifice one die worth of damage in order to temporarily lower the target’s DR by five points. You may choose to reduce your weapon’s damage any number of die you feel neces-sary to break through the target’s defenses. Regardless of how many die of damage you sacrifice, your ranged attack deals a minimum of one point of damage to the victim on a successful hit.

Limitation: You may only use this ability with a ranged weapon.

Precision Fire You can use a combination of amazingly quick reflexes and extensive training to do the nearly impos-sible: strafe an area with gunfire without hitting allies or potential hostages.

Prerequsite: Full Autofire, Precise Shot

Benefit: When strafing an area, you may designate a number of excluded targets in the area equal to your Intelligence modifier (minimum one target). None of these excluded targets are harmed by your gunfire, all other targets in the area take damage normally.

Normal: All targets within range are injured when you strafe an area with a weapon set for full autofire.

Psychologist You are a trained psychotherapist, legally able to practice medicine, treat the mentally ill and prescribe medicine.

Prerequsite: Knowledge (behavioral sciences) 8 ranks, Medical Expert

Benefit: You recieve a +2 competence bonus on all Profession (medical) checks. Additionally, by spending at least one hour in conversation with a sientient human, you may make a Knowledge (behavioral sciences) or Sense Motive check (DC 15). If the check succeeds, you recieve an understanding of what mental illnesses, if any, the subject suffers from. All future Treat Injury or Knowledge (behavioral sciences) checks made to treat that subject’s mental illnesses recieve a +4 compentence bonus. In addition, all Bluff and Diplomacy checks made against that creature recieve a +1 competence bonus.

Quickswitch You favor a versitle approach to combat, rapidly changing between the many different weapons you carry.

Prerequsite: Quick Draw

Benefit: You may sheathe or stow one weapon and draw another as a free action. Becuase the enemy never knows what weapon you will use next, you recieve a +4 competence bonus on all Bluff checks made to feint in combat.

Samuari Resolve “A samuari should be able to make any decision within seven breaths.” You are free of distractions and uncertainty which might cloud your judgement.

Prerequsites: Iron Will, Knowledge: tactics or history 4 ranks

Benefit: Once per day, you may cast augury with a 100% chance of sucess, so long as the question asks concerns the very next action you will undertake or decision you will make. In addition, you may spend an action point to gain the answer to any question that can be definitively answered by a single word. Using this feat is a full round action that provokes attacks of oppritunity.

Savant You are exceptionally gifted, able to learn new skills quickly and effortlessly, and excell in your chosen field.

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Prerequsite: Intelligence 13+

Benefit: When you select this feat, you must choose either to be either a physical savant (specializing in Strength, Dexterity or Constitution based skills), or an intellectual savant (specializing in Intelligence, Wisdom or Charisma based skills). You may place skill ranks within your chosen speciality as you see fit, with no level based cap on skill ranks.

Normal: Skill ranks are limited to your total character level + 3.

Special: You may select this feat twice to become both a physical and intellectual savant.

Secular Philosopher You put more faith in the great works of science and reason, and in man’s inherant goodness than you do in any supreme being.

Benefit: You recieve a +2 bonus on Knowledge (civics and earth & life sciences). You recieve a +2 bonus on WILL saves against any mind influencing effects stemming from a character with the Aligned Zealot or Cleric feat.

Set the Pace You know how to control the momentum of a battle, how to use distractions and perfectly timed fients and counterattacks for maximum tactical benefit.

Prerequsites: Combat Reflexes, Decisiveness, Improved Initiative, Knowledge: tactics 8 ranks

Benefit: By spending an action point, you can force the battlefield to conform to your time table. You force all sides involved in a battle, including yourself, to reroll initiative. Using this feat is a free action, which may be preformed at any time, even during another creature’s turn. With proper timing, you can use this feat to deny an enemy a chance to act.

Because you know this shocking reversal is coming, you recieve a +4 bonus on your Initative check, which stacks with the bonus from Improved Iniative, and you can extend this bonus to a number of allies equal to your Intelligence modifier. The round immediately after this ability is used is considered a suprize round.

Shoplifter Why pay for something you want, when you can just take it? You’re adept at stealing from stores and evading minor security. The items you steal are rarely really valuable, but it’s always a thrill (and sometimes a profitable thrill) to get away clean.

Benefit: The shoplifter recieves a +4 bonus on all Sleight of Hand checks made to steal Tiny or smaller objects from a store or conceal that theft. Examples of situations where this feat would be palming a CD at the mall, subtly lifting rings out a jewelry store display case, or pocketing money from a cash register while the clerk is distracted.

Additionally, the shoplifter may always Take 10 on a Sleight of Hand check made when attempting to steal an Tiny (or smaller) object with a Purchase DC of 5 or less, even when observed or stressed. This feat does not apply when using the skill to pick pockets.

Silencing Strike With a quick strike to an opponent’s throat, you render him incapable of speaking or calling for help.

Prerequsite: Combat Martial Arts, Improved Combat Martial Arts

Benefit: When you successfully make an unarmed or melee attack against a subject, if your attack roll beats his Defense score by more than 5 points, in addition to dealing damage, you have silenced the victim with a sharp jab to the throat. The victim cannot speak or make any vocal sounds for 1d4+1 rounds. A DC 12 Treat Injury check can quickly restore the wounded creature’s ability to speak. You may also spend an action point to activate this feat on any successful hit.

Smoke Eater You’ve trained extensively in firefighting, search and rescue and damage control.

Prerequsite: Great Fortitude or Endurance

Benefit: You recieve a +1 bonus on Spot, Survival and Demolitions checks. Additionally, you no longer suffer concealment penalties associated with smoky environ-ments, and can see almost normally even through the thickest smoke. You recieve a +1 competence bonus on Fortitude saves made to resist tear gas or inhalation toxins.

Snakefinger Jab With a straight fingered blow to your adversary’s vitals, you can inflict sickness and misery with your fists.

Prerequsite: Combat Martial Arts, Improved Combat Martial Arts, Treat Injury 8 ranks

Benefit: When you successfully make an unarmed or melee attack against a subject, if your attack roll beats his Defense score by more than 5 points, in addition

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to dealing damage, your victim is considered nause-ated for a number of rounds equal to your Wisdom modifier. A DC 12 Treat Injury check will remove the victim’s nauseated condition, but the victim is still sickened for the effect’s duration. You may also spend an action point to activate this feat on any successful hit.

Spec Ops Stealth Your elite military training allows you to move quietly and attack unnoticed even when carring the back-breaking load all infantrymen carry.

Prerequsite: Strength 13+ Hide 4 ranks, Move Silently 4 ranks

Benefit: You do not suffer from armor check or encumberance penalties on Hide and Move Silently checks, no matter how much gear you are forced to carry.

Normal: You cannot use stealth effectively when heavily encumbered.

Stranglehold You know how to apply lethal pressue, quickly knocking out or killing a grappled adversary.

Prerequsites: Brawl or Combat Martial Arts, base attack bonus + 2

Benefit: If you pin an opponent while grappling, and maintain the pin for one full round, at the end of the round the victim must make a Fortitude save (DC 10 + ½ your total character level + your Wisdom modifier). If the saving throw fails, your oppponent falls uncon-cious for 1d4 rounds.

If you maintain the stranglehold, your must begins suffocating, and must begin making Constitution checks each round to avoid death. See the Modern SRD for additional details.

Suicide Drive When you’ve got a job to do, nothing, not even the death staring you in the face will stop you.

Prerequsite: Constitution 15+, Iron Will

Benefit: If an attack reduces you to your Constitution bonus or lower HP, you can enter a berzerk rage state, inflicting even more severe damage on your-self in exchange for the ability to take down your attackers. You do not fall unconcious at 0 HP, though you continue to lose –1 HP per round, and strenous action when at 0 HP inflicts additional damage to you,

as normal. When dying and disabled, you may act normally, taking both move and attack actions in the same round.

You may voluntarily choose to suffer an additional –1d4 points of HP damage each round of activity. In exchange, you recieve a +8 bonus to Strength and Dexterity. These bonuses last until you reach –10 HP and die, or return to 0 HP or greater, whichever comes first. Theoretically, when backed up with healing magic or technological healing, you could maintain your risky berzerk state indefinately.

Super Heavyweight You are a sheer wall of muscle, capable of incredible feats of strength.

Prerequsite: Strength 15+, Constitution 13+, Toughness

Benefit: Your great strength allows you to function as if you were a size category larger. Whenever you are subject to a size modifier (for grapples, bull rush attempts, and trip attempts) you are treated as if you were the next larger size category, if that would benefit you. You are considered one size category larger for the purpose of determining if special attacks (such as swallow whole) can effect him. You can use weapons designed for creatures in the next size category without penalty, and your lifting and carring limits are increased, as if you were truly larger.

Tantric Wisdom You have studied eastern sexual techniques and incor-porated these erotic arts into your meditation. As a result, you have become both a more skilled lover and a more adept martial artist.

Prerequsite: Wisdom 15+, Concentration 4 ranks

Benefit: By spending at least an hour enjoying sex with a partner, who need not have this feat, you may make a DC 20 Concentration check. If the check is successful, your mind clears and petty distractions vanish. You recieve a +2 insight bonus on WILL saves, Spot checks and Craft (any) and Knowledge (religon & philosophy) checks. This insight bonus lasts until you next sleep.

Additionally, your tantric skills mean you can indulge in amazingly lengthy and varied experiences, and have full control over your fertility. You will not become pregnant or impregnate a woman unless you choose to do so.

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Terrain Mastery Years of harsh conditioning and battlefield experience have allowed you to become a deadly, highly special-ized adversary, who excells at killing in a specific environment.

Prerequsite: Base Attack Bonus +3, Survival 4 ranks

Benefit: Select one of the following environment. Any time you engage in melee combat in that envrion-ment, you gain a +1 competence bonus on attack rolls and a +2 bonus to damage. In many cases, both you and your opponent much be physically touching the environment (by walking across a city’s asphalt for example) in order to gain the benefit of this feat.

• Asphalt: When both you and your opponent are touching concrete, asphalt or blacktop in an urban environment.

• Close Quarter Combat: Cramped artifical envi-ronments, like a submarine’s corridors, sewer and maintience lines, prison cells.

• Jungle/ rainforest: Hot, high vegatation environ-mentsTerrain like Brazil, Peru, or Vietnam.

• Mountianous: High altidude, barren mountian slopes and tundra. High altidute mountian ranges like the Himmalyas, or the Andes.

• Oceanic: Fighting on or near the sea or large body of water, or when submerged.

• Savvanah: Warm open grasslands, like Keyna or parts of Mongolia.

• Snow: When both you and your opponent are touching snow, or fighting in a snow storm.

• Swampfighter: Muggy, stagnant marshes, mudflats and swamps. Areas like the Louisana bayou, a Vietnameese rice paddy, or an Irish peatbog.

• Terran: When fighting in undeveloped, open areas such as grassland. Both you and your enemy must be in contact with the earth.

• Woodland: Temparate or arctic forests, such as those found in northern California, or across Europe.

Special: You can select this feat multiple times. Each time you do so, the feat applies to a new environment.

Terrain Supremacy You can hold off an army a thousand strong, when fighting in your favored terrain.

Prerequsite: Terrain Mastery

Benefit: Once per day, when fighting in any terrain you have designated as favored by selecting the Terrain Mastery feat, you gain a temporary action

point. This action point must be used at any time prior to leaving that environment. If the temporary action point is not used before you leave the terrain, or is not used before 24 hours have elasped, it is simply lost.

Truthseeker You are especially committed to bringing secrets to light and bringing justice to criminals.

Benefit: You recieve a +2 bonus on Investigate and Sense Motive checks, and on WILL saves to resist illusions.

Toughened Flesh Your heavily scarred flesh is a roadmap of old scars and badly healed burns, and is as tough (and ugly) as rhino hide.

Prerequsite: Toughness

Benefit: You may trade physical beauty for strength. For each –2 penalty you suffer to Charisma, you recieve a cumulative +1 natural armor bonus to Defense. You can choose to reduce your Charisma by any amount (up to the maximum) when you first take this feat. Later, you may choose to inflict additional scars on yourself, lowering your Charisma farther and increasing your natural armor.

Scarification inflicts 3d6 points of damage, and requires at least 8 hours. The Charisma penalty takes effect immediately, and the natural armor bonus increase occurs after the damage from the scarification is fully healed.

Limitation: You may sacrifice a maximum of 8 points of Charisma, in order to recieve a maximum +4 natural armor bonus.

Urban Warfighter You are skilled at navigating mazelike streets, fighting from cover, and surviving sniper fire from unseen insurgents.

Prerequsite: Knowledge: tactics 4 ranks, Knowledge: steetwise 2 ranks, Alertness

Benefit: Once per day, you can add your ranks in Knowledge: tactics as a bonus on any of the following rolls: Spot, Navigate, Hide, Move Silently, or Initiative checks. If you are attacked by a sniper, and have not yet used this class feature for the day, you add your skill ranks as a bonus to your Defense score, which often keeps you alive long enough to seek cover.

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Limitation: This feat only offers a benefit while you are in an urban area.

Weapon Mastery You have spent many exhausting hours in training, learning the secrets of a chosen weapon. You strike hard and true with that chosen weapon.

Prerequsite: Proficient with with chosen weapon, base attack bonus +1

Benefit: Choose any one specific type of weapon within a general group, such as a double bladed axe or an M-16A assault rifle. You may also choose an exotic attack form you possess, such as unarmed attacks, grapples, magical rays, breath weapons, natural attacks, and the like. You recieve a +1 bonus on attack rolls and a +2 bonus on damage inflicted by this weapon.

Special: This feat replaces Weapon Focus and Weapon Specialization. You can choose this feat multiple times; each time, it applies to a new weapon type.

Wise Sensi You are a true master of the martial arts, and can pass on your lessons to your students.

Prerequsite: Combat Martial Arts, Educated, Iron Will, base attack bonus +4

Benefit: You can temporarily give some of your combat feats or base attack bonus to a willing student. By spending at least one minute teaching your student, you can temporarily remove some of your feats or combat talent and transfer it to the student. You may sacrifice one feat or point of base attack bonus per point of your Intelligence modifier.

The student can than use your combat gifts as innate abilities for a number of hours equal to your Intelligence modifier. You cannot voluntarily reverse the transformation; once the abilities are given away, they remain gone until the full time period elaspes. While the student is enhanced, he or she can use the feats or BAB freely, as if they were innate abilities. The student must meet all the prerequsites for any feats granted.

Yakuza Bodysleeve Your entire body is covered in intricate, colorful tattoos that indicate your status in the Japaneese under-world.

Prerequsites: membership in the Yakuza, Japaneese race

Benefit: You recieve a +4 bonus to Diplomacy, Gamble and Intimidate checks made against anyone who recognizes you as a Yakuza gangster. In addition, you may spend an action point and reveal your tattoos to gain several minor combat benefits. Revealing your tattoos is a standard action which provokes attacks of oppritunity.

• +2 morale bonus to Defense, which lasts for a number of rounds equal to your total character level

• +2 bonus on attack and damage rolls with any sword, which lasts for a number of rounds equal to your total character level.

• Fear: Ability to cast fear as a mage of your total character level

• Aclarity: Ability to cast haste as a mage of your total character level

Special: Acting against the Yakuza’s interests may result in the loss of the supernatural aspects of this feat, and in more dangerous consequences, at the Game Master’s discresion. The mundane skill bonuses remain as long as the tattoos remain.

Yakuza Pearl Sheath For each year a Yakuza spends in prision, he is allowed to insert a single tiny pearl in the skin of his penis, a symbol of his honor and aquired wisdom.

Prerequsites: Yakuza Bodysleeve

Benefit: Once per day, you can increase your tempo-rarily Wisdom score by a bonus equal to the number of years you have spent in prision (maximum +6 bonus). At least 20-30 minutes of sexual activity is required to activate the benefit of this feat.

This bonus lasts for a number of hours equal to your Charisma modifier (minimum one hour). If you are taking this feat at character creation, your Game Master will determine how many years you have been imprisioned, or simply roll 1d4+1.

Special: Obviously, only males can select this feat.

Za-zen Meditation Za-zen meditation is also known as ‘sitting medita-tion’. By remaining immobile you can focus your will and heal your body.

Prerequsite: Concentration 8 ranks, Iron Will

Benefit: By remaining motionless for long periods of time, you may increase your rate of healing. For every two hours you remain completely immobile, you may make a Concentration check to speed your natural

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healing. If you succeed at a DC 20 Concentration check, you recover a number of HP equal to your Wisdom modifier (minimum one HP) at the end of the trance. If you succeed at a DC 30 Concentration check, in addition to increased healing, you recover one point of temporary ability drain or can remove any one of the following status ailments: fatigued, nause-ated, shaken or stunned.

Written By Chris Field & Louis Porter Jr.All text on all pages is Open Game Content as defined by the

Open Gaming License. See page 18 for more information.

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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, indepen-dent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any autho-rized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unen-forceable, such provision shall be reformed only to the extent neces-sary to make it enforceable.

15. COPYRIGHT NOTICE

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

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook,

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Page 19: LPJ9769 (Covert Ops Feats 2)

Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Covert Ops Feat 2 Copyright 2006, Louis Porter Jr. Design, Inc.

Accelerated Balancing Feat, Combat Intimidation Feat, Good Listener Feat, Linguistic Savant Feat, Speed Reader Feat Copyright 2005, Jason D. Kemp

Advanced Player’s Manual Copyright 2005, Green Ronin Publishing; Author Skip Williams.

Afghanistan: D20, Fading Suns, Fading Suns: D20, and all related Product Identity trademark defined above, are Copyright 2002 Holistic Design, Inc.

Anything Goes Long Feat Copyright 2001, Joshua Turton

Bar Fly, Deadeye, Car Ninja, Heisman, Quarterback and Stunt Monkey feats Copyright 2006, Jason C. Lee

Blood and Fists Copyright 2003, RPGObjects; Author Charles Rice

Blood and Guts Copyright 2003, RPGObjects; Author Charles Rice

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

Blood and Brains Copyright 2004, RPGObjects; Author Michael Tresca

Bookworm Copyright 2001, Bradley H. Bemis Jr.

Bottoms Up Feat Copyright 2005, Sigfried Trent

Cat’s Eyes Feat Copyright 2003 Michael Strand

Cry Havoc Copyright 2003 Skip Williams.

CYD20 Copyright 2003 George Chatzipetros

Down And Dirty Style Feat Copyright 2002, Rick Coen

Disarm And Deny Feat Copyright 2005, Sigfried Trent

Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott.

Eternal Rome, Copyright 2005, Green Ronin Publishing; Authors Graeme Davis and Scott Bennie.

Fading Suns: D20, Copyright 2001, Holisitc Design, Inc; Authors Bill Bridges and Andy Harmon.

Fearsome Display Feat Copyright 2000, Brendan Quinn

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

Future Player’s Companion: Tomorrows’ Foundation, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, and JD Wiker

Gimmick’s Guide to Gadgets Copyright 2005 Green Ronin Publishing, LLC. Author: Mike Mearls

Grudge feat Copyright 2003, Jerry M. Chaney II

Hollowfaust: City of Necromancers Copyright 2001, White Wolf Publishing, Inc.

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

Carl Cramér

Kick-Up Feat Copyright 2002, Ian Cheesman

Mercenaries, Copyright 2002, Alderac Entertainment Group, Inc.

Metalinguist Feat Copyright 2002, Rick Coen

Mimicry Feat Copyright 2001, Carl Cramér

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

Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!

Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved.

Monte Cook’s Arcana Unearthed and Monte Cook’s Arcana Unearthed: Way of the Sword Copyright 2003 Monte J. Cook. All rights reserved.

Most Wanted, Copyright 2003, Paradigm Concepts, Inc.; Authors Alex Flagg and Mark Christensen

Pan-Asian Collective, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Steve Crow, Scott Gearin, Clayton A. Oliver.

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

Shadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.

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

Sidewinder: Wild West Adventure, Copyright © 2002 by Citizen Games.

Spycraft Espionage Handbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.

Stand Your Ground Feat Copyright 2005, Jonathan D. Woolley

Stargate SG-1 Rulebook, Copyright 2003, Alderac Entertainment Group, Inc.

Sudden Action Feat Copyright 2000, Michael J. Kletch

Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, Kurt Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Brian Patterson, Scott Stoecker, Wil Upchurch.

The Second World Campaign Sourcebook Copyright 2001, Steven Palmer Peterson.

Toss Feat Copyright 2002, Jerry M. Chaney II

Uncanny Reaction Copyright 2002, Ian Cheesman

Use Prejudice Feat Copyright 2002, Dominique Crouzet, Carl Cramér

Vigilance Copyright 2002 by Charles Rice

War on Terror Copyright 2003, RPGObjects; Author Charles Rice

Weapon Juggle Feat Copyright 2001, Carl Cramér

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