arcane feats

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Enchanted Gate

Arcane Archer Feats

ArrowOfDeath General

You have the ability to enchant your normal arrows with a powerful death attack. If a creature takes any damage from the character's arrow, when fired from a bow (not a crossbow), the target must make a successful Fortitude saving throw (DC 20) or be instantly killed. It takes an entire day to create this arrow, and such an enchantment lasts only about a week before the magic evaporates. The mage/archer can carry only one of these arrows at a time, and the arrow can only be used effectively by the enchanter, no one else can fire it with the same results.

Prerequisites: Spell Power 25+, Enchant Arrow.

EnchantedArrow
SpellPower 6

At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer's magic arrows only function for her. 

HailOfArrows
SpellPower 18
EnchantArrow

In lieu of her regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow.

ImbueArrow
SpellPower 9
EnchantArrow

An arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.

PhaseArrow
SpellPower 14
SeekerArrow

An arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).

SeekerArrow
SpellPower 12
ImbueArrow

An arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).

Bard Feats

BardicKnowledge [Bard]

A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below.

DC Type of Knowledge Examples
10 Common, known by at least a substantial minority of the local population. A local mayor's reputation for drinking; common legends about a powerful place of mystery.
20 Uncommon, but available, known by only a few people in the area. A local priest's shady past; legends about a powerful magical item.
25 Obscure, known by few, hard to come by A knight's family history; legends about a minor place of mystery or magic item.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. A mighty wizard's childhood nickname; the history of a petty magic item.

Prerequisites: Cha 15+, cannot be of Lawful alignment.

Special: A bard who becomes Lawful in alignment loses the use of this feat.

Countersong [Bard]

A bard with 3 or more ranks in Perform can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components).

Prerequisites: Cha 13+, Bardic skill 3+, cannot be of Lawful alignment.

Benefit: As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) who is affected by a sonic or language-dependent magical attack (such as sound burst or command) may use the bard’s Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. (Countersong is a supernatural ability.)

This ability is usable once per day per character 3 levels.

Fascinate [Bard]

A bard with 3 or more ranks in Perform can use his music or poetics to cause a single creature to become fascinated with him.

Prerequisites: Cha 13+, Bardic skill 3+, cannot be of Lawful alignment.

Benefit: The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard’s check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target’s Spot and Listen checks suffer a –4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming,
automatically breaks the effect.

While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. (Fascinate is a spell-like, mind-affecting charm ability.)

This ability is usable once per day per character 3 levels.

InspireCompetence [Bard]

A bard with 6 or more ranks in Perform can use his music or poetics to help an ally succeed at a task.

Prerequisites: Cha 14+, Bardic skill 6+, InspireCourage, cannot be of Lawful alignment.

Benefit: The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. Depending on the task that the ally has at hand, the bard may use his bardic music to lift the ally’s spirits, to help the ally focus mentally, or in some other way. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard’s music. The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). (Inspire Competence is a supernatural, mind-affecting ability.)

This ability is usable once per day per character 6 levels.

InspireCourage [Bard]

A bard with 3 or more ranks in Perform can use song or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities.

Prerequisites: Cha 13+, Bardic skill 3+, cannot be of Lawful alignment.

Benefit: To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. (InspireCourage is a supernatural, mind-affecting ability.)

This ability is usable once per day per character 3 levels.

InspireGreatness [Bard]

A bard with 12 or more ranks in Perform can use song or poetics to inspire greatness in another creature, granting extra fighting capability.For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature.

Prerequisites: Cha 15+, Bardic skill 12+, InspireCourage, InspireCompetence, cannot be of Lawful alignment.

Benefit: To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.) The target gains the following boosts:

• +2 Hit Dice (d10s that grant temporary hit points).
• +2 competence bonus on attacks.
• +1 competence bonus on Fortitude saves.

Apply the target’s Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. (InspireGreatness is a supernatural, mind-affecting enchantment ability.)

This ability is usable once per day per character 12 levels.

Suggestion [Bard]

A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see Fascinate).

Prerequisites: Cha 15+, Bardic skill 9+, Fascinate, cannot be of Lawful alignment.

Benefit: A Will saving throw (DC 13 + the bard’s Charisma modifier) negates the effect. (Suggestion is a spell-like, mind-affecting charm ability.)

This ability is usable once per day per character 9 levels.

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