rferries
2018-06-29, 02:24 PM
Apprentice
You have attracted a devoted student or squire.
Prerequisites
Charisma 12, character level 6th.
Benefits
You gain a cohort. This functions as described under the Leadership feat, save as follows:
The cohort may only take levels in classes you posses, and may not have more levels of any one class than you do. Furthermore, the cohort's character level may not exceed one-half your own.
At 12th level, you gain additional cohorts equal to your Charisma modifier.
Special
A fighter may select Apprentice as one of his fighter bonus feats.
A wizard may select Apprentice as one of her wizard bonus feats.
Blasting Breath
Your breath weapon is extraordinarily forceful.
Prerequisites
Breath weapon.
Benefits
Any creature or object that fails a Reflex save against your breath weapon is hurled backwards to the outermost range of the breath weapon's area. Upon landing, such a creature takes 1d6 points of damage for every 10 feet it travelled in this way.
If your breath weapon deals energy damage (of any type), it ignores the hardness of inanimate objects.
Dragon Slayer
You have slain the most terrible of foes, and consumed its heart or bathed in its blood to absorb its power.
Prerequisites
Must have slain a creature of the dragon type.
Benefits
You gain damage reduction/magic equal to your character level.
You gain fire resistance equal to your character level.
You gain dragons as a favoured enemy as though you were a ranger (or your existing favoured enemy bonus against dragons increases by +2).
Special
A fighter may select Dragon Slayer as one of his fighter bonus feats.
If the dragon you slew for this feat's prerequisites had a breath weapon that dealt energy damage, the fire resistance granted by this feat is instead resistance to the energy type of that breath weapon.
Evil Eye
You may cast a baleful gaze indeed.
Prerequisites
Charisma 14, character level 7th.
Benefits
Three times per day as a standard action, you may mutter curses and glare at a creature within 30 feet to subject it to bestow curse (DC 10 + 1/2 your character level + your Charisma modifier). Treat this as a necromantic [Curse] [Language-Dependent] gaze attack. This is a supernatural ability.
You may lift a curse you have inflicted with this feat as a free action, regardless of the distance between you and a victim (even if you are on different planes).
Special
A wizard may select Evil Eye as one of her wizard bonus feats.
If you die or are destroyed (if you are a construct or undead), all curses you have inflicted with this feat are broken.
Living Undead
You have returned from being an undead creature.
Prerequisites
Must have been transformed into an undead creature, then destroyed and subsequently raised or resurrected.
Benefits
You gain a constant, inherent death ward effect.
You cannot be transformed into an undead creature.
You do not lose levels or Constitution if you die and are raised or resurrected again.
You gain a +6 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks made against undead creatures.
You gain undead empathy. Treat this as a druid's wild empathy, save that you may instead use it to influence undead creatures (including mindless undead). You gain a +6 bonus on this check.
Luck Of The Fey
You have been blessed by the Fair Folk.
Prerequisites
Must have had a friendly encounter with a fey creature.
Benefits
You gain a +1 luck bonus on attack rolls, saves, your Armour Class, and skill checks.
Once per day, whenever you roll a natural 1 on the d20 you may treat it as a natural 20 instead.
Persist Minor Magic
You are adept at granting blessings.
Prerequisites
Caster level 1st.
Benefits
Whenever you cast a personal or harmless non-instantaneous spell of 2nd level or lower, its duration is increased to 24 hours.
You may cast personal spells as touch spells.
Special
A wizard may select Persist Minor Magic as one of her wizard bonus feats.
Polyattack
You make multiple strikes in combat with ease.
Prerequisites
Base attack bonus +6.
Benefits
The attack penalty on your iterative attacks is reduced by 5.
Special
A fighter may select Polyattack as one of his fighter bonus feats.
You may select Polyattack up to three times. Its effects stack.
Powerful Build
You are a particularly large member of your race.
Prerequisites
Str 16 or half-orc.
Benefits
You are treated as being your own size or one size category larger, whichever would be most beneficial to you for a given purpose.
Special
A fighter may select Powerful Build as one of his fighter bonus feats.
Touched By Madness
You have seen things no mortal should see.
Prerequisites
Must have visited the Far Realms, Limbo, or a [Chaos]- and [Evil]-dominant plane (or encountered a creature native to such a plane).
Benefits
You are immune to confusion and insanity effects, as well as ability damage or drain to any of your mental ability scores.
If you are a cleric, you gain the Madness domain as an additional domain.
You gain a +6 bonus on Sense Motive checks, Charisma checks, and Charisma-based skill checks made against aberrations and [Chaos] outsiders.
You gain aberration empathy. Treat this as a druid's wild empathy, save that you may instead use it to influence aberrations (including mindless aberrations). You gain a +6 bonus on this check.
Wealth
You have investments, an inheritance, or similar means of self-generating wealth.
Prerequisites
Profession (any) 4 ranks.
Benefits
You gain a +10 bonus on Perform and Profession checks made to generate income.
You gain 1d6 gp per level per day of disposable income. You may spend this wealth on the finest food, drink, clothing, lodging, transport, and other services (including bribes). You may spend this wealth on magic items with decorative, subtle, or impractical functions, but not on those that would be useful in combat. Any unused wealth at the end of each day is returned to your financiers, family, investors, etc.
If you select this feat at first level, multiply your starting gold by ten.
You have attracted a devoted student or squire.
Prerequisites
Charisma 12, character level 6th.
Benefits
You gain a cohort. This functions as described under the Leadership feat, save as follows:
The cohort may only take levels in classes you posses, and may not have more levels of any one class than you do. Furthermore, the cohort's character level may not exceed one-half your own.
At 12th level, you gain additional cohorts equal to your Charisma modifier.
Special
A fighter may select Apprentice as one of his fighter bonus feats.
A wizard may select Apprentice as one of her wizard bonus feats.
Blasting Breath
Your breath weapon is extraordinarily forceful.
Prerequisites
Breath weapon.
Benefits
Any creature or object that fails a Reflex save against your breath weapon is hurled backwards to the outermost range of the breath weapon's area. Upon landing, such a creature takes 1d6 points of damage for every 10 feet it travelled in this way.
If your breath weapon deals energy damage (of any type), it ignores the hardness of inanimate objects.
Dragon Slayer
You have slain the most terrible of foes, and consumed its heart or bathed in its blood to absorb its power.
Prerequisites
Must have slain a creature of the dragon type.
Benefits
You gain damage reduction/magic equal to your character level.
You gain fire resistance equal to your character level.
You gain dragons as a favoured enemy as though you were a ranger (or your existing favoured enemy bonus against dragons increases by +2).
Special
A fighter may select Dragon Slayer as one of his fighter bonus feats.
If the dragon you slew for this feat's prerequisites had a breath weapon that dealt energy damage, the fire resistance granted by this feat is instead resistance to the energy type of that breath weapon.
Evil Eye
You may cast a baleful gaze indeed.
Prerequisites
Charisma 14, character level 7th.
Benefits
Three times per day as a standard action, you may mutter curses and glare at a creature within 30 feet to subject it to bestow curse (DC 10 + 1/2 your character level + your Charisma modifier). Treat this as a necromantic [Curse] [Language-Dependent] gaze attack. This is a supernatural ability.
You may lift a curse you have inflicted with this feat as a free action, regardless of the distance between you and a victim (even if you are on different planes).
Special
A wizard may select Evil Eye as one of her wizard bonus feats.
If you die or are destroyed (if you are a construct or undead), all curses you have inflicted with this feat are broken.
Living Undead
You have returned from being an undead creature.
Prerequisites
Must have been transformed into an undead creature, then destroyed and subsequently raised or resurrected.
Benefits
You gain a constant, inherent death ward effect.
You cannot be transformed into an undead creature.
You do not lose levels or Constitution if you die and are raised or resurrected again.
You gain a +6 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks made against undead creatures.
You gain undead empathy. Treat this as a druid's wild empathy, save that you may instead use it to influence undead creatures (including mindless undead). You gain a +6 bonus on this check.
Luck Of The Fey
You have been blessed by the Fair Folk.
Prerequisites
Must have had a friendly encounter with a fey creature.
Benefits
You gain a +1 luck bonus on attack rolls, saves, your Armour Class, and skill checks.
Once per day, whenever you roll a natural 1 on the d20 you may treat it as a natural 20 instead.
Persist Minor Magic
You are adept at granting blessings.
Prerequisites
Caster level 1st.
Benefits
Whenever you cast a personal or harmless non-instantaneous spell of 2nd level or lower, its duration is increased to 24 hours.
You may cast personal spells as touch spells.
Special
A wizard may select Persist Minor Magic as one of her wizard bonus feats.
Polyattack
You make multiple strikes in combat with ease.
Prerequisites
Base attack bonus +6.
Benefits
The attack penalty on your iterative attacks is reduced by 5.
Special
A fighter may select Polyattack as one of his fighter bonus feats.
You may select Polyattack up to three times. Its effects stack.
Powerful Build
You are a particularly large member of your race.
Prerequisites
Str 16 or half-orc.
Benefits
You are treated as being your own size or one size category larger, whichever would be most beneficial to you for a given purpose.
Special
A fighter may select Powerful Build as one of his fighter bonus feats.
Touched By Madness
You have seen things no mortal should see.
Prerequisites
Must have visited the Far Realms, Limbo, or a [Chaos]- and [Evil]-dominant plane (or encountered a creature native to such a plane).
Benefits
You are immune to confusion and insanity effects, as well as ability damage or drain to any of your mental ability scores.
If you are a cleric, you gain the Madness domain as an additional domain.
You gain a +6 bonus on Sense Motive checks, Charisma checks, and Charisma-based skill checks made against aberrations and [Chaos] outsiders.
You gain aberration empathy. Treat this as a druid's wild empathy, save that you may instead use it to influence aberrations (including mindless aberrations). You gain a +6 bonus on this check.
Wealth
You have investments, an inheritance, or similar means of self-generating wealth.
Prerequisites
Profession (any) 4 ranks.
Benefits
You gain a +10 bonus on Perform and Profession checks made to generate income.
You gain 1d6 gp per level per day of disposable income. You may spend this wealth on the finest food, drink, clothing, lodging, transport, and other services (including bribes). You may spend this wealth on magic items with decorative, subtle, or impractical functions, but not on those that would be useful in combat. Any unused wealth at the end of each day is returned to your financiers, family, investors, etc.
If you select this feat at first level, multiply your starting gold by ten.