All names of feats, and all of the game mechanics of the feats below in the blue boxes are Open Game Content.  Please see the Legal & OGL page for the Section 15 when re-distributing these feats. 
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Shagir Clan Magic [General]
You can cast Shagir Clan spells, special magic that embodies Shagir culture.
Prerequisites:
Shagir Spellcaster
Benefits: The Clan Spells are on your spell list, which affects item use and other effects.  You gain no special ability to cast these spells; you must acquire and/or prepare them as normal for your class and level.
If you belong to a spellcasting class with fewer than nine spell levels (such as a bard, paladin, or ranger), you have access to Clan spells only up to your class's highest spell level.  If you have more than one spellcasting class, the Clan spells are on the spell lists of all of them.     
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Ancestral Protection [Divine]
The Chronicles
You may call upon the power of your ancestors to protect you and your comrades from poison and curses. 
Prerequisites:
Ability to turn or rebuke undead, Cha 13+
Benefits: You may exchange one of your daily turn/rebuke undead attempts to grant all allies within 30' (including yourself) a +2 sacred bonus on Fortitude saves for a number of rounds equal to your Charisma modifier.  
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Crossbow Mastery [General, Fighter]
You have become a master at utilizing all crossbows.
Prerequisites:
Weapon Focus (any crossbow), Weapon Specializiation (any crossbow)
Benefits: You add +1 to your attack roll for any crossbow with which you are proficient.  This bonus stacks with the bonus provided by Weapon Focus. 
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Blood of Kings [General]
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You can legitimately claim descent from an ancient Shagir king or hero or old. 
Prerequisites:
Shagir
Benefits: When dealing with other Shagir, you gain a +2 bonus to all Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks. 
Special: May only be taken at 1st level.  
Feats 6
Stoneborn Sorcery [General]
You practice a form of sorcery though to emanate from the power of earth and stone rather than from abstract force of magick.
Prerequisites:
Shagir, Con 13+
Benefits: You use your Constitution modifier instead of your Charisma modifier for all spell-oriented effects that use an ability score modifier.  This includes determining saving throw DCs, bonus spells per day, and maximum level of spells that you can learn.  This affects only spells that you cast as a bard or sorcerer, or any special class that relies on Charisma as its primary spellcasting ability score.     
Special: You can take this feat only at 1st level, and may never learn spells from the Enchantment school. 
Cultured [General]
Your written compositions are exceptional and earn you extra income.
Prerequisites:
Cha 15+, Draft any written work
Benefits: You receive a +2 bonus to any Profession skill requiring extensive writing, such as playright, poet, scholar, or composer.  Any income generated from using this skill is doubled. Special: You can gain this feat multiple times, but its results do not stack.  Each time you take the feat, it applies to a new Profession skill. 
Lunar Magic [General]
Your spellcasting abilities are strongly influenced by the phases of the Nightorb.
Prerequisites:
Ability to cast divine spells or spontaneously cast arcane spells
Benefits: The Nightorb is said to rule not only the night, but also magick.  You have learned how to take advantages of this power. 
During the waxing moon, your caster level is considered one higher for purposes of level checks and the number of spells you can cast per day.  During the three nights of the full moon, your caster level is considered two higher for thse purposes.  The increase does not grant you knowledge of any new spells, but it may grant higher level spell slots which may be used to cast metamagical-enhanced versions of lower level spells. 
However, during the waning moon, your caster level is considered one level lower for purposes of level checks and spells you can cast per day.  It is possible during the waning moon to lose the ability to cast higher level spells.  During the new moon, your caster level is considered two levels lower.  If this reduces your effective caster level to 0 or less, you cannot cast spells during that time.  You do retain your other class abilities. 
During the half moon, your caster level is normal for level checks and spells per day.
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