Tale of the Twin Suns: Feats & Talents


log in or register to remove this ad

Magic Feats

Arcane Firearms Proficiency [Magic]
You are capable of using any arcane firearm.
Prerequisite: Spell Energy reserve
Benefit: By channeling one point of spell energy into a litguns crystal capacitor you activate the weapon.
Normal: Characters without this feat can not use arcane firearms.


Arcane Fist [Magic]
You can spend one of your daily stunning attempts to cast and deliver a touch spell as part of an unarmed full attack action.
Prerequisite: EDR 1, Stunning Fist
Benefit: You can choose to deliver a touch spell with any single unarmed strike attack you make during an action.


Blinding Spell [Magic]
Your spells have the potential to blind your opponents.
Prerequisite: Descriptor Focus (Fire or Light), Modify Magic, Radiant Spell
Benefit: Spells modified with this feat requires a creature affected by it to succeed at a Will save at the spells save DC (or what would be the spells DC if the spell doesn’t normally have one) each time it is damaged by the spell. Failure indicates the damaged creature is blinded for a number of rounds equal to spells unmodified spell level. Success indicates the creature is not blinded, but is dazzled for one round. Applying a this effect to a spell requires an expenditure of 3SE.


Create Cantrips [Magic]
You are able to use your spell energy to create cantrips.
Prerequisite: Intelligence 10, Arcane Understanding
Benefit: By expending two points of spell energy, you can cause one cantrip to come into being.
Note: Characters that select their first class level as an arcane spellcaster gain this feat for free. Characters that do not have levels in arcane spellcasting classes know a number of cantrips equal to their Intelligence modifier (rounded down). Cantrips are instinctively known and do not have to be studied (via the perusal of a spellbook) in order to be cast.


Enduring Spell [Magic]
Spells cast by the character that use this modification linger longer than normal and are more difficult to counter or dispel.
Prerequisite: Modify Magic
Benefit: The duration of spells cast by the character is doubled and the DC required to counter or dispel the characters spells increases by 5. Applying this effect to a spell requires an expenditure of 5SE.


Enslaving Spell [Magic]
Spells you cast of the Charm or Compulsion type are harder to resist.
Prerequisite: Ensorcelled Spell, Modify Magic, School Specialization (Enchantment)
Benefit: Any enchantment spell you cast that has the charm or compulsion type gives the creature affected a -10 penalty to overcome the spell’s saving throw. Applying this effect to a spell requires an expenditure of 4SE.
Note: Spells modified with this metamagic feat gain the Evil descriptor.


Ensorcelled Spell [Magic]
Spells you cast of the Charm or Compulsion type are harder to resist.
Prerequisite: Modify Magic, School Focus (Enchantment)
Benefit: Any enchantment spell you cast that has the charm or compulsion type gives the creature affected a -5 penalty to overcome the spell’s saving throw. Applying this effect to a spell requires an expenditure of 2SE.


Extra Cantrips [Magic]
You are able to access more cantrips.
Prerequisite: Create Cantrip
Benefit: Select a number of cantrips equal to your Intelligence modifier; you always gain at least one exra cantrip when selecting this feat regardless of your Intelliegence modifier. The cantrips chosen are added to your repertoire of those available to you.
Note: Characters that do not have levels in the Wizard class do not automatically know all cantrips.


Hold Ray [Magic]
You can deliver a spell with a touch attack or with a normal attack, and can hold the charge as with a normal touch spell.
Prerequisite: Modify Magic
Benefit: You can cast any spell that produces a ray effect as a touch spell instead. The spell’s range is reduced to touch and its Effect entry is replaced with “Target: Creature touched.”
Special: This effect of this feat can be combined with those from Arcane Fist.


Modify Magic [Magic]
You can shape aspects of a cantrip or spell by expending your personal reservoir of spell energy.
Prerequisite: Arcane Understanding, Caster level 1st or Create Cantrip, Spellcraft 2 ranks
Benefit: A character casting a spell that expends a portion of her spell energy can change aspects of how the spell functions. The options granted below give the name of the modification first, the amount of spell energy needed to employ the modification in parentheses and the description of the modification. The list is by no means complete, the GM is encouraged to adapt metamagic feats from other sources (the amount of spell energy needed to employ the modification should be one plus the number of levels higher than needed as described by the feat) or create her own.
  • Empower (SE3): All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables.
  • Enlarge (SE2): You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Spells that have ranges that are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
  • Extend (SE2): An extended spell lasts twice as long as normal. Spells with durations of concentration, instantaneous or permanent can not be affected with this modification.
  • Heavy (SE1): A heavy spell multiplies the weight limit of it by two and a half.
  • Maximize (SE4): All variable, numeric effects of a spell affected by this modification are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. Spells that are empowered and the maximized gain the separate benefits of each modification; the maximum result plus one-half the normally rolled result.
  • Silent (SE2): A silent spell can be cast without verbal components. Spells without verbal components are not affected. A spellsinger’s spellsongs cannot be affected with this modification.
  • Still (SE2): A stilled spell can be cast without somatic components. Spells without somatic components are not affected.
  • Widen (SE4): You can alter a burst, emanation, line or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. Spells that do not have an area of one of these four sorts cannot be affected by this modification.
Other modifications to spells exist that expand from this base, but require the Modify Spell as a prerequisite in order to use them.


Radiant Spell [Magic]
Spells you cast that have the fire or light descriptor are bigger and brighter than usual.
Prerequisite: Descriptor Focus (Fire or Light), Modify Magic
Benefit: Spells with the fire or light descriptor modified by this feat are brighter by 100%. If the spell does damage, the amount of damage done is increased by 25%. The duration of spells modified by this feat, if other than instantaneous, is reduced to half of what it usually is. Applying a this effect to a spell requires an expenditure of 2SE.


Reckless Dweomer [Magic]
You can spontaneously convert your spells into random, unpredictable results.
Prerequisite: Student of Chaos, Descriptor Specialist (Chaos)
Benefit: As a standard action you can eliminate a prepared spell or spell slot to create an effect similar to that of activating a rod of wonder. When using this ability the character is able to use her benefit gained from her Student of Chaos feat.


Spell Energy Reservoir [Magic]
Prerequisite: Arcane Understanding or Spell Energy Reserve
Benefit: You gain an additional four points of spell energy. For every new hit die/level you gain, you get an additional point of spell energy.
Special: Thie character may gain this feat multiple times. Its effects stack.


Student of Chaos [Magic]
You are more likely to gain a beneficial affect from a magic item that has random results.
Prerequisite: EDR 1, Use Magic Device 2 ranks, Wild Mage
Benefit: Whenever you use a magic item that offers a randomly determined effect (such as a bag of tricks or a rod of wonder), you are able to roll twice and choose the better of the two results. If a random roll is made only to determine the nature or contents of a device (like a robe of useful items or an iron flask), the character gains no special advantage.


Wild Mage [Magic]
You cast spells differently from any other spellcaster.
Prerequisite: Base EDR 4, Descriptor Focus (Chaos)
Benefit: Your base EDR is permanently reduced by 3. Whenever you cast a spell, you roll 1D6 and add the result to your EDR check or simply add the result to your base EDR to determine the effect of the spells in the area or targets that would be affected by the spell.
 
Last edited:



Psionic Feats

Hidden Talent [Psionic]
Your mind wakes to a previously unrealized talent for psionics
Prerequisite: TKR1
Benefit: You gain access to skills normally reserved for psionic classes and treat them as class skills regardless of which class[es] you take levels in.


Telekinetic Warrior [Psionic]
You have such fine control over your telekinesis you can use it instinctively to guide ranged weapons in mid flight.
Prerequisite: Strength 11, Wisdom 13, base attack bonus +3, Telekinesis 6 ranks.
Benefit: You may add your Wisdom modifier to all ranged attack rolls.
 
Last edited:

Racial Feats

Cast Iron Stomach [Racial]
You are immune to the effects of some poisons.
Prerequisite: Poison Resistant, Iron Resolve, racial bonus on saving throws against poison.
Benefit: Add your bonuses from Poison Resistant, Iron Resolve and your racial bonus on saving throws against poison together. The sum of these numbers equals what is now a new mechanic for you; Poison Immunity. You are automatically immune to all poisons that have a save DC that is equal to or less than your Poison Immunity.
Special: If your racial bonus against poison increases then increase increase you Poison Immunity by the same amount.


Dense Scales [Racial]
Some reptilianoids that normally do not have thick scales are born with thick scales that continue to develop and harden as adulthood is reached. The scales offer slight protection against bludgeoning and slashing attacks.
Prerequisite: Merskapeant or other reptilian race that doesn't already have natural damage reduction
Benefit: You gain Damage Reduction 1/piercing. This also makes the character eligible to select the Improved Damage Reduction feat, which can further increase the character's damage reduction.
Special: The benefit of this feat is treated as an inherent racial trait and therefore must be selected from one of the characters first two feat choices.


Eye For Quality [Racial]
You can see the true value in most objects, and can readily tell a good deal from a bad one through nothing more than instinct and long experience.
Prerequisite: Dwarf or Elf, Appraise 7 ranks, Skill Focus (Appraise), Unlocked Potential (Appraise)
Benefit: Appraise checks may usually be made in just one full round action. If the item you are examining is disguised in some way, it may take 5 rounds to get a feel for its apparent value. Even if the Appraise check is failed , you will accurately guess the item's value to between 80% to 120% of its actual value.
Normal: Appraise checks normally take one minute to make and failure estimates the value to between 50% and 150% of its actual value.


Ranged Breathing Link [Racial]
Your breathing link allows creatures without the ability to breathe water on their own, the ability to draw from yours, even if further away from you than five feet.
Prerequisite: Breathing Link racial ability
Benefit: You add five feet to the range in which you can share your breathing link with other creatures.
Special: You can take this feat more than once. Each time you take this feat, you add 5 feet to the range in which you can share you breathing link.
 
Last edited:



Skill Feats

Greater Skill Focus [Skill]
You have a greater ability to succeed when using the skill you are focused in.
Prerequisite: Skill Focus
Benefit: The bonus with skill checks gained from Skill Focus increases from +3 to +5.


Multitalented [Skill]
You are naturally able to reroute your memory and skill expertise.
Benefit: You immediately gain a number of skill points equal to 4 plus your Intelligence modifier (you gain no less than 4 skill points) and may spend them as normal. You cannot exceed the normal maximum ranks for your level in any skill.
Special: This feat can be taken multiple times. Its effects stack.


Skill Focus [Skill]
Select a skill you are trained in; you have a special knack for it.
Prerequisite: Must have Skill Training for the chosen skill or be able to use it untrained
Benefit: You gain a +3 bonus involving all checks involving the chosen skill.


Skill Mastery [Skill]
If you roll a natural 1 when making a skill check it doesn't count as an automatic failure.
Prerequisite: Greater Skill Focus, Skill Focus, 18 ranks in the chosen skill.
Benefit: When making a skill check, a natural one never counts as an automatic failure.


Skill Training [Skill]
You are trained in the use of one skill.
Prerequisite: Intelligence 11
Benefit: Choose one skill. The chosen skill is always treated as a class skill.


Talented [Skill]
You’re extraordinarily gifted in the use of one skill.
Benefit: Choose one skill for which you possess at least one primary ability score at 13+ and for which you possess at least two ranks. The chosen skill is always considered a class skill for you. Further you gain one extra rank in the chosen skill at no skill point cost and your maximum rank with the skill is increased by 1 (e.g. if this is the skills first maximum rank increase, you may purchase up to 5 ranks at first level, up to 6 skill ranks at 2nd level, up to 7 ranks at 3rd level, etc.). This effect stacks with the Unlocked Potential feat.
Special: You may only choose this feat once.


Unlocked Potential [Skill]
You have incredible potential for improvement with one of your skills.
Benefit: Choose one of your class skills. Your maximum rank with the skill is increased by 3 (e.g. if this is the skills first maximum rank increase you may purchase up to seven ranks at 1st level, up to 8 ranks at 2nd level, up to 9 ranks at 3rd level, etc.). This effect stacks with the talented feat.
Special: You may choose this feat multiple times, each time increasing your maximum rank with one skill by 3. You may apply this feat to each individual skill no more than 2 times.
 
Last edited:


Pets & Sidekicks

Remove ads

Top