Character Options

Feats

Amorphous Spell [Metamagic]

Benefit: A spell modified by this feat is able to target one of the following types of creature in addition to the normal type of creature targeted: animal, fey, humanoid, magical beast, or monster (chosen at the time of casting). A spell modified in this way uses up a slot one level higher than the spell’s actual level.

Alternatively, a spell can be modified by this feat to target one of the following types of creature in addition to the normal type of creature targeted and all of the creature types listed above: aberration, alien, dragon, or spirit (chosen at the time of casting). A spell modified in this way uses up a slot two levels higher than the spell’s actual level.

This feat can be applied to any spell that targets one or more humanoids. This feat does not increase the number of targets the spell can affect; it only changes what creature types are considered valid targets. Note that a creature might still be immune to the effects of the spell even if it is made a valid target; for example, a water spirit is immune to paralysis, even from amorphous hold person.

Combat Expertise [General, Fighter]

Prerequisite: Int 13.

Benefit: When fighting defensively or taking the total defense action, you gain an additional +2 dodge bonus to AC. This bonus increases to +3 if you have at least 5 ranks in Tumble.

Special: When fighting defensively, instead of increasing your dodge bonus, you may choose instead to lessen the penalty to your attacks by 2.

Normal: Fighting defensively grants +2 dodge bonus to AC and a ­4 penalty to attacks. Total defense grants a +4 dodge bonus but you cannot attack.

Improved Combat Expertise [General, Fighter]

Prerequisites: Int 13, Combat Expertise, base attack bonus +5.

Benefit: When you fight defensively, you may choose the amount to subtract from your attack rolls. This number must be at least 1 and cannot exceed your base attack bonus. You gain a dodge bonus to AC for one round equal to the number you choose. This dodge bonus replaces the normal benefit of your Combat Expertise feat (they do not stack), but you retain additional bonuses (if any) from having ranks in Concentration or Tumble.

Normal: You can only choose to take a ­2 or ­4 penalty when Fighting Defensively with Combat Expertise.

Dodge [General, Fighter]

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to AC, or a +2 dodge bonus to AC against a single designated opponent. You may only gain one of these benefits at a time. It is a free action to designate an opponent, and a free action to switch from one benefit to the other.

Expeditious Dodge [General, Fighter]

Prerequisite: Dex 13.

Benefit: When you move 40 feet or more in a single turn, you gain a +3 dodge bonus to your Armor Class until the beginning of your next turn.

Special: Expeditious Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.

Endurance [General, Fighter]

Merge the Run and Endurance feats. (No prerequisite.)

Far Shot [General, Fighter]

Prerequisites: Precise Shot.

In addition to the normal benefits, this feat increases by +30 ft. the range at which you can apply precision damage such as Sneak Attack, Skirmish, and Sudden Strike.

Power Shot [General, Fighter]

Prerequisites: Precise Shot, Str 13, Dex 15.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all damage rolls on attacks with a composite bow. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Precise Shot [General, Fighter]

Merge the Point Blank Shot and Precise Shot feats. (No prerequisite.)

Skill Knowledge [General]

You gain access to new knowledge and abilities.

Benefit: Choose any two skills from one of your current classes’ skill lists. You may treat this skill as a class skill in all respects for all classes that you have levels in, both current and future.

Special: Instead of choosing two class skills, you may choose one cross-class skill (whether you already know it or not) and learn it, treating it as a class skill from that point forward.

See also Racial Feats.

Special Materials

Coridite
Coridite is a very rare metal that is harder than steel but only half the weight.
A coridite weapon deals damage as if it were one size category smaller, but the benefits of the Weapon Finesse feat can be applied to any one-handed coridite weapon. The wielder of a light melee weapon made of coridite may use his dexterity modifier instead of strength when calculating his attack bonus with that weapon, even if he does not have the Weapon Finesse feat, as long as he is proficient with that weapon. The range increment of a thrown coridite weapon is 50% farther.
Armor made of coridite is considered one category lighter (to a minimum of light), but the wearer suffers the normal non-proficiency penalties if she would not be proficient with ordinary steel armor of the same sort. Regardless of proficiency, spell failure chances for armors and shields made from coridite are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
Photanium
Photanium, also known as cretarium, is the hardest metal known to mortals. Large deposits are mined from Phantos, one of Eternia’s moons.
Armor made of photanium grants damage reduction (DR/photanium) and an equal amount of energy resistance to its wearer. The amount of DR is half the armor’s AC bonus (including its enhancement bonus, round down). This bonus is further boosted by +1 for light armor, +2 for medium, or +3 for heavy. For example, a +3 photanium chain shirt would grant a +7 armor bonus to AC, DR 4/photanium, and energy resistance 4 (against acid, cold, electricity, fire, and sonic).
Only weapons, armor, and shields normally made of metal can be fashioned from photanium. Weapons, armor and shields normally made of steel that are made of photanium have one-half more hit points than normal. Photanium has 45 hit points per inch of thickness and hardness 25.
Eternal Bronze
Pure Eternium does not hold an edge, but it can form a copper alloy that does. This metal, called Eternal bronze, is as strong as steel but still retains some of the anti-magic properties of raw Eternium. In particular, Eternal bronze weapons are known for their effectiveness against certain types of magical chaotic creatures, such as fey and demons.
A creature wearing armor made of Eternal bronze gains a +2 alchemical bonus to the DC to dispel magical effects affecting him, and a +2 alchemical bonus to the DC to scry on him. The arcane spell failure chance for Eternal bronze armor is double normal. It is difficult to add magical enhancements to an item made of Eternal bronze; doing so increases the cost by 2000gp.
A thin sheet of Eternal bronze blocks certain divination spells as if it were lead or running water. An area completely enclosed by Eternal bronze cannot be teleported into or out of (a hole of at least 1 square foot allows line of effect).
Eternium
Eternium, also known as arcalite, is used as the power source for most of the technological wonders on Eternia. A 70 pound chunk of pure Eternium powers the palace of Eternia as well as the entire surrounding city. For portable devices, Eternium is usually portioned by the dram (1⁄16 of an ounce) in small metallic cells. A dram of Eternium costs 20gp and is a freely-traded commodity in technologically advanced communities, but only resells for half price or less in locations without pervasive technological energy needs.
Unless otherwise specified, most portable technological devices require a dram of Eternium per week. Energy weapons vary, but most will deplete a dram cell after 10 shots; the power consumption rate is noted in the weapon’s description.
Eternium can be used as a material component to maximize any spell with the electricity descriptor. This requires 2 drams of Eternium per level of the spell (minimum 1), which is consumed in the act of casting.
Eternium itself cannot be conjured, duplicated, altered, or transmuted by any known magic.
Etherian Heartwood
The wood from ancient trees of the Whispering Woods withers away within weeks of being cut, but some creatures (for instance, dryads, treants, and some druids) can harvest Etherian heartwood from these trees in a way that keeps both the tree and the wood alive. Items made of heartwood can regrow after being damaged. At the hands of an armorsmith also skilled in woodworking, Etherian heartwood can be crafted into lightweight armor nearly as strong as steel. It is prized by druids, who can wear it without violating their oath of nature.
Armor made of Etherian heartwood provides 1 less point of armor bonus than ordinary steel armor of the same sort, but the maximum Dex bonus increases by 1, armor check penalty is reduced by 1 (minimum 0), and the arcane spell failure chance is reduced by 5%. A heartwood shield provides the same AC as any wooden shield, but the armor check penalty is reduced by 2 (minimum 0). In addition, the wearer of a heartwood armor or shield can ignore the armor check penalty on Hide checks made in areas of undergrowth, and ignore the arcane spell failure chance for any spell in the plant domain or on the wu jen wood elemental list.
An item made from heartwood weighs half as much as the same item made from metal. Heartwood cannot be used to make armor normally made from cloth (padded armor) or fine metal links (chain shirt, chainmail), but can replace leather or most other metal forms.
As long as it is exposed to sunlight (or even magical daylight) for at least 1 hour per day, a suit of heartwood armor naturally “heals” 1 point of damage every 24 hours. If it is left to soak in at least one gallon of water while exposed to sunlight for 8 hours, it heals 5 points of damage.
Dragonhide
Armor made from the skin of a dragon (which is always considered masterwork) wards the wearer against the energy associated with that dragon’s color. This protection is conferred in the form of energy resistance, and a circumstance bonus to saving throws against effects with that energy descriptor. Only armor that is made out of leather can be constructed from dragonhide.
A dragonhide shield also grants energy resistance but does not grant a bonus to saving throws. Instead, the wielder can apply her shield bonus to her armor class against touch attacks with that energy descriptor.
Type Energy
resistance
Saving
throw
bonus
Light armor 5 +1
Medium armor10 +2
Heavy armor 20 +3
Buckler
Light shield 5
Heavy shield10
Exotic shield15
In addition, magical enhancements that are placed on dragonhide armor rekindle the arcane draconic power within. Dragonhide armor with an enhancement bonus of +2 or greater grants the wearer the benefit of a draconic aura from the following list (chosen randomly, or by the DM based on the personality of the specific dragon whose hide was used):
  • energy
  • energy shield
  • insight
  • power
  • presence
  • resolve
  • senses
  • stamina
  • swiftness
  • toughness
. This aura is a supernatural effect that acts just like the draconic aura of a Dragon Shaman, except it only effects the wearer, and has a bonus equal to half the armor’s enhancement bonus (round down). The aura remains in effect until the armor-wearer loses consciousness or removes the armor.
Lunar Silver
Lunar silver is mined only from the moons of Eternia and Etheria, though it may be found on the moons of other worlds as well.
A weapon made of lunar silver bypasses the supernatural damage reduction of any creature with the Shapechanger subtype. In addition, curved slashing weapons made of lunar silver gain a +1 alchemical bonus to confirm critical hits. (This includes the falchion, guisarme, kama, kukri, scimitar, sickle, and all axes.)
A suit of armor made of lunar silver provides protection against melee touch attacks from creatures with the Shapechanger subtype, as well as against melee attacks with their natural weapons. The wearer gains a deflection bonus to AC against these attacks equal to +2 for light armor, +3 for medium armor, or +4 for heavy armor. The wearer of lunar silver armor also suffers a ­10 penalty to Control Shape checks.
Typically, gaze attacks are harmless when reflected in a mirror, but lunar silver can be polished to a mirror finish that reflects gazes as well. When the bearer of a lunar silver shield is targeted with a gaze attack, as an immediate action he may reflect that same attack at any target in range, but only within a 180° arc back towards the attacker. Creatures are immune to the normal effects of their own gaze attacks, but any creature targeted by its own gaze attack reflected in lunar silver is blinded for 1 round on a failed save. Note that a lunar silver shield does not grant the bearer any special protection against gaze attacks; he might still be affected as normal, regardless of the reflection attack.

Afflictions

Doomberries
Poison Ingested DC 21 — Primary: ­4 penalty to Fort saves for 1 hour, Onset 5 minutes / Secondary: Sickened for 1 hour and infected with Doomberry Doom
Doomberry Doom
Disease (Su) — Incubation 1 hour. Each hour make 2 saves: Fort DC 20 or be nauseated for 1 hour, and Will DC 10 or be transported to a random dimension. After each sucessful save, the Will DC increases by 1. Cure: a humanoid’s tear shed for the victim.

Magic

Eldor’s Conjunction
Conjuration / Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One non-magical object touched per 2 levels, see text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No
All magical properties of each target object which were removed by the most recent successful Eldor’s disjunction effect are restored (whether disjoined by the spell itself or from another source, such as a rod of cancellation). The object must be within 40 ft. of the location where it was so disjoined. You must supply the material component separately for every target item. If this spell is targeted on an object with permanent magical properties, the spell fails. If the target item has never been affected by Eldor’s disjunction, this spell has no effect.
Eldor’s conjunction cannot repair artifacts.
Eldor’s conjunction is countered by Eldor’s disjunction.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the conjunction, no items within it are affected.
Material Component: One ounce of dragon’s blood, treated with reagents and preservatives worth 1,000gp, which is poured onto each target object.
Enhance Body
Transmutation
Level: Clr 4, Drd 4, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell grants the target an enhancement bonus to Strength, Dexterity, or Constitution. This enhancement bonus is equal to 1 + 1 per two caster levels (maximum +10). Like other spells with different possible effects, a creature cannot gain additional benefits from multiple castings of this spell; only the most recent casting takes effect.
Arcane Material Component: A heart of the appropriate animal (Bull, Cat, or Bear) preserved with the gentle repose spell, of which you must eat a bite, and 25gp worth of the finest wine, which is splashed on the target.
Divine Material Component: A pint of holy (or unholy, if you are evil) water (worth 25gp), poured onto the target.
Enhance Mind
Transmutation
Level: Clr 5, Drd 5, Sor/Wiz 4
This spell functions like enhance body, except that the enhancement bonus applies to Intelligence, Wisdom, or Charisma.
Arcane Material Component: The brain or eye of the appropriate animal (Fox, Owl, or Eagle) preserved with the gentle repose spell, of which you must eat a bite, and 25gp worth of brewed rare tea, which is splashed on the target.
Greater Animal Affinity
Level: Egoist 5, psychic warrior 4
Duration: 10 min./level
Power Points: Psion/wilder 9, psychic warrior 7
This power functions like animal affinity, except as noted here.
You gain a +6 enhancement bonus to the ability score you choose.
Augment: You can augment this power in one or both of the following ways.
  1. For every 4 additional power points you spend, the enhancement bonus from this power increases by 1.
  2. For every 5 additional power points you spend, the same enhancement bonus also applies to another ability score.