Early Pathfinder Chronicles content

So I noticed there is some stuff from the pathfinder chronicles campaign setting book not included on D20PFSRD. Crunch not fluff. Has it been overlooked or is it because of this stuff being released before the PF core rule book it is technically still 3.5 content?

Comments

  • If it's "Pre" Pathfinder, it might have gotten missed, but if you can be more specific I can look into what's missing!
  • edited August 2022
    hey, so i have been meaning to post this for ages but it keeps slipping my mind. here is a list of some of the stuff i have found from pre-pathfinder content. i have the books they are from but not the page numbers, nor have i removed the setting specific stuff as of yet, sorry. Many of the names, especially the feat names, are duplicated for material released later in pathfinder books but do different things.
  • Gazetteer

    Alternate Class abilities

    Barbarian
    Cold Resistance (Ex): At 3rd level, a barbarian gains cold resistance 2. This resistance increases by 2 for every 3 additional levels the barbarian attains, for a total of cold resistance 12 at 18th level. This replaces the trap sense ability.

    Bard
    Specialized Training (Ex): At 1st level, a bard must choose a single category of the Perform skill. Whenever the bard performs bardic music using the chosen category of the Perform skill, he is treated as being 2 levels higher when determining the effect and save DC. In addition, a bard with specialized training can make use of his bardic music one additional time per day, assuming that the additional usage uses his chosen category of the Perform skill. This ability replaces bardic knowledge.

    Cleric
    Spontaneous Domain Casting (Su): A cleric who takes this ability only chooses one domain when selecting his first level of cleric. The cleric can swap prepared spells into domain spells from his chosen domain in addition to the normal spontaneous casting. The cleric can lose any spell that is not a prepared domain spell to cast any spell on his domain list of an equal or lower level. This ability alters the standard domains ability.

    Druid
    Mountain Stride (Ex): A druid with this ability can move through rocky terrain at her normal speed and without taking damage or suffering any other impairment. Magically manipulated terrain, such as spike stones, affects her normally. This ability replaces woodland stride.

    Fighter
    Class Skills: A fighter trained at a famous war college or fighting school gains 4 skill ranks + a number of skill ranks equal to her Intelligence modifier at each level, instead of the normal 2 skill ranks + her Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Gather Information (Cha), Knowledge (architecture and engineering) (Int), Knowledge (geography) (Int), Knowledge (nobility and royalty) (Int) and Sense Motive (Wis) are all class skills for him. This alters the fighter’s skills and replaces the bonus fighter combat feat gained at 1st level.

    Sorcerer
    Hidden Reserve (Su): Starting at 1st level, a sorcerer with this ability can call upon a hidden reserve of magical energy to cast additional spells. This reserve can be used to cast any spell the sorcerer could normally cast, but the sorcerer is fatigued after the spell is completed. If this spell is of the highest level that the sorcerer could normally cast, the sorcerer is exhausted instead. This ability cannot be used while fatigued or exhausted. It can be used a number of times per day equal to the sorcerer’s Charisma bonus. This ability replaces the 1st-level bloodline power.

    Wizard
    Arcane Duelist (Su): Wizards with this ability are specially trained to push their spells when needed to gain the upper hand. When pushing a spell, the wizard can choose one of the three following effects: increase a spell’s DC by +1, add +2 to the level check to ove come spell resistance, or add a +2 morale bonus on attack rolls made with the spell. A wizard can use this ability a number of times per day equal to his Intelligence bonus. Using this ability is a swift action. This replaces scribe scroll.
  • Dungeion Denizens Revisited

    feats

    Indigestible
    You have acquired a resistance to the acids of oozes.
    Prerequisites: Favored enemy (ooze) or survived engulfing by an ooze.
    Benefit: You gain acid resistance 5.

    Ooze Companion
    Your understanding of oozes has grown to the point where you can bond with one as a companion.
    Prerequisites: Ooze Whisperer, animal companion, wild empathy.
    Benefit: Add the following oozes to your list of possible animal companions. 7th—gelatinous cube, gray ooze; 10th—ochre jelly; 13th—black pudding. Because of its nonintelligence, an ooze companion starts with 0 tricks (only your bonus tricks from druid levels apply) and can only learn the following bonus tricks: attack, come, defend, and stay.

    Ooze Whisperer
    You have a special bond with slimes and oozes.
    Prerequisites: Wild empathy class feature.
    Benefit: You may target oozes with spells and special abilities that normally only affect animals as if the oozes were magical beasts with Intelligence 1, though they gain a +4 bonus to their saving throws. You may use wild empathy to influence oozes as easily as you influence magical beasts with Intelligence 1.

    Silent as Stone
    You move over stone with such natural poise that you are nearly noiseless. You are skilled in taking down a single foe in a party in absolute silence.
    Prerequisite: Roper, Stealthy.
    Benefit: You gain a +4 bonus to all Move Silently checks in rocky environments and may use Move Silently at no penalty while climbing. If you attack with your strands in the surprise round, you may automatically choke the victim and cover his mouth with a strand to quell any sound. If you hit with a strand in the surprise round, on your next turn make a Move Silently check at –5 opposed by the Listen check of nearby creatures; if you succeed, you silently drag your opponent 10 feet toward you, and your target’s allies are unaware your target is missing (barring precautions or activities that would make this obvious, such as being tied together, your target carrying the only light source, your target speaking before the attack, and so on).

    Stone Clinger
    All ropers have a propensity for climbing, but some cling to rock like moss. You can even hang upside down from the ceiling of caverns or stone chambers appearing as stalactites. You can fall from a great height, piercing a victim below or crushing him flat.
    Prerequisites: Roper.
    Benefit: You gain a climb speed of 10 feet and all the benefits of having a climb speed (bonus to Climb checks, always able to take 10 on Climb checks, and so on). You may hang upside down indefinitely from the ceiling, and then fall on any creature passing below, dealing 2d6+6 crushing or piercing damage (your choice).

    Stormstruck Shambler 
    You have been lashed by the power of the storm so many times that you retain a powerful affinity for it, able to draw upon your reserves of energy to strike enemies with living lightning.
    Prerequisite: Shambling mound, must have been struck by lightning.
    Benefit: As a free action, you may charge one of your limbs with electricity equivalent to a shocking grasp spell, dealing 5d6 electricity damage to a creature you touch, attack with an unarmed strike, or grapple. If making a touch attack, you get a +3 to your attack roll if the target is wearing metal armor. Each time you use this ability, you take 1 point of temporary Constitution damage; you regain these lost Constitution points at a rate of 1 per hour. You may use this ability a number of times per day equal to your hit dice.

    Shambling Monolith
    You are able to draw up available vegetation into your body mass and increase your size and strength.
    Prerequisite: Shambling mound.
    Benefit: As a full-round action, you may draw additional vegetable matter into yourself and increase your size, strength, and durability as if using an animal growth spell. At the beginning of each turn, you must succeed at a Fortitude save to maintain your increased size. The save DC is 10 if in forest or jungle and 15 if in a swamp or underground , and increases by 1 for each round that passes. If you fail the save, you collapse back to your normal size and are fatigued for 8 hours.
    Special: You must be in forest, jungle, swamp, or underground terrain to use this feat. You cannot use this feat when you are fatigued or exhausted.

    Suffocating Strangulation
    Your constriction attack forces the air out of your victim’s lungs and leaves him helpless and gasping for breath.
    Prerequisite: Improved grab, constrict
    Benefit: By making a successful grapple check, you are able to coil your natural weapons around an opponent’s throat (or other breathing apparatus), crushing the breath out of him. The opponent cannot hold his breath and must immediately begin making Constitution checks at the end of his turn each round, starting at DC 10 and increasing by 1 each round. Failure indicates he falls unconscious at 0 hit points. Once the opponent is unconscious, you may choose to either damage him (requiring a grapple check) or continue to suffocate him (no check required); if you maintain the chokehold, on your next turn he drops to –1 hit points and is dying. If you maintain the chokehold on the following turn, he suffocates and dies.
    Creatures that do not need to breathe are unaffected by this ability.

    Spells

    Flesh to Ooze
    School transmutation (polymorph); Level Sor/Wiz 6
    Casting
    Casting Time 1 standard action
    Components V, S, M (alchemical reagents worth 100 gp)
    Effect
    Range close (25 ft. + 5 ft./2 levels)
    Target 1 creature or see text
    Duration permanent
    Saving Throw Fortitude negates, Will partial, see text;
    Spell Resistance No
    Description
    This functions like baleful polymorph, except the target becomes an ooze. A creature of 3 HD or less becomes a gray ooze, 4–9 HD becomes a gelatinous cube or ochre jelly, and 10+ HD becomes a black pudding. Alternatively, instead of a creature you may target a quantity of inert flesh (such as that created by the stone to flesh spell) of sufficient mass, which becomes an ooze of your choice.
    Because a target’s gear does not transform with it, any items fall under or within the ooze’s body, which may mean the items are destroyed. If the ooze has the split ability, splitting the ooze creates one ooze that retains the creature’s original identity (for the purpose of memories or restoring the creature) and one normal mindless ooze of that type.




  • Dragons Revisited

    feats 

    Noxious Bite
    Your acid-dripping breath causes those you bite to become ill.
    Prerequisites: Acidic breath weapon, bite attack.
    Benefit: Your bite attack deals 1 point of acid damage in addition to its normal damage. Living creatures you bite must make a Fort save (DC equal your breath weapon’s DC) or be nauseated for a number of rounds equal to 1 + your Constitution modifier (minimum 1 round).

    Draconic Defender
    You have a knack for placing yourself between your enemies and those they wish to harm.
    Prerequisite: Con 17, Toughness.
    Benefit: During your action, designate an ally within your reach. When you fight defensively or use Combat Expertise, your ally gains a natural armor bonus to AC equal to the dodge bonus you gain from fighting defensively or Combat Expertise. You can select a new ally on any action. Allies who move out of your reach lose this natural armor bonus.
  • Dark Markets: A guide to Katapesh

    feats

    Lucky Halfling
    You bring luck to those with whom you travel.
    Prerequisite: Halfling.
    Benefit: Once per day, when one of your allies makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if their roll was a success or failure. Your ally may choose to use your saving throw in place of his own.

    Jackal Blood
    A jackalwere crouches somewhere in your family tree.
    Benefit: You gain a +4 bonus on saving throws to resist spells or effects that would cause you to fall asleep. You also gain a +2 bonus on Listen checks.

  • Pathfinder Chronicles Campaign Setting

    Alternate class abilities

    Cleric
    Holy Warrior (Ex): A cleric with this ability is proficient with her deity’s favored weapon. In addition, her base attack bonus as a cleric equals her cleric level, and her cleric Hit Die becomes a d10. This ability replaces the domains ability.
  • Pathfinder Chronicles Campaign Setting

    Feats

    Secret Signs [Local]
    You can communicate with your allies using a secret set of hand signs forged in the fierce political battles of Absalom.
    Prerequisite: Int 13, Absalom affinity.
    Benefit: You teach your allies your own set of secret signs, allowing you to communicate concepts to them quickly, quietly, and at range. You gain a +5 bonus on Bluff checks made to pass secret messages as long as your allies can see you. In addition, you can use the signs to give advice and warnings, allowing you to use the aid another combat option even if you are not in a position to attack the opponent attacking your ally. Also, if you choose to aid another with a skill check, you grant a +4 bonus with a successful check, rather than the normal +2.

    Gunslinger
    You are so skilled with firearms that you can fire one without letting down your guard.
    Prerequisites: Base attack bonus +4, Weapon Focus (any firearm), proficiency with any firearm.
    Benefit: When you attack with a firearm, you do not provoke attacks of opportunity.
    Normal: Attacking with any kind of ranged weapon in a threatened square provokes attacks of opportunity.

    ANDOREN FALCONRY [Local]
    You know the secret Andoren arts of falconry developed by the Novotnian family of Darkmoon Vale.
    Prerequisites: Cha 13, Animal Affinity, animal companion class feature, Andoran affinity.
    Benefit: You improve your affinity with birds of prey of normal size (Small or smaller), such as eagles, falcons, hawks, and owls. You gain a +4 bonus on Animal Handling checks made to train or control birds of prey. In addition, if you have class levels only in classes that grant an animal companion (druid and ranger) treat your effective druid level as 1 higher for the purpose of determining its bonus HD, natural armor adjustment, Strength and Dexterity adjustment, bonus tricks, and special abilities.
    Special: In order to gain this feat, you must spend at least 1 month in Andoran learning its techniques from someone who already possesses it. An illustrated tome that explains the theory and practice of Andoren Falconry is rumored to exist in the library of the University of Egorian, in Cheliax.

    Flagbearer [Local]
    When holding your clan’s tribal flag, you inspire members of your clan.
    Prerequisites: Cha 13, orc, member of a Belkzen clan.
    Benefit: As long as you hold your clan’s standard (requiring one hand), members of your clan within 60 feet who can see the banner (including yourself ) gain a +1 morale bonus on attack and damage rolls and Will saves.
    If the standard is taken by the enemy or destroyed, all orcs of your clan (including yourself ) within 120 feet of you who can see you take a –1 penalty on attack and damage and Will saves until the flag is recovered.

    Aldori Dueling Mastery [Local]
    Your mastery of the Aldori dueling style sets you apart from even the other swordlords.
    Prerequisites: Dex 17, Greater Weapon Focus (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), Weapon Specialization (Aldori dueling sword), base attack bonus +12, proficient with Aldori dueling sword, member of Aldori school.
    Benefit: You can make one additional attack each round with an Aldori dueling sword (whether wielded with one hand or two). The attack is at your highest base attack bonus, but each attack you make in the round (the extra one and the normal ones) takes a –2 penalty. You must use the full-attack action to use this aspect of the feat. In addition, when you wield an Aldori dueling sword with two hands, you deal +1d4 points of extra damage with each hit (even attacks of opportunity) and gain a +2 shield bonus to your AC. These latter bonuses stack with those gained from Weapon Focus and Weapon Specialization. Creatures immune to critical hits and sneak attacks are also immune to the extra damage your Aldori dueling style deals.

    NOBLE SCION
    You are a member of a proud Chelaxian noble family.
    Prerequisites: Cheliax affinity, member of Chelish noble house.
    Benefit: You gain benefits based on the noble house to which you belong.
    Charthagnion: Whenever you take 10 on a Wisdom-based skill, treat the result as if you rolled a 13 instead of a 10.
    Henderthane: Whenever you purchase a weapon anywhere in Avistan—melee or ranged, mundane or magical—you pay 10% less than the normal cost.
    Jeggare: You begin play with an additional 200 gp. In addition, at 10th level you gain a one-time 10,000 gp stipend.
    Leroung: You gain a +1 bonus on every Knowledge skill in which you have at least 5 ranks.
    Narikopolus: Whenever you use a composite Strength bow of your Strength bonus or lower, you deal +2 points of damage with it.
    Sarini: Perform (comedy) is always a class skill for you. You gain a +2 bonus on Bluff and Perform (comedy) skill checks.
    Thrune: You gain Infernal as a bonus language. In addition, at 9th level you may bind to yourself an imp servitor in a ritual that takes 7 days. Your imp servitor grants and possesses all the benefits and abilities of a 1st-level sorcerer’s familiar.
    Special: You may only gain this feat at 1st level.

    Profits of Kalistrade
    Your careful investments provide you with liquid assets with which you may gain the use of various items on a temporary basis.
    Prerequisites: Diplomacy 1 rank, Druma affinity.
    Benefit: By utilizing your mercantile connections, when you gain this feat you acquire a resource pool worth 100 gp. You may add to this resource pool with gold you acquire through adventuring, but once you put it in, it remains a part of your resource pool thereafter. Your resource pool increases by 100 gp at levels 2–5, 500 gp at levels 6–10, 1,000 gp at levels 11–15, and 5,000 gp at levels 16 and up.
    You may utilize this resource pool in any community of village size or larger by requesting an item (mundane or magical). If the item you request is worth less than the community’s gp limit, you gain it within 1d4 hours. If the item exceeds the community’s gp limit but is less than double the limit, you gain the item within 1d4 days. An item more than twice as expensive as a community’s gp limit is unavailable. For as long as you have the item in your possession, your resource pool is reduced by the amount of the item’s value. If you lose the item or otherwise cannot return it to the resource pool, the pool permanently decreases by the value of the item. A charged item acquired in this way loses a percentage of its value based on the number of charges used, and when returned to the resource pool it reduces the size of the pool an equal amount.
    Your resource pool is available to you even outside of Druma, but in that case gaining a requested item takes 1 hour longer if below a community’s gp limit or 1 day longer if above.

    Careful Speaker
    The paranoid terror from living in Galt has made you hyper aware of attempts to watch you.
    Prerequisites: Wis 13, Galt affinity.
    Benefit: You are automatically aware of scrying attempts targeting you and you gain a +2 bonus on Spot checks made to locate a scrying sensor (if any) or to notice someone watching you. In addition, you gain a +2 bonus on Will saves made to resist spells and effects from the school of divination. Finally, you gain a +2 bonus on level checks made to resist opposed Intimidate checks.

    Necromantic Resistance
    Your long exposure to necromantic energies has granted you a small measure of resistance against them.
    Prerequisites: Con 13, Geb affinity.
    Benefit: You gain a +2 bonus on saving throws made to resist spells and effects from the school of necromancy. In addition, you gain a +2 bonus on Fort saves made to prevent negative levels from becoming permanent. Finally, if you take ability score damage (but not drain) from an undead creature, you take 1 point less damage (minimum 0).


  • Pathfinder Chronicles Campaign Setting

    Feats continued

    Hermean Blood
    You are the descendant of someone recruited to Hermea or the bastard result of a Hermean’s illicit pairing with a foreigner.
    Prerequisites: Hermea affinity.
    Benefit: Though you may not know it, the blood of greatness flows in your veins. Pick an attribute. You get a +1 bonus on all skills tied to that attribute. In addition, it’s possible that Hermean agents may come looking for you, either to evaluate you for an invitation or to cover up an embarrassing dalliance.
    Special: You may only gain this feat at 1st level.

    Fey Foundling
    You were found in the wilds bearing a mark of the fey. Prerequisites: Irrisen affinity.
    Benefit: Your time among the fey grants you DR 1/cold iron and a +2 bonus on wild empathy checks. Cold iron weapons deal +1 point of damage to you.
    Special: You may only gain this feat at 1st level.

    HAMATULATSU
    You have mastered a deadly fighting form inspired by the varying attacks of the barbed devil. You seek not just to defeat or kill your opponent but to first cripple him with memorable, scarring pain.
    Prerequisites: Intimidate 5 ranks, Improved Unarmed Attack, female, raised by the Sisters of the Golden Erinyes.
    Benefit: Each round, your unarmed attacks may be treated as bludgeoning, piercing, or slashing damage. You decide which type of damage you deal, but you may only choose one type at a time. In addition, for each consecutive round that you change the type of damage selected from the previous round, the threat range of your unarmed attack increases by 1, to a maximum of 16–20/x2 after 5 rounds. If you succeed in confirming a critical hit, the threat range of your attacks resets to normal and you may further make an opposed Intimidate check as an immediate action to attempt to demoralize your opponent and render him shaken.
    Special: Hamatulatsu may be selected as a substitute bonus feat at 2nd level by a monk even if the monk does not otherwise meet the prerequisites.
    Hamatulatsu does not stack with Improved Critical.

    Secret of Steel-Shattering Spirit 
    As a student trained in the Impossible Techniques of Jalmeray, you can rend wood, burst brick, or even shatter steel with the perfect focus and application of your ki.
    Prerequisites: Improved Unarmed Strike, base attack bonus +6, must be lawful.
    Benefit: You gain a pool of ki points equal to 1 + your Wisdom modifier (minimum of 1). As a swift action, you may focus your ki into strikes that can overcome the hardness of any substance. Each unarmed strike attack you make while in this focus expends 1 ki from your pool, whether or not it hit. You lose your focus automatically when you run out of ki, when the encounter ends, if you are reduced to fewer than 0 hit points or killed, or as a free action any time you wish.
    While focused in this way, your unarmed strikes are treated as adamantine weapons for the purpose of overcoming damage reduction or bypassing hardness.
    Special: You may gain this feat multiple times. For each additional time you gain the feat you add 1 to your ki pool and your unarmed strikes gain an additional property for overcoming damage reduction, in the following order: adamantine, cold iron, silver, magic, lawful, epic. If your unarmed strikes already count as one or more of those properties (from any source), they gain the next property in line.
    A monk trained at one of the Houses of Perfection may select Secret of Steel-Shattering Spirit as his 6th-level monk bonus feat.

    Cosmopolitan
    Living in Katapesh has put you in touch with numerous
    different civilizations, cultures, and races.
    Prerequisites: Katapesh affinity.
    Benefit: You gain two languages of your choice. In
    addition, choose two Intelligence-, Wisdom-, or Charismabased
    skills. Those skills always count as class skills for you.

    Focused Shot
    Your knowledge of simple anatomy allows you to place your shots more effectively.
    Prerequisites: Int 13, Point Blank Shot, Precise Shot, Kyonin affinity.
    Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage dealt. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.

    Sniper Shot
    You are skilled at making deadly attacks from an extreme distance.
    Prerequisites: Int 13, Wis 13, Far Shot, Focused Shot, Point Blank Shot, Precise Shot, Kyonin affinity.
    Benefit: As a full-round action, you may make an attack that allows you to deal precision-based extra damage to a distance equal to your weapon’s range increment. You may only make this attack with bows and crossbows. Precision-based damage includes sneak attacks, a ranger’s favored weapon bonus, and the damage bonus from the Focused Shot feat. Creatures immune to critical hits and sneak attacks are Queen Telandia immune to this extra damage.

    Massed charge
    You are trained in the legendary methods of Lastwall’s heavy cavalry and can steer your mount with great accuracy, even in tight confines.
    Prerequisites: Mounted Combat, Handle Animal 4 ranks, Ride 9 ranks, Lastwall affinity.
    Benefit: When mounted on a horse, you and your mount suffer no penalties for squeezing when you share a 10-foot space with another mount and rider with this feat. In addition, you and your mount gain a +2 bonus on opposed bull rush, overrun, and trip checks.
    Special: A fighter may gain Massed Charge as one of his fighter bonus feats.
    Normal: Horses and other Large mounts occupy a 10 foot square area. For two horses to share that space requires them to squeeze, halving their movement rate and imposing a –4 penalty on attack rolls and to AC.

    Berserker’s Cry
    Your cry of bloodthirsty fury inspires those around you to greater acts of violence.
    Prerequisites: Cha 13, Linnorm Kings affinity.
    Benefit: Once per day, as a move action, you may unleash a powerful, bloodthirsty scream of battle lust and fury. Allies within 60 feet who can hear your berserker’s cry (including yourself ) are heartened and gain a +1 morale bonus on damage rolls made with melee attacks for a number of rounds equal to half your character level + your Charisma bonus. If you have the ability to rage, you may unleash a berserker’s cry as part of the free action to enter a rage (instead of as a separate move action).
    A creature may be under the effect of only one berserker’s cry at a time.
    Special: You may gain this feat multiple times. Every time you take this feat, you may unleash a berserker’s cry one additional time per day.
  • Pathfinder Chronicles Campaign Setting

    Feats continued 2

    Rugged
    You live a hard nomadic life in a cold climate and gain some benefit from it.
    Prerequisites: Endurance, member of a Mammoth Lord’s following.
    Benefit: You gain a +2 bonus on saving throws made against magical and natural effects that deal cold damage. In addition, you may move across ice without a movement penalty.

    Shrewd Liason
    Your dealings with both pirates and the Red Mantis have taught you to be exceedingly careful.
    Prerequisites: Mediogalti affinity.
    Benefit: Opponents do not gain a +2 bonus on attack rolls for flanking you, although they can still sneak attack you. You also gain a +2 bonus on Sense Motive checks made to resist a foe’s feinting in combat Bluff checks.

    Demon Hunter
    You are a practiced demon hunter and know many of their weaknesses.
    Prerequisites: Base attack bonus +6, Mendev affinity.
    Benefit: You gain a +2 bonus on Knowledge (the planes) checks to know the powers and abilities of demons. In addition, whenever you deal damage to a demon with a melee weapon, you deal +1 point of damage.
    Special: You may gain this feat more than once. Its effects stack.

    Teleport Sense
    Like many Mendevians, you have faced so many demons teleporting that you have developed a sort of sixth sense for it.
    Prerequisites: Wis 13, Mendev affinity.
    Benefit: Whenever a creature uses a spell or effect from the conjuration (teleportation) school to appear within 60 feet of you, you may make a Sense Motive check to detect the teleportation. The DC equals 10 + caster level of the  effect. If you succeed on this check, you are automatically not surprised and can act in the surprise round if combat begins immediately. If combat against the creature that teleported near you begins within 1 minute of the teleportation you gain a +4 bonus on the initiative check in that battle. If the creature teleporting in is a demon, you gain a +5 bonus on the Sense Motive check to detect it.

    Molthuni Discipline
    The strict military culture of Molthune inspires uncommon valor in you.
    Prerequisites: Molthune affinity.
    Benefit: Any effect that would normally make you panicked instead makes you frightened. Any effect that would make you frightened instead makes you shaken. Any effect that would make you shaken only lasts half as long (minimum 1 round). Note that you can still become increasingly frightened by multiple fear effects from different sources, but that each source is modified before it is applied to you. In addition, you gain a +2 bonus on any saving throw versus fear effects.
    Special: You may only gain this feat at 1st level.

    Ruincaster
    You possess a deep, mystical connection to the various ruins scattered around the Mwangi Expanse.
    Prerequisites: Wis 15, ability to cast spells, Mwangi Expanse affinity.
    Benefit: When you are standing upon or within a Mwangi ruin that covers at least 500 square feet, you may tap into the latent spiritual energies still held by the stones of that place to grant improve your own spellcasting abilities.
    Mwangi ruins possess varying degrees of power described by a power level, typically 1 to 5. As a move action, you may tap into a ruin’s spiritual energies for 1 round with a DC 10 Concentration check. Failure leaves you fatigued (or exhausted, if already fatigued; or unconscious, if already exhausted). The DC increases by 5 for each power level beyond 1. You may tap the spiritual energies of a ruin in one of three ways.
    Harm: Whenever you cast a spell that deals hit point damage, the spell deals additional damage equal to the ruin’s power level.
    Increase: The DC to resist a spell you cast increases by the ruin’s power level.
    Penetrate: A spell you cast that must penetrate spell resistance gains a bonus on your caster level check equal to the ruin’s power level.
    Special: Most Mwangi ruins are power level 1, with only a handful being power level 2. Holy Xatramba is the only power level 3 ruin, Doorway to the Red Star is the only power level 4 ruin, and Ruins of Kho is the only power level 5 ruin.
    It is up to your GM as to whether ruins outside of the Mwangi Expanse possess power levels and what levels they are.

    Eye Of The Arclord
    Your understanding of the esoteric teachings of the Arclords of Nex allows you to open an eldritch eye that grants you superior perception of the magical world.
    Prerequisites: Concentration 4 ranks, ability to cast arcane spells, Nex affinity.
    Benefit: You may, once per day as a standard action, open an incandescent third eye upon your forehead, granting greater comprehension of the magical world surrounding you. The eye functions for 1 minute per ability score bonus of the ability score tied to your spellcasting. You may close and reopen the eye at will during the effect’s duration.
    While the eye is engaged, you cast all divination spells at +1 caster level, gain darkvision 60 feet, and can detect magic (as the spell of the same name) at will. The sensory perception enhancement of the eye of the arclord grants a +8 bonus on Spot checks to notice invisible creatures.

    Shade of the Uskwood
    Ordained as one of the sinister albino druids who dwell within the heart of the Uskwood, you carry with you into the wider world a powerful effigy of hair, twigs, and blood that crawls with the deepening cold of the Midnight Lord’s hallowed hunting grounds.
    Prerequisite: Druid level 1st, neutral evil, Zon-Kuthon worshiper.
    Benefit: Add the following spells to your druid spell list.
    0—disrupt undead, ray of frost
    1st—ghost sound, touch of fatigue
    2nd—chill touch, spectral hand
    3rd—ghoul touch, invisibility
    4th—displacement, ray of exhaustion
    5th—animate dead, phantasmal killer
    6th—nightmare, waves of fatigue
    7th—circle of death, shadow walk
    8th—mass invisibility, waves of exhaustion
    9th—horrid wilting, weird
    Remove all spells with the fire descriptor from all your spell lists (not just druid). You cannot cast any spells with the fire descriptor, nor activate them off scrolls, wands, or any other magic devices. In addition, you may not use wild shape to take the form of any creature with the fire subtype.
    Special: As part of this feat, you create a personal Umbrae-Token that ties your soul and your doings to the fell power of the Uskwood. This potent object is treated as a wooden unholy symbol that radiates faint necromancy magic. If your Umbrae-Token is ever destroyed, your connection to the shadowy heart of the Uskwood is severed and all benefits of this feat are lost until another is created. This process requires a journey to the Uskwood and an atonement spell cast by a fellow worshiper of Zon-Kuthon.
  • edited August 2022
    Pathfinder Chronicles Campaign Setting

    Feats continued 3

    Parting shot
    You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.
    Prerequisite: Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6, Nirmathas affinity. Benefit: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
    Special: A 6th-level Nirmathi ranger who has chosen the archery combat style is treated as having Parting Shot (rather than Manyshot) even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
    Normal: You cannot attack when using the withdraw action.

    Arcane Vendetta
    The mistreatment of your people by the Technic League has made you distrustful of all those who actively pursue arcane knowledge.
    Prerequisites: Spellcraft 1 rank, Numeria affinity.
    Benefit: You deal +2 damage with weapon attacks made against anyone who you’ve seen cast an arcane spell in the last 5 rounds. Because your extra damage is based on precision, you must be within 30 feet of your target to gain this bonus with ranged attacks. Creatures immune to critical hits and sneak attacks are immune to the extra damage granted by this feat.

    Blade Binder
    Not only are you skilled at binding your opponent’s weapon, you can seize the advantage while he struggles to retrieve his blade.
    Prerequisites: Base attack bonus +4, proficiency with khopesh or temple sword.
    Benefit: You receive a +2 bonus on opposed attack rolls made to bind an opponent’s weapon, as well as any opposed rolls to maintain the bind. This bonus stacks with the +2 bonus from wielding a khopesh or temple sword. If you succeed in blade binding your opponent, your opponent becomes flat-footed until he either wrestles his blade free or drops his weapon.
    Special: A fighter may gain Blade Binder as his fighter bonus feat. A monk may select Blade Binder as his 6th-level monk bonus feat.

    Katheer Scholar
    You have graduated from one of the many colleges, universities, and specialty schools of higher learning scattered throughout Katheer.
    Prerequisites: Int 15, Qadira affinity.
    Benefit: Whenever you succeed on a Knowledge check to identify a kind of creature you face, you can spend a standard action to provide detailed information to your allies. Doing so grants every ally who can hear you within 30 feet a +1 circumstance bonus on weapon damage rolls made against the identified kind of creature for a number of rounds equal to your Intelligence bonus. You may only use this ability once per encounter. Creatures immune to critical hits and sneak attacks are not immune to the extra damage from this ability.

    Godless Healing
    With no magical healing available to the populace, you have learned a specialized technique to ignore pain.
    Prerequisite: Rahadoum affinity.
    Benefit: When you have half your total hit points or fewer, you may attempt a DC 10 Concentration check to heal yourself of 1d4+1 point of damage per level as a move action. You may only use this ability once per day.
    Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.

    Enforcer
    You are skilled at causing fear in those you brutalize.
    Prerequisite: Intimidate 1 rank, Razmiran affinity.
    Benefit: Whenever you deal nonlethal damage, you can make a Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
    Special: A fighter may select Enforcer as one of his fighter bonus feats.

    Free Spirit
    Your strong belief in the value of freedom protects you from mental and physical shackles.
    Prerequisites: Chaotic alignment, River Kingdoms affinity.
    Benefit: You gain a +2 bonus on saving throws made against enchantment spells and effects and against mindaffecting effects. In addition, you gain a +2 bonus on Escape Artist and grapple checks made to break free of a grapple or to escape bindings.

    Survivor
    Only the strong thrive in the River Kingdoms, and you are no weakling.
    Prerequisites: Con 13, Diehard, Endurance, River Kingdoms affinity.
    Benefit: Whenever you are struck for more than 20 points of damage with a single physical melee or ranged attack, reduce the damage you take by 1 point. Once per day, if you have at least 1 hit point and a critical hit would otherwise kill you (even with the reduced damage) you are instead reduced to –1 hit points (but you are stable).

    Desperate Battler
    Your settlement is outnumbered and surrounded by enemies,
    so you must be able to fight on your own.
    Prerequisites: Sargava affinity.
    Benefit: Whenever no ally is within 10 feet of you in combat,
    you gain a +1 bonus on melee attack and damage rolls.

    Storm-Lashed
    Standing watch on deck in gales and storms has hardened your body to the elements.
    Prerequisites: Profession (sailor) 1 rank, Shackles affinity.
    Benefit: You can ignore many of the effects of severe weather.
    Rain: Your visibility is only reduced by one-quarter and you only take a –2 penalty on Spot and Search checks. 
    Fog: You can ignore the concealment granted to creatures by fog (but you are still limited to 5 feet of visibility).
    Winds: You are treated as one size category larger for the purpose of ignoring wind effects. You take half the normal penalty on Listen checks.
    In addition, you gain a +2 bonus on all Constitution checks and Survival checks made to resist the effects of severe weather of any kind. If aboard a boat or ship, this bonus increases to +4.

    Stoic
    As a resident of the Sodden Lands, you know first hand that life is a series of unforgiving trials, and you persevere though sheer force of will.
    Prerequisites: Cha 15, Sodden Lands affinity.
    Benefit: You may use your Charisma bonus instead of your Constitution modifier for Fortitude saving throws. You gain a +2 on saving throws made against fear effects

    Taldorian Duelist
    You graduated from one of Taldor’s elite fighting schools and are skilled in Rondelero, the art of fighting with the falcata and buckler.
    Prerequisite: Dex 13, Exotic Weapon Proficiency (falcata), Weapon Focus (falcata), proficient with a buckler, Taldor affinity.
    Benefit: When fighting with the falcata and buckler, your shield bonus to AC increases by +1 and you gain a +2 circumstance bonus on Balance and Tumble checks.
    Special: A fighter may select Taldorian Duelist as one of his bonus fighter feats, as long as he originated in Taldor.

    Desert Dweller
    Life in the merciless Thuvian desert gave you the ability to survive in extreme heat and without the benefit of constant nourishment.
    Prerequisites: Con 13, Thuvia affinity.
    Benefit: You gain fire resistance 5 against sources of fire damage that deal 5 points of fire or less, meaning you take no damage when a particular source deals 5 points of damage or less. Against sources that deal 6 points of fire damage or more, you gain no resistance and take the full amount of damage.
    You gain a +2 bonus on Constitution checks made to avoid taking nonlethal damage from starvation and thirst.

    Fortune Teller
    Raised in a land steeped in tradition and superstition you are skilled in communicating with the spirit world.
    Prerequisite: Ustalav affinity.
    Benefit: Upon taking this feat, choose a focus item for your divination magic—crystal ball, runes, Harrow deck, and so on. Whenever you cast a divination spell, you may use this focus item instead of the spell’s material component, regardless of the cost. If you choose to perform the spell using your focus item and the spell’s normal material component, you cast the spell at +1 caster level.

    Totem Spirit
    You are closely and mystically tied to your tribe’s sacred totem.
    Prerequisite: Member of a Shoanti tribe.
    Benefit: The benefit granted by this feat depends on which Shoanti tribe you belong to:
    Lyrune-Quah (Moon Clan): You gain a +1 bonus on Will saves and a +2 bonus on Listen checks.
    Shadde-Quah (Axe Clan): If you have the rage ability, it lasts for one additional round. You also gain a +2 bonus on Intimidate checks.
    Shriikirri-Quah (Hawk Clan): You gain a +2 bonus on Initiative checks and a +2 bonus on Ride checks.
    Shundar-Quah (Spire Clan): You gain a +1 bonus on Fortitude saves and a +2 bonus on Spot checks.
    Sklar-Quah (Sun Clan): You gain a +1 bonus on Reflex saves and a +2 bonus on Tumble checks.
    Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon damage against undead and a +2 bonus on Heal checks.
    Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Jump checks.

    Varisian Tattoo
    You bear intricate tattoos which inspire and empower your natural magical ability. These tattoos mark you as a worker of the ancient traditions of Varisian magic. A Varisian tattoo typically consists of a long string of characters in Thassilonian, the language found on the ancient monuments of the land. Most are quite complex, running the entire length of an arm or leg.
    Prerequisite: Spell Focus in matching school.
    Benefit: Select a school of magic other than divination in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spell-like ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained (and its Varisian name) are as follows:
    Abjuration (avidais): resistance.
    Conjuration (idolis): acid splash.
    Enchantment (carnasia): daze.
    Evocation (ragario): dancing lights.
    Illusion (vangloris): ghost sound.
    Necromancy (voratalo): touch of fatigue.
    Transmutation (avaria): mage hand.

    Twisted Flesh
    The tainted plague does not always end in death, but sometimes merely fundamentally alters a person’s physical form. You are one such “lucky” individual.
    Prerequisites: Con 15, Worldwound affinity.
    Benefit: You gain a +1 natural armor bonus to your Armor Class and cold, electricity, and fire resistance 2. In addition, thanks to your corrupted and scarred flesh, you gain a +1 bonus on Intimidate checks.
    Special: You take a –1 penalty on all other Charisma-based skill checks, Charisma checks, and Fort saves.
    You may only gain this feat at 1st level.

    Warped Mind
    Rather than being overwhelmed by mind-blasting distortions of reality, you gained a perverse clarity of insight and strength of will bordering on insane certainty.
    Prerequisites: Wis 15, Worldwound affinity.
    Benefit: Anyone attempting to read your thoughts, communicate with you via telepathy, or otherwise contact your mind is dazed for 1d4 rounds (Will save DC 15 + your Cha modifier negates). In addition, you gain a +2 bonus on initiative checks and a +1 bonus on Will saves.
    Special: You take a –1 penalty on all Intelligence-based skill checks.
    You may only gain this feat at 1st level.

    Altitude Affinity
    Through means either mundane or magical, you have hardened your body to the grueling rigors of surviving at altitudes where the thin air is not conducive to normal life.
    Prerequisites: Con 19, Endurance.
    Benefit: You are unaffected by altitude fatigue, altitude sickness, lack of oxygen, or any of their accompanying complications while at high altitudes, including the death zone above 26,000 feet. In addition, you gain a +4 bonus on all Survival checks made at high altitudes (above 5,000 feet).
    Normal: Only creatures with the air or incorporeal subtypes, aberrations, constructs, dragons, elementals, oozes, outsiders, plants, or undead, as well as creatures that do not breathe, are immune to the harmful effects of high altitudes.

    Bloatmage Initiate
    The practice of hemotheurgy is an ancient practice performed by those who believe that “magic lies in the blood.” Using foul rituals and gruesome rites, you increase the amount of blood and lymph your body produces in an attempt to increase your body’s natural reserves of magical potential. Practitioners of this hideous type of magic are known as bloatmages.
    Prerequisite: Spell Focus (any school).
    Benefit: When you gain this feat, you learn the ancient secrets of hemotheurgy. By subjecting your body to various rituals, imbibing strange elixirs, and focusing your mind, you dramatically increase your body’s production of lymph and blood and form a magical bond between these f luids and your spellcasting powers. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level.
    Hemotheurgy’s benefits do not come without a price. Your increased girth leaves you constantly under the effects of a medium load—your maximum bonus to Armor Class from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).

    Crossbow Mastery
    You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.
    Prerequisites: Dex 15, Point Blank Shot, Rapid Reload, Rapid Shot.
    Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
    Special: A fighter may select Crossbow Mastery as one of his fighter bonus feats. A ranger may select Crossbow Mastery in place of Manyshot for his improved combat style at 6th level.

    Green Faith Acolyte
    You have trained to channel your magical energies in ways that do not harm the natural world around you.
    Prerequisite: Ability to cast 2nd level divine spells.
    Benefit: Spells you cast that deal damage, channel negative energy, or otherwise harm life do not hurt normal or magical plants. Plant creatures are not protected by this feat, but plants that grow or are created as a result of magic are.
    In addition, whenever you cast a spell that utilizes, heals, or enhances normal or magical plants (such as entangle or plant growth), you cast the spell at +1 caster level. This benefit does not extend to plant creatures, nor does it extend to spells with an area effect that you use to affect some plants and some creatures (such as using mass cure light wounds to cure both plants and allies).
    Finally, you gain a +2 bonus on Diplomacy checks made when interacting with fey and plant creatures.

    Harmonic Spell
    You can weave bardic music effects into your spellcasting.
    Prerequisite: Perform (any) 8 ranks, bardic music ability.
    Benefit: When you cast a harmonic spell, you can activate one of your bardic music abilities as a free action. The bardic music is incorporated into the spell’s casting time, and the effect of the bardic music lasts for as long as the spell’s casting time continues and for 5 rounds thereafter. Activating a bardic music ability with Harmonic Spell consumes an additional bardic music use per day, but does not increase the effective level of the spell being cast.

    Harrowed
    Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life; the Harrow deck and your destiny seem intertwined.
    Prerequisites: Cha 13.
    Benefit: You get a +2 bonus on all Will saves made to resist charm or compulsion effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Wisdom, you may apply a +2 bonus on a Will save or a Wisdom-based skill check. If you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Ref lex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know if the roll was a success or not.
    If you don’t have an actual Harrow deck handy to draw from to determine your bonus, you can randomly determine the ability score by simply rolling 1d6 (1 = Strength, 2 = Constitution, 3 = Dexterity, 4 = Intelligence, 5 = Wisdom, 6 = Charisma).
    Special: You may only gain this feat at 1st level.

    One Finger
    You can bring to bear the energies of your entire body in a single point, allowing you to strongly affect your foes with the slightest touch.
    Prerequisite: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Finesse, base attack bonus +8, ki strike class ability.
    Benefit: You can make Stunning Fist attacks as melee touch attacks. You may not use Power Attack in combination with this feat. You may choose to expend one use of Stunning Fist when making a bull rush, disarm, grapple, sunder, or trip attempt to provide a bonus equal to your Wisdom modifier (if positive) to any attack roll or opposed check required. This bonus applies only to a single attempt and does not apply to subsequent checks (as when continuing a grapple in subsequent rounds). You may use this ability once per round on your turn. You may not use it to defend against combat actions attempted against you.

    Spirit of the River
    You carry in body and mind the spirits of the river that f low and sustain.
    Prerequisite: Aquatic subtype, Knowledge (nature) 1 rank
    Benefit: You gain the ability to breathe air or water interchangeably. You become fatigued if you remain out of the water for a number of days equal to your Constitution bonus plus your character level. This fatigue only goes away once you immerse yourself in water for 8 hours. Mundane or magical effects that remove fatigue have no effect on this condition.
    In addition, choose one of these skills: Knowledge (geography), Knowledge (history), Knowledge (local), or Knowledge (nature). That skill is always a class skill for you.

    Spirit Strike
    You can call upon the sprits of ancient heroes to convey the blessings of the gods in battle.
    Prerequisite: Knowledge (religion) 5 ranks, ability to turn undead, at least one favored enemy.
    Benefit: As a swift action, you can expend a use of your turn undead ability to imbue a weapon you touch with the bane property against your favored enemy (choose one if you have more than one favored enemy) until the beginning of your next turn. The affected weapon may be used by you or by someone else.

    Veiled Vileness
    Your human blood shows itself dominant.
    Prerequisite: Half-orc.
    Benefit: You appear outwardly human, with no obvious signs of your orcish heritage (no Disguise check required). Your subtly menacing presence and strength grant a +1 bonus on Diplomacy and Intimidate checks and Will saves.

    Vermin Companion
    Your understanding of vermin has grown to the point where you can bond with one as a companion.
    Prerequisites: Vermin Heart, animal companion class feature, wild empathy class feature.
    Benefit: Add the following vermin to your list of possible animal companions at the indicated druid levels. 1st—giant ant (worker), giant fire beetle, Medium monstrous centipede, Medium monstrous scorpion, Medium monstrous spider; 4th—giant ant (soldier), giant bee, giant bombardier beetle, Large monstrous centipede, Large monstrous scorpion, Large monstrous spider; 7th—giant praying mantis, giant stag beetle, giant wasp, Huge monstrous centipede; 10th—Gargantuan monstrous centipede, Huge monstrous spider; 13th—Huge monstrous scorpion; 16th—Gargantuan monstrous spider. Vermin companions can only learn bonus tricks.

    Vermin Heart
    You have a special bond with things that creep and crawl.
    Prerequisites: Wild empathy class feature.
    Benefit: You may target Vermin with spells and special abilities that normally only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to inf luence vermin as easily as you inf luence animals.

    Wand Dancer
    An ancient tradition of Garundi courtesans and court-mages combines a supple mobility with delicate rhythms in a deadly exotic dance of wand and staff.
    Prerequisite: Dex 13, Dodge, Mobility, Perform (dance) 1 rank, Tumble 1 rank, caster level 5th.
    Benefit: When using a spell trigger item, you can move both before and after triggering the item, as long as the total distance moved is not greater than your speed. Choose one creature potentially affected by your spell trigger item. Your movement does not provoke attacks of opportunity from that creature (only). You must move at least 5 feet before and after using your spell trigger item to utilize this feat.
  • Pathfinder Chronicles Campaign Setting

    Spells

    Armor of Darkness
    School Abjuration [darkness]; Level darkness 4
    Casting
    Casting Time 1 standard action
    Components V, S, DF
    Effect
    Range Touch
    Target Creature touched
    Duration 10 minutes/level
    Saving Throw Will negates (harmless); Spell Resistance Yes
    Description
    This spell envelops the target in shadows that can, if you desire, conceal the creature’s features. It grants the recipient a +3 deflection bonus to Armor Class (+1 for every 4 caster levels, to a maximum bonus of +8). The subject can see through the armor and gains darkvision to 60 feet. The subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures under the effect gain +4 turn resistance.

    Blacklight
    School Evocation [darkness]; Level darkness 3, sor/wiz 3
    Casting
    Casting Time 1 standard action
    Components V, S
    Effect
    Range Close (25 ft. + 5 ft./2 levels)
    Area A 20-ft.-radius emanation
    Duration 1 round/level (D)
    Saving Throw Will negates or none (object); Spell Resistance
    Yes or no (object)
    Description
    You create an area of total darkness. The darkness is impenetrable even to darkvision, but you can see normally within it. Creatures outside the spell’s area, even you, cannot see through it.
    You can cast the spell on a point in space, but the effect is stationary unless cast on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance. Blacklight counters or dispels any light spell of equal or lower level. Daylight counters or dispels blacklight.

    Bolt of Glory
    School Evocation [Good]; Level glory 6
    Casting
    Casting Time 1 standard action
    Components V, S, DF
    Effect
    Range Close (25 ft. + 5 ft./level)
    Effect Ray
    Duration Instantaneous
    Saving Throw None; Spell Resistance Yes
    Description
    You fire a ray of positive energy. A creature struck takes varying damage, depending on its nature and home plane of existence. Neutral outsiders and creatures native to the Material Plane and Elemental Planes take 1d6 points of damage per 2 levels (maximum 7d6). Evil outsiders, undead, and natives of the Negative Energy Plane take 1d6 points of damage per level (maximum 15d6). All other creatures take no damage.

    Bolts of Bedevilment
    School Enchantment [Mind-Affecting]; Level madness 5
    Casting
    Casting Time 1 standard action
    Components V, S
    Effect
    Range Medium (100 ft. + 10 ft./level)
    Effect Ray
    Duration 1 round/level
    Saving Throw Will negates; Spell Resistance Yes
    Description
    You can fire one ray per round that dazes one living creature for 1d3 rounds.

    Crown of Glory
    School Evocation; Level glory 8
    Casting
    Casting Time 1 full round
    Components V, S, M, DF
    Effect
    Range Personal
    Area 120-ft.-radius emanation centered on you
    Duration 1 minute/level
    Saving Throw Will negates; Spell Resistance Yes
    Description
    You gain a +4 enhancement bonus to Charisma. All creatures with fewer than 8 HD are compelled to stop and pay attention to you. Any such creature that wants to take hostile action against you must make a Will save to do so. Any creature that fails this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell’s area. It does not try to leave the area on its own. Creatures with 8 HD or more are not affected.
    When you speak, all listeners telepathically understand you. You can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates). Only creatures within range at the time of a suggestion are subject to it.
    Material Component: An opal worth at least 200 gp.

    Genesis
    School Conjuration (Creation); Level creation 9
    Casting
    Casting Time 1 week (8 hours/day)
    Components V, S, M, XP
    Effect
    Range 180 ft.
    Effect A demiplane on the Ethereal Plane centered on you
    Duration Instantaneous
    Saving Throw None; Spell Resistance No
    Description
    You create an immobile, finite demiplane with limited access. Demiplanes created by this spell are very small. At first, the demiplane grows at a rate of 1-foot-radius per day, up to a 180-foot radius. You determine the environment in the demiplane, reflecting most any desire you can visualize, such as atmosphere, water, temperature, and the shape of the terrain. The spell cannot create life, nor can it create buildings. If desired, these must be brought in by some other fashion.
    You can cast this spell again to enlarge the demiplane by 60 feet per casting if you are inside its boundaries. Material Component: A small crystalline sphere.

    XP Cost: 5,000 XP.

    Hardening
    School Transmutation; Level sor/wiz 6, artifice 7
    Casting
    Casting Time 1 standard action
    Components V, S
    Effect
    Range Touch
    Target One item of a volume no greater than 10 cu. ft./level
    Duration Permanent
    Saving Throw None; Spell Resistance Yes (object)
    Description
    This spell increases the hardness of materials by 1 point per 2 caster levels. The hardening spell does not in any way affect resistance to other forms of transformation.
    This spell affects up to 10 cubic feet per level. If cast upon a metal or mineral, the spell affects 1 cubic foot per level.

    Status, Greater
    School Divination; Level community 4
    Casting
    Casting Time 1 standard action
    Components V, S, DF
    Effect
    Range Touch
    Targets One creature touched/three levels
    Duration 1 hour/level
    Saving Throw Will negates (harmless); Spell Resistance Yes
    Description
    As status, but you can also cast a limited selection of spells through the link, as if you were touching the target. You can cast any spell that meets all of the following conditions:

    Level 0, 1st, or 2nd; Range touch; Target creature touched;
    Saving Throw harmless

    Surelife
    School Abjuration; Level repose 8
    Casting
    Casting Time 1 round
    Components V, S
    Effect
    Range Personal
    Target You
    Duration 1 minute/2 levels
    Description
    This spell protects you (but not your gear) from a natural occurrence or condition (not against a spell or the action of a creature) that would kill you. You must specify the condition, and the spell is effective only against that condition. If you are subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition. At the end of the spell’s duration, the condition has full normal effects if you are still subjected to it.

    Touch of Madness
    School Enchantment [Mind-Affecting]; Level madness 2
    Casting
    Casting Time 1 standard action
    Components V, S
    Effect
    Range Touch
    Target Creature touched
    Duration 1 round/level
    Saving Throw Will negates; Spell Resistance Yes
    Description
    On a successful touch attack, you daze a creature that fails a save.

    True Creation
    School Conjuration (Creation); Level creation 8
    Casting
    Casting Time 10 minutes
    Components V, S, XP
    Effect
    Range 0 ft.
    Effect Unattended, nonmagical object, up to 1 cu. ft/level
    Duration Instantaneous
    Saving Throw None; Spell Resistance No
    Description
    You create a completely real, nonmagical, unattended object of any sort of matter. The volume of the item created cannot exceed 1 cubic foot per caster level. Complex items require successful Craft checks. Objects created can be used as material components.
    XP Cost: The item’s gold piece value in XP (minimum 1 XP).
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