Hello everyone and welcome to another exciting edition of Extraordinary Feats, where we bring you new and ever more exciting feats to augment your PCs and NPCs alike. This week, it’s time to finish up our series of feats which expand the use of skills. As you may remember, we left off with Sense Motive, so this time we’ll be starting off with Sleight of Hand and continuing on all the way through Use Magic Device. That’s a lot to cover, so let’s get to it.
For you, the heat of battle is the perfect time to rifle through your foe’s pockets.
Prerequisite: Sleight of Hand 1 rank.
Benefit: You can use Sleight of Hand during combat, even against a creature who observes you. In order to use this ability, you must succeed on a Sleight of Hand check with a DC equal to the target’s CMD. Any potential observers must still succeed on an opposed Perception check to determine what item was taken. This ability cannot be used to acquire equipped or worn items, but can be used to lift items from within pockets or backpacks (provided you can reach them). When using this ability, you suffer a -5 penalty to your Sleight of Hand check.
Your extensive knowledge of spellcasting allows you to identify spells even after they have been cast.
Prerequisite: Spellcraft 1 rank.
Benefit: You may use Spellcraft to identify a spell which is currently in effect. The DC for this check is equal to 15 + twice the spell’s level. In order to use this ability, you must first determine the presence of magical auras, such as with a detect magic spell.
Normal: A character may use Knowledge (arcana) to identify the school and strength of a magical aura.
Hide in Bright Light
By staying out of sight, you can conceal your exact location even during day light hours, though doing so is more difficult.
Prerequisite: Stealth 1 rank.
Benefit: You may use Stealth to conceal your location against creatures who are unaware of you, even in conditions of bright light. Any creature attempting to detect you while you are in an area of bright light gains a +5 bonus on his Perception check. You still need cover or concealment to use Stealth (see the Stealth skill)
Your extensive travels in a specific region have given you knowledge of the creatures that live there.
Prerequisite: Survival 1 rank.
Benefit: When you gain this feat, choose a single type of terrain (see the ranger’s favord terrain class feature). You may use Survival to identify a creature native to that type of terrain, exactly as though you were using the appropriate Knowledge skill to learn about the creature. This ability only functions against creatures which are native to the chosen terrain type, and has no effect on creatures found in that terrain that are not native to it. The reverse is also true, and this ability can be used to identify monsters associated with the chosen terrain even when encountered outside their normal environment.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of terrain.
Years of training have conditioned you to be able to stay underwater for lengthy periods of time.
Prerequisite: Swim 1 rank.
Benefit: When underwater, you may choose to substitute a special Swim check for a Constitution check made to continue to hold your breath. The DC for this check is 10 + 1 per previous check. If you fail one of these checks, you fail to hold your breath and begin drowning.
Cast without Charge
Master manipulation of magic items allows you to cast spells from wands and staves without expending their magical energies.
Prerequisite: Use Magic Device 1 rank.
Benefit: Once per day, when you use cast a spell from a staff or wand, you may make an additional special Use Magic Device check with a DC equal to 25 + the item’s caster level. If you succeed on this special Use Magic Device check, you may cast the spell without expending a charge from the item.