Feats

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FEAT NAME (Type of Feat)

A description of how the feat works.

      Prerequisite:  Anything that a character needs to possess before acquiring this feat.  This could include an ability score minimum, a level minimum, a racial requirement, a class requirement, etc. 

      Benefit:  How the feat helps a character.  Unless otherwise noted, feats cannot be taken multiple times by the same character.

      Normal:  This describes what characters have to do if they do not possess this feat and wishes to attempt an action that the feat would help in doing.

      Special:  Other facts that relate to this feat.

An * next to a feat’s name means the feat can be taken by a fighter as a bonus feat.

A # next to a feat’s name means that the feat can be taken as a learned feat.

 

ALWAYS on the MOVE (Racial)</a>

Your disposition is one of constant movement and boundless energy.

      Prerequisite:  Gnome (Plateau or Tinker)

      Benefit:  You only need 6 hours sleep to be considered to have had a full nights rest.  You receive a +1 bonus on any check that involves endurance.

      Special:  Spellcasters still require a full 8 hours rest to be able to cast their spells.

 

ARMOR FAMILIARITY (General)

Choose a specific type of armor, such as scale mail.  After using the same type of armor for an extended time, you learn how to best take advantage of the armor.

      Prerequisites:  Proficient with the type of armor chosen.

      Benefit:  Whenever you are wearing this particular type of armor, you gain a +1 competency bonus to armor class.  You may also reduce the armor check penalty for the armor by one.  The maximum dexterity bonus allowed also increases by one.  Reduce the donning time for that type of armor by 25%.  If it would normally take 4 minutes, it now takes 3 minutes.

      Special:  You can gain this feat multiple times.  Every time it is taken, a new type of armor must be chosen and the benefits apply separately.

 

<a name="_Toc42532183">BLEND (Racial)</a>

Your skin has the ability to mimic your surroundings after long periods of exposure.

      Prerequisite:  Nipit, Lizardfolk (Wug), Elf (Jungle), Sakor’akai

      Benefit:  In your natural environment, you gain a +4 to all Hide skill checks.  Hide is always a class skill for you regardless of class.

      Special:  You may only have one environment that is considered your natural environment.  Your natural environment can change if enough time is spent in the new environment.

 

<a name="_Toc42532184">BORN for the SADDLE (National)</a>

From a young age, you have been taught how to behave around and how to ride a horse.

      Prerequisite: Yellowian national, Orcish national.

      Benefit:  Ride (Horse) is always a class skill for you.  Whenever you use the Ride or Handle Animal skill involving a horse, you get a +2 bonus to the roll.

      Normal:  The Ride skill is not a class skill for some classes.

      Special:  Orcs may choose Rhinoceros instead of horse.

 

<a name="_Toc42532185">CHILLING GROWL (Racial)</a>

The deep sound of your growl is disturbing to others.

      Prerequisite:  Bugbear, Gnoll.

      Benefit:  As long as the target is able to hear your growl, you gain a +2 bonus to all Intimidate skill checks.  Once per day, you may use your Intimidate skill opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear).  If the target has more hit dice or levels than your total hit dice and levels, failure means the target is Shaken.  If the target has the same or less but more than half of your hit dice or levels than, then failure means the target is Frightened.  If the target has fewer than half of the hit dice or levels than your total hit dice and levels, failure means the target is Panicked.  These effects last for 1 round for every point the save was missed.

      Special:  This feat has no effect on a creature that is one or more size categories larger than you.

 

<a name="_Toc42532186">CITYBORN (General, National)</a> #

Your life has been spent mostly in the confines of a particular city.

      Prerequisite:  Must have lived in the same city for at least 5 consecutive years. 

      Benefit:  You receive a +4 circumstance bonus to any Knowledge (Local) skill checks that involve your city.  Knowledge (Local) is always a class skill for you.

      Special:  Hertoplowan nationals may take this as a national feat.  The city you choose for this feat must be the one in which you have lived for at least 5 consecutive years.

 

<a name="_Toc42532187">COLLEGE EDUCATED (General, National)</a> #

Having spent more time in school than most, you have gained additional skills.

      Prerequisite:  Must have graduated from one of the following colleges: Bardic college of Icefia, Bardic college of Yellowia, The college of wizardry in Iott, or The Academy of Song & Magic in Amansky.

      Benefit:  You may pick three intelligence-based skills in which you receive one free rank.  Those three skills are always class skills for you, regardless of class.

      Special:  Icefian, Yellowia, Iott, and Amansky nationals may take this as a national feat

 

<a name="_Toc42532188">CRAFTING TRADITION (National, Racial)</a>

The tradition of your people is one that includes many skilled crafters.

      Prerequisite:  StringMountain national, Halfling, Dwarf (Sledgehammer or StringMountain), Gnome (Tinker)

      Benefit:  You gain the crafter class as a favored class.

      Normal:  Crafter is not your favored class.

      Special:  Using this feat, a character might have multiple favored classes.  She may discount both when determining if there is a penalty to experience points.

 

<a name="_Toc45872038">DARK VISION (Racial)</a>

Some members of your race have developed vision that allows you to see in complete darkness.

      Prerequisite:  Bugbear, Elf (Scaled), May only be taken at 1st level.

      Benefit:  You gain darkvision for 30 feet.

 

<a name="_Toc45872039">DISTRUSTING NATURE (Racial)</a>

Your race is noticeably uneasy around other races.  They generally do not trust or like the other races.

      Prerequisite:  Desert Elves, Lizardfolk (Sandoo), Amatine Gnomes

      Benefit:  You receive a +2 bonus to all saving throws against charms and illusions.  You receive a +2 bonus to all sense motive skill checks.

      Special:  Because of your cynicism, you receive a -2 penalty to all diplomacy checks.

 

<a name="_Toc42532190">ENDURE the LIGHT (Racial)</a>

After years of exposure, you have overcome your race’s natural tendency to avoid light.

      Prerequisite:  Drow Elf, Crystal Dwarf

      Benefit:  You no longer suffer from the penalties your race normally has for being exposed to light.

      Normal:  Whenever you are exposed to the light, you suffer penalties to certain rolls.

 

<a name="_Toc42532191">FIERCE DEFENDER (Racial)</a>*

When faced with the defense of those you love and the place you care for, you go into a rage.

      Prerequisite:  Elf (Jungle or Scaled)

      Benefit:  Once per day, for a number of rounds equal to your constitution modifier, you go into a rage similar to that of a berserker.

      Special:  You may only enter the rage when defending a person or place that you hold dear.  The person or place must be attacked before you can go into the rage.

 

<a name="_Toc42532192">FREAKISH SIZE (Racial)</a>

Your race occasionally produces specimens that are significantly larger than the rest of the race.

      Prerequisite:  Bugbear, Orc, Lizardfolk (Gatori or Vass).  May only be taken at 1st level.

      Benefit:  You are considered a large creature.  Apply all of the following penalties and benefits:

 

Benefits Penalties
  • +2 to Strength
  • -2 to Dexterity
  • +2 to Constitution
  • -4 to Hide skill checks
  • Large size carrying capacity
  • -1 to Armor Class
  • Movement increased by 10 ft.
  • -1 to Attack Rolls
  • Space and/or Reach increases to 10 ft.
  • Height increase by 133%
  • Weight increase by 200%
  • +4 Bonus to grapple checks

     

       Normal:  You are a medium-sized creature

 

<a name="_Toc42532193">FRONTIERSMAN (Racial, National)</a>

A life of hard work and living on the edge has given you the ability to survive where other would falter.

      Prerequisite:  Icefian national, Frozensky national, Dwarf (Frozensky)

      Benefit:  The survival skill is always a class skill.  You receive a +2 bonus to all survival checks.

 

<a name="_Toc42532194">GIFT of FAITH (Racial, National)</a>

Your deep devotion to a deity has led them to grant you a boon.

      Prerequisite:  Pacyr national, Sakor-akai

      Benefit:  You may pick three 0-level orisons.  Each day, you can cast each orison once at a casting level equal to your current total level.

      Special:  A spellcaster that is prohibited from casting spells of a certain type may not choose 0-level spells of that type using this feat.

 

<a name="_Toc45872045">GOODLY AURA (National)</a>

Evil cannot stand to be in your presence.

      Prerequisite:  Pacyr national; must be of good alignment.

      Benefit:  You receive a +1 bonus to saving throws against any evil-based spells.  You gain a +1 circumstance bonus to armor class against any evil outsider.

      Special:  Evil spellcasters and evil outsiders can detect your presence within 30 feet as if they were casting a Detect Good spell.

 

<a name="_Toc45872046">HARDY (Racial)</a>

You are a particularly tough member of your race.

      Prerequisite:  Dwarf (Frozensky), Gnome (Ice), Human (Barbarian); must be taken at 1st level.

      Benefit:  You gain +1 hit point per level.  You gain a +1 bonus to your Fortitude Save.

 

<a name="_Toc45872047">LIVING with the ARCANE </a>(National) #

The ever presence of wizards and arcane magic has given you a basic knowledge of the art.

      Prerequisite:  String Mountain national or Iott national.

      Benefit:  The following three skills are always class skills for you: Knowledge (Arcana), Spellcraft, and Use Magical Device.

      Normal:  These skills are cross class skills for some classes.

 

<a name="_Toc45872048">LOVE of FOOD (Racial)</a>

Trained from a young age to appreciate food, Halflings are gifted with the ability to cook and recognize what tastes good.

      Prerequisite:  Halfling.

      Benefit:  Craft (Cooking) and Profession (Chef) are always class skills for you.  You receive a +1 bonus to all skill checks with those two skills.  You receive a +2 bonus when trying to identify a substance by taste.

 

<a name="_Toc45872049">LOW PROFILE (Racial, National)</a>

Yours is a society that values privacy, an ideal that you have taken to heart.

      Prerequisite:  Human (Umanin), Amansky national, Amatom national.

      Benefit:  You receive a +1 bonus to all Hide and Move Silently skill checks.  When you are in cover, you receive an additional 5% to what cover would normally be.  You have spell resistance equal to your level plus your charisma modifier against divination spells.  The difficulty check to scry you is 2 higher.

      Special:  These benefits are always in effect and cannot be deactivated.

 

<a name="_Toc45872050">MAGIC SENSE (Racial)</a>

You have a natural sense for magic.

      Prerequisite:  Nipit

      Benefit:  By making a Concentration check at DC 10, you can determine whether or there are any active spells within 30 feet of you.  This includes arcane and divine spells.

      Special:  This ability is an extraordinary ability.  It requires a move equivalent action.  It cannot be blocked by spells that block detection.

<a name="_Toc45872051"> </a>

MINISTER the FAITHFUL (General)

The prayers and blessings which you give to those of your religion are stronger than usual.

      Prerequisite:  Ability to cast Divine spells.

      Benefit:  Whenever you cast a spell with a random beneficial effect, such as Cure Light Wounds, on a member of you religion, the random amount of the spell is maximized.

      Normal:  The spell works normally on those of the same faith.

 

NATURALLY QUIET (Racial)

You have a better sense than most for how not to make noise.

      Prerequisite:  Nipit, Lizardfolk (Sandoo), Gnome (Amatine)

      Benefit:  You get a +3 bonus to all Move Silently skill checks and a +1 bonus to all Listen skill checks.  Move silently is always a class skill for you.

 

<a name="_Toc45872052">NATURAL LINGUIST (Racial)</a>

Languages come easily to you.

      Prerequisite:  Nipit. 

      Benefit:  Spending one skill point allows you to pick two languages that you now understand.  You may make an intelligence check at DC20 to understand the general idea of what is being said to you in a language that you don’t understand.

 

<a name="_Toc45872053">NEAR to MONSTERS (National)</a>

Your culture is one that lives in close proximity to the beasts and creatures that avoid more civilized places.

      Prerequisite:  Icefian national, Frozensky national, Amansky national, Jungletree national, or Borkondof national.

      Benefit:  You receive a +1 bonus on Knowledge (Creaturelore).  You receive a +1 bonus on any fear saving throws.  You receive a +1 bonus to any Wild Empathy checks.  You receive a +1 bonus to all Handle Animal skill checks.

      Special:  These bonuses only apply to naturally occurring creatures.

 

<a name="_Toc45872054">NIGHT VISION (Racial)</a>

Some members of your race have developed vision that allows you to see more clearly in the dark.

      Prerequisite:  Orc, Elf (Desert), Lizardfolk, Human (Umanin), Must be taken at 1st level.

      Benefit:  You have Low Light vision.

 

<a name="_Toc45872055">NO FRIEND of the ARCANE (Racial, National)</a>

Most of your life is spent away from the trappings of arcane magic.  You have no care for it and have grown a “thick skin” against it.

      Prerequisite:  Dwarf (Sledgehammer), Nomagrok national

      Benefit:  You gain spell resistance equal to your total level plus the appropriate ability score modifier against the arcane spell being cast.

      Special:  You have no resistance to divine spells.

 

<a name="_Toc42532198">NOBLE TRADITION (National)</a>

The tradition of your people is one that includes many nobles.

      Prerequisite:  Yellowian national, Thalmeret national

      Benefit:  You gain the noble class as a favored class.

      Normal:  Noble is not your favored class.

      Special:  Using this feat, a character might have multiple favored classes.  She may discount both when determining if there is a penalty to experience points.

 

<a name="_Toc42532200">ORDERED MIND (Racial, National)</a>

Your mind has been trained to ignore what is not logical.

      Prerequisite:  Gree, Grean national, Hertoplowan national.  May not be chaotic.

      Benefit:  The character gains a +2 bonus against all chaotic spells, and all attempts to Confuse.

 

<a name="_Toc42532201">PALADIN TRADITION (National)</a>

The tradition of your people offers respect for, insight into, and knowledge of the life and skills of a paladin.

      Prerequisite:  Pacyr national

      Benefit:  You gain the Paladin class as a favored class.  You may freely take levels in the Paladin class and the Cleric or Ranger classes.

      Normal:  Paladin is not your favored class.  Once you take a level in a class other than Paladin, you may no longer take levels in Paladin.

      Special:  Using this feat, a character might have multiple favored classes.  She may discount both when determining if there is a penalty to experience points.

 

<a name="_Toc45872060">PRESTIGIOUS COMBINATION (General)</a>

You have found two prestige classes whose talents and goals work together.

      Prerequisite:  At least one level in a prestige class.

      Benefit:  You may take a second prestige class.

      Normal:  You may only have one prestige class.

      Special:  Using this feat, a character will gain multiple prestige classes.  She may discount both when determining if there is a penalty to experience points.

 

<a name="_Toc45872061">PROBLEM SOLVER (Racial)</a>

  1. Riddles and puzzles are a part of your

culture.

      Prerequisite:  Gnome (Amatine, Plateau, Tinker)

      Benefit:  You gain a +2 bonus to all Decipher Script skill checks.  You are considered to have an Intelligence 4 higher for the purposes of solving riddles or puzzles.  You receive a +2 bonus to any saving throw that involves confusion-like effects.  Tinkers gain a +1 bonus on all Tinkering skill checks.

 

<a name="_Toc45872062">PROFESSIONAL TRAINING (National)</a>

Most members of your culture have been taught a trade.

      Prerequisite:  Destroytian national, Grean national. 

      Benefit:  You start with 3 ranks in the profession skill, which is always a class skill for you.  You receive a +1 synergy bonus to any related craft skill check.

      Special:  You may choose from the following professions:

 

<a name="_Toc45872063">PSIONIC TRADITION (National)</a>

The tradition of your people offers respect for, insight into, and knowledge of the life and skills of a Psion.

      Prerequisite:  Hertoplowan national

      Benefit:  You gain the Psion class as a favored class.

      Normal:  Psion is not your favored class.

      Special:  Using this feat, a character might have multiple favored classes.  She may discount both when determining if there is a penalty to experience points.

 

<a name="_Toc45872064">PUNCH HARDENED (General)</a>*

After endless bouts of unarmed combat, the character has become resistant to melee attacks that cause subdual damage.

      Prerequisites:  Improved Unarmed Strike, Fortitude save +5, Constitution 13+.

      Benefit:  When a character takes this feat, the character gains subdual damage reduction 2.

      Special:  This feat may be taken multiple times.  Every time it is taken, the damage reduction is increased by 2.

 

<a name="_Toc45872065">RAISED in WAR (National)</a>

Your entire life has been spent with the constant threat of war looming.  You have been trained for the inevitability of battle.

      Prerequisite:  Destroytian national, Icefian national, Orcish national, Scaled national, Amatom national, Borkondof national, or Nomagrok national.  May only be taken at 1st level.

      Benefit:  You gain proficiency in all simple weapons, one martial weapon, and light armor.  You gain a +1 bonus to all attack rolls.

      Special:  The bonus to attack rolls is not a bonus to your Base Attack Bonus.

 

<a name="_Toc45872066">RANGER TRADITION (National)</a>

The tradition of your people offers respect for, insight into, and knowledge of the life and skills of a ranger.

      Prerequisite:  Yellowian national

      Benefit:  You gain the Ranger class as a favored class.

      Normal:  Ranger is not your favored class.

      Special:  Using this feat, a character might have multiple favored classes.  She may discount both when determining if there is a penalty to experience points.

 

<a name="_Toc42532204">RENOWNED HEALTH (National)</a>

The people of Pacyr are known to be the most physically fit and healthiest in all of Habololy.

      Prerequisite:  Pacyr national

      Benefit:  Heal is always a class skill.  You receive a +2 bonus to the check when attempting to heal yourself.  You receive a +1 bonus to all saving throws against disease and poison.

 

<a name="_Toc42532205">SEA LEGS (General)</a>

Through long periods of time spent at sea, you are capable of performing tasks on a ship better than would be expected.

      Prerequisite:You must have spent at least one year at sea.

      Benefit:  The character receives a +2 bonus to all Swim checks.  The character receives a +2 bonus to the following skills while the character is on a ship: Balance, Rope Use, and Climb.

 

<a name="_Toc42532206">SEETHING HATRED (Racial)</a>

Your race has a long a storied hatred of another race.  You have been weaned on tales of your hated enemy’s trickery and harmful nature.

      Prerequisite:  Dwarf, Gree, Jungle Elf, Northern Elf, Orc, Umanin

      Benefit:  You gain a +2 bonus to all attack rolls (but not damage rolls) against your chosen enemy.  You also gain a +2 bonus to all Knowledge skill checks involving that enemy, and automatically know how to speak their language. 

      Special:  You receive a -4 penalty to all diplomacy skill checks when dealing with your enemy.  Each race has a specific list of enemies they may choose from.

Racial Enemies

Your Race

Enemy’s Possible Races

Dwarf, Crystal

Drow Elf

Dwarf, Frozensky

Gree, Vishtoo

Sledgehammer Dwarf

String Mountain Dwarf, Gree, Vishtoo

String Mountain Dwarf

Sledgehammer Dwarf, Gree, Vishtoo

Jungle Elf

Drow Elf, Umanin

Northern Elf

Drow Elf

Orc

Amatine Gnome

Umanin

Elves

<a name="_Toc42532207"> </a>

<a name="_Toc45872070">SLAVERY SURVIVOR (General, National)</a>

You survived the hard life of a slave to become a free being.

      Prerequisite:  Must have been a slave for at least three years. 

      Benefit:  You cannot be intimidated by the use of the Intimidate skill.  You receive a +1 bonus on all Willpower and Fortitude saving throws. You receive a +2 bonus to all saving throws involving fear.

      Special:  Thalmeret and Borkondof nationals may take this a national feat.  The bonuses to saving throws stack.

 

<a name="_Toc45872071">SLEEPING FLIGHT (Racial)</a>

Your natural instincts can keep you in the air even while asleep.

      Prerequisite:  Sakor’akai

      Benefit:  You may fly slowly in a single direction, or circle one location while asleep.

 

<a name="_Toc42532208">SLOW AGING (General)</a>

Through mental and physical training, or through prayer and devotion, or through another method, you have been able to slow the affects of aging on your body. 

      Prerequisites:  Wisdom of 13+; must be of non-chaotic alignment.

      Benefit:  The character may add ten years on to the expected life span of a member of his race.  This slowed aging takes place in the ten years following the time the feat is taken.  The character also receives a +2 bonus to any spell or effect that would age him or that is temporal in nature.  This includes Slow, Haste, and similar spells.

 

<a name="_Toc42532209">SONG of the WILD (General)</a>

Your bardic music affects naturally occurring animals and beasts.

      Prerequisites: Bardic music ability, 8+ ranks in Perform.

      Benefit:  You can adjust your bardic music so that it affects animals as well as any other creatures that it would normally affect. 

      Normal:  Animals are not affected by bardic music.

 

<a name="_Toc42532210">SPELL LINKING (Metamagic)</a> #

You have learned how to link your spells so that one casting can cause multiple spells to go into effect in succession.

      Prerequisite:  Any other metamagic feat, the ability to cast 2nd level spells.

      Benefit:  You can spells in succession while spending only one round casting.  The first spell is cast at the end of the round.  Each succeeding spell is cast at the end of the round after the previous spell ended.  All targets must be determined by the caster during the initial casting. 

      Special:  Casting linked spells uses up a spell slot of a level equal to the total levels of the linked spells.  For this purpose, 0-level spells are considered to be 1st level.  The initial casting of linked spells takes a full round.  Spells that have a casting time of a full round or more to start may not be linked.  Spellcasters that prepare spells may only link spells from those that they have prepared for the day.

 

<a name="_Toc45872075">SUMMONS EXTENSION </a> (Metamagic) #

By sacrificing some of your life energy and appropriate materials, you can bind a summoned creature to your plane for extended periods of time.

      Prerequisite:  Ability to cast at least one spell that summons a creature from another plane of existence.  Any other metamagic feat.

      Benefit:  By having items crafted for a specifically summoned creature and sacrificing experience, you can have a summoned creature remain on your plane.  The crafted materials must cost no less than 100gc per level of the spell that summoned it.  For every 10 experience points sacrificed by the caster, the creature will remain for an extra day past the spells normal duration.

      Normal:  The summoned creature disappears once the spell’s duration is ended.

      Special:  The crafted materials must be somehow incorporated into the creature.  Such as: gems for eyes.  They remain after the creature disappears, but are only half of their original value.  If used for an evil creature, the items retain a faint evil aura.  The same is true of good, chaotic, lawful, etc.

 

<a name="_Toc45872076">TECHNOLOGY (General, Racial)</a> #

You are comfortable in the presence of new inventions.  You have been around technology long enough to not be frightened or upset by it.  You have used clickers long enough to know how to operate simple or common ones.

      Prerequisites:  Intelligence of 10+; requires the approval of the DM if taken at 1st level.  If taken after 1st level, requires two years of constant exposure to clickers.

      Benefit:  You suffer no penalties from using a clicker, or any technologically advanced item.

      Normal:  A character, who does not have the Technology feat, receives a –4 penalty to any skill check or attack roll made involving a clicker.

      Special:  Plateau Gnomes may take this as a racial feat.

 

<a name="_Toc45872077">TINY FIGHTING (Racial)</a>*

You take the greatest possible advantage of your size when fighting larger creatures.

      Prerequisite:  Gnome, Halfling

      Benefit:  Whenever you are fighting a creature of medium or greater size, you are considered a Tiny-sized creature for attacking and armor class.

      Normal:  You are considered a small-sized creature.

      Special:  In any combat circumstance in which it would be beneficial to be small-sized as apposed to tiny, you are still considered small.

 

<a name="_Toc45872078">TOUCH of the ARCANE (Racial, National)</a>

Your constant exposure to arcane magic has led to an understanding for certain basic spells.

      Prerequisite:  Elf (Drow, Desert, or Scaled), Sakor’akai, Dwarf (String Mountain), Iott national

      Benefit:  You may pick three 0-level spells.  Each day, you can cast each spell once at a casting level equal to your current total level.

      Special:  A spellcaster that is prohibited from casting spells of a certain type may not choose 0-level spells of that type using this feat.

 

<a name="_Toc45872079">TRADITION of FAITH (Racial, National)</a>

The tradition of your people is one that includes many clerics.

      Prerequisite:  Gnarland national, Gnome (Ice),

      Benefit:  You gain the cleric class as a favored class.

      Normal:  Cleric is not your favored class.

      Special:  Using this feat, a character might have multiple favored classes.  She may discount both when determining if there is a penalty to experience points.

 

<a name="_Toc42532213">UNARMED TRADITION (National, Racial)</a>

The tradition of your people offers respect for, insight into, and knowledge of the life and skills of a monk.

      Prerequisite:  Kathow-tio-Horari national, Human (Barbarian)

      Benefit:  You gain the monk class as a favored class.  You may freely take levels in the monk class and any other class.

      Normal:  Monk is not your favored class.  Once you take a level in a class other than monk, you may no longer take levels in monk.

      Special:  Using this feat, a character might have multiple favored classes.  She may discount both when determining if there is a penalty to experience points.

 

<a name="_Toc42532214">UNCOMMON SENSE (Racial)</a>

Your race is known for their common sense.

      Prerequisite:  Dwarf

      Benefit:  You get a +1 bonus to all wisdom-based skill checks.

 

<a name="_Toc42532215">UNEMOTIONAL (Racial)</a>

Your race is so long-lived that the emotions that come so quickly to others are foreign to you.

      Prerequisite:  Elf (Desert), Dwarf (Crystal)

      Benefit:  You receive a +2 bonus to all saving throws that involve emotion; such as fear.  The difficulty check for others to sense your motive or intimidate you is raised by 2.

 

<a name="_Toc42532216">WARM the BLOOD (Racial)</a>

Some Lizardfolk have managed to adapt to the colder climates of the world.

      Prerequisite: Lizardfolk.

      Benefit: The temperature at which you begin to have to make saving throws to avoid subdual damage is lower by 10 degrees.

      Normal: When the temperature drops below 50 degrees, Lizardfolk must begin to make fortitude saving throws or suffer subdual damage.

 

<a name="_Toc42532217">WATERBORN (Racial, National)</a>

Most of your life has been spent on or near the water.

      Prerequisite:  Grean, Human (Islander or Horarian), Lizardfolk (Wug), Kathow-tio-Horari national.  May only be taken at 1st level. 

      Benefit:  You may hold your breath 20% longer than what would be standard for your race.  You receive a +2 bonus to all swim skill checks and it is always a class skill.  You receive a +1 bonus to all saving throws against water-based spells.

 

<a name="_Toc42532218">WEAPON MASTER TRAINED (Racial, National)</a>

For your people, learning a weapon is more than just a matter of self defense or offense, it is an honored tradition.

      Prerequisite:  Sakor’akai, Orc, Elf (Scaled), Destroytian national, Orcish national, ScaledKingdom national.  May only be taken at first level.

      Benefit:  You may choose three weapons with which you are proficient.  These may be simple, martial, or exotic weapons.

      Special:  The chosen weapons must have a racial or cultural connection.

 

<a name="_Toc42532219">WINGED (Racial)</a>

You had the fortune, or misfortune, of being born with wings.

      Prerequisite:  Gree, Northern Elf.  May only be taken at 1st level.

      Benefit:  The ability to fly at a base speed of 100 ft. with good maneuverability.  You also gain the Fly-By attack feat.

      Special:  While flying, you are considered a large creature. 

 

<a name="_Toc42532220">WILD HEART (Racial)</a>

Your love of a free life pervades everything you do.

      Prerequisite:  Halfling, Jungle Elf, Northern Elf, Gnoll.  May not be lawful.

      Benefit:  You receive a +2 bonus to all saving throws against being held or charmed.  You receive a +2 bonus to all saves versus Law-based spells. 

      Special:  These bonuses do not stack.

 

<a name="Wild Surge">WILD SURGE (Metamagic)</a>

You allow the magic you wield a freedom that most would not dare.  By exerting less control over the basics forces that make up a spell, you can cause both greater and lesser effects than normal.

      Prerequisite: The ability to cast arcane spells.

      Benefit:  Whenever you cast an arcane spell, you have a chance of casting the spell at a greater caster level than you would normally have.  Roll a d20 before casting every spell and apply the result on the following chart to the spell’s effects.

 Wild Surge Result

Roll

Result

1

Spell targets a

random possible target within the range of the spell.  The caster is always a viable target in this case.

2

Spell fails as per

the arcane spell failure rules

3-4

-4 penalty to

casting level. (to a minimum level of 1)

5-6

-3 penalty to

casting level. (to a minimum level of 1)

7-8

–2 penalty to

casting level. (to a minimum level of 1)

9-10

–1 penalty to

casting level. (to a minimum level of 1)

11-12

+1 bonus to casting

level.

12-14

+2 bonus to casting

level.

15-16

+3 bonus to casting

level.

17-18

+4 bonus to casting

level.

19

+4 bonus to casting

level, cannot be counterspelled

20

+4 bonus to casting

level, cannot be counterspelled, no save allowed against it.

 This

chart only applies to arcane spells cast by the character.  It cannot affect

divine spells.

 

<a name="_Toc42532222">WIZARD TRADITION (National)</a>

The tradition of your people offers respect for, insight into, and knowledge of the life and skills of a wizard.

      Prerequisite:  Iott national

      Benefit:  You gain the wizard class as a favored class.

      Normal:  Wizard is not your favored class.

      Special:  Using this feat, a character might have multiple favored classes.  She may discount both when determining if there is a penalty to experience points |}</body></html>