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  • Repel Aberration

    Your Gatekeeper training allows you to keep aberrations at bay. *Prerequisites:* [[Druid]] level 3rd, [[Gatekeeper Initiate]]. *Benefit:* You can ward off creatures of the aberration type. You can channel positive energy like a cleric of your druid …

  • Recognize Impostor

    You are extremely skilled at spotting impostors. *Prerequisites:* Perception 3 ranks, Sense Motive 3 ranks. *Benefit:* You receive a +4 bonus on Perception checks to oppose Disguise checks and on Sense Motive checks to oppose Bluff checks. * Back …

  • Binding Brand

    You carry the brand of the binding flame, marking you as a warrior of the Ghaash'kala clans. *Benefit:* You can use the following spell-like abilities as a 1st-level caster: 1/day— _guidance_, _protection from evil_, _resistance_. * Back to [[ …

  • Augment Elemental

    Your knowledge of planar magic allows you to imbue your summoned elementals with extraordinary combat prowess and durability. *Prerequisite:* Knowledge (The Planes) 1 rank. *Benefit:* Each elemental you conjure with a _summon_ spell gains a +2 …

  • Earthquake Stomp

    Your thunderous steps allow you to knock smaller enemies off their feet. *Prerequisites:* Str 25, Power Attack, size Large or larger. *Benefit:* As a standard action, you can stomp the ground so furiously that nearby creatures fall prone. All …

  • Elder Giant Magic

    You have learned a technique developed by ancient giant spellcasters, allowing you to channel additional power into your spells. *Prerequisite:* Spellcraft 6 ranks or giant type. *Benefit:* When casting a spell with a casting time of no more than 1 …

  • Giant Banemagic

    You can cast spells that deal additional damage to giants. Benefit: When you cast a spell that deals damage to a giant, you deal an extra 2d6 points of damage. A single spell can never gain this extra damage more than once per casting. For instance, …

  • Jungle Veteran

    You have a knack for surviving in harsh environments and avoiding the deadly ambushes of natives. *Benefit:* You can spend 1 hero point to act in a surprise round in which you would otherwise be denied an action. When spending an hero point in this way …

  • Mysterious Magic

    Your study of unconventional magic gives your spells an odd appearance and makes them difficult to identify. *Benefit:* The DC to identify your spells with the Spellcraft skill (either as they are being cast or once they are in place) is increased by 5 …

  • Breath Control

    You have mastered your body's need for air. *Prerequisites:* Con 13, Wis 13 *Benefit:* You can hold your breath twice as long as normal. When you must make a saving throw or check involving breathing, including suffocation, altitude sickness, and …

  • Cold Endurance

    Either because of growing up in a cold environment or training your body and mind to ignore the biting effect of cold, you can exist with ease in low-temperature environments. *Prerequisite:* Base Fortitude save bonus +2. *Benefit:* You can exist …

  • Edgewalker Sentinel

    The techniques and training of the Edgewalker rangers help you battle creatures from other worlds. *Prerequisites:* Favored enemy (any outsider). *Benefit:* Add Knowledge (The Planes) to your list of ranger class skills. When you select this feat …

  • Repel Outsider

    Your study of Sarlona's manifest zones and planar breaches gives you a measure of control over the outsiders that lurk there. *Prerequisites:* [[Ranger]] level 3rd, [[Edgewalker Sentinel]]. *Benefit:* You can ward off creatures of the outsider type. …

  • Hazing Strike

    Your successful stunning attack clouds the mind as it hampers the body. *Prerequisites:* Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +2. *Benefit:* Victims of your successful stunning attack can't maintain nonmagical …

  • Pole Master

    Your monastic training included extensive work with pole arms. *Prerequisites:* Proficiency with a specific hafted reach weapon, Weapon Focus (same specific hafted reach weapon), base attack bonus +1, flurry of blows class feature. *Benefit:* You …

  • Stunning Master

    You have become so proficient with techniques using Stunning Fist that you can use it with monk weapons. *Prerequisites:* Wis 15, Improved Unarmed Strike, Stunning Fist, base attack bonus + 4. *Benefit:* You can make Stunning Fist attacks using …

  • Versatile Unarmed Strike

    You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal. *Prerequisite:* Improved Unarmed Strike. *Benefit:* As a swift action, you can opt for your unarmed strikes to deal your choice of …

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