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Ashbound Initiate [General]

Legend
To-Do List

Prerequisite: Spell Focus (conjuration), Ability

Eberron Overview

to spontaneously cast summon nature's ally, At least 1

Conversion Info

TPA with the Ashbound

Character Conversion
Races
Classes

Benefit: Any creature you summon through summon


nature's ally gains a +3 luck bonus on attack rolls.
Source: ECB, pg. 50

Feats
Channeling Feats

Breath Control [General]

Combat Feats

Prerequisite: Con 13, Wis 13

Dragonmark Feats
General Feats
Item Creation Feats
Luck Feats
Metamagic Feats

Benefit: You are able to hold your breath for twice as long
(4 rounds per point of Constitution). You receive a +4
competence bonus on saving throws to resist suffocation and
inhaled effects, including gas attacks that require breathing.
Source: SoS, pg. 115

Mythic Feats
Psionic Feats

Child of Winter Initiate [General]

Racial Feats

Prerequisite: Vermin Heart, Ability to spontaneously

Changeling Feats
Shifter Feats

cast summon nature's ally, non-good alignment, At least 1

Warforged Feats

TPA with the Children of Winter


Benefit: Add the following creatures to the list of creatures

Skills
Traits & Drawbacks

available with your summon nature ally spells at the indicated

Equipment & Services

level.

Magical Items
Magic

Summon

Rules

Nature's Ally

Bestiary

Removed Material
Downloads
The Epic Campaign
The Story So Far...
PCs

Creatures
Ghost Scorpion, Giant Crab Spider, Giant Fly,
Giant Tick

II

Cave Scorpion, Giant Bumblebee, Hissing


Centipede

III

Giant Black Widow Spider, Giant Whiptail


Centipede

NPCs
Important Items & Places

IV

Giant Beetle (slicer), Giant Mantis

The Opposition

Carrion Crawler, Giant Ant (queen), Giant

Credits & Links


Community Use / OGL
d20 Pathfinder SRD

Mosquito, Ogre Spider


VI

Dreadfall Scorpion, Giant Forest Centipede

Pathfinder Forums

VII

Giant Slug, Giant Tarantula, Goliath Stag


Beetle

VIII

Giant Emperor Scorpion, Titan Centipede

IX

Black Scorpion, Goliath Spider


Source: ECB, pg. 51

Cold Endurance [General]


Prerequisite: Base Fortitude Save +2
Benefit: When determining the effects of extreme cold on
you, the temperature ranges are 40 degrees lower than normal
(so normal temperature for you is 0o F and above, severe cold
is -40o F and extreme cold is -60o F). You also gain a +2 bonus
to saving throws to resist cold damage.
Source: SoS, pg. 115

Cull Wand Essence [General]


Prerequisite: Use Magic Device 5 ranks
Benefit: When using a spell or power trigger device, such
as a wand, staff or dorje, you can expend a charge from the
device and produce a ray of force damage that you can direct
to a single target within 60'. This is a ray effect, resolving as a
ranged touch attack and is subject to spell or power resistance,
using the caster or manifester level of the device to overcome
it. If successful, the ray deals an amount of damage based on
the spell or power level within the device. 0th level effects deal
1d3 points. 1st level effects deal 1d6. 2nd level effects deal
3d6. 3rd level effects deal 6d6 and 4th level (and higher) effects
deal 10d6. The damage dealt is considered force damage for
the purpose of descriptors, but does not have a school, subschool, discipline or sub-discipline.
Source: MoE, pg. 46

Daylight Adaptation [General]


Prerequisite: Light blindness or light sensitivity
Benefit: Unlike other members of your race, you are not
blinded, dazzled or otherwise inconvenienced by normal
daylight. You do still take damage and suffer conditions from
effects that would normally affect races used to being in
sunlight.
Source: RoE, pg. 108

Death's Blood [General]


Prerequisite: Elf or Half-Elf, must not possess a true
dragonmark
Benefit: Being descended from the forgotten House of
Death and the dragonmark of the same name, you still have
some of that bloodline's resistance to its effects. You gain a +4
bonus on saves against death effects, including spells or spell-

like effects with the death descriptor.


Source: PGoE, pg. 149

Dinosaur Hunter [General]


Prerequisite: Knowledge (nature) 1 rank, Perception 1
rank, Survival 1 rank, region of origin: Talenta Plains or
Xen'Drik
Benefit: You gain a +2 bonus to Knowledge (nature),
Perception and Survival when made concerning dinosaurs. You
gain a +2 bonus to weapon damage rolls when attacking
dinosaurs.
Source: RoE, pg. 108

Dinosaur Wrangler [General]


Prerequisite: Knowledge (nature) 1 rank, Handle Animal
1 rank, Ride 1 rank, region of origin: Talenta Plains or Xen'Drik
Benefit: You gain a +4 bonus to Handle Animal, Ride and
wild empathy checks when made concerning dinosaurs. You
gain a +2 bonus to CMB checks when attempting a combat
maneuver while riding on a dinosaur.
Source: RoE, pg. 108

Domain Spontaneity [General]


Prerequisite: Have access to at least one domain, Have
access to spontaneous casting class feature.
Benefit: Choose one domain that you have access to. You
can now spontaneously cast spells from that domain by
swapping out other spells of the same level, in the same
fashion as a cleric swapping out for cure or inflict spells or a
druid swapping out for Summon Nature Ally spells. You can
take this feat multiple times. Each time, choose a different
domain that you have access to.
Source: FoE, pg. 147

Dragon Totem [General]


Prerequisite: +1 BAB, Region of origin: Argonnessen or
Seren
Benefit: If you already have a class ability or feat that
designates a specific kind of true dragon (dragon totem rage
power, sorcerer bloodline, etc), that specific kind of true dragon
is already your dragon totem. Otherwise, choose a true dragon
that uses either acid, cold, electricity or fire as the energy type
of it's breath weapon. If you already possess energy resistance
of the appropriate type or later gain it from a class ability, racial
ability or feat, that resistance is increased by 5. Otherwise, you
gain energy resistance 5 of the appropriate type for your
dragon totem. This feat also counts a dragon totem rage power
for the benefits of those rage powers.
Source: ECB, pg. 52

Dual Wand Wielder [General]


Prerequisite: Dex 15, Base Attack Bonus +6, Wand
Mastery
Benefit: As a full round action, you can activate up to two
wands or dorjes. You must be wielding one wand or dorje in
each hand. The wand or dorje in your off hand takes twice the
normal number of charges after any modification to their their
normal option. All other aspects of activating a wand or dorje
remains the same (provoking, UMD checks, etc). If the effect of
either wand or dorje requires an attack roll, they are considered
light weapons for the purposes of two-weapon fighting.
Source: Personally created

Ecclesiarch [General]
Prerequisite: Knowledge (religion): 3 ranks, Worshiper of
some deity, pantheon or church
Benefit: Add Diplomacy and Knowledge (local) to your list
of class skills. This benefit represents your ability to learn
details about any community from the clergy of its churches. In
addition, if you have the Leadership feat, you gain a +2 bonus
to your Leadership score.
Source: ECB, pg. 52

Edgewalker Sentinel [General]


Prerequisite: Favored enemy (any outsider), At least 1
TPA with the Edgewalkers
Benefit: Add Knowledge (planes) to your list of class
skills. Add the following spells to your ranger spell list at the
indicated level: 1st: Protection from Chaos / Evil / Good / Law,
2nd: Magic Circle against Chaos / Evil / Good / Law,
4th: Dismissal.
Source: SoS, pg. 117

Education [General]
Prerequisite: 1st level only
Benefit: Add all Knowledge skills to your class skill list.
You also get a +1 untyped bonus on all checks with any two
Knowledge skills of your choice. Once this choice has been
made, it cannot be changed.
Source: ECB, pg. 52

Ego Mastery [General]


Prerequisite: Wisdom 11
Benefit: You gain a +4 bonus on saving throws to resisting
influences of intelligent items with an Ego score as well as
resisting possession. If an intelligent magical item (or collection
of items that have their Ego score combined into a single
source) would normally cause negative levels, subtract your
modified Wisdom score from the Ego score before determining

the number of negative levels. An effective Ego score of 0 or


less does not apply a negative level, regardless of alignment
differences.
Source: MoE, pg. 51

Extra Ingenuity [General]


Prerequisite: Ingenuity class feature
Benefit: You gain two additional uses of your ingenuity
pool per day.
Special: You can take Extra Ingenuity multiple times. Its
effects stack
Source: Personally created

Favored In House [General]


Benefit: When you choose this feat, choose one
organization that you qualify to belong to, as per the Prestige
Awards rules. For churches, cults and other religious factions,
this means that you must be a follower that particular faith. For
dragonmarked houses, this means you must be of the
appropriate race for that dragonmarked house and not part of
another dragonmarked house. For all other organizations, this
means you must be a promising applicant for that organization
(as per GM's discretion). You gain a one-time bonus of 5 TPA
and 5 CPA within that organization, as per the faction rules.
Also, any expenditure of 2 or more CPA within that organization
is reduced by 1, to a minimum of 1 CPA.
Source: ECB, pg. 53

Gatekeeper Initiate [General]


Prerequisite: Ability to spontaneously cast summon
nature's ally, At least 1 TPA with the Gatekeepers
Benefit: You get a +2 sacred bonus on saving throws
against the supernatural, spell-like and psi-like abilities of
aberrations. You also add Knowledge (planes) to your list of
class skills and use Knowledge (planes) instead of Knowledge
(dungeoneering) when dealing with aberrations. Lastly, add the
following spells to your druid spell list at the indicated level:
1st: Protection from Evil, 2nd: Zone of Natural Purity,
3rd: Dimensional Anchor, 4th: Nature's Wrath, 5th: Banishment,
6th: Dimensional Lock, 7th: Return to Nature, 8th: Mind Blank,
9th: Imprisonment.
Source: ECB, pg. 54

Greensinger Initiate [General]


Prerequisite: Ability to spontaneously cast summon
nature's ally, At least 1 TPA with the Greensingers
Benefit: You add Bluff, Stealth and Perform (any) to your
list of class skills. You also add the following spells to your druid
spell list at the indicated level: 1st: Charm Person, 2nd: Daze

Monster, 3rd: Displacement, 4th: Charm Monster, 5th: Hold


Monster, 6th: Cat's Grace, Mass, 7th: Ethereal Jaunt,
8th: Charm Monster, Mass, 9th: Etherealness.
Source: ECB, pg. 54

Investigate [General]
Benefit: You gain a +2 competence bonus on all checks
when discovering clues. Also, you can attempt any check to
identify a clue untrained. See the Investigations rules for more
details.
Source: ECB, pg. 55

Master Linguist [General]


Prerequisite: Know four or more languages
Benefit: Each time you gain a level, you learn another
language, as if you placed a rank in Linguistics. This stacks
with other sources of languages known.
Source: RoE, pg. 109

Music of Growth [General]


Prerequisite: Bardic Performance class ability, 9 ranks in
Performance
Benefit: You gain a new kind of bardic performance,
called Music of Growth (Su). While performing, any creature of
the animal or plant type that is within 30' of you gains a
temporary bonus of +4 to their Strength and Constitution. This
bonus is immediately lost if the creature is more than 30' from
you or is unable to hear your performance, but is immediately
regained once it returns to within 30' of you and can hear your
performance again. You can choose to not provide this bonus
to any number of creatures that would otherwise be affected.
Making this decision is done as a swift action each round.
Source: ECB, pg. 57

Music of Making [General]


Prerequisite: Bardic Performance class ability, Extend
Spell, 6 ranks in Performance
Benefit: You gain a new kind of bardic performance,
called Music of Making (Su). While performing, any spell, spelllike ability, psionic power or psi-like ability you initiate with the
creation subschool / subdiscipline that is not an instantaneous
effect, is extended, as per the Extend Spell metamagic feat or
the Extend Power metapsionic feat, without the increase to the
spell level or power cost. If the spell or power requires a Craft
check, you gain a +4 sacred bonus to the check.
Source: ECB, pg. 57

Mysterious Magic [General]


Prerequisite: Spellcraft 5 ranks, ability to cast spells

Benefit: The DC to correctly identify your spells or magical


items that you create is increased by one half of your caster
level, round down, to a minimum of one. In addition, the DC to
dispel or counter your spells is increased by your spellcasting
attribute modifier (Intelligence for wizards, Wisdom for clerics,
Charisma for oracles or sorcerers, etc). This feat does not
apply to spells that do not have either verbal or somatic
componets, nor does it apply to spells with a focus or material
component that costs more than 1 gp. Likewise, this feat does
not apply to infusions, extracts, spell-like abilities, psionics or
psi-like abilities. This is a clear exception to the magic-psionic
transparency rule.
Source: SoX, pg. 135

Nightbringer Initiate [General]


Prerequisite: Non-good alignment, Ability to
spontaneously cast summon nature's ally, At least 1 TPA with
the Children of Winter
Benefit: You add Stealth to your list of class skills. You
also add the following spells to your druid spell list at the
indicated level: 1st: Inflict Light Wounds, 2nd: Darkness,
3rd: Deeper Darkness, 4th: Enervation, 5th: Shadow Evocation,
6th: Shadow Walk, 7th: Control Undead, 8th: Orb of the
Void, 9th: Cursed Earth.
Source: FoE, pg. 147

Recognize Impostor [General]


Prerequisite: 3 ranks in Perception, 3 ranks in Sense
Motive
Benefit: You gain a +4 bonus to Perception checks made
to see through disguises and a +4 bonus to Sense Motive
checks when opposing a Bluff check.
Source: ECB, pg. 58

Repel Aberration [General]


Prerequisite: Ability to spontaneously cast summon
nature's ally, Gatekeeper Initiate, 3 ranks in Knowledge
(planes)
Benefit: You have the ability to channel natural magic to
repel creatures of the aberration type. This is a supernatural
effect that can be used a number of times per day equal to 3 +
your Chr modifier. Activating this ability is a standard action that
does not provoke, but does require you to have a piece of
byeshk metal worth at least 5 gp that is not consumed and
functions as the source of repulsion, similar to a holy symbol
when turning the undead. When activated, you create a sphere
with a 30' radius, centered on you that is psychically harmful to
any aberration.
Any aberration that is in this field at the time of activation,

or later enters the field, must make a Will save with a DC equal
to 10 + 1/2 your druid level + your Chr modifier. If they fail, they
must take whatever action necessary to leave the field and
cannot reenter it. However, the nature of field prevents you
from using using it to push aberrations back if you approach
them. This field does not prevent aberrations from using spells,
powers, ranged weapons or non-natural weapons with enough
reach. The field lasts for 1 minute. Multiple fields may overlap,
with saving throws made separately, but cannot be used to
push or squeeze aberrations.
This ability qualifies as a channel energy class feature, but
only for the purposes of the Channel Smite, Extra Channel,
Improved Channel and Selective Channel feats.
Source: ECB, pg. 58

Repel Outsider [General]


Prerequisite: Favored enemy (any outsider), Edgewalker
Sentinel, 3 ranks in Knowledge (planes)
Benefit: You can the ability to channel natural magic to
repel creatures of the outsider type and of one specific subtype
that you have for your favored enemy class feature, chosen at
the time of activation. This is a supernatural effect that can be
used a number of times per day equal to 3 + your Chr modifier.
Activating this ability is a standard action that does not provoke,
but does require you to have a piece of cold iron and silver
worth at least 5 gp that is not consumed and functions as the
source of repulsion, similar to a holy symbol when turning the
undead. When activated, you create a sphere with a 30' radius,
centered on you that is psychically harmful to any outsider of
the chosen subtype.
Any outsider of the chosen subtype that is in this field at
the time of activation, or later enters the field, must make a Will
save with a DC equal to 10 + 1/2 your ranger level + your Chr
modifier. If they fail, they must take whatever action necessary
to leave the field and cannot reenter it. However, the nature of
field prevents you from using using it to push outsiders back if
you approach them. This field does not prevent outsiders from
using spells, powers, ranged weapons or non-natural weapons
with enough reach. The field lasts for 1 minute. Multiple fields
may overlap, with saving throws made separately, but cannot
be used to push or squeeze outsiders.
This ability qualifies as a channel energy class feature, but
only for the purposes of the Channel Smite, Extra Channel,
Improved Channel and Selective Channel feats.

Research [General]
Benefit: When using a library or other large source of
information to help make or retry a Knowledge check, the
amount of time required is halved and the circumstance bonus

from the library is doubled. See Skills for more details.

Silver Smite [General]


Prerequisite: Smite evil class ability, follower of the
Church of the Silver Flame.
Benefit: When you use your smite evil ability, you deal an
extra 1d6 points of sacred damage to the target of your smite.
While this appears as wreathing the weapon in silvery fire, this
does not actually burn the opponent.

Song of the Heart [General]


Prerequisite: 3 ranks in Performance, bardic performance
class feature, inspire competence class feature.
Benefit: Increase the DC for any bardic performance that
has a saving throw by +1. Increase any bonus to attacks,
saves, skill checks, ability checks or armor class provided by a
bardic performance by +1. If a bardic performance can only
affect a limited number of people or targets, but at least 2,
increase that number by 1. If a bardic performance grants hit
points, real or temporary, increase the amount given by 5.
Bonuses to attributes provided by bardic performances are not
increased, nor is anything not already listed in this feat.
Likewise, this feat does not reduce the cost of rounds of bardic
performance needed.
Source: SoS, pg. 118

Strong Mind [General]


Prerequisite: Wisdom 13
Benefit: You gain a +4 bonus on saving throws against
psionic powers of the telepathy discipline and psi-like abilities
that duplicate them. This specifically does not include spells or
spell-like abilities of the enchantment school or similar spell-like
abilities, even if they have the same subschool / subdiscipline
or descriptors. This is a clear exception to the magic-psionic
transparency rule.
Source: ECB, pg. 61

Swarm's Embrace [General]


Prerequisite: Child of Winter Initiate
Benefit: You are immune to the distraction ability for the
universal monster rules. You also receive damage reduction of
DR 5 / - against swarm attacks.
Source: S:CoT, pg. 158

Touch of Silver [General]


Prerequisite: Smite evil class ability, follower of the
Church of the Silver Flame.
Benefit: When using your smite evil class feature on a
creature with the shapechanger subtype that has damage

reduction that is overcome by silver, you deal damage as if the


creature was an evil outsider, evil dragon or undead.
Source: FoE, pg. 148

Undead Empathy [General]


Prerequisite: Charisma 13
Benefit: You gain a +4 circumstance bonus to Bluff,
Diplomacy and Sense Motive checks against intelligent
undead. You can also use Diplomacy to influence the actions of
a small group mindless undead with a successful Diplomacy
check (although without the +4 circumstance bonus). This
usually requires 1 minute, although this is at GM's discretion.
The mindless undead involved must be able to see and hear
you and all be within 30 feet of each other. The DC for the
Diplomacy check is based on the mindless undead, assuming
that they are Hostile (as per Diplomacy rules) to any group that
they would normally attack and Indifferent (as per Diplomacy
rules) to anyone else other than their master. To make a group
of mindless undead to stop fighting, they must be made
Friendly by the Diplomacy check. To give a group of mindless
undead an order, they must be made Helpful and the order
cannot directly contradict their master or put them in immediate
danger.
Source: ECB, pg. 61

Unquenchable Flame of Life [General]


Benefit: You gain a +2 bonus on saving throws against
extraordinary or supernatural abilities of undead creatures. If
you have chosen undead as a favored enemy, as per the
ranger class feature, this bonus is equal to your favored enemy
bonus for those creatures instead.
Source: FoE, pg. 148

Unyielding Bond of Soul [General]


Benefit: You gain a +2 bonus on saving throws against
extraordinary or supernatural abilities of outsiders of the evil
subtype. If you have chosen outsiders of the evil subtype as a
favored enemy, as per the ranger class feature, this bonus is
equal to your favored enemy bonus for those creatures instead.
Source: FoE, pg. 148

Urban Tracking [General]


Prerequisite: 1 rank in Knowledge (local)
Benefit: You gain a +4 competence bonus to any
Diplomacy check used for Urban Tracking (see Skills). Also,
while conducting Urbran Tracking checks, you can make a
single Knowledge (local) check to learn things about your
quarry even though they are not yet present. While this check
is treated like a normal Knowledge check for learning the

abilities of monsters, it can only provide what information that


the subject of your search has shown while in the community
you are searching. For example, while searching for a sorcerer
on the run, you may learn that he wears the jeweled encrusted
headband and likes fire spells to intimidate the locals. You
would not know that the headband is is actually a Headband of
Alluring Charisma +2 or that he has fire resistance from his
bloodline.
Source: ECB, pg. 61

Vermin Shape [General]


Prerequisite: Wild shape class ability, non-good
alignment
Benefit: When you gain access to beast shape II as an
option for your wild shape ability, you also gain access
to vermin shape I for your wild shape ability. When you gain
access to beast shape III as an option for your wild shape
ability, you also gain access to vermin shape II for your wild
shape ability as well.
Source: ECB, pg. 62

Wand Mastery [General]


Prerequisite: Caster level 9th, Craft Wand
Benefit: When using a spell or power trigger item, like a
wand or dorje, to cast a spell or power, both the caster /
manifester level of the wand or dorje and the any appropriate
DC of the spell or power is increased by +2. This does not take
any additional charges and is factored before any other
alterations to the item's normal operation. If you also have the
Quick Draw feat, you can treat wands and dorjes as if they
were light weapons for the purposes of drawing them quickly.
Source: ECB, pg. 62

Warden Initiate [General]


Prerequisite: Spontaneously cast summon nature's ally,
non-evil alignment, At least 1 TPA with the Wardens.
Benefit: You Acrobatics and Climb to your list of class
skills. When in a forest terrain, you gain a +2 deflection bonus
to your Armor Class. Lastly, you also add the following spells to
your druid spell list at the indicated level: 1st: Protection from
Evil, 2nd: Detect Thoughts, 3rd: Displacement, 4th: Locate
Creature, 5th: Hold Monster, 6th: Repulsion, 7th: Banishment,
8th: Screen, 9th: Hold Monster, Mass.
Source: ECB, pg. 62

Worldly Focus [General]


Prerequisite: Worshiper of the Sovereign Host, able to
cast divine spells.
Benefit: You do not need a holy symbol or other divine

focus to cast spells or use class abilities that would normally


require one. If a holy symbol or divine focus is needed to
determine the source of an effect, you can designate any solid
piece of matter (yourself, clothing, a rock, etc) as needed when
you activate the ability or cast the spell.
Source: FoE, pg. 148

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