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zagan
2011-08-13, 12:21 PM
Feats

Template Feats

This project introduce a new kind of feat, template feat. This kind of feat can only be selected by creature that posses at least one changing template, most of the times one in particular. These feats otherwise work like any other feats and can be selected by a creature any times its eligible to gain a new feats as long as it meet the feat prerequisite.

Feat List

{table=head]
Template Feats (Any)|
Prerequisites|
Benefit

Share Template|Any one changing template, Animal companion, Familiar, Psicrystal or Special Mount, Character level 6th|Your companion gain the benefit of your template

Template Addition|Any one changing template, Manifester level 9th, Boost Construct|You can granted the benefit of your template to your astral construct

Template Summoning|Any one changing template, Caster level 9th, Augment summoning|You can granted the benefit of your template to your summoned creature

[/table]

{table=head]
Template Feats (Arthropod)|
Prerequisites|
Benefit

Choose Poison|Arthropod template, Heal 4 ranks|You can change your poison more often

Diversify Poison|Arthropod template, Con 15, Craft (poisonmaking) 9 ranks|Your poison can have other effect

Hardened Exoskeleton|Arthropod template, Con 13|You gain a natural armor bonus

Improved Mindless Defense|Arthropod template, Wis 13|You are not staggered after using mindless defense

Multiple Poison|Arthropod template, Con 13|You can choose two poisons instead of one

--Improved Multiple Poison|Arthropod template, Con 15, Multiple Poison|You can use both poisons at once

Poison Protection|Arthropod template, Con 19|You gain immunity against some type of poisons

Rapid Climb|Arthropod template, Dex 13|Improved your climb speed

Stinger|Arthropod template, Con 21|You gain a stinger instead of a bite

Web|Arthropod template, Knowledge (nature) 9 ranks|You can create a web like a spider
[/table]

{table=head]
Template Feats (Artificial)|
Prerequisites|
Benefit

Blinding Light|Artificial template, Light reflection|You can blind your foe

Composite Spike|Artificial template, Deploy spike|Your spike are made of cold iron and silver

Diamond Stone|Artificial template, Piledriver|Your damage reduction isn’t overcome by adamantine anymore

Enhance Fortification|Artificial template, Con 13|You double your chance to negates a critical hit

Fused Iron|Artificial template, Iron resilience|Your can fused with metal armor to increase its effectiveness

Greater Gear|Artificial template, Grinding gear|You deal more damage with your gear

Gripping Gear|Artificial template, Grinding gear, Str 17|You do not lose your Dex bonus to AC while grappling

Improved Metal Repulsion|Artificial template, Metal repulsion|Your bonus to AC against metal weapon improved to +4

Rapid Recuperation|Artificial template, Con 15, Conductivity, Light reflection or Piledriver|You can reuse your ability faster
[/table]

{table=head]
Template Feats (Bizarre)|
Prerequisites|
Benefit

Acidic Slime|Bizarre template, Slime projection|Your slime deal acid damage to those that are entangle

Alien Flesh|Bizarre template, Warping flesh|You can have more weapon lodge into your body.

Augmented Minion|Bizarre template, Minion mutation|Grant various bonus to your minion

--Stronger Minion|Bizarre template, Minion mutation, Augmented minion, Character level 6th|You can summon stronger minion

Confusing Copy|Bizarre template, Copy mutation, Character level 3rd|You can use mirror image as a spell-like ability

Enhanced Blood|Bizarre template, Healing blood mutation|You can use your blood to heal ability damage

Extend Tentacle|Bizarre template, Tentacle mutation|You gain more reach with your tentacle

Extra Mutation|Bizarre template|You gain an additional mutation

Improved Copy|Bizarre template, Copy mutation|Your copy can now provide flanking

Improved Fast Healing|Bizarre template, Con 19|Your amount of fast healing improve

Magic Eyes|Bizarre template, Magic sensor mutation|You can use see invisibility

Mind Blast|Bizarre template, Mind thrust mutation|You can stun a foe instead of damaging him with your mind thrust

Parabolic Detection|Bizarre template, Parabolic ears|You can make listen check in place of spot or search check

Strong Leg|Bizarre template, Leg mutation|You can ignore difficult terrain

Truly Alien Mind|Bizarre template|You double your bonus on Will save against mind-affecting effect
[/table]

{table=head]
Template Feats (Breather)|
Prerequisites|
Benefit

Breather Magic|Breather template, Knowledge (arcana) 4 ranks, Character level 6th|You gain one lesser draconic invocation

--Greater Breather Magic|Breather template, Knowledge (arcana) 7 ranks, Character level 12th, Breather magic|You gain one greater draconic invocation

----Major Breather Magic|Breather template, Knowledge (arcana) 10 ranks, Character level 18th, Greater breather magic|You gain one dark draconic invocation

Strong Heritage|Breather template, One heritage or Bloodline feat|You gain a second type of breath weapon
[/table]

{table=head]
Template Feats (Divided)|
Prerequisites|
Benefit

Animal Feeling|Divided template, Cha 13|Wild animal are friendly toward you

Delayed Instinct|Divided template, Concentration 4 ranks|You can make concentration check to delay entering in a feral state

Divided Mind|Divided template, Wis 13|You get a second will save against charm effect

Feral Magic|Divided template, Ability to cast spell or manifest power or Possessing at least one spell-like or psi-like ability|You can use a personal ability as a swift action when entering feral state

Greater Feral State|Divided template, Character level 15th|You become even stronger while in feral state

Trained Feral|Divided template, 7 ranks in each of the two chosen skills|You can use two skills while in feral state
[/table]

{table=head]
Template Feats (Energy)|
Prerequisites|
Benefit

Augment Elemental Damage|Energy template, Spellcraft or Psicraft 4 ranks, Character level 6th|You add your hit dice to the elemental damage you deal

Double Elemental Connection|Energy template|You gain the elemental magic or the elemental conversion ability

Elemental Aura|Energy template, Cha 15|You can create an aura that deal elemental damage

Elemental Magic|Energy template, Ability to spontaneously cast spell, Spellcraft 4 ranks|You can add spell from the elemental domain to your list of spell know

Elemental Substitution|Energy template, Spellcraft or Psicraft 6 ranks, Character level 9th|You can change the type of damage dealt by your ability

Extra Ray|Energy template|You gain three more uses of energy ray

Greater Energy Resistance|Energy template|Your energy resistance increase

--Energy Absorption|Energy template, Greater Energy Resistance, Con 15|You heal from energy attack
[/table]

{table=head]
Template Feats (Exiled)|
Prerequisites|
Benefit

Aligned Exiled|Exiled template, Any alignment except true neutral|You gain a smite ability

Extra Summoning|Exiled template|You can summon your vassal two more times per day

Forced Relocation|Exiled template, Character level 3rd|You can forcefully teleport your foe

Teleport|Exiled template, Knowledge (the plane) 7 ranks, Character level 9th|You can use teleport once per day

True Telepathy|Exiled template, Cha 13|You gain a constant telepathy

Vassal Bond|Exiled template, Character level 6th|Your vassal gain two bonus Hit dices
[/table]

{table=head]
Template Feats (Mundane)|
Prerequisites|
Benefit

Amplify Magic|Mundane template|Spell cast on you are cast at +1 caster level

Attract Magic|Mundane template|You can use your magic magnet ability on spell with multiple target

Cultural Comprehension|Mundane template, Speak Language (any two languages)|You gain a bonus on some Knowledge skills depending on the language you knows

Greater Magnet|Mundane template, Knowledge (arcana) 4 ranks|You can redirect spell-like ability toward yourself

--Superior Magnet|Mundane template, Knowledge (arcana) 7 ranks, Greater Magnet|You can redirect supernatural ability toward yourself
[/table]

{table=head]
Template Feats (Oversized)|
Prerequisites|
Benefit

Allied Riding|Oversized template, Ride 9 ranks, Being a bipedal creature|Your allies can use you as a mount

Boulder Throw|Oversized template, Str 17|You can use rock as throw weapon

Dazing Blow|Oversized template, Str 21|You make an attack that daze your opponent

Environmental Adaptation|Oversized template|you are immune to some of the rigor of your chosen environment

Inversed Expansion|Oversized template, Psicraft 4 ranks|You can use reduction instead of expansion

Overhead Strike|Oversized template|You gain a bonus to attack and damage against creature smaller than you

Stomp|Oversized template, Balance 7 ranks, Str 17|You can try to make creature around you fall to the ground
[/table]

{table=head]
Template Feats (Savage)|
Prerequisites|
Benefit

Improved Animal Rhythm|Savage template, Animal rhythm|Reduce the penalty for the bonus attack granted by animal rhythm to -2

Improved Dragon Strength|Savage template, Dragon strength|Improved the bonus to damage granted by dragon strength

Improved Insect Carapace|Savage template, Insect carapace|Improved the bonus to AC granted by insect carapace

Improved Magical Celerity|Savage template, Magical celerity|Improved the bonus to speed granted by magical celerity

Improved Sprite Accuracy|Savage template, Sprite accuracy|Improved the bonus to attack roll granted by sprite accuracy

Savage Attack|Savage template|You can force an opponent you attacked to concentrate on you

Savage Expertise|Savage template, Int 13, Craft (weaponsmithing) 6 ranks|You can improve your exotic weapon
[/table]

{table=head]
Template Feats (Seelie)|
Prerequisites|
Benefit

Better Luck|Seelie template|You can roll twice when using your wild luck ability

Diverse Luck|Seelie template|Add more bonus option to your wild luck ability

Extra Fey Magic|Seelie template, Cha 17|You gain more use of your seelie spell-like ability

Melded Magic|Seelie template, Cha 21, Character level 12th|You can use your three spell-like ability with the same action.

Variable Magic|Seelie template, Spellcraft 4 ranks|You can reselect your spell-like ability once per day
[/table]

{table=head]
Template Feats (Slime)|
Prerequisites|
Benefit

Acid Armor|Slime template, Con 17, Character level 9th|You can create an armor of acid that damage those that strike you

Acid Attack|Slime template, Con 15, Character level 6th|You can add acid to your attack

Acid Overflow|Slime template, Con 13|You can use your acid production ability three additional times per day

Explosive Blob|Slime template|You can make your blob explode violently

Fast Slime|Slime template, Dex 11|Your speed is not reduced by your template

Potent Acid|Slime template, Con 15, Character level 6th|Your acid deal additional damage depending on your Hit dice

Regenerative Blob|Slime template|You can absorb a blob to heal

Swift Acid|Slime template, Con 17, Dex 15|You can use your acid as a swift action
[/table]

{table=head]
Template Feats (Unliving)|
Prerequisites|
Benefit

Damaging Conduit|Unliving template|You deal damage when inflicting a negative level

Draining Touch|Unliving template, Character level 6th|You can use vampiric touch instead of paralysis touch.

Negative Connection|Unliving template, Knowledge (the plane) 6 ranks, Cha 15|You benefit fully from negative energy spell

Negative Strengthening|Unliving template, Cha 15|You can expend a negative level you hold to gain a bonus

Paralysis Channeling|Unliving template, Concentration 4 ranks|You can use your paralysis touch at the same time as another touch attack

Positive Connection|Unliving template, Knowledge (the plane) 6 ranks, Con 15|You benefit fully from positive energy spell

--Double Connection|Unliving template, Knowledge (the plane) 9 ranks, Con 15, Cha 15, Positive connection, Negative connection, Ability to use positive or negative energy via spell, power, spell-like ability or psi-like ability|You can convert positive energy into negative energy and vice versa

Unliving School|Unliving template, Power attack, Str 15, Base attack bonus +9|You gain the use of three tactical maneuver
[/table]

{table=head]
Template Feats (Weed)|
Prerequisites|
Benefit

Berry production|Weed template, Heal 4 ranks|You can create goodberry

Forest Skin|Weed template|You gain a +6 bonus on hide check in forest

Plant Command|Weed template, Knowledge (nature) 4 ranks|You can rebuke plant

--Plant Magic|Weed template, Knowledge (nature) 7 ranks, Plant command|You can cast spells from the plant domain

Seed vision|Weed template, Heal 2 ranks, Listen 4 ranks or Spot 4 ranks|You can see through the eyes of another creature

--Charming Seed|Weed template, Spellcraft or Psicraft 9 ranks, Ability to use a Charm or Compulsion effect, Seed Vision|You can charm creature affected by your seed

Widen Cloud|Weed template, Con 13|You can double the radius of your pollen cloud
[/table]

{table=head]
Template Feats (Wonderful)|
Prerequisites|
Benefit

Additional Power|Wonderful template, Cha 13|You can use another spell with your supernatural power ability

Earth Link|Wonderful template|You gain a burrow speed instead of a fly speed

--Greater Earth Link|Wonderful template, Earth link, Knowledge (architecture and engineering) 4 ranks|You can now burrow through solid stone

Immediate Power|Wonderful template, Character level 12th|You can use your supernatural power ability as an immediate action

Ocean Link|Wonderful template|You gain a swim speed instead of a fly speed

--Greater Ocean Link|Wonderful template, Ocean link, Knowledge (nature) 4 ranks|You c

Sky Link|Wonderful template|You are harder to hit and damaged while flying

--Greater Sky Link|Wonderful template, Sky link, Knowledge (the planes) 4 ranks

Specialized Spell Resistance|Wonderful Template, Knowledge (arcana) 4 ranks|Your spell resistance is more effective against particular type of spell
[/table]

{table=head]
Psionic Feats|
Prerequisites|
Benefit

Template Addition|Any one changing template, Manifester level 9th, Boost Construct|You can granted the benefit of your template to your astral construct
[/table]

{table=head]
Metamagic Feats|
Prerequisites|
Benefit

Diversify Spell|Caster level 6th, Spellcraft 9 ranks, Knowledge (any two) each 9 ranks|Use a spell on a different type of creature
[/table]

{table=head]
Tactical Feats|
Prerequisites|
Benefit

Unliving School|Unliving template, Power attack, Str 15, Base attack bonus +9|You gain the use of three tactical maneuver
[/table]

zagan
2011-08-13, 12:22 PM
Feat Descriptions

Acid Armor [Template]
You can use your acid to protect yourself.
Prerequisite: Slime template, Con 17, Character level 9th
Benefit: As a swift action you can spend one use of your Acid production ability to coat yourself in acid this deal no damage to you or to your equipment but any creature attacking you with a natural weapon or a non-reach manufactured weapon take 1d6 points of acid damage. Your acid armor last for one minute.
Special: A fighter may select this feat as one of his fighter bonus feats.

Acid Attack [Template]
You can use your acid to augment your attack.
Prerequisite: Slime template, Con 15, Character level 6th
Benefit: As a swift action you can spend one use of your acid production ability to add the damage dealt by your acid to your next melee or ranged attack, if the attack miss or if you don’t attack before the end of the round the use is still spent for the day.
Special: A fighter may select this feat as one of his fighter bonus feats.

Acid Overflow [Template]
You are very adept at producing acid.
Prerequisite: Slime template, Con 13
Benefit: You can use your acid production ability an additional three times per day.

Acidic Slime [Template]
The slime you project is highly acidic.
Prerequisite: Bizarre template, Slime projection
Benefit: Any creature you have successfully entangle with your slime take 1d6 points of acid damage per five Hit dice you posses (minimum 1d6) each round it stay entangle.

Additional Power [Template]
Your magical nature grant you more versatility.
Prerequisite: Wonderful template, Cha 13
Benefit: Upon gaining this feat you can select one additional spell from the list of spells available from your supernatural power ability. When using supernatural power you can use either the original spell you’ve originally chosen or the one chosen with this feat. In addition you can use your supernatural power ability one additional times per day.
Special: You may take this feat up to twice, it’s benefit stack.

Allied Riding [Template]
You allow your allies to use you as a mount so that you can strike as one against your common foe.
Prerequisite: Oversized template, Ride 9 ranks, Being a bipedal creature
Benefit: A creature one size category smaller than you can use you as a mount with no penalty following all the normal rule for riding. If both you and your rider strike a creature with a melee attack in the same round that creature take an additional amount of untyped damage equal to your rank in ride or those of your rider whichever are higher.
Special: A fighter may select this feat as one of his fighter bonus feats.

Alien Flesh [Template]
Your flesh is connect to an alien realm.
Prerequisite: Bizarre template, Warping flesh
Benefit: You can have a number of weapon lodge into your body equal to your Constitution modifier (minimum 1).

Aligned Exiled [Template]
Your conviction allow you to strike those that oppose you.
Prerequisite:Exiled template, Any alignment except true neutral
Benefit: You gain the following special attack:
Smite Opposition (Su): Once per day, you may add your Hit dice to the damage dealt by a single melee attack you make against a creature with an alignment opposed to your own on a least one axis, to a maximum of +20.
Note: Inspired by sidhe3141

Amplify Magic [Template]
Magic is stronger when cast on you.
Prerequisite: Mundane template
Benefit: When you are the target of a spell (or power) you can choose to, as a free action, augment its effect, for you only, as if the spell was cast at a +1 caster level.

Animal Feeling [Template]
Animal instinctively know that your are a kindred spirit.
Prerequisite:Divided template, Cha 13
Benefit: Wild animal you encounter have an attitude of friendly toward you, this mean that unless ordered or controlled they only attack you in self defense. In addition you gain a +4 bonus on handle animal check for the purpose of teaching trick to an animal.

Attract Magic [Template]
You can better redirect magic toward yourself.
Prerequisite: Mundane template
Benefit: You can use your magic magnet ability to redirect part of a spell with multiple target toward yourself. For example if an enemy spellcaster is casting haste on its allies you could use your Magic magnet ability to become one of the target of the spell instead of one of the spellcaster’s ally, randomly chosen.

Augment Elemental Damage [Template]
You deal more damage than most when using elemental attack.
Prerequisite: Energy template, Spellcraft or Psicraft 4 ranks, Character level 6th
Benefit: When you deal acid, cold, electricity or fire damage by any mean each affected target also take additional damage of the same type equal to half your hit dice. If you deal multiple type of damage at the same time the bonus damage is applied only once divided among the various type of damage.

Augmented Minion [Template]
The creature you can call to your aid are stronger than most.
Prerequisite: Bizarre template, Minion mutation
Benefit: The creature you can summoned with your Minion ability gain an enhancement bonus to attack and damage rolls and to AC equal to a one quarter of your total Hit dice (round down, minimum 1).

Berry Production [Template]
You can produce berry that heal those that eat them.
Prerequisite: Weed template, Heal 4 ranks
Benefit: Three time per day as a full-round action you can grow 2d4 berry from a part of your body, most often the head. These berry act as if the goodberry spell was cast upon them with a caster level of one. In addition those berry provide immunity to poison for one hour.

Better Luck [Template]
Your luck aid in just the right way more often than seem logical.
Prerequisite: Seelie template
Benefit: When rolling for your wild luck ability you can roll twice and keep the roll you prefer.

Blinding Light [Template]
You blind a foe with your light.
Prerequisite: Artificial template, Light Reflection
Benefit: When activating your light reflection ability you can, instead of gaining a percentile miss chance, try to blind a foe within 30ft of you. The target creature must succeed Fortitude save (DC 10 + ½ your Hit dice + your Con modifier) or be blinded for one minute. After using this ability you must wait as normal for your light reflection ability before using either version of it. This is a supernatural ability.

Boulder Throw [Template]
You have learn how to wield boulder as weapon.
Prerequisite: Oversized template, Str 17
Benefit: You can throw rock as weapon, without incurring the penalty for using improvised weapon. Rock have a range increment of 50ft. A rock must be of your size or smaller if you want to throw it. You must be able to lift a rock to throw it, maximum equal to twice your maximum load.
A rock deal damage depending on it’s size as follow:

{table=head]
Size|
Damage

Fine|
1

Diminutive|
1d2

Tiny|
1d4

Small|
1d6

Medium|
1d8

Large|
2d8

Huge|
3d6

Gargantuan|
4d8

Colossal|
6d6

[/table]
Special: A fighter may select this feat as one of his fighter bonus feats.

Breather Magic [Template]
Your draconic magic is stronger than that of other.
Prerequisite: Breather template, Knowledge (arcana) 4 ranks, Character level 6th
Benefit: You learn one lesser draconic invocationDM p78, that you can use in the same way as your least invocation gained from your Breather template.

Charming Seed [Template]
You can use your plant seed to control a creature.
Prerequisite: Weed template, Spellcraft or Psicraft 9 ranks, Ability to use a Charm or Compulsion effect, Seed Vision
Benefit: You can use any ability you posses with the Charm or Compulsion subschool/descriptor on any the creature in which you implanted your seed as long as the creature is within 1 mile of your position, ignoring the normal range of the ability in question. If the effect allow you to give order to the creature you can only give one order at the same times as you use the ability in question.

Choose Poison [Template]
You can change your poison more often than other.
Prerequisite: Arthropod template, Heal 4 ranks
Benefit: You can choose which type of damage your poison dealt and additional times per day. In addition you can make this choice as a standard action instead of taking one minute as normal.

Composite Spike [Template]
Your spike a made of multiple material.
Prerequisite: Artificial template, Deploy spike
Benefit: When using your deploy spike ability your natural attack and unarmed strike count as cold iron and silver in addition to adamantine for the purpose of overcoming damage reduction. In addition you can use your deploy spike ability as a free action.

Confusing Copy [Template]
Your copy ability is more useful than normal.
Prerequisite: Bizarre template, Copy mutation, Character level 3rd
Benefit: Three times per day, you can use mirror image as a spell-like ability with a caster level equal to your Hit dice. As long as at least one mirror image remain you cannot use your copy ability and if one currently exist you cannot use this feat.
Note: Originally create by sidhe3141

Cultural Comprehension [Template]
While learning their language you’ve also learn about their culture
Prerequisite: Mundane template, Speak Language (any two languages)
Benefit: You gain a +1 cumulative bonus per related languages you know when making a specific Knowledge checks as follow.

For Knowledge (arcana) you gain a +1 bonus for each of the following language you know, Abyssal, Celestial, Draconic, Elven and Infernal.
For Knowledge (architecture and engineering) you gain a +1 bonus for each of the following language you know Dwarven, Giant, Terran and Undercommon.
For Knowledge (dungeoneering) you gain a +1 bonus for each of the following language you know Dwarven, Goblin, Orc, Terran and Undercommon.
For Knowledge (geography) you gain a +1 bonus for each of the following language you know, Common and Halfling.
For Knowledge (history) you gain a +1 bonus for each of the following language you know, Draconic, Dwarven and Elven.
For Knowledge (local) you gain a +1 bonus for each of the following language you know, Common, Dwarven, Elven, Gnomes, Halfling, Orc, Undercommon and any other language that belong to an humanoid races.
For Knowledge (nature) you gain a +1 bonus for each of the following language you know, Aquan, Auran, Druidic, Elven, Giant, Ignan, Sylvan and Terran.
For Knowledge (nobility and royalty) you gain a +1 bonus for each of the following language you know, Celestial, Draconic, Elven and Infernal.
For Knowledge (psionic) you gain a +1 bonus for each of the following language you know, Draconic, Elven, Giant and Terran
For Knowledge (religion) you gain a +1 bonus for each of the following language you know, Abyssal, Celestial and Infernal.
For Knowledge (the planes) you gain a +1 bonus for each of the following language you know, Abyssal, Aquan, Auran, Celestial, Ignan, Infernal and Terran.


Damaging Conduit
The negative energy you deliver not only damage the creature being but also its body.
Prerequisite: Unliving template
Benefit: When you inflict a negative level to a creature using your negative conduit ability you also deal an amount of damage equal to your Hit dice to it.

Dazing Blow [Template]
You can strike with such force that your blow can daze your target.
Prerequisite: Oversized template, Str 21
Benefit: As a full-round action you can make a single melee attack against one creature, if the attack hit your target must make a Fortitude save (DC equal 10 + 1/2 your Hit dice + your Str modifier) or be dazed for 1 round.
Special: A fighter may select this feat as one of his fighter bonus feats.

Delayed Instinct [Template]
Your mind is strong enough to push back the animal in you, for a time at least.
Prerequisite: Divided template, Concentration 4 ranks
Benefit: At the beginning of an encounter you can make a Concentration check with a DC equal to 20 + your Hit dice, if you succeed on this check you do no enter into a feral state until the start of the next round. If you wish to continue delaying your feral state further, you must continue to make Concentration check at the start of each round each time delaying the feral state by one round, but the DC of each consecutive Concentration check also augment by 2 each times.

Diamond Stone [Template]
The stone that constitute your body is a strong as a diamond.
Prerequisite: Artificial template, Stone Fortitude
Benefit: Your damage reduction granted by your artificial template now cannot be overcome by any type of weapon. In addition its improved by 1.

Diversify Luck [Template]
Your luck is more varied than those of other.
Prerequisite: Seelie template
Benefit: When rolling your wild luck ability you can choose to roll a d12 and use the following table instead of the standard one.

{table=head]
d6|
Benefit

1|+2 luck bonus on all attack roll
2|+2 luck bonus on all weapon damage roll
3|+2 luck bonus to AC
4|+2 luck bonus on all saving throw
5|+2 luck bonus on all skill check
6|+1 luck bonus to effective level1
7|+10ft luck bonus to base land speed
8|20% miss chance against all attack
9|+2 luck bonus on all ability check
10|+2 luck bonus to the DC of all your ability
11|+2 luck bonus to one ability score of your choice
12|Any five of the above bonus of your choice
[/table]
1: This bonus apply to caster, manifester, initiator, meldshaper and binder level.

Diversify Poison [Template]
Your expertise with poison allow you to produce even more diverse poison.
Prerequisite: Arthropod template, Con 15, Craft (poisonmaking) 9 ranks
Benefit: Add the following option to the poison you can choose with your poison ability:

{table=head]
Initial|
Secondary

Dazzled1|Blinded1
Sickened1|Nauseated1
Confused1|Nothing
Slowed1,2|Nothing
[/table]
1: For one minute, 2:As the spell

Diversify Spell [Metamagic]
You can modify your spell to affect more type of creature.
Prerequisite: Caster level 6th, Spellcraft 9 ranks, Knowledge (any two) each 9 ranks
Benefit: You can alter a spell that target a specific type of creature to instead target any kind of creature. A diversified spell uses up a spell slot three level higher than the spell’s actual level. Spells who don’t target creature can’t be affected by this feat.

Divided Mind [Template]
Your feral mind allow you to better resist control
Prerequisite: Divided template, Wis 13
Benefit: If you failed a saving throw against a charm or compulsion effect you get a second save with the same DC in the round following the failed save.

Double connection [Template]
Your connection to the positive and negative energy plane allow you to combine them.
Prerequisite: Unliving template, Knowledge (the plane) 9 ranks, Con 15, Cha 15, Positive connection, Negative connection, Ability to use positive or negative energy via spell, power, spell-like ability or psi-like ability.
Benefit: When using an effect dealing with positive or negative energy you can choose as a free action to use the other type of energy instead. For example if you cast cure light wound you could choose to channel negative energy instead of positive energy dealing damage to living creature and healing undead. In addition you are immune to the effect of Positive and Negative dominant trait in any plane that posses them. As a free action you can still chose to be affect or be once again immune to them if you want.

Double Elemental connection [Template]
Your link with the elemental plane is stronger than most.
Prerequisite: Energy template
Benefit: If you have the elemental magic ability you gain the elemental conversion ability. If you have the elemental conversion ability you gain the elemental magic ability.

Draining Touch [Template]
You can drain the life of other creature with a touch.
Prerequisite: Unliving template, Character level 6th
Benefit: As a standard action you can expend a use of your paralysis touch ability to instead use vampiric touch, as the spell, as a spell-like ability with a caster level equal to your Hit dice.

Earth Link [Template]
You have a great affinity toward the earth.
Prerequisite: Wonderful template
Benefit: You lose the fly speed grant by your wonderful template (but not any fly speed from other source) and instead gain a burrow speed equal to your land speed, you can only burrow through soft earth like material (soil, sand, etc...). In addition while burrowing you can detect the presence of creature in contact with the ground within a 20ft radius of you.
Special: This feat can only be taken at 1st level during character creation.
Special: If you take this feat you can never gain the Sky link or Ocean link feat.

Elemental Aura [Template]
You can change the element you use in your technique.
Prerequisite: Energy template, Cha 15
Benefit: As a swift action you can create an elemental aura in a 10ft radius around you. This aura deal acid, cold, electricity or fire damage equal to your Charisma modifier each round at the start of your turn to all creature within it, except yourself, for as long as it remain active. You can have this aura active for a total number of rounds per day equal to half your Hit dice and you can dismiss it as a free action.

Elemental Magic [Template]
Your connection to the element allow you to learn more diverse magic than other.
Prerequisite: Energy template, Ability to spontaneously cast spell, Spellcraft 4 ranks
Benefit: You add any one spell of a level up to one lower than the highest level of spell you can currently cast (minimum 1) to your list of spells know. The spell in question must be chosen from the Air, Earth, Fire or Water domain. In addition you can now select the spells from those domain when choosing spell to add to your list of spells know. The spells are considered arcane if you add them to the spell know list of an arcane casting class and divine if you add them to the spell know list of an divine casting class.

Elemental Substitution [Template]
You can change the element you use in your technique.
Prerequisite: Energy template, Spellcraft or Psicraft 6 ranks, Character level 9th
Benefit: Three times per day when you use any ability dealing acid, cold, electricity or fire damage you can chose to modify the damage type into any of the other. If the ability dealt multiple type of damage at the same time you can replace only one.

Energy absorption [Template]
You can absorb energy damage.
Prerequisite: Energy template, Greater energy resistance, Con 15
Benefit: When your energy resistance or energy immunity negate totally the damage you would have taken from any one source you heal an amount of damage equal to half the damage you would have taken. If the damage is not negate in it’s totality you do not gain this benefit.

Enhance Blood [Template]
Your blood is potent that you can even heal internal damage.
Prerequisite: Bizarre template, Healing blood mutation
Benefit: When using your healing blood ability you can choose to heal ability damage instead of hit point damage. For each ten points of damage you take you heal one point of ability damage to any one ability score of your choice. You cannot use this ability on yourself.

Enhance Fortification [Template]
Your are better able to resist strike directed to your weak part.
Prerequisite: Artificial Template, Con 13
Benefit: You chance that a critical hit or sneak attack is negated against you become 50%
Special: You can take this feat up to twice, the second times you become immune to critical hit and sneak attack damage.

Environmental Adaptation [Template]
Your are so adept in your environment that you ignore some of it’s danger.
Prerequisite: Oversized template
Benefit: You gain one benefit depending on your chosen environment:

Desert: You are immune to the effect of heat danger for the hot and severe heat temperature band.
Forest: Your movement are not impede by undergrowth and you can even run or charge through it.
Mountain: You never risk become fatigued from altitude no matter the zone in question.
Sea: You can breath both air and water and you gain a +4 bonus on Swim check.
Tundra: You are immune to the effect of cold danger for the cold and severe cold temperature band.

In addition while in your chosen environment you gain a +1 circumstance bonus to all saving throw.

Explosive Blob [Template]
The blob you create are instable and can violently explode at a moment notice.
Prerequisite: Slime template
Benefit: As a standard action you can provoke the explosion of any one blob that you’ve create within 30ft you. This explosion deal acid damage equal to half the hit point of the blob to all creature within 15ft of it, a creature can make a Reflex save (DC 10 + ½ your Hit dice + your Con modifier) to halves this damage.

Extend Tentacle [Template]
Your tentacle are longer than most other.
Prerequisite: Bizarre template, Tentacle mutation
Benefit: Add 5 feet to your natural reach when you use the tentacle you gained from the bizarre template.
Special: If you have taken the tentacle mutation twice both tentacles benefit from this feat.

Extra Fey Magic [Template]
You can use your magical ability more often.
Prerequisite: Seelie template, Cha 17
Benefit: You gain three more use per day of the spell-like ability granted by your fey magic ability. Upon gaining this feat you must choose how to distribute these additional use between your spell-like ability, you can either add one additional use for each, add one additional use for one of them and two for another or add all three additional use to one spell-like ability. Each time you change your selection of spell-like ability (normally upon gaining a new Hit dice) you can change how you distribute the additional use granted by this feat.
Special: You can take this feat multiple times its benefit stack.

Extra Mutation [Template]
Your continue to mutate even after becoming an aberration.
Prerequisite: Bizarre template
Benefit: You gain one additional mutation of your choice.
Special: You can take this feat up to twice.

Extra Ray [Template]
You can use your elemental ray attack more often.
Prerequisite: Energy template
Benefit: You can use your energy ray ability three additional times per day.
Special: You can take this feat multiple times its benefit stack.

Extra Summoning [Template]
You can call on your servant more often.
Prerequisite: Exiled template
Benefit: You can your summon vassal ability two additional times per day.
Special: You can take this feat multiple times its benefit stack.

Fast Slime [Template]
You are faster than most other slime.
Prerequisite: Slime Template, Dex 11
Benefit: Your base land speed is not reduce by 10ft.
Special: This feat can only be taken at 1st level during character creation.

Feral Magic [Template]
You can use your personal magic just before becoming feral.
Prerequisite: Divided template, Ability to cast spell or manifest power or Possessing at least one spell-like or psi-like ability
Benefit: When you enter into your feral state you can, as a swift action, cast a spell, manifest a power or use a spell-like of psi-like ability with a range of personal, a casting times of a standard action and whose level is equal or inferior to your Hit dice divided by five (minimum 1).

Forced Relocation [Template]
With a mere touch you can teleport your foe like you teleport yourself.
Prerequisite: Exiled template, Character level 3rd
Benefit: As a standard action you can make a touch attack against one creature and teleport it up to 30ft away in any unoccupied space within your line of sight. The creature can make a Will save (DC 10 + 1/2 your Hit dice + your Cha modifier) to resist the effect. You cannot use this ability if you couldn't use you dimension door ability and you must wait 5 rounds after using this ability to either use it again or use your dimension door ability. This is considered a spell-like ability and a Conjuration (Teleportation) effect.

Forest Skin [Template]
Your skin has gain a particularly pronounce green hue patterned like leaves.
Prerequisite: Weed template
Benefit: You gain +6 circumstances bonus on Hide check in forest environment.

Fused Iron [Template]
By fusing with your armor you gain greater benefit from it.
Prerequisite: Artificial Template, Iron Resilience
Benefit: While wearing metal armor you can concentrate for one minute and fuse it with your body, by doing so you gain several benefit as follow, lessen the armor check penalty by 1, it’s arcane spell failure chance by 5%, increase it’s maximum Dex bonus by 1, your speed is not reduced if its a medium or heavy armor and finally the armor weight does not count for the purpose of calculating your carrying capacity. While fused with your armor it cannot be removed unless you spend another minute in concentration separating it from your body.

Greater Breather Magic [Template]
Your draconic magic continue to increase in strength.
Prerequisite: Breather template, Knowledge (arcana) 7 ranks, Character level 12th, Breather magic
Benefit: You learn one greater draconic invocationDM p78, that you can use in the same way as your least invocation gained from your Breather template.

Greater Earth Link [Template]
Your affinity with the earth as reach even higher height.
Prerequisite: Wonderful template, Earth link, Knowledge (architecture and engineering) 4 ranks
Benefit: You can now use your burrow speed to pass through solid stone.

Greater Energy Resistance [Template]
You are even more resistant to energy than normal.
Prerequisite: Energy template
Benefit: Your energy resistance become equal to 10 + your Hit dice. In addition when your energy resistance become equal to 30 it become energy immunity instead.

Greater Feral State [Template]
You gain more strength when you let the animal in you in control.
Prerequisites: Divided template, Character level 15th
Benefit: Your racial bonus while in feral state to tour Strength and Constitution score become +6 instead of +4. Your bonus to speed become +20ft instead of +10ft.

Greater Gear [Template]
Your gear are faster or bigger than other.
Prerequisites: Artificial template, Grinding Gear
Benefit: The damage dealt by your grinding gear ability increase as if you were one size category larger.
Special: You can take this feat multiple times, its benefit stack.

Greater Magnet [Template]
Your talent at redirecting magic even allow you to steal the innate magic of magical creature.
Prerequisite: Mundane template, Knowledge (Arcana) 4 ranks
Benefit: You can use your magic magnet ability to redirect spell-like and psi-like ability toward yourself, the other limitation of your magic magnet ability still apply.

Gripping Gear [Template]
Your gear constantly draw your opponent inward allowing you to remain aware of your surrounding.
Prerequisites: Artificial Template, Grinding Gear, Str 17
Benefit: While in a grapple you do not lose your Dexterity bonus to AC and you still threaten the area around you for the purpose of providing flanking with your allies. This does not allow you to make attack of opportunity or to attack creature other than the one you are grappling with.

Greater Ocean Link [Template]
Your affinity with the ocean as reach even higher height.
Prerequisite: Wonderful template, Ocean link, Knowledge (nature) 4 ranks
Benefit: You gain the aquatic subtype and with it the ability to breath underwater. If you are able to breath air you also gain the amphibious special quality.

Greater Sky link [Template]
Your affinity with the sky as reach even higher height.
Prerequisite: Wonderful template, Sky link, Knowledge (the planes) 4 ranks
Benefit: When flying if you move at least half your fly speed, your air bubble also provide you with 20% concealment until the end of the round.

zagan
2011-08-13, 12:23 PM
Hardened Exoskeleton [Template]
Your outer shell becomes more difficult to pierce.
Prerequisites: Arthropod template, Con 13
Benefit: You gain a +1 natural armor bonus.
Note: Originally create by sidhe3141

Immediate Power [Template]
You can use your inborn magic in an instant.
Prerequisite: Wonderful template, Character level 12th
Benefit: You can use your supernatural power ability as an immediate action instead of a swift action.

Improved Animal Rhythm [Template]
You are more in tune with your inner animal.
Prerequisite: Savage template, Animal rhythm
Benefit: The penalty to attack roll that apply to the bonus attack granted by your animal rhythm ability is reduce to -2. In addition you can use your animal rhythm ability one additional time per day.

Improved Copy [Template]
The image you create are far more threatening than normal.
Prerequisite: Bizarre template, Copy mutation
Benefit: The copy you create threatened an area around them equal to your own. This mean that they can grant flanking benefit to you or your allies, they still cannot attack. In addition you can see through the eyes of your copy but only normal vision can be used this way not low-light vision, darkvision or any form of magical vision, such as see invisibility. This can grant you line of sight, but not line of effect, to a creature your copy can see.

Improved Dragon Strength [Template]
You are more in tune with your inner dragon.
Prerequisite: Savage template, Dragon strength
Benefit: The bonus to damage roll granted by your dragon strength ability improve to +4. In addition you can use your dragon strength ability one additional time per day.

Improved Fast Healing [Template]
You heal faster than even the other bizarre.
Prerequisite: Bizarre template, Con 19
Benefit: Your fast healing increases by 2
Special: You can take this feat multiple times its benefit stack but each times the Constitution requirement increases by 2.

Improved Insect Carapace [Template]
You are more in tune with your inner insect.
Prerequisite: Savage template, Insect carapace
Benefit: The bonus to AC granted by your insect carapace ability improve to +4. In addition you can use your insect carapace ability one additional time per day.

Improved Magical Celerity [Template]
You are more in tune with your inner mythical creature.
Prerequisite: Savage template, Magical celerity
Benefit: The bonus to speed granted by your magical celerity ability improve to +40ft. In addition you can use your magical celerity ability one additional time per day.

Improved Metal Repulsion [Template]
Your body channel so much electricity that metal can’s approach you.
Prerequisite: Artificial template, Metal Repulsion
Benefit: Your racial bonus to AC against attack made with metal weapon increase to +4. In addition you can once per day, as a standard action, make a disarm attempt against all creature holding metal weapon within 30ft of you. Your bonus on the opposed attack roll is equal to you base attack bonus + your Con modifier + 4. If you succeed on the opposed attack roll the weapon is projected 10ft behind the creature holding it in the direction opposed to your position. After using this ability you lose your bonus to AC against metal weapon for 1 minute. This is a supernatural ability.
Special: If you posses the Improved disarm feat you gain an additional +4 bonus on your opposed attack roll.

Improved Mindless Defense [Template]
The shock of hiding your mind no longer affect you.
Prerequisite: Arthropod template, Wis 13
Benefit: You are no longer staggered after using you mindless defense ability. In addition you can use your mindless defense ability one additional times per day.

Improved Multiple Poison [Template]
You can use your two poisons at the same time.
Prerequisite: Arthropod template, Con 15, Multiple Poison
Benefit: When you make a bite attack or use your poison application ability you can choose to use both poison at the same times. A creature damaged by your bite, or by your weapon if using poison application, suffer the effect of both poison at the same times.

Improved Sprite Accuracy [Template]
You are more in tune with your fey.
Prerequisite: Savage template, Sprite accuracy
Benefit: The bonus to attack roll granted by your sprite accuracy ability improve to +4. In addition you can use your sprite accuracy ability one additional time per day.

Inversed Expansion [Template]
You discovered a way to reduce your size instead of increasing it.
Prerequisite: Oversized template, Psicraft 4 ranks
Benefit: As a standard action you can expend one use of your expansion ability to use reduction, as the power, instead. It’s still a psi-like ability with a manifester level equal to your hit dice.

Magic Eyes [Template]
Your eyes can see thing that other can’t even perceive.
Prerequisite: Bizarre template, Magic sensor mutation
Benefit: Once per day as a swift action you can lose the benefit of your magic sensor ability to gain the benefit of see invisibility, as the spell, for one minute. This is a supernatural ability.

Major Breather Magic [Template]
Your draconic magic as reached its full potential.
Prerequisite: Breather template, Knowledge (arcana) 10 ranks, Character level 18th, Greater breather magic
Benefit: You learn one dark draconic invocationDM p78, that you can use in the same way as your least invocation gained from your Breather template.

Melded Magic [Template]
You can use all your fey magic at the same times but it drain you.
Prerequisite: Seelie template, Cha 21, Character level 12th
Benefit: Once per day, you can use all three of your spell-like ability granted by your fey magic ability with the same standard action by expending three uses instead of one for each of them. If you do not have enough uses remaining you cannot uses this ability. The concentration check to avoid provoking an attack of opportunity is equal to 10 + the level of the highest spell-like ability used + 2. Your are fatigued for one minute after using this ability.

Mind Blast [Template]
You can channel your mental energy into a blast that stun your foe.
Prerequisite: Bizarre template, Mind thrust mutation
Benefit: As a standard action you can expend two uses of your mind thrust ability to create a mind blast. One creature within 30ft of you must make a Will save (DC 10 + ½ your Hit dice + your Cha modifier) or be stunned for 1d4 rounds. In addition you can use your mind thrust ability one additional times per day. This is a spell-like ability.

Multiple Poison [Template]
You are more adept at using your natural poison.
Prerequisite: Arthropod template, Con 13
Benefit: When you choose your poison for the day you can instead chose two poison and each time you make a bite attack or use your poison application ability you can select which one you want to use.

Negative Connection
You have a stronger natural connection to the negative energy plane.
Prerequisite: Unliving template, Knowledge (the plane) 6 ranks, Cha 15
Benefit: You gain full benefit from spell or effect dealing with negative energy, such as inflict light wound, instead of half.

Negative Strengthening
By purging yourself of the negative energy you’ve drained from other you can strengthen yourself.
Prerequisite: Unliving template, Cha 15
Benefit: As an immediate action, you can expend one or more negative level you currently hold via your negative conduit ability, by doing so you gain a +2 cumulative bonus per negative level expended on your next saving throw before the end of the round.

Ocean Link [Template]
You have a great affinity toward the ocean.
Prerequisite: Wonderful template
Benefit: You lose the fly speed grant by your wonderful template (but not any fly speed from other source) and instead gain a swim speed equal to your land speed. This grant you a +8 racial bonus to all Swim check and you can always take 10 on Swim check. In addition you do not take a penalty to attack or damage roll when using slashing or bludgeoning weapon underwater.
Special: This feat can only be taken at 1st level during character creation.
Special: If you take this feat you can never gain the Sky link or Earth link feat.

Overhead Strike [Template]
You can use your size to better strike creature smaller than you.
Prerequisite: Oversized template
Benefit: You gain a cumulative +1 bonus to attack and damage roll against target smaller than you for each size category of difference between the two of you. Your powerful build special ability apply to the calculation of this bonus, so you would gain a +1 against creature of your own size unless they also posses the powerful build ability.
Special: A fighter may select this feat as one of his fighter bonus feats.

Parabolic Detection [Template]
Your ears are so perceptive that you do not need eyes.
Prerequisite: Bizarre template, Parabolic Ears
Benefit: You can make listen check in place of spot or search check.

Paralysis Channeling [Template]
You can paralyze a creature while using another technique.
Prerequisite: Unliving template, Concentration 4 ranks
Benefit: As a swift action before using an ability or special action that require a touch attack (touch range spell or power, trip attempt, etc...) with your a bare limb, you can chose to deliver your paralysis touch ability at the same time.
Special: A fighter may select this feat as one of his fighter bonus feats.

Plant Command [Template]
Your link with the natural world allow you to command other of your kind.
Prerequisite: Weed template, Knowledge (nature) 4 ranks
Benefit: You gain the grant power of the Plant domain as follow:
You can rebuke or command plant creatures as an evil cleric rebukes or commands undead. You can use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. In addition Knowledge (nature) is always a class skill for you.
Special: Plant command can be use in place of the Plant Control feat to qualify for feat, prestige class or other special ability.

Plant Magic [Template]
You can use the magic of the plant.
Prerequisite: Weed template, Knowledge (nature) 7 ranks, Plant command
Benefit: If you can cast spell add the spell from the Plant domain to your class spell list, if you have level in more than one spellcasting class before gaining this feat you must chose one, if you have a limit number of spell know the spell from the plant domain are considered bonus spell and does not count against your maximum. If you do not have the ability to cast spell you can cast the spell as if you were a cleric of your character level. In both case you use you Wis modifier when determining the save DC for these spells. In addition you must have a Wisdom score equal to 10 + the spell’s level in order to prepare or cast the spells granted by this feat. Each day, you may prepare or cast a maximum of one of these domains spells of each level. Finally these spell are always considered divine spell so they are not subject to arcane spell failure from armor or similar and you may need a divine focus to cast them.

Poison Protection [Template]
Your metabolism allow you to ignore the poison use by other creature.
Prerequisite: Arthropod template, Con 19
Benefit: You gain immunity to poison that come from living creature. And you gain a +2 bonus on save to resist plant or mineral based poison.

Positive connection [Template]
You have a stronger natural connection to the positive energy plane.
Prerequisite: Unliving template, Knowledge (the plane) 6 ranks, Con 15
Benefit: You gain full benefit from spell or effect dealing with positive energy, such as cure light wound, instead of half.

Potent Acid [Template]
Your acid is particularly effective.
Prerequisite: Slime template, Con 15, Character level 6th
Benefit: The acid you produce with your acid production ability deal an additional 1d6 points of acid damage per two Hit dice you posses.

Rapid Climb [Template]
You can climb faster than most other.
Prerequisite: Arthropod template, Dex 13
Benefit: Your climb speed increase to be equal to your land speed. In addition you can use the run action while climbing.

Rapid Recuperation [Template]
Your recuperate faster than most.
Prerequisite: Artificial Template, Con 15, Conductivity, Light reflection or Piledriver
Benefit: You need only wait five rounds instead of one minutes to use your Conductivity, Light reflection or Piledriver ability.

Regenerative Blob [Template]
By absorbing a blob you’ve create you can heal yourself.
Prerequisite: Slime template
Benefit: As a move action you can dissolve any blob adjacent to you, that you create yourself, to heal a number of points of damage equal to the hit point of the blob.

Savage Attack [Template]
You incite anger in those you attack.
Prerequisite: Savage template
Benefit: As a standard action you can make one melee attack against any one creature within you reach, if the attack deal damage the target must make a Will save (DC equal to 10 + 1/2 your Hit dice + your Cha modifier) or become enrage at you for one round. An enraged creature must do its utmost to attack you with a melee or ranged weapon (they can’t use spell/power or similar ability it must be using a weapon of some kind, if they are unarmed they try an unarmed attack) after making that attack they can use any remaining attack or action at their disposable in any way they see fit.
Special: A fighter may select this feat as one of his fighter bonus feats.

Savage Expertise [Template]
You can modify your favorite weapon to use in different way.
Prerequisite: Savage template, Int 13, Craft (weaponsmithing) 6 ranks
Benefit: When gaining this feat chose one of the following benefit, this benefit apply to the exotic weapon in which you gained proficiency with your savage template while you wield it.

You can make trip attacks with the weapon. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
You can deal non lethal damage without penalty with the weapon.
You gain a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You gain a +2 bonus on opposed attack rolls made to sunder an enemy weapon.
You can use a ready action to set the weapon against a charge, you deal double damage on a successful hit against a charging character.
You can use the weapon as a monk weapon.
The weapon is considered to be associated with one martial discipline of your choice, you must know a least of maneuver of the chosen discipline to gain this benefit.
You can use the Weapon finesse feat with the weapon.
You can use the weapon in one hand without penalty, the weapon must be two-handed to gain this benefit.
Special: A fighter may select this feat as one of his fighter bonus feats.
Special: You can gain this feat multiple time each time choosing a different benefit.

Seed vision [Template]
You can plant a small seed into a living creature to see what it see.
Prerequisite: Weed template, Heal 2 ranks, Listen 4 ranks or Spot 4 ranks
Benefit: As a full-round action you can plant a seed into a willing or unconscious creature. As long as this creature is within 1 mile of your position, by taking a full-round action you can see and hear what the creature experience, if you do so you become blind and deaf to what occur at your actual position, when doing so you can make spot or listen check using your own rank plus your wisdom modifier but no other bonus apply unless they affect the seeded creature. You can only have one seed at a time and a seed last 24 hours.

Share Template [Template]
You can share your transformation with your companion.
Prerequisite: Any one changing template, Animal companion, Familiar, Psicrystal or Special Mount, Character level 6th
Benefit: You can chose to share the changing template you posses with your animal companion, familiar, psicrystal or special mount. The creature in question must be eligible to gain the template, an animal can’t gain the divided template for example. If you have more than one companion only one of them gain the template, chosen at the time you gain this feat. The template granted in this way is identical to yours including any choice on your part, if your companion does not qualify for one of your choice it does not gain that particular benefit (mundane bonus feat for example).
Special: Your companion can still count as a creature of its original type for spell or effect you use if doing so would be advantageous to it.
Special: You can gain this feat multiple time each time affecting another companion
Special: If you have level in the evolutionist prestige class, you can granted the benefit of any one changing template you have access to your companion, a companion can only have one template at time but if you have more than one companion you can chose a different template for each of them each time you take this feat.

Sky Link [Template]
You have a great affinity toward the sky.
Prerequisite: Wonderful template
Benefit: When you are flying you are surround by a protective air bubble. Creature attacking you take a -1 penalty to attack and damage roll against you.
Special: This feat can only be taken at 1st level during character creation.
Special: If you take this feat you can never gain the Earth link or Ocean link feat.

Specialized Spell Resistance [Template]
You are particularly resistant to some magic
Prerequisite: Wonderful template, Knowledge (arcana) 4 ranks
Benefit: As a swift action you increase your spell resistance by 5 against spell of one school of your choice. This bonus last until you take another swift action to change the school again.

Stinger [Template]
You grow a scorpion-like tail.
Prerequisites: Arthropod template, Con 21
Benefit: You gain a poisonous stinger natural attack instead of a poisonous bite attack. The stinger deal damage equal to that of the bite and deliver the poison in the same way. This stinger attack has double your natural reach (10 feet for a medium creature) but you can still use it to strike adjacent creature. Any feat or ability that reference your bite instead affect your stinger (as with the Multiple Poison feat).
Special: You can only select this feat at 1st level.
Note: Originally create by sidhe3141

Stomp [Template]
You can strike the ground in such a way that your foe fall down.
Prerequisite: Oversized template, Balance 7 ranks, Str 17
Benefit: As a standard action you can strike the ground every creature, touching the ground, in a 10ft radius around you must make a Reflex save (DC equal 10 + 1/2 your hit dice + your Str modifier) or fall prone.
Special: A fighter may select this feat as one of his fighter bonus feats.

Stronger Heritage [Template]
One of your ancestor was different by tapping into this heritage you can use your breath weapon differently.
Prerequisites: Breather template and any one heritage or bloodline feat from the following list: Air, Anarchic, Axiomatic, Celestial, Earth, Fey, Fiendish, Fire, Illithid, Necromantic, Plant, Serpent or Water*
Benefit: You gain access to a second type of breath weapon from your breather template depending on your heritage (see below), when you use any of your breath weapon you must wait the normal 1d4 round before you can use either of them again, in effect you have one breath weapon but with two effect of your choice.
Air: Energy breath dealing electricity damage.
Anarchic: Blinding breath, also lawful creature take one additional dice of damage from it.
Axiomatic: Blinding breath, also chaotic creature take one additional dice of damage from it.
Celestial: Blinding breath, also evil creature take one additional dice of damage from it.
Earth: Energy breath dealing acid damage.
Fiendish: Blinding breath, also good creature take one additional dice of damage from it.
Fire: Energy breath dealing fire damage.
Illithid: Sickening breath.
Necromantic: Negative breath.
Plant: Entangling breath.
Serpent: Frightening breath.
Water: Energy breath dealing Cold damage.
*Note: These feat can be found in either Complete Mage, Complete Psionic, Dragon Compendium or the Planar Handbook.

Stronger Minion [Template]
By expending more energy you can summon stronger creature to your help.
Prerequisites: Bizarre template, Minion mutation, Augmented minion, Character level 5th
Benefit: You can expend two uses of your minion ability to summon creatures from the summon monster II list of creature, you gain one less minion than normal. You can expend three uses of your of your minion ability to summon creatures from the summon monster III list of creature, you gain two less minion than normal. In either case you can only summon creature that posses the celestial or fiendish templates which is replaced by the pseudonaturalCar p160 templates. In addition you can uses you minion ability one additional times per day.

Strong Leg [Template]
Your additional leg allow you to move more swiftly.
Prerequisite: Bizarre template, Leg mutation
Benefit: While in difficult terrain you can move at your normal speed and you can make 5-foot step as normal.

Superior Magnet [Template]
Your talent at redirecting magic as reach unheard of height.
Prerequisite: Mundane template, Knowledge (Arcana) 7 ranks, Greater Magnet
Benefit: You can use your magic magnet ability to redirect supernatural ability toward yourself, the other limitation of your magic magnet ability still apply.

Swift Acid [Template]
You can produce acid in an instant.
Prerequisite: Slime template, Con 17, Dex 15
Benefit: Three time per day you can use your acid production ability as a swift action.

Teleport [Template]
You can use your natural ability to teleport anywhere you want.
Prerequisite: Exiled template, Knowledge (the plane) 7 ranks, Character level 9th
Benefit: Once per day you can use teleport, as the spell, as a spell-like ability with a caster level equal to your Hit dice and the saving throw is Charisma based. You cannot use your dimension door ability for 24-hour after using teleport.

Template Addition [Psionic] [Template]
You can share your transformation with your astral construct.
Prerequisite: Any one changing template, Manifester level 9th, Boost Construct
Benefit: When you manifest an astral construct you can choose to granted it the benefit of your changing template. You can only granted your template to a creature if they would be eligible to gain it under normal circumstance, under normal circumstance only the artificial template cannot be granted to an astral construct. The template granted in this way is identical to yours including any choice on your part, if the astral construct does not qualify for one of your choice it does not gain that particular benefit (mundane bonus feat for example).
Special: If you have level in the evolutionist prestige class, you can granted the benefit of any one changing template currently affecting you to the astral construct and you can choose a different templates each times you create an astral construct.

Template summoning [Template]
You can share your transformation with your summon creature.
Prerequisite: Any one changing template, Caster level 9th, Augment summoning
Benefit: When summoning one or more creature using a conjuration (summoning) spell you can choose to granted the creature summoned the benefit of your changing template. If you summoned multiple creature they all gain the template. You can only granted your template to a creature if they would be eligible to gain it under normal circumstance, magical beast can’t gain the wonderful template for example. The template granted in this way is identical to yours including any choice on your part, if the summoned creature does not qualify for one of your choice it does not gain that particular benefit (mundane bonus feat for example).
Special: If you have level in the evolutionist prestige class, you can granted the benefit of any one changing template currently affecting you to the summoned creature and you can choose a different templates each times you summon a creature.

Trained Feral [Template]
Even at your most savage you still retain a limited ability to think.
Prerequisite: Divided template, 7 ranks in each of the two chosen skills
Benefit: Choose two of the following skill: Autohypnosis, Bluff, Concentration, Diplomacy, Gather Information, Open Lock, Profession, Sleight of Hand, Use Magic Devices, Use Psionic Devices, Use Rope or any Intelligence based skill. You can use those two skills even while in feral state. If you choose Use Magic Devices or Use Psionic Devices you can activate magic or psionic item that require a command word and you can use spell trigger and power trigger items while in feral state but not spell completion or power completion item.
Special: You can gain this feat multiple time each time each times selecting two new skills.

True Telepathy [Template]
Your mind is strong enough to constantly communicate mentally with other.
Prerequisite: Exiled template, Cha 13
Benefit: You lose your Lesser Telepathy ability and gain instead Telepathy as follow:
You can communicate telepathically with any other creature within 5 feet per Hit dice that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Truly Alien Mind [Template]
Your mind work in a way even you have trouble understanding.
Prerequisite: Bizarre template
Benefit: Your bonus on Will save against mind-affecting effect become +8 instead of +4.
In addition any creature that failed the Will save when attempting to read your mind take 1d4+1 points of Wisdom damage, on a successful save the creature still take 1 point of Wisdom damage.

Unliving School [Template] [Tactical]
You’ve learn way to combine your martial prowess with your Paralysis touch.
Prerequisite: Unliving template, Power attack, Str 15, Base attack bonus +9
Benefit: The Unliving School feat enables the use of three tactical maneuvers.
Weakening attack: To use this maneuver you must make an attack against a foe using your power attack feat in the first round and use your paralysis touch ability on the second round against the same foe. The penalty on your attack roll must be -3 or worse. If the first attack hit you gain a bonus equal to the penalty taken to the save DC of you paralysis touch against the same creature in the second round.
Paralysis channeling: To use this maneuver you must make an attack against a foe using your power attack feat in the first round and a second attack against the same foe using your power attack feat again on the second round. The penalty on your attack roll must be -5 or worse in both case. If the first attack hit you can forgo the damage bonus from power attack for the second attack and instead expend a use of your paralysis touch ability and channel it through your weapon, the target is affected as if you had use it normally.
Distracting touch: To use this maneuver you must use your paralysis touch against a foe in the first round and make an attack against the same foe using your power attack feat on the second round. The penalty on your attack roll must be -5 or worse. If the target creature succeed on his save against your paralysis touch on the first round, your attack in the second round is considered a touch attack. A creature immune to paralysis is considered to have succeed on its save for this purpose.
Special: A fighter may select this feat as one of his fighter bonus feats.

Variable Magic [Template]
Your fey-like magic is ever changing.
Prerequisite: Seelie template, Spellcraft 4 ranks
Benefit: Once per day by taking one minute of concentration you can change your selection of spell-like ability granted by your fey magic ability. When doing so you must designate which spell-like ability you trade in place of each another, the new spell-like ability can be used the same number of times remaining for the one it replace.

Vassal Bond [Template]
Your link with your servant become stronger allowing it to become more powerful.
Prerequisite: Exiled template, Character level 6th
Benefit: The creature you summon using your summon vassal ability gain two bonus magical beast Hit dices. These Hit dice are in addition to those the creature normally gained.
Special: You can gain this feat multiple times, each time granting the vassal creature two new bonus Hit dices.

Web [Template]
Like a spider you can create a web.
Prerequisite: Arthropod template, Knowledge (nature) 9 ranks
Benefit: You can use web, as the spell, as a spell-like ability three times per day with a caster level equal to your Hit dice, the save DC is Charisma based. You are immune to the effect of the web you create.

Widen Cloud [Template]
You can exhale more pollen at a times.
Prerequisite: Weed template, Con 13
Benefit: When using your pollen cloud ability you can choose to create a cloud with a 40ft radius instead of 20ft. In addition you can use your pollen cloud ability one additional times per day.

Change Log:


The feats available to all creature with a changing template have been left nearly untouched, I only add a few clarification to the wording.
Add a few feat for the arthropod templates, little change apart from that.
Lot of new feats for the artificial templates, most of them dealing with the new abilities granted by the template.
The feats of the bizarre templates have changed a lot, I removed the one dealing with trait that no longer exist, changed the one that did exist and add a few other. The copy and minion mutation have two feats each instead of one because I was more inspired for those.
For the breather template I clarified strong heritage and add feat to gain stronger draconic invocation.
Because I changed completely the divided template only two of the original feat remain but I create a few to go with the new mechanic.
For the energy template I removed a few for various reason but add other to replace them.
For the exiled template little changed only the feat dealing with summoning changed to reflect the new mechanic.
Very little change for the feat of the mundane template, just one new feat.
Same thing for those of the oversized template.
For the Savage template only two of the original feat remain because of the change toe other new one improved the new ability granted by the template.
Same number of feat for seelie but only two are unchanged the other were replaced.
For the slime template I removed the divine and psionic option and add feat that deal with the new ability.
Same thing for the Unliving template.
I just removed the armor feat for the weed template, other template already do that.
For the wonderful template I just add feat that deal with the new ability.