Subtract 10 from the Craft skill check used to determine how much of the poison is produced... The resulting craft check is that of the more difficult poison being crafted plus half of t
Trang 1can cause it to endure within a creature’s system
for a longer duration than normal This increases
any duration based effect by a multiplier of 2
Thus a poison that puts a creature to sleep for 1d6
rounds is now effective for 2d6 rounds Subtract
10 from the Craft skill check used to determine
how much of the poison is produced
Mixture: By mixing the capabilities of two
different poisons during the crafting process the
poison maker can combine their effects The
resulting craft check is that of the more difficult
poison being crafted plus half of the secondary
poison There are too many combinations to
detail the resulting effects here Discuss any
combination ideas with your Dungeon Master
for the final ruling on their effectiveness and
difficulty in creating
Virulent: This method creates a much stronger
version of the poison being created by purifying
the poison while drawing it from its base
components This results in a save DC 2 higher
than normal for that poison Subtract 5 from the
Craft skill check used to determine how much of
the poison is produced
Animal Magnetism (General)
Something about you puts animals at ease, and
makes them respond more positively to your
presence
Prerequisite: Animal Empathy Class Feature
Benefit: +2 to Animal Empathy Checks
Apothecary (Alchemy)
Your alchemical specialty is salves and oils
Prerequisite: Experimentation as a class
ability
Benefit: For any alchemical mixture of
the Salve or Oil types, you are able to spend
an additional 2 mixture points (increasing
the maximum possible points spent) while
experimenting
Battlepriest of Steelight (Background)
Your training at the Temple of Shadows in Illuria
has prepared you well for the dangers that lie
beyond the safety of the city
Prerequisite: Deity: Steelight, Class: Cleric or
equivalent, citizen of the Illurian Empire
Benefit: +1 to hit with a two-bladed sword and
+1 to spell DC of necromancy spells The to hit bonus does not stack with the Weapon Focus feat but serves the same function when considering prerequisites for other feats (such as Weapon Specialization) The bonus to spell DC applies to divine magic only and are not applied to arcane magic even if the character should take a level in
an arcane casting class at a future time
Special: This feat can only be selected at 1st
level
Blessed of Raseru (General)
The power of the sun is not wholly lost You have been blessed by your god and can channel its power through you to destroy the servants of Anu-Celes and their like
Prerequisite: Deity: Raseru Benefit: +2 to the Will save DC when
channeling positive energy
Blood of Anuk (General)
You have been blessed by the Shiránian deity of serpents and disease, and her favor has made you much more resilient against those who would use her weapons against you
Prerequisite: Deity: Anuk-Asa Benefit: +2 to Fortitude saves against poison
and disease
Book Worm (General)
Extensive studying has helped you gain understanding into your chosen area of expertise
Benefit: +2 to any two Knowledge skills If
you have 10 or more ranks in these skills, the bonus increases to +4
Born of the Shadows (General)
You were blessed by the Dark Father His touch has left a birthmark somewhere on your body that resembles the holy symbol of Steelight
Prerequisites: Lawful alignment,
Deity: Steelight
Benefit: +2 on all saving throws against
Necromancy spells and negative energy spells and effects
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