Zaydos
2015-06-04, 04:06 AM
Share Spell-like Abilities [General]
You are able to share spell-like abilities with your companion as if they were spells.
Prerequisites: Animal Companion, Familiar, a psicrystal, or other companion which has the Share Spells or Share Powers ability.
Benefit: You may share spell-like abilities and psi-like abilities with your companion(s) as if they were spells and/or powers.
Special: Some DMs ignore that Share Spells specifies that it does not work with spell-like abilities make sure yours doesn't before selecting this feat.
Hold Yourself Together [Psionic]
When substantially wounded you are able to hold your body together through sheer force of will allowing yourself to fight on a while longer.
Prerequisites: Autohypnosis 3 ranks, Constitution 13+.
Benefit: You may expend your psionic focus as a swift action to gain temporary hit points equal to the difference between your current hit points and maximum hit points. These temporary hit points last for 1 minute, after which time you take nonlethal damage equal to the number of temporary hit points you lost.
You may only use this feat a maximum number of times each day equal to your Constitution modifier or 3 whichever is lower. The second time each day you use this feat you become fatigued once all granted temporary hit points fade or are lost. The third time you become exhausted once all granted temporary hit points fade or are lost.
Supporting Chorus [Music]
You are able to lend your voice to that of another bard's augmenting the effects of their music.
Prerequisites: Perform (any) 6 ranks, Bardic Music.
Benefit: When you and another bard both perform the same Bardic Music you may choose to act as a back up singer for the main bard increasing the effects of his music instead of using your own. You must have perform ranks no lower than the other bard's class level to provide support in this manner and must be within 15-ft of the other bard. Only one back-up singer may provide bonuses to a single performance, any beyond the first are wasted.
The effects of this back up performance vary based upon the bardic music ability used.
Countersong: You provide the lead singer with a +3 bonus on their perform check.
Fascinate: Add 1/2 the number of targets you could affect (rounded up) to the lead singer's number of targets.
Inspire Courage: Increase the morale bonus granted by +1 or you may cause the morale bonus to apply to all saves against mind-affecting effects not merely Charm and Fear.
Inspire Competence: Increase the competence bonus granted by +2.
Suggestion: Increase the save DC by +2.
Inspire Greatness: Increase the number of temporary hit dice granted by 1d10 and the competence bonus to attack rolls by +1, or grant a +1 competence bonus to Will and Ref saves.
Break Enchantment: Increase the lead singer's effective caster level by 2.
Inspire Heroics: Increase the competence bonus to saving throws and dodge bonus to AC by +2 or grant DR 5/- for the duration.
Mass Suggestion: Increase the save DC by +2.
Manager [General]
You are capable of organizing creatures to ensure that they function in the most efficient manner.
Prerequisites: Diplomacy 6 ranks, Profession (Project Manager) 6 ranks, Int 13+, Cha 13+.
Benefit: You may manage 1 creature + 1 creature per 3 ranks in Profession (Project Manager) you possess. As long as you are with these creatures for at least 2 hours in which they are performing a certain task their efficiency is increased by ~25%, this only applies for as long as they are performing the task or up to 6 hours after you stop assisting and only to time efficiency and not to efficient use of materials. If they are marching this increases distance marched as if they had marched 10 hours instead of 8. If they are crafting items they produce 25% more than they normally would. If they are using Gather Information it takes 80% the normal time. If they are resting they get 8 hours of rest in 6 hours and 40 minutes. If a task is under 2 hours long this ability does not assist it, if this ability would reduce the time required to less than 2 hours it reduces it to 2 hours instead.
Rift Walker [Spelltouched]
You have passed through the Astral Sea, stepping between worlds, and your body remembers the passages used, following them almost as if by instinct.
Prerequisites: Exposure to a [Teleportation] subschool effect.
Benefit: You may teleport up to your speed to any location to which you have line of sight or know well as a move action 1/day plus 1/day per 2 character levels you possess.
Time Leak [Spelltouched]
You have been exposed to temporal magic and have developed the ability to on occasion draw upon your own future to act now.
Prerequisites: Exposure to Haste, Slow, or Time Stop.
Benefit: Once per day, as a free action, you may gain an additional standard action during your turn. This burst of speed is drawn from your future and a number of rounds later equal to one-half your Constitution or Charisma modifier (minimum 1) you lose your turn (as if dazed). You may use this feat an additional time per day per 5 character levels, but may not use this ability a second time while you still have a debt to your future.
Death Birthing Blade [Vile]
You live as a conduit of death, sheathing your weapons in its power and causing the slain to rise again.
Prerequisites: Charisma 13+, BAB +4.
Benefit: Your melee attacks deal +1 negative energy damage, this damage never heals undead but if they would be healed they take no damage instead. In addition a number of times per day equal to your Charisma modifier when you kill a creature you may reanimate it as a zombie (as if with Animate Dead) under your control. This zombie only remains animate for 1 round per character level you possess before returning to a lifeless state. You may not have 2 zombies animated with this ability at a time, if you would animate a second the first returns to death.
Touch of Glorious Rising [Exalted]
You are able to guide a soul back to its body allowing it to momentarily rise again and fight alongside you.
Prerequisites: One of Wisdom or Charisma 15+, the other 13+.
Benefit: Once per day, plus once per day per 5 character levels, you may touch the corpse of a Good aligned creature and pray. Opening a conduit between the dead creature and the Upper Planes you call celestial energy into its body, even as you call out to its soul to return and rise again to fight the fight of victory. If the soul is free and willing to return the creature rises as a deathless with the augmented subtype of its former type. All stats are the same as when it died except its Con is now -, and its current and max hp are 1/3rd what its maximum hp was when it died. The creature gains deathless traits and immunities (see BoED or ECS). After a number of minutes equal to your character level the conduit is closed, the soul being pulled back to its eternal reward, and the body crumples to the ground. As it was never truly alive it does not die again and using this ability does not reset the timer for when Raise Dead or Revivify may be used.
Companion Bloodhunt [General]
You are skilled at fighting in a vicious pack with your bestial companion, striking to the best effect when fighting alongside it.
Prerequisites: 1 Tiger Claw stance, and Animal Companion, Familiar, or Wild Cohort.
Benefit: While in a Tiger Claw stance if you and your animal companion, familiar, or wild cohort both threaten the same creature you gain a +1 bonus to melee attacks and damage against that creature. If you flank a creature with your animal companion, familiar, or wild cohort you both deal +1d6 damage against that creature.
Summoning Knack [General]
You have a natural talent for calling creatures from other planes to your side.
Prerequisites: Cha 13+, ability to speak one of Celestial, Abyssal, Infernal, Aquan, Auran, Ignan, Terran, Modron, or Slaad.
Benefit: 1/day you may use Summon Monster as a spell-like ability, this emulates the highest level Summon Monster spell a Sorcerer of your character level could cast, and uses your character level as its caster level.
You are able to share spell-like abilities with your companion as if they were spells.
Prerequisites: Animal Companion, Familiar, a psicrystal, or other companion which has the Share Spells or Share Powers ability.
Benefit: You may share spell-like abilities and psi-like abilities with your companion(s) as if they were spells and/or powers.
Special: Some DMs ignore that Share Spells specifies that it does not work with spell-like abilities make sure yours doesn't before selecting this feat.
Hold Yourself Together [Psionic]
When substantially wounded you are able to hold your body together through sheer force of will allowing yourself to fight on a while longer.
Prerequisites: Autohypnosis 3 ranks, Constitution 13+.
Benefit: You may expend your psionic focus as a swift action to gain temporary hit points equal to the difference between your current hit points and maximum hit points. These temporary hit points last for 1 minute, after which time you take nonlethal damage equal to the number of temporary hit points you lost.
You may only use this feat a maximum number of times each day equal to your Constitution modifier or 3 whichever is lower. The second time each day you use this feat you become fatigued once all granted temporary hit points fade or are lost. The third time you become exhausted once all granted temporary hit points fade or are lost.
Supporting Chorus [Music]
You are able to lend your voice to that of another bard's augmenting the effects of their music.
Prerequisites: Perform (any) 6 ranks, Bardic Music.
Benefit: When you and another bard both perform the same Bardic Music you may choose to act as a back up singer for the main bard increasing the effects of his music instead of using your own. You must have perform ranks no lower than the other bard's class level to provide support in this manner and must be within 15-ft of the other bard. Only one back-up singer may provide bonuses to a single performance, any beyond the first are wasted.
The effects of this back up performance vary based upon the bardic music ability used.
Countersong: You provide the lead singer with a +3 bonus on their perform check.
Fascinate: Add 1/2 the number of targets you could affect (rounded up) to the lead singer's number of targets.
Inspire Courage: Increase the morale bonus granted by +1 or you may cause the morale bonus to apply to all saves against mind-affecting effects not merely Charm and Fear.
Inspire Competence: Increase the competence bonus granted by +2.
Suggestion: Increase the save DC by +2.
Inspire Greatness: Increase the number of temporary hit dice granted by 1d10 and the competence bonus to attack rolls by +1, or grant a +1 competence bonus to Will and Ref saves.
Break Enchantment: Increase the lead singer's effective caster level by 2.
Inspire Heroics: Increase the competence bonus to saving throws and dodge bonus to AC by +2 or grant DR 5/- for the duration.
Mass Suggestion: Increase the save DC by +2.
Manager [General]
You are capable of organizing creatures to ensure that they function in the most efficient manner.
Prerequisites: Diplomacy 6 ranks, Profession (Project Manager) 6 ranks, Int 13+, Cha 13+.
Benefit: You may manage 1 creature + 1 creature per 3 ranks in Profession (Project Manager) you possess. As long as you are with these creatures for at least 2 hours in which they are performing a certain task their efficiency is increased by ~25%, this only applies for as long as they are performing the task or up to 6 hours after you stop assisting and only to time efficiency and not to efficient use of materials. If they are marching this increases distance marched as if they had marched 10 hours instead of 8. If they are crafting items they produce 25% more than they normally would. If they are using Gather Information it takes 80% the normal time. If they are resting they get 8 hours of rest in 6 hours and 40 minutes. If a task is under 2 hours long this ability does not assist it, if this ability would reduce the time required to less than 2 hours it reduces it to 2 hours instead.
Rift Walker [Spelltouched]
You have passed through the Astral Sea, stepping between worlds, and your body remembers the passages used, following them almost as if by instinct.
Prerequisites: Exposure to a [Teleportation] subschool effect.
Benefit: You may teleport up to your speed to any location to which you have line of sight or know well as a move action 1/day plus 1/day per 2 character levels you possess.
Time Leak [Spelltouched]
You have been exposed to temporal magic and have developed the ability to on occasion draw upon your own future to act now.
Prerequisites: Exposure to Haste, Slow, or Time Stop.
Benefit: Once per day, as a free action, you may gain an additional standard action during your turn. This burst of speed is drawn from your future and a number of rounds later equal to one-half your Constitution or Charisma modifier (minimum 1) you lose your turn (as if dazed). You may use this feat an additional time per day per 5 character levels, but may not use this ability a second time while you still have a debt to your future.
Death Birthing Blade [Vile]
You live as a conduit of death, sheathing your weapons in its power and causing the slain to rise again.
Prerequisites: Charisma 13+, BAB +4.
Benefit: Your melee attacks deal +1 negative energy damage, this damage never heals undead but if they would be healed they take no damage instead. In addition a number of times per day equal to your Charisma modifier when you kill a creature you may reanimate it as a zombie (as if with Animate Dead) under your control. This zombie only remains animate for 1 round per character level you possess before returning to a lifeless state. You may not have 2 zombies animated with this ability at a time, if you would animate a second the first returns to death.
Touch of Glorious Rising [Exalted]
You are able to guide a soul back to its body allowing it to momentarily rise again and fight alongside you.
Prerequisites: One of Wisdom or Charisma 15+, the other 13+.
Benefit: Once per day, plus once per day per 5 character levels, you may touch the corpse of a Good aligned creature and pray. Opening a conduit between the dead creature and the Upper Planes you call celestial energy into its body, even as you call out to its soul to return and rise again to fight the fight of victory. If the soul is free and willing to return the creature rises as a deathless with the augmented subtype of its former type. All stats are the same as when it died except its Con is now -, and its current and max hp are 1/3rd what its maximum hp was when it died. The creature gains deathless traits and immunities (see BoED or ECS). After a number of minutes equal to your character level the conduit is closed, the soul being pulled back to its eternal reward, and the body crumples to the ground. As it was never truly alive it does not die again and using this ability does not reset the timer for when Raise Dead or Revivify may be used.
Companion Bloodhunt [General]
You are skilled at fighting in a vicious pack with your bestial companion, striking to the best effect when fighting alongside it.
Prerequisites: 1 Tiger Claw stance, and Animal Companion, Familiar, or Wild Cohort.
Benefit: While in a Tiger Claw stance if you and your animal companion, familiar, or wild cohort both threaten the same creature you gain a +1 bonus to melee attacks and damage against that creature. If you flank a creature with your animal companion, familiar, or wild cohort you both deal +1d6 damage against that creature.
Summoning Knack [General]
You have a natural talent for calling creatures from other planes to your side.
Prerequisites: Cha 13+, ability to speak one of Celestial, Abyssal, Infernal, Aquan, Auran, Ignan, Terran, Modron, or Slaad.
Benefit: 1/day you may use Summon Monster as a spell-like ability, this emulates the highest level Summon Monster spell a Sorcerer of your character level could cast, and uses your character level as its caster level.