S T O N E K E E P |
Return to Feats IndexBlack Guard FeatsAuraOfDespair GeneralYou have a powerful (evil) religious presence about you that causes enemies within 10 feet of you to suffer a -2 morale penalty on all saving throws. Granting this penalty is a a supernatural ability. Prerequisites: Level 9, Cha 13+, Religion 4+, DarkBlessing, any Evil alignment. Special: If the character's alignment changes the character loses this feat. DarkBlessing A blackguard applies his Charisma modifier (if
positive) as a bonus on all saving throws. At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell. SmiteGood Once a day, a blackguard of 2nd level or higher
may attempt to smite good with one normal melee attack. FiendishServant The blackguard can call a fiendish bat, cat,
dire rat, horse, pony, raven, or toad to serve him. The blackguard's
servant further gains HD and special abilities based on the blackguard's
character level (see the table below).
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant's base attack and base save bonuses, as normal. Natural Armor Adj.: This is an improvement to the servant's existing natural armor bonus. Str Adj.: Add this figure to the servant's Strength score. Int: The servant's Intelligence score. (A fiendish servant is smarter than normal animals of its kind.) The abilities mentioned in the “Special” column of the accompanying table are described below. Empathic Link Improved Evasion Share Saving Throws Share Spells Speak with Blackguard |
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Druid FeatsAnimalCompanion [Druid]You are so in tune with nature and nature's creatures that a creature you've befriended with the spell animal friendship will loyally stay with you. Prerequisites: Level 3+, Wis 13+, Spell Power 5+, WildernessLore 4+, NatureSense. Benefit: The animal can have no more than 2 Hit Dice. A character may have more than one animal companion, provided the animals total Hit Dice dont exceed the character's level +1. The character can also cast animal friendship on other animals during play. Normal: Usually befriended or charmed creatures leave you after the duration of your spell. Special: If the character's alignment changes to one that isn't neutral the character loses this feat and the animal companion. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat and the animal. AThousandFaces [Druid]Prerequisites: Level 36+, Wis 13+, Spell Power 43+, WildernessLore 4+, NatureSense, WildShape. Benefit: The character gains the supernatural ability to change her appearance at will, as if using the spell alter self. Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat. NatureSense [Druid]Prerequisites: Wis 13+, WildernessLore 4+. Benefit: You can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption). ResistNaturesLure [Druid]Prerequisites: Level 12+, Wis 13+, WildernessLore 4+, NatureSense. Benefit: The character gains a +4 bonus to saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites). Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat. TracklessStep [Druid]Prerequisites: Level 9+, Wis 13+, WildernessLore 4+, NatureSense, WoodlandStride. Benefit: The character leaves no trail in natural surroundings and cannot be tracked. Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat. VenomImmunity [Druid]Prerequisites: Level 27+, Wis 13+, WildernessLore 4+, NatureSense, ResistNaturesLure. Benefit: The character gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas. Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat. WildShape [Druid]Prerequisites: Level 15+, Wis 13+, Spell Power 20+, WildernessLore 4+, NatureSense. Benefit: The character gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day (see the polymorph self spell). Unlike the standard use of the spell, however, the character may only adopt one form. As stated in the spell description, the character regains hit points as if she has rested for a day. Note: The creatures available include some giant animals but not unnatural beasts. The character may wild shape into a dog or a giant lizard, for example, but not into an owlbear. The character does not risk the standard penalty for being disoriented while in her wild shape (see the polymorph other spell). The character can use this ability once per day, per 10 levels. ((Level / 10) + 1.) In addition, the character gains the ability to take the shape of a Large animal at 24th level, a Tiny animal at 33rd level, and a Huge animal at 45th level. At 36th level or higher, she can take the form of a dire animal. At 48th level or higher, the character may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day. She gains all the elementals special abilities when she does so. At 54th level, she can do this three times per day. Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat. WoodlandStride [Druid]Prerequisites: Level 6+, Wis 13+, WildernessLore 4+, NatureSense. Benefit: The character may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the character. Special: If the character's alignment changes to one that isn't neutral the character loses this feat. If the character casts a spell that is of opposite alignment to his own the penalty is the same; loss of the feat. |
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