NEW FEATS for WORLD of KULAN Compiled by Robert Blezard

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NEW FEATS for WORLD of KULAN Compiled by Robert Blezard NEW FEATS FOR WORLD OF KULAN Compiled by Robert Blezard CONTRIBUTORS Name E-mail Address (optional) EN World Screen Name Branson Maddocks [email protected] Priest_Sidran Charles Wenzler Jr. [email protected] Reveille James Sutherland [email protected] the Jester Jameson Ferris [email protected] Sepulchrave II Jim Stenberg [email protected] Cheiromancer Josh Fishman — Nifft Robert Blezard [email protected] Knightfall — — airwalkrr — — Quip — — StreamOfTheSky — — Vrecknidj NEW AND/OR MODIFIED FEATS FROM OTHER SOURCES Name of Feat Source Company / Website Able Sniper Races of the Wild excerpt Wizards of the Coast Academy Graduate Savage Tide Player’s Guide Wizards of the Coast Ancient Battle Curse Lost Empires of Faerûn excerpt Wizards of the Coast Arcane Manipulation Lost Empires of Faerûn excerpt Wizards of the Coast Arcane Thriftiness Farland Website Link Arena Blood Savage Tide Player's Guide Wizards of the Coast Bloodline of Fire FRCS Wizards of the Coast Child of the Shadow Savage Tide Player's Guide Wizards of the Coast Coordinated Strike Races of the Wild excerpt Wizards of the Coast Cosmopolitan FRCS Wizards of the Coast Courteous Magocracy FRCS Wizards of the Coast Craft Greater Glyph Egg L&L Spells and Spellcraft errata Fantasy Flight Games Dexterous Climb Farland Website See above link Forester FRCS Wizards of the Coast Horse Nomad FRCS Wizards of the Coast Ice Hearing Frost & Fur MonkeyGod Enterprises Improved Dodge Farland Website See above link Improved Multiweapon Fighting L&L Mythic Races Fantasy Flight Games Impslayer Paizo Blog Paizo Publishing Knack for Magic Savage Tide Player's Guide Wizards of the Coast Lion Warrior Shining South except Wizards of the Coast Merchant’s Tongue Savage Tide Player's Guide Wizards of the Coast Multidexterity L&L Mythic Races Fantasy Flight Games Multiweapon Fighting Monster Manual v.3.5 Wizards of the Coast Ranged Sneak Attack Farland Website See above link Snake Blood FRCS Wizards of the Coast Steadfast Loyalty Savage Tide Player's Guide Wizards of the Coast Street Smart FRCS Wizards of the Coast Student of Nature Savage Tide Player's Guide Wizards of the Coast Suspicious Eye Savage Tide Player's Guide Wizards of the Coast Underfoot Combat Races of the Wild excerpt Wizards of the Coast Water Rat Savage Tide Player's Guide Wizards of the Coast STANDARD FEATS The feats herein are presented in alphabetical order. Able Sniper [General] Animal Song [Bardic] You are accomplished at remaining unseen By James Sutherland when you're sniping with a ranged weapon. Animals love your music and will follow Prerequisites: Dex 13, Hide 5 ranks. you around for it. Benefit: You gain a +2 bonus on ranged Prerequisites: Handle Animal skill, Bardic attack rolls with a weapon made against flat-footed Music ability. targets that are at least 30 feet away. In addition, you Benefit: You can use your bardic music to gain a +4 bonus on Hide checks made to hide again enchant animals. Treat this as a charm animals spell, after you have made an attack roll while hiding (see except that you are also empowered to communicate page 76 of the Player's Handbook v.3.5). with the target animal on a basic level (i.e. you can tell it to come, stay, attack or similar commands). Academy Graduate [General] Modified for World of Kulan Antimagic Power [Metapsionic] You attended an academy, during which you You powers affect spells as if they were psionic were schooled in the finer arts of being an aristocrat. powers. Prerequisites: 1st-level, must be noble born. Prerequisite: Any other metapsionic feat. Benefit: Pick any three Charisma or Benefit: To use this feat, you must expend Intelligence-based skills. These three skills are your psionic focus (see the Concentration skill always considered class skills for you. In addition, description, page 37 in XPH). Any power you you gain a +2 bonus on Knowledge (history) and manifest affects arcane or divine spells as if they Knowledge (nobility and royalty) checks, and may were psionic powers. There aren’t any restrictions on use these skills untrained. the use of the antimagic power. Using this feat increases the power point Ancient Battle Curse [Ancient, General] cost of the power by 4. The power's total cost cannot Modified for World of Kulan exceed your manifester level. You can channel your own arcane energy into a powerful curse upon those who dare to face Antipsionic Spell [Metamagic] you in battle. You spells affect powers as if they were magical Prerequisites: Knowledge (history) 4 ranks, spells. Power Attack, arcane caster level 1st. Prerequisite: Any other metamagic feat. Benefit: By giving up an arcane spell slot or Benefit: Any arcane or divine spell you cast prepared spell before making an attack roll, you can affects psionic powers as if they were magical spells. perform a battle curse as a melee attack. You gain a There aren’t any restrictions on the use of the bonus on the attack roll equal to the level of the spell antipsionic spell. or spell slot so sacrificed. If your attack hits, the An antipsionic spell uses up a spell slot three target must succeed on a Will save (DC 10 + level of levels higher than the spell's actual level. spell or slot expended + your Cha modifier) or take a Special: You cannot take or use this feat if -2 penalty on attack rolls, saving throws, ability you have the ability to use powers (if you have a checks, skill checks, and weapon damage rolls for 1 power point reserve or psi-like abilities). minute. The effects of multiple battle curses don't stack, and any foe that successfully resists your Arcane Focus [General] battle curse cannot be affected by it again for 24 By James Sutherland hours. Your arcane spells are more powerful than Any effect that dispels or removes a curse they would otherwise be due to your mastery of eliminates the battle curse. Your caster level equals different kinds of arcane spellcasting. your character level for this purpose. Prerequisites: Arcane Synergy, Spell Focus (any), 3rd-level arcane spells as a wizard and as a sorcerer. Benefit: When you cast wizard spells, the saving throw DC increases by half of your Charisma bonus. When you cast sorcerer spells, the saving scribe scrolls into spell books are reduced by 20 throw DC increases by half of your Intelligence percent. bonus. This ability overlaps (does not stack with) Spell Focus and Greater Spell Focus. Arena Blood [General, Regional] Modified for World of Kulan Arcane Manipulation [Ancient, General] The blood of an arena champion flows in Modified for World of Kulan your veins, giving you a thirst for glory and a drive You are learned in the arcane ways of the to succeed. Ancients, where masters of magic once molded and Prerequisites: Citizen of the City-state of shaped arcane energy to their own will. Sulinon or any other city-state with a gladiatorial Prerequisites: Wizard level 1st. arena (i.e. Sasserine). Benefit: When you prepare spells, you can Benefit: You get a +2 bonus on Intimidate break down up to three existing arcane spell slots to skill checks. In addition, whenever you successfully create a specified number of lower-level spell slots. demoralize an opponent using the Intimidate skill (A 0-level spell counts as 1/2 level for this purpose, during combat you are immediately healed of 1d4 so a 1st-level spell slot could be broken into two 0- points of nonlethal damage. You also gain a +2 level spell slots.) The sum of the levels of all the new morale bonus on grapple checks, sunder attempts, spell slots must equal the level of the original. The trip attempts, bull rush attempts, and disarm attempts number of spell slots you can create in this manner is if you are aware of any noncombatants observing a otherwise unlimited. Spell slots that you break down fight you are participating in. into multiple lower-level slots remain that way until the next time you prepare spells, at which time you Aspirant [General] can choose to restore your spell slots to normal or "Not all things are revealed to me." break them up again. By Jim Stenberg Normal: A character can always choose to You aspire to greater spiritual knowledge. use a higher-level spell slot to prepare a lower-level Benefit: You meet the special prerequisite spell, but any "remainder" spell levels are lost. for the Extra Domain feat. Gain a +2 insight bonus on Knowledge (religion) checks. Arcane Synergy [General] Special: You may take this feat multiple By James Sutherland times. Each selection allows you to take Extra Your arcane expertise carries over from Domain one additional time and increases the sorcerer to wizard and vice-versa. Knowledge (religion) bonus by +1. Prerequisites: 1st-level arcane spells as a wizard and as a sorcerer. Block Magic [General] Benefit: When you roll to overcome a By James Sutherland creature’s spell resistance with a sorcerer spell, you You can crouch behind your shield to gain a synergy bonus equal to the highest-level partially block certain spells. wizard spell you can cast. When you roll to Prerequisites: Improved Shield Use, overcome a creature’s spell resistance with a wizard Lightning Reflexes. spell, you gain a synergy bonus equal to the highest- Benefit: When you use a small or large level sorcerer spell you can cast. This bonus stacks shield you gain a dodge bonus to Reflex saves equal with that gained from Spell Penetration or Greater to the shield’s armor bonus. This bonus only applies Spell Penetration. against area spells and spell-like abilities.
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