Tag: General Feats

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  • Child of Winter

    You are trained in the druidic traditions of the Children of Winter, an Eldeen Reaches sect that embraces death and decay.

    Prerequisites: Ability to spontaneously cast summon natures ally, nongood alignment.

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  • Dragon Totem

    As a proud warrior of the barbarian tribes of Argonnessen and Seren, you have claimed one of the true dragon types as your totema patron, protector, and source of strength.

    Prerequisites: Base attack bonus +1, region of origin

  • Gatekeeper Initiate

    You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an extraplanar assault by aberrations.

    Prerequisite: Ability to spontaneously cast summon natures ally.

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  • Greensinger Initiate

    You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to the fey.

    Prerequisites: Ability to spontaneously cast summon natures ally.

    Benefit:

  • Warden Initiate

    You have been trained in the ancient druidic tradition of the Wardens of the Wood, a sect dedicated to protecting the eastern plain and the great woods of the Eldeen Reaches.

    Prerequisite: Ability to spontaneously cast summon

  • Aberration Banemagic

    You can cast spells that do extra damage to aberrations.

    Benefit: When you cast a spell that damages an aberration, you deal an extra 2d6 points of damage.

    A single spell can never gain this extra damage more than once per

  • Altitude Adaptation

    Your body adapts quickly to changes in altitude, preventing you from suffering as much from altitude sickness.

    Prerequisite: Base Fortitude save bonus +2.

    Benefit: You gain a +4 bonus on Fortitude saving

  • Dragon Prophesier

    The sky above, the pits and caverns below, and the land between contain signs and portents for those with the skill to see them. The dragons of Argonnessen seek meaning in the patterns they observe all around them, looking for omens of the draconic

  • Prophecy's Artifex

    Your perception of the draconic Prophecy gives you insights into that allow you to transcend the normal limits of magic item use.

    Prerequisites: Craft Wand or Craft Staff,

  • Prophecy's Explorer

    Your perception of the draconic Prophecy imbues you with a preternatural sense of your surroundings, enabling you to move easily and quickly through dangerous areas.

    Prerequisites: Base attack bonus +2,

  • Prophecy's Hero

    Your perception of the draconic Prophecy charges you with the will to prevail, providing you with the opportunity to see a way to victory even when the odds are stacked against you.

    Prerequisites:

  • Prophecy's Shaper

    Your perception of the draconic Prophecy is such that you can disrupt reality and make your spells more powerful than reality would normally allow.

    Prerequisites:

  • Elemental Helmsman

    You are more capable of piloting an elemental vessel.

    Benefit: You gain a +4 bonus on opposed Charisma checks when you attempt to control an elemental vessel. If you use

  • Elemental Smite

    You can channel the energy associated with one of your elemental grafts into your melee attacks.

    Prerequisites: Charisma 11, Knowledge (Planes) 1 rank, at least one elemental graft.

    Benefit: You can

  • Symbiont Mastery

    You have stronger control over an attached symbiont than regular creatures, and you gain vitality for each symbiont attached to you.

    Prerequisite: Wisdom 11.

    Benefit: You gain a +4 bonus on Will saves made

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