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EquestrianScholar

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Join date : 2012-05-18
Age : 29
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PostSubject: Addiltional Feat Choices   Sat May 19, 2012 7:43 pm

Mind Over Body [General]

The arcane spellcasters of some families have learned to overcome the frailties of the body with the unyielding power of the mind.

Benefit: At 1st level, you my use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points. You gain +1 hit point everytime you learn a metamagic feat.

Special: You may only take this feat as a 1st-level character.




Force of Personality

You have cultivated an unshakable belief in your self worth. Your sense of self and purpose are so strong that they bolster your willpower.

Prerequisite: Cha 13.

Benefit: You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind-affecting spells and abilities.




Insightful Reflexes

Your keen intellect allows you an uncanny knack for evading dangerous effects.

Benefit: You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves.




Courteous Magocracy [General]

You were raised to believe that unicorns needed to be both strong wizards as well as great leaders. Where powerful spellcasters are common, cautious courtesy is the norm and everypony wishes to be respected.

Benefit: You recieve a +2 bonus on all Diplomacy and Spellcraft checks.




Education [General]

Some hold the pen in higher regard than the sword. In your youth you received the benefit of several years of more or less formal schooling.

Benefit: All Knowledge skills are class skills for you. You get a +1 bonus on all skill checks with any two Knowledge skills of your choosing.

Special: You can only take this feat as a 1st-level character (though since we are starting at level 5 you can still get it, you just have it as a first level feat)




Expanded Domains (General)

You can memorise domain-specific spells as if they were general cleric spells.

Prerequisites: Ability to cast cleric spells and domain spells

Benefit: You can prepare domain spells from all of your chosen domains in your cleric spell slots. You may still only prepare domain spells in your domain spell slots.

Notes: If you wish, you can still substitute domain spells memorised in regular spell slots for cure spells.




Domain Mastery (General)

You can spontaneously cast domain spells.

Prerequisites: Expanded Domains, ability to substitute other spells for cure/inflict spells.

Benefit: You can substitute your prepared cleric spells for any spell from any of your cleric domains, just as if they were cure/inflict spells.




Signature Spell [General]

Prerequisite: Spell Mastery

Benefit: Each time you take this feat, choose a spell you have mastered with Spell Mastery. You many now convert prepared arcane spells of that spell's level or higher into that signature spell, just as a good cleric spontaneously casts prepared spells as cure spells.

Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new mastered spell.




Spell Thematics [General]

Your spells manifest with a distinct theme or appearance.

Prerequisite: Arcane spellcaster level 1st.

Benefit: Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify a spell you have cast increases by +4. In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level. As you gain access to new spell levels, you can designate new thematic spells; you don’t need to select this feat again to acquire new thematic spells.

Nearly any theme is possible, so long as you can describe a visual link for unification. For example, your theme might be “lightning,” “ spheres,” or “ screaming skulls.” I f you choose spheres as your theme, your magic missiles might take the form of glowing spheres of light, and your summoned monsters might emerge from mysterious rainbow-colored globes. If your theme is “lightning,” your haste spell might manifest as a bright green spark that leaps from ally to ally.

You can’t use this feat to make your spell manifestations invisible, nor do your spell thematics change the type of damage a spell deals, regardless of its appearance. This feat supersedes the version found in Magic of Faerûn.




Spellcasting Prodigy [General]

You have an exceptional gift for magic.

`Benefit: For the purpose of determining bonus spells, treat the

ability score that controls your spellcasting (Charisma for bards and

sorcerers, Wisdom for divine spellcasters, or Intelligence for wizards)

as 2 points higher than its actual value.

`Special: You can gain Spellcasting Prodigy multiple times. Each

time you take the feat, it applies to a different spellcasting ability

score. You can take this feat even if you don’t have any levels in a

spellcasting class yet.

You may select this feat only as a 1st-level character.




Able Learner [Racial]

You have a great aptitude for learning

Prerequisite: Human or doppelganger

Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.

This feat does not affect the skill point cost to learn a language or to gain literacy (for barbatian or other illiterate character).

Normal: Cross-class skills cost 2 skill points per rank.

Special: Ths feat can only be taken at 1st level




Versatile Performer

You are skilled at many kinds of performances.

Prerequisite: Perform (any) 5 ranks.

Benefit: Pick a number of Perform categories equal to your Intelligence bonus (minimum 1). For the purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest ranked Perform category. You gain new categories of your choice if your Intelligence bonus permanently increases.

In addition, you gain a +2 bonus on a combined Perform check when using two or more forms of performance at the same time, such as a bard strumming a lyre while singing. In such cases, add the bonus to the higher of your two Perform skill modifiers.




Disguise Spell

You can cast spells without observers noticing.

Prerequisite: Perform (any) 9 ranks, bardic music.

Benefit: You can cast spells unobtrusively, mingling verbal and somatic components into your performances. To disguise a spell, make a Perform check as part of the action used to cast the spell. Onlookers must match or exceed your check result with a Spot check to detect that you’re casting a spell (your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t). Unless the spell visibly emanates from you, or observers have some other means of determining its source, they don’t know where the effect came from.

A disguised spell can’t be identified with a Spellcraft check, even by someone who realizes you’re casting a spell. The act of casting still provokes attacks of opportunity as normal.




Signature Spell [General] (Silent Spell)

Prerequisite: Spell Mastery

Benefit: Each time you take this feat, choose a spell you have mastered with Spell Mastery. You many now convert prepared arcane spells of that spell's level or higher into that signature spell, just as a good cleric spontaneously casts prepared spells as cure spells.

Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new mastered spell.




Extraordinary Concentration

Your mind is so focused that you can cast spells even while concentrating on another spell.

Prerequisite: Concentration 15 ranks.

Benefit: When concentrating to maintain a spell, you can make a Concentration check (DC 25 + spell level) to maintain concentration with just a move action. If you beat the DC by 10 or more, you can maintain concentration on the spell as a swift action (see Swift Actions and Immediate Actions, page 137). Using this ability is a free action, but if you fail the Concentration check, you lose concentration on the maintained spell and its effect ends. This feat does not give you the ability to maintain concentration on more than one spell at a time.

Normal: Concentrating on a spell is a standard action.




Steady Concentration

You are an expect at avoiding distractions and focusing your mind, and you can concentrate clearly even in the most stressfull conditions.

Prerequisite: Concentration 8 ranks

Benefit: You can always take 10 on Concentration checks, even when conditions would not normally allow you to do so

Normal: A character cannot take 10 on any skill check if distracted or threatened, such as during combat
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