General Feats

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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 3:43 am

Steadfast Spirit
You are able to recover chi quickly.
Prerequisite: Chi pool
Benefit: Once per day you may meditate (minimum of 15 minutes, see special) and attempt a concentration check (DC 15). Success indicates that you recover your full daily allotment of chi.
Special: If the character is fatigued or exhausted, she doubles (if the former) or quadruples (if the latter) the minimum amount of meditation time necessary to replenish her chi. If you are successful on the Concentration check, the condition is removed and your chi is replenished.
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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 3:45 am

Stone Fist
Your unarmed attacks become more lethal.
Prerequisite: Str 13, Improved Unarmed Strike, Weapon Focus (Unarmed).
Benefit: You are treated as having a natural slam attack, which is used by employing a series of physical thrusts and jabs. In addition your slam attack is able to bypass hardness when sundering weapons or attacking objects, ignoring a hardness that is equal to or less than twice your Strength modifier.
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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 3:51 am

Survivalist
You feel comfortable and at home in wide open spaces.
Benefit: You have spent so much time in the wilderness that the birds and beasts that call nature home regard you as one of their own. Survival is always a class skill for you as is Knowledge (Nature). If either of these skills is already considered a class skill by virtue of race or feat, then you gain a +1 bonus on all checks regarding both skills.
> In addition you are treated as having Wild Empathy; the character rolls 1d20 adds her Charisma modifier to the check and also gains a bonus equal to +1 per 4 HD she has to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
> Characters that have Wild Empathy by virtue of a class feature gain a bonus equal to +2 with an additional +1 for every 5 HD she has in addition to any other modifiers.
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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 3:52 am

Tap Arcanum Crystal
You do not risk destroying Arcanum Crystals when their spell energy is completely depleted.
Prerequisite: Use Magic Device 1 rank
Benefit: You are able to freely use any arcanum crystal, without the risk of shattering it upon the complete depletion of all the Spell Energy that lies within one. An arcanum crystal that is completely depleted of all spell energy by a creature with this feat reverts back to its natural state.
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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 3:53 am

Terrain Bond
You have a mystic bonding to one type of terrain.
Prerequisite: Favored Terrain class feature
Benefit: Choose one favored terrain. When in the chosen terrain you gain the benefit of the Nature Sense druid class feature. The rangers effective druid level is equal to her ranger level for the purpose of determining the bonus gained. Rangers multi-classed as druids do not stack this benefit, but instead receive the higher of the two bonuses that she qualifies for.
Special: You are treated as having the Nature Sense class feature for the purpose of qualifying for other feats. You can take this feat multiple times, each time selecting a different terrain you apply the benefit of Nature Sense to.
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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 3:57 am

Tertiary Study
You have training in a tertiary area of expertise.
Prerequisite: Academy Graduate, Secondary Study
Benefit: You gain the benefit of the academy graduate feat for a third chosen skill.
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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 3:58 am

Totem Pact
You have sworn a pact to yourself to represent one type of animal and forsake all others.
Prerequisite: 1st level Druid, Breath of the Beast
Benefit: Instead of choosing multiple animals to bond to you focus exclusively on bonding with one specific kind of animal. When you have an amount of hit dice in your totem bond pool that exceeds the specific animals base hit dice, you are able to advance the animal as per the standard monster advancement rules by expending one hit die from the pool per hit die advancement.
> The character has an alternate option not to advance the animal, but instead gain multiple totem companions of the same type of animal when she gains the totem companions class feature. The druid 'pays' for the cost of each additional totem companion of the same type by sacrificing an amount of hit dice from her totem bond class feature equal to the amount of hit dice that the animal has. Through this alternate option the character can 'pay' for dire or giant variants of the base animal they are bonded to, possibly using the dire/giant animal as a mount.
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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 4:00 am

Totem Speech
You retain the ability to speak in your own voice while in the form of a creature you are totem bonded to.
Prerequisite: Totem Spirit class feature
Benefit: When you are in the form of any animal that you share a totem bond with you retain the ability to speak in your own voice and peruse any languages that you know.
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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 4:02 am

Totem Transformation
Your foes may seriously underestimate your totem companion.
Prerequisite: Totem Companion class feature, Totem Pact
Benefit: You are able to keep separate the base and advanced abilities of the animal you are bonded to. Your totem companion is always in base form and lacking its advanced abilities until you speak a command word; the command transforms the totem companion and it immediately gains and applies all the advancements you have selected for the totem animal. The command word you choose functions exclusively for you and it can be spoken as an immediate action.
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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 4:06 am

Toughness
You have enhanced physical stamina.
Benefit: You gain +6 hit points. In addition for every HD you have you gain +3 hit points.
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Re: General Feats

Postby Angel Tarragon » Sat Feb 21, 2015 4:07 am

Wretched Channeling
When you channel negative energy, you do so to greater effect.
Prerequisite: Channel Energy class feature
Benefit: Whenever you channel negative energy, you deal or heal an extra amount of damage equal to the amount of dice rolled times two (2 extra points at 1D6, 4 extra points at 2D6, 6 extra points at 3D6 and so on and so forth).
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Re: General Feats

Postby Angel Tarragon » Sun Feb 22, 2015 3:55 pm

Defensive Channeling
You are better able to defend yourself when using divine channeling.
Prerequisite: Divine Channeling
Benefit: You no longer provoke attacks of opportunity when using divine channeling.
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Re: General Feats

Postby Angel Tarragon » Sun Feb 22, 2015 4:14 pm

Mystic Warrior
You are more martial minded than other divine spell-casting classes.
Prerequisite: Divine Channeling, Martial Aptitude
Benefit: Your effective fighter level for qualifying for fighter bonus feats is equal to the sum of all class levels in classes that grant divine spell-casting.
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Re: General Feats

Postby Angel Tarragon » Mon Feb 23, 2015 12:32 am

Focused Channeling
It is hard to resist the effect of your divine channeling.
Prerequisite: Divine Channeling
Benefit: The difficulty class to resist the effects of your divine channeling increases by +1.
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Re: General Feats

Postby Angel Tarragon » Mon Feb 23, 2015 12:36 am

Focused Channeling, Greater
It is harder to resist the effect of your divine channeling.
Prerequisite: Divine Channeling, Focused Channeling
Benefit: The DC to resist the effects of your divine channeling increases by +1.
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Re: General Feats

Postby Angel Tarragon » Mon Feb 23, 2015 12:40 am

Graceful Channeler
You add your Charisma modifier to the number of times per day that you can use divine channeling.
Prerequisite: Charisma 13, Divine Channeling
Benefit: You can use Divine Channeling an additional number of times per day equal to your Charisma modifier.
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Re: General Feats

Postby Angel Tarragon » Mon Feb 23, 2015 12:43 am

Insightful Channeler
You add your Wisdom modifier to the number of times per day that you can use divine channeling.
Prerequisite: Wisdom 13, Divine Channeling
Benefit: You can use Divine Channeling an additional number of times per day equal to your Wisdom modifier.
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Re: General Feats

Postby Angel Tarragon » Mon Feb 23, 2015 12:55 am

Channeling Potency
You are more adept at channeling negative or positive energy.
Prerequisite: Divine Channeling
Benefit: Channeled divine energies deal or heal an additional +1D6 of damage.
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