Feats and Talents

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General feats are the most basic sort of feats. Anyone can take a general feat provided they satisfy the prerequisite.

Accompaniment (General)

You increase your spellsongs’ resistance to silence by also playing an instrument.
Prerequisite: Ability to cast spellsongs.
Benefit: By using a musical instrument as a focus for your spellsongs, you create spellsongs that overpower magical silence – the casting of spellsongs and their continuing effects are not suppressed by silence.

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Aerial Balance (General)

You are skilled at maintaining and regaining your feet during the worst conditions while airborne.
Benefit: You receive a +4 bonus to any Balance (or Profession (Air Sailor)) skill check made to keep your feet as a result of extreme aerial maneuvers or the effects of attack aboard an airship.

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Aerial Command (General)

You know airships inside and out and are able to get the most from your crew.
Prerequisite: Profession (Air Sailor) 10 ranks
Benefit: This feat is only effective when taken by a ship’s Captain or Lieutenant. While you are on the deck, your crew receives a +2 morale bonus to any skill checks directly related to the piloting, navigation, or general operation of the airship. This bonus does not apply to attack or damage rolls made by airship weapons crews, but does apply to any skill checks made during ramming attempts. Only one officer on a given ship may use this feat at a single time. This bonus stacks with the standard Captain bonus.

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Aerial Tactics (General)

You are skilled at knowing when and where to attack airships and are able to guide others.
Prerequisites: Base attack bonus +5, Weapon Proficiency (Airships)
Benefit: You are able to direct a number of airship weapons crews equal to one-half your level if they are within earshot. During each round in which you spend a full-round action coordinating these attacks, every attack made by the weapons crews under your direction receives a +2 insight bonus to attack and damage rolls. This feat can be employed by several characters at once, but it must be directed at different weapons crews. This bonus stacks with the standard Captain bonus.

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Amplify Song (Forte) (General)

You increase your spellsong’s range with your skill in music.
Prerequisite: Ability to cast spellsongs.
Benefit: You increase the range of any nonpersonal or nontouch spellsong. To accomplish this, you must make a Perform (sing) check. The Difficulty Class is based on the desired amount of range increase, as well as the spellsong type.
DC 15: Increase spellnote range by 50 percent.
DC 18: Increase spellchord range by 50 percent.
DC 20: Increase spellnote range by 100 percent.
DC 23: Increase spellmelody range by 50 percent.
DC 25: Increase spellchord range by 100 percent.
DC 28: Increase spellmelody range by 100 percent.
You must choose the desired result before you make this check, which is a free action that draws no attack of opportunity. This feat cannot be used to affect the same spellsong that a similar feat, already affects.

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Bite (General)

Although most civilized men have lost the skill to use their sharp teeth in combat, you can use yours as terrible weapons.
Prerequisite: A race with powerful jaws and sharp teeth (eg. dracha, litorian, mojh or sibeccai).
Benefit: The character is proficient with using bite attacks in combat and, unless gagged or muzzled, is always considered armed (the bite is considered a light weapon). The character inflicts damage based on her size, as follows:

  • Diminutive/Fine: 1d2 + Strength bonus
  • Tiny: 1d3 + Strength bonus
  • Small: 1d4 + Strength bonus
  • Medium: 1d6 + Strength bonus
  • Large: 2d4 + Strength bonus
  • Huge: 2d6 + Strength bonus
  • Gargantuan: 2d8 + Strength bonus
  • Colossal: 2d10 + Strength bonus

When a character takes a feat requiring her to specify a weapon (such as the Weapon Focus feat), she can choose “bite.”
If a character uses a weapon (or unarmed attack) in the same round as the bite attack, both the bite and the other attack suffer a -2 penalty.
A character fighting with a weapon in each hand (or with a double weapon) can make a bite attack, but all attacks suffer a -4 penalty in addition to normal two-weapon fighting penalties the character might incur. The feats Ambidexterity and Two-Weapon Fighting do not modify the penalties associated with the Bite feat.
Monsters with bite attacks do not need this feat.
Improved: Characters with a base attack of +15 or higher can take this feat a second time. They gain a +2 attack bonus with their bite and can inflict damage as though one size category larger than normal.

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Cleave (General)

You can cut through one foe to strike another foe.
Prerequisites: Strength 13, Power Attack
Benefit: A character who deals a creature enough damage to make it fall (typically by dropping it to below 0 hit points, killing it, etc.) gets an immediate extra melee attack against another creature in the immediate vicinity. The character cannot take a 5-foot step before making this extra attack. She makes the extra attack with the same weapon and at the same bonus as the one that dropped the previous creature. A character can use this ability once per round.
Improved: Characters with a base attack of +4 or higher can take this feat a second time and can use it an unlimited number of times per round.

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Combat Casting (General)

You are adept at casting spells in combat.
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

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Defensive Stance (General)

You are trained at avoiding and blocking blows.
Prerequisite: Dexterity 13
Benefit: The character gains a +1 dodge bonus to Armor Class against all melee attacks.
Special: A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

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Dream Speaking (General)

Sometimes dreams are important missives sent from above, or from within. You can interpret the dreams that you have, or that others have.
Prerequisite: Wisdom 15
Benefit: When someone tells you about a dream, or when you consider your own dream, you can tell automatically if it was a dream of importance, or a sending dream. If it was a sending dream, you can attempt a Wisdom check (DC 15) to interpret its meaning. If your Wisdom check succeeds, the GM should give you some clue as to the meaning of the dream.
For example, a character might dream of a threatening rider dressed in black, surrounded by ravens. On a successful Wisdom check, the player learns that the dream foretells an encounter with a foe named “raven”. Later the party does indeed go up against a villains named Kevris Killraven. Retries are not allowed.

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Eschew Materials (General)

You can cast spells without relying on material components.
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

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Exotic Spell (General)

Because of your special magical training, you can cast a single exotic spell of your choosing.
Prerequisite: Level 1 Faercana spellcaster.
Benefit: You may choose any exotic spell and add it to your list of known spells.
Special: You can take this feat multiple times. Each time, you choose a new spell.

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Eye of Justice (General)

You have a keen eye for ferreting out the guilty. Your glare casts terror into your enemies, opening their souls to the knowledge that your divine patron can see through their lies. Needless to say, victims of this ability become and nervous and jittery.
Prerequisite: Divine caster level 1st, Wisdom 13.
Benefit: Three times per day, you can force an opponent to suffer a -4 penalty to all Bluff checks and saves against fear-based effects for a number of rounds equal to 3 + your Charisma modifier. You invoke your divine patron to strike the target with holy or unholy fear. You must be within 60 feet of your target and able to see him. Using this ability counts as a standard action. This feat does not affect creatures immune to mind-affecting effects.

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Greater Spell Focus (General)

Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are now even more potent than before.
Prerequisite: Spell Focus
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

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Great Fortitude (General)

You excel at resisting danger with your astounding fortitude.
Benefit: The character gets a +2 bonus to all Fortitude saving throws.
Improved: Characters of 21st level or higher can take this feat a second time and gain an additional +4 bonus to their Fortitude saving throws.

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Improved Bull Rush (General)

You are skilled at making bull rush attacks without drawing attacks of opportunity.

Prerequisites: Strength 13, Power Attack
Benefit: When the character performs a bull rush, she does not provoke an attack of opportunity from the defender. The character also gains a +4 bonus on the opposed Strength check she makes to push back the defender.

Improved Initiative (General)
You can react more quickly than normal in a fight.
Benefit: You get a +4 bonus on Initiative checks.

Instinctive Navigation (General)

You have an inborn skill for navigation that not only allows you to become lost less frequently, but also to find routes that are more efficient than others.

Benefits: You recieve a +2 insight bonus to all Profession (Airship Navigator) skill checks you make. In addition, you reduce the fuel consumption for an airship by 10% each day, provided you spend at least one shift as the ship’s navigator during that day. This bonus does not apply if you do become lost, however.

Intensify Song (Crescendo) (General)

You increase your spellsong’s damage with your skill in music.
Prerequisite: Ability to cast spellsongs.

Benefit: You increase the damage inflicted by any damage-causing spellsong. To accomplish this, you must make a Perform (sing) check. The Difficulty Class is based on the desired amount of increase to the damage, as well as the spellsong type.

DC 20: Increase spellnote damage by 50 percent.
DC 23: Increase spellchord damage by 50 percent.
DC 25: Increase spellnote damage by 100 percent.
DC 28: Increase spellmelody damage by 50 percent.
DC 30: Increase spellchord damage by 100 percent.
DC 33: Increase spellmelody damage by 100 percent.

You must choose the desired result before you make this check, which is a free action that draws no attack of opportunity. This feat cannot be used to affect the same spellsong that a similar feat, already affects.

Leadership (General)

You are the sort of person others want to follow, and you have done some work attempting to recruit conhorts and followers.
Prerequisites: Character level 6th

Benefit: You can attract loyal companions and devoted followers, subordinates who assist you.

Natural Pilot (General)

Your skill while piloting airships is legendary, from your ability to control the airship in a storm to your talent for helping the weapons’ crews to line up their shots.
Prerequisites: Wisdom 15

Benefit: You receive a +2 insight bonus to any Profession (Airship Pilot) skill checks you make. In addition, any round in which you succeed by 5 or more on a Piloting skill check, the airship weapons crews in one quadrant (your choice) of your airship receive a +2 circumstance bonus to any attack rolls.

Natural Spell (General)

You can cast spells while in a wild shape.
Prerequisites: Wisdom 13, wild shape ability

Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a scorpion you could substitute clicks of the pincer and gestures with your stinger for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Power Attack (General)

You can shift focus from striking a foe to damaging him.
Prerequisite: Strength 13

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add it to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until your next action.

Quick Draw (General)

Prerequisite:
Benefit:
Normal:
Special:

Rigging Combat (General)

You know how to fight from the rigging of an airship with greater proficiency than most.
Prerequisites: Base attack bonus +7, Aerial Balance, Defensive Stance

Benefit: You are able to reduce the penalty for attacking from the rigging to -2.
Normal: Attacking from the rigging of an airship carries a -4 penalty to all attack rolls.

Spell Focus (General)

Choose a school of magic. Your spells of that school are more potent than normal.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Sturdy (General)

You are particularly hardy and tough.

Benefit: For the level when the character takes this feat, she adds double her Constitution bonus to her hit point total. This is in addition to the bonus she would get for her Constitution modifier when she gains a level. If double her Constitution bonus is less than 4, she gains 4 hp. This effect happens once, not every level.
Special: A character can gain this feat multiple times, but never more than once per level.
Improved: Characters with a base attack bonus of +18 or higher taking this feat a subsequent time add +20 hit points, unless the feat’s normal calculation would yield more bonus hit points than that.

Sustain Song (Sostenuto) (General)

You increase your spellsong’s duration with your skill in music.
Prerequisite: Ability to cast spellsongs.

Benefit: You increase the duration of any non-instantaneous spellsong. To accomplish this, you must make a Perform (sing) check. The Difficulty Class is based on the desired amount of duration increase, as well as the spellsong type.

DC 15: Increase spellnote duration by 50 percent.
DC 18: Increase spellchord duration by 50 percent.
DC 20: Increase spellnote duration by 100 percent.
DC 23: Increase spellmelody duration by 50 percent.
DC 25: Increase spellchord duration by 100 percent.
DC 28: Increase spellmelody duration by 100 percent.

You must choose the desired result before you make this check, which is a free action that draws no attack of opportunity. This feat cannot be used to affect the same spellsong that a similar feat, already affects.

Track (General)

Prerequisite:
Benefit:
Normal:
Special:

Unarmed Strike, Mighty (General)

You are skilled with powerful unarmed attacks.

Benefit: The character is considered “armed” even when she is unarmed – that is, armed opponents do not get attacks of opportunity when she attacks them while unarmed. However, the character still gets an attack of opportunity against any opponent who makes an unarmed attack on her.

When the character makes unarmed strikes, her wide swings cause her to suffer a -2 penalty to Armor Class, but she gains a +2 bonus to damage rolls.

Improved: Characters with a base attack bonus of +14 or higher can take this feat a second time and ignore the attack penalty inherent in its use. Further, they gain an additional +1 damage bonus with its use.

Vatic Sight (General)

You can call upon the powers that be in the universe to grant you visions or dreams.
Prerequisite: Caster level 1st, Wisdom 13

Benefit: You can choose a general topic about which to have an informative dream while you sleep or a vision while you are in a trance. Topics can include an individual, a place, an object, a group, and so on.

For example, you might choose as a topic: ’Anwen’s orrery’, ‘The city of Ishtaduk’, ‘the elves of the oceans’, or ‘this ring I’ve found’. But asking a specific question, such as “How do I get into the palace vault?” is too specific, as is the question “Do these people mean me harm?”

To succeed, you must make a Concentration check with a Difficulty Class set by the GM depending on the topic. In general, the simplest topics have DC 20 and the most obscure, complex or forbidden topics have DC 40 with most others falling somewhere in between.

As with all dreams and visions, the GM remains in complete control of the actual details and the images presented. Sometimes they may seem difficult to interpret. Other times, the information on the topic might not pertain directly to any matter at hand. The dream might tell you about the Seelie’s distant past rather than their disposition toward you, for example.

Visions require at least an hour of meditative trance (whether successful or not) and dreams require at least an hour of sleep (whether successful or not). You cannot attempt to use this feat more than once per day, nor more than three times per week.

Vivify Song (Maestoso) (General)

You increase your spellsong’s potency with your skill in music.
Prerequisite: Ability to cast spellsongs.

Benefit: You increase the Difficulty Class of any spellsong you cast. To accomplish this, you must make a Perform (sing) check. The Difficulty Class is based on the desired amount of increase to the target spellsong’s Difficulty Class, as well as its type.

DC 20: Increase spellnote DC by +1.
DC 23: Increase spellchord DC by +1.
DC 25: Increase spellnote DC by +2.
DC 28: Increase spellmelody DC by +1.
DC 30: Increase spellchord DC by +2.
DC 33: Increase spellmelody DC by +2.
DC 35: Increase spellnote DC by +3.
DC 40: Increase spellchord DC by +3.
DC 45: Increase spellmelody DC by +3.

You must choose the desired result before you make this check, which is a free action that draws no attack of opportunity. This feat cannot be used to affect the same spellsong that a similar feat, already affects.

Weapon Focus (General)

You are skilled with a particular type of weapon.
Prerequisite: Proficiency with weapon, base attack bonus +1.

Benefit: You add a +1 bonus to all attack rolls you make using the selected weapon.
Special: You can choose ‘unarmed strike’, ‘bite’ or ‘grapple’ as a weapon for the purposes of this feat. You can also choose ‘ray’, which makes you good at hitting targets with ray spells. You gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Improved: If you have a base attack bonus of +15 or higher you can take this feat again and apply it to a weapon already chosen. You gain another +2 bonus to attack rolls with the weapon.

Weapon Proficiency (Airship Weapons) (General)

You know how to load, aim and fire the weaponry found aboard airships.
Prerequisites: Base attack bonus +3
Benefit: This feat provides proficiency with all of the weapon types found aboard airships.


Blessed Feats

Blessed feats are supernatural abilities gained by earning favor in the eyes of a god. Some blessed feats require your character to take a vow involving specific actions you must do or avoid. Others require the ability to turn undead, allowing the character to use a turn attempt to achieve a different effect.

Devout Faith (Blessed)

You take religious beliefs very seriously – and gain blessings for your devotion.
Prerequisite: GM approval
Benefit: No more than once per day, for up to 10 rounds, you gain the effects of a bless spell (+1 to attack bonus and saving throws against fear) – but only when your deity chooses to bestow the blessing upon you. Thus, activating this feat requires no action on your part, but you cannot know when and if the feat comes into play (the GM decides). The will of gods is difficult to fathom, and should never be questioned, at least not by the faithful.
Special: You can gain this feat only if the GM decides that your character truly obeys the teachings and tenets of her faith, and if her patron deity approves of her actions. If this changes at any time, you lose the benefits of this feat and feats for which it is a prerequisite.


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Ceremonial Feats

A ceremonial feat is one a character gains as the direct result of participating in a ritual of power. Most characters get a ceremonial feat for free at 1st level as part of their naming ceremony, a ritual usually held during a character’s adolescence. At this ceremony the character learns her truename in a vision. Only characters with truenames can take ceremonial feats (except in the case of bonus feats).

A character’s truename is the name of her soul. Because it is the key to the lock of her innermost self, most people keep their truenames a secret from all but their closest comrades. Enemy spellcasters can use a character’s truename against her by casting spells against her. Friendly spellcasters can use them to cast beneficial spells more effectively. In fact, sometimes, without a truename, a spell cannot be cast at all. If you’d like more information on truenames, see Monte Cook’s Arcana Evolved (or ask me on the forum).

A character can choose a ceremonial feat whenever she gains a new feat and meets all its prerequisites. However, gaining a ceremonial feat also carries associated costs in money and time.

Ceremonial feats involve a daylong ritual that takes one week to prepare. Necessary supplies and ingredients cost a character 100 gp per level. None of these costs apply to the ceremonial feat gained at 1st level – that ritual took place before the character entered play.

Unlike other feats, ceremonial feats involve magic and grant supernatural abilities. All ceremonial feats are supernatural abilities.

Attune to Magical Item (Ceremonial)

After a ceremony held with you and at least three other spellcasters in a closed area filled with herbal smoke, you gain the ability to understand the powers of magical items that you study.
Prerequisite: Wisdom 13, truename
Benefit: After studying a magic item carefully for one minute, the character makes a caster power check with a Difficulty Class of 11 + the item’s caster level. If successful, she learns one random function of a magic item, as well as how to activate it. Instead of taking a minute, she can attempt to attune as a full-round action, but the Difficulty Class increases by +10. A character cannot learn multiple functions with this ability – she must use object loresight or analyze to do that. Once one has tried to attune to an item, whether successful or not, she cannot try again with the same item. There is no limit to how many items a character can attempt to attune to.

Blood as Power (Ceremonial)

As the result of a ceremony involving you and at least six other spellcasters, you can use your own blood to power your spells.
Prerequisites: Spellcaster level 1st, Wisdom 17, truename
Benefit: Characters with this feat can cut themselves as a somatic component added to a spell. After dealing themselves 6 points of damage per spell level (3 points for 0-level spells), they can cast a spell they know without losing the spell slot. Characters can use this feat as long as they have the hit points to sacrifice.

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Bonded Item (Ceremonial)

A ceremony involving you and a particular item as the central figures ties you magically to the item.
Prerequisite: Truename
Benefit: Any time you use the bonded item in its straightforward function, you gain a +1 luck bonus for the attempt. For example, if it is a weapon, you gain a +1 bonus to attack rolls with it. If it is a harness of armor or a shield, you enjoy a +1 bonus to Armor Class. If it is a lockpick, you gain a +1 bonus to use it.

If the item is lost or destroyed, you must go through the ceremony again to bond with a new item (but you do not need to take the feat again).

Defensive Roll (Ceremonial)

After a ceremony held with you and at least five others, you gain a special quickness that sometimes allows you to avoid dangerous blows.
Prerequisite: Wisdom 13, truename
Benefit: Once per day, when the character would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. If the character succeeds at a Reflex saving throw (DC = damage dealt), she takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute the Defensive Roll – if her Dexterity bonus to Armor Class is denied, she can’t roll. Since this effect normally would not allow a character to make a Reflex save for half damage, the evasion ability does not apply to the Defensive Roll.

Fleet of Foot (Ceremonial)

After a ceremony held with you and at least five others, you become much faster than you look.
Prerequisite: Truename
Benefit: The character adds +10 feet to her ground speed.

Hands As Weapons (Ceremonial)

After a ritual in which participants sear your hands with scalding water, your body can hold special magical abilities.
Prerequisite: Truename
Benefit: A character with this feat can add – or have someone else add – an enhancement bonus or a weapon special ability (such as flaming or disruption) to her unarmed attacks. She must add the bonus or abilities normally, such as by enlisting the aid of someone with the Craft Magic Arms and Armor feat, who pays the gold and XP Costs, and so on. Like weapons, these bonuses and abilities can be suppressed, but not permanently dispelled.

Obviously, some weapon special abilities, such as dancing, cannot apply to your unarmed attacks.

This feat can be used to modify unarmed attacks with natural weapons such as claws or a bite attack. Characters with more than one unarmed or natural attack need not take this feat multiple times.

Iron Flesh (Ceremonial)

After a ritual in which you spend six hours touching a creature with natural armor, you gain natural armor yourself.
Prerequisite: Truename
Benefit: The character’s flesh is tougher than normal, giving her a +1 natural armor bonus to Armor Class. This bonus does not stack with existing natural armor or that granted by magic.
Improved: Characters of 18th level or higher can take this feat a second time and gain an additional +2 bonus to their natural armor bonus. This stacks with the +1 bonus gained from the first application of the feat.

Peaceful Mage (Ceremonial)

Prerequisite:
Benefit:

Priest (Ceremonial)

You have had religious training and, following a ritual of ordination, you are recognized as a priest of a religion. (The type of ordination ceremony depends on the religion.)
Prerequisites: Wisdom 11, Knowledge (Religion), truename.
Benefit: The character becomes an established priest in a particular religion. Wearing the symbols of this office grants a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Gather Information checks involving people of the same religion.

Skill Application (Ceremonial)

After a ceremony held with you and at least three others, you gain a special affinity for a pair of related skills.
Prerequisite: Truename
Benefit: A character with this feat selects two thematically similar skills and gains a +2 bonus in each. Example skill pairings include the following:

  • Alchemy and Spellcraft
  • Climb and Jump
  • Decipher Script and Forgery
  • Diplomacy and Bluff
  • Diplomacy and Gather Information
  • Disable Device and Open Lock
  • Innuendo and Sense Motive
  • Spot and Search
  • Spot and Listen
  • Tumble and Balance

Special: A character may take this feat multiple times, selecting an additional skill pairing each time.

Skill Mastery (Ceremonial)

After a grueling ritual involving you and six others, your devotion to a small number of skills allows you to use them even when stressed.
Prerequisite: Character level 6th, truename
Benefit: The character selects a number of skills (equal to 3 + her Intelligence modifier). When making a skill check with one of these skills, she may take 10 even if stress and distractions normally would prevent her from doing so.
Special: A character may take this feat multiple times, selecting additional skills each time.

Slippery Mind (Ceremonial)

Once you complete a ritual with 10 other people amid clouds of incense, you become difficult to enchant.
Prerequisite: Truename
Benefit: If a character becomes the target of an enchantment and fails the saving throw, she can attempt the save again 1 round later. She gets only this one extra chance to succeed.

Weapon Specialization (Ceremonial)

After a ceremony involving you and six warriors, you can choose one type of weapon. You become especially good at inflicting damage with this weapon.
Prerequisites: Weapon Focus, base attack bonus +4, truename.
Benefit: The character adds a +2 bonus to all damage inflicted with the weapon she has specialized in. If it is a ranged weapon, the target must be withing 30 feet.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes this feat, it applies to a new weapon.
Improved: Characters with a base attack bonus of +20 or higher can take this feat again and apply it to a weapon already chosen. They gain another +4 bonus to damage rolls with the weapon.


Epic Feats

Epic Spellcasting (Epic)

You can create and cast spells that transcend the most powerful existing spells.
Prerequisite: Spellcraft 24 ranks, Knowledge (magic) 24 ranks, ability to cast 9th level arcane spells; or, Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th level divine spells; or, Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th level divine spells.

Benefit: You may develop and cast epic spells.

If you are an arcane spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (magic) divided by 10. If you are a divine spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (religion) or (nature) divided by 10.

Great Intelligence (Epic)

Your powers of reason and learning are greater than normal.
Benefit: Your Intelligence increases by 1 point.

Special: You can gain this feat multiple times. Its effects stack.

Great Wisdom (Epic)

Your willpower and insight are greater than normal.
Benefit: Your Wisdom increases by 1 point.

Special: You can gain this feat multiple times. Its effects stack.

Legendary Climber (Epic)

Prerequisite:
Benefit:
Normal:


Item Creation Feats

Craft: Fey Dusts (Item Creation)

You have the ability to use magic sand harvested from the Sands of Time to create magical dusts.
Prerequisite: Fey magic, Spellcaster level 4th+

Benefit: You can create fey dusts of any spell of 5th level or lower that you know and that targets a creature or creatures. Crafting a fey dust takes 1 day for each 1’000 gp in the price of its magical features or 2 days, whichever is longer. When you create a dust, you set the caster level. The caster level must be sufficient to cast the spell in question and no higher than your own level. The base price of the fey dust is its spell level multiplied by its caster level multiplied by 50 gp. To craft a fey dust, you must spend 1/25 of this base price in XP and use up raw components costing half this base price.

When you create a fey dust, you make any choices that you would normally make when casting the spell. Whoever the dust is sprinkled onto or envelopes in a cloud effect is the target of the spell.

Any fey dust that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the fey dust.


Mage Blade Feats

Mage blade‘s practice a form of magic that is distinguished by its martial focus. While other spellcasters have a variety of incantations to call upon, mage blades focus on spells that can aid them in battle. A mage blade could ready and use benign spells, but her methods of casting center on combining a spell and a blade into one unstoppable combination. This specialized study has led to the development of a variety of unique combat methods and ceremonies known only to mage blades. Several of these abilities further develop a mage blade’s unique talents, such as the shimmering shield class ability.

You must have at least one level in mage blade to select these feats. Mage blade’s may add all mage blade feats to the list of bonus feats they can select as a class feature. If the feat is also a ceremonial feat, the character does not need to go through the ceremony or pay for it; even Unbound characters can gain ceremonial feats in this way.

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Born to the Blade (Mage Blade, Talent)

From a young age you showed an aptitude for the mage blade’s unique version of magic. You have an almost instinctual sense for the specific motions required to cast spells through an athame, and you enjoy a primal, empathic connection.
Prerequisite: Character level 1st only.

Benefit: You were born to become a mage blade. In your hands, an athame is an extension of your body. Your blade is always ready for a battle, and you can sense its keening thirst as combat draws near. By the same token, your deep connection to the weapon allows you to channel and control spells with greater ability than normal. You gain a +2 bonus on initiative and a +1 bonus on the Difficulty Class of all spells you cast with your athame’s assistance.


Metamagic Feats

Engine Savant (Metamagic)

When constructing airship engines, you are able to tweak the design to surpass the normal power factor limits.
Prerequisites: Craft (Airship Engine) 10 ranks

Benefit: You may take this feat twice, increasing the maximum number of power factors the engine may possess by 50 each time.
Normal: Airship engines are normally limited to 100 power factors. Taking this feat once allows you to create airship engines with up to 150 power factors; taking this feat twice allows you to create airship engines with up to 200 power factors.

Fey Magic (Metamagic)

The magical sand found in the Sands of Time possesses intriguing properties when used in conjunction with spell casting.
Prerequisites: Fey Spell Mastery

Benefit: Use of the Fey Magic feat allows a spellcaster to substitute the use of magic sand from the Sands of Time as spell components to bolster their spells. This also adds one to each die rolled for the spell effect.
Special: The use of magic sand as a material component in ordinary spellcasting inserts a degree of randomness into the final spell result. A fey magic spell uses a spell slot one level higher than the spell’s actual level.

Fey Spell Mastery (Metamagic)

You have learned to tap the innate supernatural powers of yourself and your magical ties to Llowellen. As a result, you don’t need certain spell components when casting spells.
Prerequisite: Fey, fey-kissed

Benefit: You can use this ability to forego using spell components of less than 100gp in value.

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Maximize Spell (Metamagic)

You can cast spells to maximum effect.
Benefit: All variable, numeric effects of a spell modified by the feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to a maximum of 60 points of damage at 10th level). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. An empowered, maximized fireball cast by a 15th-level wizards deals 60 points of damage, plus one-half of 10d6.


Talents

These are special feats a character can take only at 1st level. They represent not training, but natural born gifts. Since most people have only one talent (Unbound characters could have two), they can really help to distinguish a character.

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Affinity With Skill (Talent)

You have an innate talent with a particular skill.
Prerequisite: Character level 1st only

Benefit: The character gains a +4 inherent bonus to a chosen skill.

Ambidexterity (Talent)

You can use your right and left hands equally well.
Prerequisites: Dexterity 15, character level 1st only

Benefit: The character ignores all penalties for using an off hand. She is neither left handed nor right handed.
Normal: Without this talent, a character using her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.

Light Sleeper (Talent)

Prerequisites:
Benefit:

Natural Archer (Talent)

You have an innate affinity for bows of all kinds.
Prerequisite: Character level 1st only.

Benefit: You gain a +1 competence bonus to damage rolls made from attacks with bows or crossbows. Further, if a foe attacks you with a bow, you gain a +1 dodge bonus to Armor Class.

Special: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Your character must be aware of the attack to gain the bonus. Also, dodge bonuses stack with each other, unlike other types of bonuses.

Natural Swordsman (Talent)

You have a natural affinity for swords of all kinds.
Prerequisite: Character level 1st only.

Benefit: The character gains a +1 competence bonus to damage rolls made from attacks with swords (short swords, sickle swords, longswords, greatswords, bastard swords, double-bladed swords, sword-staves and so on). Further, if a foe attacks her with a sword, the character gains a +1 dodge bonus to Armor Class.

Special: A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Special: Players wishing to create similar feats for other melee weapons (such as axes or polearms) may do so. Only the flavor of the rule and the resulting setting will change.

Night Owl (Talent)

You are more active at night.
Prerequisite: Character level 1st only

Benefit: The character gains a +1 competence bonus to attack rolls, saving throws, and checks made after the sun goes down. (This ability only takes effect above ground and when the character can verify that it is indeed night.)

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Second Sight (Talent)

You can see fey masked creatures and fey doorways when others cannot.

Benefit: The character has the ability to see fey doorways and fey under the influence of the fey mask spell. All masked creatures using this ability appear as ghostly images, allowing objects and creatures beyond to be seen as well. The character can also see creatures through a doorway that would normally be unseen. In the case of seeing people through a doorway, they appear superimposed over the local surroundings, not in their location.

Feats and Talents

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