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Focuses on abilities that alter your mind or body. Sample feats include Paragon Dwarf, Necrometabolism, and Vampire. This category includes the sub-category of Blood feats, which are each unique and available at 1st level only.




Angelic Bearing

[Transformation]

Prerequisites: Blood of Angels, Light of Heaven, Radiant Faith, Featherflight, Celestial Reaction, Celestial Might, Celestial Mind, Celestial Resistances.

Benefit: Your type changes to outsider and you gain the good subtype. You do not need to eat or sleep, do not accrue penalties for aging, and cannot be magically aged. You still accumulate bonuses from age and you die when your time is up.

 

Animal Form

[Transformation]

Prerequisites: Call of the Wild, Wild Senses, Toughened Skin, 200 XP.

Benefit: As a standard action, you may change into or out of the form of the lycanthropic animal that bit you. You gain damage reduction 5/silver in this form, but otherwise are treated as a standard member of that species. You may change into and out of your animal form once per day per 2 transformation feats you have.

                You lose access to any natural weapons and armor, and natural movement modes of your original form, as well as any extraordinary special attacks that are NOT granted by class levels. You gain the natural weapons, armor, movement modes, and extraordinary special attacks of the new form.

                You do not gain any Special Qualities of the new form. You retain any spell-like abilities and supernatural attacks of your original form (except for breath weapons and gaze attacks). You do not gain the spell-like abilities or attacks of the new form.

                Your physical ability scores change to those of the new form. Your mental ability scores do not. However, you do not gain any additional hit points from an increased Constitution, nor do you lose any hit points from a decreased Constitution.

                You retain your base attack bonus, base save bonuses, hit dice, skills, and feats of your original form. You may or may not be able to use some or all skills or feats in your new form. You retain any spellcasting ability you had in your original form, but you cannot cast spells with somatic or verbal components unless you can speak intelligibly and have humanoid hands.

                Any gear worn or carried by your original form that cannot be worn or carried by your new form drops to the ground.

                You can communicate simple commands to animals and dire animals of your new form’s same kind, such as “friend”, “foe”, “flee”, and “attack”.

                You gain the shapeshifter subtype.

 

Bark Hide

[Transformation]

Prerequisites: Forestblood, Tree Sleep.

Benefit: You become immune to critical strikes and sneak attacks. You are also immune to bleed effects. Your type changes to plant.

Special: Your blood is now clear, slow-moving sap. Your skin is patterned and rough like tree bark. Your cellular structure changes, becoming more rigid. You suffer a -2 permanent loss to Dexterity.

 

Blood of Angels

[Transformation, Blood]

Prerequisites: Must have been in friendly contact with a good outsider that has the celestial template.

Benefit: You gain a +4 bonus to saves against diseases, plus another +3 per 2 transformation feats you have.

Special: You may only have one Blood feat. Your alignment shifts one step closer to good.

 

Call of the Wild

[Transformation]

Prerequisites: Must have been bitten by an animal with the lycanthropy disease. This must be a carnivorous or omnivorous animal.

Benefit: When exposed to any moonlight, you gain a +4 bonus, plus another +1 per 2 transformation feats you have, to Spot, Listen, and Survival checks.

                If you have at least 5 transformation feats, your land speed also increases by 10 ft. per 2 transformation feats you have when in moonlight, up to the speed of the lycanthrope that bit you.

 

Celestial Might

[Transformation]

Prerequisites: Blood of Angels, Light of Heaven, Radiant Faith, 250 XP.

Benefit: You gain a +1 bonus to Strength and Constitution for every 2 transformation feats you have.

Special: Your figure is lithe but finely chiseled, and you move with efficiency of motion.

 

Celestial Mind

[Transformation]

Prerequisites: Blood of Angels, Light of Heaven, Radiant Faith, 250 XP.

Benefit: You gain a +1 bonus to Intelligence and Wisdom for every 2 transformation feats you have, up to +4.

Special: Your voice is light and lilting, and your speech always has a slight musical quality to it.

 

Celestial Reaction

[Transformation]

Prerequisites: Blood of Angels, Light of Heaven, Radiant Faith, 250 XP.

Benefit: You gain a +1 bonus to Dexterity and Charisma for every 2 transformation feats you have, up to +4.

Special: Your arms and face look more delicately boned and regal.

Celestial Resistances

[Transformation]

Prerequisites: Blood of Angels.

Benefit: Choose one of the following for every 2 transformation feats you have: damage reduction 5/magic, acid resistance 5, cold resistance 5, electricity resistance 5, or +6 racial bonus on saves against poison.

Special: Your skin has either an alabaster purity or a golden tan permanently.

 

Claws/Fangs

[Transformation]

Prerequisites: Infernal Pact.

Benefit: You are considered armed when fighting unarmed, and your unarmed attacks deal 1d8 points of lethal damage. You gain either fangs or claws, and gain the other when you have 4 transformation feats.

Special: The fangs and claws are very noticeable, and may cause trouble with good-aligned people.

 

Claws and Teeth

[Transformation]

Prerequisites: Call of the Wild.

Benefit: You gain either claws or sharp teeth, and gain the other once you have four transformation feats. These claws deal 1d3 damage, and teeth allow you to perform a bite attack that deals 1d4 damage.

 

Colossal Wild Shape

[Transformation, Wild, Epic]

Prerequisite: The ability to wild shape into a Gargantuan creature.

Benefit: You can use your wild shape to take the shape of a Colossal animal.

Normal: Without this feat, you cannot wild shape into an animal of greater than Huge size.

 

Dark Ancestry

[Transformation]

Prerequisites: Any nongood alignment.

Benefit: At some point in the past, one of your ancestors had an illicit coupling with a demon or devil. Choose one of the following benefits, plus another per 2 transformation feats you have: bite attack (1d3 melee), darkvision 60 ft., +2 Fortitude saves against poison, acid, cold, electricity, or fire resistance 5, +1 inherent bonus to Strength, Dexterity, or Intelligence.

Special: This feat may only be taken at first level.

 

Dark Mind

[Transformation]

Prerequisites: Character level 8, Vampire.

Benefit: You gain +3 bonus for every 2 transformation feats you have against fear and morale effects.

Any Bluff, Diplomacy, or Intimidate attempts to influence you are made with a -3 penalty for every 2 transformation feats you have.

Diminuitive Wild Shape

[Transformation, Wild, Epic]

Prerequisite: Ability to wild shape into a Huge animal.

Benefit: You can use wild shape to take the shape of a Diminutive animal.

Normal: Without this feat, you cannot wild shape into an animal of smaller than Tiny size.

Dragon-Blooded

[Transformation, Blood]

Benefit: You gain one of the following benefits, depending on the type of dragon you are descended from. These benefits increase by +1 for every 2 transformation feats you have.

Species

Racial Bonus

Black

+2 save vs. poison and disease

Blue

+2 save vs. Grey magic and effects

Green

+2 save vs. Indigo magic and effects

Red

+2 save vs. fire attacks and effects

White

+2 save vs. cold attacks and effects

Brass

+2 save vs. fire attacks and effects

Bronze

+2 to Handle Animal and Survival checks

Copper

+3 to Climb checks

Silver

+2 to Jump and Balance checks

Gold

+1 to all saves

Special: You may only have one Blood feat.

Dragon Eyes

[Transformation]

Prerequisites: Dragon-Blooded.

Benefit: You can see four times as well as a human in low light conditions and twice as well in normal light. You gain a +4 bonus to Spot and Search checks, and an additional +3 per 2 transformation feats.

Dragon Senses

[Transformation]

Prerequisites: Dragon-Blooded.

Benefit: You can ascertain creatures by non-visual means (mostly by hearing and scent, but also by noticing vibrations and other environmental clues) with a range of 10 ft. plus 10 ft. per 2 transformation feats you have, equivalent to the blindsight ability.

Dragon Wild Shape

[Transformation, Wild, Epic]

Prerequisites: Wis 30, Knowledge (nature) 30 ranks, wild shape 6/day.

Benefit: You may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The size limitation is the same as your limitation on animal size. You gain all extraordinary and supernatural abilities of the dragon whose form you take.

Dreamchild

[Transformation]

Prerequisites: Wyldling or elf.

Benefit: You are immune to all magical compulsion effects.

Egg-Born

[Transformation, Epic]

You can lay your young as eggs.

Prerequisites: Must be capable of childbirth.

Benefit: Instead of carrying unborn within your womb, you can lay them as eggs. Your eggs become ready to be laid 1 week after being fertilized. They hatch 4 months after being laid, as long as they are kept warm and safe during this time. Egg-born children begin with the Startouched feat.

Special: The mother no longer carries the child for 9 months, allowing her to continue adventuring.

Elder Wisdom

[Transformation]

Prerequisites: Wisdom 13+, 200+ years old.

Benefit: You gain a +2 competence bonus to all Knowledge checks, and another +1 per 2 transformation feats you have. Your bonus to Knowledge checks may not exceed the number of centuries old you are.

Elemental Soul

[Transformation]

Prerequisites: Must have visited the elemental plane for the chosen element.

Benefit: Choose an element: earth, fire, water, or wind. You gain that subtype. You gain 5 elemental points per 2 transformation feats you have. These may be spent on the All Elements section or in your chosen element section.

Special: You may take this feat as a Blood feat. If you do, it must be taken at first level and you do not need to meet the normal prerequisite.

 

·          All Elements

Ignore Element (5): Can ignore effects of chosen element for 1 round/level per day.

Elemental Empowerment (5): Spells or abilities with the chosen elemental descriptor are automatically Empowered.

Elemental Healing (10): When immersed in chosen element, heal 1 hit point per round.

Elemental Resistance (5): Gain resistance to chosen element of 5. May be gained multiple times.

Darkvision (5): Gain darkvision 60 ft.

Para-Elemental Resistance (5): Gain +2 racial bonus on saves against para- and quasi-elements associated with chosen element. May be gained multiple times.

 

·          Earth (Acid)

Strength Bonus (10): +1 Strength. May be gained multiple times.

Constitution Bonus (10): +1 Constitution. May be gained multiple times.

Toughness (10): +2 natural armor. May be gained multiple times.

Elemental Powers (10): Can cast one of the following 1/day as spell-like ability: meld into stone, stone shape, or soften earth and stone. May be gained up to 3 times.

 

·          Fire

Dexterity Bonus (10): +1 Dexterity. May be gained multiple times.

Charisma Bonus (10): +1 Charisma. May be gained multiple times.

Produce Flame (10): May produce flame once per day. May be gained multiple times.

Elemental Powers (10): Can cast one of the following 1/day as spell-like ability: heat metal, fire shield, or wall of fire. May be gained up to 3 times.

 

·          Water (Cold)

Constitution Bonus (10): +1 Constitution. May be gained multiple times.

Wisdom Bonus (10): +1 Wisdom. May be gained multiple times.

Aquatic Creature (10): Gain swim speed 10 ft. May be gained multiple times.

Elemental Powers (10): Can cast one of the following 1/day as spell-like ability: wall of ice, control water, or water breathing. May be gained up to 3 times.

 

·          Wind (Electricity)

Dexterity Bonus (10): +1 Dexterity. May be gained multiple times.

Intelligence Bonus (10): +1 Intelligence. May be gained multiple times.

Deep Breath (10): Can hold breath for +1 hour. May be gained multiple times.

Elemental Powers (10): Can cast one of the following 1/day as spell-like ability: gust of wind, levitate, or shocking grasp. May be gained up to 3 times.

 

Elemental Strength

[Transformation]

Prerequisites: Elemental Soul.

Benefit: This feat counts at 4 transformation feats for purposes of your Elemental Soul feat only.

Special: This feat may be taken multiple times. Its effects stack. Each time it is taken, your appearance changes to reflect your chosen element more and more.

  

Featherflight

[Transformation]

Prerequisites: Blood of Angels, Light of Heaven, Purify, character level 14 or 1000 XP.

Benefit: You gain white feathery wings (if good) or white leathery wings (if neutral). You gain a fly speed of 30 ft., plus 10 ft. per 2 transformation feats (maximum 90 ft.), with average maneuverability.

Fey Blood

[Transformation, Blood]

Prerequisites: Charisma 17+.

Benefit: When determining bonus spells and maximum spell level you can cast, your casting ability score is considered 1 point higher than it actually is, and an extra point per 2 transformation feats you have.

Special: You may only have one Blood feat.

Fey Magic

[Transformation]

Prerequisites: Fey Blood, caster level 1+.

Benefit: Your magic draws upon the powers of the fey. Fey magic, although rooted in illusion and glamer, is powerful and difficult to resist. All spells you cast are considered Grey (Effigy) (or Illusion (Glamer) if not using chromatic magic) in addition to their normal descriptors. Non-fey creatures targeted by your spells make any required saves as Willpower saves instead of the spell’s listed save. The save DCs of your spells increase by +4, plus an additional +1 per 2 transformation feats you have. However if a save is made, the effect is negated, regardless of the actual terms of the spell.

Fine Wild Shape

[Transformation, Wild, Epic]

Prerequisite: Ability to wild shape into a Diminutive creature.

Benefit: You can use your wild shape to take the shape of a Fine animal.

Normal: Without this feat, you cannot wild shape into an animal smaller than Tiny size.

Fires Within

[Transformation]

Prerequisites: Dwarf.

Benefit: You gain fire resistance 4 + 1 per 2 transformation feats you have.

Forestblood

[Transformation]

Prerequisites: Must have been damaged by a poison or disease from a creature with the plant type.

Benefit: You gain low-light vision. If you already have low-light vision, the range of your low-light vision increases by 10 ft. per 2 transformation feats you have.

Special: Your eyes have no pupil or iris, and are amber or forest green in color. You may take this feat as a Blood feat. If you do, it must be taken at first level and you do not need to meet the normal prerequisite.

Fuse With Item

[Eldritch, Transformation]

See Eldrtich feats.

Gargantuan Wild Shape

[Transformation, Wild, Epic]

Prerequisite: Ability to wild shape into a Huge animal.

Benefit: You can use your wild shape to take the shape of a Gargantuan animal.

Normal: Without this feat, you cannot wild shape into an animal greater than Huge size.

Holy Energy Manipulation

[Transformation]

Prerequisites: Blood of Angels, Light of Heaven, Cha 19+.

Benefit: You gain one of the following, in the order presented, for every 2 transformation feats you have, as a spell-like ability usable once per day: protection from evil(3/day) and bless, aid and detect evil, cure serious wounds and neutralize poison, holy smite and remove disease, dispel evil, holy word, holy aura (3/day) and hallow, mass charm monster, summon monster IX, and finally resurrection. Saves are Charisma based and caster level equals your character level.

Special: Your alignment shifts one more step closer to good.

Hybrid Form

[Transformation]

Prerequisites: Call of the Wild, Wild Senses, Toughened Skin, Animal Form, Claws and Teeth, 500 XP.

Benefit: As a standard action, you may change into or out of a hybrid form of your original form and your animal form. You may change into and out of your hybrid form once per day per 2 transformation feats you have.

                You gain damage reduction 5/silver in this form. Your claws and teeth deal 1d6 and 1d8 damage when in this form. You cannot cast spells that require verbal components while in hybrid form. You gain a +4 racial bonus to checks made to influence the attitude of animals and dire animals of the same kind as your animal form. You gain the benefits of the Iron Will feat while in hybrid form.

                You may gain bonuses to your Strength, Dexterity, and Constitution. Take the Str, Dex, and Con of your animal form and subtract either 10 (for even numbers) or 11 (for odd numbers). You gain any positive results as a bonus to those ability scores. You do not gain or lose any hit points associated with an adjusted Constitution score.

                You retain your base attack bonus, base save bonuses, hit dice, skills, and feats of your original form. You may or may not be able to use some or all skills or feats in your new form.

                Any gear worn or carried by your original form that cannot be worn or carried by your new form drops to the ground.

                You do not gain any Special Qualities of the animal form. You retain any spell-like abilities and supernatural attacks of your original form. You do not gain the spell-like abilities or attacks of the animal form.

Immortal

[Transformation]

Prerequisites: Immunity, Infernal Pact, Unholy Blessing, 5000 XP.

Benefit: You are immortal. You will never age, die from old age, or be affected by aging effects, either positive or negative.

Immunity

[Transformation]

Prerequisites: Infernal Pact, 250 XP.

Benefit: You are immune to all diseases, mundane and magical. You may still be a carrier of diseases.

Special: You suffer from a constant deep, throaty cough.

Imp

[Transformation]

Prerequisites: Infernal Pact, caster level 1+.

Benefit: You gain an imp or quasit familiar, depending on if you entered a pact with a demon or devil. If you already have a familiar, the imp kills it and consumes it soul. You do not suffer the XP loss from this.

Improved Regeneration

[Transformation]

Prerequisites: Infernal Pact, Immunity, Regeneration, 500 XP.

Benefit: You regenerate as per the supernatural power. All damage dealt to you except from holy, good-aligned, and one elemental type (DM’s choice) is considered nonlethal for you, and you heal damage at a rate of 3 points per round, +1 per 2 transformation feats you have. This does not stack with fast healing.

Special: Your skin is pale and sickly looking, and you cannot tan.

Increased Movement

[Transformation]

Prerequisites: Infernal Pact.

Benefit: Your base land speed increases by +10 ft., plus another +10 ft. for every 2 transformation feats you have.

Special: Your feet are now cloven hooves.

Infernal Flesh

[Transformation]

Prerequisites: Immunity, Infernal Pact.

Benefit: You gain +10 hit points per 2 transformation feats.

Special: Your aura (as detectable by a detect alignment spell and similar effects) always radiates evil, even if you are not, and its size increases by 100 ft.

 

Infernal Pact

[Transformation]

Prerequisites: Bargain with a demon, devil, or daemon.

Benefit: There is no real benefit to this feat itself. This is the beginning of your road to infernal power. Your alignment shifts 1 step toward evil.

Special: You may choose to take this feat as a Blood feat. If you do, it must be taken at 1st level and you do not need to meet the prerequisites.

Light of Heaven

[Transformation]

Prerequisites: Blood of Angels, Cha 14+.

Benefit: You may use the daylight spell as a spell-like ability once per day per 2 transformation feats you have.

Special: Your hair becomes a color somewhere between golden yellow and a strong, strawberry blonde color.

Love

[Transformation]

Prerequisites: Infernal Pact, 250 XP.

Benefit: You may make any intelligent creature with character level or HD less than yours fall in love with you. You may make one additional applicable creature fall in love with you per 2 transformation feats you have. This person must be chosen as soon as it becomes possible to do so (upon taking this feat, for example), and nothing short of a wish or miracle can break this love. So devoted are these people that they are considered under the effects of a dominate person spell. You cannot change who falls in love with you after you choose, however you can select a new person if one of your devotees dies.

Special: Over time they will grow more and more obsessed with you, to the point of dementia. People affected by this will die 1 year and 1 day from the time they begin to be affected by this feat.

Magical Beast Wild Shape

[Transformation, Wild, Epic]

Prerequisites: Wis 25, Knowledge (nature) 27 ranks, wild shape 6/day.

Benefit: You can use your normal wild shape ability to take the form of a magical beast. The size limitation is the same as your limitation on animal size. You gain all supernatural abilities of the magical beast whose form you take.

Magical Bloodline

[Transformation]

Benefit: The DCs of all arcane spells you cast are increased by +1, and an additional +1 per 2 transformation feats you have.

Special: This feat must be taken at first level. You may only have one Blood feat.

Mongrel

[Transformation]

Benefit: Choose one race, plus another for every 2 transformation feats you have. When trying to use the Disguise skill to pass as a member of one of the chosen races, you can take 10 without taking additional time. If you choose to take the additional time when taking 10, you gain a bonus to the take 10 result equal to +3, plus another +3 per 2 transformation feats you have.

Special: You may not select your own race for this feat.

Multiple Limbs

[Transformation]

Prerequisites: Immunity, Infernal Flesh, Infernal Pact, Shape Change.

Benefit: You grow one additional arm, leg, or a prehensile tail per 2 transformation feats you have. You can have at most two additional arms, two additional legs, and two tails.

Special: You may make an additional off-hand attack during a full attack action with extra arms. However, you must have the Multiweapon Fighting feat to do so without incurring additional penalties equivalent to the penalties for fighting with two weapons with no special feats.

                Every additional leg grants you a +2 bonus to bull rush and overrun rolls, and if you have two additional legs you cannot be tripped.

                A tail has the same Strength as you, and may lift as much as you could with one arm. The tail may make an additional off-hand attack during a full attack action and is automatically considered to have the Improved Trip feat. However, see extra arms above regarding Multiweapon Fighting. If not being used for anything else, each additional tail grants you a +2 competence bonus to Balance, Tumble, and Climb checks.

Nature’s Certainty

[Transformation]

Prerequisites: Forestblood, Tree Sleep.

Benefit: You become immune to one of the following effects, plus another effect per 2 transformation feats you have: poison, sleep effects, paralysis, polymorph, and stunning.

Nature’s Gift

[Transformation]

Prerequisites: Wisdom 17+.

Benefit: You gain the wild shape ability of a druid, usable once per day (you may shift into and out of animal form once per day). Your effective druid level is equal to your Wisdom bonus + 1 per 2 transformation feats you have.

Necrometabolism

[Transformation]

Prerequisites: Character level 14, Vampire.

Benefit: You gain +1 racial bonus, and extra +1 for every 2 transformation feats, against poison, paralysis, stunning, disease, death effects, ability and energy drain, fatigue, and exhaustion.

Nosferatu

[Epic, Transformation]

Prerequisites: Character level 23, true vampire, vampire.

Benefit: Treat your Dark Mind, Necrometabolism, and Vile Being feats as if you had 4 transformation feats more.

Special: You can take this feat more than once. Its effects stack.

Paragon Dwarf

[Transformation]

Prerequisites: True Dwarf.

Benefit: Your darkvision range increases by 10 feet for every 2 transformation feats you have.

Your racial bonus on saves against spells and spell-like effects increases by 1 for every 2 transformation feats you have.

Paragon Elf

[Transformation]

Prerequisites: True Elf.

Benefit: Your maximum Bladesong points increases by +2, and another +1 per 2 transformation feats you have.

If you have 3 transformation feats, you are immune to paralysis.

If you have 5 transformation feats, you are immune to petrification.

Paragon Gnome

[Transformation]

Prerequisites: True Gnome, technomancer level 1+.

Benefit: You gain an additional 2 invention points per transformation feat you have.

Path of Dreams

[Transformation]

Prerequisites: Fey Blood.

Benefit: Your type changes to fey. Additionally, you gain the trackless step ability of a druid.

Planar Benediction

[Piety, Transformation]

Prerequisites: Wis 15, any 6 piety and transformation feats, character level 18.

Benefits: You transcend your mortal form and become a creature of the planes. Your type changes to outsider (native) and you gain damage reduction 3/opposing alignment for every 2 piety and/or transformation feat you have (in any combination).

Planar Favor: Wings

[Piety, Transformation]

See Piety feats.

Plant Wild Shape

[Transformation, Wild, Epic]

Prerequisites: Knowledge (nature) 24 ranks, wild shape 4/day.

Benefit: You can use your normal wild shape ability to take the form of a plant. The size limitation is the same as your limitation on animal size.

Purify

[Transformation]

Prerequisites: Blood of Angels, Light of Heaven.

Benefit: You may smite evil once per day per 2 transformation feats you have. This is exactly like the paladin class ability, except your class level equals your character level.

Radiant Faith

[Transformation]

Prerequisites: Blood of Angels, Light of Heaven.

Benefit: You gain spell resistance of 10 + 3 per 2 transformation feats you have (maximum 40).

Special: Your aura (as detectable by a detect alignment spell and similar effects) always radiates good, even if you are not, and its size increases by 100 ft.

Regeneration

[Transformation]

Prerequisites: Immunity, Infernal Pact, 200 XP.

Benefit: You may cast regenerate once per day per 2 transformation feats as a divine spellcaster equal to your level, using Charisma as your casting ability score.

Special: You are very cold-blooded. Any fire effect that you fail the save for deals you 1.5X the damage.

Sealungs

[Transformation]

Prerequisites: Endurance, Swim 12 ranks.

Benefit: You can hold your breath for a number of hours equal to your Constitution bonus + 1 per 2 transformation feats you have.

Shapechange

[Transformation]

Prerequisites: Immunity, Infernal Flesh, Infernal Pact.

Benefit: You may change shape once per day per 2 transformation feats, per the shapechange spell as an arcane caster equal to your level (using Charisma as the casting ability score). Activating this power is a standard action that does not provoke attacks of opportunity.

Special: You become more and more bestial. Your Intelligence permanently drops by 1 point.

Small Stature

[Transformation]

Prerequisites: Medium sized or larger creature.

Benefit: You are one size category smaller than the normal for your race.

Special: This feat must be taken at first level.

Toughened Skin

[Transformation]

Prerequisites: Call of the Wild.

Benefit: Your natural armor increases by 1, plus 1 for every 2 transformation feats you have.

Special: Your hair becomes wilder, fuller, and longer. This applies to any body hair as well.

Tree Sleep

[Transformation]

Prerequisites: Forestblood.

Benefit: You do not need to sleep, so long as you spend at least 1 hour in direct sunlight each day. Your still regain spells and other ‘per-day’ abilities once per 24 hour period.

                If you have at least 5 transformation feats, you do not need to eat as long as you spend at least 1 hour in direct sunlight each day. You still need to drink.

Special: Your hair becomes green, and clumps together in dreadlock-like strands.

True Dwarf

[Transformation]

Prerequisites: Dwarf.

Benefit: Your racial bonus on all Craft and Appraise checks related to gems and metal items, and on saves against poison, increase by +2 and extra +1 for every 2 transformation feats you have.

True Elf

[Transformation]

Prerequisites: Elf.

Benefit: Your racial bonus on Listen, Search, and Spot checks increases by +1, and extra +1 for every 2 transformation feats you have.

If you have 3 transformation feats, your low-light vision increases in range, allowing you to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

True Gnome

[Transformation]

Prerequisites: Gnome.

Benefit: Your racial bonus on Listen checks and Craft (alchemy, magitek, and technological device) checks, as well as your bonus on saving throws against illusions, increases by +1, and extra +1 for every 2 transformation feats.

True Human

[Transformation]

Prerequisites: Human.

Benefit: All your ability scores that are lower than 13 increase to 13.

If you have 5 transformation feats, all your ability scores that are lower than 15 increase to 15.

True Vampire

[Transformation]

Prerequisites: Character level 17, vampire, any 3 other transformation feats.

Benefits: You finally become a fully developed vampire. Your attributes change as follows:

Your type changes to Undead and your former type becomes a subtype with the "augmented" modifier. Do not adjust any of your statistics as per Monster Manual.

You are not at risk of death from massive damage.

You are not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrectioncan affect you as normal.

You continue to advance in age categories, growing older and wiser over time. You do not accrue any penalties to your attributes for advancing in age categories, and you have no maximum age.

If you have Vampiric Vigor, you are affected by spells beneficial to undead normally.

Undetectable Lie

[Transformation]

Prerequisites: Infernal Pact.

Benefit: You can lie without detection. Any spells that attempt to discern if you are lying fail, and any magic cast by any non-outsider finds your words truthful.

Special: Your tongue is forked.

Unholy Blessing

[Transformation]

Prerequisites: Immunity, Infernal Pact, character level 12+, 500 XP.

Benefit: You are constantly considered to be under the effects of an unholy aura spell as though cast by a 20th level cleric.

Special: Small horns sprout from your skull. Over time these will grow into full-fledged demonic horns.

Unholy Deal

[Transformation]

Prerequisites: Infernal Pact.

Benefit: Choose either Strength, Intelligence, or Charisma. You gain a permanent +1 profane bonus per 2 transformation feats you have to that ability score. The maximum any one of these ability scores may benefit from this feat is +6.

Special: This feat may be taken up to three times, each time a new ability score must be chosen.

                If you choose Strength, your muscle growth is not normal, causing you to look deformed and grotesque. If you choose Intelligence, your irises become blood red. If you choose Charisma, you move 1 step closer to evil. If you are already evil, you move one step closer to either lawful or chaotic, depending on if you made your pact with a devil or demon.

Vampire

[Transformation]

Prerequisites: Character level 5, must have been killed by a vampire's Constitution drain.

Benefit: You slowly become a vampire, a living dead that drinks blood of others to survive. Your attributes change as follows:

Darkvision out to 60 feet.

You can drain blood from a helpless or willing victim, inflicting 2 points of Constitution drain per round. You heal 5 points for each point of Constitution drain in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day (and you gain no sustenance from any other food). Humanoids slain by this Constitution drain may rise as vampires or vampire spawn (though you has no control over them unless granted by another ability).

You suffer 2d6 damage and are considered staggered every round you are exposed to direct sunlight. This damage cannot be healed by any means until you are in a place with no light at all (such as a coffin). You are vulnerable to Light effects.

Vampiric Vigor

[Transformation]

Prerequisites: Character level 11, vampire.

Benefit: You gain a +2 bonus to your Strength and Charisma scores.

If you have 9 transformation feats, this bonus increases to +4.

You are vulnerable to holy water, spells, and similar effects as if you were an undead. You do not gain any benefits from spells and similar effects that benefit undead.

You are also vulnerable to naturally running water. Treat running water as acid but it deals you typeless damage. It deals 2d6 damage if lightly submerged (as if sticking an arm or leg in acid), 5d6 if partially submerged (as if wading waist-deep), or 10d6 if totally submerged.

Vermin Wild Shape

[Transformation, Wild, Epic]

Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day.

Benefit: You can use your normal wild shape ability to take the form of a vermin. The size limitation is the same as your limitation on animal size.

Vile Being

[Transformation]

Prerequisites: Character level 17, lich or vampire.

Benefit: You gain turn resistance +2, and extra +1 for every 2 transformation feats you have.

Voice of Nature

[Transformation]

Prerequisites: Forestblood, Wisdom 13+.

Benefit: You gain sylvan as a bonus language. In addition, you may cast the speak with plants spell once per day per 2 transformation feats you have as a spell-like ability.

Warmth of the Forges

[Transformation]

Prerequisites: True Dwarf.

Benefit: You gain cold resistance of 4 + 1 per 2 transformation feats you have.

Wild Senses

[Transformation]

Prerequisites: Call of the Wild.

Benefit: You may choose one of the following to gain for every 2 transformation feats you have: low-light vision, the Scent ability, +6 inherent bonus to Spot, +6 inherent bonus to Listen, +6 inherent bonus to Survival, or a +2 inherent bonus to Wisdom.

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