Racial Feats
- Dimension Slide
-
Prerequisites: Trollan
Benefit: As a psi-like ability, you gain 3/day — dimension slide.
- Dragonwrought Goblin
-
Prerequisites: Goblin.
Benefit: Your type is dragon rather than humanoid, and you lose the goblinoid subtype. You retain all your other subtypes and your goblin racial traits. You have scales tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage.
Dragon Kind Descriptor or Subschool Class Skill Spells Known Amethyst Force Diplomacy Delay poison, invisibility, suggestion Battle Sonic Perform Aid, heroism, protection from evil Black Acid Hide Charm animal (snakes and lizards only), deeper darkness, insect plague Blue Electricity Hide Major image, mirage arcana, ventriloquism Brass Fire Gather Information Control winds, endure elements, tongues Bronze Electricity Survival Control water (4th level), speak with animals, water breathing Brown Acid Listen Create water, endure elements, disintegrate Chaos Compulsion Bluff Entropic shield, mislead (6th level), protection from law Copper Acid Hide Silent image, stone shape, wall of stone Crystal Cold Diplomacy Color spray, control winds, dominate person Deep Charm Spot Alter self, freedom of movement, true seeing Dream Compulsion Concentration Distract, dream, sleep Emerald Sonic Knowledge (local) Fog cloud, greater invisibility, legend lore Ethereal Phantasm Escape Artist Blink, dimensional anchor, see invisibility Fang Dispellation Listen Dispel magic, shield, telekinesis Force Force Spot Blur, shield, Shokoti’s resilient sphere Gold Fire Treat Wound Bless, daylight, dispel evil Green Acid Move Silently Charm person, dominate person, plant growth Howling Sonic Survival Confusion, gust of wind, Terella’s hideous laughter Oceanus Electricity Swim Control water (4th level), daze monster, detect evil Platinum Any one energy type Concentration Blessing of Granamyr, divine protection, weapon of the deity Prismatic Light Diplomacy Color spray, hypnotic pattern, rainbow pattern Pyroclastic Fire or sonic Listen Produce flame (1st level), pyrotechnics, shout Radiant Light Spot Daylight, remove paralysis, restoration Red Fire Appraise Detect secret doors, suggestion, true seeing Rust Polymorph Search Lesser orb of acid, rusting grasp, wall of iron Sand Fire Survival Endure elements, haboob, wall of sand Sapphire Electricity Knowledge (dungeoneering) Spider climb, stone shape, teleport Shadow Energy drain Escape Artist Dimension door, mirror image, nondetection Silver Cold Disguise Air walk, feather fall, wind wall Song Electricity Perform (sing) Light, tongues, true seeing Styx Poison or disease Swim Feeblemind, fog cloud, stinking cloud Tarterian Force Escape Artist Crushing despair (3rd level), freedom of movement, shield Topaz Cold Swim Darkness, lightning bolt, repulsion (6th level) White Cold Hide Obscuring mist, sleet storm, wall of ice - Dreadnought Resolve
-
Prerequisites: Ork subtype.
Benefit: You gain a +4 racial bonus to Intimidate checks and you are immune to fear.
- Feline Pounce
-
Prerequisites: Feline subtype.
Benefit: When you use the charge action, at the end of your charge you can make a full attack using any natural weapons you possess. If you elect to use this ability, you cannot make any attacks with manufactured weapons at the end of the same charge.
- Feline Rake
-
Prerequisites: Feline Pounce, natural claw attack.
Benefit: You gain two rake attacks that deal 1d6 slashing damage plus half your Strength modifier. (You may only use a rake attack when pouncing or grappling.)
- Forest Aegis
-
Prerequisites: Eternal Bronze Vulnerability.
Benefit: You lose your racial Eternal Bronze Vulnerability and gain DR 5/Eternal Bronze. (Losing the feature doesn't disqualify you for this feat.)
- Forest Guardian
-
Prerequisites: Sprite subtype.
Benefit: Once per encounter, you may attempt to smite nature's foes with one normal melee or ranged attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per hit die. Aberrations, aliens, humanoids, and oozes are considered nature's foes, as well as mechanical constructs and undead. If you accidentally smite another creature, the smite has no effect but the ability is still used up for that encounter.
- Gar Retainment
-
Prerequisites: Gar, 3 HD.
Benefit: Once per day as an immediate action, you can spend 3 power points to maintain your psionic focus, even it you have just taken an action that would normally expend it.
- Improved Battlewise
-
Prerequisites: Eternian subtype, Battlewise racial feature.
Benefit: You are considered one size category larger when making an opposed bull rush, disarm, grapple, overrun, sunder, or trip check.
- Mental Mastery
-
Prerequisites: Earthling subtype.
Benefit: You may use your Intelligence modifier instead of your Wisdom modifier when making Treat Wound, Sense Motive, Spot, or Survival checks. You may also use your Intelligence modifier instead of Wisdom when making a Will saving throw.
- Shadow Mastery
-
Prerequisites: Light sensitivity racial feature.
Benefit: As a spell-like ability, you gain 3/day — darkness.
- Spirit of Etheria
-
Prerequisites: Etherian subtype
Benefit: Whenever you are granted a morale bonus of +1 to +3, increase that bonus by 1. Whenever you are granted a morale bonus of +4 or more, increase that bonus by 2.
- Sylvan Star Strike
-
Prerequisites: Elf subtype, racial bonus to attack rolls with thrown weapons.
Benefit: You gain proficiency with the shuriken. When you take the full attack action, you may make one extra attack with a shuriken at your highest base attack bonus, but all attacks that round take a −2 penalty.
- Unearth the Vein
-
Prerequisites: Widget, proficiency with picks.
Benefit: When you attack with a light pick, heavy pick, horseman’s pick, or dire pick, if you are proficient with that weapon, your attack overcomes damage reduction and hardness.