Tale of the Twin Suns: Feats & Talents


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Talent & Feat Index

Important Notice Regarding Spellcasters & Feats
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[sblock=Talents]
  • Talents
    • Ambidextrous
    • Disease Resistant
    • Dreamspeaking
    • Fleet of Foot
    • Hardy
    • Inner Calm
    • Keen Senses
    • Light Sleeper
    • Loremaster
    • Magic Resistant
    • Natural Archer
    • Natural Athlete
    • Natural Swordsman
    • Poison Resistant
    • Rapid Flier
    • Spiritual Serenity
    • Wealthy
    • Weapon Bond
[/sblock][sblock=Feats]
  • General
    • Arcane Understanding
    • Blazing Saddle
    • Dauntless
    • Defensive Riding
    • Iron Resolve
    • Iron Will
    • Nerves of Steel
    • Swift as the Wind
    • Telekinetic Awakening
    • Tough As Stone

  • Eldritch
    • Absorb Impact
    • Eldritch Armor
    • Eldritch Assistance
    • Eldritch Blast
    • Eldritch Claws
    • Eldritch Shield

  • Item Creation
    • Craft Effigy Creature

  • Magic
    • Arcane Firearms Proficiency
    • Arcane Fist
    • Blinding Spell
    • Create Cantrips
    • Enduring Spell
    • Enslaving Spell
    • Ensorcelled Spell
    • Extra Cantrips
    • Hold Ray
    • Modify Magic
    • Radiant Spell
    • Reckless Dweomer
    • Spell Energy Reservoir
    • Student of Chaos
    • Wild Mage

  • Psionic
    • Hidden Talent
    • Telekinetic Warrior

  • Racial
    • Cast Iron Stomach
    • Dense Scales
    • Eye For Quality
    • Ranged Breathing Link

  • Skilll
    • Greater Skill Focus
    • Multitalented
    • Skill Focus
    • Skill Mastery
    • Skill Training
    • Talented
    • Unlocked Potential
[/sblock][sblock=Feats Approved & Sourcebook]coming soon....[/sblock]
 
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Talents

Ambidextrous [Talent]
You can use your right and left hands equally well.
Prerequisite: Dexterity 13
Benefit: The character ignores all penalties for using an off hand. She is neither left handed nor right handed.
Normal: Without this talent, a character using her off hand suffers a -4 penalty to attack rolls, ability checks and skill checks. For example a right handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.
Special: This talent helps offset the penalty for fighting with two weapons.


Disease Resistant [Talent]
You have an innate resistance to illness.
Benefit: The character gains a +3 saving throw bonus to all saves against diseases, including magical diseases.


Dreamspeaking [Talent]
Sometimes dreams are important missives sent from above, or from within. You can interpret the dreams that you have, or that others have.
Prerequisite: Perception 13
Benefit: When someone tells you about a dream, or when you consider your own dream, you can tell automatically if it was a dream of importance, also known as a “sending” dream. If it is a sending dream, you can attempt a Wisdom check (DC 15) to interpret its meaning. If your Wisdom check succeeds, the DM should give you some clue as to the meaning of the dream.

For example, a character might dream of a powerful female noble dressed in white, surrounded by doves. On a successful Wisdom check, the player learns that the dream foretells an encounter with a foe named raven. Later the party does indeed meet up with an ally named Miriam Whytedove.


Fleet of Foot [Talent]
You are extraordinarily quick on your feet.
Prerequisite: Natural base land speed
Benefit: Your base land speed increases by 20 feet.


Hardy [Talent]
You are more resilient than others.
Prerequisite: Constitution 13
Benefit: When calacultaing your bonus hit points as a first level character, you multiply your Constitution modifier by two. As you gain levels, the amount of bonus hit points gained by your Constitution modifier is multiplied by 1.5 and rounded down.


Inner Calm [Talent]
You are able to focus and remain calm in dire circumstances, reigning in your fears and soothing your nerves even in the face of imminent disaster.
Benefit: You receive a +3 bonus to all Will saves when attempting to resist a spell or effect which causes fear or confusion of any type.


Keen Senses [Talent]
You have enhanced senses.
Prerequisites: Wisdom 13
Benefit: You gain a bonus to your Listen, Search, Smell, Spot and Taste checks equal to half your Wisdom modifier. In addition these skills now always count as class skills for you.


Light Sleeper [Talent]
You sleep lightly and are ready for action the moment you awake.
Benefit: The character makes Listen checks while asleep as though awake. Further, she can act immediately upon waking.
Normal: If a character is asleep but makes a successful Listen check to hear noise nearby, she wakes up. She cannot act that round, however. Further, she must make a Concentration check (DC 15) to be able to act the round after that, as she is still groggy. This is true whether the character wakes up on her own or is intentionally roused by another. Shaking someone awake is a full-round action.


Loremaster [Talent]
You are able to draw upon your excellent memory to recall tidbits of knowledge that you have tucked away.
Prerequisite: Intelligence 13
Benefit: You are able to use all knowledge skills as if you are trained in them. In addition, when making a Knowledge check, your Intelligence modifier to recall information about a particular subject is muliplied by one and a half and rounded down.
Normal: Knowledge skills can't be used untrained.


Magic Resistant [Talent]
You have an innate resistance to magic.
Benefit: The character gains a +1 saving throw bonus to all saves against spells, spell-like abilities, supernatural abilities, magic items, and so on.


Natural Archer [Talent]
You have an innate affinity for bows of all kinds.
Benefit: The character gains a +1 competence bonus to damage rolls made from attacks with bows or crossbows. Further, if a foe attacks her with a bow, the character gains a +1 dodge bonus to her AC.
Special: A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


Natural Athlete [Talent]
You have developed your athletic potential and find many tasks easier as a result.
Benefit: You do not become flat-footed when balancing or climbing. You automatically succeed at Reflex saves to catch onto ledges when Jumping and Climb checks to drad yourself up from dangling. You can also 'kip up' (stand up) as a free action that does not provoke attacks of opportunity.


Natural Swordsman [Talent]
You have a natural affinity for swords of all kinds.
Benefit: The character gains a +1 competence bonus to damage rolls made from attacks with swords (short swords, longswords, greatswords, bastard swords, double-bladed swords, sword-staves, and so on). Further, if a foe attacks her with a sword, the character gains a +1 dodge bonus to her AC.
Special: A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


Poison Resistant [Talent]
You have an innate resistance to toxins.
Benefit: The character gains a +3 saving throw bonus to all saves against poisons, including magical poisons.


Rapid Flier [Talent]
You are one with the clouds.
Prerequisite: Natural fly speed.
Benefit: Your base fly speed increases by 20 feet.


Spiritual Serenity [Talent]
You have a calm demeanor and insight into people that stems from your own personal acceptance of the way things will be in the afterlife.
Prerequisite: Any non-evil alignment, Charisma 13
Benefit: You gain double your Charisma modifier when making skill checks that have it as a Key Ability. In addition, when making saving throws against enchantment spells and mind affecting abilities you get to make two saving throws, and use the better of the wo results.


Wealthy [Talent]
You come from a wealthy family.
Benefit: The character starts with double the maximum starting steel pieces: 600 stp. Further, at one time during her career, at a time agreed upon by the character and the DM (recommended time is between 5th and 10th level), the character receives an inheritance of 500 gp times her current character level.


Weapon Bond [Talent]
You have a natural talent for wielding a single, specific type of weapon such as a longsword or crossbow. From a young age, you demonstrated an advanced mastery of its use.
Benefit: Select a single simple, martial, or exotic weapon. You are automatically proficient with this weapon, even if your class does not normally grant access to it.

You feel so comfortable with the weapon; it feels like an extension of your body, personality, and intellect. You may choose an ability score other than Strength to modify your attacks and damage with the bonded weapon; consider the chosen ability score’s bonus your Strength bonus for these purposes. For example, you still gain 1.5 times the ability’s bonus to damage when using a two-handed weapon.

You do not gain the bonus for Strength and your chosen ability when using your bonded weapon type. You gain the benefits of only one of them, and you may switch between the two as a free action.
 
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General Feats

Arcane Understanding [General]
You know the basics of arcane magic and are knowledged in the understanding of how spells are formed.
Prerequisite: Intelligence 9
Benefit: You always treat Spellcraft as a class skill. In addition you gain Spell Energy equal to your Intelligence modifier +1. No character can have less than one point of spell energy.


Blazing Saddle [General]
The character has become an expert at firing ranged weapons or slinging ranged spells from horseback.
Prerequisite: Ride 3 Ranks, Defensive Riding, Mounted Combat
Benefit: When making a ranged attack from horseback (or on any other sort of mount), the penalty for firing from an unstable platform is reduced by half. In addition, the rider can take the ranged attack action at any point along the mount’s movement.
Special: This replaces the Mounted Archery feat.
Normal: While riding a horse (or any other animal), a character suffers a penalty to all ranged attack rolls based on how vigorously the rider is jostled. The penalty is -4 for a horse that is making a double move and -8 for a horse that is running.

While additional riders can ready an action to make an attack at any point along the mount’s movement, the controlling rider can only make an attack action before or after the mount’s movement.


Dauntless [General]
You are capable of amazing feats of stamina.
Prerequisite: Constitution 11
Benefit:
  • You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
  • You may sleep in light or medium armor without becoming fatigued.
  • You gain three bonus hit points plus one additional hit point per hit die and/or class level.
Normal: A character without this feat that sleeps in medium or heavier armor is automatically fatigued the next day.
Special: Rangers automatically gain Dauntless as a bonus feat at 2nd level. Warriors automatically gain Dauntless as a bonus feat at 3rd level.
Note: Dauntless combines and replaces the Endurance and Toughness feats.


Defensive Riding [General]
The character rides as though born in the saddle.
Prerequisite: Ride 2 ranks, Mounted Combat
Benefit: While riding, both the character and mount gain a +1 dodge bonus to their AC.
Special: Any condition that causes the character to lose her Dexterity bonus to her AC also makes the character lose any dodge bonuses. In addition, the mount will also lose the +1 dodge bonus granted by this feat. Remember, unlike most other bonus types, dodge bonuses stack.


Iron Resolve [General]
The character has a tolerance for anything ingested that has a chance of poisoning or inebriating her.
Benefit: You get a +3 bonus on Fortitude saving throws against any kind of poison.


Iron Will [General]
You have a much stronger willpower than normal.
Benefit: You gain a +2 bonus on all Will saving throws. In addition any effect that would leave you shaken has absolutely no effect on you.


Nerves of Steel [General]
You are able to keep your cool and face any threats in the face of adversity.
Prerequisite: Base Will Save +7, Iron Will
Benefit: You gain a +2 bonus on all Will saving throws. In addition you are immune to all fear effects.


Notoriety [General]
In your chosen land you are better well known
Prerequisite: Base Reputation 1
Benefit: Chose one region. In the chosen region your actions and deeds are well known to its peoples. You gain a +2 bonus to your reputation in the chosen region.
Special: This feat can be taken more than once; you can apply it to a new region or a different region. Its effects stack if you choose the same region more than once. If a different
Extra Special: If you like you divide your +2 bonus into two +1s. One of these +1s is applied to the entire region chosen and the other is added to a specific city, smaller geographic area of the region or the keep/castle of one of the lords or nobles in the region. In the sub-region chosen you apply your entire bonus (+2) and in the rest of the region, you gain half of the bonus.


Swift As The Wind [General]
You are incredibly fast, enabling you to dodge out of potentially dangerous situations easily.
Prerequisite: Base Reflex save +7, Lightning Reflexes
Benefit: You gain a +2 bonus on all Reflex saving throws. In addition you gain a +10 ft. enhancement bonus to your speed. This bonus applies to all natural modes of movement that you have. The bonus to your natural movement rates only applies when the character is not carrying a medium or heavy load.
Special: The bonus from this feat stacks with the bonus from Lightning Reflexes.


Telekinetic Awakening [General]
Your mind flares to life, enabling you to tap into power you didn’t know you had.
Prerequisite: Intelligence 9, Wisdom 9
Benefit: As a psionic character you gain a psionic reserve equal to the average of the sum of your Intelligence and Wisdom modifiers +1 (minimum 1). In addition, regardless of whether or not you gain levels in psionic classes you have a Telekinetic Rating, which is equal to half your Character Levels plus any racial hit dice (minimum 1) +1 for every four skill ranks in Psicraft, which is considered a class skill for your regardless of which class[es] you take levels in.


Tough As Stone [General]
Your body has become rock-like, enabling you to resist greater physical harm.
Prerequisite: Base Fortitude save +7, Great Fortitude
Benefit: You gain a +2 bonus on all Fortitude saving throws. In addition you add your Constitution modifier x 10 to your chance of stabilizing (maximum +50%) when reduced to negative hit points.
Special: The bonus from this feat stacks with the bonus from Great Fortitude.
 
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Eldritch Feats

Absorb Impact [Eldritch]
Prerequisite: Arcane Understanding, Eldritch Shield
Benefit: When you suffer from a fall, you may expend two points of spell energy to lessen the amount of dice of damage taken by one. The use of this ability can negate the possibility of taking any damage from a fall.

For example, Leana falls from a distance of 30 feet. She expends four points of spell energy and only takes 1d6 points of falling damage.


Eldritch Armor [Eldritch]
You can use your spell energy to form a protective shell around your body that acts as armor, but does not interfere with your spellcasting in any way.
Prerequisite: EDR 1, Spellcraft 4 ranks, Arcane Understanding, Eldritch Shield
Benefit: By expending a single point of spell energy you can create an invisible but tangible field of force that surrounds you, providing a +4 bonus to your AC.

Unlike mundane armor, the eldritch armor formed entails no armor check penalty, arcane spell failure chance or speed reduction. Since eldritch armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. When activated, eldritch armor lasts for one hour per level/hd of the character.


Eldritch Assistance [Eldritch]
You are able to invest spell energy into providing bonuses on skill checks.
Prerequisite: Arcane Understanding
Benefit: You gain a +2 competence bonus per point of spell energy expended on your next skill check.


Eldritch Blast [Eldritch]
You are able to condense arcane energy into a ball of eldritch might that you can hurl at your foes.
Prerequisite: EDR 5, Spellcraft 8 ranks, Arcane Understanding
Benefit: By expending spell energy you can form and throw balls of eldritch energy at foes. The amount of damage dealt to your foes is XDY, where X is equal to two spell energy points per die of damage dealt and Y equals a base of D4 damage at the expense of one point of spell energy; each additional two points of spell energy expended bumps the damage die up by one category to a maximum of D12. This form of attack is a ray affect with a range of 60 feet that affects a single target and allows no saving throw.

Eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level to overcome spell resistance also apply to eldritch blast. Eldritch blast deals half damage to objects, unless the wielder of the eldritch blast has completely hardened the eldritch energy. The feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with the caster’s eldritch blast by 2.

Eldritch blast has a range of 60 feet.


Eldritch Claws [Eldritch]
You can manifest arcane claws and use them in combat.
Prerequisite: EDR1
Benefit: By expending a minimum of a single point of spell energy you can shape arcane energy into a set of claws extending almost an entire foot from your hands. You are automatically proficient with your eldritch claws.

On a successful attack with an eldritch claw you deal damage equal to the amount of spell energy used to form the claws plus an additional amount equal to your EDR.

When activated your eldritch claws lasts for one round per level/hd of the character.


Eldritch Shield [Eldritch]
You can create an invisible, tower shield-sized mobile disk of eldritch energy that hovers in front of you.
Prerequisite: Arcane Understanding, Spellcraft 2 ranks
Benefit: By expending a single point of spell energy you can create an eldritch shield that hovers in front of you and moves around, negating magic missile attacks directed at you and grants a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the eldritch shield for cover. When activated, eldritch shield lasts for one minute per level/hd of the character.
 
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Item Creation Feats

Craft Effigy Creature [Item Creation]
You are able to construct effigy creatures.
Prerequisites: EDR equal to the base creatures Hit Dice.
Benefit: You are able to construct effigies; creatures that are constructs, but have the form of a corporeal aberration, animal, humanoid, magical beast, monstrous humanoid or vermin. The character needs supplies and enough money to construct the shell of the effigy. See Creating An Effigy Creature in Complete Arcane (pgs. 152-153).
 
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