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| 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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| Storm Spirit Heritage [General] | ||||||||||||||||||||||||||||||
| Your ancestors are believed to have been "touched" elemental spirits of storms. As their descendant, you carry this heritage in your blood and can call upon it in times of need. Prerequisites: None Benefits: You gain a +2 bonus to saving throws versus spells and spell-like effects of the electricity energy type. You may also see normally and move at your normal movement rate during adverse weather conditions such as caused by a Sleet Storm spell. Special: This feat may only be taken at 1st level. |
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| Wilderness Survival [General] | ||||||||||||||||||||||||||||||
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| Your time spent in the vast natural regions untouched by modern society have made you tougher and more clever with regards to how to stay alive in the wilderness. Prerequisites: None Benefits: You gain a +1 bonus to all Fortitude saves and a +2 bonus to Survival skill checks. |
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| Philologist [General] | ||||||||||||||||||||||||||||||
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| You have extensive knowledge of languages. Prerequisites: Knowledge (history) 5+ ranks, Int 15+, literacy Benefits: You can read and basically understand all written languages sharing a common alphabet. When you select this feat, you must choose an alphabet. For example, if you choose the Kovlichite alphabet, you acquire some literacy in the Old Kovlichite, Bomskish, Rurikian, Ancient Margovar, and Ivassian languages. The basic understanding provided by this feat does not allow for the translation of complex philosophical essays or magical writings. It also affects your ability to understand and benefit from ancient manuals and texts. Special: You can gain this feat multiple times, although you must select a different alphabet each time. |
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| Gift of Nature [General] | ||||||||||||||||||||||||||||||
| Feats 8 | ||||||||||||||||||||||||||||||
| You have been touched by an aspect of nature, allowing you to tap into a very limited amount of the power of nature magick. Prerequisites: Wis 13+ Benefits: You gain the ability to use one 0-level druid orison once per day as a spell-like ability. You must choose the 0-level spell upon character creation and may never change it. The spell-like ability is based on your Wisdom modifier. Variable effects are treated as though you have a caster level of 1. Special: You must take this feat at 1st level. |
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| Nature Sense [General] | ||||||||||||||||||||||||||||||
| You have an innate understanding of nature. Prerequisites: None Benefits: You gain +1 to all Craft (herbalism), Heal, Knowlege (nature) and Survival checks. |
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| Distance Spell [Metamagic] | ||||||||||||||||||||||||||||||
| You can deliver touch spells without touching the recipient of the spell. Prerequisites: None Benefit: You may cast a spell that normally has a range of "touch" at any distance up to 30 feet. The spell is delivered in the form of a ray, and the caster must succeed at a ranged touch attack to effect the recipient with the spell. A distance spell uses up a spell slot two levels higher than the actual level of the spell being cast. |
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| Circle Member [General] | ||||||||||||||||||||||||||||||
| You belong to an ancient druidic circle and gain strength of purpose through the presence of your fellow circle members. Prerequisites: Druid level 1+, acceptance by a druidic circle Benefit: When within 30 feet of at least two other members of your druid circle that also have the Circle Member feat, you gain +1 on the save DCs of your spells. Additionally, when crafting a magic item, other members of your circle may contribute up to half of the XP cost of the item. |
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| Nature's Blessing [General] | ||||||||||||||||||||||||||||||
| You were born with a very rare birthmark, believed to mean that you have been blessed by the spirits of nature. As such, you are able to channel those blessings into specific effects.. Prerequisites: Born with a mark of nature (birthmark) Benefit: You may choose two 0-level or one 1st level Druid spells. You may cast these spells once per day as a Druid of your total character level. Like all Druid spells, the DCs are based on your Wisdom bonus. Also similar to a druid, you select the time of day when you regain these spells. Casting these spells is a spell-like ability. The birthmark is nature is not a set pattern; every culture has slightly different perceptions of what the birthmark is; the player is encouraged to design an appropriate birthmark with the GM. Special: This feat may only be selected at 1st level. |
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| Information in the blue shaded box above (with the exception of proper names) is Open Game Content. Refer to the Open Game License for further details on Open Game Content and Product Identify. | ||||||||||||||||||||||||||||||
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