Emerging Forms: Cyndarim
| Author | Rodney West |
| Publisher | Primal Urge Games |
| Publish date | 2004 |
| OGL Section 15 | ef3 |
The material below except the term Cyndarim is Open Game Content.
Cyndarim is product identity of Primal Urge Games and is used here with permission.
Feats
Buffered Mind [Cyndarim]
Prerequisite: Cyndarim
Benefit: You are able to reduce the number of die used in mental assaults directed against you. You can reduce the number of die by 1 step per point of Intelligence modifier (minimum 1). The total number of die that can be reduced for the day is equal to your Intelligence modifier. The reduction may be spread over multiple attacks. Example: +3 Intelligence modifier. 3 attacks can be reduced by 1 die, 1 attack by 3 die, or any other combination totaling 3. The reduction can be applied after any saving throws.
Special: You can take this feat multiple times. Each time this feat is taken, the total possible daily reduction is increased by your Intelligence modifier.
Calculated Resistance [Cyndarim]
Prerequisite: Cyndarim
Benefit: You are able to better resist mental assaults directed against you. You can increase your saves to resist mental assaults by 1 per point of Intelligence modifier (minimum 1). The total number of available bonus points for the day is equal to your Intelligence modifier. The bonus may be spread over multiple attacks. Example: +3 Intelligence modifier. 1 roll improved by 3, 3 rolls improved by 1, or any other combination totaling 3. The points can be applied after the saving throw is made.
Special: You can take this feat multiple times. Each time this feat is taken, the total possible daily bonus is increased by your Intelligence modifier.
Cushion Impact [Cyndarim]
Prerequisite: Cyndarim, Endurance
Benefit: Your body contorts around blunt trauma. All blunt attacks are converted to non-lethal damage.
Special: A fighter may select Cushion Impact as one of its fighter bonus feats.
Dispersing Intellect [Cyndarim]
Prerequisite: Cyndarim
Benefit: You are able to reduce the die values of mental assaults directed against you. You can reduce die values by 1 step per point of Intelligence modifier (minimum 1). The total number of steps that can be reduced for the day is equal to your Intelligence modifier. The reduction may be spread over multiple attacks. Example: +3 Intelligence modifier. 3 attacks can be reduced by 1 step, 1 attack by 3 steps, or any other combination totaling 3. The reduction can be applied after any saving throws.
Special: You can take this feat multiple times. Each time this feat is taken, the total possible daily reduction is increased by your Intelligence modifier.
Electrical Shout [Cyndarim]
Prerequisite: Cyndarim
Benefit: Once per day, you can use your natural electrical impulses to cause electricity damage to all creatures within touch range. You flail your tentacles about randomly, electrocuting any creatures struck. All creatures within range of your tentacles must make a Reflex save with a DC equal to your character level plus your Charisma modifier. On a failed save, 1d4+1/point of Charisma modifier of electrical damage is dealt. A successful save halves the damage.
Special: This feat can be taken multiple times. Each time this feat is taken, you gain 1 additional use of the ability per day.
Excess Poison [Cyndarim]
Prerequisite: Cyndarim
Benefit: You may use your poison attack 1 additional time per day.
Normal: You can only use your stinging attack a number of times per day equal to your Constitution modifier.
Special: This feat can be taken multiple times. Each time this feat is taken, you gain 1 additional use of your poison attack per day.
Greater Tentacle Attack [Cyndarim]
Prerequisite: Cyndarim
Benefit: Your tentacle attack has a base damage value of 1d4.
Normal: Your tentacle attack only does 1d3 points of damage.
Special: You may take this feat multiple times. The damage follows the progression 1d6, 1d8, 1d10. The feat can only be taken a total of 4 times.
A fighter may select Greater Tentacle Attack as one of its fighter bonus feats.
Hypnotic Luminescence [Cyndarim]
Prerequisite: Cyndarim, Concentration +4, Iron Will
Benefit: By rapidly pulsing your natural luminescence you are able to emulate the effects of the hypnotic pattern spell. As long as you remain motionless, you can maintain the effect. The effect is the same as if cast by a sorcerer of 1/2 your character level. The effect is an extraordinary ability that functions in regions of anti-magic and is immune to dispelling. You may invoke this ability as a free action. The save DC to resist the effect is Charisma based. If you move, the effect is dispelled.
Special: This feat may be taken additional times. Each time the feat is taken grants 1 additional use of the ability per day.
Stinging Defense [Cyndarim]
Prerequisite: Cyndarim, Combat Reflexes
Benefit: Whenever you are struck by a melee attack, you may make a tentacle counterattack against the attacker. You cannot use any poison abilities in conjunction with this counterattack. The first counterattack is made with an attack bonus equal to your lowest attack bonus –6. Each additional counterattack during a round is made at a cumulative –2 penalty.
Special: A fighter may select Stinging Defense as one of its fighter bonus feats.
Tentacle Storm [Cyndarim]
Prerequisite: Cyndarim, Improved Unarmed Strike
Benefit: You can make an additional attack each round using your tentacles. The attack is made at a your lowest base attack bonus –4.
Normal: Without this feat, you can only make tentacle attacks when you could make a normal attack.
Special: You can take this feat multiple times. Each additional time you take this feat, you can make one additional attack. The attack is made at your lowest Tentacle Storm attack bonus –2.
A fighter may select Tentacle Storm as one of its fighter bonus feats.
