|
Habololy Main
FEATS
NEW FEATS
|
Feat |
Prerequisite |
Benefits |
|
Always on the Move |
Gnome (Plateau or Tinker) |
Less Sleep Required, bonus to Endurance |
|
Armor Familiarity |
Armor Proficiency |
Bonuses to using a particular armor type |
|
Blend |
Nipit, Wug, Elf (Jungle), Sakor’akai |
+ 4 to Hide checks, Hide always a class
skill |
|
Born for the Saddle |
Yellowian, Orcish Empire |
+2 to Ride and Handle Animal, Ride always
a class skill |
|
Chilling Growl |
Bugbear |
+2 to Intimidate, bonus intimidate result |
|
Cityborn |
5 years lived in city of choice |
+4 Knowledge (Local) checks, always a
class skill |
|
College Educated |
Graduates form a college |
Three Knowledge skills are always class
skills, 1 rank each |
|
Crafting Tradition |
National or Racial (see description) |
Crafter becomes a favored class |
|
Dark Vision |
Bugbear, Elf (Scaled), 1st
level |
Gain dark vision |
|
Distrusting Nature |
Elf (Desert), Sandoo, Gnome (Amatine) |
+2 to Sense Motive checks, +2 saves
against Illusion and charm |
|
Endure the Light |
Elf (Drow), Dwarf (Crystal) |
No penalties for being exposed to light |
|
Fierce Defender |
Elf (Jungle or Scaled) |
Enter rage while defending a person or
place |
|
Freakish Size |
Bugbear, Orc, Vass, Gatori, 1st
level |
Large sized |
|
Frontiersman |
National or Racial (see description) |
+2 to Survival skill checks, always a
class skill |
|
Gift of Faith |
National or Racial (see description) |
Three 0-level divine spells per day |
|
Goodly Aura |
Pacyr, good alignment |
+1 saving throws and armor class against
evil |
|
Hardy |
Racial (see description), 1st
level |
+1 hit point per level, +1 Fortitude save |
|
Living with the Arcane |
String Mountain, Iott |
Knowledge (Arcana), Spellcraft, Use
Magical Device class skill |
|
Love of Food |
Halfling |
Craft (Cooking) and Profession (Chef)
class skills, +1 bonus |
|
Low Profile |
National or Racial (see description) |
See Description |
|
Magic Sense |
Nipit |
Detect active spells in 30 feet by
Concentration check |
|
Naturally Quiet |
Nipit, Sandoo, Gnome (Amatine) |
+3 to Move Silently skill checks, always
a class skill, +1 Listen |
|
Natural Linguist |
Nipit |
1 rank for two languages, chance to
understand any language |
|
Near to Monsters |
National (see description) |
See Description |
|
Night Vision |
Racial (see description), 1st
level |
Low light vision |
|
No Friend of the Arcane |
National or Racial (see description) |
Spell Resistance equal to level plus
relevant ability modifier |
|
Noble Tradition |
National (see description) |
Noble becomes a favored class |
|
|
|
|
|
Ordered Mind |
National or Racial (see description) |
+2 bonus against Confusion and
chaotic spells |
|
Paladin Tradition |
Pacyr |
Paladin becomes a favored class |
|
Prestigious Combination |
One level in a prestige class |
May take a 2nd relevant
prestige class |
|
Problem Solver |
Gnome (Plateau, Amatine, Tinker) |
See Description |
|
Professional Training |
Destroytian, Grean nationals |
3 ranks in Profession skill, always a
class skill, +1 synergy |
|
Psionic Tradition |
Hertoplowan national |
Psion becomes a favored class |
|
Punch Hardened |
See Description |
Subdual damage reduction 2 |
|
Raised in War |
National (see description), 1st
level |
+1 attack rolls, weapon and armor
proficiency |
|
Ranger Tradition |
Yellowian |
Ranger becomes a favored class |
|
Renowned Health |
Pacyr |
+2 to personal Heal checks, always a
class skill, +1 save |
|
Sea Legs |
1 year spent at sea |
+2 to swim always, +2 to Balance, Rope
Use, and Climb on ship |
|
Seething Hatred |
Racial (see description) |
+2 attack rolls and knowledge against
selected enemy |
|
Slavery Survivor |
3 years as slave |
Immune to intimidation, +1 to saves, +2
against fear |
|
Sleeping Flight |
Sakor’akai |
Fly while sleeping |
|
Slow Aging |
Non-chaotic, Wisdom 13+ |
Live 10 years longer, +2 versus time
spells |
|
Song of the Wild |
Bardic music, 8+ ranks in Perform |
Bardic music effects animals |
|
Spell Linking |
2nd level spells, any
metamagic feat |
See Description |
|
Summons Extension |
A summoning spell, any metmagic feat |
Summoned creatures may remain longer,
costs gold and xp |
|
Technology |
Intelligence 10+, 1st level or
2 years |
Do not suffer penalty when using clickers |
|
Tiny Fighting |
Gnome, Halfling |
Considered tiny when fighting medium or
larger creatures |
|
Touch of the Arcane |
National or Racial (see description) |
Three 0-level arcane spells per day |
|
Tradition of Faith |
Gnarland, Gnome (Ice) |
Cleric becomes a favored class |
|
Unarmed Tradition |
National or Racial (see description) |
Monk becomes a favored class |
|
Uncommon Sense |
Dwarf |
+1 to all wisdom-based skill checks |
|
Unemotional |
Dwarf (Crystal), Elf (Desert) |
+2 to saves with emotional involved, +2
versus Sense Motive |
|
Warm the Blood |
Lizardfolk |
Survive in 10 degrees colder |
|
Waterborn |
National or Racial (see description), 1st
|
See Description |
|
Weapon Master Trained |
National or Racial (see description), 1st |
Proficiency in 3 weapons |
|
Winged |
Gree, Elf (Northern), 1st
level |
Born with wings |
|
Wild Heart |
Racial (see description), non-lawful |
+2 saves against Hold, Charms,
and Lawful spells |
|
Wild Surge |
Ability to cast arcane spells |
See Description |
|
Wizard Tradition |
Iott |
Wizard becomes a favored class |
FEAT NAME (Type of Feat)
A description of how the feat works.
Prerequisite: Anything that a
character needs to possess before acquiring this feat. This could include
an ability score minimum, a level minimum, a racial requirement, a class
requirement, etc.
Benefit: How the feat helps a
character. Unless otherwise noted, feats cannot be taken multiple times by
the same character.
Normal:
This describes what characters have to do if they do not possess this feat
and wishes to attempt an action that the feat would help in doing.
Special: Other facts that
relate to this feat.
An * next to a feat’s
name means the feat can be taken by a fighter as a bonus feat.
A # next to a feat’s
name means that the feat can be taken as a learned feat.
ALWAYS on the MOVE
(Racial)
Your disposition is one of constant movement
and boundless energy.
Prerequisite: Gnome (Plateau or
Tinker)
Benefit: You only need 6 hours
sleep to be considered to have had a full nights rest. You receive a +1
bonus on any check that involves endurance.
Special: Spellcasters still
require a full 8 hours rest to be able to cast their spells.
ARMOR FAMILIARITY
(General)*
Choose a specific type of armor, such as scale mail. After
using the same type of armor for an extended time, you learn how to best
take advantage of the armor.
Prerequisites: Proficient with the type of armor chosen.
Benefit: Whenever you are wearing this particular type of armor,
you gain a +1 competency bonus to armor class. You may also reduce the
armor check penalty for the armor by one. The maximum dexterity bonus
allowed also increases by one. Reduce the donning time for that type of
armor by 25%. If it would normally take 4 minutes, it now takes 3 minutes.
Special: You can gain this feat multiple times. Every time it is
taken, a new type of armor must be chosen and the benefits apply separately.
BLEND (Racial)
Your skin has the ability to mimic your
surroundings after long periods of exposure.
Prerequisite: Nipit, Lizardfolk
(Wug), Elf (Jungle), Sakor’akai
Benefit: In your natural
environment, you gain a +4 to all Hide skill checks. Hide is always a class
skill for you regardless of class.
Special: You may only have one
environment that is considered your natural environment. Your natural
environment can change if enough time is spent in the new environment.
BORN for the SADDLE
(National)
From a young age, you have been taught how to
behave around and how to ride a horse.
Prerequisite: Yellowian
national, Orcish national.
Benefit: Ride (Horse) is always
a class skill for you. Whenever you use the Ride or Handle Animal skill
involving a horse, you get a +2 bonus to the roll.
Normal: The Ride skill is not a
class skill for some classes.
Special:
Orcs may choose Rhinoceros instead of horse.
CHILLING GROWL (Racial)
The deep sound of your growl is disturbing to
others.
Prerequisite: Bugbear.
Benefit: As long as the target
is able to hear your growl, you gain a +2 bonus to all intimidate skill
checks. Once per day, you may use your intimidate skill to cause a target
to make a willpower save at a DC equal to your intimidate check. Failure
means the target must leave your presence.
Special: This skill has no
effect on a creature that is one or more size categories larger than you.
CITYBORN (General,
National) #
Your life has been spent mostly in the
confines of a particular city.
Prerequisite: Must have lived
in the same city for at least 5 consecutive years.
Benefit: You receive a +4
circumstance bonus to any Knowledge (Local) skill checks that involve your
city. Knowledge (Local) is always a class skill for you.
Special: Hertoplowan nationals
may take this as a national feat. The city you choose for this feat must be
the one in which you have lived for at least 5 consecutive years.
COLLEGE EDUCATED
(General, National) #
Having spent more time in school than most,
you have gained additional skills.
Prerequisite: Must have
graduated from one of the following colleges: Bardic college of
Icefia, Bardic college of
Yellowia, The college of wizardry in Iott, or The Academy of Song & Magic
in Amansky.
Benefit: You may pick three
intelligence-based skills in which you receive one free rank. Those three
skills are always class skills for you, regardless of class.
Special: Icefian, Yellowia, Iott, and Amansky nationals may take this as
a national feat
CRAFTING TRADITION
(National, Racial)
The tradition of your people is one that
includes many skilled crafters.
Prerequisite: String Mountain national, Halfling,
Dwarf (Sledgehammer or String Mountain), Gnome (Tinker)
Benefit: You gain the crafter
class as a favored class.
Normal: Crafter is not your
favored class.
Special: Using this feat, a
character might have multiple favored classes. She may discount both when
determining if there is a penalty to experience points.
DARK VISION (Racial)
Some members of your race have developed
vision that allows you to see in complete darkness.
Prerequisite: Bugbear, Elf
(Scaled), May only be taken at 1st level.
Benefit: You gain darkvision
for 30 feet.
DISTRUSTING NATURE
(Racial)
Your race is noticeably uneasy around other
races. They generally do not trust or like the other races.
Prerequisite: Desert Elves,
Lizardfolk (Sandoo), Amatine Gnomes
Benefit: You receive a +2 bonus
to all saving throws against charms and illusions. You receive a +2 bonus
to all sense motive skill checks.
Special: Because of your
cynicism, you receive a -2 penalty to all diplomacy checks.
ENDURE the LIGHT
(Racial)
After years of exposure, you have overcome
your race’s natural tendency to avoid light.
Prerequisite: Drow Elf, Crystal
Dwarf
Benefit: You no longer suffer
from the penalties your race normally has for being exposed to light.
Normal:
Whenever you are exposed to the light, you suffer penalties to certain
rolls.
FIERCE DEFENDER (Racial)*
When faced with the defense of those you love
and the place you care for, you go into a rage.
Prerequisite: Elf (Jungle or
Scaled)
Benefit: Once per day, for a
number of rounds equal to your constitution modifier, you go into a rage
similar to that of a berserker.
Special: You may only enter the
rage when defending a person or place that you hold dear. The person or
place must be attacked before you can go into the rage.
FREAKISH SIZE (Racial)
Your race occasionally produces specimens
that are significantly larger than the rest of the race.
Prerequisite: Bugbear, Orc,
Lizardfolk (Gatori or Vass). May only be taken at 1st level.
Benefit: You are considered a
large creature. Apply all of the following penalties and benefits:
| Benefits |
Penalties |
 | +2 to Strength |
|
 | -2 to Dexterity |
|
 | +2 to Constitution |
|
 | -4 to Hide skill checks |
|
 | Large size carrying capacity |
|
 | -1 to Armor Class |
|
 | Movement increased by 10 ft. |
|
 | -1 to Attack Rolls |
|
 | Face and/or Reach increases to 10 ft. |
|
 | Height increase by 133% |
|
 | Weight increase by 200% |
|
 | +4 Bonus to grapple checks |
|
Normal: You are a medium-sized
creature
FRONTIERSMAN (Racial,
National)
A life of hard work and living on the edge
has given you the ability to survive where other would falter.
Prerequisite: Icefian national,
Frozensky national, Dwarf (Frozensky)
Benefit: The survival skill is
always a class skill. You receive a +2 bonus to all survival checks.
GIFT of FAITH (Racial,
National)
Your deep devotion to a deity has led them to
grant you a boon.
Prerequisite: Pacyr national,
Sakor-akai
Benefit: You may pick three
0-level orisons. Each day, you can cast each orison once at a casting level
equal to your current total level.
Special: A spellcaster that is
prohibited from casting spells of a certain type may not choose 0-level
spells of that type using this feat.
GOODLY AURA (National)
Evil cannot stand to be in your presence.
Prerequisite: Pacyr national;
must be of good alignment.
Benefit: You receive a +1 bonus
to saving throws against any evil-based spells. You gain a +1 circumstance
bonus to armor class against any evil outsider.
Special: Evil spellcasters and
evil outsiders can detect your presence within 30 feet as if they were
casting a Detect Good spell.
HARDY (Racial)
You are a particularly tough member of your
race.
Prerequisite: Dwarf
(Frozensky), Gnome (Ice), Human (Barbarian); must be taken at 1st
level.
Benefit: You gain +1 hit point
per level. You gain a +1 bonus to your Fortitude Save.
LIVING with the ARCANE
(National) #
The ever presence of wizards and arcane magic
has given you a basic knowledge of the art.
Prerequisite: String Mountain
national or Iott national.
Benefit: The following three
skills are always class skills for you: Knowledge (Arcana), Spellcraft, and
Use Magical Device.
Normal: These skills are cross
class skills for some classes.
LOVE of FOOD (Racial)
Trained from a young age to appreciate food,
Halflings are gifted with the ability to cook and recognize what tastes
good.
Prerequisite: Halfling.
Benefit: Craft (Cooking) and
Profession (Chef) are always class skills for you. You receive a +1 bonus
to all skill checks with those two skills. You receive a +2 bonus when
trying to identify a substance by taste.
LOW PROFILE (Racial,
National)
Yours is a society that values privacy, an
ideal that you have taken to heart.
Prerequisite: Human (Umanin),
Amansky national, Amatom national.
Benefit: You receive a +1 bonus
to all Hide and Move Silently skill checks. When you are in cover, you
receive an additional 5% to what cover would normally be. You have spell
resistance equal to your level plus your charisma modifier against
divination spells. The difficulty check to scry you is 2 higher.
Special: These benefits are
always in effect and cannot be deactivated.
MAGIC SENSE (Racial)
You have a natural sense for magic.
Prerequisite: Nipit
Benefit: By making a
Concentration check at DC 10, you can determine whether or there are any
active spells within 30 feet of you. This includes arcane and divine
spells.
Special: This ability is an
extraordinary ability. It requires a move equivalent action. It cannot be
blocked by spells that block detection.
MINISTER the FAITHFUL (General)
The prayers and blessings which you give to
those of your religion are stronger than usual.
Prerequisite: Ability to cast
Divine spells.
Benefit: Whenever you cast a
spell with a random beneficial effect, such as Cure Light Wounds, on
a member of you religion, the random amount of the spell is maximized.
Normal: The spell works
normally on those of the same faith.
NATURALLY QUIET (Racial)
You have a better sense than most for how not
to make noise.
Prerequisite: Nipit, Lizardfolk
(Sandoo), Gnome (Amatine)
Benefit: You get a +3 bonus to
all Move Silently skill checks and a +1 bonus to all Listen skill checks.
Move silently is always a class skill for you.
NATURAL LINGUIST
(Racial)
Languages come easily to you.
Prerequisite: Nipit.
Benefit: Spending one skill
point allows you to pick two languages that you now understand. You may
make an intelligence check at DC20 to understand the general idea of what is
being said to you in a language that you don’t understand.
NEAR to MONSTERS
(National)
Your culture is one that lives in close
proximity to the beasts and creatures that avoid more civilized places.
Prerequisite: Icefian national,
Frozensky national, Amansky national, Jungletree national, or Borkondof
national.
Benefit: You receive a +1 bonus
on Knowledge (Creaturelore). You receive a +1 bonus on any fear saving
throws. You receive a +1 bonus to any Wild Empathy checks. You receive a
+1 bonus to all Handle Animal skill checks.
Special: These bonuses only
apply to naturally occurring creatures.
NIGHT VISION (Racial)
Some members of your race have developed
vision that allows you to see more clearly in the dark.
Prerequisite: Orc, Elf
(Desert), Lizardfolk, Human (Umanin), Must be taken at 1st level.
Benefit: You have Low Light
vision.
NO FRIEND of the ARCANE
(Racial, National)
Most of your life is spent away from the
trappings of arcane magic. You have no care for it and have grown a “thick
skin” against it.
Prerequisite: Dwarf
(Sledgehammer), Nomagrok national
Benefit: You gain spell
resistance equal to your total level plus the appropriate ability score
modifier against the arcane spell being cast.
Special: You have no resistance
to divine spells.
NOBLE TRADITION
(National)
The tradition of your people is one that
includes many nobles.
Prerequisite: Yellowian
national, Thalmeret national
Benefit: You gain the noble
class as a favored class.
Normal: Noble is not your
favored class.
Special: Using this feat, a
character might have multiple favored classes. She may discount both when
determining if there is a penalty to experience points.
ORDERED MIND (Racial,
National)
Your mind has been trained to ignore what is
not logical.
Prerequisite: Gree, Grean
national, Hertoplowan national. May not be chaotic.
Benefit: The character gains a
+2 bonus against all chaotic spells, and all attempts to Confuse.
PALADIN TRADITION
(National)
The tradition of your people offers respect
for, insight into, and knowledge of the life and skills of a paladin.
Prerequisite: Pacyr national
Benefit: You gain the Paladin
class as a favored class. You may freely take levels in the Paladin class
and the Cleric or Ranger classes.
Normal: Paladin is not your
favored class. Once you take a level in a class other than Paladin, you may
no longer take levels in Paladin.
Special: Using this feat, a
character might have multiple favored classes. She may discount both when
determining if there is a penalty to experience points.
PRESTIGIOUS COMBINATION
(General)
You have found two prestige classes whose
talents and goals work together.
Prerequisite: At least one
level in a prestige class.
Benefit: You may take a second
prestige class.
Normal: You may only have one
prestige class.
Special: Using this feat, a
character will gain multiple prestige classes. She may discount both when
determining if there is a penalty to experience points.
PROBLEM SOLVER (Racial)
#
Riddles and puzzles are a part of your
culture.
Prerequisite: Gnome (Amatine,
Plateau, Tinker)
Benefit: You gain a +2 bonus to
all Decipher Script skill checks. You are considered to have an
Intelligence 4 higher for the purposes of solving riddles or puzzles. You
receive a +2 bonus to any saving throw that involves confusion-like
effects. Tinkers gain a +1 bonus on all Tinkering skill checks.
PROFESSIONAL TRAINING
(National)
Most members of your culture have been taught
a trade.
Prerequisite: Destroytian
national, Grean national.
Benefit: You start with 3 ranks
in the profession skill, which is always a class skill for you. You receive
a +1 synergy bonus to any related craft skill check.
Special: You may choose from
the following professions:
PSIONIC TRADITION
(National)
The tradition of your people offers respect
for, insight into, and knowledge of the life and skills of a Psion.
Prerequisite: Hertoplowan
national
Benefit: You gain the Psion
class as a favored class.
Normal: Psion is not your
favored class.
Special: Using this feat, a
character might have multiple favored classes. She may discount both when
determining if there is a penalty to experience points.
PUNCH HARDENED (General)*
After endless bouts of unarmed combat, the character has
become resistant to melee attacks that cause subdual damage.
Prerequisites: Improved Unarmed Strike, Fortitude save +5,
Constitution 13+.
Benefit: When a character takes this feat, the character
gains subdual damage reduction 2.
Special: This feat may be taken multiple times. Every time
it is taken, the damage reduction is increased by 2.
RAISED in WAR (National)
Your entire life has been spent with the
constant threat of war looming. You have been trained for the inevitability
of battle.
Prerequisite: Destroytian
national, Icefian national, Orcish national, Scaled national, Amatom
national, Borkondof national, or Nomagrok national. May only be taken at 1st
level.
Benefit: You gain proficiency
in all simple weapons, one martial weapon, and light armor. You gain a +1
bonus to all attack rolls.
Special: The bonus to attack
rolls is not a bonus to your Base Attack Bonus.
RANGER TRADITION
(National)
The tradition of your people offers respect
for, insight into, and knowledge of the life and skills of a ranger.
Prerequisite: Yellowian
national
Benefit: You gain the Ranger
class as a favored class.
Normal: Ranger is not your
favored class.
Special: Using this feat, a
character might have multiple favored classes. She may discount both when
determining if there is a penalty to experience points.
RENOWNED HEALTH
(National)
The people of Pacyr are known to be the most
physically fit and healthiest in all of Habololy.
Prerequisite: Pacyr national
Benefit: Heal is always a class
skill. You receive a +2 bonus to the check when attempting to heal
yourself. You receive a +1 bonus to all saving throws against disease and
poison.
SEA LEGS (General)
Through long periods of time spent at sea, you are capable
of performing tasks on a ship better than would be expected.
Prerequisite:
You must have spent
at least one year at sea.
Benefit: The character receives a +2 bonus to all Swim checks. The
character receives a +2 bonus to the following skills while the character is
on a ship: Balance, Rope Use, and Climb.
SEETHING HATRED (Racial)
Your race has a long a storied hatred of
another race. You have been weaned on tales of your hated enemy’s trickery
and harmful nature.
Prerequisite: Dwarf, Gree,
Jungle Elf, Northern Elf, Orc, Umanin
Benefit: You gain a +2 bonus to
all attack rolls (but not damage rolls) against your chosen enemy. You also
gain a +2 bonus to all Knowledge skill checks involving that enemy, and
automatically know how to speak their language.
Special: You receive a -4
penalty to all diplomacy skill checks when dealing with your enemy. Each
race has a specific list of enemies they may choose from.
Racial Enemies
|
Your Race |
Enemy’s Possible Races |
|
Dwarf, Crystal |
Drow Elf |
|
Dwarf, Frozensky |
Gree, Vishtoo |
|
Sledgehammer Dwarf |
String Mountain Dwarf, Gree, Vishtoo |
|
String Mountain Dwarf |
Sledgehammer Dwarf, Gree, Vishtoo |
|
Jungle Elf |
Drow Elf, Umanin |
|
Northern Elf |
Drow Elf |
|
Orc |
Amatine Gnome |
|
Umanin |
Elves |
SLAVERY SURVIVOR
(General, National)
You survived the hard life of a slave to
become a free being.
Prerequisite: Must have been a
slave for at least three years.
Benefit: You cannot be
intimidated by the use of the Intimidate skill. You receive a +1 bonus on
all Willpower and Fortitude saving throws. You receive a +2 bonus to all
saving throws involving fear.
Special: Thalmeret and
Borkondof nationals may take this a national feat. The bonuses to saving
throws stack.
SLEEPING FLIGHT (Racial)
Your natural instincts can keep you in the
air even while asleep.
Prerequisite: Sakor’akai
Benefit: You may fly slowly in
a single direction, or circle one location while asleep.
SLOW AGING (General)
Through mental and physical training, or through prayer and
devotion, or through another method, you have been able to slow the affects
of aging on your body.
Prerequisites: Wisdom of 13+; must be of non-chaotic alignment.
Benefit:
The character may add ten
years on to the expected life span of a member of his race. This slowed
aging takes place in the ten years following the time the feat is taken.
The character also receives a +2 bonus to any spell or effect that would age
him or that is temporal in nature. This includes Slow, Haste, and
similar spells.
SONG of the WILD
(General)
Your bardic music affects naturally occurring animals and
beasts.
Prerequisites:
Bardic music ability, 8+ ranks in Perform.
Benefit: You can adjust your bardic music so that it affects
animals as well as any other creatures that it would normally affect.
Normal: Animals are not affected by bardic music.
SPELL LINKING
(Metamagic) #
You have learned how to link your spells so
that one casting can cause multiple spells to go into effect in succession.
Prerequisite: Any other
metamagic feat, the ability to cast 2nd level spells.
Benefit: You can spells in
succession while spending only one round casting. The first spell is cast
at the end of the round. Each succeeding spell is cast at the end of the
round after the previous spell ended. All targets must be determined by the
caster during the initial casting.
Special: Casting linked spells
uses up a spell slot of a level equal to the total levels of the linked
spells. For this purpose, 0-level spells are considered to be 1st
level. The initial casting of linked spells takes a full round. Spells
that have a casting time of a full round or more to start may not be linked.
SUMMONS EXTENSION
(Metamagic) #
By sacrificing some of your life energy and
appropriate materials, you can bind a summoned creature to your plane for
extended periods of time.
Prerequisite: Ability to cast
at least one spell that summons a creature from another plane of existence.
Any other metamagic feat.
Benefit: By having items
crafted for a specifically summoned creature and sacrificing experience, you
can have a summoned creature remain on your plane. The crafted materials
must cost no less than 100gc per level of the spell that summoned it. For
every 10 experience points sacrificed by the caster, the creature will
remain for an extra day past the spells normal duration.
Normal: The summoned creature
disappears once the spell’s duration is ended.
Special: The crafted materials
must be somehow incorporated into the creature. Such as: gems for eyes.
They remain after the creature disappears, but are only half of their
original value. If used for an evil creature, the items retain a faint evil
aura. The same is true of good, chaotic, lawful, etc.
TECHNOLOGY (General,
Racial) #
You are comfortable in the presence of new
inventions. You have been around technology long enough to not be
frightened or upset by it. You have used clickers long enough to know how
to operate simple or common ones.
Prerequisites: Intelligence of
10+; requires the approval of the DM if taken at 1st level. If
taken after 1st level, requires two years of constant exposure to
clickers.
Benefit: You suffer no
penalties from using a clicker, or any technologically advanced item.
Normal: A character, who does
not have the Technology feat, receives a –4 penalty to any skill check or
attack roll made involving a clicker.
Special: Plateau Gnomes may
take this as a racial feat.
TINY FIGHTING (Racial)*
You take the greatest possible advantage of
your size when fighting larger creatures.
Prerequisite: Gnome, Halfling
Benefit: Whenever you are
fighting a creature of medium or greater size, you are considered a
Tiny-sized creature for attacking and armor class.
Normal: You are considered a
small-sized creature.
Special: In any combat
circumstance in which it would be beneficial to be small-sized as apposed to
tiny, you are still considered small.
TOUCH of the ARCANE
(Racial, National)
Your constant exposure to arcane magic has
led to an understanding for certain basic spells.
Prerequisite: Elf (Drow,
Desert, or Scaled), Sakor’akai, Dwarf (String Mountain), Iott
national
Benefit: You may pick three
0-level spells. Each day, you can cast each spell once at a casting level
equal to your current total level.
Special: A spellcaster that is
prohibited from casting spells of a certain type may not choose 0-level
spells of that type using this feat.
TRADITION of FAITH
(Racial, National)
The tradition of your people is one that
includes many clerics.
Prerequisite: Gnarland
national, Gnome (Ice),
Benefit: You gain the cleric
class as a favored class.
Normal: Cleric is not your
favored class.
Special: Using this feat, a
character might have multiple favored classes. She may discount both when
determining if there is a penalty to experience points.
UNARMED TRADITION
(National, Racial)
The tradition of your people offers respect
for, insight into, and knowledge of the life and skills of a monk.
Prerequisite: Kathow-tio-Horari
national, Human (Barbarian)
Benefit: You gain the monk
class as a favored class. You may freely take levels in the monk class and
any other class.
Normal: Monk is not your
favored class. Once you take a level in a class other than monk, you may no
longer take levels in monk.
Special: Using this feat, a
character might have multiple favored classes. She may discount both when
determining if there is a penalty to experience points.
UNCOMMON SENSE (Racial)
Your race is known for their common sense.
Prerequisite: Dwarf
Benefit: You get a +1 bonus to
all wisdom-based skill checks.
UNEMOTIONAL (Racial)
Your race is so long-lived that the emotions
that come so quickly to others are foreign to you.
Prerequisite: Elf (Desert),
Dwarf (Crystal)
Benefit: You receive a +2 bonus
to all saving throws that involve emotion; such as fear. The difficulty
check for others to sense your motive or intimidate you is raised by 2.
WARM the BLOOD (Racial)
Some Lizardfolk have managed to adapt to the
colder climates of the world.
Prerequisite: Lizardfolk.
Benefit:
The temperature at which you begin to have to make saving throws to avoid
subdual damage is lower by 10 degrees.
Normal:
When the temperature drops below 50 degrees, Lizardfolk must begin to make
fortitude saving throws or suffer subdual damage.
WATERBORN (Racial,
National)
Most of your life has been spent on or near
the water.
Prerequisite: Grean, Human
(Islander or Horarian), Lizardfolk (Wug), Kathow-tio-Horari national. May
only be taken at 1st level.
Benefit: You may hold your
breath 20% longer than what would be standard for your race. You receive a
+2 bonus to all swim skill checks and it is always a class skill. You
receive a +1 bonus to all saving throws against water-based spells.
WEAPON MASTER TRAINED
(Racial, National)
For your people, learning a weapon is more
than just a matter of self defense or offense, it is an honored tradition.
Prerequisite: Sakor’akai, Orc,
Elf (Scaled), Destroytian national, Orcish national, Scaled Kingdom national. May only be
taken at first level.
Benefit: You may choose three
weapons with which you are proficient. These may be simple, martial, or
exotic weapons.
Special: The chosen weapons
must have a racial or cultural connection.
WINGED (Racial)
You had the fortune, or misfortune, of being
born with wings.
Prerequisite: Gree, Northern
Elf. May only be taken at 1st level.
Benefit: The ability to fly at
a base speed of 100 ft. with good maneuverability. You also gain the Fly-By
attack feat.
Special: While flying, you are
considered a large creature.
WILD HEART (Racial)
Your love of a free life pervades everything
you do.
Prerequisite: Halfling, Jungle
Elf, Northern Elf. May not be lawful.
Benefit: You receive a +2 bonus
to all saving throws against being held or charmed. You receive a +2 bonus
to all saves versus Law-based spells.
Special: These bonuses do not
stack.
WILD SURGE (Metamagic)
You allow the magic you wield a freedom that
most would not dare. By exerting less control over the basics forces that
make up a spell, you can cause both greater and lesser effects than normal.
Prerequisite: The ability to
cast arcane spells.
Benefit: Whenever you cast an
arcane spell, you have a chance of casting the spell at a greater caster
level than you would normally have. Roll a d20 before casting every spell
and apply the result on the following chart to the spell’s effects.
Wild Surge
Result
|
Roll |
Result |
|
1 |
Spell targets a
random possible target within the range of the spell. The caster is
always a viable target in this case. |
|
2 |
Spell fails as per
the arcane spell failure rules |
|
3-4 |
-4 penalty to
casting level. (to a minimum level of 1) |
|
5-6 |
-3 penalty to
casting level. (to a minimum level of 1) |
|
7-8 |
–2 penalty to
casting level. (to a minimum level of 1) |
|
9-10 |
–1 penalty to
casting level. (to a minimum level of 1) |
|
11-12 |
+1 bonus to casting
level. |
|
12-14 |
+2 bonus to casting
level. |
|
15-16 |
+3 bonus to casting
level. |
|
17-18 |
+4 bonus to casting
level. |
|
19 |
+4 bonus to casting
level, cannot be counterspelled |
|
20 |
+4 bonus to casting
level, cannot be counterspelled, no save allowed against it. |
This
chart only applies to arcane spells cast by the character. It cannot affect
divine spells.
WIZARD TRADITION
(National)
The tradition of your people offers respect
for, insight into, and knowledge of the life and skills of a wizard.
Prerequisite:
Iott
national
Benefit: You gain the wizard
class as a favored class.
Normal: Wizard is not your
favored class.
Special: Using this feat, a
character might have multiple favored classes. She may discount both when
determining if there is a penalty to experience points
|