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Focuses on abilities that can’t be taught but are innately brought forth or bestowed via some supernatural means. Sample feats include Create Affinity, Open Minded, and Skill Focus.


Acupuncture

[Talent]

Prerequisite: Heal 10 ranks.

Benefit: This feat grants two separate abilities. Firstly, it alters the Treat Poison and Treat Disease Heal skill actions. A successful Heal check against a DC equal to the poison or disease will instead purge the malady from the patient, and heal up to 1 point of ability damage caused by the affliction. This requires use of a masterwork healer's kit. A single acupuncture session for this use can only target one affliction if the patient has more than one malady affecting him.

The second ability allows the healer to use a new Heal skill action known as Purge. Purge is a full round action that provokes attacks of opportunity and can only be done on helpless or willing targets. The healer makes a Heal check against a DC of 25, or the save DC against the spell if a magical effect, whichever is higher. If successful, he can remove one of the following conditions from the patient: confused, dazed, nauseated, paralyzed, sickened, or stunned. This action requires a masterwork healer’s kit and cannot be retried for the same condition.

                Using either action, whether or not successful, deals 1d4-1 (minimum 1) points of piercing hit point damage to the patient.

 

Augmented Alchemy

[Talent, Epic]

Prerequisites: Int 21, Craft (alchemy) 24 ranks.

Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.

Create Affinity

[Talent, Item Creation]

You can imbue a weapon to do more damage to certain foes.

Benefit: You choose a weapon. That weapon gains a 10% affinity of your choice.

Note: New game mechanic: Weapon Affinities. The available affinities are: Aberrations, Animals, Beasts, Constructs, Dragons, Fey, Giants, Humanoid, Magical Beasts, Oozes, Outsider, Plants, Shapechangers, Undead, Vermin, Fire, Air, Water, Earth, Law, Chaos, Good, and Evil. If attacking a creature that the weapon has a positive affinity for, roll percentile if the attack is successful. If you roll under the affinity, you do double damage on that hit (total your damage then multiply it by 2). If the weapon has a negative affinity and you roll under the affinity, you do half damage on that hit. Only 1 positive (determined by you) and 1 negative (determined by the GM) affinity may be applied to any one attack. For every point one affinity goes up, another must go down an equal amount. This may be spread over multiple affinities. The maximum an affinity may be is +/- 99%.

Craftsman

[Talent]

Prerequisites: Int 13.

Benefit: All Craft skills are class skills for you.

If you have 5 talent feats, you gain +1 bonus for every 2 talent feats you have on every Craft skill check you have at least 1 rank with.

Caustic Wit

[Talent]

Benefit: You gain a +2 competence bonus, and an additional +1 bonus per 2 talent feats you have, on Diplomacy and Intimidate checks.

Concerted Inspiration

[Talent, Epic]

You can combine your music with others for greater effect.

Prerequisites: Bardic Music class feature, Perform 25 Ranks.

Benefit: Two bards with this ability can combine their music to increase their effects. Those abilities which force a saving throw have their DC increased by the Charisma modifier of the lower level of the two bards. If both bards are the same level use the lower of the two Charisma bonuses. Other effects are increased by 50% (round fractions down).

                For every 4 Talent feats you have you may include one additional bard, gaining his Charisma bonus to the save DC and increasing the other effects of the bardic music by 25% (rounded down).

Special: Only one bard must have this feat for it to work.

Contortionist

[Talent]

You can bend and twist in unique ways.

Prerequisites: Dex 15+, Double Jointed.

Benefit: Every 5 ranks in Escape Artist provide you with a +1 dodge bonus to AC.

Cross-Class Learning

[Talent]

Benefit: Choose 2 cross class skills, and an additional cross class skill for every 2 talent feats you have. These skills are considered class skills for you, allowing you to spend a skill point to gain the class skill +3 miscellaneous modifier to them.

Cunning

[Talent]

You are particularly good at cheating people.

Benefit: You gain a +2 competence bonus, and an additional +1 bonus per 2 talent feats you have, on Bluff and Sleight of Hand checks.

Cynic

[Talent]

Benefit: You gain a +2 competence bonus, and an additional +1 bonus per 2 talent feats you have, on Sense Motive checks and Will saves against mind-affecting effects.

Deafening Song

[Talent, Epic]

Prerequisites: Perform 24 ranks, bardic music class feature.

Benefit: You can use song or poetics to temporarily deafen all enemies within a 30-foot spread. A successful Fortitude save (DC 10 + ½ your class level + the your Charisma modifier) negates the effect. The deafening effect lasts for as long as you continue the deafening song. You can choose to exclude any number of creatures in the area from this effect. You may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word). You may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of your uses of bardic music for the day.

Diagnosis

[Talent]

Prerequisites: Heal 5 ranks or Profession (apothecary) 5 ranks.

Benefit: You may use your Intelligence bonus instead of your Wisdom bonus on Heal checks.

Special: Allows use of a special Heal skill action called Diagnose. Attempting a Diagnose action requires 1 full round of concentration and a Heal check DC 15, with a DC modifier of +5 if the patient is not of the same race, or a +10 if the patient is of a drastically different species altogether. You receive an insight bonus to subsequent Heal checks made for this patient for up to 1 hour per point of Intelligence or Wisdom bonus, whichever is higher. The insight bonus granted by this action equals +2 per Talent feat you have. A Diagnose action cannot be retried. Multiple Diagnose actions overlap (do not stack) for the same patient, and a new Diagnose action cannot be attempted until the patient’s condition changes for the worse by some means (being injured further, receiving another dose of poison, succumbing to disease, etc).

Dire Threats

[Talent]

Benefit: You gain a +2 competence bonus, and an additional +1 bonus per 2 talent feats you have, on Bluff and Intimidate checks that involve the threat of physical violence.

Display of Skill

[Talent]

Benefit: Whenever make a skill check with a skill you have at least 8 ranks with, you can gain +5 competence bonus, and extra +1 for every 2 talent feats you have, on that check. If you do, you become fatigued.

If you are already fatigued, you become exhausted instead, and if you are already exhausted you become unconscious. If you are immune to fatigue or exhaustion, you become staggered for 1d4 rounds instead.

Double Jointed

[Talent]

Benefit: You gain a +4 racial bonus, and another +3 per 2 talent feats you have, on Escape Artist checks.

Special: This feat may only be taken at 1st level.

Ear of Royalty

[Talent]

Benefit: You gain a +2 circumstance bonus on Diplomacy and Sense Motive checks with nobility and royalty, plus an additional +1 per 2 talent feats you have. These bonuses double if you are wearing no visible weapons or armor.

Eidetic Memory

[Talent]

Benefit: You receive a +2 bonus, plus an additional +1 per talent feat you have, on Intelligence checks to remember things.

                If you have at least 5 talent feats, you may make an Intelligence check (DC 20) to recall anything you have seen with photographic clarity. This check may not be retried and cannot be used to prepare spells seen on scrolls or spellbooks.

Emissary

[Talent]

Prerequisites: Charisma 13+.

Benefit: You gain a +2 insight bonus, and an additional +1 per 2 talent feats you have, on Diplomacy and Charisma checks made with non-humanoid creatures. You must be able to communicate effectively with the target creature(s) to gain this bonus.

Entertainer

[Talent]

Prerequisites: Cha 13.

Benefit: All Perform skills are class skills for you.

If you have 5 talent feats, you gain a +1 competence bonus for every 2 talents feats you have on every Perform skill check you have at least 1 rank with.

Epic Inspiration

[Talent, Epic]

Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature.

Benefit: All competence bonuses, dodge bonuses, and morale bonuses granted by your Performance Arts abilities increase by +1. These benefits increase by an additional +1 per 2 Talent feats you have.

Eye for Quality

[Talent]

Benefit: You gain a +2 competence bonus on Appraise and Forgery checks, plus an additional +1 per 2 talent feats you have.

Fair Visage

[Talent]

Benefit: You gain a +1 racial bonus to Diplomacy and Perform checks, plus an additional +1 per 2 talent feats you have, if the audience would find a member of your race and gender attractive.

Fake Spell

[Talent]

Prerequisites: Spellcraft 1 rank.

Benefit: You can mimic the words and gestures of a spell you have seen cast at least 3 times. Nothing actually happens, of course. Anyone can see through your trickery with an opposed Spellcraft check. If attempting to intimidate someone by casting a fake spell at them, this gives you a +1 circumstance bonus to your Intimidate check per Talent feat you have.

Special: Someone that has readied an action to counterspell that fails the Spellcraft check will think you are about to cast the spell being faked.

Fearless

[Talent]

Prerequisites: Iron Will.

Benefit: You gain a +3 bonus, and an additional +3 per 2 talent feats you have, on saves versus fear effects.

Forage

[Talent]

Benefit: You gain a +3 competence bonus, and an additional +3 bonus per 2 talent feats you have, on Survival checks when looking for food that does not involve hunting.

Focused

[Talent]

Your sense of determination makes others uneasy.

Benefit: You gain a +2 competence bonus, and an additional +1 per 2 talent feats you have, on Concentration and Intimidate checks.

Great Thinker

[Talent]

Prerequisites: Int 15, character level 6.

Benefit: You can use your Intelligence bonus in place of your Wisdom bonus when making skill checks.

Group Inspiration

[Talent, Epic]

Prerequisite: Perform 30 ranks, bardic music class feature.

Benefit: The number of allies you can affect with your Performance Arts abilities that target allies doubles.

Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Haunting Music

[Talent, Epic]

Your music can be carried on the wind.

Prerequisites: Bardic music class feature, Perform 25 Ranks.

Benefit: Your music can affect an area long after you have stopped playing. You can choose to have your music take effect at any time from immediately, up to one whole day per Talent or Epic feat you have after you have performed. This is a supernatural effect.

Hindering Song

[Talent, Epic]

Prerequisite: Deafening Song, Perform 27 ranks, bardic music class feature.

Benefit: You can use song or poetics to hinder enemy spellcasters within a 30-foot spread centered on you. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half your level. You can choose to exclude any characters from this effect. You may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word). You may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of your uses of bardic music for the day.

Improved Low Light Vision

[Talent]

Prerequisites: Low light vision.

Benefit: You now treat low light conditions as if normal light conditions.

Inspire Excellence

[Talent, Epic]

Prerequisite: Perform 30 ranks, bardic music class feature.

Benefit: You can use song or poetics to grant a bonus to one ability score to your allies. To be affected, an ally must hear you sing for 1 full round. The effect lasts as long as you sing and for 5 rounds after you stop singing (or 5 rounds after the ally can no longer hear you). While singing, you can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), by spell trigger (such as wands), or by command word. Each ally to be inspired gains a +4 competence bonus, and an additional +1 per 3 Talent feats you have, to the same ability score, which you must choose before you begin inspiring. Inspire excellence is a supernatural, mind-affecting ability. Using the feat counts as one of your uses of bardic music for the day.

Inspire Loyalty

[Talent]

Prerequisites: Leadership, Inspiring Leader.

Benefit: As long as you are alive and can be seen to be fighting, your allies will automatically pass any morale checks they are required to make during combat.

Inspiring Leader

[Talent, Command]

Prerequisites: Leadership.

Benefit: Your cohort and followers gain a +1 morale bonus, and an additional +1 bonus per 2 talent and/or command feats you have, to attack rolls and saves against fear as long as you are personally directing their efforts. They retain these bonuses for up to 1 minute without orders being given. Directing your followers requires a move action each round.

Lasting Inspiration

[Talent, Epic]

Prerequisite: Perform 25 ranks, bardic music class feature.

Benefit: The effects of your bardic music inspiration abilities last for ten times as long as normal after you stop singing. This feat has no effect on inspiration abilities that have no duration after you stop singing.

Legendary Tracker

[Talent, Epic]

Prerequisites: Wis 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks.

Benefit: You can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat.

Light Sleeper

[Talent]

Benefit: While you are sleeping, you are allowed to make Listen checks as if you were awake. If you succeed, you immediately wake up, however you must make a second Listen check to determine what caused you to wake up.

Magical Talent

[Talent]

Prerequisites: You gain a +2 competence bonus to Spellcraft and Knowledge (arcana) checks, and an additional +1 per 2 talent feats you have.

Mimicry

[Talent]

Prerequisites: Perform 1 rank.

Benefit: As a standard action you can mimic almost any natural sound (footsteps, a door opening or closing, two people fighting, etc). You cannot simulate anything louder than a shout or duplicate a magical sound. Use your Perform skill opposed by the audience’s Listen skill to be convincing.

Music of the Gods

[Talent, Epic]

Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature.

Benefit: Your bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

Natural Archer

[Talent, Archery]

Benefit: The character gains a +1 competence bonus to damage rolls made from attacks with bows or crossbows. Further, if a foe attacks her with a bow, the character gains a +1 dodge bonus to Armor Class. These bonuses improve by +1 for every 2 talent and archery feats the character has.

Special: This feat may only be gained at 1st level.

Natural Swordsman

[Talent, Weaponry]

Benefit: The character gains a +1 competence bonus to damage rolls made from attacks with swords (short swords, longswords, greatswords, bastard swords, double-bladed swords, sword-staves, and so on). Further, if a foe attacks her with a sword, the character gains a +1 dodge bonus to Armor Class. These bonuses improve by +1 for every 2 talent and weaponry feats the character has.

Special: This feat may only be gained at 1st level.

Night Owl

[Talent]

Benefit: You need only half the normal amount of sleep or trance to awaken refreshed, healed the appropriate amount of hit points, and be recovered from fatigue. You must still rest for 8 hours to recover spells.

Open Minded

[Talent]

Benefit: You gain 2 skill points for every talent feat you have.

Outdoorsman

[Talent, Vitality]

Benefit: You gain a circumstance bonus to Fortitude saves made to resist extremely hot or cold weather equal to +5 per 2 talent and/or vitality feats you have.

Polyglot

[Talent, Epic]

Prerequisites: Int 25, Speak Language (five languages).

Benefit: You can speak all languages. If you are literate, you can also read and write all languages (not including magical script).

Political Maneuvering

[Talent]

Prerequisites: Diplomacy 10 ranks, Sense Motive 10 ranks.

Benefit: As a standard action, you may make a Sense Motive check against a person to whom you are speaking (DC 15 + target’s level). If successful, you have determined a way to convince him that his current course of action seems to be disgraceful. You can convince him of this by making a Diplomacy check (opposed by his Sense Motive or Diplomacy). If you succeed, the target must obey your command or be unable to act for a number of rounds equal to your Charisma bonus. If the target is attacked, this effect is negated. This feat has no effect on characters with no sense or propriety or who cannot understand your words.

Port Savvy

[Talent]

Benefit: You gain a +4 competence bonus, and an additional +3 per 2 talent feats you have, on Gather Information checks in a city with a port.

Professional

[Talent]

Prerequisites: Wis 13.

Benefit: All Profession skills are class skills for you.

If you have 5 talent feats, you gain +1 bonus for every 2 talents feats you have on every Profession skill check you have at least 1 rank with.

Ranged Inspiration

[Talent, Epic]

Prerequisite: Bardic music class feature, Perform 25 ranks.

Benefit: Double the range of any Performance Arts abilities that have a range. (If the creature must hear you to be affected by the ability, that requirement doesn’t change regardless of any extended range your ability may have.)

Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

 

Rapid Inspiration

[Talent, Epic]

Prerequisite: Perform 25 ranks, bardic music class feature.

Benefit: You can use any of your Performance Arts abilities as a standard action. The effect happens immediately after you conclude the action.

 

Reactive Countersong

[Talent, Epic]

Prerequisite: Combat Reflexes, Perform 30 ranks, bardic music class feature.

Benefit: You can begin a countersong at any time, even when it isn’t your turn (much like a mage who has readied a counterspell action), though you don’t have to ready an action to do so. You can’t use Reactive Countersong at the same time you are using another Performance Arts ability (though you could stop the other ability to begin Reactive Countersong if so desired).

Normal: Without this feat, you can only use counter-song on your turn.

Reciprocal Knowledge

[Talent]

Prerequisites: Two skills at 5 ranks each.

Benefit: Choose two skills that you have at least 5 ranks in. If these skills do not have a synergy bonus associated with them, you may choose one to gain a +2 synergy bonus from the other. You must be able to explain why knowledge of one skill allows you to perform the other skill better. Created synergy bonuses only apply to one of the two skills (you choose upon taking this feat). Alternately, if you choose two skills that already grant a synergy bonus, that bonus increases to +3.

Special: This feat may be gained multiple times. Each time it is gained a new pair of skills must be chosen. The same skill may be chosen for multiple pairs. Since all bonuses granted by synergy are the same bonus type (synergy), remember that they do not stack.

Research Genius

[Talent]

Prerequisites: Spellcaster level 2+.

Benefit: You may reduce the time it takes you to research new spells by 25%, plus an extra 5% per 2 talent feats you have. This also applies to the time it takes to copy spells from a scroll or other spellbook into your own, and the time it takes to use the Scribe Scroll feat.

Sage

[Talent]

Prerequisites: Any Knowledge skill 5 ranks.

Benefit: You gain a +3 bonus, and an additional +3 per 2 talent feats you have, to one Knowledge skill that you have at least 5 ranks in.

Special: This feat may be gained multipled times. Each time it is gained it must apply to a new Knowledge.

Scavenger

[Talent]

Benefit: You never need to pay for food or drink. In addition, given a week in an appropriate area, you can acquire any mundane item worth 5gp or less for free.

Scholar

[Talent]

Prerequisites: Int 13.

Benefit: All Knowledge skills are class skills for you.

If you have 5 talent feats, you gain +1 bonus for every 2 talents feats you have on every Knowledge skill check you have at least 1 rank with.

Secrets of the Trade

[Talent]

Benefit: Whenever you make a skill check with a skill you have at least 8 ranks with, and you roll a natural 1, you can re-roll the skill check and must take the new result instead.

For every 2 talents feats you have, the natural result that triggers this feat increases by 1, up to 1-5. For example, if you have 4 talent feats, you can re-roll the skill check on natural 1, 2, or 3.

Seduction

[Talent]

Benefit: Sex sells. You gain a +4 bonus, and another +3 per 2 talent feats you have, on Bluff and Diplomacy checks against people who would find your race and gender attractive. After you use this feat, some people might seek to become intimate with you. They will resent a blunt rejection, worsening their attitude by 1 step.

Sign of the Crown

[Talent]

Benefit: Once per day, and an additional time per day per 2 talent feats you have, you can attempt a Diplomacy check as a free action to completely overwhelm a target with your presence. If the target fails to make a Will save with a DC equal to your skill check result, you gain a +10 bonus to your next Diplomacy, Intimidate, or Bluff check against them.

Special: This feat must be taken at first level.

Silent Song

[Talent, Epic]

Your music is so high pitch as to be inaudible to those of normal hearing.

Prerequisites: Bardic Music class feature, Perform 30 Ranks.

Benefit: You can play your music without anyone knowing. It still has full effect upon targets. This also allows your music to function within the effects of a silence spell or similar magic. The range of the music’s effect remains unchanged (if a target couldn’t normally hear your music, they still are unaffected by it when using this ability). This is a supernatural effect.

Normal: Typically, targets must be able to hear your music for it to have an effect upon them.

Skill Focus

[Talent]

Benefit: Choose a skill. This skill is a class skill for you. You get a +2 bonus, and extra +1 for every 2 talent feats you have, on all checks involving that skill.

If you have 13 ranks in the chosen skill and 3 talent feats, you may take 10 with that skill even if stress and distractions would normally prevent you from doing so.

Soothsayer

[Talent, Epic]

Lies are anathema to you.

Prerequisites: Int 25, Wis 25.

Benefit: You can only hear the truth. You cannot hear lies. Anyone lying to you looks as if they are moving their lips but not making any sound. If someone truly believes they are telling the truth, you hear them. Only intentional lies are affected by this feat.

Stellar Music

[Talent, Epic]

Your music is an extension of your soul.

Prerequisites: Bardic Music class feature, Perform 30 Ranks, Silent Song.

Benefit: Your music can be heard in any environment. Even within an airless vacuum such as outer space you music can still affect and be heard.

Normal: Typically music (even with the Silent Song feat) needs an environment which can carry sound waves.

Terrifying Physique

[Talent]

Benefit: You may add your Strength bonus, plus an additional +1 per 2 talent feats you have, to Intimidate checks. Intimidate is a class skill for you.

Torturer

[Talent]

Prerequisites: Nongood alignment, Intimidate 1 rank.

Benefit: If you have a set of torturer’s tools (which cost the same as artisan’s tools), you may use your Intimidate skill to extract information from an unwilling, helpless captive. For every 10 minutes you spend working on a captive, he sustains 1d6 damage, and both you and he must make opposed Will saves. If the victim fails, he answers truthfully one specific question you ask him. For every 10 minutes of torture beyond the first, the target suffers a cumulative -2 penalty to his Will save.

Track

[Talent]

Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

Very Soft Ground

Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground

Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground

Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground

Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on Table: Track DC Modifiers.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

Weapon Abatement

[Talent, Epic]

You miraculously avoid the first blow of any weapon.

Prerequisites: Cha 25.

Benefit: Only weapons that know you can harm you. The first time a weapon strikes you the blow is turned aside as if by a miracle or other stroke of good fortune. Second and subsequent blows are not turned away. Missile weapons have their first shot turned away, however a character would be immune to someone throwing a brace of daggers at them or firing multiple arrows per attack roll.

Special: This feat is useful to foil assassins.

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