The material below is designated as Open Game Content
A note on Survivor Feats
To take a Survivor Feat, a character must have in his past suffered a setback of some sort, in some cases a very significant one. It is said “that which does not kill me makes me stronger” and that is certainly the basis for Survivor Feats.
Planetouched Feats: What are they?
Planetouched feats are feats that a character may acquire after having spent a certain period of time on a plane of existence which is not the dimension she was born into. Oftentimes, a character might pick up some essence of the plane she has been to, or learn some new ability that would not otherwise available if she had not interacted with the denizens of a particular realm.
Adventurers in general might gain some affinity for the plane or it’s denizens. Sorcerers and wizards might find that they suddenly have a clearer grasp of spells which originate from the plane they have been exploring. Rogues traveling on the plane of shadow, for instance, may find that they are able to move through shadows in other dimensions much easier. Warriors might learn new fighting styles derived from the horrors they encounter in their otherworldly travels.
Planetouched Feat Prerequisites
The feats in this PDF are slightly different from other feats in that the prerequisites for the majority of them are task-based. You might be wondering what that means. In writing this product we felt that it would be too easy to take planetouched feats if all that was required of characters was a minimum ability or BAB score, a minimum number of ranks in a certain skill, or simply just another feat.
After all, we’re talking about characters who are traveling through some of the most dangerous places ever conceived for a role-playing game. Why not require some truly extraordinary deeds on the part of your characters as prerequisites for these feats? We set out to make feats that were not only different, but required some extra effort on the part of game masters and players alike. We believe each feat is not just a new ability, but also a potential adventure or even series of adventures. We hope that as you read through these new feats you get some great ideas for your campaign.
The Planes of Existence
The following feats are sorted by the plane they derive from. To qualify for the following feats a character must have spent at least a month (or longer, depending on which plane they are traversing) on the relevant plane. If a feat has prerequisites, the character must meet all the requirements in order to take the feat.
Generic Planetouched Feats
The following Planetouched feats are not tied to any specific plane of existance.
Planar Rage [Planetouched]
Your hatred of one race above all others that you have encountered in your extra-planar travels manifests as rage when you encounter them.
Prerequisite: The character must have been to at least 3 different planes of existence and had poor dealings with the same race on each plane.
Benefit: Choose a creature which you have encountered. You gain the ability to rage 1/day when fighting that creature. The ability works exactly like the barbarian rage class ability. This feat can be chosen multiple times. Each time it is chosen, you may either choose a new enemy, or gain one additional time/day when you can rage.
Planar Acclimatization (Plane) [Planetouched]
Your extended exposure to a wide variety of planes has helped you to aclimate to life on some of these realms.
Prerequisites: Knowledge (the planes) 5 ranks, Survival 10 ranks. You must have spent at least a year (total time spent, not necessarily 365 continuous days) traveling the known planes of existence and have visited at least 2 inner planes (one must be an elemental plane), 1 demiplane, 1 transitive plane and 1 outer plane.
Benefit: Whenever you take this feat you may choose up to two planes of existance that you have explored. On these planes you recieve a +4 bonus to Listen, Spot and Survival checks. Additionally, when dealing with native inhabitants of the plane you recieve a +4 bonus to Diplomacy and Gather Information checks because you know how to blend in with the locals.
Special: You may take this feat multiple times, but must spend a year travelling to new planes to meet the requirements. Additionally, you cannot become acclimatized to any plane that has a dominant alignment that you do not possess.
Planar Scavenger [Planetouched]
You are able to find trash in other people’s trash.
Prerequisites: You must have spent three months working with the Sklavadok in their duties cleaning the multiverse of unwanted trash.
Benefit: Once per session, your character may attempt to Search for treasure in other people’s trash. The DC of the check varies based upon the sort of item the character is hoping to find. Common items have a DC 15, masterwork items have a DC 20, minor magic items have a DC 25, medium magic items DC 30 and major items DC 35. The character can specify what type of item he is looking for but not the item itself. Any found item should be usual to the character. The character recieves a +4 bonus to Search if he is in a garbage dump, and +10 bonus if he is in the garbage plane of the Sklavadok.
Note: Sklavadok are a race of interplanar beings, less reputable than mercanes, who assist the multiverse in dealing with mundane and dangerous trash that the local populace cannot or will not deal with.
Sense Planar Gate [Planetouched]
During your travels you have developed a keen sense for locating planar gates.
Prerequisite: The character must have spent a month on at least 3 different planes of existence (One must be a transitive plane) traveling through an equal number of planar gates. Plane shifting does not count. The character’s home plane does not count towards this total.
Benefit: You can make a Survival check (DC 25) to detect the presence of a nearby portal to another plane of existence. This ability has a range of 100 yards.
The Ageless Chamber
The Ageless Chamber is an enigmatic realm, created by an equally mysterious being. A refuge for those doomed to die of age and sickness, the ageless chamber appears to be a dwelling which exists outside of the flow of time. This building takes on the aspects of whatever dwelling the visitor is most comfortable with.
Temporal resonance [Planetouched]
Thirst and hunger have less power over you.
Requirements: You must have traveled to the demiplane known as the Ageless Chamber. There, you must have removed one knick-knack that was once a key but has resided in the chamber for over 1000 years.
Benefit: Possessing the knick-knack attunes you to the timelessness of the Ageless Chamber and must only eat half as much food and drink half as much liquid to sustain your life. Once attuned you will not lose this ability but the knick-knack will not work for anyone else ever again.
Ageless Curse [Planetouched, Survivor]
You were almost killed in the Ageless Chamber and suffer some of the effects of the curse.
Requirements: You must have been reduced to 0 hp while staying in the Ageless Chamber.
Benefit: You become a half-undead creature with the following modifications:
- Your type changes to undead, but you do not gain any of the undead immunities.
- Darkvision 60 ft.
- Healing magic does not affect you.
- You are able to become incorporeal for a number of minutes each day equal to your Charisma modifier. You gain all the incorporeal traints and game 2 incorporeal touch attacks based on your size. Changing your corporeality is a full round action.
The Bone Field
Deep within the nightmarish negative energy plane exists a demiplane known by few and visited by only the most crazed, power-mad necromancers to walk the prime plane. Known as the Bone Field, this horrific realm is filled with the bones of the most evil beings who ever lived.
Bone Collector [Planetouched]
You are able to channel the spirits of the dead into bones taken from the Bone Field.
Prerequisites: Knowledge(arcana) 10 ranks, The character must have spent at least 6 months (total time, not continuous exposure to the ravages of the plane) in the Bone Field, the bones used must be from the Bone Field, must be able to cast necromantic spells.
Benefit: You are able to channel the essence of the dead into fetishes which you have crafted from bones taken out of the Bone Field. These fetishes may be afixed to weapons, armor, clothing, etc. Each feat allows one fetish with a +1 enhancement bonus or +2 insight bonus to a particular skill. This feat may be taken more than one time. With each additional selection of the feat, you may create one additional fetish or increase the bonus on the existing fetish by +1 for enhancements or +2 for insights.
Unearthly Determination [Planetouched, Survivor]
You are hard to distract when concentrating on a task.
Prerequisites: While traveling through the Bone Field, you must have fallen into one of the bone pit and slipped briefly into periphery of the negative energy plane.
Benefits: The slashing/piercing damage taken in this fall coupled with the exposure to the Negative Energy plane has a detrimental effect on your health. The damage you take from piercing and slashing bones is permanent and cannot be healed.
Additionally, you suffer a permanent -4 penalty to all Fortitude saves as you have been touched by death. One side effect of this is that your character no longer feels minor pain and is always considered to “take 20” on any Concentration check to resist the distraction of damaging attacks and effects.
The Clockwork Driven Lighthouse
The Clockwork-Driven Lighthouse is an imposing perfectly circular and symmetrical structure of steel and granite some 150 feet tall. It stands in the exact center of a one-quartermile diameter granite island that levitates within an iron-colored sphere. This demiplane journeys in the space between the Material Plane and the Ethereal Plane and can, at times, be seen from the Material Plane as a bright star in the night sky.
Honorary Craftsman [Planetouched]
You have an intuitve understanding of how things are built and how they can be fixed.
Requirements: You must have lived in the Clockwork Driven Lighthouse for at least one month. You must have helped the Keepers defend the lighthouse and repair the Clockwork Driven Lighthouse from at least 3 attacks by hostile forces.
Benefits: You may add your Wisdom bonus to all Craft check to create or repair any metal or wooden items. The cost of creating an item is one-half its normal amount if composed primarily of metal or wood and the cost to repair an item of is one tenth its normal amount.
The Great Corpse
Legends speak of a mysterious god, encased entirely in armor, who drifts along the aether of the positive energy plane. Ths god has become a demiplane unto it’s own, and a permanent home for those who seeks to use the lingering energy of the great corpse to commune with their own gods.
Divine Guidance [Planetouched]
You gain understanding of whether a chosen action will be good or bad.
Prerequisites: Must have resided on the Great Corpse for more than 3 months and spoken directly to your god through the God Touch ritual.
Benefit: You may cast augury as a cleric of your character level three times per day as a standard action. This understanding comes from the connection you forged with your god on the Great Corpse. Should you change patron deities or if you lose access to the divine, then this feat will also provide no benefit.
Note: The God Touch ritual is described in the DM’s Directory to the Demiplanes.
The Inner Planes
The Elemental Plane of Air
The Elemental Plane of Air is a seemingly consisting of endless sky, clouds and the occassional cloud fortress or floating castle. Arguably the most survivable of the inner planes, the elemental plane of air is home to all manner of avian creatures. Air elementals, coutl, djinn, invisible stalkers and even dragons make their home in this primordial realm.
Planar Affinity (Air) [Planetouched]
You have gained the ability to fly.
Prerequisite: The character must have spent at least a month on the plane of Air in service of a Djinn Caliph, during which time the Caliph taught you the secrets of traveling on the winds.
Benefit: You gain a base flight speed of 30 (average) on any air-dominant plane.
Call the Four Winds [Planetouched]
You may summon a Medium air elemental once per day.
Prerequisite: The character must have spent a month on the plane of air and have defeated a Cloud Giant in honorable solo combat.
Benefit: You may summon a medium-size air elemental once per day as per the Monster summoning V spell. This is a spell-like ability that functions as though the character was a wizard with a caster level equal to the character’s current class level.
Lightning Shield [Planetouched, Survivor]
You are able to harness the power of lightning as in a fashion similar to an arrowhawk.
Requirements: While travelling through the Elemental Plane of Air you must have suffered a critical hit from an elder arrowhawk’s electricity ray.
Benefit: Once per day, when not in doors you can call lightning to you as a standard action. This calling enshrouds you with electricity. This is a supernatural effect that acts as
a fire shield except the damage is electricity. Your character level determines the spells variable effects.
Air Mastery [Planetouched]
You are more resistant to damage from airborne creatures.
Prerequisites: You must have spent at least 3 months on the Elemental Plane of Air and learned at least
5 abjurations spells from an (Air) creature
(each spell at a different level).
Benefit: While on a air dominant plane, airborne
creatures take a -1 on attack and damage rolls against you.
The Elemental Plane of Earth
The Elemental plane of Earth is a vast realm consisting of endless rock and dirt in varying degrees of consistencies. Caverns and tunnels exist in this realm however, allowing for settlements to crop up in the vastness of this plane. Those characters who spend much time here may find themselves in uncommon company. They might even learn a trick or two from the denizens of this realm.
Planar Affinity (Earth) [Planetouched]
You can move through earth and stone with ease.
Prerequisite: The character must have spent a month on the plane of Earth and slain a Dao as a favor for an Elder Zorn.
Benefit: Traveling upon this plane and interacting with it’s inhabitants has impacted you to such a degree that you have gained the earth glide ability when on any earth-dominant plane. This ability is useable at will.
Scent of Ore [Planetouched]
You are able to smell the presence of gems and minerals.
Prerequisite: The character must have spent 2 months on the elemental plane of earth and have befriended an Earth Mephit.
Benefit: You can make a survival check (DC 20) to smell the presence of valuable gems or minerals. This ability has a range of 20 feet.
Vision of the Earth Lords [Planetouched]
You can see in every direction at once.
Prerequisites: Alertness, Great Fortitude, The character must have lived on the elemental plane of Earth for 3 months and have injested the eyes of six Elder Zorn.
Benefit: The character gains the all around vision ability, granting the character a +4 bonus on spot and search checks. In addition, the character cannot be flanked.
The Elemental Plane of Fire
By far the most perilous of the inner planes, the elemental plane of fire is a searing, hellish realm where only the bravest, most accomplished plane travelers go. Home to efreet, salamanders and other strange and wondrous beings, the elemental plane of fire will surely test the mettle of any seasoned adventurer.
Planar Affinity (Fire) [Planetouched]
You are resistant to fire damage.
Prerequisite: The character must have spent a month on the plane of fire and drank a potion made from the blood of a noble salamander.
Benefit: The potion of the noble salamander affects you to such a degree that you have gained fire resistance 10 on any fire dominant plane.
Special: As a side-effect of drinking the potion, you also incur a vulnerablity to cold-based attacks.
Kiss of Fire [Planetouched]
You are able to open a conduit to the elemental plane of fire.
Prerequisites: You must travel to the City of Brass in the Elemental Plane of Fire with a pound of flesh taken from a slain djinn as a gift for an Efreet Pasha. If the Pasha is pleased with your gift [Diplomacy check (DC30)] he will teach you the secret of opening the conduit.
Benefit: Once per day as a full round action you may open a conduit to the Elemental Plane of Fire. A column of sentient fire 25 ft. long will erupt from a spot of your chosing within 30 ft. and attack any you direct it at. The column attacks with a melee attack bonus equal to 3/4 for character level plus you Cha modifier. If it hits it deals 1d6 fire damage per three character levels, if the target does not make a Reflex save DC (10 + 1/2 character level + Cha modifier). If the save is successful the attack deals half damage. The conduit remains open for 1 + Cha modifier rounds.
Aspect of the Volcano [Planetouched]
You can rain fiery ash upon your foes.
Prerequisites: You must travel to the elemental plane of fire and collect 10lbs of ash during one of the realm’s many ash storms. Mix the ash with boiling water taken directly from the elemental plane of water and blessed by a Salamander Priestess of Sekolah. Bathe in the mixture to gain the spell-like ability.
Benefit:Once per day as a full round action you are able to create an ash storm. The storm will do 1d10 points of fire damage to everyone in a 30ft radius plus an additional 1d10 points of corrosive damage for every round your enemies remain in the area of effect. The Ash storm lasts 1 round plus a number of rounds equal to your Con modifier.
The Elemental Plane of Water
The vast ocean that is the plane of water is home to many creatures, some benevolent, others undeniably evil. Of all the inner planes, the elemental plane of water is the easiest to access. There are many secrets in the deep, just waiting to be uncovered.
Fury of the Kraken [Planetouched]
You are able to harness the combat fury of a kraken.
Prerequisites: Improved Critical (Unarmed Strike), Improved Unarmed Strike, Planar Affinity (Water). While on the Elemental Plane of Water you must have trained in underwater combat with a kraken for a period of four months. Kraken are notoriously selfish but may be persuaded to train another creature provided a sufficient tribute or offer of service is provided.
Benefit: You are able to make 8 unarmed attacks as a full attack action at your highest base attack bonus -2, while underwater. You may not move in this time, not even a 5 ft. swim
Improved Swimby Attack [General]
Your swimby attack provokes no attacks of opportunity.
Prerequisites: Swim speed, Dodge, Mobility, Swimby Attack
Benefit: If the standard action taken by a creature during a round in which it uses Swimby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatend by its target.
Planar Affinity (Water) [Planetouched]
You can breathe under water.
Prerequisite: The character must have spent 3 continuous months surving on the elemental plane of water in the company of merfolk.
Benefit: Traveling upon this plane has impacted you to such a degree that you have gained the water-breathing ability on any water-dominant plane.
Swimby Attack [General]
You have become so adept at swimming that you may make an attack action without stopping.
Prerequisite: Swim speed
Benefit: When swimming, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a swimby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Towing Attack [Planetouched]
You are able to grab victims as you swim by them.
Prerequisites: Swimby Attack, Improved Unarmed Strike, Speak Aquan.
You must have lived with with a clutch of tojanida for a period of three months on the Elemental Plane of Water.
Benefits: You may start a grapple as a free action that draws no attack of opportunity when you successfully hit with an unarmed attack using Swimby Attack . You can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic of the tojanida is to grab a single opponent, then withdraw, hauling the opponent away from its allies.
The Transitional Planes
The Astral Plane
The great connector of planes, the astral realm is a swirling, mist-laden void that touches on every other plane in existence. Many an adventurer has gotten lost and died trying to navigate this realm. Worse yet, others have stumbled thorugh a connection to one of the multitude of planes that touch on the astral realm.
Astral Walker [Planetouched]
Your time spent wandering the astral plane has given you a heightened sense of direction.
Prerequisites: You must have spent at least 6 months traveling on the astral plane.
Benefit: You gain a +5 bonus to all Survival checks when navigating any plane with subjective directional gravity.
Planar Affinity (Astral) [Planetouched]
You are able to use the coterminous and timeless nature of the Astral Plane to speed your spellcasting and manifestation.
Prerequisite: You must have lived in the Astral Plane for three months.
Benefit: Exposure to the timeless nature of the Astral Plane has become infused into your being. Once per day you are able to cast a spell or manifest a power as a swift action. This ability only functions on planes that are not timeless.
Divine Gift [Planetouched]
Your contact with latent divine energies has released untapped potential.
Prerequisites: You must have lived alone on the remains of a dead god floating in the Astral Plane and attempt to make contact with the dead god though magical, psionic or ritual means.
Benefit: Through your contact with the divine essence of a dead or dying god, you are able to channel two first level arcane or divine spell-like ability or one psionic psi-like ability. You must chose the spells or powers when you take the feat and once selected they cannot be changed. You able to use these new gifts once per day. Tapping the divine in the manner converts you to the diety’s faith and inspires you to revie the fallen god.
The Plane of Shadow
Unending darkness awaits you on the plane of shadow, traveler. Walk its paths forewarned. There are fell beasts which guard the secrets of this highly morphic plane; hidden gates that lead to places never before seen by the eyes of man. If the plane somehow seems familiar to you, that is because it is much like the prime plane, but do not let that lull you into a false sense of security. There are reasons to be afraid of the dark, and they all live here on the plane of shadow.
Planar Affinity (Shadow) [Plane-touched]
You gain the ability to see in even magical darkness.
Prerequisites: You must have lived in the Plane of Shadow for at least three months, during which you must have cast darkvision or be affected by the spell darkvision at least ten times.
Benefits: You gain the ability to see in darkness, as a devil does, seeing perfectly in darkness of any kind, even that created by the deeper darkness spell.
Black and White Perspective [Planetouched]
You have been freed by the from the moral and ethical grayness of the world.
Prerequisite: You must be neutral with a lawful, chaotic, evil or good aspect and have lived in the Plane of Shadow for at least 3 months. During this time you may not use any item that affects or targets a specific alignment nor cast a divine spell that has an alignment descriptor.
Benefit: Regardless of your alignment, spells or magical effects that specifically target an alignment no longer have an effect on you. Your alignment doesn’t change but the essence of the shadow plane effectively masks your alignment making you always appear as “true neutral”.
Shadow Touch [Metamagic]
Benefit: The caster can deliver Touch attacks with any spell he has designated as a shadow touch spell. The target must be within the caster’s line of sight and standing in shadow. A shadow touch spell uses up a spell slot two levels higher than the spell’s actual level.
The caster may also prepare a shadow touch spell which uses the target’s own shadow to deliver touch attacks, but this type of spell must use up a spell slot three levels higher than the spells actual level. The caster must also be able to see the target’s shadow in order to cast the spell.
Shadow Walk [Planetouched]
You are able to walk between shadows.
Prerequisites: Steathly, Run. You must have lived in the Plane of Shadow for a period of two months and killed at least 4 shadow mastiffs within that time.
Benefit: As a full round action you may move between any shadow that you see within your base movement rate. On a plane where magic with the shadow descriptor is impeded this ability will not function.