Showing posts with label Scaled One Feats. Show all posts
Showing posts with label Scaled One Feats. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Body Pouch

Body Pouch [Scaled One] (adapted from Serpent Kingdoms)
You can open a cavity in your body without harm to yourself and use it to carry or conceal items or creatures.
   Prerequisite: Scaled one.
   Benefit: You can part your scales to reach a hidden, scale-lined flexible cavity in your body that can accommodate objects or creatures. The pouch can hold a maximum volume equal to that of a creature two or more size categories smaller than yourself, and its maximum weight capacity if one-half your own weight. Opening or closing the pouch requires a move action, and removing an item from it or placing one inside requires another move action. if you adopt a different body shape or size via any ability that allows a change of shape, everything in your body cavity is immediately expelled onto the ground at your feet.

If you carry a sharp-edged or pointed object (unless sheathed, wrapped, or otherwise guarded) in this cavity, you take 2d4 points of damage for each round in which you fall, engage in combat, change shape, or make any other violent movements, or 1d4 points of damage for any round in which you make any other move action.

Placing a living creature inside your pouch requires a successful grapple check if it chooses to resist. Any creature inside your body pouch remains alive and comfortable for up to 24 hours unless you choose to attack it.

You may constrict your pouch as an attack action, dealing 1d4+1 points of damage per round of construction to each creature or object inside. A creature inside the pouch dies of asphyxiation after being constricted for a number of consecutive rounds equal to 2 per Constitution point it possesses. A creature inside the pouch can cut its way out by using a light slashing or piercing weapon to deal one-quarter of tour normal hit point total in damage to the pouch. The Armor Class of the inside of your pouch is equal to your touch Armor Class.

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General Rules: Feats - Cobra Head

Cobra Head [Scaled One] (adapted from Serpent Kingdoms)
You can extend the skin of your neck into a cobra hood.
   Prerequisite: Serpent or serpentfolk.
   Benefit: As a move action, you can dilate the skin on both sides of you neck to form a flat disk in the manner of a cobra. While you display this "hood" you gain a +2 bonus on Intimidate checks, and the save DC for each of your spells, spell-like abilities, and supernatural abilities that causes fear increases by +1. Furthermore, any creature with an Intelligence score of 2 or below perceives you to be one size category larger than you actually are. You can retract your skin and resume your normal appearance as a free action.

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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 - Deadly Spittle

Deadly Spittle [Monstrous, Savage Humanoid, Scaled One] (adapted from Serpent Kingdoms)
You can use your spit attack against multiple opponents.
   Prerequisite: Spit Venom, spit attack, or spittle attack.
   Benefit: You can spray your spit in a 15-foot cone-shaped burst.

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General Rules: Feats - Desert Adaptation

Desert Adaptation [Scaled One] (adapted from Vigil Watch: Secrets of the Asaatthi)
You are comfortable in desert extremes.
   Prerequisite: Scaled One.
   Benefit: You gain a +6 bonus to Fortitude saving throws to resist the effects of heat and dryness.
   Special: This feat may only be taken at 1st level.

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General Rules: Feats - Stilling Blood

Stilling Blood [Scaled One] (adapted from Serpent Kingdoms)
You can slow your blood and hibernate through long periods of time.
   Prerequisite: Scaled one, caster level 3rd+.
   Benefit: You can enter a state of hibernation over the span of three hours, slowing your heart rate and dropping your blood temperature dramatically. During this time you have no need for sustenance and you do not age. You retain a slight awareness of your surroundings, suffering as -10 penalty on all Listen and Spot checks, but cannot move or otherwise react. You may cast a spell that does not require verbal or somatic components, but it has a 50% arcane spell failure chance. You suffer one hit point of damage after each year you hibernate, and cannot heal naturally from any injuries during that time.

You may attempt to awaken once each day with a successful DC 20 Will save. Upon reaching 6 hit points, you must succeed at a DC 12 Fortitude save to awaken. You suffer a -5 penalty to all actions after emerging from hibernation; this penalty lasts one hour for each year you spent in hibernation.

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General Rules: Feats - Caudal Lure

Caudal Lure [Fighter, General, Savage Humanoid, Scaled One] (adapted from Vigil Watch: Secrets of the Asaatthi)
Some snakes keep their bodies till or hidden but for the twitching tips of their tails to attract prey. You have adapted this trick to combat, your tail darting and wriggling to distract foes.
   Prerequisite: Intelligence 13+, Dexterity 13+, Combat Expertise, Improved feint, flexible tail.
   Benefit: You gain a +1 dodge bonus to Armor Class and may add your Dexterity bonus (in addition to your Charisma bonus) to your Bluff checks when you attempt a feint in combat. You lose these bonuses under any condition that makes you lose your Dexterity bonus to Armor Class. Dodge bonuses stack.

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General Rules: Feats - Aspect of Command

Aspect of Command [Bloodgift, General, Scaled One] (adapted from Hammer & Helm: A Guidebook to Dwarves)
Your ancient bond with dragons makes you more commanding and makes others more likely to follow your lead.
   Prerequisite: Charisma 14+ and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-Blooded.
   Benefit: Add +1 to the Difficulty Class of all Enchantment spells you cast. This bonus stacks with that granted by Spell Focus (Enchantment) and Greater Spell Focus (Enchantment). You also gain a +2 competence bonus to your Leadership score.

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General Rules: Feats - Strafing Breath

Strafing Breath [General, Savage Humanoid, Scaled One] (adapted from Dragon Magic: Power Incarnate)
You can cover a larger area with your breath weapon.
   Prerequisite: A breath weapon.
   Benefit: You can rotate your head as you use your breath weapon, targeting more creatures with it. For every target outside the breath weapon's normal effect you want to hit, all target's enjoy a +2 dodge bonus to their saving throw. You decide how many additional creatures you want to target and the creatures cannot be outside of a 180 degree arc in front of you.
   Normal: Breath weapons are lines or cones with a specific area of effect.

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General Rules: Feats - Forked Tongue

Forked Tongue [Monstrous, Scaled One] (adapted from Serpent Kingdoms)
You speak with a honeyed voice that bends listeners to your will.
   Prerequisite: Scaled one or serpentkind.
   Benefit: You gain a +2 bonus on Bluff checks. Furthermore, the save DC for each of your spells, spell-like abilities, and supernatural abilities that creates a charm effect through verbal means increases by +1.

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General Rules: Feats - Dragon Hearing

Dragon Hearing [Bloodgift, General, Scaled One] (adapted from Dragon Magic: Power Incarnate)
Your sense of hearing becomes inhumanly sharp.
   Prerequisite: Wisdom 12+ and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-Blooded.
   Benefit: You gain a +10 racial bonus to all Listen checks and can now perceive sounds beyond your race's normal range. You suffer a -4 racial penalty to saves against sonic attacks.

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General Rules: Feats - Dragon Eyes

Dragon Eyes [Bloodgift, General, Scaled One] (adapted from Dragon Magic: Power Incarnate)
Your eyes can see as well as those of a dragon.
   Prerequisite: Wisdom 12+ and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-Blooded.
   Benefit: You can see four times as well as a normal human in low-light, and twice as well in normal light.

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General Rules: Feats - Deadly Poison

Deadly Poison [Monstrous, Savage Humanoid, Scaled One] (adapted from Serpent Kingdoms)
Your poison attack deals more damage than normal.
   Prerequisite: Constitution 19+, poison attack that deals ability damage as secondary damage, Ability Focus (Poison) and either Monstrous, Savage Humanoid, or Scaled One.
   Benefit: Your poison attack has the potential to deal more secondary damage than it otherwise could. If the target of the attack fails the secondary saving throw, the poison deals double its normal secondary damage.

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General Rules: Feats - Dragon-Blooded

Dragon-Blooded [Prime Bloodgift, Scaled One] (adapted from Dragon Magic: Power Incarnate)
You are descended from a dragon. Your heritage isn't strong enough to constitute a heritage bloodline, or even a sorcerer heritage, but as faint as it is, the power of your blood has been awakened.
   Benefit: Choose a dragon type as your ancestor. You gain one of the following benefits as a racial bonus:

SpeciesRacial Bonus
Amethyst+2 to saves against force spells and effects
Arcane+2 to Knowledge: Arcana and Spellcraft checks
Black+2 to saves against poison and disease
Blue+2 to saves against electricity spells and effects
Brass+2 to saves against fire spells and effects
Bronze+2 to Handle Animal and Wild Empathy checks
Brown+2 to Hide and Move Silently checks
Crystal+2 to saves against Illusion spells and effects
Deep+2 to saves against Enchantment spells and effects
Emerald+2 to Bardic Knowledge and Gather Information checks
Fang+2 to saves against ability draining spells and effects
Copper+3 to Climb checks
Gold+1 to all saving throws
Green+2 to saves against acid spells and effects
Molten+2 to saves against earth spells and effects
Red+2 to saves against fire spells and effects
Reef+2 to Disguise and Swim checks
Sand+2 to saves against air spells and effects
Sapphire+2 to Jump and Listen checks
Shadow+2 to saves against energy draining spells and effects
Silver+2 to Jump and Balance checks
Song+2 to saves against sonic spells and effects
Topaz+2 to saves against fatigue and dehydration spells and effects
White+2 to saves against cold spells and effects
Wild+3 to Survival checks

Members of scaly races gain a +1 to all of these bonuses.
   Special: You can take Dragon-Blooded only at 1st level. You cannot have this feat and the Ancient Lineage, Blood of Kings, Deepblood, Forgeblood, or Stoneblood feats.

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General Rules: Feats - Dragon Senses

Dragon Senses [Bloodgift, General, Scaled One] (adapted from Dragon Magic: Power Incarnate)
Your sûlic blood expresses itself in your sharp senses.
   Prerequisite: Wisdom 12+, Dragon Nose, Dragon Hearing, and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-Blooded.
   Benefit: You can ascertain creatures by non-visual means via hearing, scent, vibrations, and other environmental cues to a range of 30 feet. This ability functions like blindsight.

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General Rules: Feats - Chameleon Skin

Chameleon Skin [Scaled One] (adapted from Serpent Kingdoms)
You can alter the hue of our scales to match the surrounding terrain.
   Prerequisite: Scaled one.
   Benefit: As a full-round action, you can alter the color of your scales to match your surroundings. Doing so grants you a +2 bonus on Hide checks and a +1 circumstance bonus to Armor Class as long as you do not move from the square you currently occupy.
   Special: Any creature that already has a racial bonus on Hide checks stemming from a chameleon-like ability gains no benefit from this feat.

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General Rules: Feats - Dragonblood Component

Dragonblood Component [Scaled One, Scion] (adapted from Dragon Magic: Power Incarnate)
You use the power of your blood instead of using material components.
   Prerequisite: Ability to cast arcane spells, Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-Blooded.
   Benefit: When casting a spell, you may sacrifice part of your own life to power a spell without the use of material components. Spells with material components that cost 1 shilling or less may be cast without needing those components. Spells whose components have a cost that exceed 1 shilling inflict damage to you equal to 1/25 the cost in shillings of the material component, inflicting a minimum of 1 point of damage per spell level. Spells with focus components inflict 3 points of damage per spell level.
   Normal: Arcane spellcasters need material components to cast spells.

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General Rules: Feats - Hidden Strength

Hidden Strength [General, Savage Humanoid, Scaled One] (adapted from Dragon Magic: Power Incarnate)
You keep your physical attributes while in an alternate form.
   Prerequisite: Great Fortitude or Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-Blooded or Improved Control Shape.
   Benefit: When you transform into an alternate form that is weaker than your natural form, you keep your Strength and a Dexterity equal to or lower than your original scores. You choose what score you wish to have in your alternate form, provided that it does not exceed your original score. if you have more than one natural form, you can choose your Strength or Dexterity score from among all your forms. If transformed against your will, such as with baleful polymorph, you can make a second DC 15 Fortitude save to choose your strength and Dexterity scores from those of your new and original form, plus you get to keep your mental scores of Intelligence, Wisdom, and Charisma if the new form's are lower.
   Normal: Polymorphed creatures assume the physical ability scores of the new form, regardless if they are better or worse. Creatures polymophed against their will may lose their mental scores and forget their original identity.
   Special: Dragons and half-dragons may take this feat without meeting the prerequisites.

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General Rules: Feats - Blood of Magic

Blood of Magic [Metamagic, Scaled One] (adapted from Hammer & Helm: A Guidebook to Dwarves)
Your sûlic heritage allows you to apply metamagic feats to your spells quickly and instinctively.
   Prerequisite: Ability to spontaneously cast arcane spells, any two metamagic feats, and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-Blooded.
   Benefit: You can cast a spell enhanced by your own metamagic feats as a standard action. metamagic feats used in conjunction with this feat affect the level of the spell normally. You can use this ability a number of times per day equal to your Charisma modifier. This lets you shorten the casting time for only the first metamagic feat applied to a spell; additional metamagic feats lengthen the casting time as normal.
   Normal: A spontaneous spellcaster using a metamagic feat must cast the enhanced spell as a full-round action.

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General Rules: Feats - Aspect of Fear

Aspect of Fear [Bloodgift, General, Scaled One] (adapted from Hammer & Helm: A Guidebook to Dwarves)
You can tap into your sûlic heritage to unsettle foes with your mere presence.
   Prerequisite: Charisma 16+, Aspect of Command, and one of the following: Dragon-Blooded or sorcerer with the Sûlic heritage or Sûl-Blooded.
   Benefit: You gain the ability to emit a burst of supernatural fear in a 15-foot radius. Creatures in the area must succeed at a Will saving throw (DC equal to your character level + your Charisma modifier) or be shaken for 2d6 rounds. Creatures with more Hit Dice than you are not affected by this ability. You may use this ability a number of times per day equal to your Charisma modifier (minimum 1), and it is an instantaneous effect. Activating this ability is a standard action.

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