Prerequisite: Experimentation as a class ability.. Benefit: Choose 1 type of alchemical mixture.. Duster Alchemy You enjoy tinkering with the small details and creative aspects of alche
Trang 1It is incredibly difficult to survive in the harsh
environment that surrounds Illuria’s capital city
Yet you have managed it You have learned to
survive through instinct, skill and judgment
Prerequisite: Must have spent a significant
amount of time (months) in the Wastelands of
Illuria without normal supplies
Benefit: +2 to all Survival skill checks in
wasteland terrains and +2 to all saving throws
versus fear spells and effects If you have 10 or
more ranks in the Survival skill the skill bonus
increases to +4
Special: This feat can only be selected at 1st
level
Creative Experimentation (Alchemy)
You are always seeking ways to improve upon
existing mixtures
Prerequisite: Experimentation as a class
ability
Benefit: Choose 1 type of alchemical mixture
When mixing that type you gain 1 free mixture
point to use for experimentation only
Defensive Mixing (Alchemy)
You have learned to duck, dodge and weave
in the midst of combat while preparing your
mixtures while being careful not to spill a drop
Prerequisites: Quick Craft class ability.
Benefit: +4 to any rolls to mix defensively.
Duster (Alchemy)
You enjoy tinkering with the small details and
creative aspects of alchemy, particularly those
mixtures of the dust type
Prerequisite: Experimentation as a class
ability
Benefit: For any alchemical mixture of the
Dust type, you are able to spend an additional 2
mixture points (increasing the maximum possible
points spent) while experimenting
Focused Chastisement (General)
You have developed the ability to focus your
power over the spirits towards a single target,
dealing devastating damage as you wrack it with
spiritual power
Prerequisites: Chastise Spirit as a class ability Benefit: You can use one of your daily uses of
the Chastise Spirit ability and focus it on a single target The damage inflicted is your normal Chastise Spirit damage +2d6 but affects only a single target instead of an area
Forge Umbristine (Craft)
You have learned the secret arts of manipulating umbristine
Prerequisites: Umbral, Craft (metal-related) 6
ranks
Benefit: The character can use his crafting
skills to manipulate umbristine metal into any form the character has the skill to create (i.e fulfills the craft skill requirements for this feat.) For example character with ranks in Craft (weaponsmithing) could craft an umbristine sword but could not make armor or jewelry out
of the metal
Normal: Umbristine becomes gaseous and
incorporeal when any attempt to forge or manipulate it is made
Grand Incantation (Metamagic)
You have learned that you can use extra time in the casting of a spell in order to summon more energy and thus make the spell that much more potent
Benefit: The caster can add up to 2 rounds to
the casting time of any spell that has verbal and somatic components For each round added, the effective caster level of the spell increases by 2 (for a maximum of +4) This increase in caster level effects all variables of the spell (such as damage, duration, range, etc.), as well as any caster level checks required for the spell to break through spell resistance
Grenadier (Alchemy)
You enjoy tinkering with the more volatile aspects of alchemy, particularly those mixtures
of the grenade type
Prerequisite: Experimentation as a class
ability
Benefit: For any alchemical mixture of the
Grenade type, you are able to spend an additional
2 mixture points (increasing the maximum possible points spent) while experimenting
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