black guard

S T O N E K E E P

Return to Feats Index

Enchanted Gate

Black Guard Feats

AuraOfDespair General

You 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
Cha 13
Religion 4
Must be Evil

A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

DetectGood
SpellPower 2
DarkBlessing
Must be Evil

At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

SmiteGood
Level 6
DarkBlessing
Must be Evil

Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

FiendishServant
Level 15
DarkBlessing
Must be Evil

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).
A blackguard may have only one fiendish servant at a time.
Should the blackguard's servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard's current level.

Character Level Bonus HD Natural Armor Adj. Str Adj. Int Special
20th or lower +2 +1 +1 6 Empathic link, improved evasion, share saving throws, share spells
21th–30th +4 +3 +2 7 Speak with blackguard
31th–40th +6 +5 +3 8 Blood bond
41th +8 +7 +4 9 Spell resistance
Character Level: The character level of the blackguard.
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 
The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.

Improved Evasion 
If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws
For each of its saving throws, the servant uses either its own base save bonus or the blackguard's, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the blackguard might have.

Share Spells
At the blackguard's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant's type (magical beast).

Speak with Blackguard
If the blackguard's character level is 13th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond 
If the blackguard's character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance 
If the blackguard's character level is 19th or higher, the servant gains spell resistance equal to the blackguard's level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant's spell resistance.

Druid Feats

AnimalCompanion [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 don’t 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 elemental’s 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.

RETUN TO FEATS

ENCHANTED GATE INDEX