Feat Definitions
Acrobatic [Skill]
Benefit You get a +2 bonus on all Jump checks and Tumble checks.
Agile [Skill]
Benefit You get a +2 bonus on all Balance checks and Escape Artist checks.
Alertness [Skill]
Benefit You get a +2 bonus on all Listen checks and Spot checks.
Special The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.
Animal Affinity [Skill]
Benefit You get a +2 bonus on all Handle Animal checks and Ride checks.
Arcane Artisan [Skill]
You are skilled at creating magic items.
Prereqs Int 13, Craft skill
Benefit You gain a +2 competence bonus to all Craft checks when crafting an item to be enchanted, and the cost to create the magic item is reduced by 10%.
Athletic [Skill]
Benefit You get a +2 bonus on all Climb checks and Swim checks.
Deceitful [Skill]
Benefit You get a +2 bonus on all Disguise checks and Forgery checks.
Deft Hands [Skill]
Benefit You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
Diligent [Skill]
Benefit You get a +2 bonus on all Appraise checks and Decipher Script checks.
Empathy [Skill]
Benefit You get a +2 bonus on all Innuendo and Sense Motive checks.
Expert Appraiser [Skill]
Benefit You get a +2 bonus on all Appraise and Forgery checks.
Eye for Detail [Skill]
Benefit You get a +2 bonus on all Appraise and Search checks.
Eye for Opportunity [Skill]
Benefit You get a +2 bonus on all Appraise and Spot checks.
Fast Talker [Skill]
Benefit You get a +2 bonus on all Bluff and Diplomacy checks.
Gadgeteer [Skill]
Benefit You get a +2 bonus on all Disable Device and Use Magic Device checks.
Investigator [Skill]
Benefit You get a +2 bonus on all Gather Information checks and Search checks.
Keen Vision [Skill]
Benefit You get a +2 bonus on all Search and Spot checks.
Magical Aptitude [Skill]
Benefit You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
Master Tracker [Skill]
You are a master at tracking.
Prereqs Track, Wis 15
Benefit You gain a +4 bonus to all Search and Survival checks for the purpose of tracking.
Negotiator [Skill]
Benefit You get a +2 bonus on all Diplomacy checks and Sense Motive checks.
Nimble Fingers [Skill]
Benefit You get a +2 bonus on all Disable Device checks and Open Lock checks.
Persuasive [Skill]
Benefit You get a +2 bonus on all Bluff checks and Intimidate checks.
Quick Learner [Skill]
You learn more than most.
Benefit You gain one additional skill point per level (times 4 at first level).
Self-Sufficient [Skill]
Benefit You get a +2 bonus on all Heal checks and Survival checks.
Skill Focus [Skill]
You are more competent than usual with a chosen skill.
Benefit Choose a skill. You get a +3 bonus on all checks involving this skill.
Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Skill Focus (Concentration) replaces Combat Casting for all purposes. It gives a +3 bonus to all Concentration checks, but serves in place of Combat Casting in all prerequisites. Skill Focus (Concentration) is considered a [Skill, Spell] feat.
Stealthy [Skill]
Benefit You get a +2 bonus on all Hide checks and Move Silently checks
Track [Skill]
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:
Surface | Survival DC | Surface Survival | DC |
Very soft ground | 5 | Firm ground | 15 |
Soft ground | 10 | Hard ground | 20 |
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.
Condition | Survival DC Modifier |
Every three creatures in the group being tracked | –1 |
Size of creature or creatures being tracked:1 | |
Fine | +8 |
Diminutive | +4 |
Tiny | +2 |
Small | +1 |
Medium | +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 party hides trail (and moves at half speed) | +5 |
1 For a group of mixed sizes, apply only the modifier for the largest size category. | |
2 Apply only the largest modifier from this category. |
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.
Trapfinder [Skill]
Prereqs 4 ranks in Disable Device, 4 ranks in Search
Benefit You gain the Trapfinding ability, as a rogue.