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  1. - Top - End - #31
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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Surging Palm [General]
    Your strikes can knock foes back some distance.

    Prerequisites: Improved Unarmed Strike, Forceful Hand.

    Benefit: Your Forceful Hand attack becomes more powerful. When using Forceful Hand, increase the DC of the Reflex save by 4. If you succeed in pushing your foe back, you push him back 1d4 × 5’. An opponent struck by Forceful Hand takes 2d8 points of additional damage from the attack.

    Special: A monk may select Surging Palm as a bonus feat at 6th level. A fighter may select Surging Palm as one of her bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 09:55 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Templar [General]
    You owe fealty to a deity & serve as a protector of the faith.

    Prerequisites: Base attack +3, Wisdom 13+, Knowledge (religion) 6 or more ranks, incapable of casting 0th-level spells, patron deity.

    Benefit: Your patron deity affords you a +1 divine bonus to attack rolls, AC & saving throws. When you attain 9 ranks in Knowledge (religion), this bonus increases to +2, & you are granted a +1 divine bonus to damage rolls & skill checks as well. When you attain 12 ranks in Knowledge (religion), all of the preceding bonuses increase to +3. This AC bonus applies against touch attacks, & also when flat-footed.

    Special: If you violate the code of conduct required by your god, you lose access to the benefits granted by Templar until you have received an atonement exclusively to restore same. A fighter or a monk may select Templar as one of his bonus feats.
    Last edited by Zeta Kai; 2011-01-25 at 06:15 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Third Vasrah [General]
    Your meditation has taken you to the difficult path, the Third Vasrah, where your will must have supremacy over physical limitations.

    Prerequisites: Wisdom 17+, Improved Unarmed Strike, Base Vasrah, Second Vasrah.

    Benefit: You may substitute your Wisdom score for your Strength score. This includes any increases to Wisdom from spells & other effects, as well as the virtual Wisdom from Base Vasrah. This substitution fails if your Strength is reduced below 1.

    Special: If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day.
    Last edited by Zeta Kai; 2011-07-12 at 09:15 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Topple [General]
    You are accomplished at overcoming obstacles greater than yourself.

    Prerequisites: BAB +6 or more.

    Benefit: Against creatures at least one size category larger than your natural form, you gain a +1 competence bonus to attack rolls & a +2 competence bonus to damage rolls for each size category they are above you, to a maximum of +5 & +10, respectively.

    Special: A fighter may select Topple as one of his fighter bonus feats.

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    Treacherous [General]
    You have a talent for telling lies & keeping secrets.

    Benefit: You get a +2 bonus on all Bluff checks & Disguise checks.

    Special: This feat is the equivalent of Deceitful as a prerequisite.
    Last edited by Zeta Kai; 2011-07-12 at 09:58 PM.

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    True Believer [General]
    You are devoted to your deity’s ideals, & your prayers reflect the deeper understanding of dogma to which you aspire.

    Prerequisites: Wisdom 17+, Cleric level 10th, identical alignment to patron deity.

    Benefit: Choose one of your domains. Add its spells to your class spell list. You may prepare these spells in your standard spell slots in addition to your domain slots.

    Normal: Your domain spells may only be prepared in your domain slots.

    Special: If your alignment changes, even if your new alignment is still one step from your patron’s, you lose all benefits of this feat until you have received an atonement & your alignment once again matches your patron’s.

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    Uncanny Agility [General]
    You appear to transcend your physical limitations when in motion.

    Prerequisites: Dexterity 13+.

    Benefit: Treat your Dexterity score as being 2 points higher for ability checks, skill checks, Reflex saves, & AC.

    Special: If you possess the Weapon Finesse feat, this bonus extends to melee attack rolls made with a Finesse weapon as well. A fighter may select Uncanny Agility as one of his fighter bonus feats.
    Last edited by Zeta Kai; 2011-07-12 at 10:00 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Zealous Faith [General]
    Your piety & dedication have been rewarded with a greater trust of your deity’s power.

    Prerequisites: Wisdom 15+, Zealous Prayer, paladin level 11th.

    Benefit: Choose one of your patron deity’s domains. You gain access to the domain power as a cleric of your paladin level. Add the first four domain spells to your class spell list.

    Normal: Paladins have no access to cleric domains or domain powers.

    Special: If you fall from grace, you lose all benefits of this feat until you have received an atonement exclusively to restore access to your domain. You may take this feat multiple times. Its effects do not stack. Each time you take this feat, select a different domain.
    Last edited by Zeta Kai; 2011-07-12 at 10:00 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Zealous Prayer [General]
    Your ceaseless devotion & prayer have been acknowledged by your deity.

    Prerequisites: Wisdom 15+, paladin level 8th.

    Benefit: You gain an additional spell slot for each level of paladin spell you can cast. You may base the DCs of your spells, as well as your highest spell level available & bonus spells per day, on your Charisma score in lieu of your Wisdom score, if you wish.

    Special: If you fall from grace, you lose all benefits of this feat until you have received an atonement exclusively to restore access to these slots. You may take this feat multiple times. Its effects stack.

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    Adaptable Talents [Racial]
    You are adept at many things, & have a knack for certain areas of expertise.

    Prerequisites: Human.

    Benefit: Choose any two skills. Those chosen are always class skills for you, regardless of your class choices. You also gain a +1 racial bonus with these skills for every 4 class levels that you have.

    Special: This feat can be taken multiple times. Each time you take this feat, you can choose another two skills with which to apply this effect.

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    Adroit [Racial]
    Your fingers are long & claw-tipped, enabling you to grab your prey. These claws are called Jluun in the Gnoll tongue.

    Prerequisites: Dexterity 13+, Gnoll.

    Benefit: You gain +1 racial bonus to all Climb, Sleight of Hand, & Use Rope checks. You also gain a +1 racial bonus to all grapple checks. These bonuses increase by +1 for every 4 class levels that you have.

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    Arcane Blood [Racial]
    You have a strong affinity for the outsider half of your bloodline.

    Prerequisites: Charisma 13+, Half-Genie or Half-Ghul, character level 8th.

    Benefit: The spell-like abilities that you possess via your race can be cast at a caster level equal to your total character level. You also gain detect magic, prestidigitation, & resistance as at-will spell-like abilities.

    Normal: The spell-like abilities that you possess via your race are cast at Caster level 8th.

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    Binding Resistance [Racial]
    You are better able to resist the effects of a binding ritual than most of your kind.

    Prerequisites: Genie or Half-Genie, character level 5th.

    Benefit: You gain a +2 resistance bonus on all saving throws to resist becoming Bound. This bonus is also applied to all saving throws against the following spells: banishment, binding, dismissal, & trap the soul. This bonus increases by +2 for every 4 class levels that you have.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Claws of the Ghul [Racial]
    Your claws grow longer & sharper as your ghul heritage grows stronger, a condition called Khezeph in the Ghul tongue.

    Prerequisites: Half-Ghul, any non-Good alignment, Shadow of the Ghul.

    Benefit: Your claws now deal 2d4 points of slashing damage (which scale normally with size), plus your Strength bonus. This increases by +1d4 for every 5 class levels that you have.

    Normal: Your claws only deal 1d6 points of slashing damage, plus your Strength bonus.
    Last edited by Zeta Kai; 2011-07-12 at 10:05 PM.

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    Clever Wit [Racial]
    You are a bright & adaptable individual, with a talent for learning.

    Prerequisites: Intelligence or Wisdom 13+, Sabi.

    Benefit: You gain 2 skill points per HD, both retroactively & in the future. In addition, all Knowledge skills are always class skills for you, regardless of your class choices.

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    Common Senses [Racial]
    You are deeply in touch with the world around you, a connection known as Nzun-Hraas in the Gnoll tongue.

    Prerequisites: Gnoll.

    Benefit: Listen, Spot, & Survival are always class skills for you, regardless of your class choices. You also gain a +1 racial bonus with these skills for every 4 class levels that you have.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Covert Arcana [Racial]
    You have a talent for using magic without being noticed.

    Prerequisites: Half-Genie.

    Benefit: Spellcraft & Use Magic Device are always class skills for you, regardless of your class choices. In addition, any skill that you gain a racial bonus for is now considered a class skill for you, regardless of your class choices. You also gain a +1 racial bonus with these skills for every 4 class levels that you have.

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    Dabbler [Racial]
    You have tried your hand at a number of things, & have learned many talents along the way.

    Prerequisites: Intelligence 13+, Human.

    Benefit: You gain a +2 racial bonus on all Knowledge checks & Profession checks, regardless of field of study or vocation. In addition, you can make untrained skill checks in any Knowledge field or Profession vocation, even if you have no ranks in it. You also gain a +1 racial bonus with these skills for every 4 class levels that you have.

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    Diverse Background [Racial]
    Your mixed heritage grants you a keen insight into the minds of your parents’ peoples.

    Prerequisites: Sabi.

    Benefit: You gain a +4 racial bonus to all Bluff, Diplomacy, Gather Information, & Sense Motive checks made when dealing with Humanoids or Outsiders. You also gain a +1 racial bonus with these skills for every 4 class levels that you have, which applies to all uses of these skills.

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    Elemental Attunement [Racial]
    You are especially in sync with your affiliated element.

    Prerequisites: Half-Genie or Sabi.

    Benefit: You gain a +1 bonus to your caster level when casting spells that have your elemental affiliation as the spell descriptor. For instance, a half-efreet or a narsabi would cast [Fire] spells at +1 caster level with this feat, whereas a half-dao or a tarisabi would cast [Earth] spells at +1 caster level with this feat. In addition, you gain a +1 bonus on all saving throws against spells that have your elemental affiliation as the spell descriptor. These bonuses increase by +1 for every 5 class levels that you have.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Elemental Legacy [Racial]
    You have a deep connection to your genie ancestors.

    Prerequisites: Half-Genie, Elemental Attunement.

    Benefit: You gain the subtype of your related element. Half-djinni gain the [Air] subtype, half-dao gain the [Earth] subtype, half-efreeti gain the [Fire] subtype, & half-marids gain the [Water] subtype. Your movement speed, if any, is 40’ + 10’ for every 4 class levels that you have; if you gain a fly speed, you have perfect maneuverability.
    Last edited by Zeta Kai; 2011-07-12 at 10:06 PM.

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    Energy Exchange [Racial]
    You possess the ghul’s gift for energy resistance, known in the Ghul tongue as Sheth-Rakh.

    Prerequisites: Strength or Constitution 15+, Half-Ghul, character level 5th.

    Benefit: You lose the resistance to Cold 5 or Fire 5 (your choice) that you gained from Elemental Resistance. In exchange, you gain permanent immunity to the opposing energy type.

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    Flesh of the Ghul [Racial]
    Your ghul heritage grows ever stronger, granting you unnaturally hard flesh, known as Mazh-Rikh in the Ghul tongue.

    Prerequisites: Half-Ghul, any non-Good alignment, Shadow of the Ghul.

    Benefit: You gain Damage Reduction 2/Good. This increases by +1 for every 4 class levels that you have, & stack with Damage Reduction gained from any other source, such as levels of Barbarian.
    Last edited by Zeta Kai; 2011-07-12 at 10:07 PM.

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    Heart of the Gnoll [Racial]
    You were raised among the gnolls, becoming a Gnool-Mbir in their tongue & giving you an insight into their nature.

    Prerequisites: Strength 13+, Humanoid type, non-gnoll race.

    Benefit: You have developed a hint of the gnollish ways, to the point where you are now effectively gnoll-blooded. As a gnoll-blooded character, you are now considered a gnoll for effects related to race, & can take gnoll racial feats in addition to feats for your own race. You do not, however, become a gnoll.

    You also gain a +2 racial bonus on Survival checks.

    Normal: You can only qualify for racial feats that belong to your own race.

    Special: This feat may only be taken at 1st level.

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    Heart of the Human [Racial]
    You were raised among the humans, giving you an insight into their nature.

    Prerequisites: Charisma 13+, Humanoid type, non-human race.

    Benefit: You have developed a hint of the human ways, to the point where you are now effectively human-blooded. As a human-blooded character, you are now considered a human for effects related to race, & can take human racial feats in addition to feats for your own race. You do not, however, become a human or a half-human.

    You also gain a one-time bonus of +2 skill points.

    Normal: You can only qualify for racial feats that belong to your own race.

    Special: This feat may only be taken at 1st level.

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    Heart of the Kobold [Racial]
    You were raised among the kobolds, giving you an insight into their nature.

    Prerequisites: Dexterity or Intelligence 13+, Humanoid type, non-kobold race.

    Benefit: You have developed a hint of the kobolish ways, to the point where you are now effectively kobold-blooded. As a kobold-blooded character, you are now considered a kobold for effects related to race, & can take kobold racial feats in addition to feats for your own race. You do not, however, become a kobold.

    You also gain a +1 racial bonus to Reflex saves.

    Normal: You can only qualify for racial feats that belong to your own race.

    Special: This feat may only be taken at 1st level.

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    Default Re: [Hourglass of Zihaja] Chapter 6: Feats

    Heart of the Lizardfolk [Racial]
    You were raised among the lizardfolk, becoming a Hagh el-Rakhiz in Alhaggi & giving you an insight into their nature.

    Prerequisites: Constitution or Wisdom 13+, Humanoid type, non-lizardfolk race.

    Benefit: You have developed a hint of the lizardfolk ways, to the point where you are now effectively lizardfolk-blooded. As a lizardfolk-blooded character, you are now considered a lizardfolk for effects related to race, & can take lizardfolk racial feats in addition to feats for your own race. You do not, however, become a lizardfolk.

    You also gain a +2 racial bonus on Jump checks.

    Normal: You can only qualify for racial feats that belong to your own race.

    Special: This feat may only be taken at 1st level.

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    Helping Hand [Racial]
    Your natural ability to collaborate & work toward a common goal helps you to help others.

    Prerequisites: Human.

    Benefit: When using the Aid Another action successfully, you can give an ally a +3 on their skill check, their AC against the next attack, or their next attack roll, depending on the circumstances. This bonus increases by +1 for every 4 class levels that you have.

    Normal: When using the Aid Another action successfully, you give an ally a +2 on their skill check/AC/next attack roll.

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    Inventive Mind [Racial]
    You have a knack for designing & creating things.

    Prerequisites: Kobold.

    Benefit: Appraise, Craft (any), & Knowledge (any) are always class skills for you, regardless of your class choices. You also gain a +1 racial bonus with these skills for every 4 class levels that you have.

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    Legacy of the Genie [Racial]
    You can feel the power of your genie ancestors coursing through your veins.

    Prerequisites: Sabi.

    Benefit: You gain a +2 resistance bonus on saving throws against all spells & effects of your elemental affiliation. This bonus stacks with the racial bonuses gained from Genie Heritage. You also gain Resistance to Energy 2 for the energy type that pertains to your Elemental Resistance, which stacks with that special quality. These bonuses increase by +1 for every 5 class levels that you have.

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