Feats of the Skilled,
Part II

May 29th, 2012

Joshua Zaback

Extraordinary Feats Archive

            Hello everyone and welcome to another great edition of Extraordinary Feats, where we bring you the best in new feats for your character.  Last time I was here, I was talking about feats which enhanced existing skills, much in the same way that Mounted Combat enhanced the Ride skill.  Last time I covered the first 10 skills, and today we’ll be continuing the subject with the next 5 skills. So let’s stop talking about it and get to the feats!

You know how to get what you want.
Prerequisite: Intimidate 1 rank.
Benefit: By spending a full-round action speaking to a creature that has the shaken condition, you can make a special Intimidate check in order to make a demand of the target. This ability functions identically to the request function of the Diplomacy skill, except that it only takes one round, and the DC for the check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Detailed Knowledge
You draw on vast knowledge of a specific subject to find out important facts relating to that subject.
Prerequisite: Knowledge (engineering, geography, history or nobility) 1 rank.
Benefit: By spending a full day researching a subject in a library or similar setting, you can learn specific details about a person of noble rank, historical significance, or a place of geographic or architectural import. You must know enough about the subject in order to properly identify it and be able to research it. This requires a special Knowledge check of the sort that would ordinarily be associated with the subject you are researching.  If the subject of this check is a creature, the DC is equal to 10 + the creature’s Hit Dice. If the subject is a place or similar object, the DC is equal to the DC to identify the location or structure. If you succeed, you are provided with one piece of lore as though you had cast the spell legend lore to gain information about the subject. For every 5 points by which you exceed the DC, you discover an additional piece of lore.

Discover Weakness
Your knowledge of creatures allows you to strike where it counts.
Prerequisite: Knowledge (arcana, dungeoneering, local, nature, planes, or religion) 1 rank.
Benefit: As a swift action, you can attempt to discover any anomalies or tactical weakness about a specific creature that could be exploited to gain an edge in combat. This requires a special Knowledge check of the same sort that would normally be used to identify the creature. The DC for this check is equal to 15 + the creature’s Hit Dice. If you succeed on this check, you gain a +1 insight bonus to attack and weapon damage rolls against that creature. For every 5 points by which you exceed this DC, you gain an additional +1 insight bonus to attack and weapon damage against that creature. The bonuses last for 1 minute. If you fail the check, you cannot succeed on this check against that specific type of creature (such as orc, red dragon, gray ooze, etc.) until you spend at least 2 hours in a library studying the creature, or until you gain an additional rank in the Knowledge skill which applies to creatures of that type.

Medical Magician
Your skill at mundane healing enhances your ability to cure wounds with your spells.
Prerequisite: Heal 1 rank.
Benefit: Whenever you would cast a spell of the healing subschool that has a single target, you may increase that spell’s casting time to a full-round action (if it had a casting time of one standard action or less), or to twice the spell’s casting time (if its normal casting time is longer than 1 standard action), in order to make a special Heal check on the target as part of casting the spell. If you do, the spell heals a number of additional hit points equal to 1/2 the result of the Heal check (rounded down). You can use this ability an unlimited number of times each day, but only once on any given creature.

Your expertise in getting animals to obey you allows you to push them to their limits with ease.
Prerequisite: Handle Animal 1 rank.
Benefit: When you use the Handle Animal skill to handle an animal or push an animal, you may choose to double the DC in order to take the action more quickly. If you are handling an animal, a successful check allows you to handle your animal as a free action. If you are trying to push an animal, a success indicates that you use only a move action. In either case, a failure not only indicates that the animal does not perform the desired command, but the attempt uses the type of action it normally would (a move action to handle, or a full-round action to push).