The material below is Open Game Content
All of the nations in this chapter present [Local] feats. A [Local] feat can only be selected for a nation in which the character grew up or for which he otherwise possesses local affinity. To gain local affinity, a character must live in a nation for at least a year and gain at least 2 ranks in Knowledge (local) while there. After that time, he is considered to have affinity for that nation for the purpose of qualifying for certain feats (although, of course, he must meet the feat’s other prerequisites as well).
Adri Dueling Mastery [Local]
Your mastery of the Adri dueling style sets you apart from even the other swordlords.
Prerequisites: Dex 17, Greater Weapon Focus (dueling sword), Weapon Finesse, Weapon Focus (dueling sword), Weapon Specialization (duelling sword), base attack bonus +12, proficient with
dueling sword, member of Adri school.
Benefit: You can make one additional attack each round with an Adri dueling sword (whether wielded with one hand or two). The attack is at your highest base attack bonus, but each attack you make in the round (the extra one and the normal ones) takes a –2 penalty. You must use the full-attack action to use this aspect of the feat.
In addition, when you wield an Adri dueling sword with two hands, you deal +1d4 points of extra damage with each hit (even attacks of opportunity) and gain a +2 shield bonus to your AC. These latter bonuses stack with those gained from Weapon Focus and Weapon Specialization.
Creatures immune to critical hits and sneak attacks are also immune to the extra damage your Adri
dueling style deals.
Adrn Falconry [Local]
You know the secret Adrn arts of falconry.
Prerequisites: Cha 13, Animal Affinity, animal companion class feature, Adrn affinity.
Benefit: You improve your affinity with birds of prey of normal size (Small or smaller), such as eagles, falcons, hawks, and owls. You gain a +4 bonus on Animal Handling checks made to train or control birds of prey. In addition, if you have class levels only in classes that grant an animal companion (druid and ranger) treat your effective druid level as 1 higher for the purpose of determining its bonus HD, natural armor adjustment, Strength and Dexterity adjustment, bonus tricks, and special abilities.
Special: In order to gain this feat, you must spend at least 1 month in Adrn learning its techniques from someone who already possesses it.
The mistreatment of your people by the Tech Lge has made you distrustful of all those who actively pursue arcane knowledge.
Prerequisites: Spellcraft 1 rank, Nmera affinity.
Benefit: You deal +2 damage with weapon attacks made against anyone who you’ve seen cast an arcane spell in the last 5 rounds. Because your extra damage is based on precision, you must be within 30 feet of your target to gain this bonus with ranged attacks. Creatures immune to critical hits and sneak attacks are immune to the extra damage granted by this feat.
Your cry of bloodthirsty fury inspires those around you to greater acts of violence.
Prerequisites: Cha 13, Lnrm Kng affinity.
Benefit: Once per day, as a move action, you may unleash a powerful, bloodthirsty scream of battle lust and fury. Allies within 60 feet who can hear your berserker’s cry (including yourself ) are heartened and gain a +1 morale bonus on damage rolls made with melee attacks for a number of rounds equal to half your character level + your Charisma bonus. If you have the ability to rage, you may unleash a berserker’s cry as part of the free action to enter a rage (instead of as a separate move action).
A creature may be under the effect of only one berserker’s cry at a time.
Special: You may gain this feat multiple times. Every time you take this feat, you may unleash a berserker’s cry one additional time per day.
Not only are you skilled at binding your opponent’s weapon, you can seize the advantage while he struggles to retrieve his blade.
Prerequisites: Base attack bonus +4, proficiency with khopesh or temple sword.
Benefit: You receive a +2 bonus on opposed attack rolls made to bind an opponent’s weapon, as well as any opposed rolls to maintain the bind. This bonus stacks with the +2 bonus from wielding a khopesh or temple sword. If you succeed in blade binding your opponent, your opponent becomes flat-footed until he either wrestles his blade free or drops his weapon.
Special: A fighter may gain Blade Binder as his fighter bonus feat. A monk may select Blade Binder as his 6th-level monk bonus feat.
When blade binding, an attacker first catches his opponent’s weapon in the crook of his khopesh. He then twists his khopesh, locking the two blades together, forcing both blades from their guard positions. The attacker then strikes with an off-hand weapon or surprises his opponent with a sudden unarmed attack.
New Attack Option: Bind
As a melee attack, you may attempt to gain control of your opponent’s weapon. Make an opposed attack roll against your opponent, including all appropriate modifiers. If you succeed, you bind your opponent’s weapon.
A bound weapon cannot be used to make attacks, nor does it allow its wielder to threaten any space. A bound weapon can be wrenched free with a successful opposed attack roll, or can be dropped as a free action. If your opponent does not free or drop his weapon he cannot move beyond your reach.
While binding your opponent, you suffer the same limitations, except you may end the bind as a free action. If you attempt to disarm your opponent or sunder the bound weapon, you do not provoke an attack of opportunity, and you get a +4 bonus on the opposed roll and the damage roll of the sunder attempt.
The paranoid terror from living in Glt has made you hyper aware of attempts to watch you.
Prerequisites: Wis 13, Glt affinity.
Benefit: You are automatically aware of scrying attempts targeting you and you gain a +2 bonus on Spot checks made to locate a scrying sensor (if any) or to notice someone watching you. In addition, you gain a +2 bonus on Will saves made to resist spells and effects from the school of divination. Finally, you gain a +2 bonus on level checks made to resist opposed Intimidate checks.
Living in Ktph has put you in touch with numerous different civilizations, cultures, and races.
Prerequisites: Ktph affinity.
Benefit: You gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charismabased skills. Those skills always count as class skills for you.
You are a practiced demon hunter and know many of their weaknesses.
Prerequisites: Base attack bonus +6, Mdv affinity.
Benefit: You gain a +2 bonus on Knowledge (the planes) checks to know the powers and abilities of demons. In addition, whenever you deal damage to a demon with a melee weapon, you deal +1 point of damage.
Special: You may gain this feat more than once. Its effects stack.
Life in the merciless desert gave you the ability to survive in extreme heat and without the benefit of constant nourishment.
Prerequisites: Con 13, Thv affinity.
Benefit: You gain fire resistance 5 against sources of fire damage that deal 5 points of fire or less, meaning you take no damage when a particular source deals 5 points of damage or less. Against sources that deal 6 points of fire damage or more, you gain no resistance and take the full amount of damage.
You gain a +2 bonus on Constitution checks made to avoid taking nonlethal damage from starvation and thirst.
Your settlement is outnumbered and surrounded by enemies, so you must be able to fight on your own.
Prerequisites: Sgva affinity.
Benefit: Whenever no ally is within 10 feet of you in combat, you gain a +1 bonus on melee attack and damage rolls.
You are skilled at causing fear in those you brutalize.
Prerequisite: Intimidate 1 rank, Rzn affinity.
Benefit: Whenever you deal nonlethal damage, you can make a Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Special: A fighter may select Enforcer as one of his fighter bonus feats.
Eye Of The Arclords
Your understanding of the esoteric teachings of the Arclords allows you to open an eldritch eye that grants you superior perception of the magical world.
Prerequisites: Concentration 4 ranks, ability to cast arcane spells, N affinity.
Benefit: You may, once per day as a standard action, open an incandescent third eye upon your forehead, granting greater comprehension of the magical world surrounding you. The eye functions for 1 minute per ability score bonus of the ability score tied to your spellcasting. You may close and reopen the eye at will during the effect’s duration.
While the eye is engaged, you cast all divination spells at +1 caster level, gain darkvision 60 feet, and can detect magic (as the spell of the same name) at will. The sensory perception enhancement of the eye of the arclord grants a +8 bonus on Spot checks to notice invisible creatures.
You were found in the wilds bearing a mark of the fey.
Prerequisites: Irsn affinity.
Benefit: Your time among the fey grants you DR 1/cold iron and a +2 bonus on wild empathy checks. Cold iron weapons deal +1 point of damage to you.
Special: You may only gain this feat at 1st level.
When holding your clan’s tribal flag, you inspire members of your clan.
Prerequisites: Cha 13, orc, member of a Bkzn clan.
Benefit: As long as you hold your clan’s standard (requiring one hand), members of your clan within 60 feet who can see the banner (including yourself ) gain a +1 morale bonus on attack and damage rolls and Will saves.
If the standard is taken by the enemy or destroyed, all orcs of your clan (including yourself ) within 120 feet of you who can see you take a –1 penalty on attack and damage and Will saves until the flag is recovered.
Your knowledge of simple anatomy allows you to place your shots more effectively.
Prerequisites: Int 13, Point Blank Shot, Precise Shot, Kynn affinity.
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage dealt. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Raised in a land steeped in tradition and superstition you are skilled in communicating with the spirit world.
Prerequisite: Utlv affinity.
Benefit: Upon taking this feat, choose a focus item for your divination magic—crystal ball, runes, Harrow deck, and so on. Whenever you cast a divination spell, you may use this focus item instead of the spell’s material component, regardless of the cost. If you choose to perform the spell using your focus item and the spell’s normal material component, you cast the spell at +1 caster level.
Your strong belief in the value of freedom protects you from mental and physical shackles.
Prerequisites: Chaotic alignment, Rvr Kgdm affinity.
Benefit: You gain a +2 bonus on saving throws made against enchantment spells and effects and against mindaffecting effects. In addition, you gain a +2 bonus on Escape Artist and grapple checks made to break free of a grapple or to escape bindings.
With no magical healing available to the populace, you have learned a specialized technique to ignore pain.
Prerequisite: Rhdm affinity.
Benefit: When you have half your total hit points or fewer, you may attempt a DC 10 Concentration check to heal yourself of 1d4+1 point of damage per level as a move action. You may only use this ability once per day.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.
You are so skilled with firearms that you can fire one without letting down your guard.
Prerequisites: Base attack bonus +4, Weapon Focus (any firearm), proficiency with any firearm.
Benefit: When you attack with a firearm, you do not provoke attacks of opportunity.
Normal: Attacking with any kind of ranged weapon in a threatened square provokes attacks of opportunity.
You have mastered a deadly fighting form inspired by the varying attacks of the barbed devil. You seek not just to defeat or kill your opponent but to first cripple him with memorable, scarring pain.
Prerequisites: Intimidate 5 ranks, Improved Unarmed Attack, female, raised by the Sisters.
Benefit: Each round, your unarmed attacks may be treated as bludgeoning, piercing, or slashing damage. You decide which type of damage you deal, but you may only choose one type at a time. In addition, for each consecutive round that you change the type of damage selected from the previous round, the threat range of your unarmed attack increases by 1, to a maximum of 16–20/x2 after 5 rounds. If you succeed in confirming a critical hit, the threat range of your attacks resets to normal and you may further make an opposed Intimidate check as an immediate action to attempt to demoralize your opponent and render him shaken.
Special: Hamatulatsu may be selected as a substitute bonus feat at 2nd level by a monk even if the monk does not otherwise meet the prerequisites.
Hamatulatsu does not stack with Improved Critical.
You are the descendant of someone recruited to Hrm or the bastard result of a Hrm’s illicit pairing with a foreigner.
Prerequisites: Hrm affinity.
Benefit: Though you may not know it, the blood of greatness flows in your veins. Pick an attribute. You get a +1 bonus on all skills tied to that attribute. In addition, it’s possible that Hrm agents may come looking for you, either to evaluate you for an invitation or to cover up an embarrassing dalliance.
Special: You may only gain this feat at 1st level.
In order to represent Hrm citizens as the height of human potential, all NPCs from Hrm (regardless of their relative importance) should use the elite array for their ability scores.
You have graduated from one of the many colleges, universities, and specialty schools of higher learning scattered throughout Kthr.
Prerequisites: Int 15, Qad affinity.
Benefit: Whenever you succeed on a Knowledge check to identify a kind of creature you face, you can spend a standard action to provide detailed information to your allies. Doing so grants every ally who can hear you within 30 feet a +1 circumstance bonus on weapon damage rolls made against the identified kind of creature for a number of rounds equal to your Intelligence bonus. You may only use this ability once per encounter. Creatures immune to critical hits and sneak attacks are not immune to the extra damage from this ability.
Your long exposure to necromantic energies has granted you a small measure of resistance against them.
Prerequisites: Con 13, Gb affinity.
Benefit: You gain a +2 bonus on saving throws made to resist spells and effects from the school of necromancy. In addition, you gain a +2 bonus on Fort saves made to prevent negative levels from becoming permanent. Finally, if you take ability score damage (but not drain) from an undead creature, you take 1 point less damage (minimum 0).
You are trained in the legendary methods of Ltwl’s heavy cavalry and can steer your mount with great accuracy, even in tight confines.
Prerequisites: Mounted Combat, Handle Animal 4 ranks, Ride 9 ranks, Ltwl affinity.
Benefit: When mounted on a horse, you and your mount suffer no penalties for squeezing when you share a 10-foot space with another mount and rider with this feat. In addition, you and your mount gain a +2 bonus on opposed bull rush, overrun, and trip checks.
Special: A fighter may gain Massed Charge as one of his fighter bonus feats.
Normal: Horses and other Large mounts occupy a 10 foot square area. For two horses to share that space requires them to squeeze, halving their movement rate and imposing a –4 penalty on attack rolls and to AC.
The strict military culture of Mthn inspires uncommon valor in you.
Prerequisites: Mthn affinity.
Benefit: Any effect that would normally make you panicked instead makes you frightened. Any effect that would make you frightened instead makes you shaken. Any effect that would make you shaken only lasts half as long (minimum 1 round). Note that you can still become increasingly frightened by multiple fear effects from different sources, but that each source is modified before it is applied to you. In addition, you gain a +2 bonus on any saving throw versus fear effects.
Special: You may only gain this feat at 1st level.
You are a member of a proud Chlx noble family.
Prerequisites: Chlx affinity, member of Chl noble house.
Benefit: You gain benefits based on the noble house to which you belong.
- Cn: Whenever you take 10 on a Wisdom-based skill, treat the result as if you rolled a 13 instead of a 10.
- He: Whenever you purchase a weapon anywhere in Avtn—melee or ranged, mundane or magical—you pay 10% less than the normal cost.
- Je: You begin play with an additional 200 gp. In addition, at 10th level you gain a one-time 10,000 gp stipend.
- Lg: You gain a +1 bonus on every Knowledge skill in which you have at least 5 ranks.
- Ns: Whenever you use a composite Strength bow of your Strength bonus or lower, you deal +2 points of damage with it.
- Si: Perform (comedy) is always a class skill for you. You gain a +2 bonus on Bluff and Perform (comedy) skill checks.
- Te: You gain Infernal as a bonus language. In addition, at 9th level you may bind to yourself an imp servitor in a ritual that takes 7 days. Your imp servitor grants and possesses all the benefits and abilities of a 1st-level sorcerer’s familiar.
Special: You may only gain this feat at 1st level.
You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.
Prerequisite: Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6, Nmth affinity.
Benefit: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Special: A 6th-level Nmth ranger who has chosen the archery combat style is treated as having Parting Shot (rather than Manyshot) even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Normal: You cannot attack when using the withdraw action.
Profits of Ktrade
Your careful investments provide you with liquid assets with which you may gain the use of various items on a temporary basis.
Prerequisites: Diplomacy 1 rank, Drm affinity.
Benefit: By utilizing your mercantile connections, when you gain this feat you acquire a resource pool worth 100 gp. You may add to this resource pool with gold you acquire through adventuring, but once you put it in, it remains a part of your resource pool thereafter. Your resource pool increases by 100 gp at levels 2–5, 500 gp at levels 6–10, 1,000 gp at levels 11–15, and 5,000 gp at levels 16 and up.
You may utilize this resource pool in any community of village size or larger by requesting an item (mundane or magical). If the item you request is worth less than the community’s gp limit, you gain it within 1d4 hours. If the item exceeds the community’s gp limit but is less than double the limit, you gain the item within 1d4 days. An item more than twice as expensive as a community’s gp limit is unavailable. For as long as you have the item in your possession, your resource pool is reduced by the amount of the item’s value. If you lose the item or otherwise cannot return it to the resource pool, the pool permanently decreases by the value of the item. A charged item acquired in this way loses a percentage of its value based on the number of charges used, and when returned to the resource pool it reduces the size of the pool an equal amount. Your resource pool is available to you even outside of Drm, but in that case gaining a requested item takes 1 hour longer if below a community’s gp limit or 1 day longer if above.
You live a hard nomadic life in a cold climate and gain some benefit from it.
Prerequisites: Endurance, member of a Mmth Ld’s following.
Benefit: You gain a +2 bonus on saving throws made against magical and natural effects that deal cold damage. In addition, you may move across ice without a movement penalty.
You possess a deep, mystical connection to the various ruins scattered around the Mwgi xpse.
Prerequisites: Wis 15, ability to cast spells, Mwgi xpse affinity.
Benefit: When you are standing upon or within a Mwgi ruin that covers at least 500 square feet, you may tap into the latent spiritual energies still held by the stones of that place to grant improve your own spellcasting abilities.
Mwgi ruins possess varying degrees of power described by a power level, typically 1 to 5. As a move action, you may tap into a ruin’s spiritual energies for 1 round with a DC 10 Concentration check. Failure leaves you fatigued (or exhausted, if already fatigued; or unconscious, if already exhausted). The DC increases by 5 for each power level beyond 1. You may tap the spiritual energies of a ruin in one of three ways.
- Harm: Whenever you cast a spell that deals hit point damage, the spell deals additional damage equal to the ruin’s power level.
- Increase: The DC to resist a spell you cast increases by the ruin’s power level.
- Penetrate: A spell you cast that must penetrate spell resistance gains a bonus on your caster level check equal to the ruin’s power level.
Special: Most Mwgi ruins are power level 1, with only a handful being power level 2.
It is up to your GM as to whether ruins outside of the Mwgi xpse possess power levels and what levels they are.
Secret of Steel-Shattering Spirit
As a student trained in the Impossible Techniques, you can rend wood, burst brick, or even shatter steel with the perfect focus and application of your ki.
Prerequisites: Improved Unarmed Strike, base attack bonus +6, must be lawful.
Benefit: You gain a pool of ki points equal to 1 + your Wisdom modifier (minimum of 1). As a swift action, you may focus your ki into strikes that can overcome the hardness of any substance. Each unarmed strike attack you make while in this focus expends 1 ki from your pool, whether or not it hit. You lose your focus automatically when you run out of ki, when the encounter ends, if you are reduced to fewer than 0 hit points or killed, or as a free action any time you wish.
While focused in this way, your unarmed strikes are treated as adamantine weapons for the purpose of overcoming damage reduction or bypassing hardness.
Special: You may gain this feat multiple times. For each additional time you gain the feat you add 1 to your ki pool and your unarmed strikes gain an additional property for overcoming damage reduction, in the following order: adamantine, cold iron, silver, magic, lawful, epic. If your unarmed strikes already count as one or more of those properties (from any source), they gain the next property in line.
A monk trained at one of the Houses of Perfection may select Secret of Steel-Shattering Spirit as his 6th-level monk bonus feat.
Secret Signs [Local]
You can communicate with your allies using a secret set of hand signs forged in the fierce political battles of Ablm.
Prerequisite: Int 13, Ablm affinity.
Benefit: You teach your allies your own set of secret signs, allowing you to communicate concepts to them quickly, quietly, and at range. You gain a +5 bonus on Bluff checks made to pass secret messages as long as your allies can see you. In addition, you can use the signs to give advice and warnings, allowing you to use the aid another combat option even if you are not in a position to attack the opponent attacking your ally. Also, if you choose to aid another with a skill check, you grant a +4 bonus with a successful check, rather than the normal +2.
Your dealings with both pirates and red assassins have taught you to be exceedingly careful.
Prerequisites: Mdgti affinity.
Benefit: Opponents do not gain a +2 bonus on attack rolls for flanking you, although they can still sneak attack you. You also gain a +2 bonus on Sense Motive checks made to resist a foe’s feinting in combat Bluff checks.
Shade of the Duskwood
Ordained as one of the sinister albino druids who dwell within the heart of the Duskwood, you carry with you into the wider world a powerful effigy of hair, twigs, and blood that crawls with the deepening cold of the Lord of Midnight’s hallowed hunting grounds.
Prerequisite: Druid level 1st, neutral evil, Lord of Midnight worshiper.
Benefit: Add the following spells to your druid spell list.
0—disrupt undead, ray of frost
1st—ghost sound, touch of fatigue
2nd—chill touch, spectral hand
3rd—ghoul touch, invisibility
4th—displacement, ray of exhaustion
5th—animate dead, phantasmal killer
6th—nightmare, waves of fatigue
7th—circle of death, shadow walk
8th—mass invisibility, waves of exhaustion
9th—horrid wilting, weird
Remove all spells with the fire descriptor from all your spell lists (not just druid). You cannot cast any spells with the fire descriptor, nor activate them off scrolls, wands, or any other magic devices. In addition, you may not use wild shape to take the form of any creature with the fire subtype.
Special: As part of this feat, you create a personal Umbrae-Token that ties your soul and your doings to the fell power of the Duskwood. This potent object is treated as a wooden unholy symbol that radiates faint necromancy magic. If your Umbrae-Token is ever destroyed, your connection to the shadowy heart of the Duskwood is severed and all benefits of this feat are lost until another is created. This process requires a journey to the Duskwood and an atonement spell cast by a fellow worshiper of the Lord of Midnight.
You are skilled at making deadly attacks from an extreme distance.
Prerequisites: Int 13, Wis 13, Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Kynn affinity.
Benefit: As a full-round action, you may make an attack that allows you to deal precision-based extra damage to a distance equal to your weapon’s range increment. You may only make this attack with bows and crossbows. Precision-based damage includes sneak attacks, a ranger’s favoured weapon bonus, and the damage bonus from the Focused Shot feat. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
As a resident of the Sodden Lands, you know first hand that life is a series of unforgiving trials, and you persevere though sheer force of will.
Prerequisites: Cha 15, Sddn Ld affinity.
Benefit: You may use your Charisma bonus instead of your Constitution modifier for Fortitude saving throws. You gain a +2 on saving throws made against fear effects
Standing watch on deck in gales and storms has hardened your body to the elements.
Prerequisites: Profession (sailor) 1 rank, Shkl affinity.
Benefit: You can ignore many of the effects of severe weather.
- Rain: Your visibility is only reduced by one-quarter and you only take a –2 penalty on Spot and Search checks.
- Fog: You can ignore the concealment granted to creatures by fog (but you are still limited to 5 feet of visibility).
- Winds: You are treated as one size category larger for the purpose of ignoring wind effects. You take half the normal penalty on Listen checks.
In addition, you gain a +2 bonus on all Constitution checks and Survival checks made to resist the effects of severe weather of any kind. If aboard a boat or ship, this bonus increases to +4.
Only the strong thrive in the Rvr Kgdm, and you are no weakling.
Prerequisites: Con 13, Diehard, Endurance, Rvr Kgdm affinity.
Benefit: Whenever you are struck for more than 20 points of damage with a single physical melee or ranged attack, reduce the damage you take by 1 point. Once per day, if you have at least 1 hit point and a critical hit would otherwise kill you (even with the reduced damage) you are instead reduced to –1 hit points (but you are stable).
You graduated from one of Tldr’s elite fighting schools and are skilled in Rondelero, the art of fighting with the falcate and buckler.
Prerequisite: Dex 13, Exotic Weapon Proficiency (falcata), Weapon Focus (falcata), proficient with a buckler, Tldr affinity.
Benefit: When fighting with the falcata and buckler, your shield bonus to AC increases by +1 and you gain a +2 circumstance bonus on Balance and Tumble checks.
Special: A fighter may select Tldr Duelist as one of his bonus fighter feats, as long as he originated in Tldr.
Like many MdVs, you have faced so many demons teleporting that you have developed a sort of sixth sense for it.
Prerequisites: Wis 13, Mdv affinity.
Benefit: Whenever a creature uses a spell or effect from the conjuration (teleportation) school to appear within 60 feet of you, you may make a Sense Motive check to detect the teleportation. The DC equals 10 + caster level of the effect. If you succeed on this check, you are automatically not surprised and can act in the surprise round if combat begins immediately. If combat against the creature that teleported near you begins within 1 minute of the teleportation you gain a +4 bonus on the initiative check in that battle. If the creature teleporting in is a demon, you gain a +5 bonus on the Sense Motive check to detect it.
You are closely and mystically tied to your tribe’s sacred totem.
Prerequisite: Member of a tribe.
Benefit: The benefit granted by this feat depends on which tribe you belong to:
- (Moon Clan): You gain a +1 bonus on Will saves and a +2 bonus on Listen checks.
- (Axe Clan): If you have the rage ability, it lasts for one additional round. You also gain a +2 bonus on
- (Hawk Clan): You gain a +2 bonus on Initiative checks and a +2 bonus on Ride checks.
- (Spire Clan): You gain a +1 bonus on Fortitude saves and a +2 bonus on Spot checks.
- (Sun Clan): You gain a +1 bonus on Reflex saves and a +2 bonus on Tumble checks.
- (Skull Clan): You gain a +2 bonus on weapon damage against undead and a +2 bonus on Heal checks.
- (Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Jump checks.
The tainted plague does not always end in death, but sometimes merely fundamentally alters a person’s physical form. You are one such “lucky” individual.
Prerequisites: Con 15, Wound affinity.
Benefit: You gain a +1 natural armor bonus to your Armor Class and cold, electricity, and fire resistance 2. In addition, thanks to your corrupted and scarred flesh, you gain a +1 bonus on Intimidate checks.
Special: You take a –1 penalty on all other Charisma-based skill checks, Charisma checks, and Fort saves. You may only gain this feat at 1st level.
You bear intricate tattoos which inspire and empower your natural magical ability. These tattoos mark you as a worker of the ancient traditions of Vrsn magic. A Vrsn tattoo typically consists of a long string of characters in Ancient Common, the language found on the ancient monuments of the land. Most are quite complex, running the entire length of an arm or leg.
Prerequisite: Spell Focus in matching school.
Benefit: Select a school of magic other than divination in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spell-like ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained are as follows:
- Abjuration: resistance.
- Conjuration: acid splash.
- Enchantment: daze.
- Evocation: dancing lights.
- Illusion: ghost sound.
- Necromancy: touch of fatigue.
- Transmutation: mage hand.
Rather than being overwhelmed by mind-blasting distortions of reality, you gained a perverse clarity of insight and strength of will bordering on insane certainty.
Prerequisites: Wis 15, Wound affinity.
Benefit: Anyone attempting to read your thoughts, communicate with you via telepathy, or otherwise contact your mind is dazed for 1d4 rounds (Will save DC 15 + your Cha modifier negates). In addition, you gain a +2 bonus on initiative checks and a +1 bonus on Will saves.
Special: You take a –1 penalty on all Intelligence-based skill checks.
You may only gain this feat at 1st level.
Domains: Chaos, Death, Travel, Water
Favored Weapon: trident
The Scorned Woman
Domains: Chaos, Destruction, Evil, Madness
Favored Weapon: dagger
THE TAINTED PLAGUE
Disease (Su): Contact Fortitude DC 15 (see below); incubation 1 day; damage 1d6 Con and 1d6 Wis.
Even in the absence of ravening abyssal hordes, the region of demonic invasion causes a supernatural disease called the tainted plague. Those exposed to the region or creatures native to it (including creatures already suffering ability damage from the disease) must make a DC 15 Fortitude save once per day or become infected. Those reduced to 0 Wisdom are driven mad by the mind-bending horrors they have witnessed. Those reduced to 0 Constitution perish, their bodies rotting from the inside out and dissolving within 24 hours into primordial chaos matter.
Creatures that do not need to breathe gain a +2 bonus on saves made to resist the tainted plague, but any creature eating or drinking anything from within the region must save immediately at a suffers a –5 penalty unless purify food and drink is first used.