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

Tuesday, January 4, 2011

General Rules: Feats - Trollblood

Trollblood [Prime Bloodgift] (from AEG's Feats)
Troll blood flows in your veins, giving you the power to heal much faster than normal.
   Prerequisites: Constitution 15+.
   Benefit: You heal much faster than normal. For each day of rest, you gain 2 hit points per character level. For each day of complete bed rest, you gain 3 hit points per character level.
   Special: This feat can only be chosen at 1st level, during character creation. A character can have no more than one 1st-level bloodgift.

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General Rules: Feats - Icy Calm

Icy Calm [Prime Bloodgift] (from AEG's Feats)
You are difficult to frighten or unnerve.
   Prerequisites: Wisdom 13+.
   Benefit: You gain a +4 racial bonus on all saving throws against fear effects. In addition, when you are shaken, you suffer only a -1 morale penalty to your attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws, rather than the usual -2. Finally, attempts to intimidate you are met with resistance: Increase the DC of any Intimidate check made against you by your Wisdom modifier plus 4.
   Special: This feat can only be chosen at 1st level, during character creation. A character can have no more than one 1st-level bloodgift.

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General Rules: Feats - Hounds of Hell

Hounds of Hell [Prime Bloodgift] (from AEG's Feats)
You are among the bravest of your tribe, fighting with such ferocity that even the tribal leaders fear you.
   Prerequisites: Charisma 13+, Constitution 15+, ability to rage.
   Benefit: A constant radius of fear surrounds you. Anyone within 30 feet who targets you with a melee attack, ranged attack, or spell effect must make a Will save (DC 10 + your character level + your Charisma modifier) or become shaken, suffering a -2 morale penalty to attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws. The save can be attempted each round, but once succeeded, need not be attempted again that day. Once outside the 30 foot range, characters receive a +4 circumstance bonus to their Will save to recover from the fear effect.
   Special: This feat can only be chosen at 1st level, during character creation. A character can have no more than one 1st-level bloodgift.

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General Rules: Feats - Fiend Touched

Fiend Touched [Prime Bloodgift] (from AEG's Feats)
Your past is mired with the blood and ancestry of a demon or devil.
   Prerequisites: Charisma 17+, Intelligence 13+.
   Benefit: Select one 1st-level and two 0th-level arcane spells. The spells are chosen when this feat is taken (subject to the DM’s approval) and cannot be changed. You may cast these spells once per day as a sorcerer equal to your character level. You do not spend time preparing these spells. This is a spell-like ability. Some physical deformity (which you may choose), causes you to suffer s -4 circumstance penalty on all Charisma-based skill rolls.
   Special: This feat can only be chosen at 1st level, during character creation. A character can have no more than one 1st-level bloodgift.

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General Rules: Feats - Draconic Bloodline

Draconic Bloodline [Prime Bloodgift] (from AEG's Feats)
You are the descendent of a dragon. Although you show no outward sign of draconic heritage, sorcery comes more easily to you than most others.
   Prerequisites: None.
   Benefit: Choose one energy type (acid, cold, electricity, or fire). You receive a +2 bonus on all saves against attacks of this type. In addition, you gain +1 skill point whenever you take a level of the sorcerer class.
   Special: This feat can only be chosen at 1st level, during character creation. A character can have no more than one 1st-level bloodgift.

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General Rules: Feats - Natural Birth Gift

Natural Birth Gift [Bloodgift] (adapted from AEG's Feats)
As a member of the Derwydd family, you were born gifted with a special power from your ancient tie to the fæy.
   Prerequisite: Wisdom 13+, elf.
   Benefit: Choose one 1st-level and two 0th-level druid spells. These spells are chosen when this feat is taken and cannot be changed. You may cast each spell once per day as a druid equal to your character level. You do not spend time preparing these spells. These are spell-like abilities.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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General Rules: Feats - Mark of the Fæy

Mark of the Fæy [Bloodgift] (adapted from AEG's Feats)
You are a scion of the Wedi'i farcio family, and have been marked by the fæy, although such blessing is not without its price.
   Prerequisite: Charisma 13+, elf.
   Benefit: You may add your Charisma bonus to all saving throws against spells or spell-like effects. You do not gain this bonus against fæy opponents.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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General Rules: Feats - Grace of the Fæy

Grace of the Fæy [Bloodgift] (adapted from AEG's Feats)
You are from the Gosgeiddig family and fæy blood makes you swift and graceful, providing you an unnatural combat sense with fæy weapons.
   Prerequisite: Charisma 15+, Dexterity 15+, elf.
   Benefit: You are proficient with the longsword or rapier as well as the shortbow, longbow, composite shortbow, and composite longbow. If you are already proficient with these weapons, you gain a +1 bonus to attack with them.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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General Rules: Feats - Fæy Blood

Fæy Blood [Bloodgift] (adapted from AEG's Feats)
You are from the Gwaed Tylwyth Teg family and have fey blood running in your veins.
   Prerequisite: Charisma 17+, spellcaster level 1st+.
   Benefit: When determining bonus spells by spell level and maximum spell level known, you may use your highest ability score in place of the appropriate one. In addition, the saving throw DC for all your spells is increased by 1.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.
   Note: This feat is a prerequisite for Fæy Magic.

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General Rules: Feats - Dragon Nose

Dragon Nose [Bloodgift, General, Scaled One] (adapted from Dragon Magic: Power Incarnate)
Your sense of smell is almost reptilian in its sensitivity.
   Prerequisite: Wisdom 12+ and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-Blooded.
   Benefit: You gain the scent special ability.

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General Rules: Feats - Elven Blood, Windrider Elf

Elven Blood, Windrider Elf [Bloodgift] (adapted from AEG's Feats)
You are from the Gwyntwr family, renowned for their swiftness. Your elven blood allows you to flow like the wind.
   Prerequisite: Dexterity 13+, elf.
   Benefit: Your base movement is increased by +5 feet and you do not lose your Dexterity bonus to Armor Class while running.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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General Rules: Feats - Ancient Lineage

Ancient Lineage [Prime Bloodgift] (adapted from Feats)
Yours is the blood of heroes, born from a line of renowned warriors.
   Benefit: You gain a +1 bonus on all Will saving throws and a +2 bonus on all Bluff and Intimidate checks.
   Special: You can take Ancient Lineage only at 1st level. You cannot have this feat and the Blood of Kings, Deepblood, Dragon-Blooded, Forgeblood, or Stoneblood feats.

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General Rules: Feats - Elven Blood, Blood Elf

Elven Blood, Blood Elf [Bloodgift] (adapted from AEG's Feats)
You are descended from the Gwaed family, and your elven blood is tainted and foul, mired with an ancestry laced with sorcery and dark arts.
   Prerequisite: Charisma 13+, elf, must be bard, hexblade, medium, sorcerer, or warlock.
   Benefit: Your Charisma is considered 20 for the purpose of determining bonus spells and spell DCs. All spells you cast with the [evil] descriptor are cast at +1 caster level.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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General Rules: Feats - Elven Blood, Bane Elf

Elven Blood, Bane Elf [Bloodgift] (adapted from AEG's Feats)
You are an elf descended from the Gelyn family, a heritage that is a scourge to your elven brethren and a foul secret to be kept guarded.
   Prerequisite: Elf.
   Benefit: You gain a +1 racial bonus on all melee attack and damage rolls and all ranged attack and damage rolls within 30 feet against other elves.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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General Rules: Feats - Elven Blood, Wind Elf

Elven Blood, Wind Elf [Bloodgift] (adapted from AEG's Feats)
You are a member of the Gwynt family, and your elven blood can be traced to the birth of the wind.
   Prerequisite: Dexterity 15+,elf.
   Benefit: Your base movement is increased by +10 feet.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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General Rules: Feats - Elven Blood, Water Elf

Elven Blood, Water Elf [Bloodgift] (adapted from AEG's Feats)
You are from the seafaring Dwr family and your elven blood stems from the seas, bubbling like the constant froth of the ocean.
   Prerequisite: Constitution 13+,elf.
   Benefit: You can breathe water as per the spell water breathing for a number of hours per day equal to 1 plus your Constitution bonus. You suffer a -2 racial penalty to all saving throws against fire based spells and spell-effects.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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General Rules: Feats - Elven Blood, War Elf

Elven Blood, War Elf [Bloodgift] (adapted from AEG's Feats)
You are from the militant Rhyfel clan. Scarred by being hunted by the Lich Lords, your bloodline trains for war.
   Prerequisite: Elf.
   Benefit: You gain proficiency with the longsword, rapier, shortbow, composite shortbow, longbow, and composite longbow.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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General Rules: Feats - Elven Blood, True Elf

Elven Blood, True Elf [Bloodgift] (adapted from AEG's Feats)
You are from one of the oldest elven families known to still exist: The Gwir family. Your elven blood is unmarred by time and can be traced back to the first elf.
   Prerequisite: Charisma 13+, Constitution 13+, Wisdom 13+, elf.
   Benefit: You gain a +3 racial bonus on all Bluff checks, Diplomacy checks, Intimidate checks, and Sense Motive checks involving other elves.
   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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General Rules: Feats - Doombringer

Doombringer [Prime Bloodgift] (from AEG's Feats)
You are among the elite of your tribe’s shock troops. You are from the unit your chieftain sent into villages to flex his might.
   Prerequisites: BAB +1, ability to rage.
   Benefit: You inspire fear and confidence at the same time. When determining the duration of your rage, add your new Strength modifier to the total in addition to your Constitution modifier.
   Special: This feat can only be chosen at 1st level, during character creation. A character can have no more than one 1st-level bloodgift.

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General Rules: Feats - Elven Blood, Star Elf

Elven Blood, Star Elf [Bloodgift] (adapted from AEG's Feats)
You are descended from the Seren family. Your elven blood is tied to the fate of the stars.
   Prerequisite: Strength 13+, elf.
   Benefit: Your elven meditation only takes you 1 hour each night, providing you with the human equivalent of 8 hours of sleep.
   Normal: Elves meditate for 4 hours each day to gain the same benefits as 8 hours of sleep.

   Special: This feat can only be chosen at 1st level during character creation. A character can never have more than one 1st level bloodgift.

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