From: <hen...@us...> - 2011-07-07 08:29:08
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Revision: 15206 http://pcgen.svn.sourceforge.net/pcgen/?rev=15206&view=rev Author: henkslaaf2 Date: 2011-07-07 08:28:58 +0000 (Thu, 07 Jul 2011) Log Message: ----------- Fix a couple of errors in UM feats, Issue#: NEWSOURCE-80 Modified Paths: -------------- Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst Modified: Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst =================================================================== --- Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst 2011-07-06 17:53:50 UTC (rev 15205) +++ Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst 2011-07-07 08:28:58 UTC (rev 15206) @@ -1,4 +1,4 @@ -# CVS $Revision: $ $Author: $ -- Sun Jul 3 22:01:59 2011 -- reformated by prettylst.pl v1.39 (build ) +# CVS $Revision: $ $Author: $ -- Thu Jul 7 10:27:11 2011 -- reformated by prettylst.pl v1.39 (build ) SOURCELONG:Ultimate Magic SOURCESHORT:PFUM SOURCEWEB:http://paizo.com/pathfinderRPG/v5748btpy8g7s SOURCEDATE:2011-05 # Original Entry by: Stefan Radermacher, Henk Slaaf @@ -18,153 +18,153 @@ ###Block: Feats -# Feat Name Type Visible Required Ability Req. Att. Required Class Required Feat Required Lvl Required Shield Proficiencies Required Skill Req. Known Spell Required Casting Type Req. Spell Type Required Stat Var. Min. Value Innate Spells Description Stackable? Multiple? Choose Selections Add Add Spell Lvl Bonus to Ability Pool Bonus to skill Modify VAR Source Page Description of the Benefits Temporary effect description List of Known Class Spells by Level Bonus MULT=YES SERVEAS STACK=NO -Abundant Revelations TYPE:General PREABILITY:1,CATEGORY=Special Ability,Oracle's Mystery DESC:You can plumb the depths of your mystery to use your revelations more often. SOURCEPAGE:p.142 BENEFIT:Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation. -Accursed Critical TYPE:Critical PRECLASS:1,SPELLCASTER=9 PREFEAT:1,Critical Focus PRESPELL:1,Bestow Curse,Major Curse DESC:Your spells carry an embedded curse that manifests when they strike true. SOURCEPAGE:p.142 BENEFIT:When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell. -Accursed Hex TYPE:General PREABILITY:1,CATEGORY=Special Ability,Hex ~ Witch DESC:You can make a second attempt at failed hexes. SOURCEPAGE:p.143 BENEFIT:When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. -Advanced Ranger Trap TYPE:General PREABILITY:1,CATEGORY=Special Ability,Trap ~ Ranger PRECLASS:1,Ranger=5 DESC:Your ranger traps are especially difficult to notice and avoid. SOURCEPAGE:p.143 BENEFIT:Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your trap class feature. Add a +1 to the Difficulty Class on all saving throws against the effects of the trap you make with your trap class feature. -Antagonize TYPE:General DESC:Whether with biting remarks or hurtful words, you are adept at making creatures angry with you. SOURCEPAGE:p.143 BENEFIT:You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to the target’s Hit Dice + the target’s Wisdom modifier. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect. -Blighted Critical TYPE:Critical PRECLASS:1,SPELLCASTER=5 DESC:With a critical hit from a spell or spell-like ability, you give the target a minor spellblight. SOURCEPAGE:p.143 BENEFIT:Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight. -Blighted Critical Mastery TYPE:General PRECLASS:1,SPELLCASTER=9 PREFEAT:1,Blighted Critical,Critical Focus DESC:You control the type of spellblight your critical hits give your opponent. SOURCEPAGE:p.143 BENEFIT:Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly. -Burning Spell TYPE:Metamagic DESC:You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor. ADDSPELLLEVEL:2 SOURCEPAGE:p.143 BENEFIT:The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 × the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell’s actual level. -Channeled Shield Wall TYPE:General PREABILITY:1,CATEGORY=Special Ability,Channel Energy PREPROFWITHSHIELD:1,TYPE.Light,TYPE.Heavy PREVARGTEQ:ChannelEnergyDice,3 DESC:You draw upon your channel energy to enhance the protective ability of your shield and those of allies while they are adjacent to you. SOURCEPAGE:p.143 BENEFIT:As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with shields also gain a +2 deflection bonus while they are adjacent to you. -Concussive Spell TYPE:Metamagic DESC:You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor. ADDSPELLLEVEL:2 SOURCEPAGE:p.143 BENEFIT:With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor. A concussive spell uses up a spell slot two levels higher than the spell’s actual level. -Create Reliquary Arms and Shields TYPE:ItemCreation PREFEAT:1,Craft Magic Arms and Armor PRESPELL:1,Consecrate,Desecrate DESC:Your magical creations are infused with divine power. SOURCEPAGE:p.148 BENEFIT:When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as part of the item crafting process. The item becomes a reliquary and can be used as a holy (or unholy) symbol divine focus of your deity. If you cast consecrate or desecrate, your reliquary counts as a permanent fixture for that spell while it remains in the spell’s area. -Create Sanguine Elixir TYPE:ItemCreation PRECLASS:1,Sorcerer=3 PREFEAT:1,Brew Potion PRESKILL:1,Craft (Alchemy)=12 PRESTAT:1,CHA=15 DESC:You can condense a fraction of your bloodline’s power into a powerful elixir. SOURCEPAGE:p.148 BENEFIT:Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that power into a small potion that any creature can drink to temporarily gain the benefit of your bloodline power. Creating a sanguine elixir takes 1 hour, and requires special oils and distillates worth 100 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your mind to regain spell slots. Sanguine elixirs are extremely unstable. They lose their potency 1 day after they are created. -Defending Eidolon TYPE:General TYPE:General PREABILITY:1,CATEGORY=Special Ability,Shield Ally DESC:You have trained your eidolon to protect you. SOURCEPAGE:p.148 BENEFIT:Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your eidolon’s base attack bonus reaches +5, and for every +5 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use this feat when your eidolon is making an attack or full-attack action with melee or natural weapons, and its effect lasts until your eidolon’s next turn, or until you are no longer adjacent to the eidolon, whichever occurs f irst. -Deny Death PREABILITY:1,CATEGORY=Special Ability,Ki Pool PREFEAT:1,Endurance DESC:Your ki is so strong that it can deny death. SOURCEPAGE:p.148 BENEFIT:As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead. -Detect Expertise TYPE:General PRESPELL:1,Detect Chaos,Detect Evil,Detect Good, Detect Law,Datect Magic PRESTAT:1,INT=13 DESC:You can detect the mystic specialty of a foe. SOURCEPAGE:p.148 BENEFIT:When you use any of the spells listed in this feat’s prerequisites to detect a creature’s alignment or its magic, you have a chance of detecting what spellcasting expertise it has. After you observe a creature with the detect spell for 3 rounds, it must make a Will save (DC %1). If it fails the saving throw, you learn what bloodlines, domains, hexes, schools, or mysteries (if any) the creature possesses. If the creature makes its save, it is immune to the effects of this feat for 24 hours.|10+CASTERLEVEL+INT -Die for Your Master TYPE:General PREABILITY:1,CATEGORY=Special Ability,Tumor Familiar DESC:Your tumor familiar goes to any length to save your life. SOURCEPAGE:p.148 BENEFIT: If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the familiar throws itself in the way of the attack as an immediate action. If it makes a Ref lex saving throw (DC = damage dealt), it takes all the damage from the attack. If it fails, it takes half damage and you take half damage. The familiar must be aware of the attack and able to react to it in order to use this ability, and it can only do this once per day—if it is denied its Dexterity bonus to AC, it can’t use this ability. Since this effect would not normally allow the familiar to make a Ref lex save for half damage, its improved evasion ability does not apply on this saving throw. -Divine Interference TYPE:General PRECLASS:1,SPELLCASTER.Divine=10 DESC:You can convert a spell to interfere with an enemy’s attack. SOURCEPAGE:p.149 BENEFIT:As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day. -Dragonbane Aura TYPE:General PREABILITY:1,CATEGORY=Special Ability,Aura of Courage PRECLASS:1,SPELLCASTER=8 DESC:Those within your dragonbane aura gain the same protection that you do. SOURCEPAGE:p.149 BENEFIT:When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your aura of courage’s bonus against fear effects. -Echoing Spell TYPE:Metamagic DESC:You have learned how to release most, but not all, of a spell’s potential when you cast it. ADDSPELLLEVEL:3 SOURCEPAGE:p.149 BENEFIT:When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spe +# Feat Name Type Visible Required Ability Req. Att. Required Class Required Feat Required Lvl Required Shield Proficiencies Required Skill Req. Known Spell Required Casting Type Req. Spell Type Required Stat Var. Min. Value Serves As Innate Spells Description Stackable? Multiple? Choose Selections Add Add Spell Lvl Bonus to Ability Pool Bonus to skill Modify VAR Source Page Description of the Benefits Temporary effect description List of Known Class Spells by Level CHOICE +Abundant Revelations TYPE:General PREABILITY:1,CATEGORY=Special Ability,Oracle's Mystery DESC:You can plumb the depths of your mystery to use your revelations more often. SOURCEPAGE:p.142 BENEFIT:Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation. +Accursed Critical TYPE:Critical PRECLASS:1,SPELLCASTER=9 PREFEAT:1,Critical Focus PRESPELL:1,Bestow Curse,Major Curse DESC:Your spells carry an embedded curse that manifests when they strike true. SOURCEPAGE:p.142 BENEFIT:When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell. +Accursed Hex TYPE:General PREABILITY:1,CATEGORY=Special Ability,Hex ~ Witch DESC:You can make a second attempt at failed hexes. SOURCEPAGE:p.143 BENEFIT:When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. +Advanced Ranger Trap TYPE:General PREABILITY:1,CATEGORY=Special Ability,Trap ~ Ranger PRECLASS:1,Ranger=5 DESC:Your ranger traps are especially difficult to notice and avoid. SOURCEPAGE:p.143 BENEFIT:Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your trap class feature. Add a +1 to the Difficulty Class on all saving throws against the effects of the trap you make with your trap class feature. +Antagonize TYPE:General DESC:Whether with biting remarks or hurtful words, you are adept at making creatures angry with you. SOURCEPAGE:p.143 BENEFIT:You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to the target’s Hit Dice + the target’s Wisdom modifier. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect. +Blighted Critical TYPE:Critical PRECLASS:1,SPELLCASTER=5 DESC:With a critical hit from a spell or spell-like ability, you give the target a minor spellblight. SOURCEPAGE:p.143 BENEFIT:Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight. +Blighted Critical Mastery TYPE:General PRECLASS:1,SPELLCASTER=9 PREFEAT:1,Blighted Critical,Critical Focus DESC:You control the type of spellblight your critical hits give your opponent. SOURCEPAGE:p.143 BENEFIT:Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly. +Burning Spell TYPE:Metamagic DESC:You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor. ADDSPELLLEVEL:2 SOURCEPAGE:p.143 BENEFIT:The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 × the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell’s actual level. +Channeled Shield Wall TYPE:General PREABILITY:1,CATEGORY=Special Ability,Channel Energy PREPROFWITHSHIELD:1,TYPE.Light,TYPE.Heavy PREVARGTEQ:ChannelEnergyDice,3 DESC:You draw upon your channel energy to enhance the protective ability of your shield and those of allies while they are adjacent to you. SOURCEPAGE:p.143 BENEFIT:As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with shields also gain a +2 deflection bonus while they are adjacent to you. +Concussive Spell TYPE:Metamagic DESC:You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor. ADDSPELLLEVEL:2 SOURCEPAGE:p.143 BENEFIT:With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor. A concussive spell uses up a spell slot two levels higher than the spell’s actual level. +Create Reliquary Arms and Shields TYPE:ItemCreation PREFEAT:1,Craft Magic Arms and Armor PRESPELL:1,Consecrate,Desecrate DESC:Your magical creations are infused with divine power. SOURCEPAGE:p.148 BENEFIT:When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as part of the item crafting process. The item becomes a reliquary and can be used as a holy (or unholy) symbol divine focus of your deity. If you cast consecrate or desecrate, your reliquary counts as a permanent fixture for that spell while it remains in the spell’s area. +Create Sanguine Elixir TYPE:ItemCreation PRECLASS:1,Sorcerer=3 PREFEAT:1,Brew Potion PRESKILL:1,Craft (Alchemy)=12 PRESTAT:1,CHA=15 DESC:You can condense a fraction of your bloodline’s power into a powerful elixir. SOURCEPAGE:p.148 BENEFIT:Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that power into a small potion that any creature can drink to temporarily gain the benefit of your bloodline power. Creating a sanguine elixir takes 1 hour, and requires special oils and distillates worth 100 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your mind to regain spell slots. Sanguine elixirs are extremely unstable. They lose their potency 1 day after they are created. +Defending Eidolon TYPE:General TYPE:General PREABILITY:1,CATEGORY=Special Ability,Shield Ally DESC:You have trained your eidolon to protect you. SOURCEPAGE:p.148 BENEFIT:Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your eidolon’s base attack bonus reaches +5, and for every +5 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use this feat when your eidolon is making an attack or full-attack action with melee or natural weapons, and its effect lasts until your eidolon’s next turn, or until you are no longer adjacent to the eidolon, whichever occurs f irst. +Deny Death PREABILITY:1,CATEGORY=Special Ability,Ki Pool PREFEAT:1,Endurance DESC:Your ki is so strong that it can deny death. SOURCEPAGE:p.148 BENEFIT:As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead. +Detect Expertise TYPE:General PRESPELL:1,Detect Chaos,Detect Evil,Detect Good, Detect Law,Datect Magic PRESTAT:1,INT=13 DESC:You can detect the mystic specialty of a foe. SOURCEPAGE:p.148 BENEFIT:When you use any of the spells listed in this feat’s prerequisites to detect a creature’s alignment or its magic, you have a chance of detecting what spellcasting expertise it has. After you observe a creature with the detect spell for 3 rounds, it must make a Will save (DC %1). If it fails the saving throw, you learn what bloodlines, domains, hexes, schools, or mysteries (if any) the creature possesses. If the creature makes its save, it is immune to the effects of this feat for 24 hours.|10+CASTERLEVEL+INT +Die for Your Master TYPE:General PREABILITY:1,CATEGORY=Special Ability,Tumor Familiar DESC:Your tumor familiar goes to any length to save your life. SOURCEPAGE:p.148 BENEFIT: If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the familiar throws itself in the way of the attack as an immediate action. If it makes a Ref lex saving throw (DC = damage dealt), it takes all the damage from the attack. If it fails, it takes half damage and you take half damage. The familiar must be aware of the attack and able to react to it in order to use this ability, and it can only do this once per day—if it is denied its Dexterity bonus to AC, it can’t use this ability. Since this effect would not normally allow the familiar to make a Ref lex save for half damage, its improved evasion ability does not apply on this saving throw. +Divine Interference TYPE:General PRECLASS:1,SPELLCASTER.Divine=10 DESC:You can convert a spell to interfere with an enemy’s attack. SOURCEPAGE:p.149 BENEFIT:As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day. +Dragonbane Aura TYPE:General PREABILITY:1,CATEGORY=Special Ability,Aura of Courage PRECLASS:1,SPELLCASTER=8 DESC:Those within your dragonbane aura gain the same protection that you do. SOURCEPAGE:p.149 BENEFIT:When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your aura of courage’s bonus against fear effects. +Echoing Spell TYPE:Metamagic DESC:You have learned how to release most, but not all, of a spell’s potential when you cast it. ADDSPELLLEVEL:3 SOURCEPAGE:p.149 BENEFIT:When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spe # TODO: how to select a bloodline power? Characters are not required to actually have the bloodline # TODO: how to make a select option? The chooser must select only those bloodline for which the character has the appropriate Skill Focus -Eldritch Heritage TYPE:General PREABILITY:1,CATEGORY=Special Ability,Sorcerer Bloodline PREFEAT:1,Skill Focus PRELEVEL:MIN=3 PRESTAT:1,CHA=13 DESC:You are descended from a long line of sorcerers, and some portion of their power f lows in your veins. SOURCEPAGE:p.149 BENEFIT:Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level -2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. -Ensemble TYPE:Teamwork PRESKILL:1,TYPE.Perform=5 DESC:You can create an ensemble of skilled and amateur performers to aid you in your performance. SOURCEPAGE:p.149 BENEFIT:When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you. -Evolved Familiar TYPE:General PREABILITY:1,CATEGORY=Special Ability,Arcane Bond ~ Familiar PRESTAT:2,INT=13,CHA=13 DESC:Your familiar is different from others of its kind. SOURCEPAGE:p.149 BENEFIT:Select an evolution from the list of 1-point evolutions available to a summoner’s eidolon. Your familiar has this evolution. The familiar must conform to any limitations of the evolution. For instance, no familiars can benefit from the mount evolution and only familiars with wings can take the wing buffet evolution. If you gain a new familiar, your old familiar loses all evolutions, and you can select a new 1-point evolution for the new familiar. -Exploit Lore TYPE:General PREABILITY:1,CATEGORY=Special Ability,Monster Lore ~ Inquisitor PREATT:11 DESC:You can use your knowledge of a creature’s weaknesses to deliver a driving and relentless assault against it. SOURCEPAGE:p.149 BENEFIT:Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect. -Extra Arcana TYPE:General PREABILITY:1,CATEGORY=Special Ability,Magus Arcana ~ Magus DESC:You have unlocked the secret of a new magus arcana. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Magus Arcana|1 SOURCEPAGE:p.149 BENEFIT:You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana. Special - You can gain this feat multiple times. -Extra Arcane Pool TYPE:General PREABILITY:1,CATEGORY=Special Ability,Magus Arcana ~ Magus DESC:You have learned how to draw more power from your arcane pool. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|MagusArcanePool|2 SOURCEPAGE:p.150 BENEFIT:Your arcane pool increases by 2. Special - you can gain this feat multiple times. -Extended Bane TYPE:General PREABILITY:1,CATEGORY=Special Ability,Bane ~ Inquisitor DESC:Your dedication knows no limit. Your wrath dies hard. BONUS:ABILITYPOOL|InquisitorBanePool|MAX(0,WIS) SOURCEPAGE:p.150 BENEFIT:Add your Wisdom bonus (+%1) to the number of rounds per day that you can use your bane ability.|MAX(0,WIS) +Eldritch Heritage TYPE:General PREABILITY:1,CATEGORY=Special Ability,Sorcerer Bloodline PREFEAT:1,Skill Focus PRELEVEL:MIN=3 PRESTAT:1,CHA=13 DESC:You are descended from a long line of sorcerers, and some portion of their power f lows in your veins. SOURCEPAGE:p.149 BENEFIT:Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level -2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. +Ensemble TYPE:Teamwork PRESKILL:1,TYPE.Perform=5 DESC:You can create an ensemble of skilled and amateur performers to aid you in your performance. SOURCEPAGE:p.149 BENEFIT:When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you. +Evolved Familiar TYPE:General PREABILITY:1,CATEGORY=Special Ability,Arcane Bond ~ Familiar PRESTAT:2,INT=13,CHA=13 DESC:Your familiar is different from others of its kind. SOURCEPAGE:p.149 BENEFIT:Select an evolution from the list of 1-point evolutions available to a summoner’s eidolon. Your familiar has this evolution. The familiar must conform to any limitations of the evolution. For instance, no familiars can benefit from the mount evolution and only familiars with wings can take the wing buffet evolution. If you gain a new familiar, your old familiar loses all evolutions, and you can select a new 1-point evolution for the new familiar. +Exploit Lore TYPE:General PREABILITY:1,CATEGORY=Special Ability,Monster Lore ~ Inquisitor PREATT:11 DESC:You can use your knowledge of a creature’s weaknesses to deliver a driving and relentless assault against it. SOURCEPAGE:p.149 BENEFIT:Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect. +Extra Arcana TYPE:General PREABILITY:1,CATEGORY=Special Ability,Magus Arcana ~ Magus DESC:You have unlocked the secret of a new magus arcana. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Magus Arcana|1 SOURCEPAGE:p.149 BENEFIT:You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana. Special - You can gain this feat multiple times. +Extra Arcane Pool TYPE:General PREABILITY:1,CATEGORY=Special Ability,Magus Arcana ~ Magus DESC:You have learned how to draw more power from your arcane pool. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|MagusArcanePool|2 SOURCEPAGE:p.150 BENEFIT:Your arcane pool increases by 2. Special - you can gain this feat multiple times. +Extended Bane TYPE:General PREABILITY:1,CATEGORY=Special Ability,Bane ~ Inquisitor DESC:Your dedication knows no limit. Your wrath dies hard. BONUS:VAR|InquisitorBanePool|MAX(0,WIS) SOURCEPAGE:p.150 BENEFIT:Add your Wisdom bonus (+%1) to the number of rounds per day that you can use your bane ability.|MAX(0,WIS) # TODO: How to select Cantrips or Orisons? How to add to the Cantrips or Orisons spells known? This feat is broken. Wizards have no cantrips known, just number of spells in spellbook? -Extra Cantrips or Orisons TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.CantripsOrisons SOURCEPAGE:p.150 +Extra Cantrips or Orisons TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.CantripsOrisons SOURCEPAGE:p.150 # TODO: How to add to the Evolution pool? -Extra Evolution TYPE:General PREABILITY:1,CATEGORY=Special Ability,Eidolon STACK:YES MULT:YES CHOOSE:NOCHOICE SOURCEPAGE:p.150 +Extra Evolution TYPE:General PREABILITY:1,CATEGORY=Special Ability,Eidolon STACK:YES MULT:YES CHOOSE:NOCHOICE SOURCEPAGE:p.150 # TODO: How to add to the Ranger Trap pool? Extra Ranger Trap TYPE:General PREABILITY:1,CATEGORY=Special Ability,Trap ~ Ranger # TODO: How to add to the Summon pool? Extra Summons TYPE:General PREABILITY:1,CATEGORY=Special Ability,Summon Monster ~ Summoner -Eyes of Judgment TYPE:General PREABILITY:1,CATEGORY=Special Ability,Detect Alignment ~ Inquisitor PRECLASS:1,SPELLCASTER=6 DESC:The true motives of creatures cannot escape your discerning gaze. SOURCEPAGE:p.150 BENEFIT:When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time has passed, you learn the alignment of the creature. -Fast Empathy TYPE:General PREABILITY:1,CATEGORY=Special Ability,Wild Empathy PRESKILL:1,Handle Animal=5 DESC:Your empathic attunement to nature connects you swiftly with bestial minds. SOURCEPAGE:p.150 BENEFIT:Using wild empathy is a standard action for you. +Eyes of Judgment TYPE:General PREABILITY:1,CATEGORY=Special Ability,Detect Alignment ~ Inquisitor PRECLASS:1,SPELLCASTER=6 DESC:The true motives of creatures cannot escape your discerning gaze. SOURCEPAGE:p.150 BENEFIT:When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time has passed, you learn the alignment of the creature. +Fast Empathy TYPE:General PREABILITY:1,CATEGORY=Special Ability,Wild Empathy PRESKILL:1,Handle Animal=5 DESC:Your empathic attunement to nature connects you swiftly with bestial minds. SOURCEPAGE:p.150 BENEFIT:Using wild empathy is a standard action for you. # TODO: how to make the user choose a favored enemy from the list? -Favored Judgment TYPE:General PREABILITY:1,CATEGORY=Special Ability,Judgment ~ Inquisitor PRESTAT:1,WIS=13 DESC:Your judgment against a particular type of creature is particularly harsh. MULT:YES SOURCEPAGE:p.150 BENEFIT:Select a favored race from the ranger’s favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy. -Fearless Aura TYPE:General PREABILITY:1,CATEGORY=Special Ability,Aura of Courage PRECLASS:1,SPELLCASTER=8 DESC:Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies. SOURCEPAGE:p.150 BENEFIT:Your aura of courage expands to a 20-footradius emanation. Allies within the aura are immune to fear effects. +Favored Judgment TYPE:General PREABILITY:1,CATEGORY=Special Ability,Judgment ~ Inquisitor PRESTAT:1,WIS=13 DESC:Your judgment against a particular type of creature is particularly harsh. MULT:YES SOURCEPAGE:p.150 BENEFIT:Select a favored race from the ranger’s favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy. CHOICE:NOCHOICE +Fearless Aura TYPE:General PREABILITY:1,CATEGORY=Special Ability,Aura of Courage PRECLASS:1,SPELLCASTER=8 DESC:Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies. SOURCEPAGE:p.150 BENEFIT:Your aura of courage expands to a 20-footradius emanation. Allies within the aura are immune to fear effects. # TODO: prereq ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class. -Fire Music TYPE:General PRESKILL:1,Spellcraft=5 DESC:Your ability to command fire and bardic music has created a strange blend of both magics. SOURCEPAGE:p.151 BENEFIT:When you cast a bard spell that deals damage, you may replace the spell’s normal damage with fire damage or split the spell’s damage so that half of it is the normal damage type and half is fire damage. BENEFIT:If you cast a summon monster spell as a bard spell, you may choose to give the summoned creature a fiery appearance, which gives it fire resistance 5 and adds +1 fire damage to all of its natural attacks. The creature sheds dim light in a 5-foot radius. This aspect of the feat has no effect if the creature already has the fire subtype. BENEFIT:When you use this feat, the affected spell gains the fire descriptor. -Flaring Spell TYPE:Metamagic DESC:You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor. ADDSPELLLEVEL:1 SOURCEPAGE:p.151 BENEFIT:The electricity, fire, or light effects of the affected spell create a f laring that dazzles creatures that take damage from the spell. A f lare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A f laring spell only affects spells with a fire, light, or electricity descriptor. A f laring spell uses up a spell slot one level higher than the spell’s actual level. -Focused Eidolon TYPE:General PREABILITY:1,CATEGORY=Special Ability,Shield Ally DESC:Your bond with your eidolon helps to focus your concentration. SOURCEPAGE:p.151 BENEFIT:While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks. -Gliding Steps TYPE:General PREABILITY:1,CATEGORY=Special Ability,Ki Pool PREFEAT:1,Dodge PREFEAT:1,Mobility PREFEAT:1,Nimble Moves DESC:You skate across the surface of the earth as if gliding on ice. SOURCEPAGE:p.151 BENEFIT:If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that movement. You can spend 1 ki point to avoid provoking attacks of opportunity during that entire move. -Grant Initiative TYPE:General PREABILITY:1,CATEGORY=Special Ability,Cunning Initiative ~ Inquisitor DESC:Not only are you a master at taking the initiative, but you can also grant it to someone else. SOURCEPAGE:p.151 BENEFIT:At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check. -Greater Blighted Critical TYPE:Critical PRECLASS:1,SPELLCASTER=12 PREFEAT:1,Blighted Critical PREFEAT:1,Critical Focus DESC:Your critical hit from a spell or spell-like ability aff licts the target with a major spellblight. SOURCEPAGE:p.151 BENEFIT:Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random major spellblight (see page 96 of Ultimate Magic). BENEFIT:Special - You can only apply the effects of one critical fe... [truncated message content] |