New feats

From RocksfallWiki

Magic feats

Natural Caster

Prerequisite: No levels in mystic or manifest
Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic or manifest you lose this benefit.

Improved Natural Caster

Prerequisite: Natural Caster, Level 6+
Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic or manifest you lose this benefit.

Greater Natural Caster

Prerequisite: Improved Natural Caster, Level 11+
Benefit: You get a +1 bonus to your BMB. If you ever take levels in mystic or manifest you lose this benefit.

Spell Success

Prerequisite: Int 13+; BMB +1
Benefit: Your spells succeed if you fail a magic check DC by 1-6. The ordinary bad effects from the failure still occur, but the spell only fails entirely if you miss the magic check by 7 or more.

Frugal Focus

Prerequisite: BMB +5
Benefit: Select one school of magic. Spells from this school take one fewer dose to cast than normal (minimum 1). This feat can be taken multiple times; each time it must apply to a different school.

Spell Expertise

Prerequisite: Int 13
Benefit: Select one spell, whose spell level is no greater than half your level. You no longer need to roll magic checks to succeed at the spell - simply expend the required amount of fos. Even if you add metamagic to the spell, you do not need to make a check. This feat can be taken multiple times; each time it must apply to a different spell.

Spellbinding

Prerequisite: Cha 13
Benefit: You substitute Charisma for Intelligence as the key ability for magic checks.

Improved Combat Casting

Prerequisite: Combat Casting, BMB +6
Benefit: You receive a +4 on concentration checks to retain any fos you have consumed when you take damage.

Greater Combat Casting

Prerequisite: Improved Combat Casting, BMB +11
Benefit: You receive an additional +4 on concentration checks to retain any fos you have consumed when you take damage.

Crude Caster

Prerequisite: Con 13
Benefit: You can consume fos root directly, without preparation, for full effect, with no risk of a wild surge. Each root consumed provides two doses of fos.
Normal: When fos has not been prepared specially, each root only provides one dose, and there is a 5% chance per dose used when casting that a wild surge occurs.

Stable Source

Prerequisite: Con 15, BMB +4
Benefit: You can hold fos you have consumed for 1 minute per level (2 minutes for manifests) before needing to make a Concentration check.
Normal: You can hold fos you have consumed for 1 round per level (2 rounds for manifests) before needing to make a Concentration check.

Avert Fate

Prerequisite: BMB +8
Benefit: Whenever you fail a spell that would cause you to have to roll on Table 2C (Severe Effects), you get a -30 to the roll. This increases the chance that you will drop down to Table 2B (Moderate Effects) and avoids the worst effects on Table 2C.

Hallow feats

Extra Hallow

Prerequisite: hallow class feature
Benefit: You can use your hallow power two additional times per day.

Extended Hallow

Prerequisite: hallow class feature
Benefit: When you use your hallow power to benefit yourself and your allies within 30 feet, the duration is twice as long as ordinary. This can be combined with other feats that affect this use of hallow.
Normal: This use of the hallow effect lasts for 2 rounds plus the modifier from your key ability (Cha / Wis).

Hallowed Fist

Prerequisite: hallow class feature, Str 13
Benefit: You can use your hallow power to turn your hands into weapons capable of delivering lethal damage (1d6 damage, crit x 2) for a number of rounds equal to 2 plus your key ability (Cha or Wis).

Improved Hallowed Fist

Prerequisite: Hallowed Fist, Str 15, BAB +3
Benefit: Your fists become powerful magical weapons (+1 to attack, 1d10 damage, crit x 3) for a number of rounds equal to 2 plus your key ability (Cha or Wis).

Greater Hallowed Fist

Prerequisite: Improved Hallowed Fist, Str 17, BAB +7
Benefit: Your fists become powerful magical weapons (+2 to attack, 3d6 damage, crit x 4) for a number of rounds equal to 2 plus your key ability (Cha or Wis).

Hallowed Shield

Prerequisite: hallow class feature, level 3+
Benefit: You can use your hallow power to grant yourself and your allies a morale bonus to AC appropriate to your level instead of the ordinary bonus to saving throws, for a number of rounds equal to 2 plus your key ability (Cha or Wis).

Frightful Hallow

Prerequisite: hallow class feature, Cha 15, level 3+
Benefit: When you use the hallow feature to grant yourself and allies a bonus to saving throws, any enemies within 30’ must make a Will save (DC 10 + ½ your level + your Charisma modifier) or be shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks) for the duration of the effect.

Hallowed Shroud

Prerequisite: hallow class feature, level 5+
Benefit: You may use your hallow power to cause attacks on yourself and all allies within 30’ to have a 20% miss chance, as if they had concealment, instead of the ordinary bonus to saving throws, for a number of rounds equal to 2 plus your key ability (Cha or Wis).

Corpseborn feats

Chameleon Strike

Prerequisite: Improved Unarmed Strike, social invisibility class feature, Stealth 3 ranks
Benefit: Before making an unarmed attack, roll a Stealth check (opposed by your opponent’s Perception check) and if you succeed, you retain the Hide benefit of Stealth (full concealment / 50% miss chance) for one round. As long as you continue to make unarmed attacks only, you may roll Stealth checks each round to maintain your concealment.
Normal: You lose the benefit of Stealth immediately once you make an attack roll.

Improved Chameleon Strike

Prerequisite: Chameleon Strike, social invisibility class feature, Stealth 8 ranks
Benefit: Before making an unarmed attack, roll a Stealth check (opposed by your opponent’s Perception check) and if you succeed, you retain the Hide benefit of Stealth (full concealment / 50% miss chance) for as long as you continue to make unarmed attacks against that opponent. You do not need to roll additional Stealth checks after the first one.

Sloth Strike

Prerequisite: Improved Unarmed Strike, Bluff 3 ranks, BAB +4
Benefit: When you attack an opponent with an unarmed strike, delay your initiative by 4 to receive a +2 circumstance bonus to your attack.

Enervating Strike

Prerequisite: Improved Unarmed Strike, fate touch class feature, Str 13
Benefit: Make a full attack action with your unarmed strike and combine the first attack with a fate touch. If your fate touch is successful, and you hit with any of the subsequent attacks, the opponent is immediately rendered unconscious for 1d6 rounds as they are overwhelmed by their fate. This does not work on mindless opponents or opponents without a nervous system.

Fortune's Bounty

Prerequisite: fortune class feature, Bluff 5 ranks
Benefit: You can use your fortune ability 2 additional times a day.

Fortune's Quarry

Prerequisite: fortune class feature, BAB +4
Benefit: Instead of targeting all individuals within 30 ft., you can aim your fortune or misfortune power at a specific individual (within 30 ft) and cause them to have an additional +2/-2 modifier to skill checks, attacks, and saves for the next round, in addition to the usual bonus or penalty of the power.

Fortune's Source

Prerequisite: fortune class feature, BMB +3
Benefit: Your use of the fortune / misfortune power applies also to magic checks as well as attacks, saves, and skills.

Fearful Fortune

Prerequisite: fortune class feature, BAB +7
Benefit: Targets affected by your misfortune are also frightened (Will save DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier). Targets affected by your fortune are immune to fear effects.

Fortune's Hex

Prerequisite: fortune class feature, BAB +4
Benefit: You may expend all your uses of the fortune ability for the day to target a specific individual with a powerful misfortune (DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier). If they fail their save, they are shaken for 24 hours in addition to the ordinary penalty.

Improved Fortune's Hex

Prerequisite: fortune class feature, Fortune's Hex, BAB +7
You may expend all your uses of the fortune ability for the day to target a specific individual with a powerful misfortune (DC 15 + ½ the corpseborn’s level + the corpseborn’s Wisdom modifier). If they fail their save, they are shaken for 24 hours, and whenever they make a check during that period, they must also roll twice and take the worse of the two rolls.

Hithkindred feats

Grievous Bleed

Prerequisite: Weapon focus (pfethe), BAB +4
Benefit: Whenever you strike an opponent with a critical hit with the pfethe, the opponent takes 2 bleed damage rather than the 1 that the weapon normally allows.

Improved Grievous Bleed

Prerequisite: Weapon focus (pfethe), Grievous Bleed, BAB +9
Benefit: Whenever you strike an opponent with a critical hit with the pfethe, the opponent takes 1d4+1 bleed damage rather than the 1 that the weapon normally allows.

Pfethe Mastery

Prerequisite: Weapon focus (pfethe), BAB +4
Benefit: You receive +2 to all damage rolls when attacking with the pfethe.

Staggering Critical

Prerequisite: Weapon focus (pfethe), BAB +4
Benefit: Upon delivering a critical hit with the pfethe, in addition to bleed damage, the target is staggered for 1d4+1 rounds. The target gets a Fort save (DC 10 + the amount of damage done) to reduce the duration to 1 round.

Improved Staggering Critical

Prerequisite: Weapon focus (pfethe), Staggering Critical, BAB +9
Benefit: Upon delivering a critical hit with the pfethe, in addition to bleed damage, the target is stunned for 1d4+1 rounds. The target gets a Fort save (DC 10 + the amount of damage done) and if the save is successful, the target is merely staggered for 1d4+1 rounds.

Piercing Critical

Prerequisite: Weapon Focus (pfethe), Str 13, BAB +4
Benefit: Whenever you inflict bleed damage with a pfethe (normally through a critical attack) on a target with natural armor, you reduce the target's natural armor bonus by your Strength bonus for as long as the bleeding continues (to a minimum of 0).

Rugged Hide

Prerequisite: hithkindred level 3, Con 13
Benefit: You gain +1 natural armor bonus to AC.

Improved Rugged Hide

Prerequisite: hithkindred level 7, Rugged Hide, Con 15
Benefit: You gain an additional +1 natural armor bonus to AC.

Withering Strike

Prerequisite: Weapon Focus (pfethe), withering touch class feature, leech class feature, BAB +9
Benefit: Whenever you strike an opponent with the pfethe you can use one of your withering touch attacks through the weapon, delivering both weapon damage and additional withering (lethal or nonlethal) damage. If you choose to do lethal damage, you may apply one-half of the damage of the withering touch (not the pfethe) as healing to yourself.