At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a Human, you select from among the following ancestry feats.
1st Level Feats
Adapted Cantrip (Feat 1)
Human
|
Prerequisites spellcasting class feature
Through study of multiple magical traditions, you've altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you're a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class's tradition.
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
Arcane Tattoos (Feat 1)
Uncommon
|
Human
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Access Varisian ethnicity nationality
You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will.
Courteous Comeback [FA] (Feat 1)
Uncommon
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Fortune
|
Human
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You grew up in the proud Padishah Empire, where even insults have a certain poetic wit. Reroll the triggering Diplomacy check, using the second result.
Devil's Advocate (Feat 1)
Uncommon
|
Human
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Access Chelaxian nationality
You know more about the habits of devils than is entirely safe. You gain a +2 circumstance bonus to Perception checks against devils and saving throws against their abilities. In addition, whenever you meet a devil in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Special If you have the Glad-Hand skill feat, you don’t take the penalty to your immediate Diplomacy check if the target is a devil.
General Training (Feat 1)
Human
|
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Special You can select this feat multiple times, choosing a different feat each time.
Gloomseer (Feat 1)
Human
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Prerequisites Nidalese ethnicity
Gloom holds few terrors for you, and the pall of darkness over Nidal has made you comfortable in dim light. You gain low-light vision.
Haughty Obstinacy (Feat 1)
Human
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Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).
Keep Up Appearances [R] (Feat 1)
Uncommon
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Human
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Taldan pride means you never show weakness. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.
Know Oneself [R] (Feat 1)
Uncommon
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Fortune
|
Human
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You center yourself and call to mind the Vudrani monastic ideals of mindfulness and self-knowledge. You fail the save against the emotion effect instead of critically failing.
Natural Ambition (Feat 1)
Human
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You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Natural Skill (Feat 1)
Human
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Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
Unconventional Weaponry (Feat 1)
Human
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You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf or goblin) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon.
If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.
Viking Shieldbearer (Feat 1)
Uncommon
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Human
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Access Ulfen ethnicity
You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.
5th Level Feats
Adaptive Adept (Feat 5)
Human
|
Prerequisites Adapted Cantrip, can cast 3rd-level spells
You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.
Incredible Improvisation [FA] (Feat 9)
Human
|
A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.
Ornate Tattoo (Feat 5)
Human
|
Prerequisites Arcane Tattoos
You expand your tattoos to encompass greater magic. Choose a 1st-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell.
Sense Allies (Feat 5)
Human
|
Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.
9th Level Feats
Group Aid (Feat 9)
Human
|
Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn't have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction.
The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
Hardy Traveler (Feat 9)
Human
|
There's no journey too far or burden too heavy when your friends are at your side. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.
Multitalented (Feat 9)
Human
|
You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype.
Virtue-Forged Tattoos (Feat 9)
Human
|
Prerequisites Ornate Tattoo
Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate arcane spell.
13th Level Feats
Advanced General Training (Feat 13)
Human
|
Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat's prerequisites.
Special You can select this feat multiple times, choosing a different feat each time.
Bounce Back [FA] (Feat 13)
Human
|
You recover from near-death experiences with astounding resilience. Don't increase the value of your wounded condition due to losing the dying condition.
Shadow Pact (Feat 13)
Human
|
Prerequisites Nidalese ethnicity
Thousands of years ago, your ancestors made a pact with Zon-Kuthon. He has not forgotten, even if you might wish he had. You can take 1 damage to mix blood and shadows to cast 5th-level creation as an innate divine spell. You can use this ability as often as you wish, but you can have only one such object in existence at a time. If the object encounters bright light, the spell ends and the object dissolves into shadows.
Stubborn Persistence (Feat 13)
Human
|
Humans are renowned for their ability to persist through the most grueling of trials. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren't fatigued. If the fatigued condition has an underlying cause that you don't address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.
Unconventional Expertise (Feat 13)
Human
|
Prerequisites Unconventional Weaponry, trained in the weapon you chose for Unconventional Weaponry
You’ve continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry.
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