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General Feats (Wip)

This document contains descriptions of various feats in a roleplaying game system focused on ninjas. It includes feats that increase chakra abilities, improve combat skills, grant special licenses or titles, and allow learning advanced techniques. Some feats have prerequisites involving character level, ability scores, or other feats.

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0% found this document useful (0 votes)
126 views7 pages

General Feats (Wip)

This document contains descriptions of various feats in a roleplaying game system focused on ninjas. It includes feats that increase chakra abilities, improve combat skills, grant special licenses or titles, and allow learning advanced techniques. Some feats have prerequisites involving character level, ability scores, or other feats.

Uploaded by

J C
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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GENERAL FEATS

CHAKRA PRESENCE
Prerequisite: Chakra Pool 50+.
Benefit: If your Chakra Pool is above 25, you may spend a move action to activate this
ability. For 1 minute, any creatures that come within 10 feet of you suffer a -2 penalty to
attack rolls, Defense and skill checks for as long as they remain within 10 feet of you. A
successful Fortitude save (DC 10 + 1 per 10 points of your Chakra Pool, maximum DC 30)
will negate this penalty while they remain in range. If your Chakra Pool increases enough to
increase the save DC, all creatures within range that aren't yet affected must make another
save.
This ability can be used up to three times per day.

CHAKRA RESTORATION
Benefit: You now recover double your character level's worth of Chakra Reserve per evening
of rest, and can use a short rest to recover Chakra one additional time per day.

CHUUNIN
Prerequisite: Heroic character level 6, Genin. Know at least 9 techniques or have finished at
least 8 C-Rank (or higher) missions, Cha 12.
Benefit: You get a Restricted license in your Ninja village, a +3 Wealth bonus and a +2
bonus to one of the following: Bluff, Chakra Control, Diplomacy, Disable Device, Gather
Information, Genjutsu, Hide, Investigate, Knowledge (ninja lore), Move Silently, Ninjutsu or
Taijutsu. You may gain the ability to Sense Chakra (pXX) or Suppress Chakra (pXX) instead of
the skill bonus. Gaining this feat does not grant you the Chuunin title. Likewise, getting the
title does not grant you this feat.

EMPOWERED RESILIENCE
Prerequisite: Chakra Control 6 ranks, Chakra Pool 16.
Benefit: You may spend an instant action and 1 point of Chakra to gain a +4 resistance
bonus to all saves until your next turn. Must be declared before rolling a save.

FORCE OF PERSONALITY
Prerequisite: Cha 13.
Benefit: You may use your Charisma modifier for your Will saves instead of your Wisdom
modifier.

GENIN
Prerequisite: Know at least 4 techniques.
Benefit: You get a Licensed license in your Ninja village, a +1 Wealth bonus and a +1
bonus to one of the following: Chakra Control, Gather Information, Genjutsu, Hide,
Investigate, Move Silently, Ninjutsu or Taijutsu. You may substitute the skill bonus for the
Sense Chakra (p9) or Suppress Chakra (p10) ability. Gaining this feat does not grant you the
Genin title, and getting the title does not grant you this feat.

JOUNIN
Prerequisite: Heroic character level 12, Genin.
Chuunin, Know at least 17 techniques or have finished
at least 20 B-Rank (or higher) missions, Cha 13.
Benefit: You get a Military license in your Ninja village,
a +4 Wealth bonus and a +2 bonus to any two of
the following: Balance, Bluff, Chakra Control, Demolition,
Diplomacy, Disable Device, Disguise, Gather Information,
Genjutsu, Hide, Investigate, Knowledge
(ninja lore), Move Silently, Ninjutsu, Search, Sleight of
Hand, Survival, Taijutsu or Tumble. You may substitute
the skill bonus for the Sense Chakra (p9) or Suppress
Chakra (p10) ability.
Gaining this feat does not grant you the Jounin title,
and getting the title does not grant you this feat.
IMPROVED CHAKRA POOL
Benefit: Your Chakra Pool increases by 3, and your
Chakra Reserves increase by 1.
Special: You may select this feat multiple times.
IMPROVED COMBAT EXPERTISE
Prerequisite: Int 13, Combat Expertise, base attack bonus
+6.
Benefit: When using Combat Expertise, you may
lower your attack bonus by any number up to your base
attack bonus, and increase your Defense accordingly.
IMPROVED FEINT
Prerequisite: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat
as a move action rather than as an attack action.
IMPROVED GRAPPLE
Prerequisite: Str 13, Combat Throw.
Benefit: You do not provoke attacks of opportunity
when trying to start a grapple, and gain a +4 competence
bonus to all grapple checks.

INSIGHTFUL REFLEXES
Prerequisite: Int 13.
Benefit: You may use your Intelligence modifier for
your Reflex saves instead of your Dexterity modifier.
KEEN SENSES
Prerequisite: Heroic character level 6, Wis 13, Sense
Chakra.
Benefit: Once per encounter, you can Sense Chakra as
a swift action (unlimited out of combat). Your Sense
Chakra now lasts as long as you concentrate plus 1d4+1
rounds, and you gain a +2 competence bonus to Wisdom
and Spot checks made while using the ability.
LIGHT SLEEPER
Prerequisite: Con 13.
Benefit: You can sleep only 4 hours, recovering half
the HP, Chakra and Chakra Reserves you normally
would during a full night's rest, but no ability damage.
You decrease the penalty to Listen checks while asleep
by 2.
RESIST POISON
Benefit: You gain a +4 bonus to Fortitude saves made
against poisons and diseases.
SKILLFUL ASSAULT
Prerequisite: Wis 13, Heroic character.
Benefit: At the start of your turn, you may designate
one opponent. Attacks you make against that opponent
suffer a -2 circumstance penalty to attack and damage
rolls, but will not reduce the opponent below 0 hit
points.
SPECIALIST'S GAZE COUNTER
Prerequisite: Wis 13, base attack bonus +3.
Benefit: When Averting One's Eyes (D20 Modern,
p227, Gaze (Su)) to defend against gaze attacks, you
may reroll the success chance once if you fail and the
opponent does not gain a concealment bonus againstyou.
TALENTED SHINOBI
Benefit: Gain (5 + your Intelligence modifier) skill
points (minimum 4). Spend these points only on class
skills and/or the following: Balance, Chakra Control,
Concentration, Craft (calligraphy, chemical, mechanical),
Fuinjutsu, Genjutsu, Hide, Jump, Knowledge (ninja
lore, tactics), Listen, Move Silently, Ninjutsu, Search,
Sign Language, Sleight of Hand, Spot, Survival, Taijutsu
and Tumble.

FIRST LEVEL FEATS


ADVANCED BLOODLINE
Prerequisite: Can only be taken at first level.
Special: Circumstances may allow you to select this
feat at a later time, such as having a doujutsu eye implanted.
Benefit: You gain a bloodline of your choice (see
Chapter 10 for the available bloodlines).
ADVANCED STUDY
Prerequisite: Can only be taken at first level.
Benefit: You are capable of learning a single technique
of up to rank 3. Gain a +2 competence bonus to
Learn checks to learn or master that technique.
AKIMICHI TOUGHNESS
Prerequisite: Con 13, Heroic character, can only be taken
at 1st level. (GM's discretion)
Benefit: You gain 5 HP and the ability to consume
Akimichi Food Pills (p65) without dying. You still suffer
the normal after effects of consuming the pills.
CHAKRA AFFINITY
Prerequisite: Can only be taken at first level.
Benefit: Gain a +2 to Learn checks when learning
techniques of a specific type (Chakra Control, Genjutsu,
Fuinjutsu, Ninjutsu or Taijutsu). You suffer a -1 penalty
to all Learn checks for a second type of your choice.
DETERMINED GENIUS
Prerequisite: Wis 13, can only be taken at first level.
Benefit: You are incapable of learning and performing
Chakra Control, Genjutsu, Fuinjutsu and Ninjutsu
techniques, though you can still identify them. You
cannot Sense Chakra, but can still Suppress Chakra if
you know how. Techniques gained by the Harmony
and/or Innate Control feats ignore this limitation, as do
the Hachimon Tonkou techniques, if you are otherwise
capable of learning and using them.
You gain a +4 bonus to learn Taijutsu techniques if
you take one-half again the normal time to learn it (before
any time reduction from beating the DC by
enough), and a +4 bonus to perform and identify Taijutsu
techniques. In addition, the save DC of your Taijutsu
techniques increases by 2.
Lastly, you gain a +2 bonus to Will saves against fear.

GENIUS NINJA
Prerequisite: Can only be taken as a first level heroic
character. Relevant ability score 13+.
Benefit: Choose a technique type (Chakra Control,
Fuinjutsu, Genjutsu, Ninjutsu or Taijutsu). When learning
techniques of that type, you can learn techniques of
a Rank 1 higher than normal, and you gain a +2 bonus
to Learn checks. You count as 5 years older when meeting
requirements or determining your age category
(max age 15). In addition, your Reputation in your
home village is increased by 2.
Special: You can select this feat more than once.
Choose a different technique type every time you do.
The age reductions do not stack. (Optional: Your GM
may decide to have Genius Ninja apply to all technique
types)
HYOUTON
Prerequisite: Heroic first level character, primary elemental
affinity (water or wind).
Benefit: You gain affinity for water or wind (whichever
one you didn't have) and an affinity to ice. You
may choose to have ice replace your primary affinity.
You no longer gain elemental affinities with levels.
KEEN SIGHT
Prerequisite: Heroic first level character.
Benefit: You gain low-light vision (you can see twice
as far in poor lighting conditions; D20 Modern, p227).
MOKUTON
Prerequisite: Heroic first level character, primary elemental
affinity (earth or water).
Benefit: While you have both the earth and water affinities,
you become able to perform Mokuton techniques.
MOUJUU AISHOU
Prerequisite: Can only be taken at first level.
Benefit: You are granted the Moujuu Aishou (p341)
template.
SKILLED
Prerequisite: Can only be taken at first level.
Benefit: You gain an additional 4 skill points at first
level, and an additional skill point every level afterwards.
WILL OVER FLESH
Prerequisite: Can only be taken at first level.
Benefit: You can use your Wisdom modifier instead
of your Constitution modifier to determine the total
amount of Chakra you may have, as well as when determining
the amount of Chakra you recover while
resting.

TECHNIQUE FEATS
ADVANCED SEAL PROFICIENCY
Prerequisite: Fuinjutsu 6 ranks.
Benefit: You can learn techniques of the Advanced
Seal subtype, but cannot learn other Fuinjutsu techniques.
BLOOD PACT
Prerequisite: Various (see table on the next page). To
sign a blood pact, you must find the appropriate Contract.
See Chapter 9 for details on obtaining contracts
and details on the various summon tribes.
Benefit: You can summon creatures of the chosen
creature type, and gain a +4 bonus to Charisma-based
skill checks used on such creatures. You also gain a special
bonus while within 50 feet of a summoned creature
of your chosen type, as shown in Table 6-5: Blood Pact
Requirements on the next page. If the bonus is of a specific
type, it is noted in the table.
CHAKRA PENETRATION
Benefit: Gain a +2 bonus to level checks to overcome
Chakra Resistance.
COMBAT TACTICS
Benefit: Gain a +4 bonus to Concentration checks when
performing a technique defensively.
DENSE CHAKRA
Prerequisite: Con 13, Chakra Pool 20+.
Benefit: The difficulty of dispelling or disrupting your
techniques is increased by 1.
ELEMENTAL SPECIALIZATION
Prerequisite: Chakra Control 12 ranks, Ninjutsu 15
ranks.
Benefit: You can ignore the material focus of techniques
of the element of your choice (Doton, Fuuton,
Hyouton, Katon, Raiton or Suiton).
Any materials the technique might create dissipate
immediately after the technique ends.
Special: You may select this feat multiple times.
Choose a different element each time.
EYES OF DIVINATION
Prerequisite: Sense Motive 8 ranks, Attentive.
Benefit: This feat is required to learn the Kaigan
technique (p286).
FUINJUTSU ADEPT
Benefit: Gain +2 to Fuinjutsu checks, and the save DC
of your Fuinjutsu techniques increases by 1. In addition,
you may make 1 additional attempt when learning
Fuinjutsu techniques, and your effective skill threshold
when performing Fuinjutsu techniques is increased by
1.
GENJUTSU ADEPT
Benefit: Gain +2 to Genjutsu checks, and the save DC of
your Genjutsu techniques increases by 1. In addition,
you may make 1 additional attempt when learning
Genjutsu techniques. Increase your effective skill
threshold when performing Genjutsu techniques by 1.
GOUKEN
Prerequisite: Taijutsu 4 ranks.
Benefit: You can learn Gouken techniques without
penalty, and gain a +2 bonus to confirm critical hits
with unarmed attacks.
GRAND MASTER
Prerequisite: 4 ranks in one of Chakra Control, Fuinjutsu,
Genjutsu, Ninjutsu or Taijutsu.
Benefit: You gain a +6 bonus to learn checks when attempting
to master techniques.
GREATER CHAKRA PENETRATION
Prerequisite: Chakra Penetration.
Benefit: You gain an additional +2 bonus on checks to
overcome Chakra resistance.
HAND SEALS PROFICIENCY
Benefit: You can perform hand seals while holding a
Small or smaller object in one hand, with no penalties.
HARMONY
Prerequisite: Chakra Control 5.
Benefit: You get +1 to Chakra Control checks, and the
save DC for your Chakra control techniques increases
by 1. You also immediately learn the Kinobori (p109)
and Tadayou (p111) techniques and pass all future perform
checks for them.
INITIATE OF THE EIGHT CELESTIAL GATES
Prerequisite: Str, Dex or Con 15.
Benefit: Required to Learn techniques of the Hachimon
Tonkou subtype (p233).
NINJUTSU ADEPT
Benefit: Gain +2 to Ninjutsu checks, and the save DC of
your Ninjutsu techniques increases by 1. In addition,
you may make 1 additional attempt when learning
Ninjutsu techniques, and your effective skill threshold
when performing Ninjutsu techniques is increased by 1.
RETRIEVAL EXPERT
Prerequisite: Ninjutsu 9 ranks.
Benefit: You do not take a -8 penalty to learn checks
or take double the time when learning Spacetime techniques.
SEALWEAVER
Prerequisite: Int 13.
Benefit: You can learn Fuinjutsu techniques without
penalties to learn checks or learning time. If selected at
first level, whenever Craft (calligraphy) is a class skill
for you, you also gain Fuinjutsu as a class skill.
SHADOW ARTS
Prerequisite: Hide 5 ranks, Ninjutsu 5 ranks.
Benefit: You can now learn Shadow ninjutsu techniques,
most of which can be found with Special Styles
(p239) and Hijutsu and Kinjutsu (p246).
TAIJUTSU ADEPT
Benefit: Gain +2 to Taijutsu checks, and the save DC of
your Taijutsu techniques increases by 1. In addition,
you may make 1 additional attempt when learning
Taijutsu techniques, and your effective skill threshold
when performing Taijutsu techniques is increased by 1.

TECHNIQUE FOCUS
Benefit: Choose a Ninjutsu or Genjutsu technique subtype.
You are treated as one level higher when performing
techniques of that type, and gain a +1 enhancement
bonus to your skill threshold for those
techniques. You may choose Universal, which applies
to all Ninjutsu or Genjutsu without a subtype.
Special: May be selected more than once, applying to
a different subtype each time.

TRAINING
Benefit: You can learn techniques of the Training type
without taking a penalty or requiring additional successes.

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