Showing posts with label Special Feats. Show all posts
Showing posts with label Special Feats. Show all posts

Saturday, October 28, 2017

General Rules - Special Feats

Special Feats

This is a list of special feats that do not appear in the Player's Handbook, but that I use in my campaigns. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Additional Spell
PoM
Spellcaster level 1st+You are able to cast one additional spell per day
Arcane Expertise
PoM
Bardic music ability, ability to spontaneously cast arcane spellsYou can use unfamiliar weapons skillfully by channeling your arcane energy
Arcane Trinity
PGtWBS
Wizard level 3rd+You can prepare three spells in one spell slot and use any one of them
Bardic Chanting
PoM
Bardic music ability, Perform: Chant or Perform: Poetry 1+ ranksYou can create mystical performances via chants
Bardic Dancing
PoM
Bardic music ability, Perform: Dance 1+ ranksYou can create mystical performances via dance
Bardic Instrumentals
PoM
Bardic music ability, Perform: any musical instrument 1+ ranksYou can create mystical performances by playing musical instruments
Bardic Singing
PoM
Bardic music ability, Perform: Singing 1+ ranksYou can create mystical performances by singing
Divine Perception
Feats
Wis 15+, must have the same alignment as your divine patron.You can make Concentration checks to perceive outsiders, incorporeal creatures, or ethereal creatures
Eiur's Grace
-
Divine grace ability, turn undead ability, patron EiurYou can channel energy to calm to your companions
Elemental Focus
PGtWBS
-You cast spells with one elemental descriptor more effectively
Entrancing Performance
PGtWBS
Bardic music ability, Perform: Acting or Singing 12+ ranksYou can use your bardic music ability to enthrall an audience
Expert Bardic Knowledge
PoM
Perform 6+ ranks, and any two of Bardic Chanting, Bardic Dancing, Bardic Instrumentals, or Bardic SingingYou can use your bardic knowledge to determine the properties of magic items
Hand of Warding
PoF
Ability to cast 3rd-level divine spells, patron HeimYou gain bonuses when defending a portal or passageway
Improved Spell Critical
PGtWBS
Spell CriticalOne type of weaponlike spell has its critical damage multiplier increased when you cast it
Legacy of the Djinn
PGtWBS
Bardic Music ability, Perform: Acting, Dancing, Oratory, or any percussion instrument 9+ ranks, Knowledge: Arcana 5+ ranks, ability to cast summon monster III or any higher level summon monster spellYou can expend uses of your bardic music ability to enhance summoned elemental creatures
Mentor
PGtWBS
Wizard level 1st, must describe where your mentor and contacts come fromYou gain two additional spells in your spellbook each time you advance in level as a wizard
Mirror Sight
BoEM
Charisma 19+, spellcaster level 1st+ or racial spell-like abilityYou gain the ability to scry through mirrors
Operatorio Troupe
PGtWBS
Bardic Music ability, Entrancing Performance, Leadership, Perform: Acting or Singing 12+ ranksSome of your followers are operatorios who can grant bonuses to your Perform skill checks to use your Bardic Music abilities
Serenity
-
Divine grace ability, patron EiurYou can use your Wisdom bonus for your paladin class abilities
Silver-String Initiate
PGtWBS
Bardic Music ability, Craft: Alchemy 5+ ranks, Perform: any stringed instrument 6+ ranksYou can use your bardic music to provide damage bonuses against lycanthropes
Silver-String Master
PGtWBS
Bardic Music ability, Silver-String Initiate, Craft: Alchemy 10+ ranks, Perform: any stringed instrument 8+ ranksYou can use your bardic music to force lycanthropes to change form
Sorcerous Pact
PGtWBS
Sorcerer level 1st, must take an oath to a patron, and describe your patronYou gain a +4 bonus to the save DC of one spell per level, but must fulfill an oath of service when called upon by your patron
Spell Critical
PGtWBS
BAB +4, Weapon Focus: missile spells, ray spells, or touch spellsYour critical threat range for one type of weapon-like spell is doubled
Spellbook Mastery
PoM
Intelligence 15+, Spellcraft 5+ ranks, must prepare spells from a spellbookYou learn more spells upon achieving a new level
Star Singing
PGtWBS
Bardic Music Ability, Knowledge: Astrology 6+ ranks, Perform: Singing 6+ ranksYou can attune yourself to the stars and gain bonuses to casting divination spells when you do so
Tattoo Focus
PGtWBS
Constitution 11+You can cast spells without material components, which makes them harder for other spellcasters to identify
Thrifty Wizard
PoM
Intelligence 13+, must prepare spells from a spellbookYour spells take up fewer pages in your spellbook than normal
Tiwas' Smite
-
Smite evil, patron Tiwas, member of the Order of the ScalesYou can smite chaos
U'pesuristean Script
VW:SAA
-You can write using the ancient and arcane U'pesturistean script
Voice of Iron
PGtWBS
Bardic Music ability, Knowledge: Fæy 4+ ranks, Perform: Singing, percussion instruments, string instruments, or wind instruments 9+ ranksYou can use your bardic music ability to stun fæy creatures
War Song
PGtWBS
Bardic Music ability, Enlarge Spell, Perform: Singing, oratory, percussion instruments, string instruments, or wind instruments 9+ ranks, ability to cast 2nd level arcane spellsYou can use your bardic music ability over large areas of a battlefield

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Tuesday, January 4, 2011

General Rules: Feats - Bardic Dancing

Bardic Dancing [Special] (adapted from Path of Magic)
You are able to create a mystical performance using elaborate dance steps and body postures.
   Prerequisites: Bardic music ability, Perform: Dancing 1+ ranks.
   Benefit: You are able to use your bardic music abilities to create mystical performances with dance. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. While dancing, you cannot engage in combat or movement, but you can cast spells that do not require somatic components and activate magic items by magic words (such as wands). In addition to the abilities listed below, you gain a +2 synergy bonus on Perform checks when using the following mystical performance effects: Spell Delay and Sustain Spell.
  • Unsettling Dance (Su): A bard with 8 or more ranks in the Perform: Dancing skill can perform a dance that mimics an unpredictable spinning attack pattern. The bard must make a Perform skill check when this dance begins. The DC of the check is (10 + the Hit Dice of any intended target); any foe who has Hit Dice that total higher than (the bard's Perform check result - 10) are immune to the Unsettling Dance. The bard may unsettle one eligible foe within 15 feet for every point of his Charisma modifier (minimum of 1). These unsettled foes are treated as if they are flanked for as long as the bard remains within 15 feet of their location, regardless of whether any other characters or creatures are near them. The targeted enemies are simply too leery of the bard to pay full attention to their own defenses. The dance only works against those targets that can see the bard - the deceptive footwork and flashy displays of the performance do not fool the other senses. This is a mind-affecting ability.

  • Shield Dance (Su): A bard with 8 or more ranks in the Perform: Dancing skill can perform a dance that allows them to flit to and fro between an enemy and the bard's allies. To begin this performance, the bard must make a Perform: Dancing check with a DC equal to (5 + the Hit Dice of the foe with the highest Hit Dice). If the check fails, the bard stumbles around foolishly for a few seconds and sacrifices his action for this turn, but otherwise suffers no ill effects. If the bard succeeds, he provides a +1 circumstance bonus to the Armor Class of any allies within 15 feet of his location at the beginning of the round. This dance consumes a full-round action and does not provoke attacks of opportunity. Though the bard dances between his allies and their enemies during the round, the bard begins and ends the round in the same location. This is a mind-affecting ability.

  • Juggling Dance (Su): A bard with 8 or more ranks in the Perform: Dancing skill can perform a dance that is one of the few bardic abilities that is a direct attack. When the bard attempts this performance, he must dance about and juggle a handful of knives or other small objects for one to six rounds, during which time he is unable to take any other actions. At the end of the dance, the bard unleashes a barrage of small, thrown weapons, which he has been juggling. At this point, the bard must make a DC 15 Perform: Dance or Perform: Juggling check, with a +1 bonus to the roll for every round spent in preparation.

    For every two points by which the bard exceeds the DC, the bard may make a single ranged attack with one of the weapons he was juggling. The attack is made at his full attack bonus, and the target must be within range of the weapon. The bard can only juggle, and thus throw, up to one object per point of Dexterity.

    Only Small, thrown weapons may be used in the juggling dance's attack - larger weapons are simply too unwieldy to be tossed about in the manner required by the dance.

  • Dance of the Naked Hand (Su): A bard of 2nd level with 9 or more ranks in the Perform: Dancing skill can generate an intense arcane energy surrounding his body that can be seen as a dimly glowing silver aura. This energy is used to provide strength and accuracy to the unarmed attacks of an ally.

    To use Dance of the Naked Hand, the bard must dance for three rounds, during which he can take no other actions. At the end of this time, the bard must make a DC 20 Perform: Dancing check. For every two points by which the bard exceeds the DC, the bard grants a +1 competence bonus to the unarmed attack and damage rolls of an ally within 30 feet. This bonus applies to all unarmed attack and damage rolls for one round per point of the bard's Charisma modifier; the ally does not need to remain within 30 feet of the bard after the first round this bonus is effective to retain the benefits of Dance of the Naked Hand. This is a mind-affecting ability.

  • Dance of the Eased Mind (Su): A bard of 3rd level with 12 or more ranks in the Perform: Dancing skill may use this dance that is a favorite among courtiers and other bards that are called upon to entertain the elite of the world. A bard skilled in this dance can earn a fortune from the nobility, who will pay handsomely to use this dance to their advantage. The dance is exhausting, and only a few bards have the ability to perform it for long periods of time - those who can, however, can earn up to 100 shillings per hour for their talents.

    This dance must be performed for 10 minutes before its benefits become apparent. At the end of this time, the bard must make a DC 15 Perform: Dancing check. If the check fails, the bard is unable to evoke the desired emotions of trust and calm in his selected targets. If the check succeeds, up to four targets within 50 feet of the bard may fall under the sway of the hypnotic, seductive dance. These targets are allowed a Will save (DC 10 + ½ the bard's class level + the bard's Charisma modifier). If they succeed, the dance does not affect them this hour. if they fail, they are more gullible and easier to deal with on a social level for one hour. Any character using Bluff, Diplomacy, Sense Motive, or Sleight of Hand against these targets is granted a +4 circumstance bonus during the next hour.

    Each subsequent hour requires an additional Perform: Dancing check by the bard. The DC for the second check is increased by five, to 20, and each additional check is also increased by five. As long as the bard continues to succeed at his Perform: Dancing checks, the affected targets remain susceptible to social manipulation. if the bard fails a check, he must immediately stop dancing and rest for no less than three hours.

    The bard may switch targets at any time, releasing one of the prior targets for every new target added. New targets are allowed saving throws as noted above. Dance of the Eased Mind is a mind-affecting ability.

  • Rejuvenating Dance (Su): A bard of 7th level with 15 or more ranks in the Perform: Dancing skill is able to fill an area with the energy of their dance, reducing the severity of his companion's wounds and helping them rest. The performance of this dance requires three full hours, during which the bard is incapable of taking any other action. Once the bard finishes his dance, he must immediately rest for eight hours, so drained is he by the efforts of releasing his personal energies.

    At the end of each hour of performance, the bard must make a DC 20 Perform: Dancing check. For every two points by which the bard exceeds the DC, the bard's companions can convert one hit point of lethal damage into nonlethal damage. If the bard's performance check fails, the bard's performance ends, though he still must rest immediately afterwards.
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General Rules: Feats - Arcane Expertise

Arcane Expertise [Special] (adapted from Path of Magic)
You are able to cast one additional spell per day.
   Prerequisites: Bardic music ability, ability to spontaneously cast arcane spells.
   Benefit: You may use a weapon with which you are not proficient without suffering the usual penalty to attack rolls. To do so, you must expend one spell level per round in which you use the weapon.
   Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.

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General Rules: Feats - Spellbook Mastery

Spellbook Mastery [Special] (from Path of Magic)
You learn more spells upon achieving a new level.
   Prerequisites: Intelligence 15+, Spellcraft 5+ ranks, must prepare spells from a spellbook.
   Benefit: Upon gaining a new level in a spellcasting class that prepares spells from a spellbook, you gain a number of new spell of any level or levels you can cast (according to your new level) equal to your Intelligence modifier (minimum of 2).
   Normal: Each time a wizard achieves a new level, she gains two new spells of any level or levels that she can cast (according to her new level).

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General Rules: Feats - Expert Bardic Knowledge

Expert Bardic Knowledge [Special] (from Path of Magic)
You are able to coax information from the most reluctant of subjects - magic items.
   Prerequisites: Perform 6+ ranks, and any two of Bardic Chanting, Bardic Dancing, Bardic Instrumentals, or Bardic Singing.
   Benefit: You are able to identify the properties of magic items by entering a trance-like mystical performance. Though time consuming, this is the surest method for uncovering the secrets of such powerful objects.

   To use this ability, the bard must be alone with the item and have plenty of time to enter his trance and explore the item's magical resonances. After 1d4 hours, the bard slips into a performance trance. Each hour after this, he is allowed to make a single Perform check (DC 20). If the check succeeds, the bard discovers one of the item's functions and understands how that function is activated. if the bard exceeds the DC by 10 or more, he uncovers two of the item's functions and how to activate them. Conversely, if a bard fails two of his Perform checks in a row, he is unable to divine any more useful information about the item. He may investigate the item again after achieving a level, but is otherwise unable to determine anything about the item.

   The bard may continue exploring the item for up to eight hours, after which he must receive a full night's rest before he can use this feat again.

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General Rules: Feats - Bardic Instrumentals

Bardic Instrumentals [Special] (from Path of Magic)
You are able to create a mystical performance by playing an instrument.
   Prerequisites: Bardic music ability, Perform: Musical Instrument 1+ ranks.
   Benefit: You are able to use your bardic music abilities to create mystical performances by playing musical instruments. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. While playing an instrument, the bard can usually move (depending upon the instrument in question) but cannot cast spells, engage in combat, activate magic items by spell completion (such as scrolls), or activate magic items by magic words (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use mystical performance with a musical instrument. If he fails, the attempt still counts against his daily limit. In addition to the abilities listed below, you gain a +2 synergy bonus on Perform checks when using the following mystical performance effects: Effect Dampener, Effect Increase, Effect Magnification, and Effect Reduction.
   Note: Throughout the descriptions in this feat, the term "Perform: Musical Instrument" is used. This is not a specific skill, but is rather a catch-all term that covers all Perform subcategories that involve playing a musical instrument. Thus, when "Perform: Musical Instrument" is used in this description, this could mean Perform: Bagpipes, Perform: Flute, Perform: Harp, Perform: Drum, Perform: Mandolin, Perform: Violin, Perform: Pipe Organ, and any other specific perform skill related to playing a musical instrument. To access the abilities granted by this feat, the bard must have the requisite ranks in one Perform skill associated with any one musical instrument. This, of course, does not preclude a bard from having ranks in more than one Perform skill associated with a musical instrument, but he gains no particular benefit from doing so.
  • Eerie Chords (Su): A bard with 8 or more ranks in a Perform: Musical Instrument skill is able to create a disturbing, haunting tune that seems to drift easily on the wind. To use this ability, the bard must play his instrument quietly for a full round, at the end of which he may make a Perform: Musical Instrument check. Any creatures with at least Animal intelligence within 120 feet of the bard and unaware of his presence must make a Will save (DC equal to the bard's perform: Musical Instrument check result) or suffer from an unsettling anxiety when hearing the strange tunes. Such creatures are considered shaken for as long as they remain in the bard's presence and the bard continues to play.

    If a creature succeeds at the Will save, it is immune to these particular eerie chords for the next 24 hours. Eerie Chords is a mind-affecting ability.

  • Stoking Song (Su): A bard with 8 or more ranks in a Perform: Musical Instrument skill can create a stirring song that ignites the passions and incites rage toward one's enemies. To use this ability, the bard must spend a full round playing a rousing battle song. At the end of that time, the bard makes a DC 15 Perform: Musical Instrument check. If the check is successful, the song inspires the bloodlust in the heart of any barbarian within 30 feet. The duration of any barbarian's current rage is extended for as long as the bard plays, to a maximum number of additional rounds equal to the bard's Charisma modifier (minimum of 1). This only affects barbarians who are already raging or who choose to enter a rage while the bard is playing; this ability cannot force a barbarian into an involuntary rage. Stoking Song is a mind-affecting ability.

  • Centering Song (Su): A bard with 8 or more ranks in a Perform: Musical Instrument skill can create a gentle, soothing melody that calms the mind and allows greater concentration on delicate tasks. When this song is performed, all creatures within 10 feet of the bards receive a competence bonus on any skill checks that require careful attention or fine manipulations including Balance, Disable Device, Escape Artist, Heal, Open Lock, Search, Use Magic Device, and Use Rope. Some uses of Spot (to read lips) and Survival (to intuit direction and other uses involving concentration and precision) also qualify for the bonus, as do any other skills as determined by the DM. The bard is unable to take any other actions while performing this song.

    The competence bonus provided by this song is equal to the bard's Charisma modifier (minimum of 1). if this check fails, the bard is unable to create the proper mood to assist others in their use of skills and may not make another attempt for one hour. The bard must continue to perform each round that the skill is in use, but only a single Perform check is required. Centering Song is a mind-affecting ability.

  • Jarring Chords (Su): A bard with 8 or more ranks in a Perform: Musical Instrument skill can play this discordant tune. When performed, this song creates a painful, jarring tune that causes physical pain to all creatures within 20 feet of the bard. The pain is so intense that it can temporarily stun targets, rendering them incapable of performing any actions while the music persists. During the first round of this performance, the song is simply annoying and horribly discordant. During the second round and each round thereafter, the music rises in intensity until it becomes physically painful to be within range of the bard's music.

    At the beginning of the second round of the performance, all targets within range of the bard must make a Fortitude save (DC 10 + ½ the bard's class level + the bard's Charisma modifier) or suffer one point of damage per class level of the bard. At the beginning of the third and subsequent rounds of the performance, each target who suffered damage during the second round suffers an additional point of damage.

    All creatures that suffer damage from the Jarring Chords must also make a successful Will save (DC 10 + ½ the bard's class level + the bard's Charisma modifier) during each round in which the song injures them. If the save is successful, the target is allowed to act normally during the round. If the save fails, the target is stunned and suffers all normal penalties and action restrictions for the condition.

    Note that the bard's allies are not immune to the effects of this song and suffer the same potential dangers as his enemies if they are in range when he makes his performance. This song affects only targets that are able to hear.

  • Resonating Revelation (Su): A bard of 3rd level with 12 or more ranks in a Perform: Musical Instrument skill can perform a song that is capable of revealing secret doors, pit traps, and other structural features of an area. The song requires three rounds of constant playing to be useful; at the end of this time, the bard must make a Perform: Musical Instruments check with a DC equal to the most difficult Spot or Search DC for every trap, secret door, or other false structure in the area. The presence and location of one secret door, trap, or other false structure within 15 feet of the bard is revealed for every point of the bard's Charisma modifier (minimum of 1). When performing this song, the bard is unable to take any other action.

  • Rejuvenating Melody (Su): A bard of 7th level with 15 or more ranks in a Perform: Musical Instrument skill is able to create a soothing song that reduces the severity of his companion's wounds and helping them rest. The performance of this song requires three full hours, during which the bard is incapable of taking any other action. Once the bard finishes his song, he must immediately rest for eight hours, so drained is he by the efforts of creating the soothing music.

    At the end of each hour of performance, the bard must make a DC 20 Perform: Musical Instruments check. For every two points by which the bard exceeds the DC, the bard's companions can convert one hit point of lethal damage into nonlethal damage. If the bard's performance check fails, the bard's performance ends, though he still must rest immediately afterwards.

  • Song of Uncompromising Resolve (Su): A bard of 7th level with 15 or more ranks in a Perform: Musical Instrument skill can use their instrumental performance to aid their allies. One round after the performance begins, the bard must make a DC 20 Perform: Musical Instruments check. All allies within 30 feet gain a +4 bonus to any Will saves they make while they are within range of the bard playing this tune. In addition, affected allies gain a number of temporary hit points equal to the bard's class level. These hit points remain for one minute per point of the bard's Charisma modifier (minimum of 1) regardless of how long the bard continues to play, after which time they go away. All damage taken comes from these temporary hit points first. The bard may continue this performance for as many rounds as he likes (potentially granting the bonus to Will saves even after the temporary hit points have dissipated). Song of Uncompromising Resolve is a mind-affecting ability.

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General Rules: Feats - Additional Spell

Additional Spell [Special] (from Path of Magic)
You are able to cast one additional spell per day.
   Prerequisites: Spellcaster level 1st+.
   Benefit: You can cast one additional spell per day of one spell level that you already know. Once chosen, the additional spell's level cannot be changed.
   Special: A character may select this feat multiple times.

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General Rules: Feats - Hand of Warding

Hand of Warding [Special] (adapted from Path of Faith)
You are able to prevent the passage of other creatures through a chosen portal.
   Prerequisites: Ability to cast 3rd-level divine spells, patron Heim.
   Benefit: You must position yourself in the center of a portal or passageway you wish to defend, which must not be more than 15 feet wide. You may not make any attacks other than attacks of opportunity while you are attempting to protect an area, but you may make a number of attacks of opportunity per round equal to your Charisma modifier. Any creature that you successfully damage with an attack of opportunity must immediately stop any movement it is taking for the round, but may otherwise act normally.

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General Rules: Feats - Memory of the Ages

Memory of the Ages [Special] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
Through the quiet playing of a certain repetitive pattern on his harp, a member of the Chorus of the Ages is able to not only commit spoken words to memory indefinitely, but - when playing the same pattern again later - is able to repeat those words, in the voice of the original speaker, perfectly.
   Prerequisites: Bardic Music ability, Perform: Stringed Instrument 4+ ranks.
   Benefit: By making a DC 15 Perform: Stringed Instrument check and expending a daily use of his Bardic Music ability, the bard is able to play a tune that opens his memory for perfect retention of words. This tune may be played for ten minutes per bard level (though levels in the Chorister of Ages class stack for this purpose).

At any time later, the bard may make a DC 15 Perform: Stringed Instrument check and spend a daily use of his Bardic Music ability in order to not only recall the specific words that were spoken during his trance, but to speak the words in the voice that spoke them.

If these words were spellcasting, they have no magical effect, but someone with the Spellcraft skill may recognize them as such. This ability may be used even if the bard does not speak the language being spoken; indeed, he is able to "replay" sounds that the human voice could not normally create, but doing so inflicts a point of temporary Constitution damage on him.

While in the memory trance, the character is considered to be fascinated, though he need not make a save to throw off the effect; he may simply end it at will if threatened.

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General Rules: Feats - Legacy of the Djinn

Legacy of the Djinn [Special] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
The genie binders of ancient Camocim possessed an uncanny control over the genies who served them. A century and a half after the sealing of the genie cities, their descendants have rediscovered fragments of this compelling power.
   Prerequisites: Bardic Music ability, Perform: Acting, Dancing, Oratory, or any percussion instrument 9+ ranks, Knowledge: Arcana 5+ ranks, ability to cast summon monster III or any higher level summon monster spell.
   Benefit: You may expend one of his daily bardic music abilities to enhance any allied summoned monster that has an elemental or paraelemental subtype as long as it remains within 60 feet of you. These summoned monsters gain a +1 morale bonus to all saves, attack, and damage rolls, and to the DC of all their special attacks. Finally, the summoned being may ignore any spells that ward against or hedge out summoned monsters, such as protection from evil, while it remains within 30 feet of you.

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General Rules: Feats - Bardic Singing

Bardic Singing [Special] (from Path of Magic)
You are able to create a mystical performance by singing.
   Prerequisites: Bardic music ability, Perform: Singing 1+ ranks.
   Benefit: You are able to use your bardic music abilities to create mystical performances with song. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use mystical performances with song. If he fails, the attempt still counts against his daily limit. In addition to the abilities listed below, you gain a +2 synergy bonus on Perform checks when using the following mystical performance effects: Arcane Power Increase, Diffused Energy, Duration Increase, and Focused Energy.
  • Countersong (Su): A bard with 8 or more ranks in the Perform: Singing skill can use his song or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

  • Fascinate (Sp): A bard with 8 or more ranks in a Perform: Singing skill can use his song or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three additional ranks in a Perform skill a bard has beyond 8, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

  • Inspire Courage (Su): A bard with 8 or more ranks in a Perform: Singing skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. For every five bard levels, this bonus increases by 1 (+2 at 5th level, +3 at 10th level, and +4 at 15th level). Inspire courage is a mind-affecting ability.

  • Inspire Competence (Su): A bard of 3rd level with 10 or more ranks in the Perform: Singing skill can use his music or poetry to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are unfeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard cannot inspire competence in himself. Inspire competence is a mind-affecting ability.

  • Suggestion (Sp): A bard of 4th level with 11 or more ranks in the Perform: Singing skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Charisma modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

  • Inspire Greatness (Su): A bard 7th level with 14 or more ranks in the Perform: Singing skill can use music or poetry to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels beyond 7th, he can target one additional ally with a single use of this ability (two at 10th level, and three at 13th level). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability.

  • Song of Freedom (Sp): A bard of 9th level with 16 or more ranks in Perform: Singing skill can use their song to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard cannot use song of freedom on himself.
  • Inspire Heroics (Su): A bard of 11th level with 18 or more ranks in the Perform: Singing skill can use music or poetry to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 11th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to Armor Class. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
  • Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 13th level with 20 or more ranks in the Perform: Singing skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

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General Rules: Feats - Voice of Iron

Voice of Iron [Special] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
You can use the power of sound to stun fæy creatures.
   Prerequisites: Bardic Music ability, Knowledge: Fæy 4+ ranks, Perform: Singing, percussion instruments, string instruments, or wind instruments 9+ ranks.
   Benefit: By expending a use of your bardic music you may unleash a 30 foot cone of sound with a tone that resonates much like an iron church bell. Any fæy within this area must make a Will save with a DC equal to your Perform check or be stunned for 1 round. To employ this ability, you must use either your own voice or an instrument made of iron.

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General Rules: Feats - Thrifty Wizard

Thrifty Wizard [Special] (from Path of Magic)
You have a talent for fitting extra spells into your spellbook.
   Prerequisites: Intelligence 13+, must prepare spells from a spellbook.
   Benefit: The number of pages required for a spell to be copied into your spellbook is reduced by one, to a minimum of one.

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General Rules: Feats - Silver-String Initiate

Silver-String Initiate [Special] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
You are able to imbue the power of silver into every note and every strike.
   Prerequisites: Bardic Music ability, Craft: Alchemy 5+ ranks, Perform: any stringed instrument 6+ ranks.
   Benefit: By coating your strings with a special alchemical preparation, you are able to use your bardic music to harm lycanthropes. The alchemical preparation requires a DC 25 Craft: Alchemy check and costs 50 shillings to make. By expending a daily use of bardic music while playing a stringed instrument so treated, any attack against a lycanthrope within 30 feet is treated as if made by a silver weapon. This effect lasts until you stop playing. You must coat your strings with a new alchemical treatment every time you use this ability.

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General Rules: Feats - Operatorio Troupe

Operatorio Troupe [Special] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
You have followers who have been trained as actors and musicians as part of an operatorio troupe. These performers help you with opera performances and certain uses of bardic music.
   Prerequisites: Bardic Music ability, Entrancing Performance, Leadership, Perform: Acting or Singing 12+ ranks.
   Benefit: You add a +2 bonus to your Leadership score. The number of followers who are operatorios is equal to your Charisma modifier. When performing an opera, you may add a circumstance modifier, based upon the participating operatorios' modified level, to your Perform skill check, as follows:

Type of FollowerModifier per Level
Bard
+1 per level
Monk, Rogue, or Aristocrat
+½ per level
Other PC class
+⅓ per level
Other NPC class
+¼ per level

Whenever the followers participate in a performance, the bonuses gained from bardic followers (only) also apply to the Will save DC for the use of the Entrancing Performance feat. In such a case, each bardic follower participating must expend one bardic music usage.

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General Rules: Feats - Entrancing Performance

Entrancing Performance [Special] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
With exhilarating music and an intriguing story, a troupe of operatorios may entrance an audience using bardic music.
   Prerequisites: Bardic Music ability, Perform: Acting or Singing 12+ ranks.
   Benefit: You may employ your bardic music ability to entrance an audience as per an enthrall spell cast at your normal caster level. This is a spell-like ability. This effect continues as long as you continue the performance, up to a total length of one hour. If you spend at least one week crafting an opera before it is performed and succeeds at a DC 25 Perform: Acting or Perform: Singing check, you may add a +2 circumstance bonus to the effect's DC. This bonus may be used a number of times equal to your Charisma modifier (minimum 1) before a new opera must be created, requiring another week of composition.

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General Rules: Feats - U'pesuristean Script

U'pesuristean Script [Special] (from Vigil Watch: Secrets of the Asaatthi)
Ages of study of the lore of the ancient U'pesturisteans has led to some advances in efficiency among practitioners of the arcane arts. One of the greatest is U'pesuristean script. It is used for both magic and for concise record-keeping, though most can only understand it through the use of read magic. Ancient "reader stones" can project it in an easier-to-red format, at least in its more mundane usage. The writing is done in a tight, multidirectional series. In the original texts produced by the U'pesuristeans, the script is also multidimensional, extending into each of the Three Worlds. Reading the script in mundane form often requires note paper to unravel the various thoughts contained in the symbols. A reader stone is of great help. It takes about a minute to read 250 words in the mundane form, the same as with read magic and arcane writing. It takes twice as long to read U'pesuristean script in arcane form due to its complexity.

Writing in any form of U'pesuristean script takes four times as long as normal, primarily in writing out preliminary notes. Much of the challenge in writing U'pesuristean script lies in compressing text in such a way that it does not take an undue amount of time to read. Sûlic writing is distantly related to U'pesuristean script, but does not have its specialized qualities.
   Benefit: Normal writing converted to U'pesuristean script takes up ⅙ the space that it would otherwise rerquire, so six pages of text compress into one page.. Arcane writings such as scrolls or spellbooks, take up ½ the space they would normally.

Copying spellbook pages written in U'pesuristean script costs 150 shillings per page and 75 shillings per page for extra copies, due to the dense writing, but only half as many pages are needed. This does not affect the cost of scrolls, but it does mean that a scroll may contain up to eighteen spell levels worth of spells scribed on it rather than the usual limit of nine.

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General Rules: Feats - Mirror Sight

Mirror Sight [Gnome] (adapted from the Book of Eldritch Might)
You can look through a mirror and see an image that is reflected in another specific mirror, or see a specific individual reflected in any other mirror.
   Prerequisites: Gnome, Charisma 19+, spellcaster level 1st+ or racial spell-like abilities.
   Benefit: You can, once per day, use a mirror for a special sort of scrying. Looking into a mirror, you can see through it to view a reflection in another mirror. You can choose to see one of three types of reflection:
  • The current reflection in another mirror you are familiar with;
  • the reflection of a person you know well, assuming the person is near a mirror; or
  • the reflection of a place you know well, assuming the location is being reflected in a mirror.
You receive only visual information through this feat. You can choose to transmit information both ways - so that a person reflected in the remote mirror can view whatever appears in the mirror you are using. Contact lasts 1d4 rounds, plus a number of rounds equal to your Charisma bonus.

Mirror Sight works with mirrors only; it is not effective when attempting to scry with other reflective surfaces such as a still pool or a polished metal shield.

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General Rules: Feats - War Song

War Song [Special] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
You can reach across battlefields with your song music, over even the continual din of battle. You can affect large numbers of combatants with the power of your music.
   Prerequisites: Bardic Music ability, Enlarge Spell, Perform: Singing, oratory, percussion instruments, string instruments, or wind instruments 9+ ranks, ability to cast 2nd level arcane spells.
   Benefit: By expending a use of your bardic music you may use one of the following abilities.
  • Modify a normal area effect spell to increase the range and area of the spell - to influence either all allies or all enemies within 100 yards. A war song spell uses up a spell slot two levels higher than the spell's actual level. These spells last only as long as you continue to perform, or when the spell's normal duration expires, whichever comes first.

  • Enhance your bardic music ability so that it affects all allies within earshot. This ability may be used with the inspire courage, countersong, or inspire greatness abilities (although the last is still limited to a set number of creatures). Use of one of these bardic music abilities with this feat effectively costs two uses of bardic music.
This feat may only be applied by using singing, oratory, or one of the following instruments: Bagpipes, fanfare trumpet, frame drum, gong, hunting horn, war drum, or war harp. You must choose which function of war song you are going to employ when using this ability.
   Normal: Most forms of bardic music do not work beyond a range of 30 feet.

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General Rules: Feats - Star Singing

Star Singing [Special] (adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
You understand the motions of the stars and the effects of Füllar's Wheel upon the Three Worlds in such a way that you may use divination magic to great effect.
   Prerequisites: Bardic Music ability, Knowledge: Astronomy 6+ ranks, Perform: Singing 6+ ranks.
   Benefit: By expending a use of your bardic music and performing for a period of 1 minute, you can attune yourself to the stars. For the next hour, all divination spells you cast gain +2 to the save DC and are cast at +1 caster level.

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