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Feats

Many of the feats presented here are heritage feats—feats that represent unlocking the latent potential in your mixed blood, or even differences, deliberate mutations, or divine gifts within creatures of pure blood. These capabilities might appear over time, as the result of exposure to magic that awakens the blood (even on accident) or deliberately, as the creature trains their capabilities. Heritage feats usually require a creature to have one or more creature types or subtypes in order to gain their benefits.

Aerial Wings (Heritage)

Your wings have strengthened to the point of allowing flight.

Prerequisite: Vestigial Wings, 7th level of higher

Benefit: Your wings strength; you gain a fly speed equal to double your base land speed with good maneuverability

Altered Life (Heritage)

Your unusual nature affects your vitality, bolstering you in ways different from other mortals.

Prerequisite: Aberration, fey, ooze, plant, or undead type.

Benefit: Choose Wisdom or Charisma. You calculate your bonus hit points per Hit Die based on the chosen ability score instead of your constitution

Ancestor’s Breath (Heritage)

You can tap into your ancestor’s elemental energy to breath that same energy upon your enemies

Prerequisite: Aberration, dragon, magical beast, ooze, or undead type, and/or cold or fire subtype

Benefit: Choose acid, cold, fire, electricity, negative energy, or sonic, then 30-ft. cone or 60-ft. line. You gain a breath weapon usable once every 2 rounds that deals 1d6/level damage of the chosen type. A successful reflex save (DC 10+ 1/2 your Hit Die + your Constitution modifier) halves this damage

Bloodsong Adept (Heritage)

With the aid of subtle blood magics, you inspire your fellows more easily.

Prerequisite: Bardic Performance, Harmonic Spell

Benefit: You gain an allotment of special bloodsong performance rounds equal to half your daily allotment of bardic performance rounds. When you regain your daily allotment of bardic performance rounds, you regain your bloodsong performance rounds as well. You may start or maintain a bardic performance with bloodsong performance rounds, but such performances only affect creatures that share a type or subtype with you until you resume spending only bardic performance rounds. You may not start or maintain a performance with both bardic performance and bloodsong performance rounds.

Blood Affinity (Heritage)

Your nature enhances spells for which you have an affinity.

Benefit: Spells you cast with a descriptor that matches one of your subtypes (such as a spell with the good descriptor cast by a creature with the good subtype) have their caster level and save DCs increased by 1.

Blood Frenzy (Heritage)

The deaths of your enemies impel you to ever-greater acts of violence.

Prerequisites: Base attack bonus +6, and chaotic, dwarf, evil, fire, goblinoid, orc, or reptilian subtype and/or dragon, monstrous humanoid, or undead type.

Benefit: You gain a cumulative +1 racial bonus to attack and damage rolls whenever a hostile creature (with 2 or more Hit Dice) within 60-ft. of you is reduced to 0 or less hit points, which lasts for up to 1 minute or until the end of the encounter, whichever is shorter. You must be able to perceive the creature being reduced to 0 or less hit points to gain the bonus from it.

Champion’s Presence (Heritage)

You bolster those who share beliefs similar to your nature.

Prerequisites: Chaotic, evil, good, or lawful subtype.

Benefit: Allies (other than you) within 30-ft. who share an alignment component with one of your subtypes gain a +1 morale bonus to armor class, saving throws, and skill checks.

Feral Fighter (Combat, Heritage)

You were born with—or developed—claws or fangs that you can use in battle.

Prerequisites: Aberration, dragon, fey, magical beast monstrous humanoid, or undead type and/or reptilian subtype.

Benefit: Choose bite or 2 claws. You gain the natural weapon(s) chosen, as normal for a creature of your size. You may not gain a natural weapon of a type you already possess in this fashion.

Special: You may select this feat up to twice.

Greater Sanguine Sorcery (Heritage)

You have honed the magic of your heritage to its peak.

Prerequisites: Improved Sanguine Sorcery, 13th level or higher.

Benefit: Choose confusion, dimension door, or shadow conjuration. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 15th level, and every 5 levels thereafter, you gain an additional use per day of the chosen spell.

Special: You may select this feat more than once. Each time, you choose a different spell from the above list.

Greater Spark of Divinity (Heritage)

Your divine blood reaches its peak of concentration and power.

Prerequisites: Improved Spark of Divinity, 13th level or higher.

Benefit: Choose death ward, divine power, or flame strike. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 15th level, and every 5 levels thereafter, you gain an additional use per day of the chosen spell.

Special: You may select this feat more than once. Each time, you choose a different spell from the above list.

Hold Prey

You pull your prey in and don’t let go.

Prerequisites: Base attack bonus +4, and bite or tentacle natural weapon.

Benefit: You gain the grab special attack with your bite and/ or tentacle attacks.

Improved Sanguine Sorcery (Heritage)

Your blood-born sorcery intensifies, offering greater capabilities.

Prerequisites: Sanguine Sorcery, 7th level or higher.

Benefit: Choose dispel magic, haste, or invisibility. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 10th level, and every 5 levels thereafter, you gain an additional use per day of the chosen spell.

Special: You may select this feat more than once. Each time, you choose a different spell from the above list.

Improved Spark of Divinity (Heritage)

You hone your divine connection further, gaining additional capabilities.

Prerequisites: Spark of Divinity, 7th level or higher.

Benefit: Choose hold person, magic circle against alignment or resist energy. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 10th level, and every 5 levels thereafter, you gain an additional use per day of the chosen spell.

Special: You may select this feat more than once. Each time, you choose a different spell from the above list.

Instinctive Grappler (Heritage)

Your instincts are to grab an enemy and crush and tear at them while they struggle against you.

Prerequisites: Improved Grapple, and aberration, dragon, magical beast, or ooze type.

Benefit: You gain the constrict special attack, dealing 1d4+Strength modifier damage (the damage value given is for Medium creatures). If you already have a constrict special attack its damage increases by one die step.

Kinslayer (Heritage)

You have a talent for harming those like yourself.

Benefit: You gain a +1 competence bonus on attack and damage rolls made against creatures that share a type or subtype with you. Those creatures suffer a -1 penalty on saving throws made against your abilities, maneuvers, powers, and spells.

Mighty Frame (Heritage)

You are extraordinarily strong for your size.

Prerequisites: Base attack bonus +4, and dwarf, giant, or orc subtype and/or dragon, magical beast, or monstrous humanoid type.

Benefit: You gain the powerful build special quality, which lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect you. You may use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature your actual size. The benefits of this ability stack with the effects of abilities, powers, and spells that change the subject’s size category.

Overflowing Life (Heritage)

You have developed unusual amounts of life force in your body.

Prerequisites: Toughness, and aberration, fey, ooze, or plant type.

Benefit: You gain fast healing 2.

Resist Kindred (Heritage)

You know how to defend against those like yourself.

Benefit: You gain a +1 competence bonus to armor class and saving throws against creatures that share a type or subtype with you.

Sanguine Sorcery (Heritage)

Your magical heritage has bestowed limited magical power upon you.

Prerequisites: Aberration or fey type.

Benefit: Choose charm person, mage armor, or magic missile. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 4th level, and every 4 levels thereafter, you gain an additional use per day of the chosen spell.

Special: You may select this feat more than once. Each time, you choose a different spell from the above list.

Scrambler’s Gift (Heritage)

You know how to climb exceptionally well.

Prerequisites: Climb 4 ranks, and claw natural attack and/or aberration, fey, magical beast, monstrous humanoid, ooze, or undead type and/or earth, giant, or reptilian subtype.

Benefit: You gain a climb speed equal to 1/2 your land speed. If you already have a climb speed, it instead improves by 10 ft.

Small Stature (Heritage)

Unusually small and nimble for your race, you can squeeze into tight places.

Prerequisites: Base attack bonus +3, and elf, gnome, goblinoid, halfling or reptilian subtype and/or aberration, fey, or ooze type.

Benefit: You gain the flexible frame special quality, which allows you to function in many ways as though you were one size smaller. If you would be subject to a size modifier or a special size modifier for an opposed check (such as Stealth), you are treated as being one size smaller if it is advantageous to you. You are considered to be one size smaller when “squeezing through” restrictive spaces, and may use weapons designed for creatures one size smaller without penalty. Your space and reach remain that of a creature your actual size. The effects of this ability stack with those of abilities, powers, and spells that change the subject’s size.

Spark of Divinity (Heritage)

Your ancestral connection to divine energies permits you to cast certain spells.

Prerequisites: Chaotic, evil, good, or lawful subtype and/or outsider type.

Benefit: Choose blesscommand, or shield of faith. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 4th level, and every 4 levels thereafter, you gain an additional use per day of the chosen spell.

Special: You may select this feat more than once. Each time, you choose a different spell from the above list.

Unnatural Resilience (Heritage)

Your unnatural nature infuses your body, letting you resist assaults against it in unusual ways.

Prerequisites: Aberration, fey, ooze, outsider or undead type.

Benefit: Choose Intelligence or Charisma. You use the chosen ability score in place of Constitution as a modifier to your Fortitude saves.

Vestigial Wings (Heritage)

You were either born with or developed a pair of weak wings.

Prerequisites: Dragon, fey, magical beast, monstrous humanoid, or outsider type and/or air subtype.

Benefit: You have developed small wings; when you fall you can slow your descent by making a DC 15 Fly check to fall safely without taking falling damage, albeit at a rate of 20 feet a round. When falling safely, you can make another DC 15 Fly check to glide, moving 5 feet laterally every round. You may take ranks in the Fly skill. Fly becomes a class skill for you.

Woeful Stench (Heritage)

Your enemies recoil in disgust when they strike you.

Prerequisites: Aberration, ooze, or undead type and/or evil or reptilian subtype.

Benefit: When you take damage, you exude a horrible stench. Anyone within 10 feet of you must make a Fortitude save (DC 10 + 1/2 your Hit Die + your Constitution modifier) or be sickened for 1 minute. This is a poison effect.

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