Pathfinder: New Feats: A - M by jynnxies-games, literature
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Pathfinder: New Feats: A - M
Academic Connections
You are connected to an extensive library.
Prerequisite: One or more levels of Expert
Benefit: The DC of any Knowledge check you choose to spend time researching is lowered by 5. This results in a DC of 5 for really easy questions, 10 for basic questions, and 15 to 25 for hard and obscure questions. To gain the benefit of this feat, you must have access to a library (with appraisal value for its books at least 100 gp) and must spend 1d4 days in research. This feat does not affect answers to field questions.
Acrobatic Flourish (Combat Feat)
Your dexterous maneuvers and skilled acrobati
Pathfinder: New Feats: N - Z by jynnxies-games, literature
Literature
Pathfinder: New Feats: N - Z
Nimble Fury
You may not become as strong or tough in your rage, but you become deadly accurate and swift.
Prerequisite: Rage class feature
Benefit: Any effect that increases your Strength in a rage instead increases your Dexterity. Any effect that increases your Constitution in a rage instead increases your base speed by five feet per point.
One-Shot Wonder
You bounce back from even the greatest blows.
Prerequisite: At least one level of Warrior
Benefit: When you are subject to a single attack that would bring you to 0 (or less) HP or kill you outright (such as a death attack or a petrifying gaze), you may negate that attack
Pathfinder: Combat Variants by jynnxies-games, literature
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Pathfinder: Combat Variants
1. A new initiative order is rolled at the start of each combat round.
2. On a natural roll of 20, a critical hit is automatic. A natural roll that lies within any other point of a weapon's threat range must be confirmed as normal.
3. When a character fails his stabilization check and bleeds out, he does not take a point of HP damage. Instead, he takes a point of Constitution damage. This loss of Constitution may reduce the number of HP he has - which, in any event, could be what kills him. If a character survives, he can regain Constitution lost in this manner with complete bedrest, at a rate of
Some of the most powerful and spectacular spellcasting is worked in the form of Circle Magic. The secrets behind the ritual that make this form possible are jealously guarded by those who already possess it. Often, tightly knit rings of spellcasters develops a unique methodology for tapping into circle magic, and shares this knowledge only with those who prove their loyalty and worth to the druid circle, wizard's cabal, or temple's bishops. Circle magic is a form of cooperative spellcasting that allows the spellcaster leading the circle to increase his caster level significantly and achieve results otherwise unavailable to to the spellcast
Draconic Invocations by jynnxies-games, literature
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Draconic Invocations
Unless otherwise stated, the effects of an invocation last for 24 hours. Any effects of an invocation that duplicate a spell share that spell's duration. Invocations can be dispelled.
LEAST INVOCATIONS
Aquatic Adaptation
2nd-level equivalent
When you use this invocation, you gain the ability to breathe underwater. You also gain a swim speed equal to your base land speed. Your breath weapon functions normally underwater regardless of its effect.
Arcane Perception
2nd-level equivalent
You gain the benefits of a detect magic spell. While the invocation is active, you may end the effec
Pathfinder: Inebriation by jynnxies-games, literature
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Pathfinder: Inebriation
Step I: Fortitude Save
When the character finishes a mug of alcohol, he must make a Fortitude save. If he fails this save, he suffers a point of inebriation. Points of inebriation are cumulative. The DC of this save depends on the strength of the alcohol consumed.
Drink - Fortitude DC
Ale - 10
Wine - 15
Wine, Elven - 20
Scotch - 20
Whiskey - 25
Rum - 30
Absinthe - 35
Ale, Dwarven - 40
Step II: Save Modifiers
Characters with a resistance to poison apply this bonus to their Fortitude saves versus alcohol. Creatures that are immune to poison cannot become inebriated, and are not subject to these rules. Characters with the Endura
Master Insanity List by jynnxies-games, literature
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Master Insanity List
The Nature of Madness.
Insanity is a mental instability that deviates from what is considered "normal" behavior. But in a world where fundamentally opposed cultures, and thus diametrically opposed moral philosophies clash, what is "normal"? For the most part, this can be considered the typical behaviors of the average commoner. He lives his life, does his work, and goes about his business with a certain degree of dignity, consistency and order. In game terms, insanity is a bit easier to define - a character either has an insanity, or he doesn't - thus, a character either is insane, or he isn't, wit
Epic Play Progression by jynnxies-games, literature
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Epic Play Progression
Experience Points: To gain a level beyond 20th, a character requires twice the number of experience points that were necessary to gain his previous level. For example, assuming a medium progression, characters would need to accumulate 2,100,000 XP to reach 21st level (1,050,000 XP to reach 20th-level, x2) for a total of 5,700,000 XP.
Hit Dice: Characters continue to gain a hit die at each epic level. Epic class levels reduce the size of that HD by one step, however. Characters gain skill points and feats normally for the acquisition of hit dice.
Base Statistics: Base saving throws and base attack bonuses do
Pathfinder: Epic Feats by jynnxies-games, literature
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Pathfinder: Epic Feats
Epic Feats are a subsection of general feats that are available only to epic characters, as per the associated epic level rules.
Elemental Channeling
You exercise dominance over the will of elemental creatures.
Prerequisite: Channel Energy 11d6, Wis and Cha 25, Elemental Channel
Benefit: You can expend a use of your channel energy to turn elemental creatures (if your Elemental Channel harms them) or command elemental creatures (if your feat heals them). In either case, any creature with the elemental subtype selected that are withing range must make a Will save (DC = 10 + 1/2 cleric level + Cha mod) or be affected as an undead