Extra feats not yet organized

Feats from “Hyboria’s Fiercest” – Titles only.
*indicates repeated below in full form
Ambush
Brutal Charge
Bull Strike
Clarity
Cliff-Climber
*Culling the weak
Drive your enemy before you
*Eagle Eye
Extreme Might
Fleet Mount
Improved Mounted Archery Cover
Leap and Spring
One with nature
*Out of thin Air
Quick Stealth
Savage Cleave
*Sense Weakness
Slash and Burn
*Sniper’s Eye
*Teeth Gleaming
Two-Weapon Strike
Wounded Fury

Brutal Attack (General)
You can cut down foes with brutal efficiency when you catch them unaware.
Prerequisites: Dexterity 14 + , Strength 16 + , base attack bonus + 5 or higher, Weapon Focus (any melee weapon)
Benefit: You triple your Strength modifier for damage when you attack a fl at-footed foe with a melee weapon for which you have the Weapon Focus feat. Use of this feat requires the full-attack action.
Concealed Weapon (General)
You are adept at hiding small weapons on your person.
Prerequisites: Dexterity 13 + , Bluff 5 ranks, Quick Draw
Benefit: You may make a Bluff check with a + 8 competence bonus when concealing a small (or smaller) piercing or slashing weapon about your person. Anyone attempting to detect the weapon must make an opposed Spot check against your Bluff check. If you appear to be unarmed but subsequently quick draw your successfully concealed weapon and attack an opponent, you gain a + 1d6 damage bonus against your opponent and negate his Dexterity or Strength bonus to his Defence Value for this attack. Any creature with an Intelligence score of less than 3 or that is immune to critical hits is immune to this effect. This action may only be used once per enemy, as they quickly grow wise to your deception.
Confident (General)
You have a high opinion of yourself and refuse to bow before anyone.
Benefit: You gain a + 4 bonus on level checks to resist all forms of intimidation, including the effects of Steely Gaze and Menacing Aura.
Crush Your Enemy (General)
You understand that sometimes the best way to get past an obstacle is simply to destroy it.
Prerequisites: Base attack bonus + 8 or higher, Improved Sunder, Power Attack
Benefit: You may make a single attack during a full round attack (foregoing additional attacks that round). If the attack is successful, you may forego damage to choose to do one of the following: Direct the attack directly against your opponent’s armour, infl icting double damage against it. Cause your opponent to be unable to fight on the defensive or cast on the defensive for three rounds. Negate all of your opponent’s uses of feats or abilities that provide dodge bonuses to Defence Value for three rounds.
Deep Cover (General) You have a special talent for immersing yourself in a role.
Prerequisite: Disguise 6 ranks
Benefit: If you spend at least one day preparing your disguise, you gain a + 10 competence bonus on opposed Disguise checks when you are impersonating a specific person.
Epiphany (General)
You can deliver an uncannily apropos statement that stuns others into a sublime understanding of a concept.
Prerequisites: Wisdom 15 + , Knowledge (religion) 6 ranks
Benefit: You can issue a single-sentence statement once per day about a religious concept with which you are familiar. The words simply occur to you on the spur of the moment, dredged from your unconscious or gifted by the gods above (or demons below). Each creature that can understand you and hear you must attempt a Will save (DC set by Knowledge (religion) check). Failure means the listener does not understand the wisdom of your statement and so does not benefit from it. Success indicates that the listener has gained some vital understanding of the topic at hand. You must also make a Will save to benefi t from your own statement – you do not necessarily understand the words that come to your mind any better than others do. For the rest of the encounter, a listener who has made a successful saving throw gains a + 2 bonus on all checks relating to the religious topic commented upon. For example, if you see a Zathite approaching and make a statement about the curious religious practices of his particular sect, anyone who understands your utterance gains a + 2 bonus on Diplomacy or Sense Motive checks when dealing with the Zathite or any other members of his sect for the rest of the encounter. Once the listeners part with the Zathite, the effects end.
Eyes of the Magpie (General)
Your eyes are automatically drawn to the most expensive items in a room. This feat is especially useful when time is of the essence.
Benefits: When moving into a room, you can make an Appraise check (DC 15) as a free action. With a successful check, you notice the three most expensive items in the room and know their approximate values (see the Appraise skill description in Conan the Roleplaying Game). If you do not roll a high enough score to precisely identify any rare or exotic items, the Games Master may rule that these items merely ‘catch your eye’, but that you do not know their exact worth. Because this feat is used quickly and on the move, special equipment such as magnifying glasses and merchant scales confer no bonuses on the Appraise check.
Free Thinker (General)
You are freed from aspects of traditional religious dogma and ritual and may study forbidden styles of magic.
Prerequisites: Wisdom 13 + , Priest
Benefit: You may learn any style of magic as a scholar with the independent background might. You are no longer limited by the choices given to ordained priests.
Special: There may be political or social ramifi cations to this feat if your independence is found out and deemed heretical by temple elders or high priests of your sect. The Games Master may impose penalties for disloyal priests if discretion is not taken.
Glib (General)
Few can talk themselves out of trouble better than you can.
Prerequisites: Bluff 6 ranks
Benefit: The fi rst time you attempt to bluff a specifi c individual, you gain a + 4 insight bonus on the opposed check. Subsequent attempts against the same target suffer a – 4 penalty.
Jaded (General)
You have lead a very depraved life – very little shocks or bothers you.
Prerequisites: 1 + Corruption
Benefits: You may add your Corruption score to all terror checks.
Know It All (General)
You are well informed in a variety of areas and can draw upon that great wealth of knowledge easily.
Prerequisite: Intelligence 13+
Benefits: All Knowledge skills are class skills for you. You gain a + 2 bonus on any one Intelligence-based skill.
Leave No Witnesses (General)
You are aware of those around you and what they have seen.
Prerequisites: Hide 13 ranks, Alertness
Benefit: You may make an attack of opportunity against any opponent who successfully spots you when you are attempting to hide. This ability may be used once per round. This attack of opportunity may even be made with a ranged weapon, so long as the target is within 30 feet. The target is considered fl at-footed if he was not previously aware of your location.
Perceptive Defence (General)
Your keen perception affords you opportunities in combat that others overlook.
Prerequisites: Base attack bonus + 10 or higher, Spot 8 ranks, Up the Foe
Benefit: As a move action, you may make a Spot check (DC 10 + your opponent’s Reflex save bonus). If successful, you may name an action you think your opponent might take. If he takes this action at any time during the combat, you may make an attack of opportunity against him. If you name an action that normally invites an attack of opportunity, you may make two attacks, so long as you have Combat Reflexes or some other ability that allows multiple attacks of opportunity per round.
Precise Recollection (General)
You can instantly commit anything you see to memory.
Prerequisite: Intelligence 14 +
Benefit: If you view a letter or a map for a few seconds you can reproduce it perfectly from memory. You can memorise a number of pages equal to three times your Intelligence modifier. Memorising additional pages will cause those memorised earlier to be lost. You cannot memorise spells with this feat.
Predator’s Eye (General)
You can assess your prey’s personality and weaknesses from a simple negotiation.
Prerequisites: Base attack bonus + 4 or higher, Sense
Motive 6 ranks, Spot 8 ranks
Benefits: With a successful Spot check (DC 10 + the opponent’s character level) versus an opponent with whom you have spoken for at least five minutes, you can gain keen insight into their weaknesses, conferring a onetime + 4 insight bonus to any future skill check versus the same opponent. You may choose instead to gain a + 2 insight bonus to your next attack against that opponent. This feat is often used by merchants of Shadizar to take advantage of their customers as well as by flatterers and kidnappers to seduce their prey.
Predatory Reputation (General)
You are recognised in the Desert, the maul of Shadizar, as one of the top predators.
Prerequisites: Reputation 18 + in the Desert
Benefit: You are universally recognised in the Desert by the predators and scavengers; also, you gain a + 4 circumstantial Reputation bonus when dealing with the various predators of the Desert of Shadizar.
Quick Change (General)
You can change disguises in the blink of an eye.
Prerequisites: Disguise 6 ranks, Deep Cover
Benefit: You change between two previously prepared disguises as a full-round action with a successful Disguise check (DC 15).
Quick Judge of Character (General)
You are skilled in the art of quickly reading another person’s mannerisms.
Prerequisites: Diplomacy 5 ranks, Listen 5 ranks, Sense Motive 5 ranks, Spot 5 ranks
Benefit: This feat grants a + 4 competence bonus to Sense Motive checks when dealing with others for the first time, + 6 if you possess any levels of the noble class.
Racial Archetype (General)
You exemplify the stereotype of your race regardless of your class.
Benefit: The background skills of your race are permanent class skills regardless of any classes you take or multiclass into.
Scavenger Reputation (General)
You are known among the scavengers of the Desert and respected by them.
Prerequisites: Reputation 18 + in the Desert
Benefit: You are universally recognised in the Desert by the scavengers; also, you gain a + 4 circumstance Reputation bonus when dealing with the various scavengers of the Desert of Shadizar.
Seducer (General)
You have an uncanny ability to influence members of the opposite sex.
Prerequisites: Charisma 17 + , Perform 3 ranks in one of the following; (acting, poetry or any musical skill)
Benefits: Whenever you interact with a member of the opposite sex, you receive a + 2 circumstance bonus to all skill checks where Charisma is the key ability. There is also a 10% chance of this bonus applying to someone of the same sex.
Silence, Fool! (General)
When you surprise someone, or they are afraid of you, they lose the ability to speak or scream.
Prerequisites: Intimidate 19 ranks, Menacing Aura, Steely Gaze
Benefits: When you make a successful demoralise opponent attempt (see the Intimidate skill description in Conan the Roleplaying Game), the victim is so utterly afraid of you that they are unable to act for a number of rounds equal to your Charisma modifier.
Sizing Up the Foe (General)
You size up your opponents’ stances, fi nding holes in their defences with ease.
Prerequisite: Spot 5 ranks
Benefit: You may, as a move action, make a Spot check (DC = your opponent’s Defence Value). If successful, you may add + 2 to your next attack roll versus that opponent. If you have a base attack bonus of + 1 or higher, you may use this feat while taking any other move action.
Slippery (General)
You know how to use leverage and motion to wrestle.
Prerequisites: Improved Grapple
Benefits: You may use your dexterity modifier instead of your strength modifier when performing grapple checks.
Normal: Strength is the modifier used in grapple checks.
Snatch (General)
Prerequisite: Size Huge or larger
Benefits: You can choose to start a grapple when you hit with a claw or bite attack, as though you had the improved grab special attack. If you get a hold on a creature three or more sizes smaller, you squeeze each round for automatic bite or claw damage. A snatched opponent held in your mouth is denied a Reflex save against your breath weapon, if you have one. You can drop a creature you have snatched as a free action or use a standard action to fl ing it aside. A fl ung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per ten feet travelled. If you fling a snatched opponent while fl ying, the creature takes this amount or falling damage, whichever is greater.
To Think Is To Act (General)
Your body is trained to react instantly to your thoughts.
Benefit: You may add your Intelligence modifier to Initiative checks instead of your Dexterity and Reflex save modifiers.
True Professional (General)
You have devoted yourself completely to your craft or profession, limiting your opportunities in other areas but gaining impressive abilities in your chosen career.
Benefit: You may ignore maximum rank limits imposed upon any one Craft or Profession skill.
Unseen Scavenger (General)
The beggars and scavengers of Shadizar are virtually undetectable to sight and hearing, making themselves all but invisible in even the most open bazaar.
Prerequisites: Hide 11 ranks, Stealthy, must bear Allegiance to the Brotherhood of the Bowl
Benefit: You can use the Hide skill while being observed as long as there is any cover or concealment within 30 feet for you to disappear behind, including crowds, smoke and buildings. You can also Move Silently while moving at any speed less than a full run.
Weapon Panache (General)
You have deadly confi dence in your ability and fi ghting style. Combat is little more than a game to you.
Prerequisites: Profi cient with weapon, base attack bonus 1 or higher
Benefit: Choose one type of one-handed melee weapon, such as a short sword. You are so brash and self-confident when wielding this weapon that you gain a bonus on attack rolls. With the selected weapon, you may add your Charisma modifier instead of your Strength modifier on attack
rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon.
Asshuri Technique Mastery (General)
You are a master of tricky combat manoeuvres. You have trained to become the best of the best.
Prerequisites: Meadow Shemite or Pelishtim, base attack bonus + 6, Weapon Focus (any)
Benefit: The character gains a + 2 bonus to all attack and damage rolls, skill and ability checks involved in performing any one Combat Manoeuvre the character qualifies for.
Special: This feat may only be taken as a bonus feat for having a favoured class. This feat may be taken more than once but each time it is taken, the character must select a different Combat Manoeuvre.
Aura of Authority (General)
You have been trained as a torturer and exude an air of power that demands respect.
Prerequisites: Sabatean, Intimidate 5 ranks
Benefit: You gain a + 2 bonus on both Intimidate checks and to Will saves (except in regards to Corruption). This bonus increases to + 3 when you gain 8 ranks in Intimidate and increases again to + 4 when you gain 11 ranks in Intimidate.
Special: Sabatean scholars may select this feat as a bonus feat in lieu of a new sorcery style.
Brewmaster of Shem (General)
Of all the vocations possible in western Shem, only the beer brewer is placed under divine protection by goddesses.
Prerequisites: Shemite, Craft (brewer) 4 ranks, Skill Focus (Craft (brewer))
Benefit: Brewers in a Shemite city earn minor magical protection from the temples. The brewer gains a + 2 resistance bonus to all saving throws against spells and spell-like effects, whether the required roll is a Will, Reflex or Fortitude saving throw.
Bronze Man (General)
Your reputation as a warrior strengthens your brothers’ fighting spirit.
Prerequisites: Shemite, 20 confirmed kills in war
Benefit: When your followers and cohorts are uniformly of Shemite descent you gain a + 4 bonus to your Leadership score. Anyone of Shemite blood within 30 feet of your position gains a + 1 morale bonus to attack rolls each round you make a full attack.
Special: This feat can be selected as a soldier bonus feat.
Extraordinary Ferocity (General)
Even when dead, you are a dauntless warrior.
Prerequisites: Meadow Shemite or Pelishtim, Fervour of the Asshuri, Ferocity of the Asshuri, Con 15
Benefit: When dying (reduced to –1 hit points or below), you may continue to fight without penalty until you reach a negative hit point value equal to your Constitution score. You may not roll to see if you stabilise if you continue to fight. If you fall below –10 hit points, you are considered
dead, but you may still fight until you pass a negative score equal to your Constitution score.
Special: Eruki asshuri do not need to meet the feat prerequisites to take this feat.
Ferocity of the Asshuri (General)
You continue to fight when others would have succumbed to their wounds.
Prerequisites: Meadow Shemite or Pelishtim, Fervour of the Asshuri, Con 15
Benefit: You may continue to fight without penalty even when disabled or dying (see Conan the Roleplaying Game for details on these conditions).
Fervour of the Asshuri (General)
Even if grievously wounded, you continue to fight.
Prerequisites: Meadow Shemite or Pelishtim, Con 15, Toughness
Benefit: You fight without penalty until reduced to negative hit points equal to your Constitution modifier. For example, if Mutaga the asshuri has a + 3 Constitution modifier, he may fight without penalty until reduced below –3 hit points.
Gold Man (General)
Your reputation makes you a living banner for the Shemite asshuri. So long as you stand your brothers will not allow themselves to fail.
Prerequisites: Shemite, Bronze Man, 100 confirmed kills in war
Benefit: When your followers and cohorts are uniformly of Shemite descent you gain another + 4 bonus to your Leadership score. When you make a full attack any Shemite within a 60-foot radius who suffers from a morale penalty may make a Will save (DC 10 + the total penalty). If he
succeeds he throws the penalty off for the next round.
Special: This feat can be selected as a soldier bonus feat.
Improved Asshuri Technique Mastery
(Asshuri)
You are a master of tricky combat manoeuvres. You have trained to become the best of the best.
Prerequisites: Meadow Shemite or Pelishtim, base attack bonus + 14, Weapon Focus (any)
Benefit: The character gains a + 2 bonus to all attack and damage rolls, skill and ability checks involved in performing any Combat Manoeuvre the character qualifies for. This stacks with Asshuri Technique Mastery.
Live in the Saddle (General)
You can do nearly anything in the saddle, including getting a good night’s sleep.
Prerequisite: Ride 4 ranks
Benefits: You may substitute your Ride skill rank for your Concentration skill rank for any Concentration skill check you must make while riding a camel or a horse. You may also make a Ride skill check (DC 15) to sleep peacefully in the saddle. This later trick allows nomads to travel for long distances by alternating sleeping and leading with other members of the tribe.
Manifest Attack (General)
Many outsiders have the ability to manifest at will, allowing them to journey across the planes with ease. Such creatures that regularly engage in battle learn to use this talent to outflank opponents and catch them by surprise.
Prerequisites: Ability to manifest
Benefit: A creature may use its manifest ability to appear next to an opponent and deal a surprise attack against its foe. When using a standard action to manifest, the creature is allowed to take a partial action to make a melee attack, and only a melee attack, after arriving at a destination that is within its line of sight. The target of this attack loses his Dexterity bonus to Dodge Defence. This partial action is in place of the creature’s normal move-equivalent one.
Special: This feat requires the creature to use a standard action to manifest. Thus, the creature cannot take a five-foot step, manifest, then use this feat. You may only make a fivefoot step as part of a full-round action.
Might Makes Right(General)
Your fighting ability makes you famous and draws people to serve you.
Prerequisites: Leadership
Benefit: You may add your Strength score (if positive) to your Leadership value.
Secret of the Acolyte Sabatean Torturer (General)
You have been trained as a torturer and you know how to make a person more compliant.
Prerequisites: Sabatean, Background (acolyte), Perform (ritual) 4 ranks
Benefit: You may perform a ritual of humiliation, control and dominance over a creature. The creature must be restricted or helpless in some way, such as tied up, caged or magically restrained. The ritual takes 8 hours to perform, minus1 hour per your Charisma modifier. Once complete, the target must make a Will save (DC 10 + ½ torturer’s scholar level + Charisma modifier). If the target fails the save he is both successfully demoralised and successfully intimidated (see skill description for Intimidate in Conan the Roleplaying Game). He also suffers a –2 penalty
to his Will saves for the duration of the Intimidation.
Special: Sabatean scholars may select this feat as a bonus feat in lieu of a new sorcery style.
Secret of the Expert Sabatean Torturer (General)
You know the secret of inflicting exquisite pain in others.
Prerequisites: Sabatean, Background (acolyte), Perform (ritual) 7 ranks, Secret of the Acolyte Sabatean Torturer
Benefit: You may make a touch attack against an opponent. If you succeed, the target is overcome with wracking pains that reduce Dexterity by 2 and impose a –4 penalty on attack rolls, skill and ability checks and Will saves (Fortitude save negates; DC 10 + your Constitution modifier + your class levels). All effects last a number of rounds equal to your scholar level.
Special: Sabatean scholars may select this feat as a bonus feat in lieu of a new sorcery style.
Secret of the Master Sabatean Torturer (General)
Your understanding of pain and punishment are unsurpassed.
Prerequisites: Sabatean, Background (acolyte), Perform (ritual) 13 ranks, Secret of the Acolyte Sabatean Torturer, Secret of the Expert Sabatean Torturer
Benefit: You may cause ability damage. If you spend at least two hours with a helpless opponent, you can choose to cause 1d6 points of ability damage to the target’s Strength, Dexterity or Constitution (Fortitude save (DC 20) negates). This ability can be channelled through a whip or other instrument of torture.
Special: Sabatean scholars may select this feat as a bonus feat in lieu of a new sorcery style.
Summoned Attack (General)
Outsiders that rely on summoning allies and reinforcements can deliver their summoned minions onto the battlefield in a tactically advantageous manner.
Prerequisites: Summon demon or similar spell or power
Benefit: When summoning allies via sorcery or an innate ability, those allies gain the ability to pounce on foes on their first action in the encounter. Pounce allows a creature to use a full-attack action even if it used a movement action, such as charging, during its round. The summoning creature opens a portal to another world/dimension in such a manner that its allies may leap upon its enemies and attack in one motion. For example, the summoned demons may appear above their foes or attack from an unexpected direction.
Tribal Champion
Shemites place great stock in the fighting prowess of their warriors and even offer great respect to the most gifted warriors of other nomad tribes, even those who are bitter enemies. You are the foremost warrior of your people, a war leader and exemplar of courage, skill and vengeance.
Prerequisites: Leadership, base attack bonus 9 or above, Reputation 13
Benefit: You command the respect and allegiance of all the warriors or your tribe and have earned a reputation for your prowess that extends to all the nomad tribes and city-states of Shem – and the surrounding kingdoms of Turan, Koth and Stygia. You gain a + 2 bonus to your Leadership score
and a + 4 circumstance bonus to all Intimidate skill checks and to Charisma or Diplomacy checks made to influence the attitudes of Non-Player Character members of your tribe or kingdom. You gain a + 2 circumstance bonus to all Intimidate skill checks and to all checks to influence the attitudes of members of other nomad tribes. The benefits of this feat apply to all members of a nomad tribe or kingdom, not just to those who are members of the nomad character class. A character with this feat is world famous, his name and reputation having been spread far and wide. Though the Games Master can, if he chooses, rule that the character’s Reputation is not known to a particular nomad tribe, this is not encouraged.
Tribal Spokesman
You are known for your exceptional ability to mediate disputes and influence others to your way of thinking. For your continued wisdom and your ability to guide your people to good fortune, you have earned a place among your tribe’s council of elders and, more importantly, the role of mediator between your tribe and other, nearby tribes and nations.
Prerequisites: Cha 13, Wis 11, Must be a member of a nomad tribe (not necessarily of the nomad class)
Benefit: You gain the Diplomacy and Sense Motive skills as class skills and gain a + 4 insight bonus to all Diplomacy and Sense Motive skill checks which involve members of nomad tribes.
Chariot Combat (General)
You are skilled in chariot combat, maximising the benefits from the limited cover afforded you by its defences.
Prerequisite: Handle Animal 1 rank, base attack bonus +1.
Benefit: When you are in a chariot, you gain double the usual cover bonus from its low walls.
Special: If you have the Chariot Combat feat, you may select any feats for which the Mounted Combat feat is a prerequisite just as though you also had Mounted Combat. These feats may then be used when you are in a chariot, just as though
you were mounted. However, you may not use them when mounted unless you also have Mounted Combat.
Chariot Team Flanking (General)
Skilled in fighting as part of a group, you are adept at making devastating flanking attacks.
Prerequisites: Chariot Combat, Handle Animal 9 ranks.
Benefit: You (or your passenger) gain a +4 bonus to your attack roll whenever flanking an opponent. The ally helping you flank the opponent retains his normal +2 attack bonus unless he also has this feat.
Disciple of Chariots (General)
Your training in the discipline of the chariot use makes you more effective when driving a chariot. You have trained for agonising hours to mount mass charges, to learn how to manoeuvre the chariot and the two-horse team, how to drive
your horse team at a full gallop over uneven terrain, how to keep up with other chariots and drive in formation and how to position a shield to protect yourself and the passenger firing arrows even while driving the chariot at full speed.
Prerequisites: Chariot Combat, Handle
Animal 4 ranks or more.
Benefit: When you are driving a chariot, you may position your shield so that both you and the noble archer with you benefit, although at a -1 penalty. Also, unless the terrain is completely broken, you can drive the chariot at full speed.
You can also use the Heavy Cavalry combat formation while on chariots.
Keeper of the Fourth Mystery of Yinepu
You are not only trained in the arts of embalming the dead, you are an expert in all aspects, including the rituals. You have uncovered the secret of the lost fourth mystery of Yinepu.
Prerequisites: Profession (mummifier) 12 ranks, Craft
(herbalism) 4 ranks, Craft (alchemy) 4 ranks, Knowledge
(Mystery: Yinepu) 12 ranks, Corruption 1

Benefit: You gain a +2 bonus to all Profession (mummifier),
Craft (herbalism), Craft (alchemy) and Perform (ritual).
You can raise a Mummy of Ahriman without the Heart of Ahriman (although you must still complete all the other steps described in Conan: The Scrolls of Skelos, substituting your hand for the Heart).
Special: Learning this profane feat automatically corrupts the soul, giving you 1 point of Corruption.
Eyes to the Sky (Sorcery)
You do not like to be watched and you do not like having your life pried into. You have an instinctive sense when someone is magically watching you, studying you or learning about you.
Prerequisites: Previous exposure to a visions spell.
Benefit: You automatically know when you are the subject of visions, dream of wisdom, mind-reading and psychometry spells. You know who is learning about you and where they are located. If the spell allows a saving throw, you make
it at a +4 competence bonus. If the spell does not allow a saving throw, it now allows a Will save (DC set by caster’s magical attack roll) to negate the observation, but without the previous bonus.
Greater Chariot Overrun (General)
You knock them down, then hit them while they are down.
Prerequisites: Chariot Combat, Disciple of Chariots, Improved Chariot Overrun.
Benefit: Your horses gain an additional +2 to opposed Str/Dexterity checks against an overrun attack. In addition your passenger can make an additional follow-up attack (ranged or melee) on your turn on a successful overrun before resuming movement.
Improved Chariot Overrun (General)
You barrel over your opponents with gleeful ease with your horses and chariot.
Prerequisites: Disciple of Chariots.
Benefit: When you attempt to overrun an opponent while driving a chariot, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. Each horse in the horse-team may
make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Manifest Attack (General)
Many outsiders have the ability to manifest at will, allowing them to journey across the planes with ease. Such creatures that regularly engage in battle learn to use this talent to outflank opponents and catch them by surprise.
Prerequisites: Ability to manifest.
Benefit: A creature may use its manifest ability to appear next to an opponent and deal a surprise attack against its foe. When using a standard action to manifest, the creature is allowed to take a partial action to make a melee attack,
and only a melee attack, after arriving at a destination that is within its line of sight. The target of this attack loses his Dexterity bonus to Dodge Defence. This partial action is in place of the creature’s normal move-equivalent one.
Special: This feat requires the creature to use a standard action to manifest. Thus, the creature cannot take a five-foot step, manifest, then use this feat. You may only make a fivefoot step as part of a full-round action.
Stygian Physician (General)
Stygian healers, who have years of training at the black temples of Set, practice holistic medicine, treating the whole person, not just physically, but mentally and spiritually also. These mysterious Stygian doctors are accomplished herbalists
and their knowledge of anatomy and alchemy is the most advanced in the whole of the Hyborian age. The Stygians have an incredible mastery of the medicinal arts. Stygian doctors are trained to be able to diagnose over 200 types of
illnesses.
Prerequisites: Stygian
Benefit: The character gets a +2 bonus on all Craft (herbalism)
checks and Heal checks.
Sorcerous Instructor (Sorcery)
You are a superb guide and instructor in the furtive ways of sinister Stygian sorcery.
Benefit: During your action, you designate any sorcerous
ally within 30 feet of you to receive a +1 morale bonus on their magic attack roll.
Summoned Attack (Sorcery)
Outsiders that rely on summoning allies and reinforcements can deliver their summoned minions onto the battlefield in a tactically advantageous manner.
Prerequisites: Summon demon or similar spell or power
Benefit: When summoning allies via sorcery or an innate ability, those allies gain the ability to pounce on foes on their first action in the encounter. Pounce allows a creature to use a full-attack action even if it used a movement action, such as
charging, during its round. The summoning creature opens a portal to another world/dimension in such a manner that its allies may leap upon its enemies and attack in one motion. For example, the summoned demons may appear above their foes or attack from an unexpected direction.
Surgery (General)
Stygian doctors can perform rather complex surgeries due to their inordinate understanding of the human body and its tissues. Their techniques in mummification has taught them not only how to perform basic autopsies but how to operate on living humans and modify them.
Prerequisite: Heal 4 ranks, Stygian Physician.
Benefit: The character can use the Heal skill to perform surgery without penalty. See the new use of Heal skill description.
Normal: Characters without this feat take a –4 penalty on Heal checks made to perform surgery.
Darkarra (General)
You are one of the spiritual cannibals called the Darkarra. You know how to perform the necessary rites to consume your prey’s spirit and add its boon to your soul for a period of time. Having undergone the internal and external
modifications, you are ready to hunt and consume spirits as your ancestors had done for generations.
Prerequisite: Darfari only, Craft (Herbalism) 4 ranks, Heal 6 ranks.
Benefit: You may apply the Darkarra character template (see below) to
your character.

Lasting Boon (General)
The spirit boons you gain from the War of Souls last much
longer than those of other Darkarra.
Prerequisite: Darkarra, Charisma 12+
Benefit: You double the number of days you benefit from any one spirit boon.
Manslayer (General)
You know the human body inside and out, and have no trouble delivering lethal blows to critical arteries and organs.
Prerequisite: Heal 6 ranks, Base attack bonus 5
Benefit: When finesse fighting against a human opponent; you may double your critical threat range with any piercing or slashing weapons. Also, human opponents you bring to less than 0 hit points will lose 2 hit points per round until
they stabilise instead of the normal 1.
Spiritual Predator (General)
A strong predatory spirit you once consumed left a touch of its instincts imprinted upon your own. You can smell the fear prey gives off when hunted, or the nervousness in men when they try to subvert the truth in your presence.
Prerequisite: Darkarra, Survival 8 ranks.
Special Prerequisite: You must have conquered a spirit from a predatory animal
at least 3 Hit Dice higher than you within 30 days of taking this feat.
Benefit: You may always take 20 on Survival skill checks when tracking or hunting a primarily ‘prey’ animal (antelope, elk or hare, for example). In addition, you may add a +3 miscellaneous bonus to Sense Motive skill checks.
Strength of Soul (General)
The Darkarra spirit eaters have been in your family line for generations, as long
as your tribe can remember. After some amount of practice, you have awakened
their power in your own spirit. Your soul has the collective strength of your
family line, and is a formidable foe in the internal ‘war of souls’ you undertake when consuming another’s spirit.
Prerequisite: Iron Will, Darkarra,
Character level 6th
Benefit: Your Character level is considered 3 higher for all the appropriate skill checks and saving throws during the War of Souls ritual (see below).
Dance of Blades (Turanian)
You have learned the traditional cart-wheeling, swordswinging, cavorting dance of the ancient Turanian nobility. It is a beautiful mixture of tumbling, fixed dance steps and the twirling of very sharp scimitars. Not only is it breathtaking to behold, but your skill with it when applied in combat makes you a deadly blur of
fl ashing steel and crimson blood.
Prerequisites: Base attack bonus +5, Perform (dance) 6 ranks, Tumble 6 ranks, Two-Weapon Fighting.
Special Prerequisite: Must be Shemitish, Turanian, Khorajan, or Iranistani.
Benefit: By spending a fullround action and succeeding in a DC 18 Tumble check (
1 for every enemy currently threatening you), you use the dance of blades to move about within a combat, lashing out with your weapons. If you succeed in the skill check you may move exactly as though you made a normal Tumble check, ignoring attacks of opportunity while doing so. The difference is that you may take a full-round action’s worth of attacks, in any order, against any targets you threaten during this move.
Deadly (General)
So in tune with the lives you have taken over the years, you are an instrument of death when a weapon is in your hands. Once you have set to felling a foe, little can stop your decapitating strokes and eviscerating sweeps.
Prerequisites: Base attack bonus 6, Power Attack.
Benefit: Anything that is forced to make a Massive Damage save against one of your attacks does so at a –5 penalty.
H a l b e r d i e r (General)
Applying your extensive knowledge of spear fighting to the stabbing point on halberds and other long-hafted weapons, you can bring them to bear on an opponent and still wear a shield for protection.
Prerequisites: Base attack bonus +5, Strength 14
, Spearman.
Benefit: When wielding any non-buckler shield and a two-handed, non-sword weapon that infl icts Piercing damage, you wield it as though it were a one-handed weapon (retaining your shield bonuses).
Hammerblow (General)
You are a fearsome foe when up close and personal, and you can lay most foes out with a single unarmed attack.
Prerequisites: Base attack bonus 3, Brawl, Power Attack.
Benefit: When making a full-round unarmed attackthat has been modifi ed by the Power Attack feat, you consider your unarmed strike to be a two-handed weapon for Damage bonuses (which also doubles any Power Attack bonuses).
Hold Ground (General)
When the line must be held, you are the anchor on which your allies can remain steadfast. Enemies run at you onlyto die on your spears or blades.
Prerequisites: Constitution 13
, Endurance.
Benefit: You can set yourself for any incoming attacker, becoming a stalwart defender of your position. As long as you have not moved since last turn, you can choose to make your attack(s) of opportunity at any enemy entering a square you currently threaten. If you have multiple attacks of opportunity per round, you can use them at separate opponents that move into these squares,
so long as you have attacks left.
Improved Human Shield (General)
You are extremely adept at restrained a foe with one arm and using him to shield you against incoming blows.
Prerequisites: Strength 14+, Improved Grapple.
Benefit: Whenever you have a target entwined in the Human Shield combat move (see page 208 of Conan the Roleplaying Game: Second Edition), you may hold a one-handed weapon in your off-hand, threatening the squares adjacent to you. You may only move a single fi ve foot step each round and cannot make a full-round attack, but you may attack once each round at your highest attack bonus –4 to any eligible target (including the grappled target).
Normal: While holding an enemy in the Human Shield combat move, you cannot normally make any attacks other than grappling them.
Keen-Eyed Fighter (General)
Trickery and misdirection is a lesser warrior’s tactics, and such hoodwinking will not fool you. You can read your opponent in battle, making it decidedly diffi cult to feint against you.
Prerequisites: Wisdom 13+, Sense Motive 4 ranks.
Benefit: Enemies that attempt to use the Feint combat manoeuvre upon you suffer a –6 penalty to do so.
One-Two Punch (General)
A practiced pugilist, you know how to land an extra punch as part of a single combination of moves. Your off-hand blow might not be as powerful as your strong hand, but it is an extra edge whenever brawling.
Prerequisites: Dexterity 14+, Improved Unarmed Attack.
Benefit: When fi ghting unarmed (or whenever using unarmed combat-based weaponry), you are allowed to make a bonus off-hand unarmed attack at –4 to hit and adding only half normal Strength bonus to damage for
that attack.
Normal: When fi ghting using solely unarmed attacks a character cannot normally act as though they have an extra weapon, only gaining bonus
attacks from a higher Base Attack Bonus.
Shield-splitter (General)
Using your physical strength and leverage, you know how to split leather shields, splinter wooden ones and break the buckling from metal versions. When you target a shield, it rarely survives the attack.
Prerequisites: Strength 14+, Improved Sunder.
Benefit: Whenever you choose to use the Sunder combat manoeuvre to destroy a shield you infl ict double damage upon the shield.
Signature Flourish (General)
You have turned combat into a graceful art form, even going so far as to practice a specifi c fl ourish with your weapon.
Prerequisites: Base attack bonus 3, Dexterity 13, Weapon Focus.
Benefit: When fi nesse fi ghting with a weapon that you have selected for the Weapon Focus feat and you kill an opponent, you can immediately pass a DC 15 Reflex save to perform your signature fl ourish. Whether this is cutting a name or symbol in a falling foe or simply lifting his head off his neck in a spiral of gore, the
effects are the same. Any allies of the killed individual must immediately pass a Will saving throw at DC 20 or be demoralised for the following 1d3 rounds.
Spearman (General)
You are trained to use a long-hafted spear in tandem with a shield. Using the edge of the shield as a resting point and your own weight as a counterbalance, you can utilize a spear with greater ability.
Prerequisites: Base attack bonus 1, Strength 12, Martial Weapon Profi ciency.
Benefit: When wielding any non-buckler shield and a one-handed spear, you gain a 1 bonus to hit on spear attacks. Additionally, any two-handed spear can be wielded as a one-handed weapon when paired with a non-buckler shield; this weapon does not gain the bonus to hit, however.
War Cry (General)
You are a terribly intimidating foe for your enemies to face, and when you charge in screaming a blood-curdling battle cry they are paralysed with fear.
Prerequisites: Charisma 14
, Intimidate 8 ranks.
Benefit: Whenever you make a successful charge against anintelligent opponent (Intelligence 5 or higher) you can bellow out your war cry at them, forcing them to pass a DC 15 Will save or be considered to be fl at-footed for your charge attack. A foe can only ever be targeted by War Cry once per encounter, whether it is successful or not.

Body Paint Feats
The act of marking the body with pigment is even more ancient than the Picts themselves. It’s the conscious act of an individual who wishes to distinguish himself from others of his kind. In the complex social structure of the Picts, it is as intrinsic a part of their society and defines,not just their role in the tribe but their intentions and desires. All Picts mark their bodies in one way or another. Whether hunting, warring, seeking a mate or engaging in a some gruesome sacrificial rite, body paint is as natural to the Picts as breeches would be to the civilised man. While all Picts know how to apply body paint for the mundane social occasions, some have devoted themselves to their
craft. Body paint feats are added to standard body paint styles detailed in the Craft (body paint) skill. Adding feats to the creation process increases the Craft DC by an amount specified in the feat’s description and further
bonuses may be gained by an exceptional Craft check. Bonuses of the paint style and the feat added always stack. Pict warriors always apply their own paint as a point of pride. To have another do so, or even suggest it would be
considered a great insult. Example: If you wish to paint a Hunting Face (DC 15) and add the feat Face of the Panther (DC 5), you must succeed
at a Craft (body Paint) check (DC 20). To add the same feat to a War Face (DC 20) requires a check at DC 25.
Drum Feats
Drumming is an integral part of Pictish tribal life. The sound of their throbbing fills the western forests as tribes send messages throughout their
land. To civilised men, the very sound of the drums is enough to make them
pause in their stride for they are reminded that somewhere in the dense forests dwell wild brutes praying to their accursed gods. The most common drumming is for the conveyance of mundane information, warnings, challenges and greetings. However, the truly talented drummer is able
to imbue his beats with greater power. These feats allow for a wide range of drumming effects. Most feats will require a Perform (talking drum) check and many allow the feat’s power to improve with greater check results.
Unless otherwise specified, it takes a full round action to invoke these feats, meaning that you can do nothing else, not even move at half speed with a medium drum, while playing. You are considered flat-footed while invoking
the powers of the drum; Spot and Listen checks are made at a -5. Extending your effective range works as normal using the base DC provided by the feat. You cannot take 10 to invoke these feats, check rolls are always required.
In order to Aid Another with a feat, all participants must have the same drum feat. Example: You attempt to use Drums of the Hunt (DC 20) while playing a medium drum. You have 6 ranks + 3 (Drum Focus) and a Charisma modifier of +2. Your die roll is 14 for a total of 25. You succeed and since you beat the DC by more than three, your allies get +2 Move Silently and +2Survival. Additionally, your effective range is increased from 500 to 700 feet (see Perform (Talking Drum)).
Mask Feats
To gain the benefits of these mask creation feats, the masks being crafted must be of at least Masterwork (DC 20) quality. The bonuses and penalties associated with specific mask types stack with the benefits given by these feats. Adding feats to the creation process increase the Craft DC by the amount specified in the feat’s description. Donning or removing a
mask is a standard action that requires the use of both hands. Example: A War Mask (DC 25) can have Terrifying Visage (DC +4) added for a total DC of 29. Mask creation feats can only be added at the time of creation and cannot be incorporated later. It is possible to add more than one feat to a mask but the DC for doing so is calculated thus: for each feat you wish to add past the first, the DC modifier is multiplied by the ordinal number of the feat (i.e., x2 for the second, x3 for the third and so on). Example: Adding Face of Jhil (DC +8), Mask of the Altar (DC +3) and Serpent Eyes (DC +3) to a Masterwork Mask (DC 20) results in a DC of 20 + 8 + (3×2) + (3×3) = 43.
Imbuing a mask with a mask feat draws out some of theowner’s own life force and stores it in the mask. The person for whom the mask is crafted must pay XP totaling 20 times the Craft DC. One-third of the XP cost is paid
at the start of the crafting process and is lost if the Craft (mask) check fails. The remainder is paid on a successful check.
Pict Feats
The ways of the Pict are foreign to civilised men, their ancient heritage and tribal existence have left them with traits that are unique to their forest dwelling culture. Only those who are native Picts may choose a Pict feat. It is
possible to learn their ways, however, and those who get to know the Picts and are accepted into their clans may take the Mark of Brotherhood feat which grants an outsider access to the Pictish culture and their feats.
A Painted Black Skull (Sorcery, Pict)
You can mark your foes for their doom.
Prerequisites: Nature Magic sorcery style, Knowledge
(arcana) 11 ranks, must be Pictish.
Benefits: With a successful Perform (ritual) check (DC 25), you gain a +2 profane bonus to your magical attack roll against a single individual plus +1 for every 5 points by which you exceed 25 on your Perform check. The
ritual takes no less than an hour to perform and requires a Magical Link to the target.
Aspect of Jhebbal Sag (Mask, Pict)
This mask makes the power of curses come easier to you.
Prerequisites: Mask Focus, Serpent Eyes, Craft (mask)
11 ranks, must know the spell lesser ill-fortune, must be
Pictish.
Benefits: While wearing this mask, all spells of the Curses style cost 1 less PP to cast and you gain a +1 enhancement bonus to your magic attacks when casting them. The Craft DC to add this feat to a mask is increased by 8.
Body Paint Focus (General, Pict)
You are dedicated to the art of painting your body.
Prerequisite: Must be Pictish, Charisma 13.
Benefit: You get a +3 on all Craft (body paint) checks.
Carried with the Wind (Drum, Pict)
The sound of your drums can travel vast distances.
Prerequisites: Drum Focus, Perform (talking drum) 9
ranks, must be Pictish, Str 13.
Benefits: Your base drumming range is doubled.
Normal: The base range of the talking drum is three miles in the forests, mountains, over water or along rivers but is only one mile in open fields or hills.
Special: Other feats or abilities that allow a drummer to double his range do not further multiply this by two but adds to it in a fashion similar to multiplying critical ranges. Two doublings, for example, would give a nine
mile range, not 12.
Cling of Power (Sorcery)
Your excess Power Points drain more slowly.
Prerequisites: Knowledge (arcana) 9 ranks, must know at
least two sorcery styles.
Benefit: When your power points are greater than your base power points, they revert to your base at a rate of 1 power point every two hours.
Normal: Power points revert to your base at a rate of 1 point every hour.
Colour of Blood (Body Paint, Pict)
The gruesome markings on your face and body strike fear into your foes.
Prerequisites: Body Paint Focus, Craft (body paint) 8 ranks, must be Pictish.
Benefits: Any foe that attacks you must succeed at a Will save (DC 13 + your Charisma modifier) or become shaken for 1d4 rounds. A creature that successfully saves cannot be affected again by this feat for 24 hours. The Craft DC to add this feat to a Body Paint style is increased by 7.
Culling the Weak (General)
You can identify the weakest member of a group.
Prerequisites: Sense Motive 7 ranks.
Benefits: You can determine who the weakest member of a group is with a successful Sense Motive check (DC 15). You gain a +1 insight bonus against this person with regard to skill checks, saving throws and attack rolls.
Special: The term `weakest` has been left intentionally ambiguous to allow the Games Master to make a determination that fits the situation. In combat this might mean the opponent with the lowest Hit Die but in a social
situation it might be someone with poor social skills or someone easily swayed. When dealing with sorcery, it could be the person with the worst Will save.
Drum Focus (General, Pict)
You are dedicated to the art of drumming
Prerequisite: Must be Pictish, Charisma 13.
Benefits: You get a +3 bonus on all Perform (talking drum) checks. Also, the Perform (talking drum) skill counts as Perform (ritual) when performing under the instruction of a shaman.
Drums of Fear (Drum, Pict)
Your drumming has the power to terrify.
Prerequisites: Drum Focus, Perform (talking drum) 5 ranks, must be Pictish.
Benefit: With a successful Perform (talking drum) check (DC 15)
you can cause your foes to become shaken. You may attempt to terrify creatures within range of your drumming with Hit Dice totalling your Perform check. Creatures with the lowest Hit Dice are affected first. The Will save to avoid this effect is 10 + your Charisma modifier + 1 for every 3 points by which you exceed the DC of the Perform check. The effect lasts for as long as the creatures hear the drumming and for three rounds thereafter.
Drums of the Altar (Drum, Pict)
You may assist shamanic rituals with your drumming.
Prerequisites: Drum Focus, Perform (talking drum) 7
ranks, must be Pictish.
Benefit: With a successful Perform (talking drum) check (DC 23), you may grant one shaman within range a +1 morale bonus to his magic attack rolls plus an additional +1 for every five points that you exceed a DC 23 on your
Perform check. You must have a Magical Link to the target shaman if you do not have line of sight to him.
Drums of the Dusk (Drum, Pict)
You can transmit your magical energy to others through the sound of your drum.
Prerequisites: Drum Focus, Drums of the Altar, Perform (talking drum) 11 ranks, Dabbler or must know at least one sorcery style, must be Pictish.
Benefit: With a successful Perform (talking drum) check (DC 30) you may transfer all or part of your Power Points (up to your total base Power Points) to a shaman within range. You must have a Magical Link to the target shaman if you do not have line of sight to him.
Drums of the Fire (Drum, Pict)
Your drumming evokes the fury of the spirits among your warriors.
Prerequisites: Drum Focus, Drums of War, Perform (talking drum) 15 ranks, must be Pictish, Charisma 15.
Benefits: With a successful Perform (talking drum) check (DC 30), allies who are within range gain the Fighting Madness feat while the drums play. You must play for at least 10 minutes after which time your Perform check is
made. If unsuccessful, you can try again after another 10 minutes of drumming.
Drums of the Hunt (Drum, Pict)
Hunters benefit from your rhythmic drumming.
Prerequisites: Drum Focus, Perform (talking drum) 5 ranks, must be Pictish.
Benefits: With a successful Perform (talking drum) check (DC 20), all allies within range gain a +1 circumstance bonus to their Move Silently checks and a +1 insight bonus to their Spot checks. Additionally, they receive a further +1 for every three points that you exceed the DC of the Perform check.
Drums of the Serpent (Drum, Pict)
Your playing has the power to hypnotise.
Prerequisites: Drum Focus, Perform (talking drum) 5 ranks, must be Pictish.
Benefit: With a successful Perform (talking drum) check (DC 15), your drumming can cause one or more creatures to become fascinated. Each creature to be fascinated must be within range of your drum. If you cannot see the targets,you must have a Magical Link. For every three points by
which you exceed the DC of the check, you may attempt to fascinate one additional creature. The Will save DC to avoid this effect is equal to 10 + your Charisma modifier + 1 for every 3 points by which you exceed 15 on your
Perform check. If a creature’s saving throw succeeds, the drummer cannot attempt to fascinate that creature again for 24 hours. Your drumming entrances a fascinated creature. The creature stands or sits quietly, taking no actions other than to pay attention to the drumbeats, for as long as the
effect lasts. The creature takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it
free of the spell as a standard action.
Drums of Valusia (Drum, Pict)
You can command fascinated creatures with your drumming.
Prerequisites: Drum Focus, Drums of the Serpent, Perform (talking drum) 11 ranks, must be Pictish, Charisma 15.
Benefit: With a successful Perform (talking drum) check (DC 25), you can command one or more already fascinated creatures. Each creature to be commanded must be within range of your drum and must be fascinated by Drums of the Serpent. If you cannot see the targets, you must have
a Magical Link. For every three by whiuch you exceed the DC of the Perform check, you may attempt to command one additional creature.
The Will save DC to avoid this effect is equal to 10 + your Charisma modifier + 1 for every 3 points by which you exceed 15 on your Perform check. Using this ability does not break the drummer’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. If a creature’s saving throw succeeds, the drummer cannot attempt to command that creature again for 24 hours. If the creature’s saving throw fails, the creature is affected as if by the hypnotic suggestion spell (see Conan
the Roleplaying Game). The target need not understand Talking Drum or Pictish. For purposes of duration, the drummer’s scholar level is equal to the number of ranks he has in Perform (Talking Drum). Once the hypnotic
suggestion has been planted, the drummer may cease his drumming.
Drums of War (Drum, Pict)
Your drumming can inspire courage in your tribe.
Prerequisites: Drum Focus, Perform (talking drum) 5
ranks, must be Pictish.
Benefits: With a successful Perform (talking drum) check (DC 20), all allies who can hear your drumming receive a +1 morale bonus on saving throws against mind-affecting and fear effects and a +1 morale bonus on attack and
weapon damage rolls. Additionally, they receive a further +1 for every five points that you exceed the DC of the Perform check. The effect lasts for as long as the ally hears the drumming and for three rounds thereafter.
Drums of Zogar Sag (Drum, Pict)
Your drumming can drive your foes mad with terror.
Prerequisites: Drum Focus, Drums of Valusia, Drums of Fear, Perform (talking drum) 15 ranks, must be Pictish, Charisma 17.
Benefits: With a successful Perform (talking drum) check (DC 15), all foes within range of your drumming for a full hour must succeed at a Will save or take 1 point of Wisdom damage. The save DC is equal to 10 + your Charisma modifier + 1 for every three points by which you exceed the DC of the Perform check. The Perform check and save must be repeated each hour. Anyone whose Wisdom is reduced to 0 by this effect is not unconscious
but is instead driven insane, attacking the nearest living thing until he is slain or subdued.
Face of Gullah (Mask, Pict)
The wearer of this mask takes on the countenance of an ape.
Prerequisites: Mask Focus, Terrifying Visage, Craft (mask) 9 ranks, must be Pictish.
Benefit: When donned, this mask gives the wearer a +4 enhancement bonus to Strength, Dexterity and Constitution and a –6 to Intelligence, Wisdom and
Charisma. If this penalty at any point reduces a wearer’s ability score below 3 the wearer will break into a frenzy. Furthermore, each round during which the wearer is dealt damage, there is a cumulative 10% chance that he will
break into a frenzy. A frenzied character cannot distinguish between friend and foe and will attack the nearest living thing until he is slain or subdued. The Craft DC to add this feat to a mask is increased by 5.
Face of Jhil (Mask, Pict)
This mask reduces the power that your dark masters hold over you.
Prerequisites: Mask Focus, Craft (mask) 11 ranks, must know at least two sorcery styles, must be Pictish
Benefit: While wearing a mask crafted with this feat, the manipulation effects of the Rule of the Master are negated (see Conan the Roleplaying Game). Furthermore, the wearer gains a +2 insight bonus on his Will save to
avoid his master’s Power Transfer. The Craft DC to add this feat to a mask is increased by 8.
Normal: The master of any coven, sorcerous society or even just an apprentice or two, always gains a +2 circumstance bonus to Bluff and Intimidate checks targeting any of his thralls, and a +1 circumstance
bonus to magic attack rolls against them.
Face of the Panther (Body Paint, Pict)
Your hunting prowess is exceptional.
Prerequisites: Body Paint Focus, Craft (body Paint) 8 ranks, must be Pictish.
Benefit: You gain a +1 circumstance bonus to attack rolls, damage and Move Silently checks versus Animals and Monstrous Humanoids plus an additional +1 for every five points that you exceed the Craft (body Paint) DC. The Craft DC to add this feat to a Body Paint style is increased by 5.
Fires of the Ritual (Sorcery, Pict)
Your ritual performances grant you influence over others.
Prerequisites: Must know one sorcery style, Skill Focus (Perform (ritual)), must be Pictish.
Benefits: When you use the Play on Superstitions feature of the Perform (ritual) skill (pg. 118), you may choose to make your Perform check against a DC 15 instead of an opposed check. Success grants a +1 circumstance bonus to any magic attacks directed toward any audience members (including non-Picts). Failing by five or more results in a -1 circumstance penalty to any magic attacks directed toward audience members.
Normal: The Play on Superstitions feature can only be used against other Picts and is an opposed roll.
Gather the Tribe (Drum, Pict)
When the tribe speaks with one voice they marshal the strength of the forest.
Prerequisites: Drum Focus, must be Pictish.
Benefits: With this feat, a drummer can aid another’s skill checks. With a successful Perform (talking drum) check (DC 10), one tribe member gains a +1 morale bonus to any one skill check while the drums play. These bonuses
stack with each other. This allows you to aid another drummer’s use of a drumming feat even though you may not have that feat.
Greater Feint (General)
Your lightning quick movements cause your opponents to get in each others way.
Prerequisites: Improved Feint, base attackbonus 9
.
Benefits: You may use the Feint in Combat action against every foe that you threaten. You make a single check opposed by their individual Sense Motive rolls. Any target who fails is denied its dodge bonus to its Defence Value (if any)for the next melee attack you make against it. This attack must be made on or before your next turn.
Normal: A feint in combat check is normally made against a single target.
Greater Grapple (General)
You are able to charge, grapple and make a further move.
Prerequisites: Dexterity 13+, Improved Unarmed Strike, Improved Grapple, base attack bonus 9+.
Benefits: When attempting to start a grapple, if you successfully hold your opponent you deal damage to your target as if with an unarmed strike (as usual) but may also take one additional grapple action as a free action. If the second action requires a grapple check, they must succeed at that as well. This feat allows its user to charge, grapple and if successful, make a further move (at half speed). A Pict could lie in wait at the water’s edge, charge 10 feet, grapple and then move 10 feet (20 feet remaining movement at half speed)
back to the river. All movement would provoke attacks of opportunities as normal.
Greater Uncanny Dodge (General)
Your reflexes are so finely tuned that opponents find it difficult to successfully ready an action against you.
Prerequisites: Improved Uncanny Dodge, Improved Initiative, Dexterity 19+.
Benefits: If an opponent readies an action targeting you or an action you take, he must succeed at an opposed initiative check against you. If he fails, your action completes before his readied action begins and he is considered flat-footed with regard to the action you take. You gain a 4 bonus on
your opposed check (but not on normal initiative rolls).
Normal: The readied action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character.
Improved Paint Focus (Body Paint, Pict)
Your paint mixtures are particularly durable
Prerequisite: Body Paint Focus, must be Pictish.
Benefit: Your body paint lasts for 24 hours even through vigorous exercise and you can apply it in one-half hour without penalty.
Into The Fray (General)
Your unexpected charge leaves your opponents’ defenceless.
Prerequisites: Whirlwind Attack, base attack bonus 13
.
Benefits: When you take the charge action, upon reaching your target location, you may make one melee attack at your full base attack bonus against each opponent within reach. You receive the normal 2 bonus on your attack roll and take a –2 penalty to your Defence Value that a charge provides until the start of your next turn. All rules that normally apply to a charge also apply to the use of this feat.
Mark of Brotherhood (General)
You have been accepted into a Pictish clan and are treated as an equal.
Prerequisite: Games Master’s approval.
Benefits: You are considered Pictish not only in terms of your social standing among the tribes but also with regard to feats that are available to you.
Special: It is a rare occurrence when an outsider is admitted as an equal into Pictish society. The player should have performed some great service for a tribe to be called ‘brother’ and not thrown on the altar and flayed alive to supplicate their dark gods!
Mask Focus (General, Pict)
You are dedicated to the production of superlative masks.
Prerequisite: Must be Pictish, Wisdom 13.
Benefit: You get a +3 on all Craft (mask) checks.
Out of Thin Air (General)
You are an expert sniper.
Prerequisites: Stealthy, base attack bonus +13.
Benefits: You only take a -10 penalty to your Hide check following a sniping attempt.
Normal: If you have already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a –20 penalty on your Hide check to conceal yourself after the shot.
Pict Slayer (General)
Your hatred of Picts has made them your enemy of choice.
Prerequisites: You must have killed a Pict without any direct assistance, Knowledge (nature) or (geography) 5 ranks.
Benefit: You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when used against Picts. Likewise, you get a +2 bonus on weapon damage and saving throw rolls against Picts.
Pictish Blood (General)
You are descended from the Picts and the savage passions of the deep forest still beat within your breast.
Prerequisites: Games Master’s approval, must be taken at 1st level, must be non-Pictish.
Benefits: You gain a +2 circumstance bonus to all Diplomacy and Sense Motive checks made toward Picts. Additionally, you gain a +1 racial bonus to all Tumble and Jump checks.
Power of the Altar (Body Paint, Pict)
Your power rituals become more potent.
Prerequisites: Body Paint Focus, Craft (body Paint) 11 ranks, must be Pictish.
Benefit: All other participants in your power rituals gain a morale bonus to their Perform (ritual) checks equal to 1 plus +1 for every four points that you exceed the Craft (body Paint) DC. The Craft DC to add this feat to a Body
Paint style is increased by 7.
Primitive Instincts (General)
You can sense imminent danger and may react to it.
Prerequisites: Improved Uncanny Dodge, Improved Initiative, Sense Motive 12 ranks.
Benefits: You cannot be surprised. Any time an opponent would have a surprise round in which to act, you may roll initiative and take one action (either a standard or a move action) in the same round on your initiative.
Normal: Combatants who are unaware at the start of battle do not get to act in the surprise round.
Sense Weakness (General)
You can identify an individual’s weaknesses.
Prerequisites: Culling the Weak, Sense Motive 13 ranks.
Benefits: By studying a target and doing nothing else for a full round, you can determine their weaknesses. You gain a +2 insight bonus against this target with regard to skill checks, saving throws, attack rolls and damage.
Serpent Eyes (Mask, Pict)
Masks crafted with this feat cause your Evil Eye to be more potent.
Prerequisites: Mask Focus, Craft (mask) 5 ranks, must be Pictish.
Benefit: The range of your Evil Eye is doubled, from 30 feet to 60 feet, while wearing a mask crafted with this feat. The Craft DC to add this feat to a mask is increased by 3.
Teeth Gleaming (General, Pict)
Some Picts have the custom of sharpening their teeth.
Prerequisites: Must be Pictish.
Benefits: Your sharp teeth give you a natural attack that deals 1d6 piercing and slashing damage.
Terrifying Visage (Mask, Pict)
When you craft a mask using this feat, the wearer can terrorise his foes.
Prerequisites: Mask Focus, Craft (mask) 7 ranks, must be Pictish.
Benefit: The wearer can use this mask to make an Intimidate (Demoralise Opponents) check targeting a number of opponents equal to 2 + his Charisma
modifier (if positive) as a standard action. You only make a single Intimidate check which is opposed by each of your targets’ modified level checks
(see Conan the Roleplaying Game). The Craft DC to add this feat to
a mask is increased by 4.
Trouble in the Wind (General)
Your ability to sense imminent danger has improved.
Prerequisites: Primitive Instincts, Improved Uncanny Dodge, Improved Initiative, Sense Motive 17 ranks.
Benefits: You may warn your allies of an imminent threat before it happens, allowing them a chance to react. All allies within 10 feet of you gain the benefits of Primitive Instincts. Additionally, with a successful Sense Motive check (DC 30), you can sense when a large force (100
opponents) has amassed against you or against someone with whom you have an Allegiance (see Conan the Roleplaying Game). Your premonition allows you one day to act prior to the threat plus one half day for every five points by which you
exceed the DC of your Sense Motive check. Successful use of this feat does not give you specific knowledge of your foes or of the specific threat – only that it exists.
Water Wise (General)
You are at home underwater.
Prerequisites: Endurance.
Benefit: You may make a Survival check instead of a Constitution check to avoid drowning. Additionally, you may swim at up to your speed (as a full-round action) or at one-half your speed (as a move action) on a successful Swim check.
Wicked Savagery (General, Pict)
You slaughter your opponents with great cruelty and malice.
Prerequisites: Power Attack, Cleave, must be Pictish.
Benefit: When you drop an opponent in melee, you may take the coup de grace action against the same foe as a free action that does not provoke an attack of opportunity. If successful, you have killed him in a ferociously gruesome fashion. For the remainder of combat when you attack
someone, they must make a Will save (DC 13 + your Charisma modifier) or become shaken. A creature that successfully saves cannot be affected again by your Wicked Savagery for 24 hours.
Blood of the Giants (General Feat)
You are the infamous offspring between a human and a frost giant, making you a
massive beast of a human and a freakish pariah to your own people. Prerequisites: Must be chosen at character generation; must be Cimmerian, Vanir,
Aesir or Hyperborean.
Benefit: You gain all of the following modifiers to your character from this feat:

  • You are a Large creature, suffering the bonuses and penalties of larger size (see
    page 169).
  • +4 Str, +2 Con, –2 Int, –2 Wis, –2 Cha.
  • Gain a natural Damage Reduction of 3.
  • Gain the cold subtype.
  • Armour, clothing and similar gear costs
    three times as much to manufacture.
    Special: This feat should be treated as a very rare occurrence, and being giant-kin
    makes the character a constant target for the northern peoples, who have been plagued by frost giant attacks for centuries.
    What lie beneath
    Prerequisites: Listen 4 ranks
    Benefit: Not only do you get a 2 bonus on all Listen skill checks while underground or completely within closed doors but you can call for a Listen skill check DC 15 to know exactly which direction and how far a particular sound is coming from if successful.
    Natural Compass (General)
    You have a knack for remembering which direction is which at all times, even in the twists and turns that a cavern or mineshaft might confuse you with. With a
    moment of remembering and mentally re-tracing a route, you can point out the way unerringly.
    Prerequisites: Wisdom 13
    , Survival 6 ranks
    Benefit: By spending a minute in thought and passing a Concentration skill check DC 10, you can automatically know the four compass directions. When underground this skill check is increased to DC 15 but you are also 75% likely to know which paths to take to reach the surface.
    Quick Catch (General)
    Falling while travelling underground can be an instant death sentence depending on where you land so you have trained your hands and feet to act instinctively and independently of your conscious thoughts when you might get close to a fall.
    Prerequisites: Climb 6 ranks, Lightning Reflexes.
    Benefit: So long as you have one free hand you may re-roll any failed Climb skill check or Reflex save to avoid falling. If you pass one of these rolls and another
    character within 5 feet did not, you may instead re-roll for both of you, accepting the new results.
    Spelunker (General)
    You are very much at home in the twists and drop offs of the underground world. You are not daunted by long crevasses or jagged cliffs and enjoy the sight of sharp stalagmites looming overhead.
    What Lies Beneath
    Prerequisites: Constitution 10+.
    Benefit: You add 1 to all skill checks using the following skills whenever in an underground setting: Balance, Climb, Hide, Jump, Listen, Spot, Survival and
    Swim.
    Tomb Raider (General)
    Having made your life dedicated to fi nding all of the best places to discover loot, be it coins or artefacts, you are extremely adept at knowing where to look. You are also adept at avoiding the common traps laid out to stop grave robbers and other pilferers – just like you!
    Prerequisites: Appraise 5 ranks, Search 6 ranks.
    Benefit: You gain a special bonus whenever you are in a catacomb, tomb, mausoleum or other burial site. You add +2 to all Appraise, Disable Device, Search and Spot skill checks when looking for hidden, buried or stashed treasure of some sort. Additionally, whenever in a situation where you can fi nd a variable amount
    wealth you are allowed to count any one die worth of the variable as its maximum value (a d6 becomes ‘6’, d10 a‘10’ and so on).
    Tunnel Rat (Turanian)
    For you, the tighter the squeeze the happier you are. When the walls come in closer and the ceiling forces you onto your belly, you fi nd a strange comfort in the pressure that would make most people weep from fear.
    Prerequisites: Constitution 13
    , Escape Artist 5 ranks.
    Benefit: Your movement score is never altered to slower than half its normal rate due to physical restrictions (tight walls, gravel floors, crawling and so
    on.) and you gain a bonus to your Will saves the smaller an area you occupy. This bonus is +1 if you are in an area with walls/ceiling no farther than 20 feet apart, +2 at no farther than 10 feet and +3 for 5 feet or closer.
    Combat Riding
    Using only your legs and knees to control a mount, you can wield missile and two-handed weapons from horseback.
    Prerequisite – Dex 13, Ride
    Benefi ts – This Feat means that you do not need to make a skill check when attempting to fi ght from horseback (either against Guide with Knees or Fight with Warhorse – see page 112 of the Conan rules), whether it is with a
    two handed weapon or a missile weapon. Your balance and confi dence are so well developed that it seems as though rider and mount are as one.
    Confidence of the Clans
    You are adept at clan politics and etiquette, sensing the correct way to act when engaged on clan business.
    Prerequisite – Clansman, Cha 13
    Benefi ts – Any clan you come into contact with – even those with whom you have a blood feud – trusts you and is prepared to deal with you. You gain +5 to all Bluff, Intimidate and Perform (Oratory), checks when engaged on clan business, and you are usually guaranteed to gain audience with the chieftain rather than having to deal with subordinates or lackeys.
    Silent Intensity
    You silently focus every instinct on the battle ahead, staring intently at your foe.
    Prerequisite – Wis 13
    Benefi ts – You are immune to taunts or other distractions before any kind of combat as you silently concentrate on what you have to do and what you have to become when the fi ghting starts. When attempting to channel of the
    Silent Intensity abilities (see Hunts and Wars Like Shadows, page 85), you add your Level as a bonus to the Will Saving Throw. However, when using this Feat you must spend one full combat round in concentration, ignoring everything
    that goes on around you. If you are physically or magically attacked then your concentration is shattered and you will not be able to invoke the Feat until the opportunity for pursuing silent concentration becomes available.
    Normal – You must have a foe in plain sight on which to concentrate; if the foe is hidden or invisible, Silent Intensity cannot be invoked.
    Stalwart
    You are an expert fi ghter within a shield wall, providing a stalwart presence that encourages others and contributes to the shield wall’s strength.
    Prerequisite – Level 5 and above
    Benefi ts – When fi ghting as part of a shield wall, you add +1 to the Shield Wall Strength for every 5 Levels your character has. Additionally, if making a Ref ST to determine a Shield Wall Effect, you may add your Level as a bonus to the Ref ST throw.
    Normal – Stalwart is only effective when you fi ght in the front rank of a shield wall.
Clinging Power (Sorcery)

Your excess Power Points drain more slowly.
Prerequisites: Knowledge (arcana) 9+ ranks, must know at least two sorcery styles.
Benefit: When your Power Points are greater than your base power points, they revert to your base at a rate of one Power Point every two hours.
Normal: Power Points revert to your base at a rate of one Point every hour.
Dangerous Insinuations (General)
You know how to appeal to an audience’s worst nature. Your words provoke fear and anger, turn friend against friend, and even inspire witch hunts.
Prerequisites: Cha 13+
Benefit: You receive a 2 competence bonus to Bluff, Diplomacy and Perform checks when inciting distrust and paranoia.
Special: This stacks with the similar bonus created from the Seek the Fear use of Sense Motive (see below).
Deception of Set (General)
Others find it more difficult to sense the horrors in your soul.
Prerequisites: Bluff 11
ranks, 5+ Corruption Points, Foul is Fair
Benefit: Others must make a successful Sense Motive check opposed to your Bluff check to sense your sorcerous nature. Additionally, you gain a 2 on your Will save when opposing someone attempting to determine how powerful you are.
Epiphany (General)
You can deliver an uncannily apropos statement that stuns others into sublime understanding of a concept.
Prerequisites: Wis 15
, Knowledge (religion) 6+ ranks, Zamorian
Benefit: You can issue a single-sentence statement once per day about a religious concept with which you are familiar. The words simply occur to you on the spur of the moment, dredged from your unconscious or gifted by the gods above
(or demons below). Each creature that can understand you and hear you must attempt a Will save (DC set by Knowledge (religion) check). Failure means the listener does not understand the wisdom of your statement and so does not benefit from it. Success indicates that the listener has gained some vital understanding of the topic at hand. You must also make a Will save to benefit from your own statement – you do not necessarily understand the words
that come to your mind any better than others do. For the rest of the encounter, a listener who has made a successful saving throw gains a 2 bonus on all checks relating to the religious topic commented upon. For example, if you see
a Zathite approaching and make a statement about the curious religious practices of his particular sect, anyone who understands your utterance gains a +2 bonus on Diplomacy or Sense Motive checks when dealing with the Zathite or any
other members of his sect for the rest of the encounter. Once the listeners and the Zathite part, the effects end.
Fires of the Ritual (Sorcery)
Your ritual performances grant you influence over others.
Prerequisites: Must know one Sorcery Style, Skill Focus (Perform (ritual)), must be Pictish or a Black Kingdom tribesman
Benefits: When you use the Play on Superstitions feature of the Perform (ritual) skill (page 11), you may choose to make your Perform check against a DC 15 instead of an opposed check. Success grants a +1 circumstance bonus to
any magic attacks directed toward any audience members (including non Picts). Failing by five or more results in a –1 circumstance penalty to any magic attacks directed toward audience members.
Normal: The Play on Superstitions feature can only be used against other Picts or Black Kingdom tribesmen and is an opposed roll.
Foul is Fair (General)
You can mask the effects of your corruption.
Prerequisites: Bluff 7
ranks, 1+ Corruption Point
Benefit: Your Corruption does not affect your Charisma based skill checks when dealing with another character who has a Code of Honour.
Free Thinker (General)
You are freed from aspects of traditional religious dogma and ritual and may study forbidden styles of magic.
Prerequisites: Wis 13+, Priest
Benefit: You may learn any style of magic as might a scholar with the Independent background. You are no longer limited by the choices given to ordained priests.
Special: There may be political or social ramifications to this feat if your independence is discovered and deemed heretical by temple elders or high priests of your sect. The Games Master may impose penalties for disloyal priests if discretion is not taken.
Religiously Driven (General)
Your thirst for knowledge about your religion knows no bounds.
Benefit: You have no level limits on the maximum number of ranks you can take in Knowledge (Mystery: Any God). You can rise through the mysteries as fast as you want to.
Resist Temptation (General)
You are hardened to sexual advances and magical effects intended to entice you.
Benefit: You gain a 4 resistance bonus on Will saves against spells or spell-like effects that affect the attitude of the victim. You also gain the resistance bonus against Diplomacy checks that have sexual overtones.
Sorcerous Instructor (Sorcery)
You are a superb guide and instructor in the ways of sorcery.
Benefit: During your action, you designate any sorcerous ally within 30 feet of you to receive a +1 morale bonus on their magic attack roll.
Aide de Camp
This feat allows you to aid in the command of men on the battlefi eld, passing down orders clearly and concisely. Units with the benefi t of an aide de camp are less likely to become disorientated or to rout.
Prerequisites: Charisma 12
, Knowledge (warfare) 5 ranks
Benefit: As an aide de camp you hold a prestigious position within any military structure adding 2 to your Reputation score. An aide de camp also adds +2 competence bonus to a unit’s Military Cohesion score. This bonus stacks with all other bonuses to a unit’s Military Cohesion. An aide de
camp’s input does not act as a penalty, but the amount of support he can lend to his unit is limited to +2, regardless of how many ranks of Knowledge (warfare) he has. An aide de camp automatically negates any penalties that
units may incur from having multiple characters with high Knowledge (warfare) ranks as described on pg. 92. A unit can only ever have one aide de camp at any one time.
Awaken the Thunder (General)
You have learned how to spur your brothers and yourself to greater heights of daring when on horseback.
Prerequisites: Soldier level 3, heavy cavalry formation
Benefit: When you make a charge attack you gain a +2 morale bonus to your damage. When you make a charge attack as part of a unit you give this bonus to every member of your unit (up to a maximum of 50). This bonus is
in addition to the bonus gained from making a normal charge and is affected by modifi cations from other feats (e.g. Spirited Charge).
Battle Leader (General)
This feat allows you to command men on the battlefi eld, giving
them clear and concise orders they can obey without becoming disorientated. Troops commanded in this way are less likely to move off after the wrong objective, or to rout uncontrollably.
Prerequisite: Charisma 15
, Leadership, Battle Tactics.
Benefit: So long as they can hear your words and understand them, a single body of allied men can be given orders on a battlefi eld that they will then automatically obey to the best of their ability. This feat can also be used
to automatically rally troops who have routed, provided they have time to be influenced by your words.
Battle Tactics (General)
Battle Tactics allows you to make correct decisions on the battlefield, positioning troops to the best advantage, taking into account terrain, weather and other factors, then manoeuvring and commanding them to best advantage during the battle.
Prerequisite: Knowledge (warfare) 10 ranks Wisdom 15+
Benefit: You can assess the lay of the land and thereby know how best to position your men. If you command troops, you can place them according to your understanding of the fi eld of battle and the likely strengths of the enemy. This will grant them a 1 armour bonus against all ranged attacks made at beyond the fi rst range increment, provided there is some feature in the terrain which would provide shelter. This bonus increases to +2 if you also possess the Leadership feat. A similar +1 bonus to all Reflex saving
throws against spells is also gained. Battle Tactics requires you to be able to observe and assess the battlefi eld.
Bronze Man (General)
Your reputation as a warrior strengthens your brothers’ fi ghting spirit.
Prerequisites: Shemite, 20 kills
Benefits: When your followers and cohorts are uniformly of Shemite descent you gain a +4 bonus to your Leadership score. Anyone of Shemite blood within 30 feet of your position gains a +1 morale bonus to attack rolls each
round you make a full attack.
Disciple of Archery (General)
Your training in the discipline of archery makes you a more effective archer in mass combat situations.
Prerequisites: Soldier level 1, Dexterity 12, Point Blank Shot
Benefits: When you make a ranged attack in a mass combat you reduce
the range increment penalty for any shot by 2 to a minimum of 0. However, when you use this feat you may not specifi cally target any character or creature. Instead, your shot strikes a single enemy at random.
Disciple of Cavalry (General)
Your training in the discipline of cavalry makes you more effective on horseback in mass combat situations.
Prerequisites: Soldier level 1, Dexterity 12, Skill Focus (Ride)
Benefits: When you make a melee attack from horseback you may use your Strength modifier or your mounts, whichever is higher, to determine your bonus to attack and damage rolls.
Disciple of Infantry (General)
Your training in the discipline of infantry fi ghting makes you more effective when you stand shield to shield with your brothers on the fi eld of battle.
Prerequisites: Soldier level 1, Strength 12, Weapon Focus (one melee weapon)
Benefits: When you make a melee attack against a fl anked target you may ignore the target’s Dexterity bonus to his Dodge DV and his Strength bonus to his Parry DV.
Gold Man (General)
Your reputation makes you a living banner for the Shemite asshuri. So long as you stand your brothers will not allow themselves to fail.
Prerequisites: Shemite, 100 kills, Bronze Man
Benefits: When your followers and cohorts are uniformly of Shemite descent you gain a +4 bonus to your Leadership score. When you make a full attack any Shemite within a 60-foot radius who suffers from a morale penalty may
make a Will save (DC 10 + the total penalty). If he succeeds he throws the penalty off for the next round.
Inspiring Leader (General)
Your people will follow you to whatever end.
Prerequisite: Leadership
Benefits: A unit you lead in mass combat gains a +2 morale bonus to Will saving throws. This bonus stacks with any bonus derived from the Iron Will feat.
Live in the Saddle (General)
You can do nearly anything in the saddle, including getting a good night’s sleep.
Prerequisite: Ride 4 ranks
Benefits: You may substitute your Ride skill rank for your Concentration skill rank for any Concentration skill check you must make while in the saddle. You may also make a Ride skill check (DC 15) to sleep peacefully in the saddle. This trick allows nomads to travel for long distances by
alternating sleeping and guiding with other members of the tribe.
Live off the Land (General)
You know how to quickly manufacture the basic tools of your trade.
Prerequisites: Craft (woodworking) 3 ranks
Benefit: In any forest, jungle or swamp you may make a large shield and hunting spear in one day without making a Craft skill check. You may make a Craft (woodworking) skill check (DC 25) to make one of these items as a full round action. Items created using this second method have Hardness 1 and 1 hit point.
Legendary Leader
You know how to use your Reputation as a weapon in battle.
Prerequisites: Soldier level 10 or Noble level 8, Charisma 15, Leadership
Benefit: Once per battle you may add your Reputation modifier to any one unit’s attack or damage roll. The unit must be within 60 feet and no larger than 20 men.
Master of the Art
You have mastered the arts of strategy and tactics.
Prerequisites: Intelligence 13, Tactical Mind
Benefits: You gain a +2 bonus to your Knowledge (warfare) checks. This bonus does stack with the bonus gained from Tactical Mind. If your opponent does not have the Tactical Mind feat your bonus increases to +6.
Normal: You gain a bonus to your tactical check equal to your Intelligence modifier plus your base attack bonus.
Master of Archery
Your mastery of the discipline of battle archery makes you a formidable foe.
Prerequisites: Soldier level 5, Dexterity 12, Disciple of Archery, Point Blank Shot
Benefit: When you make a ranged attack using a bow, javelin or spear you may ignore bonuses provided by the target’s shield.
Master of Cavalry
Your mastery of the discipline of close cavalry combat makes you a formidable foe.
Prerequisites: Soldier level 5, Dexterity 12, Disciple of Calvary, Skill Focus (Ride)
Benefits: When you make a charge attack on an enemy unit you may divide your total damage roll between all creatures in a 10-foot area rather than to a
specific character or creature.
Master of Infantry
Your mastery of the discipline of close quarters melee combat makes you a formidable foe.
Prerequisites: Soldier level 5, Str. 12, Disciple of Infantry, Weapon Focus (one melee weapon)
Benefits: When you are on-foot and using a large shield in mass combat you may take a standard action to lock shields increase your Parry Defence Damage Value against melee or ranged attacks by +1. Additionally, all characters locking shields in a shield wall may use your Parry Defence
Damage Value against melee or ranged attacks for their own checks.
Man of Will
Your pure Hyborian blood, refined in the fi re of battle,grants you incredible strength when faced with sorcery and its creations.
Prerequisites: Soldier level 7, Iron Will, Hyborian only
Benefit: When a sorcerer targets you with a spell and you make your saving throw you immediately gain a +1 bonus to your attack rolls, damage rolls and saving throws for a number of rounds equal to your Constitution modifier.
Motivational Speaker
(General)
This feat allows you to command bodies of men to perform a specifi c task on behalf of a larger force. Speaking to the crowd, you so sway them with the passion of your words that they are temporarily inspired by the same devotion you demonstrate. These tasks cannot be directly combatorientated,
nor can they last for more than a day. Typical examples might include building defences before the arrival of an enemy force, giving up hidden supplies or moving en masse to another location.
Prerequisite: Charisma 13
, Leadership.
Benefit: You can sway all 1st level characters within earshot so long as they are all of the same allegiance as yourself, and there are no distractions or voices muttering in opposition to your command. No more than 50% of
any given crowd may be of a different allegiance. Up to 10 1st level characters times your character level may be commanded to perform any non-combat related task for a period of one day, so long as it contributes in some way to the current confl ict taking place.
Painter of Dreams and Visions
You know the secrets of mixing pigments and painting patterns capable of providing modest protection against the whims of fortune.
Prerequisites: Intelligence 14, Knowledge (arcana) 6 ranks, Dabbler
Benefits: When you take a full day to paint a large shield using hand-made pigments you can grant it a minor charm capable of expressing the wielder’s true spirit. If the wielder is a southerner (Chaga, Darfari, Ghanta, Kushite, Northern Black Kingdom Tribesman, Southern Black Kingdom Tribesman or Southern Islander) he gains a bonus equal to his Strength modifier to any Intimidate skill checks he makes. You cannot combine this effect with the bonus granted by either Patterns of Protection or Patterns of Shelter.
Patterns of Protection
You know the secret patterns and pigments that capable of turning aside spells.
Prerequisites: Intelligence 14, Knowledge (arcana) 6 ranks, Dabbler, Painter of Dreams and Visions
Benefits: When you take a day to paint a large shield using hand-made pigments you can grant it a minor charm. This charm grants the bearer a 1 bonus to his saving throws against spells. This bonus does not protect
the bearer from alchemical, mechanical or natural effects. You cannot combine this effect with the bonus granted by either Painter of Dreams and Visions or Patterns of Shelter.
Patterns of Shelter
You know the secret patterns and pigments capable of turning aside random arrow fire.
Prerequisites: Intelligence 14, Knowledge (arcana) 6 ranks, Dabbler, Painter of Dreams and Visions
Benefits: When you take a day to paint a large shield using hand-made pigments you can grant it a minor charm capable of turning away missiles. The wielder gains a +1 bonus to his Dodge DV against ranged attacks
while wielding the shield. This bonus protects against any ranged attack, including alchemical items or sorcery spells requiring a ranged attack roll. You cannot combine this effect with the bonus granted by either Painter of Dreams and Visions or Patterns of Protection.
Reap the Whirlwind
The wild joy of unfettered cavalry runs rampant though your veins.
Prerequisites: Soldier level 3, light cavalry formation
Benefits: Increase your DV by +1 when you are in a light cavalry unit. You can extend this bonus to other characters in the same unit within line of sight. You may grant this bonus to a number of characters equal to your Charisma modifier.
Roaring Rage
Your rage is a thing of legends.
Prerequisites: Intimidate 16 ranks, Charisma15
, Menacing Aura, Steely Gaze
Benefits: You may take 10 on an Intimidate check made as a free action though your Menacing Aura feat. This gives you an effective Terror value equal to 10 + your total Intimidation modifier when you take the Warrior’s Roar action.
Normal: You must make an Intimidate skill check each time you target an opponent with your Menacing Aura.
Sorcerous Tactics
You have combined your knowledge of war and sorcery into a powerful weapon.
Prerequisites: Scholar level 3, Sorcery Style: Divination
Benefits: Your knowledge of sorcery is enhanced by the experience of the demon(s) you serve, giving you unique insights in the hearts of men. Coupled with the use of only the most devastating tactics, it allows you to harness their fears. You may add your magic attack bonus to your Knowledge (warfare) checks.
Tactical Mind
You have studied the art of war, although you have not yet mastered it.
Prerequisites: Intelligence 13
Benefits: You gain a 2 bonus to your Knowledge (warfare) checks. If one or more of your opponents does not possess the Tactical Mind feat, increase this bonus to +3.
Take the Charge
You know how to absorb a cavalry charge.
Prerequisites: Soldier 3, heavy infantry formation
Benefits: You gain a +2 competence bonus to hit charging opponents. Your unit gains a +2 circumstance bonus to its Strength check to resist a surge attack. This later bonus does not stack with other instances of this feat in the same unit.
Acrobatic Attack (General)
You can make a series of attacks against your opponents while jumping and tumbling past them.
Prerequisites: Dexterity 13
, Intelligence 13+, base attack bonus 6 or higher, Combat Expertise, Dodge, Skill Focus (Tumble)
Benefit: A successful Tumble check (DC 25) allows you to tumble up to 20 feet without provoking attacks of opportunity. In addition, you may make a full attack action while you tumble but you may not attack from any single 5-foot square more than once. You take a –2 penalty on each attack you make while using this feat.
Special: Acrobatic Attack cannot be used with ranged or reach weapons. If you use two weapons or a double weapon, you still may attack only once from any given 5-foot square.
Ambush (General)
You are skilled at taking advantage of surprise
Prerequisite: Hide 5 ranks, Move Silently 5 ranks , Improved Initiative
Benefit: If you are aware of your opponents and they are not aware of you, you may take a full-round action during the surprise round.
Normal: During a surprise round, only partial actions are allowed.
Animal Magnetism (General)
You exude an undeniable, yet feral, personality that others find both intoxicating and threatening.
Benefit: You gain a +2 bonus on Bluff, Diplomacy and Intimidation checks.
Special: You do not gain the above binus and instead suffer a –2 penalty on any Bluff or Diplomacy checks that involve non-sexual subtlety, fi nesse or delicacy. For example, you suffer no penalty on Diplomacy checks while seducing a bar
maid, but do suffer the penalty while negotiating a truce.
Back Protection (General)
You are always aware of attempts to sneak attack you with a melee weapon.
Prerequisites: Improved Uncanny Dodge, base attack bonus +6 or higher
Benefit: Whenever an opponent attempts to sneak attack you, you immediately may take an attack of opportunity, but only if you actually threaten the opponent.
Disarming Looks (General)
Your physical appearance can fool other people into ignoring your other attributes, abilities or faults.
Prerequisites: Comeliness class ability
Benefit: Once per day, you may reroll any Bluff, Diplomacy, Gather Information or Intimidate check in which your gender and physical appearance may apply (such as seduction or convincing a guard of the opposite sex to let you by). You must accept the second roll regardless of the outcome.
Dominating Demeanour (General)
You have a force of will that demands respect.
Prerequisites: Iron Will
Benefit: You gain a +2 bonus on Intimidate checks. This benefit increases to +4 in sexual situations in which you are dominating or imposing your authority and will on another person.
Eavesdrop (General)
Your keen ears and curiosity make you adept at soaking up local information.
Prerequisites: Listen 4 ranks
Benefit: Apply your Wisdom bonus instead of Charisma bonus to Gather Information checks. You may choose which bonus to apply at will, as a free action.
First Strike (General)
Your reflexes and warinsss are near-legendary.
Prerequisites: Combat Reflexes, Dexterity 19

Benefit: Once per day, you may double your Initiative bonus for the fi rst round of a single combat. You must decide whether or not to use this feat before you roll for Initiative at the beginning of a combat. You are only considered to have double your Initiative bonus for the fi rst combat round; subsequent rounds will use your normal Initiative bonus. You may nor use this feat if you are surprised, helpless, or in armour heavier than light.
Gossip (General)
You are in touch with the social world wherever you travel.
Prerequisites: Gather Information 5 ranks, Knowledge (local or nobility) 5 ranks
Benefit: You gain a 4 bonus to Gather Information or Knowledge checks about the activities of people who are currently active in society. When you roll a natural 20 on your check, you gain one piece of relatively uncommon or hidden information that is absolutely true.
Greater Blind-Fight (General)
You prefer to fi ght in total darkness because you suffer no penalties and your foes usually do. Your instincts and almost supernatural awareness serves you well.
Prerequisites: Wisdom 17
, Improved Blind-Fight
Benefit: You gain blindsight 10 ft. This ability is similar to blindsense, but is far more discerning. Using non-visual senses, such as sensitivity to vibrations,
keen smell or acute hearing, you manoeuvre and fi ght as well as a sighted creature. Invisibility, darkness and most kinds of concealment are irrelevant, though you must have line of effect to a creature or object to discern that creature
or object. You usually do not need to make Spot or Listen checks to notice creatures within range of your blindsight ability. Unless noted otherwise, blindsight is continuous and you need do nothing to use it.
Greater Combat Reflexes (General)
Your reflexes are honed to perfection, especially when making ripostes.
Prerequisites: Dexterity 17+, Combat Reflexes, Dodge, base attack bonus 8 or higher
Benefit: Failed attacks against you provoke attacks of opportunity.
Greater Feint (General)
You are devoted to misdirecting your opponents.
Prerequisites: Intelligence 15
, Dexterity 13+, base attack bonus 11 or higher, Combat Expertise, Combat Reflexes, Improved Feint
Benefit: You can make a feint attempt as a free action, however you may only attempt it once per round per viable opponent.
Greater Initiative (General)
You are insanely fast, able to attack like lightning.
Prerequisites: Dexterity 13
, Improved Initiative
Benefit: You gain an additional 4 bonus to Initiative checks, which stacks with the benefits provided by the prerequisite feat.
Greater Overrun (General)
You knock them over, then hit them while they are down.
Prerequisites: Strength 15
, Combat Reflexes, Improved Overrun, Improved Trip, Power Attack
Benefit: You gain an additional 2 to opposed Strength or Dexterity checks when making an overrun. In addition you can make a follow-up attack on a successful overrun before resuming movement.
Greater Trip (General)
You are extremely skilled at knocking people down.
Prerequisites: Intelligence 15
, Combat Expertise, Improved Trip
Benefit: You gain an additional 2 bonus on your Strength checks to trip your opponents and your follow-up attacks gain a +2 bonus to their damage rolls.
Hard (General)
You are able to take an amazing amount of punishment.
Prerequisites: Constitution 17
, base attack bonus 7 or higher
Benefit: You like to show off just how unafraid of pain you are. You might brand yourself with a loved one’s name, hold your hand over a candle, cut your ears off, or let friends smash chairs over your head. You have built up a resistance to pain
and minor wounds from such measures, gaining natural damage reduction of 1/–. Your body is heavily scarred with mementoes of all the fi ghts you have been in and survived.
Special: You can take this feat multiple times. Each application of the feat stacks with prior applications.
Improved Blind-Fight (General)
Darkness does not faze you in a fi ght.
Prerequisites: Wisdom 15
, Blind-Fight
Benefit: You essentially gain the blindsense ability. Using non-visual senses, such as acute smell or hearing, you notice things you cannot see. You usually do not need to make Spot or Listen checks to pinpoint the location of a creature within
15 feet, provided that you have line of effect to that creature. Any opponent you cannot see still has total concealment against you but you still function as under the Blind-Fight feat, except you can still Dodge ranged attacks if they originate
within 15 feet of you. Visibility still affects your movement as per the Blind Fight feat. You are still denied your Defence against ranged attacks from creatures beyond 15 feet.
Intimidating Attack (General)
You have perfected the art of combining intimidation with physical violence.
Prerequisites: Intimidation 10 ranks, Reputation 10+
Benefit: You may declare any melee attack to be an intimidating attack; this represents striking your opponent while simultaneously making promises that ‘there is more where that came from’ and ‘that’s just the start of it, dog’.
An intimidating attack is resolved in the same way as an ordinary melee attack. If it misses or fails to cause damage (often because of Damage Reduction), then no further checks are made and you may not attempt an intimidating attack against that opponent again for one week. However, if an intimidating attack successfully causes damage, then you may immediately make an Intimidate skill check against
the opponent as a free action as if you were attempting to demoralise him in combat. For every 5 points of damage that is infl icted upon the target, a 1 circumstance bonus is applied to the Intimidate check, to a maximum of +5
(presuming the character survives his massive damage save). If the Intimidate check is successful, then the target becomes shaken for one round, as per the usual
application of the Intimidate skill to unsettle an opponent. You may only make one intimidating attack per round and it may not be made against a creature that would ordinarily be immune to uses of the Intimidate skill, such as an ooze.
Mentor (General)
You are a superb guide and protector.
Benefit: During your action, you designate an ally within 30 feet of you to receive a +1 morale bonus on all saving throws.
Never Leave An Enemy Behind (General)
You are utterly ruthless in battle, ensuring that any enemy that drops to the ground stays there.
Prerequisites: Sneak Attack
Benefit: Aiming for vital arteries and veins in your fi nal strikes, your victim will quickly bleed to death unless healed or stabilised. Any enemy taken to negative hit points by your attacks will automatically lose 2 hit points per round until
stabilised or healed.
Pain Driven (General)
You live for pain and adversity.
Prerequisites: Constitution 13
, Diehard, Toughness
Benefit: Whenever you suffer damage, you can gain a 2 circumstance bonus to Strength for one hour. You may benefi t from this feat once per day.
Special: This feat can be taken multiple times. Each time adds on additional use per day.
Predator’s Eye (General)
You can assess your prey’s personality and weaknesses from a simple negotiation.
Prerequisites: Base attack bonus +4 or higher, Sense Motive 6 ranks, Spot 8 ranks
Benefits: With a successful Spot check (DC 10 + the opponent’s character level) versus an opponent with whom you have spoken to for at least fi ve minutes, you can gain keen insight into their weaknesses, conferring a one-time
+4 insight bonus to any future skill check versus the same opponent. You may choose instead to gain a +2 insight bonus to your next attack against that
opponent. This feat is often used by temptresses, fl atterers and kidnappers to seduce their prey.
Reputation Transfer (General)
The mention of your name is enough to unsettle those who have heard of you.
Prerequisites: Leadership, Reputation 18

Benefit: Your followers and those who work for you may carry themselves with greater confi dence because they know who they work for and what kind of person you are. A measure of your own power to intimidate others is transferred to those who work under you. Your followers and cohorts benefi t from your Reputation bonus (see Conan the Roleplaying Game) gaining a circumstance bonus to
Intimidate and Gather Information skill checks equal to your Reputation bonus –1, when interacting with anyone other than fellow followers. For example, if you are a dreaded pirate with a Reputation of 30, and you send your followers out to impress some new ‘recruits.’ Your reputation bonus is 4 so your followers, in this instance, get a +3 circumstance bonus to their Intimidation checks.
Resist Temptation (General)
You are hardened to sexual advances and magical effects intended to entice you.
Benefit: You gain a +4 resistance bonus on Will saves against spells or spell-like effects that affect the attitude of the victim. You also gain the resistance bonus against Diplomacy checks that have sexual overtones.
Scale the Ropes and Walls (General)
You are skilled at combat while climbing.
Prerequisites: Climb 14 ranks
Benefit: While you are climbing, defenders lose their +1 bonus to melee attacks from higher ground. Furthermore, you gain concealment whenever you are climbing, conferring a 10% miss chance on all attacks against you.
Sea Legs (General)
Having spent a great length of time at sea, the pitching and rolling of ships is nothing to you and can even be comforting in a way. Whilst others are vulnerable to losing their balance or even falling sick as the ship constantly rises and drops as
it skims the waves, you remain rock steady upon the deck, continuing your tasks as if nothing were amiss.
Prerequisites: Must have spent at least 3 months at sea
Benefit: Whilst on board a ship, you gain a +2 competence bonus to all Climb, Concentration, Jump and Use Rope checks.
Seducer (General)
You have an uncanny ability to influence members of the opposite sex.
Prerequisites: Charisma 17
, Perform (acting, poetry or any musical skill) 3 ranks
Benefits: Whenever you interact with a member of the opposite sex, you receive a 2 bonus to all skill checks where Charisma is the key ability. There is also a 10% chance of the +2 applying to someone of the same sex.
Special: You may take this feat a second time and choose the other gender.
Sidewinder (General)
You are adept at striking an opponent who is otherwise occupied.
Benefit: You gain a +2 damage bonus when you flank an opponent.
Sneer (General)
You are a fearsome fi gure and not as susceptible to fear as others are.
Prerequisites: Intimidate 10 ranks, Charisma 15

Benefit: You will stand your ground and face down anything that tries to intimidate you, whether it is natural or supernatural in origin. You receive a 4 resistance bonus to all saving throws against Terror or fear effects. Moreover,
your level checks to oppose Intimidation by other people apply a +4 insight bonus.
Sorcerous Instructor (Sorcery)
You are a superb guide and instructor in the ways of sorcery.
Benefit: During your action, you designate any sorcerous ally within 30 feet of you to receive a +1 morale bonus ontheir Magic Attack Roll.
Submissive Demeanour (General)
You possess a demeanour that others fi nd unthreatening or pitiable.
Prerequisites: Wisdom 13

Benefit: When targeted by spells or effects, you may make a contested Will save with the caster. If you succeed, the caster considers you unworthy of such attention and chooses another target. This has no effect if there is no other target
available or against area-effect spells.
Special: If you fail the Will save by 5 or more, the sorcerer focuses his entire attention on you the following round. You may not willingly choose to fail this save. The benefi t ends as soon as you take any sort of hostile action, such as attacking or casting spells.
Team Flanking (General)
Skilled in fighting as part of a group, you are adept at making devastating flanking attacks.
Prerequisites: Base attack bonus 6 or higher
Benefit: You gain a +4 bonus to your attack roll whenever flanking an opponent. The ally helping you flank the opponent retains his normal +2 attack bonus unless he also has this feat.
True Submissive (General)
You are a truly submissive soul, unworthy of attention.
Prerequisites: Submissive Demeanour
Benefit: Any intelligent creature (those with an Intelligence score of 4 or more) that attempts to directly attack you (even with a targeted spell or spell-like effect) must make an opposed Will save to follow through on the attack. If he fails, the
attack is stopped (and the spell is wasted). If the opponent succeeds, he may attack normally and does not have to make another Will save to attack you for 24 hours.
Special: The benefi t ends as soon as you attack, make threatening movements (such as casting a spell) or take a move action, although you may still take a
5-foot adjustment.
Analyst (General)
Prerequisites: Int 13, Combat Expertise.
Benefits: After 1 round of combat, you can designate one opponent and try to fi gure out his fi ghting style. You use a move action and make an Intelligence check (DC 15) with a bonus equal to half your level. If the check succeeds, for the rest of the combat you add your Intelligence modifier to all attack rolls against that opponent as you notice
weaknesses in his fi ghting style.
Anticipate the Move (General)
Warriors with this feat have learned to anticipate their opponent’s next move, leaving them no options for escape.
Prerequisites: Combat Expertise, Dodge, Improved Initiative, base attack bonus +6 or higher.
Benefits: The character may designate a new opponent each round. If that opponent takes a fi ve foot step, the character may choose to immediately follow him with his own fi ve foot step even if he has already moved this
round.
Normal: You may only take a fi ve foot step on your own turn and only if you take no other movement that turn.
Breaker (General)
You specialise in breaking things.
Prerequisites: Str 13, Improved Sunder.
Benefit: You ignore 2 points of hardness from any object you want to break.
Combat Master (General)
The combat master can observe a combat situation and attune himself to its ebbs and fl ows.
Prerequisites: Wis 13, Spot 5 ranks, Listen 5 ranks, Sense Motive 5 ranks, Alertness.
Benefit: As a full-round action, you observe the combat around you and make a Wisdom check (DC 20) with a bonus equal to half your character level. If the check succeeds, for the rest of the combat, you add your
Wisdom modifier to all attack rolls for the duration of the encounter. You can attune to combat a number of times per day equal to your Wisdom modifier.
Dangerous Insinuations (General)
You know how to appeal to an audience’s worst nature. Your words provoke fear and anger, turn friend against friend and even inspire hatred.
Prerequisites: Cha 13.
Benefit: You receive a +2 competence bonus to Bluff, Diplomacy and Perform checks when inciting distrust and paranoia.
Eagle Eye (General)
Your eyes are keen, your aim true. While other archers and throwers only strike with precision at short distances, you can attack at any range.
Prerequisites: Dex 15, Alertness, Point Blank Shot.
Benefits: Point blank distance is considered to be 60 feet for you when you use ranged attacks. This means you gain the benefi ts of Point Blank Shot and other, similar feats and special abilities (such as sneak attack) when making ranged attacks to a distance of 60 feet or less.
Normal: Feats and special abilities that only work at point blank range apply only when the target is within 30 feet or less.
Greater Two-Weapon Combat (General)
Prerequisites: Dex 19, Improved Two-Weapon Combat,
Two-Weapon Fighting, base attack bonus +11 or higher.
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.
Special: A soldier may select Greater Two-Weapon Combat as one of his soldier bonus feats.
Greater Unarmed Strike (General)
Your martial arts skills are unmatched for power.
Prerequisites: Str 13, Improved Unarmed Strike, Power Attack.
Benefit: Your unarmed damage increases by one die type. Thus, normal unarmed damage goes from 1d4 to 1d6 and characters with the Brawl feat move from 1d6 to 1d8.
Special: A Khitan or Vendhyan can take this feat multiple times. Its effects stack. Each time it is taken, the die type increases, up to a
maximum of 1d12.
Hard as Rock (General)
You are capable of shrugging off damage.
Prerequisites: Con 13, Toughness, Concentration 5 ranks.
Benefit: You ignore an amount of damage equal to your Constitution modifier from one type (bludgeoning, slashing or piercing). You also take a –2 Dodge penalty to your Dodge Defence because your body loses some
mobility.
Inspired Leader (General)
Followers flock to you. You excel in recruiting and inspiring
cohorts and followers.
Prerequisites: Cha 13, Leadership.
Benefit: You gain a +2 modifier to your Leadership and Reputation scores. You may also have two cohorts.
Insulting (General)
You attack a target through insults and goading.
Prerequisites: Cha 13.
Benefit: You speak with a barbed tongue as an attack action and make a Charisma check adding half your soldier level; the target makes an opposed Will saving throw and, if you win, the target is dazed (unable to act,
can defend normally) for 1 round. The target must have an Intelligence score of 3 or higher to be susceptible, must be within 30 feet and must be able to hear and understand you.
Off-Hand Weapon Expert (General)
Skilled in the use of off-hand weaponry, a secondary weapon can be just as lethal as any other when in your hands.
Prerequisites: Dex 13, base attack bonus +4 or higher.
Benefit: When you strike an opponent with a second weapon in your off-hand, you may add your normal Strength bonus to the damage roll.
Normal: When a character deals damage with a weapon in their off-hand, they add only one-half of their normal Strength bonus.
Paragon of Loyalty (General)
You are a shining example of loyalty and you are a great infl uence to those who share your allegiances.
perequisites: You must have an Allegiance to someone or something.
Benefits: You receive a +4 competence bonus to Diplomacy checks when dealing with or speaking to characters who share at least one Allegiance with you.
Power Bull Rush (General)
You know how to use weight in a charge to your advantage.
Prerequisites: Improved Bull Rush.
Benefit: You gain a +1 bonus to melee damage when charging and a +5 bonus to the opposed Strength check when the character initiates a Bull Rush.
Reckless Attack (General)
You go wild in close combat, heedless of danger as you channel every ounce of your skill into slaying your enemies as quickly as possible. Your attacks become crazed and there are few opponents who can withstand the reckless
power of your blows.
Prerequisites: Str 15, Power Attack.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from your Defence and add the same number to all melee damage rolls. This number may not exceed your base attack bonus.
The penalty on your Defence and the bonus on damage apply until your next action. The use of Reckless Attack may be combined with the Power Attack feat.
Riposte (General)
You may attempt to turn a successful parry into an additional attack against your opponent.
Prerequisites: Parry, base attack bonus +6 or higher.
Benefit: If you are using your Parry Defence and an opponent misses you this round, you may make a free melee attack against the opponent you parried. The attack is at your highest base attack bonus and all normal
modifiers apply. No matter how many times an opponent misses you due to your Parry Defence, you can make no more than one riposte per round.
Scan the Crowd (General)
You practice looking for threats in crowded situations.
Benefit: When you look for a possible threat in a group of five or more people, you receive a +2 competence bonus to all Spot and Sense Motive checks.
Snap Judgement (General)
You can quickly read another person’s mannerisms.
Prerequisites: Diplomacy 5 ranks, Listen 5 ranks, Sense Motive 5 ranks, Spot 5 ranks.
Benefit: You gain a +4 competence bonus to Sense Motive checks, +6 if you possess any levels of the noble class or have the Noble Blood feat from Conan: The Scroll of Skelos.
Sniper’s Eye (General)
You have a keen eye and know just how to take advantage of an ambush.
Prerequisites: Dex 13, Alertness, Point Blank Shot.
Benefits: You gain a +2 bonus to attack and damage rolls when attacking with a ranged weapon. In order to gain the benefits of this feat, you must be firing at an opponent who is within point blank range (usually 30 feet) and who is flat-footed or otherwise denied his Dexterity bonus.
Special: A soldier or nomad may select this feat as a soldier or nomad bonus feat.
Synergist (General)
You have a knack for getting people to work together.
Prerequisites: Cha 13, Formation Combat.
Benefit: If you spend a full round directing your allies and make a Charisma check (DC 15) you provide all of your allies within 30 feet with a +2 bonus on their attacks. The bonus lasts for a number of rounds equal to your
Charisma modifier. You may use this a number of times per day equal to your Charisma modifier.
Tough as Nails (General)
Some individuals simply refuse to fall unconscious, no matter how much or how hard you batter them.
Prerequisites: Diehard.
Benefit: You are unaffected by nonlethal damage caused by melee weapons, grapples or unarmed strikes. Weather related nonlethal damage, drowning nonlethal damage, and so on, affect you normally.
Special: This revised version of Tough as Nails supersedes the version appearing in Conan: The Road of Kings.
True Horseman (General)
You trust your horse’s instincts more than your own, using them to guide your reactions.
Prerequisites: Dex 13, Ride 5 ranks.
Benefit: You may make a Ride check and use the result in place of any Reflex saving throw when mounted. This benefi t applies both to you and your mount. Also, the number of ranks you have in Ride replaces your Reflex save modifier in regards to Initiative.
Unarmed Multi-Attack (General)
Your barrage of unarmed attacks is very hard to avoid.
Prerequisites: Improved Unarmed Strike, Greater Weapon Focus (unarmed), Improved Two-Weapon Combat, Two-Weapon Combat, Weapon Focus (unarmed), base attack
11 or higher.
Benefit: When you perform your full attack action with nothing but unarmed attacks, the base attack bonuses for your second, third and (if available) fourth attacks with both primary and offhand attacks are reduced by –2 instead of –5. After performing this attack, the character is fatigued for the rest of the encounter. For example, a 14th level soldier has a base attack bonus of 14/9/4; with the Unarmed Multi-Attack feat, the bonus becomes +14/12/10. The resulting full attack sequence, including all off-hand attacks provided by the Improved Two-Weapon Combat feat would be +12/10/8 for each hand (totalling +12/12/10/10/8/8) before applying ability modifiers and the bonuses from Weapon Focus and
Greater Weapon Focus.

Grateful Patron (General)

Among the Merchant Houses of Messantia and baronies of Argos, a small but noteworthy handful of men have gained the respect and trust of the powerful and elite nobility. These few have proved their loyalty through deed and word to the
noble or even the king, earning his admiration, respect and more importantly, his backing. The noble’s patronage goes beyond any single reward or favour, a lasting relationship has been formed. The benefi ts of such a relationship include loans, political support, sanctuary or protection, while the noble in turn can expect the continuation of the close friendship and alliance.
Prerequisites: Characters must have completed an important task for a noble, either of a Merchant House or a barony. This task must have been exercised in good faith and provided a noteworthy political, economic or military advantage to the noble in question.
Benefit: The noble will not perform any favours for the character that would endanger his own position, but he is quite willing to do any of the following:
Offer a loan worth 50 gold lunas per the patron’s level to the character. This is an interest free loan that must be repaid in one year. Offer to put in a good word for the character with other nobility. This will grant a bonus of to the Reputation score of the character for purposes of that exchange, determined by the Games Master and based on the recognition of the noble providing the good word (typically 2 if the patron’s Reputation is 30 or more). Allow the character and his companions to reside in one of the noble’s properties or estates, or possibly even his own villa or keep, for a period of no more than 10 days. Protect the character from local law enforcement until such time as a full inquiry can be arranged. In this case, the character will normally be kept under house arrest until his guilt or innocence can be ascertained.As seen in the examples, any reasonable favour within the
patron’s power will be granted. While this feat cannot be ‘lost’ by a character under normal circumstances, any action by the character which the Games Master deems harmful to the position of this patron noble will lead to a suspension of
this feat’s benefi ts until the character makes amends (fulfils the prerequisites again). If the prerequisites are never fulfi lled or the damaging actions continue, the Games Master can declare this feat lost.
Informants (General)
You have a network of individuals in a given city who keep their eyes and ears open. When you are in the city, these informants make it much easier to fi nd out what is going on there.
Prerequisite: Gather Information 5 ranks, One Week spent putting together a network of informants in a city.
Benefit: The character receives a +5 circumstance bonus to any Gather Information checks made in a city in which they have informants. It is impossible to put together a network of informants in less than a week, which is the minimum
amount of time the character must spend in a city in order to establish his network and check in with his informants. Each Gather Information check for which this feat provides a bonus requires an expenditure of 1d6 silver lunas multiplied by the DC of the Gather Information check. If the information is especially lucrative, valuable or dangerous then the Games Master may increase this price.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different city.
Rapier Wit (Social)
You are adept at running circles around the competition through verbal interplay. Your banter is witty and your dialogue charming. Those who engage you in discourse are left amazed at your apparent wealth of knowledge and witticisms. During social contests, you are exceptionally well prepared for whatever debate has ensued.
Prerequisite: Charisma 15
, Wisdom 13+, Social Grace
Benefit: The character receives a 2 bonus to your Wits score in a social debate. You also receive a permanent +2 modifier to your Bluff and Diplomacy skills.
Shrewd Appraiser (General)
You have a keen eye for the value of goods, both common and rare, valuable and worthless. You take your time scrutinizing the value of any goods in which you might have an interest, relying on your extensive experience in appraisal.
Prerequisite: Appraise 6 ranks
Benefit: The character may take 20 on an Appraise check where you would normally take 10. Furthermore, if you fail an Appraise check, then the character is entitled to one reroll of the failed check.
Silver Tongue (Social)
You have mastered the talents of deception and misdirection in social interaction. Over the years, you have honed your social talents to the point where you can weave circles of deception about yourself and those around you, confusing
and obfuscating any conversation to the point where your real motive and intentions are baffl ing. In turn are exceedingly good at ferreting out the truth from your opponents.
Prerequisite: Charisma 13
, Bluff 6 ranks, Sense Motive 6 ranks, Social Grace
Benefit: Opponents receive a –4 modifier to any attempt to Sense Motive against the character. The character in turn receives a 2 modifier to all Sense Motive checks when trying to manipulate an opponent into accidentally giving away
their intentions. When engaging in a professional debate, the character receives +2 to his Wits score when using the Needling Conversation approach.
Slave Owner (General)
Either as part of your heritage or as a gift from your noble patron, you control a small group of slaves. The slaves are skilled but otherwise normal retainers who serve you to the best of their abilities. They may be indentured servants, and
you can set a price for their freedom that they must achieve over their months or years of servitude. In all respects, the slaves should be treated as Non-Player Characters and the Games Master may veto their actions if your choices seem
contrary to the expected reactions of the slaves.
Prerequisites: Noble level 1, Grateful Patron
Benefit: The character receives 3 + Charisma modifier slaves. They may have widely varying cultural backgrounds, but may only have levels in the commoner and can never advance in any other class. The character must take heed of Messantian law (or whatever local law applies) with regard to the treatment of his slaves. Retainers do not count against the number of followers a character may gain using the Leadership feat and will not leave the character unless he
releases them from their duty. Slaves gain one level for every fi ve levels gained by their master.
Social Grace (Social)
Where others stumble over their words or become ensnared in the clever arguments of courtiers, you are able to retain your composure and protect your social standing with grace.
Prerequisite: Charisma 12
, Wisdom 11+
Benefit: The character receives a 2 bonus to his Grace score in any social contest.
Street-Smart (General)
You are intimately familiar with its nooks, crannies, alleys and byways. Maybe as a small child you were dodging the law while fi lching from the markets, as you got older your intimate familiarity with the city has become a key advantage.
Benefit: The character receives a +2 modifier to Knowledge (local) and Gather Information when attempting to use either skill in his native city. The character may also make an Intelligence check (DC 10) at any time he becomes lost
or disoriented when in his native city to become reoriented.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different city.
Strong Social Standing (Social)
By virtue of your reputation, hearty spirit and affable or unassailable nature, you have a stronger than normal social standing. Beyond merely your reputation or affable nature, others sometimes see you as unassailable when they attempt
to engage you in debate.
Prerequisite: Noble level 4, Charisma 12
, Wisdom 12+
Benefit: The character receives a +4 bonus to his Social Standing score.
Special: This feat may be only be taken once.
Venomous Tongue (Social)
Your insults are so rude others are often stunned by your vile words. Though not as useful for convincing a target to change his opinion, these insults are often excellent ways to provoke a target to take a specifi c action.
Benefit: When making an Intimidation or Bullying attempt during a social encounter, the character receives a +2 competence bonus to his skill checks. If the character exceeds his target’s Social Standing by 10 or more, the target must also make a Will save (DC equal to 10 + the character’s Charisma modifier) or become shocked by his insults, suffering a –2 penalty to his next social attack action.

Nerves of Steel (General)
You have witnessed many strange things during the course of their work.
Prerequisite: You have survived encounters with ghouls, zombies or other undead creatures.
Benefit: These experiences grant you steady nerves, giving you a 2 bonus to all saves against fear-based effects, including Terror of the Unknown.
Calm of the Dead (General)
Your calm demeanour allows you to absorb the sharpest psychic shock with seeming disinterest. While others panic, you go about your duties without fear.
Prerequisites: Nerves of Steel, Con 12

Benefit: Once per day, you can opt to delay the onset of any fear- or terror-based effects by a number of rounds equal to your Constitution bonus. At the end of this interval, the fearbased effect functions as normal.
Necromantic Lore (General)
Due to your repeated exposure to many strange events and bizarre magical effects, you gain an almost intuitive insight to the workings of dark magic that often protect tombs and ruins.
Prerequisites: Nerves of Steel, Calm of the Dead
Benefit: You can make Knowledge (arcana) checks as if you had maximum ranks (character level 3) in that skill in regards to anything related to a tomb or ancient ruin. In addition, once per day you can gain a +10 insight bonus on such a skill
check. You recall a specifi c detail from past experiences that gives you an important revelation about the topic at hand.
SCROLLS OF SKELLOS
Awesome Blow (General)
Certain creatures of primal power can knock their enemies flying.
Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.
Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent may not move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Bleed Dry (Sorcery)
Through long practice and a gruesome understanding of the best ways to bleed a victim, you can spill every last drop of blood from anyone you sacrifice, leaving them not merely dead but bled out like a stuck pig.
Prerequisites: Ritual Sacrifice, Knowledge (arcane) 10 ranks, Corruption 1
.
Benefit: Any time you use the Ritual Sacrifice feat to sacrifice a victim, you treat them as having 10 hit points more than they actually had, solely for purposes of gaining Power Points from the sacrifice. In effect you are gaining power not
just from the hit points they have left, but from the additional hit points
Child of Jhebbal Sag (General)
Though your mother was human, your father was Jhebbal Sag, the ancient and evil god of all living things.
Prerequisites: Must be a Pict or Kushite, may only be taken at 1st level.
Benefit: You apply the Child of Jhebbal Sag template to your character.
Craft Aberration (Sorcery)
You have begun to experiment with the secrets of life itself.
Prerequisites: Permanent Sorcery, Knowledge (arcana) 15 ranks, Knowledge (nature) 15 anks.
Benefit: You may attempt to create the horrific combination creatures known as aberrations. This feat is used in accompaniment with the Combining Creatures – Aberrations rules.
Craft Magic Item (Sorcery)
Thanks to your expertise with a wide range of sorcerous skills and spells, you have learned to create minor magical items of all kinds.
Prerequisite: 15 ranks in Knowledge (arcana), 15 ranks in Craft (alchemy), and 15 ranks in an additional Craft (any), Craftsman, at least fifteen spells known
Benefit: You may create any magic item whose prerequisites you meet, so long as its Experience Point Cost is at most 5,000 xp. The time this takes and the money expended are given in Chapter 4: Permanent Sorcery. You can also mend
a broken magic item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Any magic item you create, and any repairs you make to magic items,
are bound by the Rule of Impermanence.
Craft Major Magic Item (Sorcery)
As a true master sorcerer, you can create legendary magical items, including powerful magic swords and other weapons. Unlike lesser sorcerers, you can craft magical items that will continue to function even after your own death.
Prerequisite: Craft Magic Item, Permanent Sorcery, 20 ranks in Knowledge (arcana), 20 ranks in Craft (alchemy), and 20 ranks in an additional
Craft (any), Craftsman, at least twenty spells known.
Benefit: As for Craft Magic Item, except that you may create a magic item which costs 5,001 xp or more. Magic items you create and repair are not
bound by the Rule of Impermanence.
Craft New Life (Sorcery)
You have mastered the secrets of creating new life, using sorcerous vats to craft magical creatures from a variety of bizarre ingredients.
Prerequisites: Permanent Sorcery, Craft Aberration, must know bones of life spell, Knowledge (arcana) 20 ranks, Knowledge (nature) 20 ranks, Heal 20 ranks.
Benefit: You apply the Child of Jhebbal Sag template to your character.
Craftsman (General)
You are a naturally kinaesthetic thinker, able to intuitively grasp the best way to work on any particular craft project.
Prerequisite: Craft (any) 1 rank.
Benefit: You gain a +2 bonus to all Craft checks.
Debaucher (Sorcery)
You are highly familiar with sensual experiences of all kinds, and can use this experience both to corrupt others and to enhance your own magical power.
Prerequisite: Carouser, Cha 15, entrance, enslave, Corruption 3, must have experienced at least one weird pleasure (such as drinking lotus wine, an orgy to Derketo, or the joy of sacrificing a living human being to your dark gods).
Benefit: Anyone with whom you have close, peaceful, pleasurable contact with (such as being lovers, drinking companions, or fellow lotus-eaters) for an hour or more at a time must make a Corruption save or gain a point of
Corruption. This only applies if their current corruption is lower than your own. Furthermore, if this person does gain a point of Corruption, you immediately gain (1d6 + your Charisma bonus + your Corruption score) Power Points. The maximum Power Points that can be gained in this way is restricted by your Maximum Power Points as usual. Extra Power Points gained in this manner do not begin to dissipate, returning you to your Base Power Points, until
you have ceased doing the pleasurable activity. This would allow you to gain quite enormous numbers of Power Points during a night-long orgy of sensuality involving dozens of lotused-up participants, for example.
Flyby Attack (General)
Certain flying creatures can swoop to the attack, barely even needing to slow down.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Greater Sorcerer’s Boon (Sorcery)
Your knowledge of spells is unparalleled.
Prerequisites: Int 15, scholar level 12, must know at least four sorcery styles, Sorcerer’s Boon
Benefit: You gain two advanced spells of your choice. You must meet any prerequisites of the spells as usual, including knowledge of the sorcery style in question. Unlike the Sorcerer’s Boon feat, you must also have a source from
which to learn the spells, such as a spellbook or teacher.
Special: This feat may be taken more than once – you gain two different spells each time.
Greater Control (Sorcery)
You are able to train more magical beasts or monstrous humanoids to take your commands than can most sorcerers.
Prerequisites: Knowledge (nature) 15 ranks, Handle Animal 15 ranks, knowledge of either one of the following spells: control magical beast, control monstrous humanoid
Benefit: Select either magical beasts or monstrous humanoids. Using the appropriate spell, you may control an additional number of magical beasts or monstrous humanoids whose total Hit Dice is equal to your scholar class level.
Special: This feat may be taken more than once. Its benefits stack.
Greater Meditation (Sorcery)
Your powers of meditation allow you to build up a great many Power Points, far more than you would usually have.
Prerequisite: Wis 15, Meditation, calm of the adept, no Corruption score, Knowledge (arcana) 10 ranks.
Benefit: By meditating for one hour, you can gain 2d6
Wis bonus Power Points. You may do this as often as you wish. You may gain more than your Base Power Points in this manner, up to a maximum of your Maximum Power Points as usual. You do not begin to lose Power Points again until you cease meditating. This feat
supersedes the Meditation feat entirely.
Special: If you ever gain Corruption points, you apply your Corruption score as a penalty to the number of Power Points you may regain each hour. This penalty will not reduce the Power Points gained per hour below 0.
Improved Evil Eye (Sorcery)
Your eyes have a look of great magical power, capable of forcing compliance from the most powerful foes.
Prerequisites: Dabbler feat or must know at least one sorcery style, Steely Gaze, Cha 13.
Benefit: You gain a 1 bonus to your magic attack roll whenever making using a spell at the Evil Eye range. This also applies to supernatural and spell-like effects delivered by the Evil Eye or by gaze attack.
Improved Sorcerous Sight (Sorcery, General)
You can see into the hearts of other sorcerers.
Prerequisites: Dabbler feat or must know at least one sorcery style or must be a magical beast or outsider, Wis 13
Benefit: You may attempt to examine a sorcerer’s soul as a free action, rather than a standard action (see the Rule of the Sorcerer’s Soul, Conan RPG, p. 193). Furthermore, you gain a +2 circumstance bonus to your magic attack roll whenever so doing.
Special: This feat is regarded as a sorcery feat when chosen by a human, but a general feat when chosen by a magical beast or outsider.
Loathsome Weapon (General)
You can pluck scorpions, snakes and other creatures off the ground and hold them in such a way as to prevent them from harming you. This enables you to use such a creature as a weapon, driving its fanged maw or stinging tail against an opponent as though it were an extension of your own body.
Prerequisite: Poison Use, Improved Unarmed Attack, Improved Grapple, Dex 15, base attack bonus +1, Handle Animal 1 rank.
Benefit: If you successfully grapple a creature of the animal or vermin type, that is at least two sizes smaller than you, you may wield it as though it were a weapon. You do the standard damage for one of the creature’s attacks (your choice as to which, if it has more than one) each time you strike an opponent with it. If you ever throw the creature, it has a range increment of 10 feet, and if it hits an opponent it deals damage according to one of its attacks (choose at random if it has more than one). You never suffer a nonproficiency penalty for wielding an animal in this manner.
Magic Power Attack (Sorcery)
You can channel additional energy into your magical attacks to break down a target’s defences.
Prerequisite: Cha 15, magic attack bonus +4
Benefit: Whenever casting a spell which requires you to make a magic attack roll, you may use up additional Power Points to gain bonuses to your magic attack roll. For every 2 PP you expend in this way, you gain a +1 to your magic attack bonus, to a maximum additional bonus equal to your Charisma bonus. Furthermore, for every 2 PP you expend in this way when casting spells that affect only creatures of a limited number of hit dice, that number is increased by +1.
Meditation (Sorcery)
You can meditate to regain power points.
Prerequisite: Wis 13, calm of the adept, no Corruption score, Knowledge (arcana) 5 ranks.
Benefit: By meditating for one hour, you can regain 1d6
Wis bonus Power Points. You may do this up to once per day.
Special: If you ever gain Corruption points, you apply your Corruption score as a penalty to the number of Power Points you may regain each hour. This penalty will not reduce the Power Points gained per hour below 0.
Noble Blood (General)
Though you have dedicated your life to other pursuits, you are of noble birth.
Prerequisite: May only be taken at 1st level, must be a race that does not have noble as a prohibited class
Benefit: You gain the Title class feature of the noble class, exactly as though you were a 1st level noble. You do not gain any other class features or benefits of the noble class.
Special: You may freely multiclass into the Noble class at a later level, if you so wish. If you do so, you do not gain the Title class feature again, since you already have it. Instead you gain Skill Focus (Knowledge – nobility) as a bonus feat.
Permanent Sorcery (Sorcery)
You can make your spells last forever.
Prerequisites: Must know at least five sorcery styles, Craft (alchemy) 15 ranks, Craft (herbalism) 15 ranks.
Benefit: You can expend experience points to create permanently effective spells, including magical items. This feat is used in conjunction with the Permanent Sorcery rules (see p. 33).
Salome (General)
You are one of the infamous witches known as Salome. You were born
a princess of Khauran, and might have reigned as queen there, were
it not for the crescent-moon birthmark which led to your exile and to your sister’s ascension to the throne.
Prerequisites: Must be a female scholar from Khauran, may only be taken at 1st level, may only be taken by one character in each campaign.
Benefit: You apply the Salome template to your character (see page 93).
Special: The Games Master is always free to disallow this feat, if he already has a non-player character in mind to take it this century. In a strictly canonical game taking place in the time of Conan, Salome is slain by Conan during the events in A Witch Shall Be Born. However, this feat could be appropriate in a game which does not strictly adhere to canon, or in one set before or after Conan’s time.
Alternatively the Games Master could quite reasonably rule that if Salome dies, another Salome can become incarnate immediately, in which case her mention of ‘each century’ in the story is probably poetic license.
Titanic Blow (General)
Monstrous creatures from a more primal age can deliver truly titanic blows, knocking their enemies well away from the combat.
Prerequisites: Str 35, Power Attack, Improved Bull Rush, Awesome Blow, size Huge or larger.
Benefit: As the Awesome Blow feat (see p. 25) except that the creature need no longer subtract 4 from its attack roll when delivering an awesome blow. Furthermore, if the creature hits a corporeal opponent at least two sizes
smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying (1d4 + creature’s strength
bonus) 5-foot squares in a direction of the attacking creature’s choice and fall prone. The opponent is dealt an additional 1d6 damage for each 5-foot square
he flew. If desired, he may make a Tumble check (DC = additional damage dealt) to change this additional damage from lethal to nonlethal damage, but he will still fly the full distance. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take the full damage the creature would have taken had he gone the whole distance, and the opponent stops in the space
adjacent to the obstacle. He may make a Tumble check as usual to change the damage to nonlethal.
Touch of Power
Your touch gives off a feeling of uncanny horror, throbbing with magical energies as you use it to deliver a spell.
Prerequisites: Dabbler feat or must know at least one sorcery style, Improved Unarmed Strike or Brawl, Cha 13.
Benefit: You gain a 1 bonus to your magic attack roll whenever making using a spell at the Touch range. This also applies to supernatural and spell-like effects delivered by touch.
SECRETS OF SKELLOS
Agents (General)
You have a highly skilled minion drawn from the ranks of the faithful.
Prerequisites: Must be a member of a Cult, Henchmen, Character level 8

Benefit: You gain a cohort, as per the Leadership feat (see Conan, page 131). However, your Leadership score for the purposes of determining your cohort’s level is determined as follows: Character level + Charisma modifier + your Cult’s
Fanaticism rating + one other rating, depending on the class of cohort desired.
Borderer: Add your Cult’s Reach
Noble: Add your Cult’s Infl uence
Scholar: Add your Cult’s Sorcerous Power
Soldier: Add your Cult’s Military Strength
Pirate: Add your Cult’s Wealth
Thief: Add your Cult’s Secrecy
Temptress: Add your Cult’s Infl uence or Wealth Your own personal reputation and other modifiers that would normally apply when gaining a cohort do not
apply in this case. Regardless of your fi nal Leadership score, you may only recruit a cohort who is two or more levels lower than you.
Awesome Blow (General)
Certain creatures of primal power can knock their enemies fl ying.
Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.
Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal
opponent smaller than itself with an awesome blow, its opponent must
Child of Jhebbal Sag (General)
Though your mother was human, your father was Jhebbal Sag, the ancient and evil god of all living things.
Prerequisites: Must be a Pict or Kushite, may only be taken at 1st level.
Benefit: You apply the Child of Jhebbal Sag template to your character (see page 95).
Craft Aberration (Sorcery)
You have begun to experiment with the secrets of life itself.
Prerequisites: Knowledge (arcana) 15 ranks, Knowledge (nature) 15 ranks, Permanent Sorcery.
Benefit: You may attempt to create the horrific combination creatures known as aberrations. This feat is used in accompaniment with the Combining Creatures
– Aberrations rules (see page 117).
Craft Magic Item (Sorcery)
Thanks to your expertise with a wide range of sorcerous skills and spells, you have learned to create minor magical items of all kinds.
Prerequisite: Knowledge (arcana) 15 ranks, Craft (alchemy) 15 ranks, Craft (any) 15 ranks, Craftsman, at least fi fteen spells known.
Benefit: You may create any magic item whose prerequisites you meet, so long as its Experience Point Cost is at most 5,000 xp. The time this takes and the
money expended are given in Chapter 4: Permanent Sorcery. You can also mend a broken magic item if it is one that you could make. Doing so costs half the XP,
half the raw materials, and half the time it would take to craft that item in the fi rst place. Any magic item you create, and any repairs you make to magic
items, are bound by the Rule of Impermanence.
Craft Major Magic Item (Sorcery)
As a true master sorcerer, you can create legendary magical items, including powerful magic swords and other weapons. Unlike lesser sorcerers, you can craft
magical items that will continue to function even after your own death.
Prerequisite: Craft Magic Item, Permanent Sorcery, Knowledge (arcana) 20 ranks, Craft (alchemy) 20 ranks, Craft (any) 20 ranks, Craftsman, at least twenty spells known.
Benefit: As for Craft Magic Item, except that you may create a magic item which costs 5,001 xp or more. Magic items you create and repair are not bound by
the Rule of Impermanence.
Craft New Life (Sorcery)
You have mastered the secrets of creating new life, using sorcerous vats to craft magical creatures from a variety of bizarre ingredients.
Prerequisites: Knowledge (arcana) 20 ranks, Knowledge (nature) 20 ranks, Heal 20 ranks, Permanent Sorcery, Craft Aberration, must know bones of life spell.
Benefit: You may create creatures that are wholly new to this world. See the rules on Page 109.
Craftsman (General)
You are a naturally kinaesthetic thinker, able to intuitively grasp the best way to work on any particular craft project.
Prerequisite: Craft (any) 1 rank.
Benefit: You gain a 2 bonus to all Craft checks.
Debaucher (Sorcery)
You are highly familiar with sensual experiences of all kinds, and can use this experience both to corrupt others and to enhance your own magical power.
Prerequisite: Cha 15, Carouser, entrance, enslave, Corruption 3
, must have experienced at least one weird pleasure (such as drinking lotus wine, an orgy to
Derketo, or the joy of sacrifi cing a living human being to your dark gods).
Benefit: Anyone with whom you have close, peaceful,pleasurable contact with (such as being lovers, drinking companions, or fellow lotus-eaters) for an hour or more at a time must make a Corruption save or gain a point of Corruption. This only applies if their current corruption is lower than your own. Furthermore, if this person does gain a point of Corruption, you immediately gain (1d6 + your Charisma bonus + your Corruption score) Power Points. The Power Points that can be gained in this way are restricted by your Maximum Power Points as usual.
Extra Power Points gained in this manner do not begin to dissipate, returning you to your Base Power Points, until you have ceased doing the pleasurable activity.
This would allow you to gain quite enormous numbers of Power Points during a night-long orgy of sensuality involving dozens of lotus-intoxicated participants, for example.
Fanatic (General)
You are so committed to your cause that you draw strength from your devotion.
Prerequisite: Member of a cult with Fanaticism (see page 148).
Benefit: You gain the benefi ts of your cult’s Fanaticism rating, allowing you to add that Fanaticism rating to Will saves, Intimidate checks and attack rolls made in defence of the cult.
Normal: Player characters do not benefi t from Fanaticism.
Flame-Marked (Sorcery)
You have been marked by the flame of sorcery.
Prerequisite: Must have either sacrificed a body part to the fires, or suffered ten points of fi re damage in a single attack.
Benefit: You may ignore the fi rst two points of damage from any fi re-based attack. You also gain a +4 insight bonus to Concentration checks when using the heart of flame spell (see page 15).
Great Library (General)
You possess a large number of books and scrolls.
Prerequisites: Must be from a civilised, literate background. This feat may only be taken at 1st level, or when the character acquires a suitable library in the
course of adventuring.
Benefit: You have a library with 12 ranks in each of two Knowledge skills. See the library rules on page 119.
Special: You make take this feat multiple times; each time, it applies to two different Knowledge skills.
Greater Sorcerer’s Boon (Sorcery)
Your knowledge of spells is unparalleled.
Prerequisites: Scholar level 12, Int 15, Sorcerer’s Boon, must know at least four sorcery styles.
Benefit: You gain two advanced spells of your choice. You must meet any prerequisites of the spells as usual, including knowledge of the sorcery style in question. Unlike the Sorcerer’s Boon feat, you must also have a source from which to learn the spells, such as a spellbook or teacher.
Special: This feat may be taken more than once – you gain two different spells each time.
Greater Control (Sorcery)
You are able to train more magical beasts or monstrous humanoids to take your commands than can most sorcerers.
Prerequisites: Knowledge (nature) 15 ranks, Handle Animal 15 ranks, summon beast, control magical beast, animal ally, control monstrous humanoid.
Benefit: Select either magical beasts or monstrous humanoids. Using the appropriate spell, you may control an additional number of magical beasts or monstrous humanoids whose total Hit Dice is equal to your scholar
class level.
Special: This feat may be taken more than once. Its benefi ts stack.
Greater Meditation (Sorcery)
Your powers of meditation allow you to build up a great many Power Points, far more than you would usually have.
Prerequisite: Wis 15, Knowledge (arcane) 10 ranks, Meditation, calm of the adept, no Corruption score.
Benefit: By meditating for one hour, you can gain 2d6 + Wis bonus Power Points. You may do this as often as you wish. You may gain more than your Base Power Points in this manner, up to a maximum of your Maximum Power Points as usual. You do not begin to lose Power Points again until you cease meditating. This feat supersedes the Meditation feat entirely.
Special: If you ever gain Corruption points, you apply your Corruption score as a penalty to the number of Power Points you may regain each hour. This penalty will not reduce the Power Points gained per hour below 0.
Henchmen (General)
You have access to a supply of minions and guards from your cult.
Prerequisites: Must be a member of a cult, character level 6th or higher.
Benefit: You gain followers, as per the Leadership feat (see the Conan rpg, page 131). However, your Leadership score is calculated as follows: Character level + Charisma modifier + your Cult’s Military Strength + your Cult’s Fanaticism. Your personal reputation and other modifiers from the Leadership feat do not factor into the number of followers you receive. Unlike the Leadership feat, you do not receive any cohorts from this feat.
Improved Evil Eye (Sorcery)
Your eyes have a look of great magical power, capable of forcing compliance from the most powerful foes.
Prerequisites: Cha 13, Steely Gaze, Dabbler or must know at least one sorcery style.
Benefit: You gain a +1 bonus to your magic attack roll whenever using a spell at the Evil Eye range. This also applies to other spell-like effects delivered by the Evil Eye or by gaze attack.
Improved Sorcerous Sight (Sorcery,General)
You can see into the hearts of other sorcerers.
Prerequisites: Wis 13, Dabbler or Witch-sighted or must know at least one sorcery style.
Benefit: You may attempt to examine a sorcerer’s soul as a free action, rather than a standard action (see the Rule of the Sorcerer’s Soul, Conan the Roleplaying Game, page 232). Furthermore, you gain a +2 circumstance bonus to
your magic attack roll whenever so doing.
Special: This feat is regarded as a sorcery feat when chosen by a human, but a general feat when chosen by a magical beast or outsider.
Loathsome Weapon (General)
You can pluck scorpions, snakes and other creatures off the ground and hold them in such a way as to prevent them from harming you. This enables you to use such a creature as a weapon, driving its fanged maw or stinging tail against an opponent as though it were an extension of your own body.
Prerequisite: Dex 15, Handle Animal 1 rank, Poison Use, Improved Unarmed Attack, Improved Grapple, base attack bonus +1.
Benefit: If you successfully grapple a creature of the animal or vermin type that is at least two sizes smaller than you, you may wield it as though it were a weapon.
You do the standard damage for one of the creature’s attacks (your choice as to which, if it has more than one) each time you strike an opponent with it. If you ever throw the creature, it has a range increment of 10 feet, and if it hits an opponent it deals damage according to one of its attacks (choose at random if it has more than one). You never suffer a non-profi ciency penalty for wielding an animal in this manner.
Special: A sorcerer with the Ranged Finesse feat and this feat may use a Small or Tiny snake as an arrow.
Magic Power Attack?
The first edition supplement The Scrolls of Skelos had a Magic Power Attack feat, which was a less potent version of the ‘overcharging
a spell’ rule in the second edition of Conan the Roleplaying Game. Characters who had the Magic Power Attack feat can swap it for another Sorcery feat.
Meditation (Sorcery)
You can meditate to regain power points.
Prerequisite: Wis 13, Knowledge (arcana) 5 ranks, calm of the adept, no Corruption score.
Benefit: By meditating for one hour, you can regain 1d6 + Wis bonus Power Points. You may do this up to once per day.
Special: If you ever gain Corruption points, you apply your Corruption score as a penalty to the number of Power Points you may regain each hour. This penalty will not reduce the Power Points gained per hour below 0.
Noble Blood (General)
Though you have dedicated your life to other pursuits, you are of noble birth.
Prerequisite: May only be taken at 1st level, must be a race that does not have noble as a prohibited class.
Benefit: You gain the Title class feature of the noble class, exactly as though you were a 1st level noble. You do not gain any other class features or benefits of the
noble class.
Special: You may freely multiclass into the Noble class at a later level, if you so wish. If you do so, you do not gain the Title class feature again, since you already have it. Instead you gain Skill Focus (Knowledge – nobility) as a bonus feat.
Permanent Sorcery (Sorcery)
You can make your spells last forever.
Prerequisites: Craft (alchemy) 15 ranks, Craft (herbalism) 15 ranks, must know at least fi ve sorcery styles.
Benefit: You can expend experience points to create permanently effective spells, including magical items. This feat is used in conjunction with the Permanent
Sorcery rules (see page 58).
Salome (General)
You are one of the infamous witches known as Salome. You were born a princess of Khauran, and might have reigned as queen there, were it not for the crescent-moon birthmark which led to your exile and to your sister’s ascension to the throne.
Prerequisites: Must be a female scholar from Khauran, may only be taken at 1st level, may only be taken by one character in each campaign.
Benefit: You apply the Salome template to your character (see page 108).
Special: The Games Master is always free to disallow this feat, if he already has a non-player character in mind to take it this century. In a strictly canonical game taking place in the time of Conan, Salome is slain by Conan during the events in A Witch Shall Be Born. However, this feat could be appropriate in a game which does not strictly adhere to canon, or in one set before or after Conan’s time.
Alternatively the Games Master could quite reasonably rule that if Salome dies, another Salome can become incarnate immediately, in which case her mention of ‘each century’in the story is probably poetic license.
Titanic Blow (General)
Monstrous creatures from a more primal age can deliver truly titanic blows, knocking their enemies well away from the combat.
Prerequisites: Str 35, Power Attack, Improved Bull Rush, Awesome Blow, size Huge or larger.
Benefit: As the Awesome Blow feat (see page 50) except that the creature need no longer subtract 4 from its attack roll when delivering an awesome blow. Furthermore, if the creature hits a corporeal opponent at least two sizes smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked fl ying (1d4 + creature’s strength bonus) 5-foot squares in a direction of the attacking creature’s choice and fall prone. The opponent is dealt an additional 1d6 damage for each 5-foot square he fl ew. If desired, he may make a Tumble check (DC = additional damage dealt) to change this additional damage from lethal to nonlethal damage, but he will still fl y the full distance. If an obstacle prevents the completion of the opponent’s
move, the opponent and the obstacle each take the full damage the creature would have taken had he gone the whole distance, and the opponent stops in the space
adjacent to the obstacle. He may make a Tumble check as usual to change the damage to nonlethal.
Witch-Sighted
You have an unnatural sensitivity to sorcery and the supernatural.
Prerequisites: May only be taken at fi rst level.
Benefit: You have a knack for sensing supernatural events. You sometimes have prophetic dreams – normally, the Games Master will inform you when these dreams occur, but you may spend a Fate Point for a dream in the course
of an adventure. The Games Master may also make a Wisdom check (DC 20) when something unnatural or sorcerous happens nearby – if successful, you sense a presence that alarms and unsettles you, but you have no idea where or what the sorcery or unnatural even was. You count as a sorcerer for the purposes of the Rule of the Sorcerer’s Soul.
Special: You have a black mark somewhere on your body. Those who see this and make a successful Knowledge (arcana) check at DC 10 will realise that this mark means you are Witch-Sighted.
Touch of Power
Your touch gives off a feeling of uncanny horror, throbbing with magical energies as you use it to deliver a spell.
Prerequisites: Cha 13, Improved Unarmed Strike or Brawl, Dabbler or must now at least one sorcery style.
Benefit: You gain a +1 bonus to your magic attack roll whenever using a spell at the Touch range. This also applies to other deleterious effects delivered by touch.

Extra feats not yet organized

Glimpses of Hyboria Elfbane