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{{d20r}} == Ameena Racial Feats == === Active Antennae [Ameena]=== '''Requirements:''' Wisdom 15+, Ameena '''Benefit:''' Unlike most Ameena, your antennae are not vestigial and are in fact fully functional. You gain the Scent ability, usable out to 30'. You gain an additional psionic charge per day. '''Normal:''' Your antennae are vestigial and perform no function. ===Naturally Psionic [Ameena]=== '''Requirements:''' Wis 13+, Ameena of 1 HD (only) '''Benefit:''' You have a closer connection to psionic powers than most of your race. You gain a reserve of one power point and are considered naturally psionic, similar to the Wild Talent feat. In addition, your favored class becomes Psychic Warrior. You gain an additional psionic charge per day. '''Normal:''' You do not have a power point pool, and your favored class is Ranger. ===Sharp Vision [Ameena]=== '''Requirements:''' Wis 13+, Ameena '''Benefit:''' Your compound eyes are stronger than most other Ameena's eyes. You gain an additional +2 racial bonus to Spot checks (to a total of +4) and gain low-light vision. You may spend a psionic charge to manifest the synesthete power with a manifester level equal to half your Hit Dice (rounded down, minimum 1). You gain an additional psionic charge per day. '''Normal:''' You only receive a +2 bonus to Spot checks and do not have low-light vision. ===Strong Wings [Ameena]=== '''Requirements:''' Str 15+, Ameena of 5th HD or greater '''Benefit:''' You may use your flight up to a maximum of six hours per day, and may do so while carrying a medium load. However, while carrying a medium load, your flight speed reduces to 15', and your maneuverability drops to poor. You gain an additional psionic charge per day. '''Normal:''' You may carry up to a light load while flying, and can fly for a maximum of four hours per day. == Dromite Racial Feats == ===Burst of Strength [Dromite]=== '''Prerequisites:''' Str 15+, Con 15+, Earth-Caste Dromite '''Benefit:''' You may spend two psionic charges to increase the strength of your Powerful Build ability. For a number of rounds equal to your Constitution modifier, you are treated as one additional size larger for the purposes of your Powerful Build ability. When this ability ends, you are fatigued. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Clarion Crystal [Dromite]=== '''Prerequisites:''' Glimmer-Caste Dromite, Wis 15+ '''Benefit:''' You may spend a psionic charge to manifest crystal shard as a psi-like ability with a manifester level equal to your class level. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Crystal Amplification [Dromite]=== '''Prerequisites:''' Glimmer-Caste Dromite, Wis 15+, Clarion Crystal '''Benefit:''' You may spend a psionic charge to manifest swarm of crystals as a psi-like ability with a manifester level equal to half your class level. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Echoing Reverbations [Dromite]=== '''Prerequisites:''' Voice-Caste Dromite, Cha 15+, Farvoice '''Benefit:''' You may spend a psionic charge to manifest control sound as a psi-like ability with a manifster level equal to your class level. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Farvoice [Dromite]=== '''Prerequisites:''' Voice-Caste Dromite, Cha 15+ '''Benefit:''' You may spend a psionic charge to manifest create sound as a psi-like ability with a manifester level equal to your class level. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Fire-Caste Foresight [Dromite]=== '''Prerequisites:''' Fire-Caste Dromite, Dex 15+, Cha 15+ '''Benefit:''' You may spend a psionic charge to manifest precognition, defensive or precognition, offensive as a psi-like ability with a manifester level equal to one-half your class level. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest psi-like abilities as determined by your caste. ===Lesser Hivemind [Dromite]=== '''Prerequisites:''' Ice-Caste Dromite, Wis 15+ '''Benefit:''' You may spend a psionic charge to manifest read thoughts as a psi-like ability with a manifester level equal to one-half your class level. You gain one psionic charge per day. '''Normal:''' You may only spend psionic charges to manifest psi-like abilities as determined by your caste. == Drow Racial Feats == ===Daylight Adaptation [Drow]=== '''Prerequisites:''' Drow '''Benefit:''' You are not dazzled in areas of bright light, though you may still be blinded by sudden brightness. You gain one magical charge per day. '''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire. ===Deceptive Natural Magic [Drow]=== '''Prerequisites:''' Drow, Cha 15+, Trained in Disguise '''Benefit:''' You may spend a magical charge to cast disguise self as a spell-like ability. You gain one magical charge per day. '''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire. ===Illusory Adept [Drow]=== '''Prerequisites:''' Drow, Cha 17+, caster level 5th, Illusory Inclination '''Benefit:''' You may spend a magical charge to cast minor image or mirror image as a spell-like ability. You gain one magical charge per day. '''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire. ===Illusory Inclination [Drow]=== '''Prerequisites:''' Drow, Cha 15+, caster level 3rd '''Benefit:''' You may spend a magical charge to cast silent image as a spell-like ability. You gain one magical charge per day. '''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire. ===Master of Illusion [Drow]=== '''Prerequisites:''' Drow, Cha 19+, caster level 5th, Illusory Adept, Illusory Inclination '''Benefit:''' You may spend a magical charge to cast major image or misdirection as a spell-like ability. You gain one magical charge per day. '''Normal:''' You may spend magical charges to cast dancing lights, darkness, or faerie fire. == Dwarf Racial Feats == Pending == Elf Racial Feats == Pending == Gnoll Racial Feats == ===Maddened Rage [Gnoll]=== '''Requirements:''' Rage class feature, Rabid Bite, Constitution 15+, Charisma 13+ '''Benefit:''' When raging, you forgo your bonus to Will saves. Instead, you radiate an aura of menace. All opponents within 30' of you when you initiate your rage, when you charge while raging, or when you drop an opponent below 0 hit points while raging must make Will saves (DC 10 + one-half your level of classes that provide or advance rage + your Charisma modifier) or be shaken for the duration of the encounter. In addition, you may spend a Natural Talent charge while raging to make a bite attack at your full base attack bonus as a swift action. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Pack Tactics [Gnoll]=== '''Requirements:''' Base Attack Bonus +2 '''Benefit:''' You receive an additional +1 bonus when flanking an opponent. If you are flanking with another gnoll who also has this feat, the bonus increases by another +1. Also, when you bite an opponent, you may spend a Natural Talent charge as an immediate action to initiate a trip attempt. You do not need to make a touch attack and do not provoke attacks of opportunity for this trip attempt. If the attempt fails, your opponent cannot attempt to trip you back. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Rabid Bite [Gnoll]=== '''Requirements:''' Constitution 15+ '''Benefit:''' You may spend a Natural Talent charge as a move action to cause your bite attacks to carry a disease for a number of rounds equal to your Constitution modifier. This disease is filth fever (an injury disease) and has a Fortitude save DC equal to 10 plus one-half your levels in classes that provide rage plus your Constitution modifier. The disease incubates for 1d3 days and inflicts 1d3 Dexterity and 1d3 Constitution damage. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. == Gnome Racial Feats == ===Disappearing Act [Gnome]=== '''Prerequisites:''' Intelligence 15+, Ghost Voices, Gnome '''Benefit:''' You may spend a magic charge to cast invisibility or silence as a spell-like ability with a caster level equal to your character level. You gain one magic charge per day. '''Normal:''' You may only spend your magic charges to cast dancing lights, ghost sound, prestidigitation, or speak with animals. ===Ghost Voices [Gnome]=== '''Prerequisites:''' Intelligence 15+, Gnome '''Benefit:''' You may spend a magic charge to cast magic mouth or ventriloquism as a spell-like ability with a caster level equal to your character level. You gain one magic charge per day. '''Normal:''' You may only spend your magic charges to cast dancing lights, ghost sound, prestidigitation, or speak with animals. ===Illusory Assassin [Gnome]=== '''Prerequisites:''' Intelligence 17+, Ghost Voices, Disappearing Act, Gnome '''Benefit:''' You may spend a magic charge to cast phantasmal killer as a spell-like ability with a caster level equal to your character level. You gain one magic charge per day. '''Normal:''' You may only spend your magic charges to cast dancing lights, ghost sound, prestidigitation, or speak with animals. == Goblin Racial Feats == ===Blow to the Head [Goblin]=== '''Prerequisites:''' Dexterity 15+, Eye Gouge, Goblin '''Benefit:''' When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be confused for 1d3 rounds. You deal +1d4 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage. ===Eye Gouge [Goblin]=== '''Prerequisites:''' Dexterity 15+, Hamstring, Goblin '''Benefit:''' When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be blinded for 1d3 rounds. You deal +1d4 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage. ===Gut Shot [Goblin]=== '''Prerequisites:''' Strength 13+, Goblin '''Benefit:''' When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be sickened for a number of rounds equal to your full number of sneaky tricks damage dice. You deal +1d4 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage. ===Hamstring [Goblin]=== '''Prerequisites:''' Dexterity 15+, Goblin '''Benefit:''' When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or suffer a -10' penalty to all their modes of movement until they either receive magical healing or receive a Heal check that surpasses the same DC. You deal +1d4 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage. ===Sucker Punch [Goblin]=== '''Prerequisites:''' Strength 15+, Vicious Tricks, Goblin '''Benefit:''' When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be dazed for 1 round. You deal +1d4 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage. ===Vicious Tricks [Goblin]=== '''Prerequisites:''' Strength 15+, Goblin '''Benefit:''' Your Sneaky Tricks ability deals damage in d6s instead of d4s. You deal +1d6 Sneaky Tricks damage. '''Normal:''' You deal 1d4 Sneaky Tricks damage, and your Sneaky Tricks ability uses d4s. == Half-Giant Racial Feats == ===Giant Slam [Half-Giant]=== '''Prerequisites:''' Strength 19+, Half-Giant '''Benefit:''' You gain a slam attack that deals 1d8 points of damage plus your Strength modifier. This is a natural attack. If you have a Founding feat, this slam also has additional effects: * Cloud Giant Heritage: The slam attack also initiates a bull rush. A bull rush initiated in this fashion does not provoke an attack of opportunity, and the half-giant does not need to move with his target. * Fire Giant Heritage: The slam attack also deals 1d6 fire damage. * Frost Giant Heritage: The slam attack also deals 1d6 cold damage. * Hill Giant Heritage: The slam attack instead deals 1d12 damage. * Stone Giant Heritage: The slam attack also has a chance to knock the target over. The target must make a Reflex save (10 + 1/2 your class level + your Strength modifier) or fall prone. * Storm Giant Heritage: The slam attack also deals 1d6 electrical damage. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. === Cloud Giant Bloodline === ====Cloud Giant Apotheosis [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Cloud Giant Heritage, Cloud Giant Legacy '''Benefit:''' You gain the Air subtype. You may spend a reserve charge to cast fly as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Cloud Giant Heritage [Half-Giant, Founding, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge to cast obscuring mist as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Cloud Giant Legacy [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Cloud Giant Heritage '''Benefit:''' You may spend a reserve charge to cast levitate or fog cloud as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. === Fire Giant Bloodline === ====Fire Giant Apotheosis [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Fire Giant Heritage, Fire Giant Legacy '''Benefit:''' You gain the Fire subtype. You may spend a reserve charge to cast fireball as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Fire Giant Heritage [Half-Giant, Founding, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 fire damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the fire damage provided by that feat. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Fire Giant Legacy [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Fire Giant Heritage '''Benefit:''' You may spend a reserve charge to cast burning hands or produce flame as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. === Frost Giant Bloodline === ====Frost Giant Apotheosis [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Frost Giant Heritage, Frost Giant Legacy '''Benefit:''' You gain the Cold subtype. You may spend a reserve charge to cast sleet storm as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Frost Giant Heritage [Half-Giant, Founding, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 cold damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the cold damage provided by that feat. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Frost Giant Legacy [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Frost Giant Heritage '''Benefit:''' You may spend a reserve charge to cast chill metal as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. === Hill Giant Bloodline === ====Hill Giant Apotheosis [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Hill Giant Heritage, Hill Giant Legacy '''Benefit:''' You may spend a reserve charge as a swift action to gain +5 natural armor for a number of rounds equal to 3 + your Constitution modifier. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Hill Giant Heritage [Half-Giant, Founding, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 bludgeoning damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the damage provided by that feat. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Hill Giant Legacy [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Hill Giant Heritage '''Benefit:''' You may spend a reserve charge as an immediate action to initiate a bull-rush against a foe you have just struck. You do not provoke an attack of opportunity for initiating a bull-rush in this fashion, and you do not need to move with your target. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. === Stone Giant Bloodline === ====Stone Giant Apotheosis [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Stone Giant Heritage, Stone Giant Legacy '''Benefit:''' You gain the Earth subtype. You may spend a reserve charge to cast meld into stone as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Stone Giant Heritage [Half-Giant, Founding, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge as a swift action to gain DR 1/- for a number of rounds equal to 3 + your Constitution modifier. This damage reduction improves by 1 for each 4 hit dice you possess. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Stone Giant Legacy [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Stone Giant Heritage '''Benefit:''' You may spend a reserve charge to cast soften earth and stone as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. === Storm Giant Bloodline === ====Storm Giant Apotheosis [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Storm Giant Heritage, Storm Giant Legacy '''Benefit:''' You gain the Electricity subtype. You may spend a reserve charge to cast lightning bolt as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Storm Giant Heritage [Half-Giant, Founding, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant with no other Founding feats '''Benefit:''' You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 electrical damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the cold damage provided by that feat. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. ====Storm Giant Legacy [Half-Giant, Bloodline]==== '''Prerequisites:''' Constitution 15+, Half-Giant, Storm Giant Heritage '''Benefit:''' You may spend a reserve charge to cast shocking grasp as a spell-like ability with a caster level equal to your character level. You gain one reserve charge per day. '''Normal:''' You may only spend your reserve charges to temporarily increase your Strength or Constitution. == Halfling Racial Feats == ===Cunning Evasion [Halfling]=== '''Requirements:''' Dexterity 15+ '''Benefit:''' You may spend a charge from your Natural Talent racial feature as an immediate action to gain the Evasion ability for one round. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Luck of the Devil [Halfling]=== '''Requirements:''' Charisma 15+, Aura of Unluck class feature '''Benefit:''' You may spend your charges you get from your Natural Talent racial feature as if they were luck points for your Luckthief class features. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Tiny But Tough [Halfling]=== '''Requirements:''' Constitution 15+ '''Benefit:''' You may spend a charges from your Natural Talent racial feature as an immediate action to gain temporary hit points equal to your character level for a number of rounds equal to your Charisma modifier. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. == Human Racial Feats == === Blue Eye Bloodline === ====Blue Eye [Founding, Human, Blue Eye Bloodline]==== '''Prerequisites:''' Human, no other Founding feats ''You have a natural predisposition towards larceny and mechanics. Your eyes are a deep, captivating blue.'' '''Benefit:''' You may cast mending as a spell-like ability once per day per Blue Eye Bloodline feat you possess (caster level equal to twice the number of Blue Eye Bloodline feats you possess). You also gain a +1 bloodline bonus on Open Lock and Sleight of Hand checks per three levels. ====Electrospark Acclimation [Human, Blue Eye Bloodline]==== '''Prerequisites:''' Blue Eye, 6th level, Human, at least one other Blue Eye Bloodline feat ''You are resistant to electrical forces and can channel it into your attacks.'' '''Benefit:''' You gain electrical resistance equal to five times the number of Blue Eye Bloodline feats you possess. Also, whenever you successfully resist damage using the electrical resistance provided by this feat, you add the amount to a floating pool. At any time you may remove points from the pool to electrically charge your next melee attack, adding one point of electrical damage per two points you remove from the pool. Charges in the pool maintain for 24 hours since the last time you added to it, and you cannot maintain more than twice the resistance provided by this feat. ====Machinoscopic Exhumation [Human, Blue Eye Bloodline]==== '''Prerequisites:''' Blue Eye, Human ''You can repair--or break--almost anything.'' '''Benefit:''' You gain a bloodline bonus on sunder attempts, and on damage rolls versus objects and Constructs equal to the number of Blue Eye Bloodline feats you possess. You also gain double that number as a bloodline bonus to Craft checks made to repair an item. ====Mechanical Cognition [Human, Blue Eye Bloodline]==== '''Prerequisites:''' Blue Eye, Human ''You are able to analyze and resist mechanizations with ease.'' '''Benefit:''' You gain a +1 insight bonus to AC and to saves versus traps and constructs per Blue Eye Bloodline feat you possess. You also gain a +1 bloodline bonus to Disable Device checks per Blue Eye Bloodline feat you possess. ====Right Tool For The Job [Human, Blue Eye Bloodline]==== '''Prerequisites:''' Blue Eye, 12th level, Human, at least two other Blue Eye Bloodline feats ''You always seem to have the right tool for the job, regardless of the task.'' '''Benefit:''' You may cast minor creation as a spell-like ability at will, with a caster level equal to twice the number of Blue Eye Bloodline feats you possess. You may only create tools in this fashion, and if they leave your possession, they disappear into nothingness. You also gain a +1 bloodline bonus to any Craft skill you are trained in for each two Blue Eye Bloodline feats you possess. === Green Eye Bloodline === ====Elevated Fortunes [Human, Green Eye Bloodline]==== '''Prerequisites:''' Green Eye, 6th level, Human, at least one other Green Eye Bloodline feat ''Lady Luck's smile graces your life.'' '''Benefit:''' You gain one extra luck reroll per day (as described in your Green Eye feat) for each two Green Eye Bloodline feats you possess. ====Gambler's Chance [Human, Green Eye Bloodline]==== '''Prerequisites:''' Green Eye, Human ''Sometimes, you're lucky. Sometimes, you're not.'' '''Benefit:''' As the start of any combat encounter, you gain 1d20-10 temporary hit points, as well as a 1d4-2 bloodline bonus to your saving throws and armor class. Should you gain negative temporary hit points, they instead count as a penalty to your maximum HP until the combat ends, to a minimum HP of one hit point per hit die. You also gain one luck reroll per day. ====Green Eye [Founding, Human, Green Eye Bloodline]==== '''Prerequisites:''' Human, no other Founding feats ''You have a gift for wealth, and Lady Luck favors you. You have startling green eyes--some say they're the color of money.'' '''Benefit:''' You gain a bloodline bonus on Appraise checks equal to one-half your level. You also gain a luck reroll per day: you may activate this ability at any time to reroll a d20 you have just rolled, but it must be before you know the result. ====Liar's Dice [Human, Green Eye Bloodline]==== '''Prerequisites:''' Green Eye, Human ''Your luck sometimes manifests in strange ways.'' '''Benefit:''' When rolling a percentage roll (such as for a miss chance) or when rolling on a table to determine an effect, roll an additional d4. You may add or subtract the amount shown on the d4 from your roll. You also gain one luck reroll per day. ====Luck of the Draw [Human, Green Eye Bloodline]==== '''Prerequisites:''' Green Eye, 12th level, Human, at least two other Green Eye Bloodline feats ''Your lucrative luck occasionally reveals an item for what it truly is.'' '''Benefit:''' Items whose powers are measured in pluses (such as weapons and armor) that you acquire after this feat have a 1% chance (+1% per Green Eye Bloodline feat you possess) to have an additional, random +1 upgrade. === Red Eye Bloodline === ====Deadshot Augury [Human, Red Eye Bloodline]==== '''Prerequisites:''' Red Eye, Human ''You can see where your foe is weakest.'' '''Benefit:''' You gain a bloodline bonus on attack rolls equal to the number of your Red Eye Bloodline feats when making a precision-based attack. You gain +1d6 sneak attack versus the target of your Red Eye feat. Also, your Red Eye ability takes one less round to activate. If your Red Eye ability takes less than one round to activate, you may activate it as a swift action. ====Healer's Vision [Human, Red Eye Bloodline]==== '''Prerequisites:''' Red Eye, 6th level, Human, at least one other Red Eye Bloodline feat ''You have refined your natural ability to perceive the health of others.'' '''Benefit:''' You gain a bloodline bonus on Heal checks equal to half your level. You also automatically treat spells of the Healing subschool as if they were empowered (see the Empower Spell metamagic feat) if you cast them on the target of your Red Eye feat. ====Masterful Auranalysis [Human, Red Eye Bloodline]==== '''Prerequisites:''' Red Eye, Human ''You get a general perception of your foe at a glance.'' '''Benefit:''' You can detect the CR of the target of your Red Eye feat. You gain +1d6 sneak attack versus the target of your Red Eye feat. Also, your Red Eye ability takes one less round to activate. If your Red Eye ability takes less than one round to activate, you may activate it as a swift action. ====Red Eye [Human, Founding, Red Eye Bloodline]==== '''Prerequisites:''' Human, no other Founding feats ''You can tell a creature's state of health by sight. You have startling crimson eyes--the color of blood, nearly.'' '''Benefit:''' You may cast status as a spell-like ability, at will, usable on any target and with a casting time of three rounds. Your caster level is equal to twice the number of Red Eye Bloodline feats you possess. A Will save negates the attempt, but does not prevent further attempts. ====Suborned Lifesight [Human, Red Eye Bloodline]==== '''Prerequisites:''' Red Eye, 6th level, Human, at least one other Red Eye Bloodline feat ''Your perceptive abilities help your attacks strike home.'' '''Benefit:''' You gain +1d6 sneak attack versus the target of your Red Eye feat. You also gain a bloodline bonus to damage on precision-based attacks equal to the number of Red Eye Bloodline feats you possess. Also, your Red Eye ability takes one less round to activate. If your Red Eye ability takes less than one round to activate, you may activate it as a swift action. === White Eye Bloodline === ====Sight Beyond Sight [Human, White Eye Bloodline]==== '''Prerequisites:''' White Eye, 12th level, Human, at least two other White Eye Bloodline feats ''You perception lets you see beyond reality itself...and prepare against others.'' '''Benefit:''' You receive a bloodline bonus to saves versus Divinations equal to the number of White Eye Bloodline feats you possess. You also can cast true seeing once per day per three bloodline feats you possess as a spell-like ability (caster level equal to twice the number of White Eye Bloodline feats you possess). ====Slantway Perception [Human, White Eye Bloodline]==== '''Prerequisites:''' White Eye, 6th level, Human at least one other White Eye Bloodline feat ''You can see into the "slantway" which allows you to see what others cannot.'' '''Benefit:''' You are treated as if you are constantly under the effects of a see invisibiilty spell (caster level equal to twice the number of White Eye Bloodline feats you possess). You also gain a bloodline bonus to Will saves versus illusions equal to the number of White Eye Bloodline feats you possess. ====Survivalist's Eye [Human, White Eye Bloodline]==== '''Prerequisites:''' White Eye, Human ''You are capable of finding what you need to survive in a pinch.'' '''Benefit:''' You receive a bloodline bonus on Survival checks equal to the number of White Eye Bloodline feats you possess. You also receive an equal bloodline bonus to Fortitude saves versus environmental and endurance hazards. ====Vision of Heart [Human, White Eye Bloodline]==== '''Prerequisites:''' White Eye, Human ''You can tell when people are lying by perceiving their aura.'' '''Benefit:''' You receive a bloodline bonus on Sense Motive checks for non-combat uses equal to the number of White Eye Bloodline feats you possess. You also gain a similar bonus on checks made to resist a feint. You also may cast detect alignment as a spell-like ability at will (caster level equal to twice the number of White Eye Bloodline feats you possess) ====White Eye [Founding, Human, White Eye Bloodline]==== '''Prerequisites:''' Human, no other Founding feats ''You have an extraordinary sense of perception. You possess vividly white eyes--some people liken them to that of fresh snow.'' '''Benefit:''' You gain a +1 bloodline bonus to Search and Awareness for every three levels you possess. == Kobold/Lizardfolk Racial Feats == ===Draconic Energy [Kobold, Lizardfolk]=== '''Requirements:''' Constitution 15+, Draconic Inheritor '''Benefits:''' Your natural attacks deal 1d6 additional damage of the energy type your breath weapon deals. You gain the subtype of the appropriate energy type. You may spend a Natural Talent charge as an immediate action to deal damage to an adjacent opponent that has just struck you in melee. This ability deals equal damage to your breath weapon and is of the same energy type. Unlike your breath weapon, your opponent does not get a Reflex save to halve the damage: they take the full amount. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Draconic Inheritor [Kobold, Lizardfolk]=== '''Requirements:''' Constitution 15+ '''Benefit:''' When selecting this feat, choose one of the following options. It determines your breath weapon and the effects of related feats. {|border=1px !Type !!Breath Weapon !!Shape |- |Black || Acid || Line |- |Blue || Electricity || Line |- |Brass || Fire || Line |- |Bronze || Electricity || Line |- |Copper || Acid || Line |- |Gold || Fire || Cone |- |Green || Acid || Cone |- |Red || Fire || Cone |- |Silver || Cold || Cone |- |White || Cold || Cone |} You may spend a charge from your Natural Talent racial feature as a standard action to temporarily gain a weaker version of your chosen dragon's breath weapon. The breath weapon deals 1d6 damage of the appropriate type. This damage increases for each three character levels you possess, to 2d6 at 3rd level, 3d6 at 6th level, 4d6 at 9th level, 5d6 at 12th level, 6d6 at 15th level, and 7d6 at 18th level. The breath weapon allows a Reflex save for half damage, with a DC equal to 10 + 1/2 character level + Constitution modifier. Line-shaped breath weapons have a range of 10' plus 5' per 2 character levels (maximum 60'). Cone-shaped breath weapons have a range of 10' plus 5' per 3 character levels (maximum 40'). You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Draconic Lore [Kobold, Lizardfolk]=== '''Requirements:''' Constitution 15+, Intelligence 15+, Draconic Inheritor '''Benefits:''' You may spend a Natural Talent charge as a standard action to make a special lore check with a bonus equal to one-half your character level + your Intelligence modifier + the number of Kobold or Lizardfolk racial feats you possess to see whether you knows some relevant information about local notable people, legendary items, or noteworthy places. A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random. {|border=1px !DC !!Type of Knowledge |- |10 || Common, known by at least a substantial minority of the local population. |- |20 || Uncommon but available, known by only a few people legends. |- |25 || Obscure, known by few, hard to come by. |- |30 || Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. |} You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Draconic Senses [Kobold, Lizardfolk]=== '''Requirements:''' Constitution 15+, Wisdom 15+, Draconic Inheritor '''Benefits:''' You gain darkvision, low-light vision, and scent. If you already have any of these abilities, your ranges for them double. You may spend a Natural Talent charge as a move action to gain Blindsense 15' for an number of rounds equal to your Wisdom modifier. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Draconic Tail [Kobold, Lizardfolk]=== '''Requirements: Strength 13+, Constitution 15+, Draconic Inheritor '''Benefits:''' You gain a natural attack: your tail. Treat this as a slam attack that deals 1d6 points of damage (for lizardfolk) or 1d4 points of damage (for kobolds). This natural attack is always a secondary natural attack. You may spend a Natural Talent charge as a standard action to perform a tail sweep. Creatures adjacent to you must make a Reflex save (DC 10 + the number of kobold or lizardfolk feats you possess + your Strength modifier) or fall prone. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Draconic Toughness [Kobold, Lizardfolk]=== '''Requirements:''' Constitution 17+, Draconic Inheritor '''Benefits:''' You gain Hit Points equal to your character level. You may spend a Natural Talent charge as an immediate action to gain temporary hit points and resistance to the type of energy your breath weapon deals equal to twice your Constitution modifier. These temporary hit points and energy resistance last for a number of rounds equal to the number of Kobold or Lizardfolk feats you possess. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. == Lizardfolk Racial Ritual Feats == ===Solar Cultist [Lizardfolk, Ritual]=== '''Requirements:''' Wisdom 15+, Knowledge (Religion) 4 ranks '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Knowledge (Religion) and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Knowledge (Religion) in order to be able to participate in a Solar Cultist ritual. ''Flash of the Noonday Sun (Knowledge (Religion) 4 ranks):'' By performing this ritual and spending a Natural Talent charge, you grant up to five participants (including yourself, if you so choose) a +5' insight bonus to their land speed and a +1 insight bonus on Reflex saves while in sunlight (partial, overcast, magical, or otherwise). ''Midnight Sun (Knowledge (Religion)9 ranks):'' By performing this ritual and spending a Natural Talent charge, you grant up to five participants (including yourself, if you so choose) the ability to see in darkness--even magical darkness--as if it were full daylight. ''Solar Scales (Knowledge (Religion) 14 ranks):'' By performing this ritual and spending a Natural Talent charge, you grant up to five participants (including yourself, if you so choose) the ability to alter their Natural Armor bonus to a Deflection bonus. A participant may end the duration of the ritual on themselves early as an immediate action if they so choose. By doing so, they may negate an attack that has just struck them. A negated attack inflicts no damage, nor does it apply any additional effects (such as disease, paralysis, or a spell effect). A negated attack must be a targeted effect (such as a touch or ray spell) or a weapon attack (ranged or melee). You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. ===Sunlight Priest [Lizardfolk, Ritual]=== '''Requirements:''' Wisdom 15+, Knowledge (Religion) 8 ranks, Solar Cultist '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Knowledge (Religion) and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Knowledge (Religion) in order to be able to participate in a Sunlight Priest ritual. ''Ritual of Daybreak (Knowledge (Religion) 8 ranks):'' By performing this ritual and spending a Natural Talent charge, you grant up to five participants (including yourself, if you so choose) the ability to create light. By expending the magic of the ritual on themselves, a participant can cast daylight as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Solar Cultist feat, their caster level is instead equal to their character level. ''Embodiment of the Sun (Knowledge (Religion)13 ranks):'' By performing this ritual and spending a Natural Talent charge, you grant up to five participants (including yourself, if you so choose) the ability to create a ball of flame. By expending the magic of the ritual on themselves, a participant can cast fireball as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Solar Cultist feat, their caster level is instead equal to their character level. ''Coronal Wrath (Knowledge (Religion) 18 ranks):'' By performing this ritual and spending a Natural Talent charge, you grant up to five participants (including yourself, if you so choose) the ability to create light. By expending the magic of the ritual on themselves, a participant can cast sunbeam as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Solar Cultist feat, their caster level is instead equal to their character level. You gain an additional Natural Talent charge per day. '''Normal:''' You may only spend your Natural Talent for your racial features. == Maenad Racial Feats == Pending == Minotaur Racial Feats == Pending == Phoe-Kun Racial Feats == ===Blistering Retribution [Phoe-Kun]=== ''Prerequisites:'' Charisma 15, Spellweaving, access to the Fire seed; or Charisma 15, ability to cast at least two spells with the [Fire] descriptor ''Benefit:'' When you are damaged by an attack or spell, you may spend a natural talent charge as an immediate action to cast a spell you have prepared with a casting time of less than 1 standard with the [Fire] descriptor. This spell must target or include the creature that damaged you within its area of effect. You gain one natural talent charge per day. ===From The Brink Of Death [Phoe-Kun]=== ''Prerequisites:'' Charisma 15, 3rd level ''Benefit:'' When you are reduced to zero or fewer hit points, you may spend a natural talent charge as an immediate action to immediately heal 1d8 points of damage, plus 1d8 points for each three levels you possess. If, after this healing, your hit points are below zero but not enough to kill you, you may spend another natural talent charge on your following turn as a standard action to regain another 1d8 points of damage, plus 1d8 for each three levels you possess. You gain one natural talent charge per day. ===Phoenix Inheritor [Phoe-Kun]=== ''Prerequisites:'' Charisma 15, BAB +3 ''Benefit:'' Upon selecting this feat, choose one of the following options: *Extra damage dealt from your class features (such as Ambush, Strafe, Lucky Shot, or Sneak Attack) is converted to fire damage. You may activate or deactivate this ability as a swift action. *Your melee and ranged weapon attacks deal an additional 1d6 fire damage. *Spells you cast with the [Fire] descriptor or weave with the Fire seed deal an additional point of fire damage per die. *Your aura effect (such as that produced by a paladin's Mantle of Faith or a warlord's Auras) that produces a morale, sacred, or competence bonus to allies within its area of effect increases that bonus by 1. You gain one natural talent charge per day. ''Special:'' You may select this feat multiple times. Each time you do, you gain an additional natural talent charge and select a different option. == Russiti Racial Feats == ===Photosynthesis [Russiti]=== '''Prerequisites:''' Russiti, Con 15+, Rooted '''Benefit:''' After activating your Rooted feat, you may spend an additional psionic charge as a full-round action to gain Fast Healing 1. This Fast Healing lasts for as long as you remain in natural sunlight. However, while utilizing this feat, you are effectively in hibernation and are therefore considered to be under the effects of a sleep spell. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest detect psionics and know direction and location. ===Rooted [Russiti]=== '''Prerequisites:''' Russiti, Con 15+ '''Benefit:''' You may spend one psionic charge and spend a full-round action to root yourself to the ground. When doing so, your speed reduces to 5', but you gain a +8 racial bonus against being bull-rushed or tripped. You lose the benefits of this feat if you lose contact with the ground and must spend another charge to reactivate the ability. You gain one psionic charge per day. '''Normal:''' You may only spend your psionic charges to manifest detect psionics and know direction and location. == Satyr Racial Feats == ===Commanding Voice [Satyr]=== '''Prerequisites:''' Charisma 15+, Satyr '''Benefit:''' You may spend a magic charge to cast command as a spell-like ability with a caster level equal to your character level. You gain one magic charge per day. '''Normal:''' You may only spend your magic charges to cast charm animal, charm person, or prestidigitation. ===Enthralling Voice [Satyr]=== '''Prerequisites:''' Charisma 15+, Commanding Voice, Satyr '''Benefit:''' You may spend a magic charge to cast enthrall as a spell-like ability with a caster level equal to your character level. You gain one magic charge per day. '''Normal:''' You may only spend your magic charges to cast charm animal, charm person, or prestidigitation. ===Suggestive Demeanor [Satyr]=== '''Prerequisites:''' Charisma 17+, Commanding Voice, Enthralling Voice, Satyr '''Benefit:''' You may spend a magic charge to cast charm monster or suggestion as a spell-like ability with a caster level equal to your character level. You gain one magic charge per day. '''Normal:''' You may only spend your magic charges to cast charm animal, charm person, or prestidigitation. == Shifter Racial Feats == ===Shifter Warrior [Shifter]=== '''Benefits:''' Increase the damage of your natural attacks gained from your shifter qualities and the claw attacks possessed by every shifter by one die size (from 1d4 to 1d6, from 1d6 to 1d8, etc). You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features. ===Bearpaw Master [Shifter, Investing]=== '''Requirements:''' Strength 13+, Bearpaw shifter quality, Shifter Warrior '''Benefits:''' You gain a +3 bonus on grapple checks while shifting. You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Improved Grapple to qualify for feats and prestige classes. ===Catfoot Master [Shifter, Investing]=== '''Requirements:''' Dexterity 13+, Catfoot shifter quality, Shifter Warrior '''Benefits:''' You gain a +2 bonus on Reflex saving throws while shifting. You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Lightning Reflexes to qualify for feats and prestige classes. ===Cheetahpounce Master [Shifter, Investing]=== '''Requirements:''' Dexterity 13+, Cheetahpounce shifter quality, Shifter Warrior '''Benefits:''' You gain a +1 dodge bonus to your Armor Class while shifting. You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each six points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Dodge to qualify for feats and prestige classes. ===Dogsnout Master [Shifter, Investing]=== '''Requirements:''' Wisdom 13+, Dogsnout shifter quality, Shifter Warrior '''Benefits:''' You gain a +3 bonus on Survival checks made to track while shifting. You also gain a +3 bonus on the following checks and saves: Athletics checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Endurance to qualify for feats and prestige classes. ===Goretusk Master [Shifter, Investing]=== '''Requirements:''' Strength 13+, Goretusk shifter quality, Shifter Warrior '''Benefits:''' When you strike at an object held or carried by an opponent (such as a weapon or shield) when shifting, you do not provoke an attack of opportunity. You also gain a +3 bonus on any attack roll made to attack an object held or carried by another character. You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Improved Sunder to qualify for feats and prestige classes. ===Hawkeye Master [Shifter, Investing]=== '''Requirements:''' Dexterity 13+, Hawkeye shifter quality, Shifter Warrior '''Benefits:''' You may make use of the following combat actions with ranged weapons while shifting: bull-rush, disarm, trip. You do not provoke attacks of opportunity for using these combat actions in this fashion from your target, but you still provoke from any enemies that threaten you in melee. If your combat action requires a Strength check and you are using a missile (not thrown) weapon, use either your Strength modifier or the Strength rating on the weapon, whichever is lower. You gain an additional shifting charge per day. '''Investiture:''' You gain a +1 bonus on bull-rush, disarm, and trip attacks made while using this feat for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Combat Expertise to qualify for feats and prestige classes. ===Sharkbite Master [Shifter, Investing]=== '''Requirements:''' Strength 13+, Sharkbite shifter quality, Shifter Warrior '''Benefits:''' You gain a +2 bonus on Fortitude saves while shifting You gain an additional shifting charge per day. '''Investiture:''' You gain an additional +1 bonus for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Great Fortitude to qualify for feats and prestige classes. ===Spiderfang Master [Shifter, Investing]=== '''Requirements:''' Constitution 13+, Spiderfang shifter quality, Shifter Warrior '''Benefits:''' When you damage a foe with your bite attack while shifting, you gain temporary hit points equal to half the damage dealt. These hit points last for one round. You gain an additional shifting charge per day. '''Investiture:''' The temporary hit points last for one extra round for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Toughness to qualify for feats and prestige classes. ===Wolfbite Master [Shifter, Investing]=== '''Requirements:''' Strength 13+, Wolfbite shifter quality, Shifter Warrior '''Benefits:''' If you trip an opponent in melee combat while shifting, you immediately get a melee bite attack against that opponent at your full base attack bonus. You gain an additional shifting charge per day. '''Investiture:''' You gain a +1 bonus on the attack roll for the follow-up attack for each four points of prowess invested in this feat. '''Normal:''' You may only spend your shifting charges for your racial features. '''Special:''' This feat can be used in place of Improved Trip to qualify for feats and prestige classes. ===Blacktalon Tribe [Shifter, Ritual, Tribe]=== '''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Survival in order to be able to participate in a Blacktalon Tribe ritual. ''Talons of Black (Survival, apprentice):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron. ''Talons of Ebony (Survival, journeyman):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron and deal an additional 1d6 points of negative energy damage. ''Talons of Jet (Survival, master):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron and deal 2d6 points of negative energy damage. Furthermore, any natural attack effected by this ritual inflicts an additional 1d10 points of negative energy damage on a successful critical hit. You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features. ===Firehook Tribe [Shifter, Ritual, Tribe]=== '''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual. ''Talons of Red (Survival, apprentice):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming property. ''Talons of Crimson (Survival, journeyman):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming property. In addition, by expending the magic of the ritual on themselves, a participant can cast produce flame as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Firehook Tribe feat, their caster level is instead equal to their character level. ''Talons of Flame (Survival, master):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast fireball as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Firehook Tribe feat, their caster level is instead equal to their character level. You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features ===Icespur Tribe [Shifter, Ritual, Tribe]=== '''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual. ''Talons of Blue (Survival, apprentice):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the frost property. ''Talons of Sapphire (Survival, journeyman):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the frost property. In addition, by expending the magic of the ritual on themselves, a participant can cast chill metal as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Icespur Tribe feat, their caster level is instead equal to their character level. ''Talons of Ice (Survival, master):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the icy burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast sleet storm as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Icespur Tribe feat, their caster level is instead equal to their character level. You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features ===Silverclaw Tribe [Shifter, Ritual, Tribe]=== '''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Survival in order to be able to participate in a Silverclaw Tribe ritual. ''Talons of White (Survival, apprentice):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver. ''Talons of Silver (Survival, journeyman):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver and deal an additional 1d6 points of positive energy damage. ''Talons of Platinum (Survival, master):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver and deal 2d6 points of positive energy damage. Furthermore, any natural attack effected by this ritual inflicts an additional 1d10 points of positive energy damage on a successful critical hit. You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features ===Sparknail Tribe [Shifter, Ritual, Tribe]=== '''Requirements:''' Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior '''Benefits:''' You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time. Any potential participants require at least one rank in Survival in order to be able to participate in a Sparknail Tribe ritual. ''Talons of Yellow (Survival, apprentice):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking property. ''Talons of Topaz (Survival, journeyman):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking property. In addition, by expending the magic of the ritual on themselves, a participant can cast shocking grasp as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Sparknail Tribe feat, their caster level is instead equal to their character level. ''Talons of Lightning (Survival, master):'' By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast lightning bolt as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Sparknail Tribe feat, their caster level is instead equal to their character level. You gain an additional shifting charge per day. '''Normal:''' You may only spend your shifting charges for your racial features.
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Talk:D20r:Racial Feats
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