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

Saturday, December 13, 2014

Racial Feats - Alvari

Alvari Feats

The following feats may be taken by alvari characters in the Three Worlds. In some cases these feats have been modified from the original. In all cases the versions of the feats presented here are the feats to be used in the Three Worlds Campaign setting.

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.

BoRL
Feat Name
Source
PrerequisitesBenefit
Animate Weapon
BoIM
Alvari, Arcane Battle Mastery, Summon Spectral Squire, Spellcraft 15+ ranks, BAB +12You can magically animate a weapon
Arcane Battle Channeling
BoIM
Alvari, Arcane Battle Mastery, Arcane Weapon, Concentration 6+ ranks, Knowledge: Arcana 6+ ranks, Spellcraft 6+ ranks, BAB +2You can deliver touch spells through your weapon
Arcane Battle Mastery
BoIM
Alvari, Concentration 4+ ranks, Knowledge: Arcana 4+ ranks, Spellcraft 4+ ranksYou gain the ability to cast a small number of cantrips
Arcane Battle Power
BoIM
Alvari, Arcane Battle Mastery, Concentration 9+ ranks, Knowledge: Arcana 9+ ranks, Spellcraft 9+ ranks, BAB +4You can better overcome the resistance of opponents you injure in combat
Arcane Weapon
BoIM
Alvari, Arcane Battle Mastery, Spellcraft 4+ ranks, BAB +1You can enchant a weapon you wield
Aspect of Battle
BoIM
Alvari, Charisma 13+, Arcane Battle Mastery, Mind Strike, Serpent-Eyed Strike, Concentration 15+ ranks, Spellcraft 15+ ranks, BAB +12You can adopt a horrifying appearance that demoralizes your foes
Augment Physical Prowess
BoIM
Alvari, Charisma 13+, Alvari, Arcane Battle Mastery, Spellcraft 6+ ranks, BAB +3You can use your arcane powers to enhance your physical abilities
Aura of Unluck
-
Alvari, Arcane Battle Mastery, Hex, Concentration 15+ ranks, Spellcraft 15+ ranks, BAB +12You can use your arcane powers to cause enemies to miss you
Battle Caster
BoEM3
Dexterity 15+You can make multiple attacks when you cast a touch spell
Bonding
Feats
AlvariYou can sacrifice experience points to form an empathic bond with another creature
Bounding Step
BoIM
Alvari, Arcane Battle Mastery, Fleet-Footed Charge, Vertical Step, Concentration 11+ ranks, Spellcraft 11+ ranks, BAB +8You can use your arcane power to glide through the air
Burning Focus
D315
Alvari, Charisma 13+, Greater Spell Penetration, Spell PenetrationYou can channel your frustration into increased ability to overcome spell resistance
Compelling Caster
DMPI
Charisma 17+, Spell PenetrationYou may add your Charisma modifier to caster level checks to overcome spell resistance
Dance of a Feather's Step
BoIM
Alvari, Arcane Battle Mastery, Bounding Step, Fleet-Footed Charge, Concentration 19+ ranks, Spellcraft 19+ ranks, BAB +16You can use your arcane power to float in mid-air
Dark Halo
BoRL
Alvari, Cien-Kranula, or Deathbound, Charisma 17+, Hide 10+ ranks, caster level 9th+You gain the ability to cast darkness and douse
Deflection to Attraction
BoEM3
Skill augmentation (Knowledge: Arcana and Spellcraft), Charisma 19+, Dexterity 15+th+You can suppress your foes' deflection bonuses and turn them to your advantage
Dire Hex
-
Alvari, Arcane Battle Mastery, Hex, Greater Hex, Knowledge: Arcana 22+ ranks, Spellcraft 22+ ranks, BAB +19Your Hex ability becomes even more powerful
Energy Burst
BoIM
Alvari, Arcane Battle Mastery, Arcane Weapon, Energy Sheath, Energy Shield, Knowledge: Arcana 15+ ranks, Spellcraft 15+ ranks, BAB +12You can create a burst of damaging elemental energy around yourself
Energy Sheath
BoIM
Alvari, Arcane Battle Mastery, Arcane Weapon, Knowledge: Arcana 7+ ranks, Spellcraft 7+ ranks, BAB +4You can imbue your weapon attacks with elemental energy
Energy Shield
BoIM
Alvari, Arcane Battle Mastery, Arcane Weapon, Energy Sheath, Knowledge: Arcana 11+ ranks, Spellcraft 11+ ranks, BAB +8You can use your arcane power to gain resistance to a chosen type of elemental energy
Energy Web
BoIM
Alvari, Arcane Battle Mastery, Arcane Weapon, Energy Burst, Energy Sheath, Energy Shield, Knowledge: Arcana 19+ ranks, Spellcraft 19+ ranks, BAB +16You can create a web of elemental energy on your weapon and entangle foes with it
Flattening Strike
BoIM
Alvari, Arcane Battle Mastery, Arcane Weapon, Knockback Strike, Power Attack, Spellcraft 11+ ranks, BAB +8You can augment your attacks with arcane power to knock opponents prone
Fleet-Footed Charge
BoIM
Alvari, Arcane Battle Mastery, Concentration 4+ ranks, Spellcraft 4+ ranks, BAB +1You can use your arcane power to move faster
Force Armor
BoIM
Alvari, Arcane Battle Mastery, Concentration 4+ ranks, Spellcraft 4+ ranks, BAB +1You can use your arcane power to gain a deflection bonus to your AC
Fuse with Item
BoEM3
Alvari or Changeling or Gnome, Charisma 19+, caster level 10th+You can fuse with a magic item
Greater Hex
-
Alvari, Arcane Battle Mastery, Hex, Knowledge: Arcana 10+ ranks, Spellcraft 10+ ranks, BAB +7Your Hex ability becomes more powerful
Greater Alvari School Insight
-
AlvariYour racial birth school bonus to Spellcraft increases to +4
Greater Alvari School Power
-
AlvariYour racial birth school power increases to +2
Greater Alvari School Resistance
-
AlvariYour racial bonus to saving throws against spells from your birth school increases to +4
Hellfire Charge
BoIM
Alvari, Arcane Battle Mastery, Fleet-Footed Charge, Rhino's Charge, Concentration 13+ ranks, Spellcraft 13+ ranks, BAB +10When you charge, you can slam your opponent with damage-dealing magical energy
Hex
=
Alvari, Arcane Battle Mastery, Knowledge: Arcana 4+ ranks, Spellcraft 4+ ranks, BAB +1You can unleash a baleful curse upon a foe
Improved Arcane Channeling
BoIM
Alvari, Arcane Battle Mastery, Arcane Battle Channeling, Arcane Weapon, Concentration 16+ ranks, Knowledge: Arcana 16+ ranks, Spellcraft 16+ ranks, BAB +10You can cast touch spells through you weapon as part of a full attack action
Knockback Strike
BoIM
Alvari, Arcane Battle Mastery, Arcane Weapon, Power Attack, Concentration 6+ ranks, BAB +3You can use your arcane power to knock foes back with your melee strikes
Launching Strike
BoIM
Alvari, Arcane Battle Mastery, Arcane Weapon, Flattening Strike, Knockback Strike, Power Attack, Concentration 6+ ranks, BAB +16You can use your arcane power to launch a foe into the air with your melee attacks
Mind Over Body
D315
Alvari or GnomeYou gain bonus hit points for your Charisma or Intelligence modifier and metamagic feats, plus a bonus to AC
Mind Strike
BoIM
Alvari, Charisma 13+, Arcane Battle Mastery, Serpent-Eyed Strike, Concentration 11+ ranks, Spellcraft 11+ ranks, BAB +8You can use arcane energy to damage a foe's mental abilities with your attacks
Natural Mystic
Alvari, Charisma 15+Your natural affinity for magic makes you more effective with the Magic Device skill
Prickly Thumbs
W&R
Alvari, Changeling, or Gnome, Skill Augmentation (Listen and Spot)You gain a bonus to detect scrying attempts made against you
Rain of Arrows
BoIM
Alvari, Arcane Battle Mastery, Point Blank Shot, Spellcraft 11+ ranks, BAB +8You can transform a single arrow into an arcane area attack
Rhino's Charge
BoIM
Alvari, Arcane Battle Mastery, Fleet-Footed Charge, Concentration 8+ ranks, Spellcraft 8+ ranks, BAB +5You can use your arcane energy to damage foes that you charge
Serpent-Eyed Strike
BoIM
Alvari, Charisma 13+, Arcane Battle Mastery, Concentration 4+ ranks, Spellcraft 4+ ranks, BAB +1You can use your arcane power to cause a foe to lose his Dexterity bonus to AC against your attacks
Subtle Scrying
BoEM3
Alvari or ChangelingYour scrying efforts are harder to detect
Summon Spectral Shield Bearer
BoIM
Alvari, Arcane Battle Mastery, Summon Spectral Squire, Quick Draw, Concentration 8+ ranks, Knowledge: Arcana 8+ ranks, Spellcraft 8+ ranks, BAB +5You can summon a spectral shield bearer to defend you against attacks
Summon Spectral Squire
BoIM
Alvari, Arcane Battle Mastery, Quick Draw, Concentration 4+ ranks, Knowledge: Arcana 4+ ranks, Spellcraft 4+ ranks, BAB +1You can summon a spectral squire to carry equipment for you
Thousand Blade Strike
BoIM
Alvari, Arcane Battle Mastery, Spellcraft 7+ ranks, BAB +4You can use your arcane power to convince a foe multiple duplicates of you are attacking him
Vertical Step
BoIM
Alvari, Arcane Battle Mastery, Fleet-Footed Charge, Concentration 7+ ranks, Spellcraft 7+ ranks, BAB +4You can use your arcane power to walk up vertical surfaces
Wave of Mutilation
BoIM
Alvari, Arcane Battle Mastery, Power Attack, Concentration 11+ ranks, BAB +8You can use your arcane power to unleash a wave of destructive force

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Tuesday, January 4, 2011

General Rules: Feats - Force Armor

Force Armor [Alvari, Arcane Battle] (from the Book of Iron Might)
You create a sheath of magical force that protects you from harm.
     Prerequisites: Alvari, Arcane Battle Mastery, Concentration 4+ ranks, Spellcraft 4+ ranks, BAB +1.
     Benefit: As a swift action you may gain a deflection bonus to Armor Class determined by your base attack bonus, as indicated below. This bonus stacks with the enhancement bonus provided by armor and shields, but not with other deflection bonuses. You may use this ability a number of times per day equal to your base attack bonus divided by 5, rounded down plus one, and each use lasts for a number of rounds equal to your base attack bonus.
Base Attack BonusDeflection Bonus
+1 to +5+1
+6 to +10+2
+11 to +15+3
+16 to +20+4
    Special: If you are an alvari of the abjuration birth school the deflection bonus provided by this ability is increased by a value equal to your birth school spell power. Further, you may use this ability one additional time per day.

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General Rules: Feats - Fleet-Footed Charge

Fleet-Footed Charge [Alvari, Arcane Battle] (from the Book of Iron Might)
You call upon arcane power to strengthen your leg and improve your agility, allowing you maneuver with increased speed.
     Prerequisites: Alvari, Arcane Battle Mastery, Concentration 4+ ranks, Spellcraft 4+ ranks, BAB +1.
     Benefit: As a swift action, you grant yourself a +10 foot enhancement bonus to your speed. You are not required to charge to use this ability. You may use this ability a number of times per day equal to your base attack bonus divided by 3, rounded down plus one, and each use lasts for a number of rounds equal to your base attack bonus.
    Special: If you are an alvari of the transmutation birth school your speed increases by an additional +5 feet for each point of your birth school spell power. Further, you may use this ability one additional time per day.

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General Rules: Feats - Flattening Strike

Flattening Strike [Alvari, Arcane Battle] (from the Book of Iron Might)
You hammer your foe with a concussive strike that sends ripples of raw arcane energy through him, forcing him to tumble to the ground.
     Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Knockback Strike, Power Attack, Spellcraft 11+ ranks, BAB +8.
     Benefit: As a swift action you slam an opponent with waves of power in conjunction with a melee attack. You deal normal damage with the melee attack, and the target must make a Fortitude save (DC 10 + ½ your base attack bonus + your Charisma modifier) or be knocked prone. You may use this ability a number of times per day equal to your base attack bonus divided by 4, rounded down.
    Special: If you are an alvari from the evocation birth school, you are especially adept with the powers granted by this feat. You may add your birth school spell power to the save DC required to resist being knocked prone. Further, you may use this ability one additional time per day.

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General Rules: Feats - Energy Web

Energy Web [Alvari, Arcane Battle] (from the Book of Iron Might)
You create a tangible web of searing energy that wraps and tangles around your weapon. When you attack, the web clings to your opponent and continues to damage him for several agonizing seconds.
    Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Energy Burst, Energy Sheath, Energy Shield, Knowledge: Arcana 19+ ranks, Spellcraft 19+ ranks, BAB +16.
    Benefit: As a swift action you create a web of pure energy that can burn, shock, or freeze an opponent. You must select a type of energy that you have chosen the Energy Sheath, Energy Shield, and Energy Burst feats for; the web’s energy is the same type. If you make a successful melee attack before this ability’s duration ends, you transfer the web of energy to your opponent. He takes an amount of extra energy damage determined by your base attack bonus each round, at the start of your turn, until this ability’s duration ends. You also gain this extra damage on the attack that transfers the web to the target. The target may make a Reflex save (DC 10 + ½ your base attack bonus + your Strength modifier) to avoid the web. If he succeeds, you deal the extra energy damage with your attack, but he avoids becoming trapped in the web and does not take any further damage from it. A creature caught in the web can escape by taking a move action and making a successful Escape Artist check against a DC equal to the Reflex save DC needed to avoid it. You may use this ability a number of times per day equal to your base attack bonus divided by 10, rounded down and each use lasts for a number of rounds equal to one-half your base attack bonus.
Base Attack BonusWeb Damage
+16 to +196d6
+208d6
    Special: You may take this feat more than once. Each time you must choose a different energy type for which you have the Energy Burst, Energy Sheath and Energy Shield feats. If you are an alvari of the evocation birth school, you are especially skilled when using the powers granted by this feat. You may add your birth school spell power to the save DC to resist the effects of Energy Web (including the DC of the Escape Artist check to escape the Energy Web). In addition, you add +1d6 damage to your damage roll. Further, you may use this ability one additional time per day.

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General Rules: Feats - Energy Shield

Energy Shield [Alvari, Arcane Battle] (from the Book of Iron Might)
Your mastery of arcane energy allows you to resist an attack form involving that type of magical energy.
    Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Energy Sheath, Knowledge: Arcana 11+ ranks, Spellcraft 11+ ranks, BAB +8.
    Benefit: As a swift action you gain resistance to the energy type you have chosen for the Energy Sheath feat. You may use this ability a number of times per day equal to your base attack bonus divided by 4, rounded down and each use lasts a number of rounds equal to your base attack bonus. The value of this resistance is determined by your base attack bonus, as indicated below:
Base Attack BonusResistance
+8 to +115
+12 to +1510
+16 to +1915
+2020
    Special: You may take this feat more than once. Each time you must choose a different energy type for which you have the Energy Sheath feat. If you are an alvari of the evocation birth school, you are especially skilled when using the powers granted by this feat. When you use this ability, you may add an amount equal to your birth school spell power to the total energy resistance to the particular type of energy you have chosen. Further, you may use this ability one additional time per day.

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General Rules: Feats - Energy Sheath

Energy Sheath [Alvari, Arcane Battle] (from the Book of Iron Might)
You summon arcane power to bathe your weapon – or even your bare fists – in energy, allowing you to deal extra energy damage with your strikes.
    Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Knowledge: Arcana 7+ ranks, Spellcraft 7+ ranks, BAB +4.
    Benefit: When you choose this feat, select one of the following energy types: Acid, Cold, Electricity, Fire, or Sonic. As a swift action, you can now imbue your attacks to deal extra damage of that energy type. You may use this ability a number of times per day equal to your base attack bonus divided by 4, rounded down, and each use lasts for a number of rounds equal to half your base attack bonus, rounded down. The amount of extra damage depends on your base attack bonus.
Base Attack BonusExtra Damage
+4 to +8+1d4
+9 to +14+1d6
+15 to +20+1d8
    Special: You may take this feat more than once. Each time you must choose a different energy type. If you are an alvari of the evocation birth school, you are especially skilled when using the powers granted by this feat. When you use this ability, you deal more energy damage with your weapon strikes, adding your birth school spell power to the energy damage done with each strike while this ability is active. Further, you may use this ability one additional time per day.

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General Rules: Feats - Energy Burst

Energy Burst [Alvari, Arcane Battle] (from the Book of Iron Might)
You focus your arcane power into your weapon, drawing upon energy over which you exert eldritch control.
    Prerequisites: Alvari, Arcane Battle Mastery, Arcane Weapon, Energy Sheath, Energy Shield, Knowledge: Arcana 15+ ranks, Spellcraft 15+ ranks, BAB +12.
    Benefit: Once per day, as a swift action, you create a burst of energy that fills a 30-foot spread centered on you. When you choose this feat you must select a type of energy that is the same type as the energy created by Energy Sheath and Energy Shield feats that you possess. The burst of energy is of your chosen energy type and deals damage dictated by your base attack bonus, as indicated below. Any creature in this area may make a Reflex save (DC 10 + ½ your base attack bonus + your Charisma modifier) for half damage. You do not take damage from the effect.
Base Attack BonusBurst Damage
+12 to +156d6
+16 to +198d6
+2010d6
    Special: You may take this feat more than once. Each time you must choose a different energy type for which you have the Energy Sheath and Energy Shield feats. If you are an alvari of the evocation birth school, you are especially skilled when using the powers granted by this feat. When you use this ability, you may add your birth school spell power to the save DC to resist the effects of Energy Burst. In addition, you add +1d6 damage to your damage roll. Further, you may use this ability one additional time per day.

Home     General Rules     Alvari Feats

General Rules: Feats - Dire Hex

Dire Hex [Alvari, Arcane Battle]
Your Hex curse becomes even more effective.
    Prerequisites: Alvari, Arcane Battle Mastery, Hex, Greater Hex, Knowledge: Arcana 22+ ranks, Spellcraft 22+ ranks, BAB +19.
    Benefit: The penalty to attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of your Hex becomes -6 instead of -4.
    Special: If you are an alvari from the enchantment birth school, you are especially skilled at using the power granted by this feat. You may add three times your spell power to the DC of the save against your Hex effect, and you may use this ability three additional times per day (to a maximum of eight times per day). These bonuses replace, and do not stack with, the bonuses provided to an alvari of the enchantment birth school by either the Hex or Greater Hex feats.

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General Rules: Feats - Dark Halo

Dark Halo [Alvari, Deathbound, Eldritch] (from the Book of Roguish Luck)
Darkness loves and embraces you.
   Prerequisites: Alvari, Cien-Kranula, or Deathbound, Charisma 17+, Hide 10+ ranks, caster level 9th+.
   Benefit: You can cast a darkness spell centered on yourself three times per day, and the spell douse at will. You can also display a black halo over your head at will, or hide it as necessary. You gain a +2 bonus to Diplomacy checks involving evil creatures while displaying this dark halo.

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General Rules: Feats - Dance of a Feather's Step

Dance of a Feather's Step [Alvari, Arcane Battle] (from the Book of Iron Might)
You literally become light as a feather, allowing you to stand in mid-air and fight an opponent with little effort. You gain no special ability to fly, forcing you to leap or use other abilities to move up and down, but once you are airborne, you are difficult to knock from the sky.
    Prerequisites: Alvari, Arcane Battle Mastery, Bounding Step, Fleet-Footed Charge, Concentration 19+ ranks, Spellcraft 19+ ranks, BAB +16.
    Benefit: Once per round, as long as you are not helpless or unconscious, you can avoid falling; this is not an action, thus you enjoy the benefits even if it is not your turn. You can run, jump, and move as normal while in the air, but you cannot move "upward". You can move down a total distance of up to your base land speed, and you can descend as part of a normal move at no cost. For example, a character with a speed of 30 feet could move downward as much as 30 feet in addition to any other movement he can normally make.
    Special: If you are an alvari of the transmutation birth school this ability functions even if you are helpless or unconscious. You cannot move when you are helpless or unconscious, but you also do not fall.

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General Rules: Feats - Burning Focus

Burning Focus [Alvari] (from Dragon 315)
You channel your frustration into magical power.
    Prerequisites: Alvari, Charisma 13+, Greater Spell Penetration, Spell Penetration.
    Benefit: You can choose one creature whose spell resistance you failed to overcome in the last round with your caster level check. The next time you try to overcome that creature’s spell resistance, you gain a +1 morale bonus to the level check to overcome the creature’s spell resistance. This bonus increases by +1 after each such failed check (to a maximum bonus of +10), so after three failed level checks, you would gain a +3 bonus to the next level check to bypass the target’s spell resistance. You can apply the bonus from this feat to only one creature at a time. The bonus stacks with that provided by both Spell Penetration and Greater Spell Penetration. If more than one minute passes before you cast another spell at the creature that requires a level check to overcome spell resistance, you lose the bonus. You also lose this bonus as soon as you successfully bypass the chosen creature’s spell resistance or cast a spell that doesn’t affect the chosen creature (so if you cast a spell that targets another creature or in an area that doesn't affect the chosen creature).

Home     General Rules     Alvari Feats

General Rules: Feats - Bounding Step

Bounding Step [Alvari, Arcane Battle] (from the Book of Iron Might)
With a single seemingly effortless push off the ground, you glide through the air. In essence, you can fly for short distances merely by invoking the power of this feat.
    Prerequisites: Alvari, Arcane Battle Mastery, Fleet-Footed Charge, Vertical Step, Concentration 11+ ranks, Spellcraft 11+ ranks, BAB +8.
    Benefit: When you move you are considered to be flying through the air. At the end of your movement, you land but gain no special bonus to speed unless you have other active arcane battle feats. You can choose to take a double move when you use this feat, and you could, for example, choose to move directly up, horizontally from the roof of one building to another, or across a castle's moat. The total distance you move cannot exceed your total movement allowance, and can even safely jump down. If you are not over a solid surface when your movement ends, you fall as normal. You may use this run action in conjunction with this feat. You may use this ability a number of times per day equal to your base attack bonus divided by 4, rounded down, and each use lasts for a number of rounds equal to your base attack bonus.
    Special: If you are an alvari of the transmutation birth school you may use this ability one additional time per day.

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General Rules: Feats - Aura of Unluck

Aura of Unluck [Alvari, Arcane Battle]
You can create a baleful aura of misfortune.
    Prerequisites: Alvari, Arcane Battle Mastery, Hex, Concentration 15+ ranks, Spellcraft 15+ ranks, BAB +12.
    Benefit: You can create an aura of misfortune that affects all melee and ranged attacks directed at you. Any such attack made against you while the aura is active has a 20% miss chance. This ability may be used a number of times per day equal to your total ranks in Concentration or Spellcraft (whichever is lower) minus fifteen, divided by four, rounded down plus one, and each use lasts for a number of rounds equal to 3 + your Charisma modifier.
    Special: If you are an alvari of the abjuration birth school the miss chance imposed by the Aura of Unluck increases by +10% for every point of your birth school spell power. Further, you may use this ability one additional time per day.

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General Rules: Feats - Augment Physical Prowess

Augment Physical Prowess [Alvari, Arcane Battle] (from the Book of Iron Might)
You draw upon your magical prowess to strengthen your limbs, sharpen your reflexes, or enhance your toughness.
    Prerequisites: Alvari, Arcane Battle Mastery, Spellcraft 6+ ranks, BAB +3.
    Benefit: As a swift action you can grant yourself a +2 bonus to your Strength, Dexterity, or Constitution score. You choose which ability to increase when you activate it, and may choose a different ability each time. You may use this ability a number of times per day equal to your base attack bonus divided by 5, rounded down plus one, and each use lasts for a number of rounds equal to your base attack bonus.
    Special: If you are an alvari of the transmutation birth school you may add your birth school spell power to the ability bonus provided when you use Augment Physical Prowess. Further, you may use this ability one additional time per day.

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General Rules: Feats - Aspect of Battle

Aspect of Battle [Alvari, Arcane Battle] (from the Book of Iron Might)
You gather the psychic energy you have learned to manipulate in battle and form it into a mantle of power that strikes terror into your foes. In their minds, they see a horrifying war master poised to strike them down in his wrath.
    Prerequisites: Alvari, Charisma 13+, Arcane Battle Mastery, Mind Strike, Serpent-Eyed Strike, Concentration 15+ ranks, Spellcraft 15+ ranks, BAB +12.
    Benefit: As a swift action you can transform your visage into a terrible warlike presence. This ability can be used once per day and lasts for a number of rounds equal to one-half your base attack bonus rounded down. While this ability is active, all opponents within 60 feet of you suffer a -2 morale penalty to attack rolls, checks, and saves. Creatures with fewer hit dice than you gain no saving throw against this ability. Those with hit dice equal to or greater than yours can avoid the effect with a Will save (DC 10 + ½ your base attack bonus + your Charisma modifier). This is an illusion effect.
    Special: If you are an alvari of the illusion birth school you may add your birth school spell power to the save DC to resist the effects of Aspect of Battle. Further, you may use this ability one additional time per day.

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General Rules: Feats - Arcane Weapon

Arcane Weapon [Alvari, Arcane Battle] (from the Book of Iron Might)
Drawing upon the power of magic, you imbue your weapon or fist with an arcane aura that allows you to strike with greater accuracy and inflict superior damage.
    Prerequisites: Alvari, Arcane Battle Mastery, Spellcraft 4+ ranks, BAB +1.
    Benefit: As a swift action, you can grant a single weapon (melee or ranged) or other missile that you grasp an enhancement bonus on attack and damage rolls. This ability can be used a number of times per day equal to your base attack bonus divided by 3, rounded down, plus one, and lasts a number of rounds equal to your base attack bonus. It is considered a magic weapon for the purpose of overcoming damage reduction. The weapon's enhancement bonus depends upon your base attack bonus:
Base Attack BonusEnhancement Bonus
+1 to +4+1
+5 to +8+2
+9 to +12+3
+13 to +16+4
+17 to +20+5
    Special: If you are an alvari of the transmutation birth school you may add your birth school spell power to the affected weapon's enhancement bonus. Further, you may use this ability one additional time per day.

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General Rules: Feats - Arcane Battle Power

Arcane Battle Power [Alvari, Arcane Battle] (from the Book of Iron Might)
You can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack.
    Prerequisites: Alvari, Arcane Battle Mastery, Concentration 9+ ranks, Knowledge: Arcana 9+ ranks, Spellcraft 9+ ranks, BAB +4.
    Benefit: If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome its spell resistance for the remainder of the encounter. Your bonus to overcome spell resistance in this manner increases by +1 for every four ranks of Concentration, Knowledge: Arcana, and Spellcraft you have beyond nine, to a maximum bonus of +5.
    Special: If you are an Alvari from the divination birth school, your inherent insight makes you especially adept with the powers granted by this feat. You may add your birth school spell power to the bonus to your caster level check to overcome your target's spell resistance, and may exceed the normal maximum +5 bonus normally allowed by an amount equal to your birth school spell power.

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General Rules: Feats - Compelling Caster

Compelling Caster [Alvari, General] (adapted from Dragon Magic: Power Incarnate)
Your will and inspiration are strong enough to overcome magical defenses.
   Prerequisite: Charisma 17+, Spell Penetration.
   Benefit: When attempting to counter or dispel a magical effect or attempting to penetrate a target's Spell Resistance, the character can add his Charisma modifier to his Caster check.
   Normal: A caster check is 1d20 plus the character's caster level only.

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General Rules: Feats - Bonding

Bonding [Alvari, Bloodgift] (adapted from AEG's Feats)
You are descended from the Gofalwr family, and can create a special bond with any other creature.
   Prerequisite: Alvari or Elf.
   Benefit: You can sacrifice 250 experience points to forge a weak empathic link with another creature. Once per day per bonded creature you can make a DC 10 Sense Motive check to know what that creature is feeling at any moment, no matter the distance. In addition, as long as you are within 1 mile of the bonded creature, you can, at will, see what it sees and head what it hears as per the spell clairaudience/clairvoyance.

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