The Demented One
2006-07-01, 12:06 AM
Adamantine Strike [Warforged]
Your adamantine fists cut through steel like butter.
Requirements: Adamantine Body, Improved Sunder
Benefit: Your slam attack and any other natural attacks you may have gained through other warforged feats bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Riverine Body [Warforged]
Your composite plating is infused with solidified elemental water.
Requirements: Warforged, 1st level only
Benefit: You gain a +1 deflection bonus to AC. However, you are vulnerable to disintegration and other spells that mimic it, taking an extra 50% damage from them. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.
Riverine Strike [Warforged]
You can encapsulate your fists in magical force, thanks to your riverine plating.
Requirements: Riverine Body, BAB +1
Benefit: Your slam attack and any other natural attacks you may have gained through other warforged feats gain the ghost touch special ability.
Mournlode Body [Warforged]
Your composite plating is alloyed with a unique purple ore from the Mournlands with anti-undead properties.
Benefit: The armor bonus granted by your composite plating rises to +4. In addition, you gain a +1 resistance bonus on all saves against spells, spell-like abilities, and supernatural abilities used by the undead. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.
Mournlode Strike [Warforged]
You smite the undead with fists of mournlode.
Requirements: Mournlode Body, BAB +1
Benefit: Your slam attack and any other natural attacks you may have gained through other warforged feats overcome the DR of undead as if they were made of either cold iron or silver, whichever is appropriate.
Chainwoven Body [Warforged]
Your composite plating, made partially of deftly woven chains, absorbs cuts and stabs.
Requirements: Warforged, 1st level only
Benefit: The armor bonus granted by your composite plating rises to +4. In addition, you gain DR 3/bludgeoning. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.
Aurorum Body [Warforged]
Your body, alloyed with wondrous, self-repairing aurorum, gradually repairs damage it has incurred.
Requirements: Warforged, 1st level only
Benefit: The armor bonus granted by your composite plating rises to +4. At end of each day, you regain an amount of HP equal to your character level. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.
Heartwire Body [Warforged]
Your body includes a thin layer of wirelike armor that protects your vitals.
Requirements: Warforged, 1st level only
The armor bonus granted by your composite plating rises to +4. In addition, for the purpose of enemy's attack rolls to confirm a critical hit, the bonus rises to +6. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.
Blue Ice Body [Warforged]
Your body is made from a stabilized form of ice. Though it offers improved protection, the chill prevents you from operating at maxiumum efficiency.
Requirements: Warforged, 1st level only
The armor bonus granted by your composite plating rises to +4. However, you take a -1 penalty on Reflex saves and initiative checks. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 5, an armor check penalty of -2, and a 15% arcane spell failure chance, except for spells with the cold descriptor, which are not affected by the failure chance.
Wildwood Body [Warforged]
Your composite plating is made of a unique Aereni wood. Though weaker than standard composite plating, it has the unique property of regeneration.
Benefit: The armor bonus granted by your composite plating is reduced by one. However, every hour you spend in natural sunlight, you regain 1 hp. By soaking in a tub of water for 8 hours, you regain an amount of hp equal to your character level.
Soulforged Body
Your body has been inexplicaby merged with incarnum in the process of your creation, whether through House Cannith's experiments or more mysterious causes. Regardless, incarnum shines blue through your body, infusing you with essentia.
Requirements: Warforged, character level 1st
Benefits: Once per day you may invest essentia into this feat. Your armor gains an enhancement bonus equal to the amount of essentia invested, and you gain DR/adamantine equal to the amount of essentia invested.
You gain 1 point of essentia.
Sublime Step [Epic, Ki]
Your mastery of ki is such that you can completely eradicate your presence from the world.
Requirements: Ghost Walk
Benefit: When you use your ghost step ability to become invisible, you also become undetectable to hearing and smell. You exude no detectable scent and emanate a silence that absorbs all sound and vibrations you making, preventing you from being detected by hearing, tremorsense, blindsense, and blindsight. In addition, the [i]see invisibility, faerie fire, glitterdust, and invisibility purge spells do not reveal you, nor does dust of appearance. Only the true seeing spell can detect you.
Walk the Most Narrow Path [Ki]
Your ki allows you to walk on the most impossible of substances.
Requirements: Ki Dodge, Balance 10 ranks
Benefit: You can spend one daily use of your ki power to gain extreme balance. For one round/level, you gain an insight bonus on Balance checks equal to half your ninja class level. You can balance on vertical surfaces without suffering the normal DC modifiers for walking on angled or sloped surfaces, and may move up and down on them. In addition, you can balance on semisolid or liquid surfaces that normally couldn't support your weight, though for each consecutive round you do so the DC of the balance check increases by 5.
Razor-Edge Palm [Ki]
You can envelope your hand in a blade of ki.
Requirements: Ghost Step
Benefit: You can spend one daily use of your ki power to envelop your hand in a blade of ki. The blade deals 1d6 points of damage (1d4 if you are small) and has an enhancement bonus equal to one-quarter your ninja class level. You are considered armed when attacking with this blade. The blade lasts for a number of rounds equal to your level.
Deny the Final Veil [Ki]
You can put off your final demise by sustaining yourself with ki.
Requirements: Ghost Strike
Benefit: Whenever you would fall to -10 HP, you may spend three daily uses of your ki power to avoid dying. If your HP does not rise above -10 within 1 round/level, you die, and may not use this feat a second time to delay that death. In addition, if, before that time, if you suffer an effect that destroys your body, such as disintegrate, or a lethal amount of ability damage, level drain, or a death effect, you also die.
See Through Shadow's Guile [Ki]
By attuning your eyes to ki energy, you can see through both mundane and magical darkness.
Requirements: Ki dodge
Benefit: You can spend one daily use of your ki power to gain darkvision 60 ft. for 1 minute/level. This darkvision allows you to see through both normal and magical darkness.
Hear the Slightest Whisper [Ki]
By listening for the slightest vibrations produced by ki, you can hear the subtlest of sounds.
Requirements: Ki Dodge, Listen 10 ranks
Benefit: You can spend one daily use of your ki power to gain extreme hearing. For one round/level, you gain an insight bonus on Listen checks equal to half your ninja class level. In addition, you gain blindsense out to 30 ft., and blindsight out to 15 ft. This blindsense and blindsight does not work in an area under the effects of the silence spell.
Sense the Hidden Danger [Ki]
When danger strikes, you can enhance your senses with ki to strike first.
Requirements: Ghost Step
Benefit: Whenever you make an intitiative check, you may spend one daily use of your ki power to gain a +5 insight bonus on the check.
Turn the Greatest Blade [Ki]
You can deflect incoming blows with your ki.
Requirements: Ghost Step
Benefit: As a swift action, you may spend one daily use of your ki powers to gain a deflection bonus to AC equal to one-quarter your ninja class level until the beginning of your next turn.
Call the Unseen Armor [Ki]
You can shroud yourself in ki.
Requirements: Ghost Step (ethereal), Turn the Greatest Blow
Benefit: You may spend one daily use of your ki powers to gain a deflection bonus to AC equal to one-quarter your ninja level for 1 round/class level.
Spring Into Action [Ki]
You may act swiftly, thanks to your ki
Requirements: Ki Dodge
Benefit: As a swift action, you may spend one daily use of your ki powers to gain an additional move action this turn. After taking it, you are dazed until the end of your next turn.
Improved Spring Into Action [Ki]
You may strike swiftly with ki-speeded blows
Requirements: Ghost Step (Ethereal), Spring Into Action
Benefit: When you use your Spring Into Action ki power, you may gain an additional standard action, rather than a move action.
Greater Spring Into Action [Ki]
You may move twice as fast as those unskilled in the ways of ki.
Requirements: Ghost Walk, Improved Spring Into Action
As a swift action, you may spend two daily uses of your ki powers to gain an additional full-round action this turn. After taking it, you are dazed until the end of your next turn.
Step Between Worlds [Ki]
You can move swiftly through the Astral Plane by wrapping yourself in ki.
Requirements: Ki Dodge
Benefit: You may spend a daily use of your ki powers to teleport 5 ft./2 ninja class levels in any direction.
Restful Meditation [Ki]
You can gain a day's worth of sleep in a few minutes of meditation.
Requirements: Ghost Step, Concentrate 6 ranks
Benefit: You may spend a daily use of your ki powers to gain the benefit of a night's sleep in half an hour of meditation. If you are an arcane spellcaster, you must still get 8 hours of rest before you can prepare spells, though the half hour of meditation counts towards those 8 hours.
Sustaining Meditation [Ki]
You can survive off of ki.
Requirements: Ki Dodge, Restful Meditation, Concentrate 9 ranks
Benefit: When you use your Restful Meditation ki power, it also removes your need to eat and drink for 24 hours.
Extra Ki Powers[Ki]
You have access to more ki than most ninja.
Requirements: Ki Powers
Benefit: You gain 1 extra daily use of your ki powers, plus 1 extra use per 2 other ki feats you have.
Ki Stealth [Ki]
Your ki is a constant shroud about you.
Requirements: One other Ki feat
Benefit: As long as you have at least one daily use of your ki powers remaining, you gain an +2 insight bonus on all Hide and Move Silently checks. This bonus increases by one for each other Ki feat you have.
Swift Strike [Fighter]
You may draw and strike all in one effortless movement.
Requirements: Fighter level 10th, Greater Weapon Focus, Quick Draw
Benefit: Choose a weapon for which you have taken the Greater Weapon Specialization, whenever you draw it, you may make one attack with it as a swift action. If you do so, you may not make another attack in that round.
Go For the Eyes [Fighter, General]
You may momentarily blind an opponent with a piercing weapon.
Requirements: BAB +5, Power Attack
Benefit: Whenever you threaten a critical hit with a piercing weapon, you may attempt to target the opponent's eyes, taking a -4 penalty on the critical confirmation roll. If you suceed, your opponent is blinded for 1d6 rounds. A DC 20 Heal check as a standard action or 1 point of magical healing ends his blindness.
Headbanger [Fighter, General]
You may momentarily blind an opponent with a bludgeoning weapon.
Requirements: BAB +5, Power Attack
Benefit: Whenever you threaten a critical hit with a bludgeoning weapon, you may attempt to target the opponent's head, taking a -4 penalty on the critical confirmation roll. If you suceed, your opponent is stunned for 1 round.
Slash Limb [Fighter, General]
You may momentarily disable a foe's limbs with a slashing weapon.
Requirements: BAB +5, Power Attack
Benefit: Whenever you threaten a critical hit with a slashing weapon, you may attempt to target one of the opponent's limbs, taking a -4 penalty on the critical confirmation roll. If you suceed and strike an arm, he loses use of that arm and takes a -2 penalty to Str and Dex for 1d3 rounds. If you suceed and strike a leg, his base land speed is reduced by 10 feet for 1d3 rounds. A DC 20 Heal check as a standard action or 1 point of magical healing ends his blindness.
Decapitating Critical [Epic, Fighter]
You are so trained in the use of a weapon that you can decapitate foes.
Requirements: Fighter level 25th, Str 30, Devastating Critical, Epic Weapon Focus, Epic Weapon Specialization
Benefit: Choose one weapon that deals slashing damage which you have chosen for the Epic Weapon Focus, Epic Weapon Specialization, and Devastating Critical feats. Whenever you score a critical hit with the chosen weapon, the weapon severs the opponent’s head (if it has one) from its body, killing it. Creatures immune to critical hits are immune to this ability.
Arcane Assault [Tactical]
You weave together steel and magic into a potent combat style.
Requirements: BAB +5, Power Attack, Cleave, able to cast 2nd level arcane spells
The Arcane Assault feat enables the use of three tactical maneuvers.
Pierce Spell Resistance: To use this maneuver, you must successfully hit a creature. You may then choose to not deal damage and instead, as a swift action, cast a touch spell on the hit opponent. The spell ignores any SR the opponent may have.
Power Spell: To use this ability, you must cast a touch spell. You can then apply the benefits of the Power Attack feat to that spell.
Dimensional Cleave: To use this maneuver, you must deal enough damage to a creature to kill it with one attack. As a swift action, you may then cast any spell that allows you to teleport to move into a square adjacent to a foe before making the extra attack granted by Cleave.
Mind Blade Channeling [Psionic]
You can channel psionic powers through your mind blade.
Requirements: Psychic Strike +1d8, able to manifest 1st level powers
Benefit: As a standard action, you may manifest a power with a range of touch and deliver it with your mind blade. Manifesting a spell in this way does not incur attacks of opportunity. The spell must have a manifesting time of 1 standard action or less. If the attack is successful, the attack deals damage normally; then the effect of the power resolves.
Improved Mind Blade Channeling [Psionic]
You can strike many foes with powers channeled through your mind blade.
Requirements: Mind Blade Channeling, Psychic Strike +3d8, able to manifest 2nd level powers
Benefit: You may manifest any power with a range of touch that you know as part of a full attack. The power affects each creature you hit with your mind blade that round.
Virtuoso Talent
You are a master of one particular instrument
Requirements: Skill Focus (Perform), Perform 8 ranks
Benefit: Choose one type of instrument for which you have 8 ranks in the appropriate perform skill. You get a +5 competence bonus on all Perform checks made using that kind of instrument. In addition, when using that instrument to play bardic music, your effective bard level is increased by one.
Planebound Familiar
You can bind extraplanar spirits to serve as your familiar.
Requirements: Improved Familiar, Knowledge (The Planes) 10 ranks, able to cast lesser planar binding, planar bindingp, or greater planar binding, alignment must be within one step of familiar's
Benefit: In a special ritual taking 1 week, requiring you to cast one of the planar binding spells, and costing material components equal to 100 gp x the HD of the bound outsider, you may bind an outsider via the planar binding spell to serve as your familiar. You may not bind an outsider with HD greater than half your caster level.
Demonologist
You are well-studied in the ways of demons.
Requirements: Knowledge (The Planes) 8 ranks, Chaotic Evil alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence demons. Whenever you summon or call a demon, it gets a +4 profane bonus to Strength, Constitution and Charisma for the duration of the spell. Finally, you may conduct a profane ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a quasit, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
Infernomancer
You are well-studied in the ways of devils.
Requirements: Knowledge (The Planes) 8 ranks, Lawful Evil alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence devils. Whenever you summon or call a devil, it gets a +4 profane bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a profane ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon an imp, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
Fiendish Mercenary
You are well-studied in the ways of yugoloths.
Requirements: Knowledge (The Planes) 8 ranks, Neutral Evil alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence yugoloths. Whenever you summon or call a yugoloth, it gets a +4 profane bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a profane ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a vargouille--a lesser fiendish servitor of the yugoloths*--which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
*If anyone knows where a CR 1 or 2 yugoloth can be found, drop me a line, if you please
Keeper of the Celestial Tome
You are well-studied in the ways of archons.
Requirements: Knowledge (The Planes) 8 ranks, Lawful Good alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence archons. Whenever you summon or call an archon, it gets a +4 sacred bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a lantern archon, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
Divine Beastmaster
You are well-studied in the ways of guardinals.
Requirements: Knowledge (The Planes) 8 ranks, Neutral Good alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence guardinals. Whenever you summon or call a guardinal, it gets a +4 sacred bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a musteval (BoED), which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
Free Spirit
You are well-studied in the ways of eladrin.
Requirements: Knowledge (The Planes) 8 ranks, Chaotic Good alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence eladrin. Whenever you summon or call an eladrin, it gets a +4 sacred bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a coure (BoED), which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
Perinanarchist
You are well-studied in the ways of slaadi.
Requirements: Knowledge (The Planes) 8 ranks, Chaotic Neutral alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence slaadi. Whenever you summon or call an slaad, it gets a +4 anarchic bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a an anarchicritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon an anarchic toad--a lesser form of the slaadi*--which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
*Again, if you know where I could find a good 2 CR slaadi, drop me a line
Mechanus Machinist
You are well-studied in the ways of modrons*.
Requirements: Knowledge (The Planes) 8 ranks, Lawful Neutral alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence modrons. Whenever you summon or call a modron, it gets a +4 axiomatic bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a monodrone or a messenger monodrone (http://www.planewalker.com/codex/entry.php?intEntryID=10856&PHPSESSID=8679c0686ff22 f335aac420173db7ff0), which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
*Screw formians!
Elementalist
You are well-studied in the ways of elementals*.
Requirements: Knowledge (The Planes) 8 ranks, True Neutra; alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence elementals. Whenever you summon or call an elemental, it gets a +4 enhancement bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sylvan ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a small elemental of any type, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
*Screw Rilmani!
Shifter Transformation [Shifter]
You can become a living embodiment of your bestial past.
Requirements: 4 other shifter feats, Knowledge (Nature) 4 ranks
Benefit: When you shift, you may take on the form of an animal, as if through wild shape. The kind of animal you become depends on your shifter trait, as shown on the table below. If you have more than one shifter trait, whichever one you chose at 1st level determines the type of animal you become.
Trait............Animal
Beasthide.....Black Bear
Cliffwalk........Ape
Dreamsight...Any of the other listed animals, shifter's choice each time
Gorebrute.....Bison
Longstride.....Heavy Warhorse
Longtooth.....Wolverine
Razorclaw.....Lion
Swiftwing......Hawk
Truedive......Large Shark
Wildhunt......Wolf
Improved Shifter Transformation [Shifter]
You can become a living embodiment of your bestial past.
Requirements: Shifter Transformation, Knowledge (Nature) 10 ranks
Benefit: When you shift, you may take on the form of one of the animals listed below, depending on your shifter trait.
Trait............Animal
Beasthide.....Polar Bear
Cliffwalk........Dire Ape
Dreamsight...Any of the other listed animals, shifter's choice each time
Gorebrute.....Rhinoceres
Longstride.....Dire Warhorse
Longtooth.....Dire Wolverine
Razorclaw.....Dire Lion
Swiftwing......Dire Hawk (MM2)
Truedive......Huge Shark
Wildhunt......Dire Wolf
Blessed by the Stars
You were born under a special constellation. The mere sight of it bolsters your spirt.
Requirements: Can only be taken at first level.
Benefits: When you can see the stars in the night sky, you gain a +1 morale bonus on all saves. This bonus increases to +3 for saves against fear.
Suicidal Rage
You may throw away your concerns for yourself, and find great strength in your reckless abandon.
Requirements: Greater Rage
Benefit: Once per day, when you rage, you may enter a suicidal rage. When you enter a suicidal rage, you do not gain temporary HP, and your AC is reduced to 0. However, the Str and Con bonuses from your rage, as well as any DR you have from the barbarian class, are doubled for its duration. You may not voluntarily exit a suicidal rage.
Tribal Tattoo: Arrowhead
You are tattooed with an arrowhead, symbolizing alertness and perception.
Requirements: Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. For 1 hour/class level, you gain an insight bonus on Listen, Sense Motive, and Spot checks equal to half your class level, rounded up.
Tribal Tattoo: Bear
You are tattooed with a bear, symbolizing vigor and endurance.
Requirements: Great Rage, Con 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain a +4 enhancement bonus to Constitution for 1 min./class level.
Tribal Tattoo: Butterfly
You are tattooed with a stylized butterfly, symbolizing immortality.
Requirements: Rage, Con 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You automatically stabilize if you are dying. You may use this tattoo even if you are unconscious.
Tribal Tattoo: Circle
You are tattooed with a circle, symbolizing your patron goddess.
Requirements: Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain an insight bonus on your next attack equal to one-quarter your class level, rounded up.
Tribal Tattoo: Blade
You are tattooed with a pair of crossed swords, symbolizing skill at arms.
Requirements: Great Rage, Str 15+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. One weapon you wield at the time you activate this ability gains an enhancement bonus equal to one-quarter your class level for 10 min./class level.
Tribal Tattoo: Demon
You are tattooed with a demon, symbolizing merciless might.
Requirements: Mighty Rage, Str 17+
Benefits: You may spend two daily uses of your rage to activate the benefits of this tattoo. The next time you make an attack, the damage dealt is doubled.
Tribal Tattoo: Lightning
You are tattooed with a lightning bolt, symbolizing speed.
Requirements: Rage, Dex 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain a +30 enhancement bonus to your speed for 1 round/class level.
Tribal Tattoo: Mask
Your whole face is covered with a single tattoo, symbolizing your devotion to a tribal spirit and immersement in its power.
Requirements: Mighty Rage, Wis 15+
Benefits: You may spend two daily uses of your rage to activate the benefits of this tattoo. You gain a +6 sacred (or possibly, profane)bonus to one ability score of your choice, chosen when you take this feat, for 1 round/class level.
Tribal Tattoo: Naga
You are tattooed with a snake-headed woman, symbolizing your defiance of law.
Requirements: Rage, Cha 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You may smite a lawful creature, gaining a bonus on your damage roll equal to your Cha bonus and a bonus on your attack roll equal to your class level.
Tribal Tattoo: Snake
You are tattooed with a snake, symbolizing wisdom.
Requirements: Great Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain a +4 enhancement bonus to Wisdom for 1 min./class level.
Tribal Tattoo: Spider
You are tattooed with a spider, symbolizing trickery and treachery.
Requirements: Rage, Cha 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. For 1 hour/class level, you gain an insight bonus on Bluff, Hide, and Move Silently checks equal to half your class level, rounded up.
Tribal Tattoo: Sun
You are tattooed with stylized sun rays, symbolizing reliability and rebirth.
Requirements: Rage, Con 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain Fast Healing 1 for 1 round/class level.
Tribal Tattoo: Toad
You are tattooed with an toad, symbolizing protection from magic.
Requirements: Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. For 1 min./class level, you gain a resistance bonus on saves against spells equal to one-quarter your class level, rounded up.
Caster's Curse
You have a special curse for those who sling spells.
Requirements: Greater Hexblade's Curse
Benefit: Once per day, when you use your Hexblade's Curse, you make make it a Caster's Curse. In addition to the normal effects of your Hexblade's curse, the victim of a caster's curse takes a -1 penalty to his caster level. When you gain the Dire Hexblade's Curse class feature, the penalty increases to -2.
Thief's Curse
You have a special curse for those who lurk in the shadows.
Requirements: Greater Hexblade's Curse
Benefit: Once per day, when you use your Hexblade's Curse, you make make it a Thief's Curse. In addition to the normal effects of your Hexblade's curse, if the victim has the sneak attack or sudden strike class features, the size of damage dice used for them is reduced to 1d4. When you gain the Dire Hexblade's Curse class feature, it is reduced to 1d2.
Steal Soulmeld [Incarnum]
You can rip out soulmelds and make them your own.
Requirements: Sneak Attack +2d6, Steal Spell (2nd), Must have an essentia pool.
Benefits: Whenever you hit a foe with a sneak attack, you may forgo dealing 1d6 points of sneak attack damage and instead steal one of the foe's soulmelds. The enemy's soulmeld is unshaped, and you gain its benefits for the rest of the day. You may specify a soulmeld to steal, otherwise, the DM chooses at random. The soulmeld has no essentia invested in it when you steal it, but you may invest essentia from your own pool. You may never have more total soulmelds than your Con bonus. The stolen meld persists for 1 min./class level, after which it unshapes.
Steal Incarnum [Incarnum]
You can literally steal your foes' souls...for a while.
Requirements: Steal Soulmeld, Sneak Attack +3d6, Steal Spell (3rd)
Benefit: Whenever you hit a foe with a sneak attack and steal a soulmeld, you may forgo dealing up to 1d6 points of sneak attack damage per four class levels. For every 1d6 forgone, you may steal one point of essentia. One point of the enemy's essentia becomes uninvestable for the rest of the day, and you gain one bonus point of essentia that lasts the rest of the day. If you use this ability multiple times, the bonus essentia does not stack--it replaces all previously gained bonus essentia.
Steal Vestige
You can quickly unbind and rebind vestiges.
Requirements: Sneak Attack +1d6, Steal Spell (1st) must be able to bind 1st level vestiges
Benefit: Whenever you hit a foe with a sneak attack, you may forgo up to 1d6 points of sneak attack damage per class level and instead steal a vestige bound to the enemy. As long as the vestige's level is not greater than the amount of damage dice forgone, it is unbound from the enemy and bound to you. However, because of the frantic nature of your pact, it is always considered a poor one. You may specify a vestige to steal, otherwise, the DM chooses at random.
Steal Power Points [Psionic]
You can steal your foe's psionic power.
Requirements: Sneak Attack +1d6, Steal Spell (1st)
Benefit: Whenever you hit a foe with a sneak attack, you may forgo up to 1d6 points of sneak attack damage per class level and instead steal his power points. For every damage dice forgone, the enemy loses 2 PP and you gain that much PP.
Steal Class Feature
You can steal your foe's class features.
Requirements: Sneak Attack +3d6, Steal Spell (3rd)
Benefit: Whenever you hit a foe with a sneak attack, you may forgo dealing 1d6 points of sneak attack damage and instead steal one of the foe's class abilities. Only class features with daily uses can be stolen--you could steal a barbarian's rage, a cleric's turn undead, or a druid's wildshape, but not a fighter's bonus feat or a wizard's familiar. The enemy loses one of his daily uses of one his class abilities, and you gain the ability to use it. The target must have one daily use of the ability remaining for you to steal it. You may specify an ability to steal, otherwise, the DM chooses at random. You may only use the class feature once.For all purposes, treat the ability as if it was being used by the character it was stolen from--a smite evil stolen from a level 5 paladin with 13 charisma gives a +1 bonus to attack and a +5 bonus to damage, for example. You must use the stolen ability within one minute, or lose it.
Shrouding Spirit
Your watchful spirit can manifest as mist, cloaking you from harm.
Requirements: Watchful Spirit, Air Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to wrap yourself in a cloak of mist, granting you 20% concealment for 1 round/class level.
Stone Spirit
Your watchful spirit can manifest as terra cotta skin, shielding you
Requirements: Watchful Spirit, Earth Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to turn your skin to terra cotta, increasing your natural armor bonus by 1 per four class levels for 1 round/class level.
Burning Spirit
Your watchful spirit can manifest as flame, burning your foes.
Requirements: Watchful Spirit, Fire Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to burst into flames for 1 round/class level. Any creature striking you with a natural or non-reach melee weapon takes 1d6 points of fire damage/four class levels. The fire does not hurt you, and causes you to give off light as a torch.
Fluid Spirit
Your watchful spirit can manifest as rushing water, shielding you from most blows.
Requirements: Watchful Spirit, Water Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to wrap yourself in a vortex of water, granting you DR X/Piercing for 1 round/class level, where X is one-quarter your class level.
Elemental Blindsense
Your ability to sense elements allows you to see without sight.
Requirements: Sense Elements, able to cast 5th level spells
Benefits: You gain blindsense out to 30 ft. However, you can only sense creatures and objects that are made up of his chosen element, though they need not be wholly made of it.
Elemental Blindsight[Epic]
Your ability to sense elements makes your eyes unneccessary.
Requirements: Elemental Blindsense
Benefits: You gain blindsight out to 30 ft. However, you can only sense creatures and objects that are made up of his chosen element, though they need not be wholly made of it.
Mighty Exorcist
You can destroy spirits you exorcise.
Requirements: Chastise Spirits, Exorcism
Benefit: Whenever you successfully exorcise a possessing spirit, it takes damage as if it had been chastized by you. It may not attempt a save for half damage. You do not have to spend a daily use of your chastize spirits ability to damage it.
Attribute Focus
You are talented at a large group of skills.
Requirements: Skill Focus in two skills, both of which use the same ability score
Benefit: Choose an ability score which must be the score used by the two skills you took Skill Focus for. You gain a +3 on all skill checks that use that ability and all ability checks of that ability. This overlaps with the bonus granted by Skill Focus.
Military Historian[Fighter, General]
Your knowledge of military history allows you to utilize ancient tactics.
Requirements: BAB +5, Knowledge (History) 4 ranks
Benefit: Once a day, before you attack, you may declare you are using an ancient tactic. You make a Knowledge (History) check and add your result divided by ten to your attack and damage rolls.
Heal The Faithful
You are more adept at healing those of your faith.
Requirements: Able to cast Cure Light Wounds, must believe in a deity
Benefits: Whenever you use a cure spell to heal a character whose patron deity shares the same alignment as yours, the amount healed is increased by 10%. If he believes in the same deity, the healing is increased by a further 15%. These percentile boni stack with others, such as the 50% bonus from Empower Spell.
Smite the Wicked
You are more adept at wounding those who oppose your god.
Requirements: Able to cast Inflict Light Wounds, must believe in a deity
Benefits: Whenever you use an inflict spell to harm a character whose patron deity's alignment is exactly the opposite of yours, the damage dealt is increased by 25%. This percentile bonus stacks with others, such as the 50% bonus from Empower Spell.
No Stranger To Sin
Your inner corruption protects you from outer evils.
Requirement: Any evil alignment
You gain a resistance bonus against spells, spell-like abilities, and supernatural abilities of other evil creatures. The exact nature of the bonus depends on the strength of their evil aura relative to yours. If their aura is stronger than yours, you gain a +1 bonus, if it is equal to yours, you gain a +3 bonus, and if it is less than yours, you gain a +5 bonus.
Honorable Prestige
Your adherence to a code of honor impresses those around you.
Requirement: Must follow a code of some sort, such as a paladin's or a druid's.
Benefit: You gain a +5 circumstance bonus on all Charisma checks made to influence others of your alignment, and a +3 circumstance bonus on checks made to influence those within 1 step of your alignment.
Braggart
Your boasting brings you fame--if those around you believe it.
Requirements: Bluff 8 ranks
Benefit: You can boast of your personal prowess to impress an NPC, making a Bluff check opposed by their Sense Motive check. If you succeed, you gain a +8 circumstance bonus on all Charisma checks to influence that person in the future. In addition, any future bluffs you make seem more true to them, and are treated as one category more likely for determining the person's bonus to Sense Motive. However, if you fail, you take a -5 penalty on all future attempts to influence them.
Arcane Author
You've published books on arcane magic, and earned a reputation as a skilled mage.
Requirements: Knowledge (Arcana) 8 ranks
Benefits: You get a +5 circumstance bonus on all Charisma checks made to influence arcane spellcasters. In addition, you may impress them with your knowledge of magic, substituting a Spellcraft check for a Diplomacy check.
Your adamantine fists cut through steel like butter.
Requirements: Adamantine Body, Improved Sunder
Benefit: Your slam attack and any other natural attacks you may have gained through other warforged feats bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Riverine Body [Warforged]
Your composite plating is infused with solidified elemental water.
Requirements: Warforged, 1st level only
Benefit: You gain a +1 deflection bonus to AC. However, you are vulnerable to disintegration and other spells that mimic it, taking an extra 50% damage from them. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.
Riverine Strike [Warforged]
You can encapsulate your fists in magical force, thanks to your riverine plating.
Requirements: Riverine Body, BAB +1
Benefit: Your slam attack and any other natural attacks you may have gained through other warforged feats gain the ghost touch special ability.
Mournlode Body [Warforged]
Your composite plating is alloyed with a unique purple ore from the Mournlands with anti-undead properties.
Benefit: The armor bonus granted by your composite plating rises to +4. In addition, you gain a +1 resistance bonus on all saves against spells, spell-like abilities, and supernatural abilities used by the undead. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.
Mournlode Strike [Warforged]
You smite the undead with fists of mournlode.
Requirements: Mournlode Body, BAB +1
Benefit: Your slam attack and any other natural attacks you may have gained through other warforged feats overcome the DR of undead as if they were made of either cold iron or silver, whichever is appropriate.
Chainwoven Body [Warforged]
Your composite plating, made partially of deftly woven chains, absorbs cuts and stabs.
Requirements: Warforged, 1st level only
Benefit: The armor bonus granted by your composite plating rises to +4. In addition, you gain DR 3/bludgeoning. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.
Aurorum Body [Warforged]
Your body, alloyed with wondrous, self-repairing aurorum, gradually repairs damage it has incurred.
Requirements: Warforged, 1st level only
Benefit: The armor bonus granted by your composite plating rises to +4. At end of each day, you regain an amount of HP equal to your character level. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.
Heartwire Body [Warforged]
Your body includes a thin layer of wirelike armor that protects your vitals.
Requirements: Warforged, 1st level only
The armor bonus granted by your composite plating rises to +4. In addition, for the purpose of enemy's attack rolls to confirm a critical hit, the bonus rises to +6. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 4, an armor check penalty of -2, and a 20% arcane spell failure chance.
Blue Ice Body [Warforged]
Your body is made from a stabilized form of ice. Though it offers improved protection, the chill prevents you from operating at maxiumum efficiency.
Requirements: Warforged, 1st level only
The armor bonus granted by your composite plating rises to +4. However, you take a -1 penalty on Reflex saves and initiative checks. You are now considered to be wearing light armor. You have a maximum dexterity bonus of 5, an armor check penalty of -2, and a 15% arcane spell failure chance, except for spells with the cold descriptor, which are not affected by the failure chance.
Wildwood Body [Warforged]
Your composite plating is made of a unique Aereni wood. Though weaker than standard composite plating, it has the unique property of regeneration.
Benefit: The armor bonus granted by your composite plating is reduced by one. However, every hour you spend in natural sunlight, you regain 1 hp. By soaking in a tub of water for 8 hours, you regain an amount of hp equal to your character level.
Soulforged Body
Your body has been inexplicaby merged with incarnum in the process of your creation, whether through House Cannith's experiments or more mysterious causes. Regardless, incarnum shines blue through your body, infusing you with essentia.
Requirements: Warforged, character level 1st
Benefits: Once per day you may invest essentia into this feat. Your armor gains an enhancement bonus equal to the amount of essentia invested, and you gain DR/adamantine equal to the amount of essentia invested.
You gain 1 point of essentia.
Sublime Step [Epic, Ki]
Your mastery of ki is such that you can completely eradicate your presence from the world.
Requirements: Ghost Walk
Benefit: When you use your ghost step ability to become invisible, you also become undetectable to hearing and smell. You exude no detectable scent and emanate a silence that absorbs all sound and vibrations you making, preventing you from being detected by hearing, tremorsense, blindsense, and blindsight. In addition, the [i]see invisibility, faerie fire, glitterdust, and invisibility purge spells do not reveal you, nor does dust of appearance. Only the true seeing spell can detect you.
Walk the Most Narrow Path [Ki]
Your ki allows you to walk on the most impossible of substances.
Requirements: Ki Dodge, Balance 10 ranks
Benefit: You can spend one daily use of your ki power to gain extreme balance. For one round/level, you gain an insight bonus on Balance checks equal to half your ninja class level. You can balance on vertical surfaces without suffering the normal DC modifiers for walking on angled or sloped surfaces, and may move up and down on them. In addition, you can balance on semisolid or liquid surfaces that normally couldn't support your weight, though for each consecutive round you do so the DC of the balance check increases by 5.
Razor-Edge Palm [Ki]
You can envelope your hand in a blade of ki.
Requirements: Ghost Step
Benefit: You can spend one daily use of your ki power to envelop your hand in a blade of ki. The blade deals 1d6 points of damage (1d4 if you are small) and has an enhancement bonus equal to one-quarter your ninja class level. You are considered armed when attacking with this blade. The blade lasts for a number of rounds equal to your level.
Deny the Final Veil [Ki]
You can put off your final demise by sustaining yourself with ki.
Requirements: Ghost Strike
Benefit: Whenever you would fall to -10 HP, you may spend three daily uses of your ki power to avoid dying. If your HP does not rise above -10 within 1 round/level, you die, and may not use this feat a second time to delay that death. In addition, if, before that time, if you suffer an effect that destroys your body, such as disintegrate, or a lethal amount of ability damage, level drain, or a death effect, you also die.
See Through Shadow's Guile [Ki]
By attuning your eyes to ki energy, you can see through both mundane and magical darkness.
Requirements: Ki dodge
Benefit: You can spend one daily use of your ki power to gain darkvision 60 ft. for 1 minute/level. This darkvision allows you to see through both normal and magical darkness.
Hear the Slightest Whisper [Ki]
By listening for the slightest vibrations produced by ki, you can hear the subtlest of sounds.
Requirements: Ki Dodge, Listen 10 ranks
Benefit: You can spend one daily use of your ki power to gain extreme hearing. For one round/level, you gain an insight bonus on Listen checks equal to half your ninja class level. In addition, you gain blindsense out to 30 ft., and blindsight out to 15 ft. This blindsense and blindsight does not work in an area under the effects of the silence spell.
Sense the Hidden Danger [Ki]
When danger strikes, you can enhance your senses with ki to strike first.
Requirements: Ghost Step
Benefit: Whenever you make an intitiative check, you may spend one daily use of your ki power to gain a +5 insight bonus on the check.
Turn the Greatest Blade [Ki]
You can deflect incoming blows with your ki.
Requirements: Ghost Step
Benefit: As a swift action, you may spend one daily use of your ki powers to gain a deflection bonus to AC equal to one-quarter your ninja class level until the beginning of your next turn.
Call the Unseen Armor [Ki]
You can shroud yourself in ki.
Requirements: Ghost Step (ethereal), Turn the Greatest Blow
Benefit: You may spend one daily use of your ki powers to gain a deflection bonus to AC equal to one-quarter your ninja level for 1 round/class level.
Spring Into Action [Ki]
You may act swiftly, thanks to your ki
Requirements: Ki Dodge
Benefit: As a swift action, you may spend one daily use of your ki powers to gain an additional move action this turn. After taking it, you are dazed until the end of your next turn.
Improved Spring Into Action [Ki]
You may strike swiftly with ki-speeded blows
Requirements: Ghost Step (Ethereal), Spring Into Action
Benefit: When you use your Spring Into Action ki power, you may gain an additional standard action, rather than a move action.
Greater Spring Into Action [Ki]
You may move twice as fast as those unskilled in the ways of ki.
Requirements: Ghost Walk, Improved Spring Into Action
As a swift action, you may spend two daily uses of your ki powers to gain an additional full-round action this turn. After taking it, you are dazed until the end of your next turn.
Step Between Worlds [Ki]
You can move swiftly through the Astral Plane by wrapping yourself in ki.
Requirements: Ki Dodge
Benefit: You may spend a daily use of your ki powers to teleport 5 ft./2 ninja class levels in any direction.
Restful Meditation [Ki]
You can gain a day's worth of sleep in a few minutes of meditation.
Requirements: Ghost Step, Concentrate 6 ranks
Benefit: You may spend a daily use of your ki powers to gain the benefit of a night's sleep in half an hour of meditation. If you are an arcane spellcaster, you must still get 8 hours of rest before you can prepare spells, though the half hour of meditation counts towards those 8 hours.
Sustaining Meditation [Ki]
You can survive off of ki.
Requirements: Ki Dodge, Restful Meditation, Concentrate 9 ranks
Benefit: When you use your Restful Meditation ki power, it also removes your need to eat and drink for 24 hours.
Extra Ki Powers[Ki]
You have access to more ki than most ninja.
Requirements: Ki Powers
Benefit: You gain 1 extra daily use of your ki powers, plus 1 extra use per 2 other ki feats you have.
Ki Stealth [Ki]
Your ki is a constant shroud about you.
Requirements: One other Ki feat
Benefit: As long as you have at least one daily use of your ki powers remaining, you gain an +2 insight bonus on all Hide and Move Silently checks. This bonus increases by one for each other Ki feat you have.
Swift Strike [Fighter]
You may draw and strike all in one effortless movement.
Requirements: Fighter level 10th, Greater Weapon Focus, Quick Draw
Benefit: Choose a weapon for which you have taken the Greater Weapon Specialization, whenever you draw it, you may make one attack with it as a swift action. If you do so, you may not make another attack in that round.
Go For the Eyes [Fighter, General]
You may momentarily blind an opponent with a piercing weapon.
Requirements: BAB +5, Power Attack
Benefit: Whenever you threaten a critical hit with a piercing weapon, you may attempt to target the opponent's eyes, taking a -4 penalty on the critical confirmation roll. If you suceed, your opponent is blinded for 1d6 rounds. A DC 20 Heal check as a standard action or 1 point of magical healing ends his blindness.
Headbanger [Fighter, General]
You may momentarily blind an opponent with a bludgeoning weapon.
Requirements: BAB +5, Power Attack
Benefit: Whenever you threaten a critical hit with a bludgeoning weapon, you may attempt to target the opponent's head, taking a -4 penalty on the critical confirmation roll. If you suceed, your opponent is stunned for 1 round.
Slash Limb [Fighter, General]
You may momentarily disable a foe's limbs with a slashing weapon.
Requirements: BAB +5, Power Attack
Benefit: Whenever you threaten a critical hit with a slashing weapon, you may attempt to target one of the opponent's limbs, taking a -4 penalty on the critical confirmation roll. If you suceed and strike an arm, he loses use of that arm and takes a -2 penalty to Str and Dex for 1d3 rounds. If you suceed and strike a leg, his base land speed is reduced by 10 feet for 1d3 rounds. A DC 20 Heal check as a standard action or 1 point of magical healing ends his blindness.
Decapitating Critical [Epic, Fighter]
You are so trained in the use of a weapon that you can decapitate foes.
Requirements: Fighter level 25th, Str 30, Devastating Critical, Epic Weapon Focus, Epic Weapon Specialization
Benefit: Choose one weapon that deals slashing damage which you have chosen for the Epic Weapon Focus, Epic Weapon Specialization, and Devastating Critical feats. Whenever you score a critical hit with the chosen weapon, the weapon severs the opponent’s head (if it has one) from its body, killing it. Creatures immune to critical hits are immune to this ability.
Arcane Assault [Tactical]
You weave together steel and magic into a potent combat style.
Requirements: BAB +5, Power Attack, Cleave, able to cast 2nd level arcane spells
The Arcane Assault feat enables the use of three tactical maneuvers.
Pierce Spell Resistance: To use this maneuver, you must successfully hit a creature. You may then choose to not deal damage and instead, as a swift action, cast a touch spell on the hit opponent. The spell ignores any SR the opponent may have.
Power Spell: To use this ability, you must cast a touch spell. You can then apply the benefits of the Power Attack feat to that spell.
Dimensional Cleave: To use this maneuver, you must deal enough damage to a creature to kill it with one attack. As a swift action, you may then cast any spell that allows you to teleport to move into a square adjacent to a foe before making the extra attack granted by Cleave.
Mind Blade Channeling [Psionic]
You can channel psionic powers through your mind blade.
Requirements: Psychic Strike +1d8, able to manifest 1st level powers
Benefit: As a standard action, you may manifest a power with a range of touch and deliver it with your mind blade. Manifesting a spell in this way does not incur attacks of opportunity. The spell must have a manifesting time of 1 standard action or less. If the attack is successful, the attack deals damage normally; then the effect of the power resolves.
Improved Mind Blade Channeling [Psionic]
You can strike many foes with powers channeled through your mind blade.
Requirements: Mind Blade Channeling, Psychic Strike +3d8, able to manifest 2nd level powers
Benefit: You may manifest any power with a range of touch that you know as part of a full attack. The power affects each creature you hit with your mind blade that round.
Virtuoso Talent
You are a master of one particular instrument
Requirements: Skill Focus (Perform), Perform 8 ranks
Benefit: Choose one type of instrument for which you have 8 ranks in the appropriate perform skill. You get a +5 competence bonus on all Perform checks made using that kind of instrument. In addition, when using that instrument to play bardic music, your effective bard level is increased by one.
Planebound Familiar
You can bind extraplanar spirits to serve as your familiar.
Requirements: Improved Familiar, Knowledge (The Planes) 10 ranks, able to cast lesser planar binding, planar bindingp, or greater planar binding, alignment must be within one step of familiar's
Benefit: In a special ritual taking 1 week, requiring you to cast one of the planar binding spells, and costing material components equal to 100 gp x the HD of the bound outsider, you may bind an outsider via the planar binding spell to serve as your familiar. You may not bind an outsider with HD greater than half your caster level.
Demonologist
You are well-studied in the ways of demons.
Requirements: Knowledge (The Planes) 8 ranks, Chaotic Evil alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence demons. Whenever you summon or call a demon, it gets a +4 profane bonus to Strength, Constitution and Charisma for the duration of the spell. Finally, you may conduct a profane ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a quasit, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
Infernomancer
You are well-studied in the ways of devils.
Requirements: Knowledge (The Planes) 8 ranks, Lawful Evil alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence devils. Whenever you summon or call a devil, it gets a +4 profane bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a profane ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon an imp, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
Fiendish Mercenary
You are well-studied in the ways of yugoloths.
Requirements: Knowledge (The Planes) 8 ranks, Neutral Evil alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence yugoloths. Whenever you summon or call a yugoloth, it gets a +4 profane bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a profane ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a vargouille--a lesser fiendish servitor of the yugoloths*--which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
*If anyone knows where a CR 1 or 2 yugoloth can be found, drop me a line, if you please
Keeper of the Celestial Tome
You are well-studied in the ways of archons.
Requirements: Knowledge (The Planes) 8 ranks, Lawful Good alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence archons. Whenever you summon or call an archon, it gets a +4 sacred bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a lantern archon, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
Divine Beastmaster
You are well-studied in the ways of guardinals.
Requirements: Knowledge (The Planes) 8 ranks, Neutral Good alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence guardinals. Whenever you summon or call a guardinal, it gets a +4 sacred bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a musteval (BoED), which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
Free Spirit
You are well-studied in the ways of eladrin.
Requirements: Knowledge (The Planes) 8 ranks, Chaotic Good alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence eladrin. Whenever you summon or call an eladrin, it gets a +4 sacred bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a coure (BoED), which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
Perinanarchist
You are well-studied in the ways of slaadi.
Requirements: Knowledge (The Planes) 8 ranks, Chaotic Neutral alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence slaadi. Whenever you summon or call an slaad, it gets a +4 anarchic bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a an anarchicritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon an anarchic toad--a lesser form of the slaadi*--which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
*Again, if you know where I could find a good 2 CR slaadi, drop me a line
Mechanus Machinist
You are well-studied in the ways of modrons*.
Requirements: Knowledge (The Planes) 8 ranks, Lawful Neutral alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence modrons. Whenever you summon or call a modron, it gets a +4 axiomatic bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sacred ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a monodrone or a messenger monodrone (http://www.planewalker.com/codex/entry.php?intEntryID=10856&PHPSESSID=8679c0686ff22 f335aac420173db7ff0), which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
*Screw formians!
Elementalist
You are well-studied in the ways of elementals*.
Requirements: Knowledge (The Planes) 8 ranks, True Neutra; alignment
Benefit: You get a +2 insight bonus on all Charisma checks made to influence elementals. Whenever you summon or call an elemental, it gets a +4 enhancement bonus to Strength, Constitution, and Charisma for the duration of the spell. Finally, you may conduct a sylvan ritual, lasting 1 hour and requiring 100 gp worth of expensive material components, to summon a small elemental of any type, which serves you for a number of hours equal to half your Knowledge (The Planes) check, made at the height of the ritual.
*Screw Rilmani!
Shifter Transformation [Shifter]
You can become a living embodiment of your bestial past.
Requirements: 4 other shifter feats, Knowledge (Nature) 4 ranks
Benefit: When you shift, you may take on the form of an animal, as if through wild shape. The kind of animal you become depends on your shifter trait, as shown on the table below. If you have more than one shifter trait, whichever one you chose at 1st level determines the type of animal you become.
Trait............Animal
Beasthide.....Black Bear
Cliffwalk........Ape
Dreamsight...Any of the other listed animals, shifter's choice each time
Gorebrute.....Bison
Longstride.....Heavy Warhorse
Longtooth.....Wolverine
Razorclaw.....Lion
Swiftwing......Hawk
Truedive......Large Shark
Wildhunt......Wolf
Improved Shifter Transformation [Shifter]
You can become a living embodiment of your bestial past.
Requirements: Shifter Transformation, Knowledge (Nature) 10 ranks
Benefit: When you shift, you may take on the form of one of the animals listed below, depending on your shifter trait.
Trait............Animal
Beasthide.....Polar Bear
Cliffwalk........Dire Ape
Dreamsight...Any of the other listed animals, shifter's choice each time
Gorebrute.....Rhinoceres
Longstride.....Dire Warhorse
Longtooth.....Dire Wolverine
Razorclaw.....Dire Lion
Swiftwing......Dire Hawk (MM2)
Truedive......Huge Shark
Wildhunt......Dire Wolf
Blessed by the Stars
You were born under a special constellation. The mere sight of it bolsters your spirt.
Requirements: Can only be taken at first level.
Benefits: When you can see the stars in the night sky, you gain a +1 morale bonus on all saves. This bonus increases to +3 for saves against fear.
Suicidal Rage
You may throw away your concerns for yourself, and find great strength in your reckless abandon.
Requirements: Greater Rage
Benefit: Once per day, when you rage, you may enter a suicidal rage. When you enter a suicidal rage, you do not gain temporary HP, and your AC is reduced to 0. However, the Str and Con bonuses from your rage, as well as any DR you have from the barbarian class, are doubled for its duration. You may not voluntarily exit a suicidal rage.
Tribal Tattoo: Arrowhead
You are tattooed with an arrowhead, symbolizing alertness and perception.
Requirements: Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. For 1 hour/class level, you gain an insight bonus on Listen, Sense Motive, and Spot checks equal to half your class level, rounded up.
Tribal Tattoo: Bear
You are tattooed with a bear, symbolizing vigor and endurance.
Requirements: Great Rage, Con 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain a +4 enhancement bonus to Constitution for 1 min./class level.
Tribal Tattoo: Butterfly
You are tattooed with a stylized butterfly, symbolizing immortality.
Requirements: Rage, Con 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You automatically stabilize if you are dying. You may use this tattoo even if you are unconscious.
Tribal Tattoo: Circle
You are tattooed with a circle, symbolizing your patron goddess.
Requirements: Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain an insight bonus on your next attack equal to one-quarter your class level, rounded up.
Tribal Tattoo: Blade
You are tattooed with a pair of crossed swords, symbolizing skill at arms.
Requirements: Great Rage, Str 15+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. One weapon you wield at the time you activate this ability gains an enhancement bonus equal to one-quarter your class level for 10 min./class level.
Tribal Tattoo: Demon
You are tattooed with a demon, symbolizing merciless might.
Requirements: Mighty Rage, Str 17+
Benefits: You may spend two daily uses of your rage to activate the benefits of this tattoo. The next time you make an attack, the damage dealt is doubled.
Tribal Tattoo: Lightning
You are tattooed with a lightning bolt, symbolizing speed.
Requirements: Rage, Dex 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain a +30 enhancement bonus to your speed for 1 round/class level.
Tribal Tattoo: Mask
Your whole face is covered with a single tattoo, symbolizing your devotion to a tribal spirit and immersement in its power.
Requirements: Mighty Rage, Wis 15+
Benefits: You may spend two daily uses of your rage to activate the benefits of this tattoo. You gain a +6 sacred (or possibly, profane)bonus to one ability score of your choice, chosen when you take this feat, for 1 round/class level.
Tribal Tattoo: Naga
You are tattooed with a snake-headed woman, symbolizing your defiance of law.
Requirements: Rage, Cha 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You may smite a lawful creature, gaining a bonus on your damage roll equal to your Cha bonus and a bonus on your attack roll equal to your class level.
Tribal Tattoo: Snake
You are tattooed with a snake, symbolizing wisdom.
Requirements: Great Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain a +4 enhancement bonus to Wisdom for 1 min./class level.
Tribal Tattoo: Spider
You are tattooed with a spider, symbolizing trickery and treachery.
Requirements: Rage, Cha 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. For 1 hour/class level, you gain an insight bonus on Bluff, Hide, and Move Silently checks equal to half your class level, rounded up.
Tribal Tattoo: Sun
You are tattooed with stylized sun rays, symbolizing reliability and rebirth.
Requirements: Rage, Con 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. You gain Fast Healing 1 for 1 round/class level.
Tribal Tattoo: Toad
You are tattooed with an toad, symbolizing protection from magic.
Requirements: Rage, Wis 13+
Benefits: You may spend a daily use of your rage to activate the benefits of this tattoo. For 1 min./class level, you gain a resistance bonus on saves against spells equal to one-quarter your class level, rounded up.
Caster's Curse
You have a special curse for those who sling spells.
Requirements: Greater Hexblade's Curse
Benefit: Once per day, when you use your Hexblade's Curse, you make make it a Caster's Curse. In addition to the normal effects of your Hexblade's curse, the victim of a caster's curse takes a -1 penalty to his caster level. When you gain the Dire Hexblade's Curse class feature, the penalty increases to -2.
Thief's Curse
You have a special curse for those who lurk in the shadows.
Requirements: Greater Hexblade's Curse
Benefit: Once per day, when you use your Hexblade's Curse, you make make it a Thief's Curse. In addition to the normal effects of your Hexblade's curse, if the victim has the sneak attack or sudden strike class features, the size of damage dice used for them is reduced to 1d4. When you gain the Dire Hexblade's Curse class feature, it is reduced to 1d2.
Steal Soulmeld [Incarnum]
You can rip out soulmelds and make them your own.
Requirements: Sneak Attack +2d6, Steal Spell (2nd), Must have an essentia pool.
Benefits: Whenever you hit a foe with a sneak attack, you may forgo dealing 1d6 points of sneak attack damage and instead steal one of the foe's soulmelds. The enemy's soulmeld is unshaped, and you gain its benefits for the rest of the day. You may specify a soulmeld to steal, otherwise, the DM chooses at random. The soulmeld has no essentia invested in it when you steal it, but you may invest essentia from your own pool. You may never have more total soulmelds than your Con bonus. The stolen meld persists for 1 min./class level, after which it unshapes.
Steal Incarnum [Incarnum]
You can literally steal your foes' souls...for a while.
Requirements: Steal Soulmeld, Sneak Attack +3d6, Steal Spell (3rd)
Benefit: Whenever you hit a foe with a sneak attack and steal a soulmeld, you may forgo dealing up to 1d6 points of sneak attack damage per four class levels. For every 1d6 forgone, you may steal one point of essentia. One point of the enemy's essentia becomes uninvestable for the rest of the day, and you gain one bonus point of essentia that lasts the rest of the day. If you use this ability multiple times, the bonus essentia does not stack--it replaces all previously gained bonus essentia.
Steal Vestige
You can quickly unbind and rebind vestiges.
Requirements: Sneak Attack +1d6, Steal Spell (1st) must be able to bind 1st level vestiges
Benefit: Whenever you hit a foe with a sneak attack, you may forgo up to 1d6 points of sneak attack damage per class level and instead steal a vestige bound to the enemy. As long as the vestige's level is not greater than the amount of damage dice forgone, it is unbound from the enemy and bound to you. However, because of the frantic nature of your pact, it is always considered a poor one. You may specify a vestige to steal, otherwise, the DM chooses at random.
Steal Power Points [Psionic]
You can steal your foe's psionic power.
Requirements: Sneak Attack +1d6, Steal Spell (1st)
Benefit: Whenever you hit a foe with a sneak attack, you may forgo up to 1d6 points of sneak attack damage per class level and instead steal his power points. For every damage dice forgone, the enemy loses 2 PP and you gain that much PP.
Steal Class Feature
You can steal your foe's class features.
Requirements: Sneak Attack +3d6, Steal Spell (3rd)
Benefit: Whenever you hit a foe with a sneak attack, you may forgo dealing 1d6 points of sneak attack damage and instead steal one of the foe's class abilities. Only class features with daily uses can be stolen--you could steal a barbarian's rage, a cleric's turn undead, or a druid's wildshape, but not a fighter's bonus feat or a wizard's familiar. The enemy loses one of his daily uses of one his class abilities, and you gain the ability to use it. The target must have one daily use of the ability remaining for you to steal it. You may specify an ability to steal, otherwise, the DM chooses at random. You may only use the class feature once.For all purposes, treat the ability as if it was being used by the character it was stolen from--a smite evil stolen from a level 5 paladin with 13 charisma gives a +1 bonus to attack and a +5 bonus to damage, for example. You must use the stolen ability within one minute, or lose it.
Shrouding Spirit
Your watchful spirit can manifest as mist, cloaking you from harm.
Requirements: Watchful Spirit, Air Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to wrap yourself in a cloak of mist, granting you 20% concealment for 1 round/class level.
Stone Spirit
Your watchful spirit can manifest as terra cotta skin, shielding you
Requirements: Watchful Spirit, Earth Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to turn your skin to terra cotta, increasing your natural armor bonus by 1 per four class levels for 1 round/class level.
Burning Spirit
Your watchful spirit can manifest as flame, burning your foes.
Requirements: Watchful Spirit, Fire Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to burst into flames for 1 round/class level. Any creature striking you with a natural or non-reach melee weapon takes 1d6 points of fire damage/four class levels. The fire does not hurt you, and causes you to give off light as a torch.
Fluid Spirit
Your watchful spirit can manifest as rushing water, shielding you from most blows.
Requirements: Watchful Spirit, Water Mastery
Benefit: You may expend your daily use of your watchful spirit class feature to wrap yourself in a vortex of water, granting you DR X/Piercing for 1 round/class level, where X is one-quarter your class level.
Elemental Blindsense
Your ability to sense elements allows you to see without sight.
Requirements: Sense Elements, able to cast 5th level spells
Benefits: You gain blindsense out to 30 ft. However, you can only sense creatures and objects that are made up of his chosen element, though they need not be wholly made of it.
Elemental Blindsight[Epic]
Your ability to sense elements makes your eyes unneccessary.
Requirements: Elemental Blindsense
Benefits: You gain blindsight out to 30 ft. However, you can only sense creatures and objects that are made up of his chosen element, though they need not be wholly made of it.
Mighty Exorcist
You can destroy spirits you exorcise.
Requirements: Chastise Spirits, Exorcism
Benefit: Whenever you successfully exorcise a possessing spirit, it takes damage as if it had been chastized by you. It may not attempt a save for half damage. You do not have to spend a daily use of your chastize spirits ability to damage it.
Attribute Focus
You are talented at a large group of skills.
Requirements: Skill Focus in two skills, both of which use the same ability score
Benefit: Choose an ability score which must be the score used by the two skills you took Skill Focus for. You gain a +3 on all skill checks that use that ability and all ability checks of that ability. This overlaps with the bonus granted by Skill Focus.
Military Historian[Fighter, General]
Your knowledge of military history allows you to utilize ancient tactics.
Requirements: BAB +5, Knowledge (History) 4 ranks
Benefit: Once a day, before you attack, you may declare you are using an ancient tactic. You make a Knowledge (History) check and add your result divided by ten to your attack and damage rolls.
Heal The Faithful
You are more adept at healing those of your faith.
Requirements: Able to cast Cure Light Wounds, must believe in a deity
Benefits: Whenever you use a cure spell to heal a character whose patron deity shares the same alignment as yours, the amount healed is increased by 10%. If he believes in the same deity, the healing is increased by a further 15%. These percentile boni stack with others, such as the 50% bonus from Empower Spell.
Smite the Wicked
You are more adept at wounding those who oppose your god.
Requirements: Able to cast Inflict Light Wounds, must believe in a deity
Benefits: Whenever you use an inflict spell to harm a character whose patron deity's alignment is exactly the opposite of yours, the damage dealt is increased by 25%. This percentile bonus stacks with others, such as the 50% bonus from Empower Spell.
No Stranger To Sin
Your inner corruption protects you from outer evils.
Requirement: Any evil alignment
You gain a resistance bonus against spells, spell-like abilities, and supernatural abilities of other evil creatures. The exact nature of the bonus depends on the strength of their evil aura relative to yours. If their aura is stronger than yours, you gain a +1 bonus, if it is equal to yours, you gain a +3 bonus, and if it is less than yours, you gain a +5 bonus.
Honorable Prestige
Your adherence to a code of honor impresses those around you.
Requirement: Must follow a code of some sort, such as a paladin's or a druid's.
Benefit: You gain a +5 circumstance bonus on all Charisma checks made to influence others of your alignment, and a +3 circumstance bonus on checks made to influence those within 1 step of your alignment.
Braggart
Your boasting brings you fame--if those around you believe it.
Requirements: Bluff 8 ranks
Benefit: You can boast of your personal prowess to impress an NPC, making a Bluff check opposed by their Sense Motive check. If you succeed, you gain a +8 circumstance bonus on all Charisma checks to influence that person in the future. In addition, any future bluffs you make seem more true to them, and are treated as one category more likely for determining the person's bonus to Sense Motive. However, if you fail, you take a -5 penalty on all future attempts to influence them.
Arcane Author
You've published books on arcane magic, and earned a reputation as a skilled mage.
Requirements: Knowledge (Arcana) 8 ranks
Benefits: You get a +5 circumstance bonus on all Charisma checks made to influence arcane spellcasters. In addition, you may impress them with your knowledge of magic, substituting a Spellcraft check for a Diplomacy check.