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Hosted by 12 To Midnight.
DEDICATED HERO FEATS
The following feats are available to Dedicated Heros as Bonus Feats:
Select a Feat from the drop-downlist:
Advanced Firearms Proficiency
Prerequisite: Personal Firearms Proficiency.
Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting).
Normal: Characters without this feat take a -4 penalty on attack rolls made with personal firearms set on autofire.
Special:
Alertness
Benefit: The character gets a +2 bonus on all Listen checks and Spot checks.
Special:
Archaic Weapons Proficiency
Benefit: The character takes no penalty on attack rolls when using any kind of archaic weapon.
Normal: A character without this feat takes the -4 nonproficient penalty when making attacks with archaic weapons.
Special:
Attentive
Benefit: The character gets a +2 bonus on all Investigate checks and Sense Motive checks.
Special: Remember that the Investigate skill can't be used untrained.
Blind-Fight
Benefit: In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits. The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half.
Deceptive
Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks.
Educated
Benefit: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.
Special: A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.
Far Shot
Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.
Iron Will
Benefit: The character gets a +2 bonus on all Will saving throws.
Medical Expert
Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
Special: Remember that the Craft (pharmaceutical) skill can't be used untrained.
Meticulous
Benefit: The character gets a +2 bonus on all Forgery checks and Search checks.
Surgery
Prerequisite: Treat Injury 4 ranks.
Benefit: The character can use the Treat Injury skill to perform surgery without penalty.
Normal: Characters without this feat take a -4 penalty on Treat Injury checks made to perform surgery.
Track
Benefit: To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow. The character moves at half his or her normal speed (or at the character's normal speed with a -5 penalty on the check, or at up to twice the character's speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions.
| Surface | Track DC |
|---|---|
| Very soft | 5 |
| Soft | 10 |
| Firm | 15 |
| Hard | 20 |
Very Soft: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints.
Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found.
Hard: Any surface that doesn't hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks.
If the character fails a Survival check, he or she can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.
| Condition | DC Modifier |
|---|---|
| Every three targets in the group being tracked | -1 |
| Size of targets being tracked:1 | |
| Fine | +8 | Diminutive | +4 |
| Tiny | +2 |
| Small | +1 |
| Medium-size | +0 |
| Large | -1 |
| Huge | -2 |
| Gargantuan | -4 |
| Colossal | -8 |
| Every 24 hours since the trail was made | +1 |
| Every hour of rain since the trail was made | +1 |
| Fresh snow cover since the trail was made | +10 |
| Poor visibility:2 | |
| Overcast or moonless night | +6 |
| Moonlight | +3 |
| Fog or precipitation | +3 |
| Tracked target hides trail (and moves at half speed) | +5 |
1For a group of mixed sizes, apply only the modifier for the largest size category represented.
2Apply only the largest modifier from this category.
Weapon Focus
Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat.
Prerequisite: Proficient with weapon, base attack bonus +1.
Benefit: The character adds +1 to all attack rolls he or she makes using the selected weapon.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the character must select a different weapon.

