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General Feats

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General Feats


Arcane Armor (Heavy)

(General)

Prerequisite: Armor Proficiency (Heavy)

Benefit: You gain a –5% reduction in spell failure chances when wearing light, medium, or heavy armor, and apply the effects of other Arcane Armor feats to heavy armor. This stacks with Arcane Armor (Light) and Arcane Armor (Medium).

 

Arcane Armor (Light)

(General)

Benefit: You gain a –15% reduction in spell failure chances when wearing light armor.

 

Arcane Armor (Medium)

(General)

Prerequisite: Armor Proficiency (Medium)

Benefit: You gain a –10% reduction in spell failure chances when wearing light or medium armor, and apply the effects of other Arcane Armor feats to medium armor. This stacks with Arcane Armor (Light).

 

Child of the Wilderness

(General)

You are more adept at battling against feys.

Prerequisites: Survival 7 ranks

Benefit: You receive a +2 bonus to AC against all attacks made against you by feys, and you receive a +2 saving throw bonus against the spell-like abilities of feys. This bonus stacks with the druid ability resist nature’s lure.

 

Elven Blood

(General)

Prerequisite: Character may not be an elf.

Benefits: For all effects related to race, you are considered an elf. Add Elven to the list of bonus languages available to you because of your race. In addition, you gain one of the following benefits. This choice is permanent.

  • Keen-eyed: You gain low-light vision, a +2 racial bonus to Search checks, and the ability to make a Search check to detect a secret or concealed door as if you were an elf.
  • Faerie kith : You are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment and illusion spells or effects. Sylvan is an automatic language for you.
  • Wild blood: You receive the Martial Weapon Proficiency feats for the longbow and shortbow (including composite versions of each), and a +2 racial bonus to Spot and Listen checks.
  • Mixed-blood: For all effects related to race, you are considered to be either an elf or your normal race, whichever would be more advantageous. You also gain a +2 racial bonus on Diplomacy and Gather Information checks, and Elven is an automatic (not bonus) language for you.

Special: You may only take this feat as a 1st level character.

 

Extra Music

(General)

Prerequisite: Bardic music.

Benefit: You can use your bardic music four extra times per day.

Normal: Bards without the Extra Music feat can use bardic music once per day per level.

Special: You can gain this feat multiple times, adding another four uses of bardic music each time.

 

Fast Healer

General

The character heals faster than normal

Benefit: Once the character is wounded he will heal back 1 hit point one hour later. The character also adds +1 to his hit points healed per day.

 

Figment of Power

General

Your innate powers of illusion are stronger and more focused than those of other gnomes.

Prerequisite: Int 11+, Gnome

Benefit: You lose the innate powers of dancing lights, ghost sound, and prestidigitation, but gain the ability to cast either silent image or ventriloquism thrice per day. One spell must be selected when this feat is taken, and cannot be changed. This feat can be taken multiple times. Each time this feat is taken, you add two uses per day to one of the two spell-like powers.

 

Fortune’s Favor

General

You can force the hand of fate to move in your favour.

Prerequisites: 3rd level, Cha 13+.

Benefit: Once per day, you can reroll one roll you have just made. You must take the result of the reroll, even if it’s worse than the original roll.

Special: This feat stacks with similar abilities. However, you can only reroll any particular roll once.

 

Improved Iron Will

(General)

Your willpower is a thing of legend.

Prerequisites: Iron Will

Benefit: You get a +2 bonus to all Will saving throws; this bonus stacks with Iron Will.

 

Innate Spell Ability

General

You know one spell that you can cast once per day as a spell ability.

Prerequisite: Ability to cast level 3 arcane spells.

Benefit: You can select one spell from the list below. You can cast that spell once per day as an innate spell ability, without preparing the spell and without verbal, somatic, or material components.

Special: You can take this feat multiple times. You can select a different spell each time, or select the same spell, adding one more use per day.

Spells: Cause fear, change self, comprehend languages, detect secret doors, detect undead, charm person, endure elements, expeditious retreat, feather fall, jump, mage armor, magic missile, message, protection from chaos/evil/good/law, shield, silent image, spider climb, unseen servant, ventriloquism.

 

Innate Cantrip

General

You know one cantrip that you can cast three times per day as a spell ability.

Prerequisite: Ability to cast level 2 arcane spells.

Benefit: You can select one cantrip from the list below. You can cast that cantrip thrice per day as an innate spell ability, without preparing the spell and without verbal, somatic, or material components.

Special: You can take this feat multiple times. You can select a different cantrip each time, or select the same cantrip, adding three more uses per day.

Cantrips: Dancing lights, detect magic, detect poison, ghost sound, light, mage hand, open/close, prestidigitation, read magic, resistance.

 

Jack of All Trades

(General)

Prerequisite: You must be at least 6th level.

Benefit: You can use any skill untrained, even those that normally require training.

 

Shadowcloak

General

You can pull the shadows around you.

Benefit: You can surround yourself with a chilling veil of shadows. The effect is usable at will, lasts as long as you concentrate on it plus one round, and adds +2 to your Intimidate and Hide checks. This feat does not stack with the Two Plus Two feat.

 

Shadow Runner

General

You are skilled at sticking to the shadows, even when moving.

Prerequisites: Dex 13+

Benefit: You gain a +5 bonus to your Hide check when moving, and if hiding from momentarily distracted opponents, your hiding place can be within 2 feet per rank you have in Hide.

Normal: A character suffers a –5 penalty to Hide if moving more than one-half and up to your full speed. A character hiding from momentarily distracted opponents suffers a –10 penalty, and the hiding place can be no further.

 

Silver-Tongued

General

You are a skillful speaker.

Benefit: You get a +2 bonus on Bluff and Diplomacy checks.

 

Skill Affinity

(General)

Benefit: Choose two skills to add to your list of class skills.

 

Skill Focus

(General)

Benefit: Choose a class skill. You get a +3 bonus on all checks involving that skill. You can acquire this feat multiple times. Each time you do, it applies to a different class skill.

 

Skill Mastery

(General)

Benefit: Choose two of your class skills. When making checks with those skills, you can take 10 even when distracted or under pressure. This feat does not allow you to take 10 with skills that do not normally allow you to do so.

 

Taunting Wit

General

You can drive your foes to distraction.

Prerequisites: Bluff skill, Cha 15+.

Benefit: When you successfully feint against an opponent in combat, they must make a Will save (DC 10 + 1/2 your level + your Charisma modifier) or suffer a –2 competence penalty to AC and saves for 1d6 rounds. This is in addition to the normal result of feinting, and is a language-dependent effect.

Taunting a specific individual on a regular basis is hard, since they eventually catch on. The second time you attempt to taunt someone, they gain a +5 circumstance bonus to their Will save. On the third attempt the circumstance bonus rises to +10, and so on.

Normal: Successfully feinting in combat causes your opponent to lose their Dex bonus to AC against your next attack, if it occurs on or before your next turn.

 

Two Plus Two Feat

General

You gain a +2 bonus to two skills.

Benefit: You gain a +2 bonus to two skills of your choice. If taken at first level, you can chose any two non-exclusive skills. You can chose exclusive skills if you belong to a class that gives access to those skills. If the feat is taken at 2nd level or higher, you must chose two skills which can either be used untrained, or you have at least one rank in.

You cannot chose exclusive skills unless you belong to a class that gives access to those skills. You can take this skill multiple times; each time it applies to two different skills.

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