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

Tuesday, January 4, 2011

General Rules: Feats - Stomp 'em Flat

Stomp 'em Flat [Fighter, General] (from Giant Lore)
You enjoy stepping on smaller foes.
   Prerequisite: Giant, Str 18+, Power Attack.
   Benefit: When you make a full-attack action, you may perform one additional attack against an opponent at least one size category smaller than you. The attack is performed at your highest base attack bonus and is usually a stomping foot, a steel-shod boot, or a swift kick. The attack does your normal slam damage.

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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 - Poison Immunity

Poison Immunity [General] (from the Book of Vile Darkness)
After prolonged exposure to a poison or toxin, the character has rendered himself immune to it.
   Benefit: The character is immune to one specific poison (chosen by the Dm or the character's player), whether available as a blade poison, the venom of a specific creature,, or one other toxin. The character also gains a +1 circumstance bonus on saving throws against other poisons.
   Special: This feat can be taken multiple times, choosing a different poison each time. The +1 bonus against other poisons does not stack with itself.
   Note: Characters named Vizzini gain this feat for free as a bonus feat.

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General Rules: Feats - Peripheral Blow

Peripheral Blow [General]
You can exploit a distracted opponent’s defensive weaknesses.
   Prerequisites: Dexterity 15+, BAB +5.
   Benefit: If you are flanking an opponent, you may ignore 2 points of her armor bonus when making your attack. If the opponent has no armor bonus to her Armor Class, this feat provides no benefit.

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General Rules: Feats - Noble Soul

Noble Soul [General]
Your strength of spirit and forthrightness bolsters your resolve and draws others toward you.
   Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Diplomacy checks.

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General Rules: Feats - Night Fighter

Night Fighter [General] (from the Unholy Warrior's Handbook)
You are adept at melee fighting in dim lighting.
   Prerequisite: Blind-Fight.
   Benefit: When you are engaged in melee in dim lighting such that there is a miss chance due to Concealment, you gain a +2 competence bonus to all melee attacks and a +2 dodge bonus to your Armor Class.
   Special: You may take this feat multiple times. Each additional time you take this feat, you receive an additional +1 dodge bonus to your Armor Class in such low-light conditions, but no further bonus to your attack rolls.

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General Rules: Feats - Necrotic Shield

Necrotic Shield [General] (from the Unholy Warrior's Handbook)
An undead servant withstands the worst of ranged attacks against you.
   Prerequisite: Dexterity 13+, Combat Reflexes.
   Benefit: Any time you stand within 5 feet of a mindless undead ally such as a zombie or a skeleton, you gain a +2 deflection bonus to your Armor Class. In addition, any time you are forced to make a Reflex save against a damaging effect and the same type of ally is within 5 feet, a successful save transfers all the damage you would otherwise receive to your undead ally. If the damage dealt is sufficient to kill your undead ally, you receive the excess. All damage only applies to one ally per attack, regardless of how many allies undead qualify to be your necrotic shield.

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General Rules: Feats - Cloth Dancing

Cloth Dancing [Fighter, General, Regional] (from the Player's Guide to Fighters and Barbarians)
You wear flowing clothes in combat and have learned to use the movement of these garments to distract an attacker's aim.
   Prerequisites: Dodge, native of the Minzoku Republic or Tozlu Desert.
   Benefit: This feat grants a +1 dodge bonus to your Armor Class, which stacks with other dodge bonuses as normal. Using this feat relies on both movement and elaborate clothing, so you may not apply the dodge bonus when bound or naked. Any situation that causes you to lose your Dexterity bonus to Armor Class likewise negates the dodge bonus. The benefits of this feat apply only when you wear light armor or no armor. This feat may not be used while grappling.

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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 - Mortalbane

Mortalbane [General] (from the Book of Vile Darkness)
The creature can make a spell-like ability particularly deadly to mortals.
   Benefit: A mortalbane ability is a damaging spell-like ability that deals 2d6 points of additional damage when used against living nonoutsiders, but only half damage (rounded down) against outsiders, undead, and constructs. Mortalbane can be applied to each of a creature's spell-like abilities five times per day, though the feat does not allow the creature to exceed its normal usage limit for any ability.
   Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to each of its spell-like abilities five additional times per day.

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General Rules: Feats - Enhanced Resistance

Enhanced Resistance [General] (adapted from School of Evocation)
One of your energy resistances if now more powerful.
   Prerequisites: You must have one or more energy resistances of at least 1.
   Benefit: One energy resistance that you possess is increased by 3. You may only apply this increase to an energy resistance that you already have.
   Special: You may take this feat more than once. Each time it must be applied to a different energy resistance you already have.

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General Rules: Feats - Minor Divine Spell Caster

Minor Divine Spell Caster [General]
You can cast orisons.
   Prerequisites: Charisma 13+, Divine Channeler, patron deity.
   Benefit: Upon taking this feat, you gain knowledge of four orisons of your choice from the cleric spell list. Each day, you can cast three of these spells in any combination, without preparing the, in the same manner as a sorcerer knows and casts spells. The save DC (if any) for each such spell is 10 + your Charisma modifier. Your caster level for these spells is one-half your character level.
   Special: You can take this feat multiple times, gaining one extra orison known and one extra spell slot per day each time. However, you cannot know more than seven orisons or cast more than six orisons per day by virtue of this feat. Minor Divine Spell Caster does not affect and is not affected by the spell casting ability of any other class you have or subsequently gain. The orisons gained from the two sources are treated separately in all ways. For example, if you gain levels as a cleric after taking this feat, you still know the orisons you gained from this feat, have the same number of slots per day for them, and cast them as a caster of one-half your character level. The orisons you gain for being a cleric must be chosen daily from the list and prepared normally, and your caster level for those is equal to your cleric level plus any adjustments you would normally be entitled to because of domains or other factors.

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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 - Light Armor Mastery

Light Armor Mastery [Fighter, General] (from Wildscape)
You wear leather armor and similar protective gear like a second skin. You move with speed and agility equal to an unarmored fighter.
   Prerequisites: Light Armor Specialization, BAB +9.
   Benefit: While wearing light armor, you increase its maximum Dexterity bonus by +2. In addition, you reduce its armor check penalty by 1. You cannot turn a check penalty into a bonus.
   Special: You may take this feat only once.

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General Rules: Feats - Master Tracker

Master Tracker [General, Ranger] (from Path of the Sword)
You have mastered the ways of the hunter, allowing you to follow enemies through even the most difficult terrain.
   Prerequisites: Track, Wisdom 15+.
   Benefit: You gain a +4 bonus to all Search checks and Survival checks made when you are tracking.

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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 - Weapon Crew Veteran

Weapon Crew Veteran [General] (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
You are an expert with crew-operated weapons such as catapults, ballistae, and battering rams.
   Prerequisites: Profession: Siege Engineer 5+ ranks.
   Benefit: All fire deviation rolls made for a catapult you crew are on the Deviation (6 feet to 10 feet) table instead of the Deviation (10 feet to 16 feet) table,. Light catapults that you crew instead use the Deviation (1 foot to 5 feet) table. Additionally, you gain a +2 competence bonus on attack rolls made with arbalests, ballistae, and battering rams.
   Special: If more than one member of a weapon's crew has this feat, the modifiers do not improve, but the weapon may be fired more rapidly, according to the following table. These numbers assume a full crew for the weapon.

Rate of Fire (in Rounds)
Weapon
Standard
Improved
Catapult, Heavy
8
6
Catapult, Light
5
3
Ballista
3
2
Ram
3
2
Arbalest
2
1

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General Rules: Feats - Maim

Maim [General]
Your blows are particularly painful and damaging.
   Prerequisites: Wisdom 15+, Weapon Specialization, BAB +6.
   Benefit: If you deal 10 points of damage with a single strike with a weapon which you have chosen for the Weapon Specialization feat, your opponent must make a Fortitude save (DC 15 + the base attack bonus of the blow just landed) or take a -1 penalty on his attack rolls for every 10 points of damage you inflicted. This penalty lasts for 1 minute or until the foe receives healing equivalent to a cure light wounds spell or greater.
   Special: Opponents immune to stunning attacks, pain, or critical hits are not affected by this ability.

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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 - 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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