rferries
2018-02-14, 06:53 AM
Adaptability [Racial]
You are a particularly versatile member of your otherwise rigid race.
Prerequisites
Level adjustment +1, must be selected at character creation.
Benefits
Your racial level adjustment is reduced by one (to a minimum of +0).
Brute Force [Fighter]
You rely on strength rather than precision.
Prerequisites
Base attack bonus +1.
Benefits
While wielding a ranged weapon, you may use your Strength modifier instead of your Dexterity modifier on attack rolls.
Special
A fighter may select Brute Force as one of his fighter bonus feats.
Combat Expert [Fighter]
You have mastered a particular combat technique.
Prerequisites
Base attack bonus +1.
Benefits
When you select this feat, choose one of the following special attacks: bull-rush, charge, disarm, feint, grapple, overrun, sunder, or trip. Whenever you make the chosen attack, your base attack bonus increases to equal your character level and you are considered to be one size category larger than your actual size.
Special
A fighter may select Combat Expert as one of his fighter bonus feats.
You may select Combat Expert more than once, each time choosing a different special attack.
Expanded Turning
Your faith is potent against more than just undead.
Prerequisites
Ability to turn or rebuke creatures.
Benefits
You may make turn attempts against all elementals, fey, outsiders, and undead with an alignment removed by more than one step from your deity's alignment (i.e. either two steps removed on the law-chaos or good-evil axis, one step removed on both axes, or some combination of the two).
You may make rebuke attempts against all elementals, fey, outsiders, and undead with an alignment within one step of your deity's alignment (i.e. one step away on either the lawful-chaotic axis or the good-evil axis, but not both).
The effects of this feat supersede any other turn or rebuke attempts to which you are normally entitled.
Special
At the DM's option, this feat may allow you to make turn/rebuke attempts against other creature types, creatures with particular subtypes (e.g. [Extraplanar], [Evil], etc.), and/or creatures with particularly powerful auras (e.g. blackguards, clerics, paladins, etc.).
Luck of the Humans [Racial]
Your outrageous luck often irritates your non-human party members.
Prerequisites
Human, must be selected at character creation.
Benefits
You gain a +1 luck bonus on all saves. Once per day when you fail an attack roll, save, ability check, or skill check, you may reroll and choose the better result.
Martial Monasticism [Fighter]
You are the best brawler at the Monastery.
Prerequisites
Improved Unarmed Strike.
Benefits
While making a unarmed strike (including as part of a full attack or flurry of blows), your base attack bonus increases to equal your character level. Your iterative attacks take a cumulative -5 penalty, as normal.
Special
A fighter may select Martial Monasticism as one of his fighter bonus feats.
Rapid Attack [Fighter]
You are skilled beyond your apparent experience.
Prerequisites
Base attack bonus +6.
Benefits
When you make a full attack, you may substitute your attack bonus (including your base attack bonus, Str or Dex bonus, weapon enhancement bonus, and all other applicable bonuses) for your base attack bonus when determining the number of iterative attacks you are permitted.
Special
A fighter may select Rapid Attack as one of his fighter bonus feats.
Savant
You have trained in many disciplines.
Prerequisites
At least one level in each of two different classes.
Benefits
Use your character level instead of your class level for the following class features: animal companion, bardic knowledge, bardic music, favoured enemy, lay on hands, monk AC bonus, monk flurry of blows, monk unarmed damage, rage, smite evil, sneak attack, special mount, summon familiar, trap sense, turn or rebuke undead, wild empathy, and wild shape.
If a skill is a class skill for any of your classes, it is always treated as a class skill for you (regain 1 skill point for each cross-class skill rank you have purchased in such a skill when you take this feat).
Special
The benefits of Savant do not apply to class features you do not possess. For example, a character must be at least a 1st-level druid or 4th-level ranger to advance his animal companion with this feat.
At the DM's option Savant may apply to other class features (e.g. non-Core classes).
Supernatural Heritage
You have a touch of inhuman blood amongst your ancestors.
Prerequisites
Must be selected at character creation.
Benefits
When you select this feat, choose a creature type (and subtype, as appropriate) from the list below. You gain the associated benefits, and for all effects related to race you are considered to be a creature of that type (and subtype) in addition to your actual type and subtype(s).
Creature Type/Subtype
Benefits
Aberration
Darkvision 60 feet.
Animal
Ignore the level adjustment and racial HD from becoming a lycanthrope.
Construct
+1 bonus on saves against effects that do not also affect objects.
Dragon
+1 natural armour bonus.
Elemental (air)
Gain a +5 bonus on Balance, Jump, and Tumble checks.
Elemental (earth)
Damage reduction 1/-.
Elemental (fire)
Fire resistance 5.
Elemental (water)
Can breathe underwater.
Fey
Damage reduction 1/cold iron.
Giant
You may forfeit your other 1st-level feat to gain the Powerful Build special quality.
Magical Beast
Scent.
Monstrous Humanoid
+1 bonus on Fortitude and Reflex saves.
Ooze
25% chance to ignore critical hits (stacking with the fortification armour quality).
Outsider (chaotic)
Constant, inherent protection from law.
Outsider (evil)
Constant, inherent protection from good.
Outsider (good)
Constant, inherent protection from evil.
Outsider (lawful)
Constant, inherent protection from chaos.
Plant
Do not need to eat or sleep while exposed to at least 8 hours of sunlight per day.
Undead
Negative energy resistance 5, +2 bonus on saves to remove negative levels.
Vermin
+2 bonus on saves against disease and poison.
Special
At the DM's option, instead of granting the above benefits Supernatural Heritage may grant you the racial ability adjustments of a Planetouched race of your choice (e.g. +2 Charisma, +2 Wisdom for an Aasimar).
Weather Wizardry
You have mastered the magic of the elements.
Prerequisites
Knowledge (nature) 9 ranks, Spellcraft 9 ranks, wizard level 6th.
Benefits
You may spontaneously cast any spell with the [Air], [Cold], [Electricity], or [Water] descriptors or any spell that manipulates the weather (e.g. control weather) as a good cleric spontaneously casts cure spells, provided that you have that spell in your spellbook.
Special
At the DM's option this feat may only allow you to spontaneously cast spells with one particular descriptor, and/or may allow you to cast spells with other descriptors (e.g. [Fire], [Death], [Light], etc.).
You are a particularly versatile member of your otherwise rigid race.
Prerequisites
Level adjustment +1, must be selected at character creation.
Benefits
Your racial level adjustment is reduced by one (to a minimum of +0).
Brute Force [Fighter]
You rely on strength rather than precision.
Prerequisites
Base attack bonus +1.
Benefits
While wielding a ranged weapon, you may use your Strength modifier instead of your Dexterity modifier on attack rolls.
Special
A fighter may select Brute Force as one of his fighter bonus feats.
Combat Expert [Fighter]
You have mastered a particular combat technique.
Prerequisites
Base attack bonus +1.
Benefits
When you select this feat, choose one of the following special attacks: bull-rush, charge, disarm, feint, grapple, overrun, sunder, or trip. Whenever you make the chosen attack, your base attack bonus increases to equal your character level and you are considered to be one size category larger than your actual size.
Special
A fighter may select Combat Expert as one of his fighter bonus feats.
You may select Combat Expert more than once, each time choosing a different special attack.
Expanded Turning
Your faith is potent against more than just undead.
Prerequisites
Ability to turn or rebuke creatures.
Benefits
You may make turn attempts against all elementals, fey, outsiders, and undead with an alignment removed by more than one step from your deity's alignment (i.e. either two steps removed on the law-chaos or good-evil axis, one step removed on both axes, or some combination of the two).
You may make rebuke attempts against all elementals, fey, outsiders, and undead with an alignment within one step of your deity's alignment (i.e. one step away on either the lawful-chaotic axis or the good-evil axis, but not both).
The effects of this feat supersede any other turn or rebuke attempts to which you are normally entitled.
Special
At the DM's option, this feat may allow you to make turn/rebuke attempts against other creature types, creatures with particular subtypes (e.g. [Extraplanar], [Evil], etc.), and/or creatures with particularly powerful auras (e.g. blackguards, clerics, paladins, etc.).
Luck of the Humans [Racial]
Your outrageous luck often irritates your non-human party members.
Prerequisites
Human, must be selected at character creation.
Benefits
You gain a +1 luck bonus on all saves. Once per day when you fail an attack roll, save, ability check, or skill check, you may reroll and choose the better result.
Martial Monasticism [Fighter]
You are the best brawler at the Monastery.
Prerequisites
Improved Unarmed Strike.
Benefits
While making a unarmed strike (including as part of a full attack or flurry of blows), your base attack bonus increases to equal your character level. Your iterative attacks take a cumulative -5 penalty, as normal.
Special
A fighter may select Martial Monasticism as one of his fighter bonus feats.
Rapid Attack [Fighter]
You are skilled beyond your apparent experience.
Prerequisites
Base attack bonus +6.
Benefits
When you make a full attack, you may substitute your attack bonus (including your base attack bonus, Str or Dex bonus, weapon enhancement bonus, and all other applicable bonuses) for your base attack bonus when determining the number of iterative attacks you are permitted.
Special
A fighter may select Rapid Attack as one of his fighter bonus feats.
Savant
You have trained in many disciplines.
Prerequisites
At least one level in each of two different classes.
Benefits
Use your character level instead of your class level for the following class features: animal companion, bardic knowledge, bardic music, favoured enemy, lay on hands, monk AC bonus, monk flurry of blows, monk unarmed damage, rage, smite evil, sneak attack, special mount, summon familiar, trap sense, turn or rebuke undead, wild empathy, and wild shape.
If a skill is a class skill for any of your classes, it is always treated as a class skill for you (regain 1 skill point for each cross-class skill rank you have purchased in such a skill when you take this feat).
Special
The benefits of Savant do not apply to class features you do not possess. For example, a character must be at least a 1st-level druid or 4th-level ranger to advance his animal companion with this feat.
At the DM's option Savant may apply to other class features (e.g. non-Core classes).
Supernatural Heritage
You have a touch of inhuman blood amongst your ancestors.
Prerequisites
Must be selected at character creation.
Benefits
When you select this feat, choose a creature type (and subtype, as appropriate) from the list below. You gain the associated benefits, and for all effects related to race you are considered to be a creature of that type (and subtype) in addition to your actual type and subtype(s).
Creature Type/Subtype
Benefits
Aberration
Darkvision 60 feet.
Animal
Ignore the level adjustment and racial HD from becoming a lycanthrope.
Construct
+1 bonus on saves against effects that do not also affect objects.
Dragon
+1 natural armour bonus.
Elemental (air)
Gain a +5 bonus on Balance, Jump, and Tumble checks.
Elemental (earth)
Damage reduction 1/-.
Elemental (fire)
Fire resistance 5.
Elemental (water)
Can breathe underwater.
Fey
Damage reduction 1/cold iron.
Giant
You may forfeit your other 1st-level feat to gain the Powerful Build special quality.
Magical Beast
Scent.
Monstrous Humanoid
+1 bonus on Fortitude and Reflex saves.
Ooze
25% chance to ignore critical hits (stacking with the fortification armour quality).
Outsider (chaotic)
Constant, inherent protection from law.
Outsider (evil)
Constant, inherent protection from good.
Outsider (good)
Constant, inherent protection from evil.
Outsider (lawful)
Constant, inherent protection from chaos.
Plant
Do not need to eat or sleep while exposed to at least 8 hours of sunlight per day.
Undead
Negative energy resistance 5, +2 bonus on saves to remove negative levels.
Vermin
+2 bonus on saves against disease and poison.
Special
At the DM's option, instead of granting the above benefits Supernatural Heritage may grant you the racial ability adjustments of a Planetouched race of your choice (e.g. +2 Charisma, +2 Wisdom for an Aasimar).
Weather Wizardry
You have mastered the magic of the elements.
Prerequisites
Knowledge (nature) 9 ranks, Spellcraft 9 ranks, wizard level 6th.
Benefits
You may spontaneously cast any spell with the [Air], [Cold], [Electricity], or [Water] descriptors or any spell that manipulates the weather (e.g. control weather) as a good cleric spontaneously casts cure spells, provided that you have that spell in your spellbook.
Special
At the DM's option this feat may only allow you to spontaneously cast spells with one particular descriptor, and/or may allow you to cast spells with other descriptors (e.g. [Fire], [Death], [Light], etc.).