Lists of compatible feats for E6

Stormwrack feats

  • Aquatic Shot: You have developed the technique of firing a ranged weapon into or through the water with better accuracy than normal, striking at just the right angle to allow it to slice through the obstruction with precision.
  • Blackwater Invocation: You can call upon negative energy to infuse normal water around you, transforming it into the dark, cold water found at the bottom of the deepest ocean trenches.
  • Breathing Link: You can allow a person adjacent to you to breathe water.
  • Clever Wrestling: You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.
  • Curling Wave Strike: Mimicking the forceful power of the wave, you can trip multiple foes as part of the same strike.
  • Expert Swimmer: You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water.
  • Flying Fish Leap: You can hurl yourself out of the water with ease.
  • Great Captain: You are a master pilot and battle leader; your crew anticipates your every command and leaps to do your bidding.
  • Landwalker: You can survive out of water for a longer period of time than most of your kind.
  • Old Salt: You are an old hand at shipboard life, having mastered the myriad skills that are required of the experience sailor. Additionally, you have an eye for the weather.
  • Rapid Swimming: You are one with the water.
  • Sahuagin Flip: You can safely attack and withdraw underwater.
  • Sailor's Balance: You are experienced with the rolling decks of the ship and maintain strong footing, even in a terrible storm.
  • Sanctify Water: You can call upon positive energy to momentarily transform normal water around you into holy water.
  • Scourge of the Seas: You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence.
  • Sea Legs: You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage.
  • Ship's Mage: You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship.
  • Steam Magic: You are skilled at casting fiery spells into the water, causing terrible gouts of scalding steam.
  • Storm Magic: You gain a boost in spellcasting power during storms.
  • Sunken Song: You can project your voice underwater.
  • Swim-By Attack: You can attack in the middle of a fast pass by your opponent.
  • Toothed Blow: You are able to hammer your foes more effectively underwater.
  • Water Adaptation: You favor your aquatic elf parent and have developed the ability to breathe and move about in water easily.
  • Wingsinger: You can use song or a wind instrument to compel the winds to obey you.
 
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Races of Destiny feats

  • Able Learner: You have great aptitude for learning.
  • Bright Sigil: You have established a greater degree of control over your sigils. When you concentrate, you can emit strong illumination from the glowing symbols that surround your head.
  • Channeled Rage: You can focus your rage to counter charms and compulsions.
  • City Slicker: You are very familiar with city life and the inner workings of your hometown.
  • Complementary Insight: You get more out of having skills that work well together.
  • Enhanced Power Sigils: Your illumian power sigils are more powerful than normal.
  • Fearless Destiny: Your grand destiny allows you to avoid death.
  • Heroic Destiny: You have a destiny to fulfill.
  • Human Heritage: Your human heritage is more prominent than in others of your kind.
  • Improved Sigil (Aesh): You tap into your aesh power sigil to gain enhanced accuracy with your favored melee weapons.
  • Improved Sigil (Hoon): You tap into your hoon power sigil to help survive deadly conditions.
  • Improved Sigil (Krau): You tap into your krau power sigil to augment the energy of your magical utterances.
  • Improved Sigil (Naen): You tap into your naen power sigil to see through illusions and resist language-based effects.
  • Improved Sigil (Uur): You tap into your uur power sigil to gain enhanced accuracy with ranged weapons.
  • Improved Sigil (Vaul): You tap into your vaul power sigil to resist mental effects.
  • Inside Connection: Choose a specific organization. You have strong personal connections within that organization, as well as insight into its membership.
  • Protected Destiny: Your heroic destiny is guarded against the whims of misfortune.
  • Resourceful Buyer: You know where to look in a community for anything you need.
  • Smatterings: You have a talent for acquiring languages -- at least enough of each one to get by.
  • Sociable Personality: You are adroit at avoiding social gaffes.
  • Subtle Sigil: You are able to fade your sigils into invisibility, but still tap into their magical energy.
  • Urban Stealth: You are particularly adept at moving quietly and unnoticed through the city.
  • Urban Tracking: You can track down the location of missing persons or wanted individuals within communities.
  • Arcane Insight: By immersing yourself in the teachings of Boccob, you have unearthed magical secrets and gained special insight into arcane spellcasting.
  • Dread Tyranny: A devoted student of Hextor's militant teachings, you are skilled at intimidating and dominating weaker beings.
  • Eternal Strength: You have taken Kord's fighting ways to heart. Throwing yourself into every brawl, you draw upon your mighty deity's strength.
  • Far Horizons: By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable traveler.
  • Law Inviolate: Your unshakable faith in St. Cuthbert allows you to better apprehend fugitives or overcome villains who transgress the law.
  • Menacing Demeanor: You can tap into your savage heritage to improve your intimidation techniques.
  • Radiant Fire: Pelor has ignited your faith and conviction, making you better able to fight the creatures of darkness.
  • Undying Fate: You have pledged your unswerving obedience to Wee Jas, and she in turn has granted you special insight into life and death.
  • Whispered Secrets: You revere the Maimed Lord and have devoted your miserable, worthless life to learning but a few of the Whispered One's secrets.
  • Crowd Tactics: You are adept at moving through and fighting in crowds.
  • Diverse Background: You have a wide and diverse background, giving you a greater understanding of different occupations.
  • Roofwalker: You are adept at moving and fighting on rooftops and ledges.
 
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Races of Stone feats

  • Ancestral Knowledge: You have a strong connection to the ancestors of your clan, giving you understanding and knowledge beyond the mortal realms.
  • Auspicious Marking: Your [goliath] skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms.
  • Axespike: You have mastered the art of fighting in spiked armor while wielding a greataxe. You blend greataxe blows and armor spike attacks into one constant, deadly attack form.
  • Battle Hardened: Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle.
  • Burrow Friend: Your natural rapport with burrowing mammals improves.
  • Clan Prestige: Your actions have brought you some measure of fame and respect from your clan, whether from battle prowess or years of service to the clan.
  • Craft Rune Circle: You can create rune circles, stationary magic items that hold a variety of spells and effects.
  • Deep Vision: Your mental focus helps you see farther with darkvision.
  • Deflective Armor: Your armor shields you from touch attacks as well as regular blows.
  • Divine Damage Reduction: You can channel energy to give yourself a small amount of protection from weapons.
  • Divine Spellshield: You can channel energy to help your allies resist spells and spell-like effects.
  • Dwarven Armor Proficiency: You are familiar with exotic armor of dwarven manufacture and understand how to use it properly.
  • Earth Adept: You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat.
  • Earth Fist: Your bond with the earth and martial training has imbued your fists with the qualities of cold iron.
  • Earth Master: You are in tune with the ground at your feet, helping you anticipate your opponent's movements in combat.
  • Earth Power: You draw psionic energy from raw stone.
  • Earth Sense: You are in tune with the earth beneath you.
  • Earth Spell: You draw magical power from the earth beneath your feet.
  • Earth's Warding: You can channel energy to infuse your skin with the strength of the earth.
  • Enchanting Song: You can channel the power of your bardic music to temporarily increase the power of your enchantment spells.
  • Energize Armor: You can charge your armor with psionic energy, making it resistant to energy damage.
  • Exotic Armor Proficiency: Choose a type of exotic armor. You understand how to wear that type of exotic armor properly.
  • Exotic Shield Proficiency: Choose an exotic shield. You are proficient with that type of exotic shield.
  • Extra Silence: You can generate a field of silence more often than other whisper gnomes can.
  • Fling Ally: You can launch your comrades into the air as if they were thrown weapons.
  • Fling Enemy: When you're wrestling a foe, you can lift him into the air and hurl him.
  • Focused Shield: Your mental focus makes you more adept at using your shield.
  • Gnome Foe Killer: Your battle techniques against your racial foes improve.
  • Goad: You are skilled at inducing opponents to attack you.
  • Greater Heavy Armor Optimization: You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.
  • Heavy Armor Optimization: You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.
  • Heavy Lithoderms: You have stony growths on your skin that afford you protection against attacks.
  • Improved Rock Hurling: Your accuracy and effectiveness with thrown rocks improves.
  • Improved Weapon Familiarity: You are familiar with all exotic weapons common to your people.
  • Inspire Spellpower: You can use your bardic music to increase the power of your allies' spells.
  • Invest Armor: You can charge your armor with additional protective qualities.
  • Knockback: By putting your bulk behind a blow, you can push your enemy backward.
  • Markings of the Blessed: Your skin markings shift into a pattern that resists a wide array of harmful effects in times of trouble.
  • Markings of the Hunter: Your skin markings shift into a pattern that makes you hard to get the drop on.
  • Markings of the Magi: Your skin markings shift into a pattern that denotes you as having strong magical talent.
  • Markings of the Maker: Your skin markings shift into a pattern that gives you fate's edge when using skills.
  • Markings of the Warrior: Your skin markings have shifted over time into a pattern that gives you fate's deathly accuracy in times of trouble.
  • Metamagic Song: You can channel the power of your bardic music into your magic, allowing you to pay the cost of metamagic feats by spending uses of your bardic music ability.
  • Misleading Song: You can channel the power of your bardic music to temporarily increase the power of your illusion spells.
  • Moradin's Smile: Through the favor of Moradin, you are skilled at interacting with others.
  • Mountain Warrior: You are adept at fighting on the uneven ground of mountainous terrain.
  • Natural Trickster: You have greater natural access to your race's powers of illusion.
  • Pierce the Darkness: You can channel positive energy to temporarily increase the range of your darkvision.
  • Piercing Sight: Your fundamental familiarity with illusion allows you to better recognize them.
  • Powerful Wild Shape: You retain your powerful build while in wild shape form.
  • Rampaging Bull Rush: You can use brute force to slam into and knock down your enemies.
  • Reckless Rage: You are considered extreme even among other barbaric warriors, and you enter a deeper state of rage than others.
  • Rock Hurling: You can throw rocks like a giant can.
  • Roots of the Mountain: You can channel energy to make yourself immovable.
  • Shielded Axe: You have mastered the style of fighting with a dwarven waraxe and a handaxe while keeping a buckler strapped to your offhand, and you have learned to use this unusual combination of weapons and buckler to protect yourself while wielding both axes effectively.
  • Shielded Casting: You are skilled at covering yourself with your shield when casting spells in combat.
  • Shielded Manifesting: You are skilled at covering yourself with your shield when manifesting psionic powers in combat.
  • Silencing Strike: You can infuse your sneak attacks with the magical essence of silence.
  • Spellrazor: You have mastered the style of combining a gnome quickrazor with spellcasting.
  • Steady Concentration: You are an expert at avoiding distractions and focusing your mind, and you can concentrate clearly even in the most stressful conditions.
  • Steady Mountaineer: You are so good at climbing cliffs and leaping across crevasses that distractions don't affect you.
  • Stone Form: You can use wild shape to assume a rocklike form.
  • Stone Rage: Your bond with the earth and tough hide makes it easier for you to shrug off blows while you are raging.
  • Stoneback: You have studied the techniques of fighting underground, and you can protect yourself from the dangers of multiple attackers whenever you can put your back to a solid wall.
  • Titan Fighting: You have been trained to fight larger creatures, and you are adept at dodging their attacks.
  • Trivial Knowledge: You have the ability to dredge up obscure knowledge in appropriate situations.
  • Tunnel Fighting: You are adept at maneuvering and fighting in tight spaces and underground passages.
  • Tunnel Riding: You are particularly adept at maneuvering mounts through tight spaces and underground passages.
  • Turtle Dart: You have mastered the style of fighting with a short sword while wearing extremely heavy armor and carrying a large shield.
 
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Races of the Wild feats

  • Able Sniper: You are accomplished at remaining unseen when you're sniping with a ranged weapon.
  • Aerial Reflexes: Your aerial agility allows you to avoid dangerous effects while airborne.
  • Aerial Superiority: You can use your flying ability to gain an advantage against landbound foes or airborne foes that you can outmaneuver.
  • Agile Athlete: You rely on your agility to perform athletic feats, rather than brute strength.
  • Battle Casting: You have a knack for staying out of harm's way when casting spells.
  • Born Flyer: You can fly as though born to do it.
  • Catfolk Pounce: You can rush unaware foes and deliver several attacks before they have a chance to respond.
  • Centaur Trample: You have trained to use your large body and unique physiology against your foes. You have learned how to knock down opponents and ride over them in combat.
  • Coordinated Strike: You and your animal companion or special mount can coordinate your melee attacks to gain an advantage in combat.
  • Dallah Thaun's Luck: You can rely on a good dose of luck to get you through almost any scrape.
  • Defensive Archery: You can avoid attacks of opportunity when making ranged attacks while threatened.
  • Diving Charge: You can dive down at a target to deal a devastating strike.
  • Elf Dilettante: Throughout the long years of your life, you have developed a talent for doing just about anything.
  • Expeditious Dodge: You're good at avoiding attacks while moving quickly.
  • Flick of the Wrist: With a single motion, you can draw a light weapon and make a devastating attack.
  • Focused Mind: When you have the opportunity to concentrate on a task, you usually do very well at it.
  • Gnoll Ferocity: You embody the savage ferocity of your people. When you fly into a berserk rage, you can bite opponents with your powerful jaws.
  • Improved Flight: You have gained greater maneuverability when flying than you would normally have.
  • Killoren Ancient: You favor the killoren aspect of the ancient.
  • Killoren Destroyer: You favor the killoren aspect of the destroyer.
  • Killoren Hunter: You favor the killoren aspect of the hunter
  • Lightfeet: You have an incredibly soft step, making it difficult to track or hear you.
  • Magic of the Land: Your intimate understanding of the natural world allows you to imbue your spells with life-giving magical power from the land itself.
  • Plunging Shot: You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you.
  • Shared Fury: Your fearsome rage spurs your animal companion to greater heights.
  • Underfoot Combat: You can enter the space that a foe at least two size categories bigger than you occupies.
  • Yondalla's Sense: You display a shrewd perception of danger. Other halflings say the blessing of Yondalla is upon you.
  • Confound the Big Folk: You excel when battling foes bigger than you are.
  • Winged Warrior: You use your wings for more than just flying.
  • Wolfpack: You can gain an extra advantage when you and your allies can gang up on a foe.
  • Woodland Archer: You have honed your archery ability in the wilds of the forest.
 
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Libris Mortis feats

  • Baleful Moan: Your hollow cry strikes fear into the hearts of the living.
  • Bolster Resistance: Undead you raise or create are more resistant to turning than normal.
  • Contagious Paralysis: Your paralyzing attack is contagious.
  • Corpsecrafter: Undead you raise or create are tougher than normal.
  • Corrupted Wild Shape: You have learned to use the necromantic energy that powers your undead form to overcome the inability of undead creatures to wild shape.
  • Daunting Presence: You are skilled at inducing fear in your opponents.
  • Deadly Chill: Undead you raise or create deal more damage than normal.
  • Death Master: Foes are especially afraid of your critical hits.
  • Destruction Retribution: Undead you raise or create harbor a retributive curse that is unleashed if they are destroyed.
  • Divine Accuracy: You can channel positive energy to give your allies' melee attacks another chance to strike true against incorporeal creatures.
  • Empower Turning: You can turn or rebuke greater numbers of undead with a single turning attempt.
  • Empowered Ability Damage: Your ability damage (or ability drain) special attack is more potent than normal.
  • Endure Sunlight: Your vulnerability to sunlight is reduced.
  • Enduring Life: You can ignore the effect of negative levels for a short time.
  • Energize Spell: Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents.
  • Enervate Spell: Your spells channel negative energy to deal extra damage to undead creatures, but are less effective against unliving opponents.
  • Eviscerator: The allies of your foes are especially afraid of your critical hits.
  • Fell Animate: Living foes slain by your spell may rise as zombies.
  • Fell Drain: Living foes damaged by your spell also gain a negative level.
  • Fell Frighten: Living foes damaged by your spell are also shaken.
  • Fell Weaken: Living foes damaged by your spell are also weakened.
  • Ghost Scarred: You are adept at fighting incorporeal undead.
  • Ghostly Grasp: You can handle corporeal objects even while corporeal.
  • Graft Flesh: You can apply a certain type of graft to other living creatures or to yourself.
  • Hardened Flesh: Undead you raise or create can better handle themselves in a fight.
  • Heighten Turning: You can affect more powerful undead with your turning or rebuking attempts.
  • Improved Energy Drain: You draw extra power from your energy-drained victims.
  • Improved Paralysis: You are better at paralyzing your victims.
  • Improved Toughness: You are significantly tougher than normal.
  • Improved Turn Resistance: You have a better than normal chance to resist turning.
  • Lasting Life: You can shed negative levels with an act of will.
  • Life Drain: You drain additional life energy from your foes.
  • Lifebond: Select a specific living creature that is friendly to you. You create a special bond with that creature.
  • Lifesense: You see the light that all living creatures emit.
  • Mother Cyst: You gain the ability to cast necrotic cyst spells by growing a cyst of your own.
  • Necromantic Might: Undead you control gain benefits when they are near you.
  • Necromantic Presence: Undead you control are harder to turn when they are near you.
  • Necropotent: Your special melee or ranged attack with one type of weapon is especially effective against undead.
  • Necrotic Reserve: You are not immediately destroyed when your hit points fall to 0 or lower.
  • Nimble Bones: Undead you raise or create are faster and more nimble than normal.
  • Positive Energy Resistance: You are resistant to the damage dealt by positive energy effects.
  • Profane Lifeleech: You can channel negative energy to draw the life force from nearby living creatures.
  • Profane Vigor: You can channel negative energy to heal nearby undead allies of physical damage.
  • Quicken Manifestation: You can manifest from the Ethereal Plane with a moment's thought.
  • Quicken Turning: You can turn or rebuke undead with a moment's thought.
  • Requiem: Your bardic music affects undead creatures.
  • Sacred Vengeance: You can channel energy to deal extra damage against undead in melee.
  • Sacred Vitality: You can channel positive energy to gain protection from damage to your abilities or your life force.
  • Spell Drain: You can cast any spell that you drain from a creature's mind.
  • Spurn Death's Touch: You can channel divine energy to remove some of the harmful effects of attacks made by undead creatures.
  • Stitched Flesh Familiar: When you are ready and able to acquire a new familiar, you may choose to gain a stitched flesh familiar.
  • Tomb-Born Fortitude: The power of undeath taints you, body and soul. Its power has hardened your flesh and given it the foul look of the grave.
  • Tomb-Born Resilience: The power of undeath taints you, deadening your mind and body to the effects of mind-controlling magic, poison, and disease.
  • Tomb-Born Vitality: The power of undeath taints you, body and soul. Its power has removed your need to sleep and eat.
  • Tomb-Tainted Soul: Your soul is tainted by the foul touch of undeath.
  • Undead Leadership: You gain the service of loyal undead followers.
  • Unquenchable Flame of Life: You are hardened to the attacks of the undead.
  • Vampire Hunter: Your knowledge of vampires has given you the extraordinary ability to detect subtle signs of their presence and to resist their dominating gaze ability.
 
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Lords of Madness feats

  • Craft Aboleth Glyph: An aboleth with this feat can create magic glyphs that store spells or have specialized effects of their own.
  • Death Frenzy: When an aboleth takes this feat, its sense of immortality rebels against the very concept of death.
  • Enlarge Mucus Cloud: An aboleth with this feat can extend its mucus cloud into a wider area.
  • Memory Eater: An aboleth with this feat is particularly adept at extracting memories and knowledge from the bodies of those it consumes.
  • Powerful Bite: An aboleth with this feat develops jaws that are much more muscular than normal, allowing it to bite more efficiently.
  • Quickslime: The slime attack of an aboleth with this feat is particularly fast and difficult to resist.
  • Reach Bite: An aboleth with this feat can extend its jaws and esophagus out from its body to make attacks beyond its normal reach.
  • Thicken Mucus: An aboleth with this feat can produce mucus that is thicker than normal, and other creatures find it difficult to swim through.
  • Toxic Mucus: An aboleth with this feat can produce mucus that is poisonous to other creatures.
  • Agile Tyrant: A creature with this feat develops longer, more flexible eyestalks than its kin. This extra flexibility allows it to bring additional eye rays to bear against its foes.
  • Bane of the Unclean: A creature with this feat hates aberrant beholders so strongly that it gains bonuses when fighting them.
  • Disintegration Finesse: A creature with this feat can use disintegrate effects to affect smaller, more exacting areas.
  • Disjunction Ray: A beholder with this feat can narrow its antimagic cone down to an eye ray that disjoins magic.
  • Focused Antimagic: A beholder with this feat can focus the antimagic of its central eye to target a single person or object.
  • Metaray: A beholder with this feat can apply the effects of metamagic feats to its eye rays.
  • Skilled Telekinetic: A creature with this feat becomes so skilled with its telekinesis ability that it can manipulate and use magic items via telekinesis.
  • Craft Psionic Seal: A creature with this feat can create psionic glyphs or symbols that hold spells or psionic powers until triggered.
  • Spit Poison: A creature with this feat can spit its poison as a ranged touch attack.
  • Grell Alchemy: A creature that has this feat has studied the alien and disturbing arcane lore of the grell, and understands the magical and physical laws by which their spells and devices function.
  • Mindsight: A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking beings within range of its telepathy.
  • Aberration Banemagic: You can cast spells that do additional damage to aberrations.
  • Aberration Blood: One of your ancestors was an aberration and has passed the taint of its aberrant physiology down through the generations to you.
  • Aberration Wild Shape: Thanks to your heritage, you have learned to channel your inhuman bloodline into your shapeshifting power.
  • Aquatic Spellcasting: You know how to cast spells that work equally well in or out of water.
  • Bestial Hide: Your skin is thicker, scalier, or furrier than normal.
  • Darkstalker: You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid.
  • Deepspawn: Your body undergoes a shocking degeneration into something that is strikingly inhuman.
  • Durable Form: You are much more resilient than the fragile humanoids that do not share your aberrant heritage.
  • Inhuman Reach: Your arms elongate, allowing you to touch the floor with your hands.
  • Inhuman Vision: You possess the inhuman eyes of some strange creature.
  • Music of the Outer Spheres: You can use your bardic music to create discordant, insane sounds.
  • Ocular Spell: Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells.
  • Parrying Shield: You have studied advanced techniques for battling foes whose attacks normally bypass armor.
  • Quick Recovery: It's hard to keep you down for long. You have a talent for shaking off effects that leave others unable to act.
  • Scavenging Gullet: The taint of the aberration in your blood has gifted you with the ability to gain nourishment from things that others would never consider as food.
  • Starspawn: Your abnormal body and heritage has become more pronounced. You grow membranous wings and are comfortable in extreme elevations.
  • Thrall Bred: Spawned in the breeding pits of the mind flayers or the beholders, you have unusual strength and hardiness, as well as loyalty.
  • Warped Mind: Your tainted form has altered the physical nature of your brain, making you resistant to mental effects and more capable of unleashing the power of your mind on others.
  • Waterspawn: Your abnormal body and heritage has become more pronounced. You have prominent fins and are supremely well adapted to the icy deeps.
  • Wild Talent: Your mind wakes to a previously unrealized talent for psionics.
  • Graft Flesh: You can apply a certain type of graft to other living creatures or to yourself.
 
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Planar Handbook feats

  • Acheron Flurry: You master the secret technique developed by Acheron-native special forces of limiting a foe's options in hand-to-hand combat.
  • Air Heritage: You are descended from creatures native to the Elemental Plane of Air.
  • Anarchic Heritage: You are descended from creatures native to the planes of chaos.
  • Axiomatic Heritage: You are descended from creatures native to the planes of law.
  • Celestial Heritage: You are descended from creatures native to the Upper Planes
  • Celestial Summoning Specialist: You can select from a larger number of options when summoning good creatures.
  • Earth Heritage: You are descended from creatures native to the Elemental Plane of Earth.
  • Elemental Spellcasting: Choose an element. You cast spells with that descriptor more effectively than normal.
  • Fiendish Heritage: You are descended from creatures native to the Lower Planes.
  • Fiendish Summoning Specialist: You can select from a larger number of options when summoning evil creatures.
  • Fire Heritage: You are descended from creatures native to the Elemental Plane of Fire.
  • Improved Elemental Heritage: You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental effects.
  • Improved Outer Planar Heritage: Your ancestral tie to the Outer Planes manifests as an ability to deal damage with your natural attacks as if they matched the alignment of your ancestors.
  • Natural Heavyweight: You are descended from creatures native to a plane of heavy gravity.
  • Neraph Charge: You master the Limbo-native neraph martial art of motion camouflage when you charge your foe.
  • Neraph Throw: You master the Limbo-native neraph martial art of motion camouflage for your thrown weapons.
  • Nonverbal Spell: You can cast spells that have verbal components without actually verbalizing the words.
  • Personal Touchstone: You draw more power form one of the planar touchstone locations to which you have forged a link.
  • Planar Familiar: When you are ready and able to acquire a new familiar, you may choose one of several nonstandard familiars.
  • Planar Touchstone: Forge a link between you and power-rich planar locations, referred to as planar touchstones.
  • Shadow Heritage: You are descended from creatures native to the Plane of Shadow.
  • Stalwart Planar Ally: The allies you summon from a specific plane are tougher than normal.
  • Water Heritage: You are descended from creatures native to the Plane of Water.
 
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Unearthed Arcana feats

  • Accurate Jaunt: You have an instinctive sense of interplanar travel.
  • Bladeproof Skin: Your skin has a degree of protection from even the sharpest edge.
  • Breadth of Knowledge: Your time spent plumbing the depths of magic knowledge has resulted in a treasure trove of obscure facts.
  • Conductivity: You have crude control over electricity effects near you.
  • Controlled Immolation: If you catch on fire, the flames don't hurt you.
  • Eyes to the Sky: You have an instinctive sense of when someone is magically watching you.
  • False Pretenses: Those who try to charm you get an unpleasant surprise.
  • Ineluctable Echo: Those who use words of power around you hear the sound of their own voices.
  • Life Leech: You automatically try to steal the last bit of life energy from anyone nearby.
  • Live My Nightmare: Those who magically pry into your mind become privy to your most frightening dreams.
  • Momentary Alteration: You can briefly transform yourself into a second form, acquiring its physical qualities.
  • Naturalized Denizen: You are unusually anchored to your location.
  • Omniscient Whispers: A constant, barely audible muttering echoes in your ears, usually beyond your comprehension. But if you focus all your energy on listening, you sometimes catch a sentence or two that bears directly on your current situation.
  • Photosynthetic Skin: Your skin toughens when it draws energy from the sun.
  • Polar Chill: You can call forth the cold of the arctic regions, making movement and fighting difficult for the unprepared.
  • Residual Rebound: Sometimes spells cast at you rebound on the caster instead.
  • Stench of the Dead: The odor of decay hangs heavy on you, causing others to gasp and retch.
  • Weapon Group (Axes): You understand how to use axes and axelike weapons.
  • Weapon Group (Basic Weapons): You understand how to use a few basic weapons.
  • Weapon Group (Bows): You understand how to use bows.
  • Weapon Group (Claw Weapons): You understand how to use weapons strapped to the hands.
  • Weapon Group (Crossbows): You understand how to use crossbows.
  • Weapon Group (Druid Weapons): You understand how to use weapons favored by druids.
  • Weapon Group (Exotic Double Weapon): You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.
  • Weapon Group (Exotic Weapons): You understand how to use the exotic weapons associated with the weapon groups that you have mastered.
  • Weapon Group (Flails and Chains): You understand how to use flails and chain weapons.
  • Weapon Group (Heavy Blades): You understand how to use large bladed weapons.
  • Weapon Group (Light Blades): You understand how to use light bladed weapons.
  • Weapon Group (Maces and Clubs): You understand how to use maces and clubs.
  • Weapon Group (Monk Weapons): You understand how to use weapons normally favored by monks.
  • Weapon Group (Picks and Hammers): You understand how to use picks and hammers.
  • Weapon Group (Polearms): You understand how to use polearms.
  • Weapon Group (Slings and Thrown Weapons): You understand how to use slings and handheld thrown weapons.
  • Weapon Group (Spears and Lances): You understand how to use spears and javelins.
  • Craft Alchemical Item: You are capable of creating alchemical items and substances.
  • Craft Masterwork Armor: You are trained in the creation of fine armor and shields.
  • Craft Masterwork Ranged Weapon: You are trained in the creation of fine ranged weapons and ammunition.
  • Craft Masterwork Weapon: You are trained in the creation of fine melee and thrown weapons.
  • Low Profile: You are less famous than others of your class and level, or you wish to maintain a less visible presence than others of your station.
  • Renown: You have a better chance of being recognized.
 
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I'd like to recommend against Black. The default background means that such text is unreadable. Just leave it as "default bold" and you should be fine.

Thanks, -- N
 

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