Mega-Feats Volume II Written by Shane O’Connor O’Connor.. Skortched Urf’ Urf ’ Studios P.O. Box 2315 Centrevil Centr eville, le, VA 20122
[email protected]
www.skortchedurfstudios.com
Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast Inc., in the United States and other countries, and are used with permission.
The“d20 System” and the “d20 System” Logo are trademarks of Wizards of the Coast, inc., and are used according to the terms of the d20 System Licence, version 6.0. A copy of this licence can be found at www www.wizard .wizards.com/d s.com/d20. 20.
62. 63. 64. 65. 66. 67. 68. 69. 70. 71. 72. 73. 74. 75. 76. 77. 78. 79. 80. 81. 82. 83. 84. 85. 86. 87. 88. 89. 90. 91.
FEATS
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61.
ALTERNATIVE CHANNELING [GENERAL] ALTERNATIVE ANIMAL RAPPORT [GENERAL] BELLICOSE SPELLCASTER [GENERAL] BLOOD OF THE WORLD [GENERAL] CHARM BREAKER [SPELLTOUCHED] CONCEAL MORALITY [SPELLTOUCHED] CONCENTRA CONCENTR ATION SUPPORT [GENERAL] CONSCIOUS PHYLACTE PHYLACTERY RY [GENERAL] COUNTERPOWER [PSIONIC] CREATE SLA SLAVES VES [GENERAL [GENERAL]] DARK PRESENCE [GENERAL] DEDICATED ALCHEMIS ALCHEMIST T [GENERAL] DESTROYER [GENERAL] DESTRUCTIVE PALM PALM [GENERAL] [GENERAL] DIVERSE [GENERAL] ENDURING ESSENCE [GENERAL] [GENERAL] ENTHRALLING GAZE [GENERAL] EPHEMERAL EXISTENCE [GENERAL] [GENERAL] ETERNAL ESSENCE [GENERAL] [GENERAL] EXCEPTIONAL RESILIENCE [FIGHTER, GENERAL] EXPERIENCED SWIMMER [GENERAL] EXTENDED LINK [GENERAL] FALSIFIED AURA [GENERAL] FATALITY FA TALITY [GENERAL [GENERAL]] FOCUS OF FAITH [GENERAL] GAIN ANIMAL COMPANION [GENERAL] GAIN FAMILIAR [GENERAL] GAIN FIENDISH SERV SERVANT [GENERAL [GENERAL]] GAIN SPECIAL MOUNT [GENERAL] GENEROUS SPELL [METAMAGIC] GENEROUS SPELL-LIKE ABILITY [GENERAL] [GENERAL] GREATER GREA TER UNARMED STRIKE [FIGHTER, GENERAL] HANDLE CREATURE [GENERAL] HIDEOUS VISAGE [GENERAL] HIDDEN PRESENCE [GENERAL] [GENERAL] HIDDEN WINGS [GENERAL] IMMEDIATE SPELL [METAMAGIC] [METAMAGIC] IMMEDIATE SPELLSPELL-LIKE LIKE ABILITY [GENERAL] IMPERCEPTABLE IMPERCE PTABLE NA NATURE TURE [GENERAL [GENERAL]] INDOMITABLE INDOMIT ABLE SPELLCASTER [GENERAL] INTANGIBLE INT ANGIBLE EXISTENCE EXISTENCE [GENERAL] [GENERAL] LIFESENSE [GENERAL] MAGICAL DEFENSE [GENERAL] MANIPULATE MAGIC [SPELLTOUCHED] MARTIAL MARTI AL DEFLECTION DEFLECTION [FIGHTER, GENERAL] GENERAL] MASTER OF THE HOUSE HOUSE [GENERAL] MASTER OF THE HOUSE HOUSE [GENERAL] MYSTIC RAPPORT RAPPORT [GENERAL] NATURAL NA TURAL WEAPON PROWESS [FIGHTER, GENERAL] OFF-HAND PROWESS [FIGHTER, [FIGHTER, GENERAL] OMNIAPTITUDINAL OMNIAPTITUDI NAL [GENERAL] OPPOSITION TRAINING [GENERAL] PHYLACTERIC PHYLACTE RIC ITEM [ITEM CREATION] PURGE THE THE UNCLEAN [DIVINE] PURGE THE THE UNCLEAN [DIVINE] RAPID RESTORATION [GENERAL [GENERAL]] REMAIN AT PEACE [DIVINE] REMAIN DEAD [DIVINE] REPULSING REPULSI NG SPELL [METAMAGIC] REPULSING SPELL-LIKE ABILITY [GENERAL] RESILIENT RESILIE NT SPELL [METAMAGIC]
RESILIENT SPELL-LIKE ABILITY [GENERAL] RESTORATIVE ATTRIBUT TTRIBUTE E [GENERAL [GENERAL]] RETAINED KNOWLEDGE [GENERAL [GENERAL]] REVITALIZE REVIT ALIZE ESSENCE [GENERAL] SCORNED BY NA NATURE TURE [GENERAL] SECURE GRASP GRASP [GENERAL] SHARED SENSES [GENERAL] [GENERAL] SPRY EFFICAC EFFICACY Y [GENERAL [GENERAL]] SUDDEN GENEROUS SPELL [METAMAGIC] SUDDEN IMMEDIATE IMMEDIATE SPELL [METAMAGIC] SUDDEN REPULSING SPELL [METAMAGIC] SUDDEN RESILIENT SPELL [METAMAGIC] SUPERIOR SOUL GEM [EPIC, GENERAL] TELEPATHIC TELEPA THIC LINK [GENERAL [GENERAL]] TELEPATHIC TELEPA THIC TAP TAP [PSIONIC] TENACIOUS ANIMA ANIMATING TING FORCE [GENERAL] TRAINED FOR FOR LICHDOM [GENERAL] UNARMED WARRIOR [FIGHTER, GENERAL] UNBOUND [GENERAL] UNBOUND ESSENCE [GENERAL] [GENERAL] UNHOLY FORTITUDE [GENERAL] UNHOLY TOUGHNESS [GENERAL] UNINVITED ENTRANCE [GENERAL] UNIVERSAL MOVEMENT [GENERAL] UNLIVING MIND [GENERAL] UNNATURAL UNNA TURAL AURA [GENERAL [GENERAL]] UNUSUAL STYLE [GENERAL] [GENERAL] UNYIELDING SOUL [GENERAL] UTILIZE ANOTHER’S MAGIC MAGIC [GENERAL] [GENERAL] VIRULENT VAMPIRISM [GENERAL]
FLAWS
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14.
BIRTH DEFECT: ONE-ARMED DEATHLY DEATHLY ENERGY VULNERABILITY ENFEEBLED DRAINING ISOLATED EXISTENC EXISTENCE E NEGATIVE NEGA TIVE SOUL SHADOWLESS SLOW LEARNER STAGNANT LIFE FORCE SUNLIGHT POWERLESSNESS UNCHANGING UNCHANGIN G FORM UNFETTERED SOUL WEAK SPELL RESISTANCE
SPELLS
1. 2. 3. 4. 5. 6. 7. 8.
CALL CONSTRUCT SCHOOL SUPPRESSION SUMMON ARMOR SUMMON ARMOR, GREATER SUMMON HOL HOLY Y SYMBOL SUMMON MA MATERIAL TERIAL COMPONENTS SUMMON WEAPON SUMMON WEAPON, GREATER
NEW RULES
SUB-SCHOO L SPECIAL SUB-SCHOOL SPECIALIZA IZATION TION METASPELLS
MEGA-FEATS MEGA-FEA TS VOL. II Welcome to our second volume of Mega-Feats! Included in this book are over 90 new feats, as well as a section of new Flaws to add flavor to your game, in addition to several new spells and other items. Lets dive right into the new Feats. But first, a few notes of clarification: The term “bonded creature” is used to collectively refer to a familiar, animal companion, special mount, fiendish servant, or psicrystal. Feats with the “fighter” tag may be taken as bonus feats by fighters. Optional Rule: Any creature with the Extraplanar subtype (such as fiendish servants and some improved familiars), when it becomes a bonded creature, treats its master’s home plane as being its home plane also. The bonded creature’s native plane is effectively a foreign plane until it is no longer a bonded creature.
ALTERNATIVE CHANNELING ALTERNATIVE CHAN NELING [GENERAL] Your god knows there are times when the energy it disapproves of can still be useful, and makes a special allowance for you. Prerequisites: Ability to spontaneously cast cure//inflict spells, cure spells, ability to turn/rebuke undead. Benefit: When you lose a prepared spell you may spontaneously cast either a cure or inflict spell spell of that spell’s level or lower. You are able to turn and rebuke undead, though you can only do one at a time, and your total number of turn/rebuke attempts per day remains unchanged.
ANIMAL RAPPORT [GENERAL] Your supernatural charm affects animals around you. Prerequisites: Must be a vampire, must have the Children of the Night ability. Benefit: Animals that come within 30 feet of you are subject to a charm animal effect, at a caster level equal to your hit dice/levels. The DC for this effect is 10 + ½ your hit dice/levels + your Charisma modifier. Animals that save against this effect are immune to it for 24 hours. This is a supernatural effect that is always active; you do not need to take an action to have it affect animals around you. You may suppress or resume this ability as a free action on your turn.
BELLICOSE SPELLCASTER [GENERAL] You can make somatic gestures even when being grappled. Prerequisite: Improved Grapple. Benefit: You can cast spells with somatic components when being grappled or pinned. You must still meet all other prerequisites for casting spells while grappled (e.g. you must have components in hand, make a Concentration check, etc). Normal: You cannot cast spells with somatic components while being grappled.
BLOOD OF THE WORLD [GENERAL] Because metal comes from the earth, wearing some of it does not conflict with your harmony with nature. Prerequisite: Ability to cast druid spells. Benefit: When you take this feat, select one type of armor or shield. Using that armor or shield is not prohibited, and does not cause you to lose any druid spells or abilities. Special: This feat applies regardless of the type of metal used for the armor or shield selected. For example, a druid who took this feat and selected full plate armor could wear steel or mithral full plate armor without losing his class abilities. This feat may be selected multiple times. Each time it is chosen, it applies to a different type of armor or shield. Normal: Druids who wear metal armor or use metal shields cannot use spells, supernatural, or spell-like abilities from their class while doing so, and for twenty-four hours thereafter.
CHARM BREAKER [SPELLTOUCHED] Having been charmed before, you know how to brea br eak k su such ch en ench chan antm tmen ents ts pl plac aced ed on ot othe herr pe peop ople le.. Prerequisite: Exposure to charm person or charm monster spell. spell. Benefit: Every time you cause melee damage to someone under the effects of a spell or spell-like ability of the Charm sub-school, that character may immediately make a new saving throw against the Charm effect (at its original save DC).
CONCEAL MORALITY [SPELLTOUCHED] You resist attempts to determine your alignment. chaos, detect Prerequisite: Exposure to detect chaos, evil , detect good , or detect law spell. Benefit: When subject to a spell or spell-like ability that would determine your alignment, you may make a Will save (at the normal DC for a spell) to keep your alignment hidden. This save is separate from any other effects the spell may have; it is only made to keep your alignment concealed.
in the DMG). You may use any spell-like abilities you possesss normally posses normally,, or any any of the the phylactery’ phylactery’ss magic magic item abilities. You use your own base saving throw scores. You do not have any lesser, greater, special purpose, or dedicated powers that normal intelligent items have. You cannot cast spells or use extraordinary or supernatural abilities. You may only use feats that do not rely on having a physical body (e.g. you still benefit from Alertness, but cannot use Power Attack). Normal: When in your phylactery, you cannot use any powers or abilities.
CONCENTRATION SUPPORT [GENERAL]
COUNTERPOWER [PSIONIC]
CONSCIOUS PHYLACTERY [GENERAL]
DARK PRESENCE [GENERAL]
When in your phylactery, you’re aware, and are still active. Prerequisite: Phylacteric Item. Benefit: When in your phylactery, it is treated as being an intelligent magic item with your alignment and mental ability scores. You have 60 ft. darkvision and hearing, with the ability to read normally n ormally.. You You may speak telepathically in any language you know to a range of 60 ft. You may use any Intelligence-, Wisdom-, or Charisma-based skills. You You have an Ego score that is calculated normally (see Table: Item Ego
Your unnatural presence extinguishes lights all around you. Prerequisite: Undead type. Benefit: You radiate an aura that causes natural sources of light up to 60 feet away from you to be extinguished. Magical sources of light only illuminate an area half as large as usual. You may suppress or resume this aura as a free action on your turn. Special: Undead with special vulnerability to light (such as spectres or vampires) may not take this feat.
You may use a psionic power to disrupt the manifestation of the same power by another psionicist. Your bonded creature is able to concentrate on existing Benefit: You may counterpower psionic powers spells or powers for you. Prerequisite: Empathic or telepathic link with a the same way spellcasters may counterspell magic spells, including using dispel psionics. psionics. Unaugmented bonded creatur creature. e. powers may be used used to counter counterpower power augmente augmented d ones. Benefit: After casting a spell or manifesting Special: If using magic-psionic transparency, a power that requires concentration to maintain, you psionicc versions psioni versions of of spells spells may be used to counterpower counterpower may, as a move action that does not provoke an attack those spells (such as psioni as psionicc disintegra disintegrate te and and of opportunity, pass concentration over to your bonded disintegrate), ), and vice versa. creature. Your bonded creature is treated as having your disintegrate class levels for purposes of concentration duration, and may only concentrate on one spell or power at CREATE SLAVES [GENERAL] a time. You may resume concentration yourself on You always create vampire slaves, instead of mere subsequent rounds, if you wish, as another free action spawn. that does not no t provoke an a n AoO. Your Your bonded creature Prerequisites: Must be a vampire, must have may only maintain spells or powers from the class its the Create Spawn ability. advancement is based on. For example, a multiclass Benefit: Creatures that you subject to your wizard/psion that had a psicrystal and this feat could Create Spawn ability always rise as vampire slaves have his psicrystal maintain concentration on a psionic (they have your vampire template applied to them) power he he manifested, manifested, but not on an arcane arcane spell spell he cast. cast. rather than vampire spawn. Special: This feat can be taken more than once. Normal: Certain uses of the Create Spawn Each time it is taken, it applies to a different bonded power create create vampire vampire spawn, while others others create true creature that you have. vampire slaves.
DEDICATED ALCHEMIST [GENERAL] ENDURING ESSENCE [GENERAL] Through dedicated training and perseverance, you are able to craft alchemical items even if you can’t cast spells. Prerequisite: Craft (alchemy) 8 ranks. Benefit: You do not need to be a spellcaster to craft alchemical items with the Craft (alchemy) skill. Normal: You must be a spellcaster with ranks in Craft (alchemy) to make alchemical items.
Even after your body is destroyed, your dark soul continues to exist. Prerequisite: Must be a vampire (vampire spawn cannot take this feat). Benefit: If you are destroyed, you rise as a ghost in 1d4 days. As a ghost, you do not n ot have any of your vampiric powers; po wers; essentially, essentially, the vampire template is removed, and the ghost template is added. You do not have the rejuvenation special quality; the next time you are destroyed will be your last.
DESTROYER [GENERAL] You are exceptionally skilled at breaking things. Prerequisite: Str 14. Benefit: When making a Strength check to break something with sudden force, you may add 1.5 times your Strength bonus to the d20 roll. You may also apply your size bonus (if any) to bre aki aking ng an any y obj object ect.. Normal: When attempting to break something with sudden force, you make a normal Strength check. Your Your size bonus to such checks applies only to breaking open doors.
ENTHRALLING GAZE [GENERAL] Your eyes naturally enrapture e nrapture those who look into them. Prerequisite: Must be a vampire or vampire spawn. Benefit: Your Dominate special attack a ttack is a gaze attack. vampire’s Dominate ability ab ility can Normal: A vampire’s only be used as a standard action; characters merely looking at a vampire are not subject to it.
EPHEMERAL EXISTENCE [GENERAL] DESTRUCTIVE PALM [GENERAL] Your quivering palm can tear almost anything apart. Prerequisite: Quivering palm class feature. Benefit: Your quivering palm can affect Constructs, Plants, and Undead. If these creatures fail their Fortitude save they are instantly destroyed by your quivering palm’s destructive vibrations. Normal: Your quivering palm cannot affect Constructs, Plants, and Undead.
You have only a tenuous connection to the physical world. Prerequisite: Incorporeal subtype. Benefit: You have a 66% chance to ignore damage from a corporeal source, save for positive and negative energy, force effects, and ghost touch weapons. Normal: Incorporeal creatures have a 50% chance to ignore damage from a corporeal source, save for positive and negative neg ative energy, force effects, and ghost touch weapons.
DIVERSE [GENERAL]
ETERNAL ESSENCE [GENERAL]
You are able to simultaneously pursue multiple career paths easier than most people. Benefit: You take only a -10% XP penalty for each non-favored class not within one level of your highest non-favored class. Normal: You take a -20% XP penalty for each non-favored class not within one level of your highest non-favored class. Special: You may not take this feat if you have the Slow Learner flaw, and vice versa.
You are never truly destroyed. Prerequisites: Must be a vampire, must have fourteen or more hit dice/levels. Benefit: Even after being destroyed, you can be revitalized. Your Your ashes must be gathered (this takes a limited wish, wish, wish wish,, miracle miracle,, or similar effect if they have been destroyed or thoroughly scattered), and taken to an area under the effect of an unhallow unhallow spell, spell, and placed in a coffin. After a week, during which time the ashes must not leave the coffin, nor the area of the unhallow unhallow spell, spell, you are restored (you have full hit points, and all previous conditions are removed,
but you do not have any spells or spell slots prepared). damage if flowing over rocks and cascades) on a Any vampires that were under your control prior to successful DC 15 Swim or Strength check. On a failed your destruction remain free after you are restored; check, you must then make another check to avoid you must create new vampiric servitors. going under. Special: If you have the Enduring Essence feat, your ghost must immediately possess the ashes EXTENDED LINK [GENERAL] once they are placed inside the coffin in the area of the Your connection to your bonded creature c reature is broader unhallow spell, at which point you become quiescent than normal. and unaware of your surroundings. If you do not Prerequisite: Empathic or telepathic link with possess the ashes, or cease to possess them before a a bonded creature. full week has passed, the ritual to restore you to your Benefit: You increase the distance of your vampire status fails. If your ghost has been destroyed, empathic or telepathic link to your bonded creature you must be placed in the coffin in the radius of the by 1 mile. If you can share spells with your bonded spell for a full year to be restored. creature, they may now be an additional 5 feat away If you were a good-aligned vampire, your to receive the benefit of the spell. They still lose the ashes must be subjected to a hallow hallow spell spell instead of an benefit of a non-instantaneous spell if they move unhallow spell. unhallow spell. If you were neutral, then either version further away. will work. Special: If your bonded creature has another power that is limited to 1 mile (such as a familiar’s familiar’s special ability), that range is also increased by another mile from this feat. EXCEPTIONAL RESILIENCE You may take this feat multiple times. Each [FIGHTER, GENERAL] time, you may either add it to a different bonded You shrug off wounds that would leave normal men creature you have, or use it to further increase the unconscious. range of connection to a bonded creature already Benefit: You gain damage damag e reduction against under the effects of this feat; each such successive nonlethal damage equal to your Constitution modifier application increases the range of the link by 1 mile, (to a minimum of nonlethal DR 1/-). This may reduce and increases the range of sharing spells by 5 feet. nonlethal damage to 0, but not below 0. Special: This feat applies only to nonlethal damage taken in combat. Nonlethal damage from environmental conditions, starvation, etc. is not subject to this feat.
EXPERIENCED SWIMMER [GENERAL] You have trained yourself to swim in dangerous conditions. Prerequisite: Swim 5 ranks. Benefit: Armor check penalties to swim checks are not doubled for you. When in fast-moving water, on a successful DC 15 Swim check (or DC 15 Strength check) you take no damage per round (or 1d3 points of lethal damage if flowing over rocks and cascades). You You must still make a second check to avoid going under if you fail the first. Normal: Armor check penalties are doubled for Swim checks. When in fast-moving water, you take 1d3 points of nonlethal damage in a round (1d6 points of lethal
FALSIFIED AURA [GENERAL] [GEN ERAL] You are adept at disguising the nature of the spells you cast, weaving in threads of other magic to disguise this spell’s aura. Prerequisite: Ability to cast spells or use spell-like abilities. Benefit: When you take this feat the DC on all Spellcraft checks made to identify spells you cast or to identify (with detect magic or magic or similar effects) the school of magic of your spells and spell-like abilities increase by +5. This requires no action on your part. Special: The benefit of this feat also applies to magic items that you create.
FATALITY [GENERAL] You have a stylized, exceptionally ex ceptionally gory way of killing your foes. Prerequisite: Intimidate 5 ranks.
Benefit: When you kill a foe with a coup de grace, you automatically make an Intimidate check to demoralize all enemies who can see you. This Intimidate check gains a +4 circumstance bonus. Normal: A coup de grace does not affect other enemies around you. An Intimidate check to demoralize enemies takes a standard action, and only affects enemies you threaten in melee combat and an d that can see you.
you were a druid equal to one-half the level of your chosen class. The choice cannot be b e changed later. Special: If your chosen class is high enough level, you may choose an alternative animal companion, as detailed in the PHB. You may never have more than one animal companion at a time.
GAIN FAMILIAR [GENERAL]
You summon and bond with a creature, making it your FINAL BLOW [SPELL [S PELLTOUCHED] TOUCHED] familiar. Prerequisite: Ability to cast arcane spells. Creatures you kill have a hard time coming back to Benefit: You obtain a familiar in a process that life. Prerequisite: Exposure to circle of death, death, takes 24 hours and 100 gp of special materials. Your Your finger of death, death, power word kill , or or symbol symbol of death familiar follows all the rules for familiars in the PHB, spell. and advances based on your arcane spellcasting class. If you have more than one arcane spellcasting class, Effect: Spells and spell-like abilities used to restore life to creatures you killed in melee co mbat choose one at the time you take this feat; your familiar must succeed on a caster level check (DC equals twice advances only according to your levels in that class. your total character level at the time you killed the The choice cannot be changed later. Special: If your arcane spellcasting class gives creature) to raise raise,, resurrect , reincarnate reincarnate,, or otherwise restore life to the dead creature. If the check fails, the bonus feats as class abilities, you may choose this feat creature remains dead. as a bonus feat. You may never have more than one familiar at a time. FOCUS OF FAITH [GENERAL] Your faith is so great that it doesn’t require symbolic representation. Prerequisite: Ability to cast divine spells or to use turn/rebuke attempts. Benefit: When casting spells, you may ignore the divine focus component. Additionally, Additionally, you may turn/rebuke undead (or other creatures, if you have other turn/rebuke abilities) without a holy symbol. Normal: You must have a holy symbol to act as a divine focus for certain spells, and must present your holy symbol to use turn/rebuke attempts.
GAIN ANIMAL COMPANION [GENERAL] You call an animal to you, y ou, which regards you as a trusted companion. Benefit: You gain a badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), wolf, crocodile, porpoise, Medium shark, or squid as an animal companion. Your Your animal companion follows all the rules for animal companions in the PHB. When you gain this feat, choose a single character class you possess; your animal companion advances as though
GAIN FIENDISH SERVANT [GENERAL] The evil forces you serve grant you a wicked servant. Prerequisites: Ability to cast divine spells of th 6 -level or higher, non-good alignment. Benefit: You gain a fiendish bat, cat, dire rat, horse, pony, raven, or toad as a fiendish servant, following all the rules for fiendish servants in the DMG. When you gain this feat, choose a single divine spellcasting class you possess; your fiendish servant advances as though you were a blackguard equal to the level of the chosen class. Once made, this choice cannot be changed later later.. Special: If you have a fiendish servant, you may not also have a special mount. You may never have more than one fiendish servant at a time.
GAIN SPECIAL MOUNT [GENERAL] Your benevolent patron grants you a mount to faithfully serve you. Prerequisites: Ability to cast divine spells of rd 3 -level or higher, non-evil alignment. Benefit: You gain a heavy warhorse, warpony,
riding dog, or Large shark as a special mount, following all the rules for special mounts in the PHB. When you gain this feat, choose a single divine spellcasting class you possess; your special mount advances as though you were a paladin equal to the level of the chosen class. Once made, this choice cannot be changed later. Summoning your special mount is a spell-like ability ability,, with a spell-level equal to one-third the level of your chosen character class. Special: If you have a special mount, you may not also have a fiendish servant. You may never have more than one special mount at a time.
GENEROUS SPELL [METAMAGIC]
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down). For a summary, see the table below below.. The psionic version of this feat is called Generous Psi-like Ability. Ability. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. Spell level 0 1 2 3 4 5 6 7 8 9
Caster level 1st 2nd 4th 6th 8th 10th 12th 14th 16th 18th
You may cast a spell that is normally reserved for yourself on someone else instead. Benefit: This feat may only be applied to spells with a range of “personal” or have h ave a target of “you.” The spell’s range changes to become “creature touched.” If the creature is unwilling, you must make a touch attack to cast the generous spell upon them. Regardless of whether they’re willing or not, you GREATER UNARMED STRIKE may only use a generous gen erous spell on a single creature. A [FIGHTER, GENERAL] generous spell uses up a spell slot equal equa l to the spell’s Your blows deal greater than normal damage. da mage. original level. Prerequisite: Improved Unarmed Strike. The metapsionic version of this feat is called Benefit: Your unarmed strike damage increases Generous Power. It requires 0 additional power points, by one die size (e.g. from 1d2 to 1d3, 1d3 to 1d4, etc). and that you expend your psionic focus. Special: This feat does not stack with any
GENEROUS SPELL-LIKE ABILITY [GENERAL]
other feat that improves damage dice to unarmed strikes or natural weapons (such as Improved Natural Attack).
You may use a spell-like ability that is normally reserved for yourself on someone else instead. HANDLE CREATURE [GENERAL] Prerequisite: Spell-like ability at caster level You are able to skillfully deal with even eve n fantastic nd 2 or higher. beasts. Benefit: Choose one of your spell-like Prerequisite: Handle Animal 8 ranks. abilities, subject to the restrictions below. You You can use Benefit: When making a Handle Animal check that ability as a forceful spell-like ability three times on a non-animal creature, the DC increases by only 2. per day (or less, if the ability is normally useable only Normal: You may make a Handle Animal once or twice per day). check on a non-animal creature with an Intelligence The spell-like ability must be one that has h as a score of 1 or 2, but the DC of the check increases by 5. range of “personal” or a target of “you.” The spell-like ability’s range changes to become “creature touched.” HIDEOUS VISAGE [GENERAL] If the creature is unwilling, you must make a touch You can make your face look hideously frightening. attack to use the generous spell-like ability upon them. Prerequisite: Must be a vampire or vampire Regardless of whether they’re willing or not, you spawn. may only use a generous gen erous spell-like ability on a single Benefit: As a free action, you can make creature. your face appear monstrous. This grants you a +8 to
Intimidate checks and a +2 to save DCs against any of your spells or abilities with the Fear descriptor, as well as a -4 penalty to Diplomacy checks. The target must be able to see your face for you to gain these modifiers.
Special: This feat can’t be applied to spells cast spontaneously, since applying a metamagic feat to a spontaneously cast spell increases the casting time to a full-round action. You cannot cast an immediate spell if you are flat-footed.
HIDDEN PRESENCE [GENERAL]
IMMEDIATE SPELL-LIKE ABILITY [GENERAL]
Your unliving body makes no sounds, and has no scent. Constitution on score. score. Prerequisite: No Constituti Benefit: Your body makes no natural sounds (though you can speak if you normally could), giving you a +10 bonus to Move Silently checks. Further, you do not produce any scent, making you undetectable to the Scent ability ability.. You You cannot canno t be tracked by smell. You You cannot take this feat if you have an sound- or odorrelated ability that you cannot deactivate (such as a ghast’s stench ability).
You can use your spell-like abilities extremely quickly. Prerequisite: Spell-like ability at caster level th 12 or higher. highe r. Benefit: Choose one of your spell-like abilities, subject to the restrictions described below. You You can use that ability as an immediate spell-like ability three times per day (or less, less, if if the abilit ability y is normall normally y usable usable only once or twice per day). Using an immediate spell-like ability is an immediate action. You can perform another action—including the HIDDEN WINGS [GENERAL] use of another spell-like ability—in the same round You are able to make your wings appear and disappear that you use u se an immediate spell-like ability. You You may at will. use only one immediate spell-like ability (or quickened Prerequisite: Must have wings. spell-like ability) per round. rou nd. A spell-like spell-like ability whose Benefit: As a move action that provokes an casting time is longer than 1 full round cannot be made attack of opportunity, you may make your wings immediate. disappear; making them reappear is a free action that You can only select a spell-like ability does not provoke an AoO. While gone, you cannot use duplicating a spell with a level less than or equal to half your wings to fly, make wings buffets, or otherwise use your caster level (round down) -5. For a summary, see them in any way. Making your wings reappear while the associated table. wearing items not able to accommodate them (such as In addition, a spell-like ability that duplicates a spell shirts, armor, etc.) destroys non-magical items; magical with a casting time greater than 1 full round cannot be items are unharmed but fall to the ground in your space. made immediate. Special: Use of this feat is a supernatural The psionic version of this feat is called ability; in an antimagic field, your wings automatically Immediate Psi-like Ability. Ability. reappear. Special: This feat can be taken multiple times. Each time it is taken, you can apply it to a different one of your spell-like abilities. You cannot use an immediate IMMEDIATE SPELL [METAMAGIC] spell-like ability if you are flat-footed You can cast spells extremely quickly. Benefit: You may cast a spell with this feat Spell level Caster level applied as an immediate action. You can perform 0 10th another action, even casting another spell, in the same 1 12th round as you cast an immediate spell. You may cast 2 14th only one swift or immediate spell per round, including 3 16th spells with the Quicken Spell metamagic feat. A spell 4 18th whose casting time is longer than 1 full round cannot 5 20th be made immedi immediate. ate. You can use use an immediat immediatee spell as 6 22nd a counterspell. An immediate spell uses up a spell slot 7 24th five levels higher than the spell’s actual level. 8 26th The metapsionic version of this feat is called 9 28th Immediate Power. It requires 8 additional power points, and that you expend your psionic focus.
IMPERCEPTABLE NATURE [GENERAL]
MAGICAL DEFENSE [GENERAL]
You are so adept at hiding that even magic has a hard time finding you. Prerequisites: Hide in plain sight class feature, Hide 13 ranks. Benefit: You may add half your ranks (round down) in Hide to saving throws you make against spells of the scrying sub-school. This does not apply when you are flat-footed or helpless.
You can concentrate co ncentrate to increase your resistance to magic attacks. Prerequisite: Must have spell resistance. Benefit: As a standard action that does not provoke an attack of opportunity, you gain a +4 bonus to your spell resistance for one round. Special: This feat may be taken by creatures with, and works with, power resistance also. A creature with both spell resistance and power resistance may gain a +4 bonus to both as part of a single standard action.
INDOMITABLE SPELLCASTER [GENERAL] You force magic to work even in areas where it normally could not. Prerequisites: Spellcraft 1 rank, caster level 1st. Benefit: In areas where magic is lacking (such as in an antimagic field , or a plane with the dead magic planar plan ar trai trait), t), you can for force ce your your spel spells ls and spel spell-l l-like ike abilities to work. When casting a spell or using a spelllike ability, as a free action that does not provoke an attack of opportunity make a Spellcraft check (DC 30 + spell level). If the check succeeds, the spell works normally. If the check fails, the spell is expended but does not function. Special: This feat only works for spells you cast while within areas without magic; you cannot cast spells outside of an antimagic field to to affect creatures within it.
INTANGIBLE EXISTENCE [GENERAL] Even pure force can barely touch you. Prerequisite: Incorporeal subtype. Benefit: You have a 50% chance to ignore force effect damage from a corporeal source. You can pass through force effects unhindered, and you ignore force effect bonuses to armor class. Normal: An incorporeal creature cannot ignore damage from a corporeal force effect. It cannot pass through a force effect, nor ignore force effect bonuses to armor class.
LIFESENSE [GENERAL] You naturally sense the presence, and absence, of life around you. Prerequisite: Undead type. Benefit: As a supernatural ability, you notice and locate living creatures within 60 feet, just as if you posses pos sessed sed the bli blindse ndsense nse abil ability ity.. This This als also o allow allowss you you to to sense the strength of their life force automatically, as if you had cast deathwatch deathwatch..
MANIPULATE MAGIC [SPELLTOUCHED] You can create a minor spell effect through sheer will. Prerequisite: Exposure to miracle miracle or or wish wish.. Benefit: Choose a single 1st-level spell. You may now use that as a spell-like ability a number of times per day equal to your Charisma bonus (minimum once per day). d ay). Your Your caster level is equal to your total character level.
MARTIAL DEFLECTION [FIGHTER, GENERAL] You are able to deflect defle ct ranged attacks with a weapon. weapon . Prerequisites: Deflect Arrows, Weapon Focus. Benefit: Select a weapon that you have taken Weapon Focus for for.. You You are now able to deflect ranged attacks using that weapon. Normal: You can only deflect ranged attacks with a free hand. Special: Y You ou can take this feat multiple times. Each time you take it, it applies to a different weapon that you have taken Weapon Weapon Focus for.
MASTER OF THE HOUSE [GENERAL] You may invite others into households you yo u enter. Prerequisite: Uninvited Entrance. Benefit: Once you’ve entered a home or dwelling, you may then give permission to enter to other vampires or creatures that need to be invited in.
MUSICAL NUMBER [GENERAL] You can force a number of people to move and act in time with your music. Prerequisites: bardic music class feature, Perform 16 ranks.
Benefit: As a spell-like ability, you may use bardic music to use dominate person on person on up to one creature per two class levels (in the class that grants bardic music) music),, each of which must must be withi within n 90 ft. ft. of you, be able to see and hear you, and be able to pay attention to you. You must also be able to see each creature. Each creature receives a saving throw (DC 10 + ½ class level + Charisma modifier) to negate the effect. You are able to give each creature orders, or change its orders, telepathically as a free action each round on your turn. You do not know what the subjects of this ability are experiencing, and cannot receive sensory input from them. This ability lasts as long as you concentrate (maximum 1 round per class level), and for 5 rounds thereafter. This is an enchantment (compulsion), mind-affecting ability ability.. Each use of this ability takes four uses of bardic music.
MYSTIC RAPPORT [GENERAL] You develop a spiritual bond with your animal companion. Prerequisite: Must have an animal companion. Benefit: You develop an empathic link with your animal companion. This is identical to an empathic link with a familiar familiar.. Special: This feat can be taken more than once. Each time it is taken, it applies to a different animal companion that you have.
NATURAL WEAPON PROWESS NATURAL PR OWESS [FIGHTER, GENERAL] You have trained your secondary natural weapons to be as strong as your primary. Prerequisite: Base attack bonus +1. Benefit: Attacks made with your secondary natural weapons add your full Strength bonus to damage. Normal: Damage from attacks made with your secondary natural weapons adds only ½ your Strength bonus to to damage. damage.
OFF-HAND PROWESS [FIGHTER, GENERAL] You have trained to make your off-hand as strong as your primary hand. Prerequisite: Base attack bonus +1. Benefit: Attacks made with your off-hand add your full Strength bonus to damage.
Normal: Damage from attacks made with your off-hand adds only ½ your Strength bonus to damage.
OMNIAPTITUDINAL [GENERAL] You have no trouble pursuing multiple disparate career paths at once. Prerequisite: Diverse. pen alties for Benefit: You do not take XP penalties multiclassing. Normal: You take a -20% XP penalty for each non-favored class not within one level of your highest non-favored class (or a -10% penalty with the Diverse feat).
OPPOSITION TRAINING [GENERAL] You’ve undergone special training to be able to cast a few spells from your prohibited schools of magic. Prerequisite: Must be a specialist wizard. Benefit: You may prepare one spell per spell level from a prohibited school of magic. These spells must be chosen for every spell level when you take this feat, and cannot be changed later. Spells you choose are treated in all ways as if belonging to a non-opposed school of magic (e.g. you can use wands or scrolls of them, you do not take a -5 penalty to Spellcraft checks regarding those spells, etc). Special: If you have other kinds of specialist spellcasters in your game, they can also select this feat.
PHYLACTERIC ITEM [ITEM CREATION] Your phylactery is imbued with greater magical power. Wondrous Item, caster Prerequisites: Craft Wondrous th level 15 . Benefit: When creating your phylactery, you may make it as any other magic item, in addition to its phylactery powers. Doing so adds 120,000gp and 4,800 xp to the creation costs, applied after calculating the costs for the normal item (this does not cou nt towards the market price limit for non-epic items). Your phylactery’s hardness, hit points, po ints, and Break DC are all equal to those of a normal magic item of the same type, or a standard phylactery (40 hp, hardness 20, Break DC 40), whichever is higher highe r. Its AC is normal for an item of its type and a nd size. You You must meet any other prerequisites needed to craft the item (e.g. you would need the Forge Ring feat to craft a ring of invisibility phylactery). phylactery).
For example, you could make a mask of the RAPID RESTORATION [GENERAL] skull phylactery phylactery.. Such an item would cost 142,000 gp You’re quicker to recover from your phylactery ph ylactery than and 5,680 XP to create, requiring the spells animate others of your kind. objects,, finger of objects of death, death, and fly and fly,, and would have AC Prerequisite: Must be a lich or demilich. 16, hp 40, hardness 20, and a Break DC of 40. A +5 Benefit: When your body is destroyed, your vorpal longsword phylactery would phylactery would cost 320,315 gp essence is able to take a new body after 1d6 days. and 12,800 XP to create, requiring the spells circle of Normal: Without this feat, a lich that has been death and death and keen edge, edge, and would have AC 4 (Small-size destroyed reappears after 1d10 days. object), hp 55, hardness 20, and a Break DC of 40. Normal: A phylactery may not have magic item REMAIN AT PEACE [DIVINE] properties proper ties or or be part part of another another magic item. item. Your holy power keeps the dead from being awoken Special: You may only make a phylactery out by the black arts. of permanent magical items. Potions, scrolls, wands, Prerequisite: Ability to turn undead. staffs, and impermanent wondrous items cannot be Benefit: If someone within 60 ft. of you uses made as a phylactery. a spell or effect to create (but not summon or call) You must still craft c raft the phylactery yourself, undead, you may spend a turn attempt as an immediate though others can aid you with specific prerequisite action to try to negate it if you are not flat-footed. spells as normal. Make an opposed caster level check (classes you You may add further magical properties to the possess that grant the ability to turn undead stack for phylactery phylact ery item item later, later, as with with a normal normal magic magic item. purposes of this check; if the opposed effect doesn’t However, if you’ve already created a phylactery without rely on caster level, its check is d20 + the user’s this feat, you may not add magic item properties to it. hit dice). If your result equals or exceeds the other person’ss check, the undead are not created, otherwise person’ PURGE THE UNCLEAN [DIVINE] the undead are a re created normally. Through you, the wrath of your god is visited against If the spell or effect creating the undead has the walking dead. any other effects, they are unaffected by use of this Prerequisite: Divine Vengeance. feat. Benefit: You can spend one of your turn undead attempts as a standard action that does not provoke an REMAIN DEAD [DIVINE] attack of opportunity to imbue your next melee attack Your unholy power keeps people from being restored with the disruption disruption magic magic weapon property, even if it is to life. not with a bludgeoning weapon. If you use this feat and Prerequisite: Ability to rebuke undead. wield a weapon that already has the disruption disruption property, property, Benefit: If someone within 60 ft. of you uses then on your next attack the DC of the Will save it a spell or effect to raise raise,, resurrect , reincarnate reincarnate,, or requires rises to 18. otherwise try to restore life to someone, you may
RANGED AURA [GENERAL] You are able to temporarily imbue a small amount of your aura on ranged weapons you use. Prerequisite: Any alignment subtype. Benefit: Ranged weapons you shoot or throw overcome damage reduction in accordance with your alignment subtypes. This lasts only for a single attack you make with them, regardless of whether they hit or miss. Normal: Only melee weapons overcome damage reduction as per your alignment subtypes. Special: This feat does not apply to siege weaponry, such as ballistae, that you operate.
spend a rebuke attempt as an immediate action to try to negate it if you are not flat-footed. Make an opposed caster level check (classes you possess that grant the ability to rebuke undead stack for purposes of this check; if the opposed effect doesn’t rely on caster level, its check is d20 + the user’s hit dice). If your result equals or exceeds the other person’s check, the people they attempted to bring back remain deceased. This does not apply to someone healing a person with the Unyielding Soul feat. If the spell or effect bringing back the dead has any other effects, they are unaffected by use of this feat.
REPULSING SPELL [METAMAGIC] Your spells strike with extreme force, pushing your enemies away. Benefit: This feat can only be applied to damagedealing spells that target individual creature(s). When hit by a forc forcefu efull spel spell, l, the ta targ rget et mus mustt mak makee a Refl Reflex ex sav savee (in (in addition to any other saves it must make), or be pushed 5 feet away from you for every 10 points of damage it took. This movement incurs attacks of opportunity as normal (but not from you). A repulsing spell takes up a spell slot three levels higher than the spell’s actual level. The metapsionic version of this feat is called Repulsing Power. It requires 4 additional power points, and that you expend your psionic focus. Special: If the target is larger or smaller than Medium, the damage necessary to knock it back increases or decreases by 2 for each difference in size category. For example, a Large creature would be pushed back 5 feet for every 12 points of damage if it failed its Reflex save.
REPULSING SPELL-LIKE ABILITY [GENERAL]
Spell level 0 1 2 3 4 5 6 7 8 9
Caster level 6th 8th 10th 12th 14th 16th 18th 20th 22nd 24th
RESILIENT SPELL [METAMAGIC] Your spell is more difficult to negate. Benefit: A resilient spell is very hard to dispel, counter, or disjoin. The resilient spell gains a +5 bonus to its DC against dispel checks (including dispelling used as a counterspell). Against counterspelling and disjunction effects, a resilient spell receives an opposed caster level check to avoid being countered or disjoined (this check does not gain the aforementioned +5 bonus). A spell that fails to counterspell a resilient spell is negated as per normal for a counterspell, though the resilient spell takes effect normally. normally. A resilient spell takes up a spell slot one level higher than the spell’s actual level. The metapsionic version of this feat is called Resilient Power. It requires 1 additional power point, and that you expend your psionic focus.
You can make one of your spell-like abilities strike with extreme force. Prerequisite: Spell-like ability at caster level 8th or higher. Benefit: Choose one of your spell-like abilities, subject to the restrictions below. You can use that ability as a repulsing spell-like ability three times per day (or less, if the ability is normally useable only once or twice per day). RESILIENT SPELL-LIKE ABILITY The spell-like ability must be one that deals damage and targets individual creature(s). When hit [GENERAL] by a repu repuls lsin ing g spel spelll-li like ke abi abili lity ty,, the the tar target get mu must st ma make ke Your spell-like ability is more difficult to negate. a Reflex save (in addition to any other saves it must Benefit: Choose one of your spell-like make), or be pushed 5 feet away from you for every 10 abilities, subject to the restrictions below. You You can use point poi ntss of of dam damage age it too took. k. Thi Thiss mov movem ement ent in incur curss att attack ackss that ability as a resilient spell-like ability three times of opportunity as normal (but not from you). If the target per day (or less, if the ability is normally useable only is larger or smaller than Medium, the damage necessary once or twice per day). to knock it back increases or decreases by 2 for each The resilient spell-like ability gains a +5 bonus difference in size category. to its DC against dispel checks. Against disjunction The creature can only select a spell-like ability effects, a resilient spell receives a dispel check to duplicating a spell with a level less than or equal to half its avoid being disjoined (this dispel check does not gain caster level (round down) -3. For a summary, see the table the aforementioned +5 bonus). below bel ow.. The creature can only select a spell-like ability The psionic version of this feat is called Repulsing duplicating a spell with a level less than or equal to Psi-like Ability. half its caster level (round down) -1. For a summary, Special: This feat can be taken multiple times. see the table below below.. Each time it is taken, the creature can apply it to a different The psionic version of this feat is called one of its spell-like abilities. Resilient Psi-like Ability. Ability.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities. Spell level 0 1 2 3 4 5 6 7 8 9
Caster level 2nd 4th 6th 8th 10 th 12 th 14 th 16 th 18 th 20 th
REVITALIZE ESSENCE [GENERAL] You may create another phylactery if yours is destroyed. Prerequisite: Must be a lich or demilich. Benefit: If your phylactery is destroyed, you may create another one. You must wait 10 days before creating another phylactery, and must pay all the normal costs of creation. You may still only have one phylactery at a time. Normal: A lich that has its phylactery destroyed while its body still exists may never create another phylacte phyl actery ry.. Special: Whether or not they have this feat, a lich (or demilich) always knows instantly when its phylactery is destroyed.
SCORNED BY NATURE [GENERAL] RESTORATIVE ATTRIBUT RESTORATIVE TTRIBUTE E [GENERAL] There is a part of you that cannot be permanently injured. Benefit: When you take this feat, choose one ability score. That ability score no longer takes permane perm anent nt abili a bility ty drain d rain.. Instea In stead, d, any such drai drain n is is converted to temporary ability damage. You still suffer from ability damage normally. Special: You may take this feat multiple times; each time it applies to a different ability score.
RETAINED KNOWLEDGE [GENERAL] Even after abandoning an occupation, you still practice prac tice some of its i ts trick t ricks. s. Benefit: If you no longer qualify for a class or prestige class for some reason (such as an alignment change, or not meeting entry prerequ prer equisite isite s) you y ou reta retain in all a ll extra e xtraordi ordinary nary cla class ss abilities. This includes weapon and armor proficien profi ciencie cies, s, but b ut not n ot spel s pellcas lcasting ting.. Normal: When you no longer qualify for a class or prestige class, you lose all class abilities (unless the class description states otherwise). Special: This feat does not let you take levels in a class or prestige class that you do not qualify for. You may take this feat after you no longer qualify for a class in order to regain access to its extraordinary abilities. You may not take further levels in a class you do not meet the prerequisites for until you meet them again.
The natural world ignores you. Prerequisite: Undead type. Benefit: The natural world ignores your presence utterly; you do not leave footprints, disturb dust, etc. You never leave a trail, and cannot be tracked. You may leave a trail if you deliberately wish to do so.
SECURE GRASP [GENERAL] Even when your attention is elsewhere, you keep a tight grip on creatures you’ve grabbed. Prerequisite: Improved grab. Benefit: After using improved grab, if you choose to hold the opponent with only the part of your body that made the imp improve roved d grab grab you you take take a -15 -15 to grapple checks and are not considered grappled yourself. Normal: When you use only the part of your body tha thatt made made the imp improv roved ed grab grab to hold your oppo opponent nent,, you take a -20 to grapple checks and are not considered grappled yourself.
SHARED SENSES [GENERAL] You may see and hear through your bonded creature’s senses. Prerequisite: Telepathic link with a bonded creature. Benefit: As a standard action, you may see and hear everything your bonded creature is seeing and hearing, as it occurs. You may maintain this as long as you want, but while doing so, you do not see or hear anything through your own senses. Special: This feat can be taken more than once. Each time it is taken, it applies to a different bonded creature that you have.
SPRY EFFICACY [GENERAL]
SUDDEN REPULSING SPELL [METAMAGIC]
You have a nimble nature that lets you move quicker where most people are hampered. You can cast a spell with extreme force without special Prerequisites: Dex 12 or Tumble 8 ranks. prepar prep arat atio ion. n. Benefit: When squeezing through a space at least Benefit: Once per day, you can apply the effect of the half as wide as you, you take only a -2 penalty to attack Repulsing Spell feat to any damage-dealing spell you cast that rolls and AC. targets individual creature(s) without increasing the level of When crawling, you may crawl up to half your the spell or specially preparing it ahead of time. You can still total speed (round down) as a move action. You still use Repulsing Spell normally if you have it. provoke pro voke att attacks acks of oppor opportuni tunity ty for craw crawlin ling. g. The metapsionic version of this feat is called Sudden Soft cover grants you a +2 bonus on Reflex saves Repulsing Power. It requires no power points, nor that you against attacks that originate or burst out from a point expend your psionic focus. on the other side of the cover from you. Note that spread effects can extend around corners and thus negate this SUDDEN RESILIENT RESILIENT SPELL [METAMAGIC] [METAMAGIC] cover bonus. Your spell becomes more difficult to negate without special Normal: When squeezing through a space at prep pr epar arat atio ion. n. least half as wide as you, you take a -4 penalty to attack Benefit: Once per day, you can apply the effect of the rolls and AC. Resilient Spell feat to any spell you cast without increasing the When crawling, you may only move 5 feet as a level of the spell or specially preparing it ahead of time. You move action that provokes an attack of opportunity. can still use Resilient Spell normally if you have it. Soft cover does not grant a bonus to Reflex saves. The metapsionic version of this feat is called Sudden Resilient Power. It requires no power points, nor that you SUDDEN GENEROUS SPELL expend your psionic focus.
[METAMAGIC] You can cast a spell that is normally reserved for you on SUPERIOR SOUL GEM [EPIC, GENERAL] someone else without special preparation. Your bond with your soul gems is as strong as with your Benefit: Once per day, you can apply the effect phylac phyl acte tery ry.. of the Generous Spell feat to any “range: personal” or Prerequisite: Must be a demilich. “target: you” spell you cast without increasing the level Benefit: You need not incorporate all eight of your of the spell or specially preparing it ahead of time. You soul gems directly into your physical form. Instead, you can still use Generous Spell normally if you have it. need only incorporate two, and may store the rest elsewhere The metapsionic version of this feat is called (though they can be incorporated into your body if you so Sudden Generous Power. It requires no power points, nor choose). You may also use your Phylactery Transference that you expend your psionic focus. powe po werr wi with th an any y of yo your ur no nonn-in inco corp rpor orat ated ed so soul ul ge gems ms,, th thou ough gh only with one soul gem (or your phylactery) at a time. SUDDEN IMMEDIATE SPELL Switching your Phylactery Transference ability between soul gems or your phylactery is a standard action that does not [METAMAGIC] prov pr ovok okee an at atta tack ck of op oppo port rtun unit ity y. You can cast spells extremely quickly without special Normal: A demilich must incorporate all eight prepara pre paratio tion. n. of its soul gems directly into its concentrated form. Also, a Benefit: Once per day when you are not flatdemilich’s Phylactery Transference power only works with its footed, you can apply the effect of the Immediate Spell phyl ph ylac acte tery ry.. feat to any spell you cast without increasing the level of Special: A demilich with this feat may use any other the spell or specially preparing it ahead of time. You can phyl ph ylac acte tery ry-s -spe peci cific fic fe feat ats, s, sp spel ells ls,, ab abil ilit itie ies, s, et etc. c. wi with th re rega gard rdss to still use Immediate Spell normally if you have it. their soul gems. The metapsionic version of this feat is called Sudden Immediate Power. It requires no power points, nor that you expend your psionic focus.
TELEPATHIC LINK [GENERAL]
hit points, you are not destroyed. Instead, you are treated as being disabled. At -10 hit points, you are immediately destroyed. Normal: Creatures with no Constitution score are immediately destroyed at 0 hit points.
Your empathic connection to your bonded creature deepens. Prerequisite: Empathic link with a bonded creature. Benefit: You gain a supernatural telepathic link with your bonded creature, replacing your empathic TRAINED FOR LICHDOM [GENERAL] link. The two of you can communicate telepathically You have figured out how to become a lich sooner as if your bonded creature were the target of a than most would think possible. telepathic bond spell spell cast by you. Because of the Prerequisite: Ability to cast spells. telepathic link between you and your bonded creature, y our Benefit: You may subtract the bonus from your you have the same connection to an item or place that spellcasting-based ability score from the minimum your bonded creature does. level necessary to create a phylactery phy lactery (or otherwise Special: This feat can be taken more than become a lich). For example, a wizard with a 17 once. Each time it is taken, it applies to a different Intelligence would be able to construct a phylactery bonded creature that you have. and become a lich at 8th level. You You must still be able to meet all of the other requirements for becoming a lich. Special: If you have more than one TELEPATHIC TAP [PSIONIC] spellcasting class, this feat applies only to the You are able to listen in on mental conversations that spellcasting-based ability score from one of them, others are having. Benefit: As a free action that does not provoke chosen at the time this feat is taken. Once chosen, the choice cannot be changed. an attack of opportunity, you may expend your Normal: You must have a spellcaster level of psionic focus to psychically listen in on the telepathic th 11 or higher to create a phylactery and become a lich. conversation of anyone within 60 ft. of you as a supernatural ability for 1 round per manifester level. You hear everything in the telepathic conversation, UNARMED WARRIOR [FIGHTER, even from people not within 60 ft. of you; so long GENERAL] as at least one member of the conversation remains Others use weapons, but you are a weapon. within range, you hear everyone involved. This is Prerequisite: Improved Unarmed Strike. not considered a mind-affecting ability, ability, nor are you Benefit: Your unarmed strikes are treated as considered to be in mental contact with anyone so being either light weapons or one-handed weapons, conversing; you are merely tapping into the “channel” whichever is more beneficial, for special combat by which their thoughts are communicating. Language actions, spells, and effects. For example, you could is not a barrier to you understanding what is being attempt to disarm someone with an unarmed strike said, unless the type of telepathic contact being without taking a penalty to the opposed attack roll (as used states it is language-dependant (most forms a one-handed weapon) and still use an unarmed strike of telepathy are not). You You can only hear telepathy against foes grappling you (as a light weapon). we apon). with this feat, you can not participate in telepathic conversations with it. Creatures whose thoughts UNBOUND [GENERAL] are protected somehow (such as by a ring of mind You are not bound to a coffin, nor to your yo ur native soil. shielding or or mind blank ) are not subject to this feat, Prerequisite: Must be a vampire or vampire but can still be heard if you use this feat on someone spawn. else in their telepathic network. Benefit: You do not need to rest in a coffin, nor do you need your native soil. Instead, you may sleep TENACIOUS ANIMATING FORCE anywhere (in any condition that wouldn’t cause you [GENERAL] harm). You You are still dead to all normal inspections, and Your animating force is not so easily destroyed. are still detectable as undead to spells and effects. Prerequisite: No Constitution score. Normal: A vampire must sleep in a coffin, Benefit: When reduced to 0 through -9 with soil from its homeland in it.
UNBOUND ESSENCE [GENERAL]
UNLIVING MIND [GENERAL]
You may pass through any solid object, no matter how large. Prerequisite: Incorporeal subtype. Benefit: When passing through a solid object, you need not remain adjacent to the object’s exterior, and so can pass pa ss en enti tire rely ly th thro roug ugh h an ob obje ject ct wh whos osee sp spac acee is la larrge gerr th than an your own. Normal: An incorporeal creature must always remain adjacent to the exterior of a solid object it is passing through.
Unlife has made your mind truly unassailable. Prerequisite: Undead type. Benefit: You are immune to ability damage to your Intelligence, Wisdom, and Charisma scores. Normal: Undead are only immune to ability damage to their Strength, Dexterity, and Constitution scores.
UNNATURAL UNNA TURAL AURA [GENERAL] [GENERAL ] UNHOLY UNHOL Y FORTITUDE [GENERAL] [GENERAL] Your undead body shrugs off attempts to harm it. Prerequisite: Undead type. Benefit: You add your Charisma modifier to your Fortitude saves. Normal: Undead gain no ability score modifier to Fortitude saves.
UNHOLY UNHOL Y TOUGHNESS [GENERAL] [GENERAL] Your negative energy strengthens your unliving form. Prerequisite: Undead type. Benefit: You gain (or lose) hit points equal to your Charisma modifier, for every hit die you possess. Normal: Undead gain no hit points based on an ability score modifier. Special: If you have any other power or ability that grants hit points equal to an ability score bonus, you may not take this feat.
Your very presence unnerves creatures of the natural world. Prerequisite: Undead type. Benefit: Animals, whether wild or domesticated, can sense your unnatural aura at a distance of 30 feet. They do not n ot willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. This aura is a supernatural ability ability.. You You may suppress or resume this aura as a free action on your turn. Special: If you already have this ability, you may not take this feat.
UNUSUAL STYLE [GENERAL]
You do not need to be invited to enter a place. Prerequisite: Must be a vampire (vampire spawn cannot take this feat). Benefit: You may enter any home, dwelling, or other place without being invited. Special: You cannot yourself invite other vampires into homes you enter using this feat. Normal: Vampires must be invited to enter private homes.
You have a different way of accomplishing things than most people. Prerequisite: Skill Focus. Benefit: Choose one skill that you have selected Skill Focus Foc us for. You You may change the ability score associated with that skill to another ability score. Skills associated with physical ability scores (Strength, Dexterity, and Constitution) can only be changed to other physical ability scores, and skills associated with mental ability scores (Intelligence, Wisdom, and Charisma) can only be changed to other mental ability scores. Once made, this choice cannot be changed. Special: You may take this feat more than once. Each time you take it, it applies to a different skill that you have taken Skill Focus for.
UNIVERSAL MOVEMENT [GENERAL]
UNYIELDING SOUL [GENERAL]
UNINVITED ENTRANCE [GENERAL]
For a brief moment, you are able to reduce physical distance When you die, your soul does not immediately leave your body. to a mere intellectual concept. Prerequisite: Must have a Constitution score. Prerequisite: Abundant step class feature. Benefit: When you reach -10 hit points or less Benefit: Your abundant step class feature works as (or 0 Constitution), your soul remains in your dead if using the spell gr spell grea eate terr te tele lepo port rt . Normal: Abundant step works as if using the spell body for a number of rounds equal to your Charisma modifier (minimum 1 round). During this time, you dimension door . can be brought back to life by any effect that brings
your hit point total back up to -9 or higher (or raises doing so requires losing a spell slot or prepared spell your Constitution score to 1 or higher), and such of the spell’s adjusted level (and increases the casting effects automatically stabilize you. You do not suffer time, if applicable). any penalties for having died and come back (such Special: A character may choose this feat in as level loss), since your soul did not have to journey place of a wizard bonus feat. back to your body. You cannot refuse to come back to life while your soul remains in your body b ody,, and effects e ffects VIRULENT VAMPIRISM [GENERAL] that killed you before are not automatically undone New undead that you create arise immediately. immediately. when you are brought back (e.g. poison remains, and Prerequisites: Must be a vampire, must have might kill you again on subsequent rounds). the Create Spawn ability ability.. Special: Death spells and effects are Benefit: When another creature is subject considered to instantly reduce your hit point total to to your Create Spawn ability, they don’t need to be 10. You You do not no t benefit from this feat if killed by a spell buried, and rise 1d4 rounds afterward. or effect that does not leave a body behind (such as Normal: Newly-created vampires arise 1d4 disintegrate). disintegrate ). days after burial.
UTILIZE ANOTHER’S MAGIC [GENERAL]
WEAPON INSTRUCTION [FIGHTER, GENERAL]
You may attempt to cast a spell from someone else’s You were taught basic principles of weapon weapo n use that knowledge. apply to all forms of fighting. Prerequisite: Spellcraft 1 ranks, caster level Benefit: When using a weapon which you st 1 . are not proficient with, the non-proficiency penalty is Benefit: You may cast spells someone else reduced by 1. knows or has prepared that are on your spell list. To To do so, you must spend a full round being in physical contact with that person, who must be willing (unconscious characters are automatically considered willing). On your turn next round, make a Spellcraft check as a free action that does not provoke an attack of opportunity (DC 15 + highest level of spell SIDEBAR Flaws are an optional rule that work like prepared/known). If this check fails, you may try anti-feats, granting a character a permanent pe nalty in again after another full round of physical phy sical contact. If some way. A character may normally take up to two the check succeeds, you are aware of all of their spells flaws at character creation, gaining a feat in return prepared or spells known. for each flaw taken. Undead-specific flaws function You can then pick a spell of theirs that you much the same way, save that instead of being taken want to cast (which must be on your spell list) and at character creation, they are taken when a character make a second Spellcraft check (also a free action first becomes undead. A total of two undead-specific that does not provoke an AoO) with a DC of 1 5 + the flaws may be taken when a character becomes level of the spell you want to cast (do not apply level undead (in addition to any flaws a character may have increases due to metamagic feats). If this succeeds, already possessed before). If the character is later you may then immediately cast the spell; if this check brought back to life, these flaws are lost, as are the fails, you must start over from the beginning. corresponding feats (with the in-game explanation that To cast the spell, you must sacrifice a spell the feat loss represents knowledge that was lost in the slot or prepared spell of equal or higher level than the transition from undeath to life). spell you’re casting. You must supply any material components and foci yourself. If the spell you select BIRTH DEFECT: ONE-ARMED has been prepared with a metamagic feat, you may not You were born with only one arm. cast it with that feat, but need only sacrifice a spell slot Effect: You take a -4 penalty to all Climb, or prepared spell of the spell’ spell’ss base level. leve l. You You may Disguise, Escape Artist, Artist, Use Rope, and Swim checks. apply any metamagic feat you know to the spell, but
FLAWS
It takes you twice as long to don or remove armor armor.. You You NEGATIVE SOUL cannot undertake actions that require two arms, such You feel colder than ice to the touch. as fighting with a two-handed weapon, etc. Prerequisite: Undead type. Special: Because you were born with only Effect: Living creatures who touch you one arm, spells and effects such as regenerate regenerate cannot cannot perceive you as feeling colder than ice. This manifests restore your missing one. If a spell or effect changes even through items on your person. Living creatures your shape, your new form is missing a corresponding who touch you have their attitude towards you drop limb. by one rank (e.g. from friendly to indifferent), and may immediately make a DC 15 Knowledge (religion) check to recognize you as being undead. This remains DEATHLY in effect even if you change form (unless doing so You easily fall into death’s clutches. changes your type). Effect: You fall unconscious when whe n brought to 0 hit points. When at -1 hit points or below below,, you cannot be stabilized, automatically losing 1 hit point SHADOWLESS per round until brought back to 0 hit points or above. You have no shadow. Prerequisite: Undead type, must not have the Incorporeal subtype. DOTAGE Effect: You never have a shadow (nor do You became an adventurer later in life. items on your person), no matter what the lighting Effect: You begin play one age category older conditions around you are. In an area of bright than normal (usually this will be middle age). illumination, this can be noticed with a DC 10 Spot check. In an area of shadowy illumination, the DC ENERGY VULNERABILITY for this check rises to 30. In areas of darkness, it is You are particularly weak wea k against one type of energy. impossible to tell that you do not have a shadow (even Effect: Choose one of the following energy You remain without a shadow even if types: acid, cold, electricity, or fire. When damaged by with darkvision). You the chosen energy type, you are dealt an additional hit you change form (unless doing so changes your type). point of damage per die.
SLOW LEARNER ENFEEBLED DRAINING You cannot permanently pe rmanently drain vitality from living creatures. Prerequisites: Undead type, must have a special ability that causes energy drain or ability drain. Effect: Negative levels from your energy drain special attack are automatically removed after twentyfour hours. Special attacks that you possess that would normally cause ability drain now cause ability damage instead.
It takes you longer than other people to improve. Effect: When gaining experience points, you take a -10% penalty to the total. This stacks with any other experience point penalties you may have, such as from multiclassing.
STAGNANT LIFE FORCE Your life energy cannot be easily replenished with magic. Effect: Magical healing only restores half as many hit points as normal.
ISOLATED EXISTENCE You cannot create more of your kind. Prerequisites: Undead type, must have the create spawn (or a similar) special ability. ability. Effect: You do not have the create spawn special ability, or any similar ability that allows yo u to naturally create undead from creatures that you kill. You may still create undead with spells and an d spell-like abilities normally.
SUNLIGHT POWERLESSNESS The light of the sun robs you of your might. Prerequisite: Undead type, Incorporeal subtype Effect: In natural sunlight (not merely a daylight spell), spell), you may only take a single standard or move action each round.
UNCHANGING FORM Your undead body bo dy does not naturally repair itself. Prerequisites: Undead type, must have an Intelligence score, must not have fast healing. Effect: You do not naturally regain hit points over time (though special qualities such as rejuvenation still work normally). Normal: Undead creatures with an Intelligence score regain hit points naturally at the same rate that living characters do.
School Suppression
UNFETTERED SOUL
Summon Armor
Your spirit has only a tenuous connection conn ection to your body. Effect: You cannot be raised , resurrected , or reincarnated . It takes a wish or miracle to bring you back to life.
Conjuration (Summoning) Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: See text Target: One suit of armor Duration: Instantaneous Saving Throw: Will negates Spell Resistance: No This spell summons a single suit of armor of your choice, making it appear on your body instantly without having to be donned. The armor must have your arcane mark on on it, otherwise the spell fails automatically.. If you are already wearing armor when automatically you cast this spell, then the armor you are wearing automatically falls off you, landing at your feet in your space, as the summoned armor appears on you. Other clothing or magic items are not displaced by summoning armor a rmor.. If the armor is worn or otherwise in the possession of another creature when you cast c ast this spell, that creature may make a Will save to retain the armor. This spell works across any distance, but does not cross planar boundaries.
WEAK SPELL RESISTANCE Your ability to resist magic is weaker than others of your kind. Prerequisite: Must naturally have spell resistance. Effect: Your spell resistance is permanently lowered by 5.
NEW SPELLS Call Construct Conjuration (Calling) Level: Sor/Wiz 8 Components: V S, XP Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One construct Duration: Instantaneous Saving Throw: None Spell Resistance: No When casting this spell, you name a construct of yours, which the spell then brings to you. The construct must be one that you command innately (that is, not as the result of a spell or effect that grants temporary control); constructs that you create fall into this category (unless command of it was given away or taken from you, or if it becomes be comes uncontrolled). Once called, the construct may be given commands, and it acts immediately on your turn. This spell functions across planar boundaries. XP Cost: 1,000 XP.
Abjuration Level: Clr 5, Sor/Wiz 4 This spell functions like antimagic field , except that it only suppresses one school of magic. All other magical effects (including supernatural abilities) are unaffected by this spell. The school of magic affected is chosen during the casting of the spell, and cannot be changed later.
Summon Armor, Armor, Greater Grea ter Conjuration (Summoning) Level: Sor/Wiz 6 This spell functions like summon like summon armor , except that it functions across planar boundaries.
Summon Holy Symbol Conjuration (Summoning) Level: Adept 0, Blackguard 1, Clr 0, Drd 0, Pal 1, Rgr 1 Components: V Casting Time: 1 swift action
Range: Unlimited Target: One holy symbol Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell instantly summons a holy symbol specific to your faith into your hand. The holy ho ly symbol works as a divine focus, and for turning/rebuking attempts. It is made out of steel, unless that is inappropriate for your faith (such as for druids), in which case it is made of the appropriate material. If you do not have a free hand when you cast this spell, the holy symbol instead appears on a small chain around your neck. This spell cannot call a specific holy symbol; rather, a servant of your deity automatically answers the spell, sending a generic holy symbol to you.
Summon Material Components
Spell Resistance: No This spell summons a single weapon of your choice into your hand. The weapon must have your arcane mark on on it; if the arcane mark has has been removed, the spell automatically fails. If you do not have a hand free when you cast this spell, the weapon appears at your feet in your space. If the weapon is in the possession po ssession of another creature when you cast this spell, that creature may make a Will save to retain the weapon. This spell works across any distance, but does not cross planar boundaries.
Summon Weapon, Greater Conjuration (Summoning) Level: Sor/Wiz 6 This spell functions like summon like summon weapon, weapon, except that it functions across planar boundaries.
NEW RULES
Conjuration (Summoning) Level: Adept 0, Assassin 1, Blackguard 1, Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 SUB-SCHOOL SPECIALIZATION Components: V Casting Time: 1 swift action Some wizards choose to focus on a specific school of Range: Unlimited magic, sacrificing a degree of versatility for greater Target: Spell components of less than 1 gp value power in a chosen area. Others take this dedication Duration: Instantaneous in a different direction. Instead of specializing in an Saving Throw: None entire school of magic, they focus upon only a single Spell Resistance: No portion of it. By focusing upon only a certain part This spell instantly summons spell components of their chosen school, these specialists pay less of suitable to cast all of your spells. Only compon ents a price in return for diminished gains. Such “subworth less than one gold piece are summoned; any specialists” see themselves as gaining the best of both that cost 1 gp or more are not summoned by this spell. worlds between true specialists and generalist wizards. These spell components are randomly gathered from throughout the universe; you cannot summon specific A sub-specialist functions similarly to a specialist components from specific places. wizard: she may prepare an additional spell of her The spell components appear in your pouches, sub-school per spell level each day (though narrower pockets, or any other container on your person. If you sub-schools might not have spells at every level) She do not have any such containers on you, they appear at also gains a +2 bonus on Spellcraft checks to learn your feet in your space. spells of her chosen sub-school. When taking her first wizard level, the character must decide if she wants to become a sub-specialist or not, and once made, this Summon Weapon Conjuration (Summoning) choice cannot be changed. A character cannot both Level: Sor/Wiz 4 specialize and sub-specialize. A sub-specialist sub-specialist must Components: V, S give up a single school of magic, which may not be Casting Time: 1 standard action the Divination or Universal schools; this restriction functions exactly as it does for specialist wizards. A Range: See text sub-specialist who chooses Scrying only needs to give Target: One weapon up another sub-school of magic. Duration: Instantaneous Saving Throw: Will negates
Calling: Calling is a subset of the Conjuration school. A calling specialist is known as a caller caller.. Charm: Charm is a subset of the Enchantment Enchan tment school. A charm specialist is known as a charmer. Compulsion: Compulsion is a subset of the Enchantment school. A compulsion specialist is known as a compulsor. Creation: Creation is a subset of the Conjuration school. A creation specialist is known as a crafter crafter.. Figment: Figment is a subset of the Illusion school. A figment specialist is known as a figmatist. Glamer: Glamer is a subset of o f the Illusion school. A glamer specialist is known as a glamora. Healing: Healing is a subset of the Conjuration school. A healing specialist is known as a healer. Pattern: Pattern is a subset of the Illusion school. A pattern specialist is known as a sequencer. sequencer. Phantasm: Phantasm is a subset of the Illusion school. A phantasm specialist is known as a fantast. Scrying: Scrying is a subset of the Divination school. A scrying specialist is known as a scryer scryer.. Scryer subspecialists need only give up another anothe r sub-school of magic, though they may choose to give up an entire school instead. Shadow: Shadow is a subset of the Illusion school. schoo l. A shadow specialist is known as an umbralist. Summoning: Summoning is a subset of the Conjuration school. A summoning specialist is known as a summoner. Teleportation: Teleportation is a subset of the Conjuration school. A teleportation specialist is known as a teleporter. SIDEBAR Rather than specializing in a particular school or sub-school of magic, it’s possible for a wizard to specialize in a particular spell descriptor, such as evil, fire, or mind-affecting. These “descriptor specialist” wizards gain the same bonuses as other
specialists (they may prepare one extra spell of the chosen descriptor at each spell level, and gain a +2 bonus to Spellcraft checks check s to learn spells of that descriptor), and in exchange must give up a single other descriptor of spells, forsaking spells of that descriptor forever. At the GM’s option, certain descriptors will automatically determine which descriptor is thusly forsaken. Specializing in Good spells, for example, may require that Evil spells be given up. Also at the GM’ GM’ss option, this type of specialization may be open to other kinds of spellcasters besides wizards. Bear in mind that this may benefit certain other spellcasting classes disproportionally,, however. A neutral good cleric that disproportionally specialized in Good spells, for example, would not be giving anything up, since good clerics cannot cast Evil spells anyway.
METASPELLS For some spellcasters, metamagic feats are an impractical option. Whether because they need to conserve feat slots, or because increased casting times are too disadvantageous, metamagic feats remain nonviable for spellcasters who’d otherwise enjoy their effects. That’ss where metaspells come in. That’ Metaspells are spells that have one or more metamagic effects built into them, instead of being applied separately as a feat. For example, instead of taking the Chain Spell feat and then applying it to your lightning bolt , you could just use the metaspell chain lightning . By building a metamagic effect into the spell itself, the need for a particular feat is eliminated at the cost of versatility,, since by itself that effect can’t be applied to versatility any others spells the character has. Metaspells always have a spell level equal to the base spell plus the level increase that the metamagic metamag ic feat would cause; all other aspects of the metaspell are the same as the base spell, save for the metamagic effect. Because metaspells are considered to be unmodified spells of their own, spontaneous spellcasters do not have an increased casting time for using them. Likewise, they cannot be counterspelled using the base spell (though, at the GM’s GM’s option, someone
using the base spell modified by the same metamagic feats that are built into the metaspell might be able to counterspell it). You You may add metamagic feats to a metaspell as you would any other spell; the exception is a metamagic feat whose effect is already built into a metaspell. A metaspell that functions as a Widened fireball may may not then have the Widen Spell feat applied to it. Introducing metaspells into your game is as easy as adding a metamagic effect onto an existing spell, raising the spell level by the appropriate amount, and changing the name. A fourth-level metaspell that functions as a Maximized magic missile could missile could be named heavy missiles, missiles, for example. exa mple. You You could even remove metamagic feats entirely, having all such effects be present only in the form of v arious metaspells. Characters may create their own metaspells, the same way they would create any other new spells. Doing so requires that they be of high enough level (and have a high enough requisite ability score) to cast spells of the level they want to create, as well as have access to a well-stocked library. Researching the process to create the new spell is lengthy, requiring one week per the new spell’s spell’s level, at a cost of 1,000 gp per week; this cost is halved if the PC has access to all of the metamagic feats she wants to build into the new metaspell (such as by having taken the feats herself, or with a metamagic rod , but not from someone else who has taken those metamagic feats). Finally, Finally, she must then make a Spellcraft check (DC + the new spell’ss level). Success means spell’ me ans that the character c haracter has created the new spell. Failure means the spell was not created, and the character must start over from scratch. Note that creating a spell does not automatically add it to a character’s spells known list, nor mean it is automatically inscribed in a character’s character ’s spellbook. spellbook. Finally,, a character cannot create a metaspell that has Finally an epic metamagic effect built into it (though if such metaspells exist, she may cast it normally) unless she is herself an epic level spellcaster. Metapowers are the psionic version of metaspells, and follow all of the same rules. Researching a new psionic power requires uninterrupted meditation for one week per level of the power on the part of the psionic characer, and an expenditure of 200 XP per week. At the end of that time, the character makes
a Psicraft check (DC 10 + the power’s level) with success meaning the power is created, and failure meaning it is not; the character may try again from the beginning if the check fails. As with with new spells, creating a new psionic power does not automatically add it to a character’s character ’s powers known. When creating a metapower from an existing psionic power, every 2 point increase to the metapower’s power point cost increases the power’s level by one (for example, chain energy ray, ray, a metapower of Chain Power and energy ray, ray, would cost a base 7 power points, and would be a 4th-level psion/wilder power). Since metapowers are considered to be unmodified psionic powers, they do not require a character to expend psionic focus to use them. -END-
OPENGAMELICENSE LICENSEVersion 1.0a Thefollowingtextis thepropertyofWizardsoftheCoast, Inc.andisCopyright2000Wizardsofthe Coast,Inc(“Wizards”).AllRightsReserved. 1.Definitions:(a)”Contributors”meansthecopyrightand/ortrademarkownerswhohave contributedOpenGameContent;(b)”DerivativeMaterial” meanscopyrightedmaterialincluding derivativeworksandtranslations(includingintoothercomputerlanguages),potation,modification, modification, correction,addition,extension,upgrade,improvement,compilation, abridgmentorotherformin whichanexistingworkmayberecast,transformedoradapted;(c)“Distribute” “Distribute”meanstoreproduce, license,rent,lease,sell,broadcast,publicly publiclydisplay,transmitorotherwisedistribute;(d)”OpenGame Content”meansthegamemechanicandincludesthemethods,procedures,processesandroutines totheextentsuchcontentdoesnotembodytheProductIdentityand isan anenhancementoverthe prriorartandanyadditionalcontentclearlyidentifiedasOpenGameContentbytheContributor, p andmeansanyworkcoveredbythisLicense,includingtranslationsandderivativeworksunder copyrightlaw,butspecificallyexcludesProduct Identity.(e)“ProductIdentity”meansproductand and prroductlinenames,logosandidentifyingmarksincludingtradedress;artifacts;creaturescharacters; p stories,storylines,plots,thematicelements,dialogue,incidents, incidents,language,artwork,symbols,designs, depictions,likenesses,formats,poses,concepts,themesandgraphic,photographicandothervisual oraudiorepresentations;namesanddescriptionsofcharacters,spells,enchantments,personalities, teams,personas,likenessesandspecialabilities;places,locations, environments,creatures,equipment,magicalorsupernaturalabilitiesoreffects,logos,symbols, orgraphicdesigns;andanyother trademarkorregisteredtrademarkclearlyidentifiedasProductidentity identitybytheowneroftheProduct Identity,andwhichspecificallyexcludestheOpenGameContent;(f) “Trademark”meansthe logos,names,mark,sign,motto,designsthatareusedbyaContributortoidentify identifyitselforitsproducts ortheassociatedproductscontributedtotheOpenGameLicensebythe Contributor(g)“Use”, “Used”or“Using”meanstouse,Distribute,copy,edit,format,modify,translateandotherwisecreateDerivativeMaterial MaterialofOpenGame Content.(h)“You”or“Your”meansthelicensee interms ofthisagreement. 2.TheLicense:ThisLicenseappliestoanyOpenGameContentthatcontainsa noticeindicating thattheOpenGame GameContentmayonlybe Usedunderandinterms termsofthisLicense.Youmustaffix suchanoticetoanyOpenGameContentthatyouUse. Notermsmaybeaddedtoorsubtracted fromthisLicenseexceptasdescribedbytheLicenseitself.Noother othertermsorconditionsmaybe appliedtoanyOpenGameContentdistributedusingthisLicense. 3.OfferandAcceptance:ByUsingtheOpen GameContentYouindicateYouracceptanceofthe termsofthisLicense. 4.GrantandConsideration:InconsiderationforagreeingtousethisLicense,the Contributorsgrant Youaperpetual,worldwide,royalty-free,non-exclusivelicensewith withtheexacttermsofthisLicense toUse,theOpenGameContent. 5.RepresentationofAuthoritytoContribute:IfYouarecontributingoriginalmaterial asOpenGame Content,Yourepresentthat Your ContributionsareYouroriginalcreationand/orYouhavesufficientrightstograntthe rightsconveyed by b ythisLicense. 6.NoticeofLicenseCopyright:YoumustupdatetheCOPYRIGHTNOTICE portionofthis Licensetoincludetheexacttextofthe COPYRIGHTNOTICEofanyOpenGameContent Youarecopying,modifyingor distributing,andYoumustaddthetitle, title,thecopyright date,andthe copyrightholder’snametotheCOPYRIGHTNOTICEofanyoriginalOpen GameContentyou Distribute.
tentexceptasexpressly licensedinanother,independentAgreementwiththe ownerofsuchTrademark orRegisteredTrademark.TheuseofanyProductIdentityinOpenGameContentdoesnotconstitutea challengetotheownershipofthatProductIdentity.TheownerofanyProductIdentityusedinOpenGame Contentshallretainallrights,title andinterestinandtothatProductIdentity. 8.Identification:IfyoudistributeOpenGameContentYoumustclearlyindicatewhichportionsofthe workthatyouaredistributingareOpenGameContent. 9.UpdatingtheLicense: License:WizardsoritsdesignatedAgentsmaypublishupdatedversionsofthis thisLicense. Youmayuseanyauthorized versionofthisLicenseto copy,modifyanddistributeanyOpenGame ContentoriginallydistributedunderanyversionofthisLicense. 10CopyofthisLicense:YouMUSTincludeacopyof thisLicensewithevery copyoftheOpenGame Game ContentYouDistribute. 11.UseofContributorCredits:Youmaynotmarketoradvertisethe OpenGameContentusingthe name ofanyContributorunlessYouhavewrittenpermissionfromtheContributorto doso. 12InabilitytoComply:IfitisimpossibleforYoutocomplywithanyofthetermsofthisLicensewith respecttosomeoralloftheOpenGameContentdueto tostatute,judicialorder,orgovernmentalregulation thenYoumaynotUseany OpenGameMaterial soaffected. 13Termination:ThisLicensewillterminateautomatically automaticallyifYoufailtocomply withalltermsherein hereinand failtocuresuchbreachwithin30daysofbecomingawareofthe thebreach.Allsublicensesshallsurvivethe terminationofthisLicense. 14Reformation:IfanyprovisionofthisLicenseisheldtobeunenforceable,suchprovisionshallbe reformedonlytotheextentnecessarytomakeitenforceable. 15COPYRIGHTNOTICE OpenGameLicensev1.0aCopyright2000,WizardsoftheCoast,Inc. SystemReferenceDocumentCopyright 2000-2003,WizardsoftheCoast,Inc.;AuthorsJonathanTweet, MonteCook,SkipWilliams,RichBaker,AndyCollins,DavidNoonan, RichRedman,BruceR.Cordell, John D.Rateliff,ThomasReid,JamesWyatt,basedonoriginal materialbyE. GaryGygaxandDaveArneson. ModernSystemReferenceDocumentCopyright 2002,WizardsoftheCoast,Inc.;AuthorsBillSlavicsek, JeffGrubb,RichRedman,CharlesRyan,basedon materialbyJonathanTweet,MonteCook,Skip Williams, RichardBaker,PeterAdkison,BruceR. Cordell,JohnTynes,AndyCollins,andJDWiker. SwordsofOurFathersCopyright2003,TheGameMechanics. Mutants&MastermindsCopyright2002,GreenRoninPublishing. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. Phylactery Feats Copyright 2006, E.N.Publishing; Shane O’Connor. Familiar Feats Copyright 2006, E.N.Publishing; Shane O’Connor. Feats of Undeath Copyright 2006, E.N.Publishing; Shane O’Connor
END OF LICENSE
7.UseofProduct Identity:Youagreenotto UseanyProductIdentity,includingasan indicationas tocompatibility,exceptasexpresslylicensed inanother,independentAgreementwiththeownerof eachelementofthat ProductIdentity.Youagreenotto indicatecompatibilityor co-adaptabilitywith anyTrademarkorRegisteredTrademarkinconjunctionwitha workcontainingOpenGame Con-
Skortched Urf‛ Studios PO Box 2315 Centreville, VA 20122 www.skortchedurfstudios.com