Feats in Imarand: The Twin Worlds | World Anvil
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Feats

Almost all feats found in the Pathfinder Core Rulebook can be used in the Imarand Campaign Setting. In this chapter you will find several additional feats that can be selected by players.

Feat Prerequisites Benefit
Channel Spirit Must have struck a deal with you patron Gain abilities tied to you patron.
Bond of the Patron Channel Spirit Summon an ally tied to you patron.
Extra Channel Spirit Wis 13, channel spirit Use channel spirit one additional time per day.
Chaotic Disruption Improved Counterspell Trigger wild surges while countering spells.
Crystalglass Proficiency - No penalty on when using Crystalglass shards
Enwild Spell - Spell will automatically trigger a wild surge and roll twice for result.
Improved Subdue base attack bonus +1 +2 to attacks that deal subdual damage.
Giant Grip Str 15, base attack bonus +3 Use oversized two-handed weapons.
Greater Subdue Improved Subdue, base attack bonus +6 +2 to attacks that deal subdual damage.
Primal Healing - Heal yourself 1d8 + level hp 1/day.
Reckless Spell Spell Focus You may attempt to cast a higher version of the spell.
Ritual Caster - +4 to any checks made during a ritual.
Associated Contacts - Gains 3 extra FP for contacts.
Skullcrack base attack bonus +1 Deal 1.5x more damage with surprise subdual attacks.
Improved Skullcrack Dex 15, Skullcrack Skullcrack attack doesn't provoke an attack of opportunity.
Suppress Wild Surge Ability to cast spells Caster may attempt to suppress a wild surge.
Swift Mind Int 15 Gain 2 extra swift action in a round.
Titan Grip Str 17, Giant Grip, base attack bones +6 Use oversized and larger two-handed weapons with greater ease.
Wild Mage Student Ability to cast spells Gain a +5-insight bonus in wild surge result checks.

 

Chaotic Disruption

You cause the spells of others to mishap.
Prerequisite: Improved Counterspell.
Benefit: Whenever you successfully counter a spell, instead of countering the spell you cause the spell of your target incur a mishap and roll on the wild surge table.
 

Crystalglass Proficiency

You are trained to use Crystalglass shards.
Benefit: When you use a Crystalglass shard you can drain its energy to recall a used spell or spell slot without triggering a Wild Surge.
Normal: When you are using a Crystalglass shard to recall a spell you trigger a wild surge.
 

Enwild Spell [Metamagic]

You can cause your spells to mishap intentionally.
Benefit: A spell altered with Enwild Spell automatically triggers a wild surge. Since you know that the spell will mishap, you can prepare to control the wild spell energy. Roll twice on the wild surge table and choose one of the results.
Modifying a spell with Enwild Spell does not increase the spell's level.
 

Improved Skullcrack [Combat]

You quickly react and jump back after attempting to crack your opponent's skull.
Prerequisite: Dex 15, Skullcrack feat
Benefit: After the attack you can move 5 ft. away from your target without provoking an attack of opportunity.
 

Improved Subdue [Combat]

You have adapted a method of using your weapons in such way to effectively deal non-lethal damage to your target.
Prerequisites: Base attack bonus +1
Benefit: Your attacks can deal lethal or nonlethal damage, reducing the penalty by 2 on your attack rolls.
Special: Damaging weapon properties such as Flaming or Acid still deal lethal damage even if you use this feat.
 

Giant Grip [Combat]

You are training in the use of oversized weapons.
Prerequisites: Str 15, base attack bonus +3
Benefit: You can use two-handed melee weapons meant for creatures one size category larger than you. You take a –4 penalty on all attack rolls with such weapons.
Normal: You can't use oversized two-handed weapons.
 

Greater Subdue [Combat]

You have become a master in using weapon in a non-lethal way.
Prerequisites: Improved Subdue, Base attack bonus +6
Benefit: You reduce the penalty by 2 for dealing non-lethal damage with you attacks. Damaging weapon properties such as Flaming, or Acid also deal non-lethal.
 

Primal Healing

You can heal yourself by focusing on your own strength and self rather than relying on faith.
Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.
 

Reckless Spell [Metamagic]

By releasing more magical energy than normal, you can try to reshape a lesser spell into a greater one.
Prerequisites: Spell Focus
Benefit: When you cast a spell modified by Reckless Spell, choose any spell you know or have access to that is no more than one spell level higher than spell you are casting. Make a Spellcraft check (DC 15 + twice the emulated spell's level). If you succeed, you cast the spell you chose, taking points of damage equal to you character level because of the overflow of wild spell energy. If you fail the Spellcraft check, you take double the amount of damage and the original spell triggers a wild surge.
Modifying a spell with Reckless Spell does not increase the spell's level.
Special: You can take this feat multiple times each time for another school you have spell focus in.
 

Ritual Caster

You are experienced in casting rituals.
Benefit: You gain a +4-skill bonus to any check you make during a ritual.
 

Associated Contacts

You are pretty well known even before you started your adventuring carrier.
Benefit: You gain 3 extra fame points that you can use on gaining contacts in any city or town.
Special: These points can only be spent on contact boons.
 

Skullcrack [Combat]

You are trained to harmlessly take out a target with a single blow.
Prerequisites: Base attack bonus +1
Benefit: If your target is not aware of you, you can with a successful attack deal 1,5 times your normal weapon damage as non-lethal damage. If you deal damage equal to, or more than half the target's current hit points, the target is knocked out for 1d4 hours.
Special: The normal penalties for dealing nonlethal damage with a lethal weapon still apply.
Normal: You need to do enough damage to bring a creature down to 0 or less hit points to knock it unconscious.
 

Suppress Wild Surge

You can keep your spells from triggering a wild surge.
Prerequisite: Ability to cast spells
Benefit: Whenever one of your spells triggers a wild surge, you can prevent the wild surge from occurring by succeeding at a Will save (DC 15 + the level of the spell that instigated the wild surge). If you suppress the wild surge in his way, you take 1 point of damage per level of the spell that instigated the wild surge.
 

Swift Mind

You are unnaturally fast in activating magic items, feats or spells.
Prerequisites: Int 15
Benefit: You can use your move action to use 2 extra swift action per turn. The number of swift actions you can use with this heat cannot exceed the maximum of 3.
Normal: You only have 1 swift action per turn.
 

Titan Grip [Combat]

You mastered the use of oversized weapons.
Prerequisites: Str 17, Giant Grip, base attack bonus +8
Benefit: You reduce the penalty you take on using larger weapons with 2 on all attack rolls with such weapons. Also, you are able to use weapons meant for creatures two size categories large with a -6 penalty.
 

Wild Mage Student

You have been under the tutelage of a wild mage and learned to control your wild surges.
Prerequisite: Ability to cast spells
Benefit: You gain a +5 insight bonus in wild surges you deliberately cause with spells or abilities, you add this bonus to the d100 dice roll before the results are known. It the result of the check is cannot exceed 100.

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