General Monster FeatsDeceivingly Innocent Form[Monstruous]"Oh, so cute... OH GODS SHE ATE JACK!"-
random commonerPrerequisites: -Levels in a monster class.
-11+ Charisma.
-Must have consumed fresh flesh from an humanoid killed by yourself.
Benefit: As a fullround action at will you can turn yourself into an almost humanoid form of medium size or small or back. The size you turn into, as well as minor details like hair and skin color, face, height and others must be decided when you gain this feat and cannot be changed afterwise, altough growing old, scars, make-up and other such factors may still change your Deceivingly Innocent form.
You also retain some of the characteristics of your normal monster form, be it animal ears or horns, wings at your back, unnatural body part colors or other such cosmetic effects. You can control those characteristics to some extent, like gaining fur or scaled skin if you had them before, but you cannot fully supress them. They're enough that your original shape can still be discovered by a sucessfull knowledge check with as if you were in your normal monster form, but the DC is 10 higher. You also gain a +10 bonus on disguise checks to pass as an humanoid. Otherwise you can perfectly mix in the middle of humanoid communities whitout atracting (too much) unwanted atention just by your looks, as long as you remember to wear some apropriate clothes to the region of course.
Unlike alternate form and change shape, you retain your full abilities and stats besides your old size modifiers (your natural weapons still deal damage as if you were your previous size). Abilities demanding a certain body part adapt to your deceivingly innocent form, usually by instantly changing shape when needed and then back. So your fingers would extend itself and become razor-sharp if you had claws, your jaw could extend itself to monstruous size if you had a bite attack, and so on. You can also now perform fine manipulation and speak if you couldn't before. You retain any equiped items as long as both your forms had slots for them.
This is considered to be your normal shape as much as your monster shape. You don't change back into an anti-magic field nor does true seeing reveals your other form.
Examples:Deceivingly Innocent TenguDeceivingly Innocent Death DrinkerDeceivingly Innocent Green Dragon
Monster Blooded[Monstruous]Either trough ritual, ancestry or some other event, the blood of a monster now courses trough your veins, strenghtening you.Benefit: Choose a base monster class. You gain +1 to an ability score of your choice that the chosen monster also gains.
Special: you can take this feat multiple times, each time choosing another monster.
Monster Hybrid[Monstruous]Your monster Blood grows stronger, now completely changing you.Prerequisites: Monster Blooded.
Benefit: You can now take levels of the base monster class you chose with Monster Blooded. You don't lose your old racial abilities, but if your actual creature type would change, you may choose to keep your old one or you must lose it in favor of the new one. You may also choose to keep:
-Limbs capable of fine manipulation.
-Your previous size.
-Your old natural weapons on top of new ones. If the new monster class offers natural weapons you already have, they don't stack.
This multiclass may be performed on the level you gain this feat, so for example if you reach 3rd, 6th or 9th level, you may pick this feat and instantly pick the chosen base monster class right away instead of another class. If you can pick monster blooded and Monster hybrid at first level, you can start with a base monster class and a race right away.
Special: This may be taken multiple times, up to the number of Monster Blooded feats you have. Each time, it applies to another monster.
Extra OptionPrerequisites:Levels on one of the following monster classes
Awakened Monstrous Crab
Awakened Monstrous Spider
Antromorphic Animal
Chaos Cultist/Warrior/Champion/Lady/Princess
Flesh Golem
Miniature Creature
Saint (need to have taken both levels)
Skaven (all classes)
Titanic Creature (need to have taken all levels)
Effect:Choose a list of chooseable abilities of one of your monster classes from which you already picked one, such as Animal Apotheosis or Minor Gift of Chaos. You gain another of those options you qualify for.
Special:You may take this feat multiple times, each one picking a diferent option you qualify for. Paragons and their excellences don't qualify for this, she already has her own feats.
Hoard[Monstruous]There's a special connection between an hoarding monster and its hidden treasure.Benefit: As an 8 hour process, you may declare an empty space consisting of one 30x30 feet cube per HD, all of which must be connected with at least another one, as your Hoard Vault. You can count any non-expendable non-weapon non-shield magic items you leave in your Hoard Vault as if you had equiped them wherever you go, altough this doesn't allow you to go over the usual number of body slots. So if you leave two suits of magic armor, you can only count yourself as wearing one of them. Changing “equiped” Hoard Vault items takes as many time as physically swaping them would, except you spend the time focusing in your connection with your treasure.
In addition, you can have piles of money, jewelery and other similar non-magic shiny riches provide you extra benefits, depending on their worth. Each pile of non-magic treasure can only be invested in one kind of bonus at a time. Changing those demands spending 8 hour in your hoard carefully attuning to it (or simply rolling and sleeping over it).
Enhanched Body- The dust of jewels and precious metals sharpens your claws and toughens your scales. You gain an enhancement bonus to your natural weaopons and natural armor. They always count as magic whenever it would be benefical for you and the enhancement bonus to your natural armor counts towards your touch AC as well. 7,000 gp (+1), 29,000 gp (+2), 63,000 gp (+3), 112,000 gp (+4), 175,000 gp (+5).
Status Symbol-Only a mighty monster can hold a mighty hoard, so your riches clearly reflect your natural prowess. You gain an enhancement bonus bonus to two ability scores of your choice. 6,000 gp (+2), 24,000 gp (+4), 54,000 gp (+6).
The bonus granted by your Hoard cannot be dispelled, disarmed, sundered or similar, but removing the actual items from your hoard will, and AMF and similar effects also stop you from receiving your hoard's benefits. Your character doesn't automatically realize something is amiss, until they're forced into a combat situation
You must rest at least 8 hours per week on the top of your Hoard to gain the above benefits.
Special: A dragon (from the dragon folder in the index) can gain hoard as a bonus feat simply by devouring 2000 GP worth of treasure.
If you have over 20 HD, you can produce even stronger effects:
Enhanched Body- 240 000 (+6), 310 000 (+7), 390 000 (+8), 480 000 (+9), 580 000 (+10)
Status Symbol- 96 000 (+8), 150 000 (+10), 216 000 (+12)
If you have over 40 HD, you can produce even mightier effects:
Enhanched Body- 690 000 (+11), 810 000 (+12), 940 000 (+13), 1 080 000 (+14), 1 230 000 (+15)
Status Symbol- 294 000 (+14), 384 000 (+16), 486 000 (+18)
Altered Eldritch Source[Monstruous]Not all monsters of the same kind draw power from the same source.Prerequisite: Ability to use Spell-Like or Supernatural Abilities that allow Saves with a DC based on an ability score.
Benefit: Choose an ability score. From now on, any Spell-Like and Supernatural Abilities gained from race or monstrous class levels (or feats that demand levels or specific abilities gained from a monstrous class) are now based on this score, instead of the normal one.
The choice of which ability score to use is made when this feat is taken, and cannot be changed later.
Special: If you have an ability that would provide a boost to a score, and the ability precludes granting a benefit to the normal one then the ability score chosen for this feat and the normal score are both ineligible to be boosted.
Example: A character with both levels of
Monster of Legend, who has chosen the Saga ability of "Sweet Poison" decides to take this feat and have his Spell-Like and Supernatural Abilities based off of Intelligence. This causes the DC against the poison to be 10+1/2 HD+Int mod. However, the boost to an ability score allowed from draining essence with this poison can now not be used to boost either Charisma or Intelligence.
Inspired by ariasderros. Dragon PathPre-requisite: At least 6 levels in a true dragon class.
Benefit: Depending on the dragon type you are, you gain one of the abilities on the below list, plus another for each 6 extra levels on that dragon class you have.
Acid Pool-When the Black Dragon breathes, instead of the usual effect it can create an acid pool with a radius of 60 feet. When the acid pool is created, anyone inside its area take damage as if hit by the breath weapon (reflex save for half) and is affected as a Grease spell with the same DC. Any creature that starts its turn touching this pool takes damage as well, but can make a reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6, then it stops. The acid pool floats on water, and deals damage to anything on the surface.
Acidic Bite-The Black Dragon's bite deals an extra 1d6 points of Acid damage, plus another 1d6 at 10 HD and for each extra 5 HD from there
Swamp Stride-The Black Dragon can move through bogs and quicksand without penalty at its normal speed, and special senses based on smell such as Scent, blindsense and blindsight only have half effective range against the Black Dragon.
Eletricity Aura- As a swift action the Blue Dragon can start/end an aura that deals 1d6 electricity damage per 5 HD to creatures whitin 10 feet at the beginning of the dragon's turn. Ending the aura is another swift action. If the Blue Dragon has 18 or more HD, once per day as move or swift action it can use its Create/Destroy Water ability affecting all the area inside its Electricity Aura (either filling it with liquid, or destroying all liquids inside).
Sandstorm-As a standard action 1/day per 5 HD, the Blue Dragon can create a
Dust Storm centered on itself with a radius of up to 60 feet per HD. If the Blue Dragon has 15 or more HD, creatures other than the Blue Dragon take 1d6 points of damage per round in addition to the other duststorm penalties. The Blue Dragon itself is immune to its own dusstorm. It lasts for up to 1 hour, but can be dismissed earlier by the dragon as a free action.
Storm Breath-When the Blue Dragon breathes, instead of the regular effect, it can choose to replicate a Call Lighting effect, but the damage is equal to the Blue Dragon's breath damage. The Blue Dragon can call down 1 bolt per round as a free action for 1d6 rounds or its breath weapon recharges, whatever happens first.
Corrupt Trees-As a fullround action 1/day per 5 HD the green dragon can animate an adjacent trees to serve as
treants of your own level-2 with elite array of stats and feats only from the Fighter's bonus feat list (if all treant levels were taken, it can take its pick of
Fiendish Creature, barbarian or fighter levels). The trees must be as big as the treant to be created, cannot animate new trees on their own neither pick the Forest Lord ability. These treants remain animated for up to 1 hour, at which time they revert to being ordinary trees.
Miasma-When the Green Dragon uses its breath weapon, instead of the usual effect it can create a 20 feet radius cloud of acid centered on itself that deals acid damage as the breath weapon, same DC for half damage, and moves along with the Green Dragon. The number of damage dice rolles is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage as well, but can make a Reflex save for half damage. Strong winds disperse this cloud in 1 round.
Woodland Step-The Green Dragon does not leave a trail in natural surroundings and cannot be tracked (unless it desires so, it can choose to leave a track only someone specific would normally notice). In addition it can move trough any sort of foliage at full speed whitout taking damage or suffering impairment, except if they were magically manipulated. In addition it can also try to hide in any kind of natural terrain, even if it doesn't grant cover or concealment. If it has 18 HD or more once per day it can attempt to hide even while being directly observed, and adds its Cha mod to that Hide and Move Silently checks.
Fire Aura- As a swift action the Red Dragon can start/end an aura of intense heat that deals 1d6 points of fire damage per 5 HD to all creatures whitin 10 feet at the start of the dragon's turn. If the Red Dragon has 18 HD or more, once per day for one round as a free action it can make all of the Fire damage it deals become untyped.
Manipulate Flames- The Red Dragon can control any fire spell whitin 10 feet per 5 HD as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires. In addition creatures reduced to fewer than 0 hit points by the Red Dragon's breath or one of its [Fire] spells must make a Fortitude save with the same DC or be instantly detroyed, reduced to useless ash. Finally the Red Dragon can see perfectly in smoky conditions, such as those created by a pryotechnics spell.
Melt Stone-When the Red Dragon breathes, instead of the normal effects it can choose to melt the terrain at a range of 10 feet per HD, affecting a radius of 5 feet per 5 HD. The area becomes lava to a depth of 1 foot. Any creature in contact with this lava takes damage as if hit by the red dragon's fire breath on the first round (no save). Each subsequent round, the total damage dice of the lava is halved until the result would be less than 1d6, then it stops as the lava hardens and cools. If used on a wall of ceiling, it partially colapses dealing fire damage to all adjacent/under it, altough this time they get a reflex save for half.
Midsummer Blizzard-Once per hour when the White Dragon uses its Breath weapon, instead of the normal effects it can create a
Blizzard with just a radius of 10 feet per HD centered on itself for 1 minute. This snow slows movement (4 squares of movement per square entered)and limits vision as fog does.
Ice Shape-the white dragon can shape ice and snow at will. This ability fuctions as snow shape, but only works targeting ice and snow, not stone. CL=HD. The White Dragon can now move across icy surfaces whitout penalties and can charge trough or run trough any kind of ice terrain whitout need of special checks or hindrance. The White dragon can also see perfectly in any kind of snow terrain and is unnafected by the ill effects of cold weather.
Cold Aura-As a swift action the White Dragon can start/end an aura of intense frost that deals 1d6 points of cold damage per 5 HD to all creatures whitin 10 feet at the start of the dragon's turn. If it has 18 HD or more, once per day it can replicate an Imprisonment effect with CL=HD, save DC=10+1/2 HD+Cha mod as long as the target is touching an Icy Surface. This can be broken as a regular Imprisonment, or simply physically breaking the ice (20 HP per HD, hardness=Cha mod).
Desert Wind-When the Brass Dragon breathes it can choose to call up the desert wind to serve him. Instead of the usual breath effects, this works as a gust of wind spell, but any creatures on its path must make a Fort save or be blinded for 1d4 rounds. The save DC for this effect is the same as the breath weapon's DC.
Heat Aura- As a swift action the Brass Dragon can start/end an aura of intense heat that deals 1d6 points of fire damage per 5 HD to all creatures whitin 10 feet at the start of the dragon's turn. If the Brass Dragon has 18 HD or more, once per day for one round as a free action it can force all creatures inside its Heat Aura to make a Fort save with the same DC as his Breath Weapon or become Exhausted.
Move Sand-The brass dragon can move sand to excavate ruins or hide treasures. This functions as move earth spell, but it only affects sand. The dragon uses his HD in place of his caster level for this effect. In addition 1/day per 5 HD the Brass Dragon can as a fullround action createa a
Sandstorm as a fullround action, centered on himself with a radius of 1 mile and lasting 1 minute per 5 HD.
Shocking Aura- As a swift action the Bronze Dragon can start/end an aura that deals 1d6 points of eletrcity damage per 5 HD to all creatures whitin 10 feet at the start of the dragon's turn. If the Bronze Dragon has 18 HD or more, once per day as a standard action it can cause the sea to rise up and crush his enemies once per day as a standard action. This affects an area of coastline 120 feet in length and targets all creatures within 40 feet of the shore—treat the targets as if struck by an
earthquake spell. Treat all creatures (even those in the air lower than 120 feet) as if they were in a cave/cavern/tunnel. The save DC to halve this damage is equal to the dragon's breath weapon DC. Those who fail their saves take full damage and are drawn 60 feet off shore and deposited 20 feet under the surface on the round after the wave hits, treated as pinned from the water pressure.
Vortex-Once per hour, a bronze dragon can create a vortex as a standard action, just like a water elemental of the same size. A bronze dragon can maintain this vortex for 1 round per 5 HD.
Wave Mastery-For up to 10 minutes per 5 HD per day, the bronze dragon can, along with creatures or vessels whitin 50 feet, move at twice its normal speed in water. Activating this ability is a swift action, ending it is another swift action.
Slow Aura- As a swift action the Copper Dragon can start/end an aura that forces all creatures whitin 10 feet to make a Will save with same DC as breath weapon or be affected as per a Slow spell for 1 round at the start of the dragon's turn.
Mass Laughter-Once per hour the copper dragon can tell a fantastic joke as a standard action. All creatures whitin 10 feet per 5 Hd must make a Will save with DC 10+1/2 HD+Cha mod or laugh for 1 round per 5 HD as if under an Hideous Laughter spell. If the Copper Dragon has 18 or more HD once per day as a standard action the Copper Dragon can make its audience laugh until they die, replicating a Power Word:Kill. Unlike the regular Power Word, the target must be able to hear the Copper Dragon.
Trap Master- Craft (traps) becomes a class skill for the Copper Dragon, and it count as having maxed ranks on it, plus it gains a racial bonus Search checks to find traps equal to 1/5 its HD and can find and disarm magic traps as if it had the rogue's trapfinding class feature. It also gains the Uncanny Dodge ability.
Sun Aura- As a swift action the Gold Dragon can start/end an aura of intense heat that deals 1d6 points of fire damage per 5 HD to all creatures whitin 10 feet at the start of the dragon's turn. If the Gold Dragon has 18 HD or more, once per day for one round as a free action it can force all creatures inside its Sun Aura to make a Fort save with the same DC as his Breath Weapon or be blinded for 1d4 rounds.
Fast Flight-The Gold Dragon gains an extra 5 feet to its Flight speed for each 5 HD it has.
Gold Magic-The Gold Dragon gains +1 to CL of his spells and SLAs.
Cryo Aura- As a swift action the Silver Dragon can start/end an aura that deals 1d6 points of cold damage per 5 HD to all creatures whitin 10 feet at the start of the dragon's turn. If the Silver Dragon has 18 HD or more, once per day the silver dragon can fight on through pain and death, showing true courage. When reduced to below 0 hit points, it can choose to remain conscious, automatically stabilizing, and can continue to act (although it is staggered ). If it then takes damage or is the target of a spell that causes its death while in negatives (or it would be killed outright from positive HP it can expend this daily ability right away), it remains alive for 1 round and can act normally (remove all of its ill conditions for this final round).
Graceful Flight-The Silver Dragon's flight maneuverability increases one step, plus it can see perfectly well in fog and clouds.
Reflective Scales-Any spell that targets the silver dragon but fails to penetrate the silver dragon's spell resistance might be reflected. If the caster level check to penetrate the dragon's spell resistance is failed by 5 or more, the spell is reflected. If the check fails by 4 or less, the spell is merely wasted. This otherwise functions as spell turning.
Sanctified Soul"Magic can be used for good or ill. You choose the first."Prerequisites:
-[Good] subtype.
-Spontaneous Spellcasting
Benefit:Add one Sanctified Spell from the Book of Exalted Deeds for each level of spells you can cast thanks to levels to your spells known. Whenever you become able to cast a new level of spells due to levels, you can add a new Sanctified Spell to your spell knowns, as well as retraining your previous Sanctified spell choices.
Precocious Fool[Flaw]Monsters that rely on brute power usually spend their early life hiding and skulking, well aware that they they're still not prepared to face the world head on. However some individuals of those species decide to start adventuring when they've physically barely grown at all, more often than not trying to bite more than what they can chew. Effect: You start the game one size category smaller than you would normally be. However you counts as a your original size when such would
not be benefical for it instead of small. So for example a dragon with this flaw starts as a small creature but gains no size hiding bonus or to attack rolls and AC, while still taking a -4 in grapple checks and have the carrying capacity of a small creature.
Special:You may take this flaw multiple times, its effects stack. Every time you level up, you may choose to either lose this flaw (and the feat you had gained from it) or to swap it for another flaw you qualify for, representing your character growing up.
Precocious Genius[Trait]Despite your body still being small, your mind and spirit are ready for adventure.Pre-requisite: Must be a creature that would start as medium sized.
Effect: You start small sized.
Special: Every time you level up, you may choose to either lose this trait or to swap it for another trait you qualify for, representing your character growing up. This stacks with the Precocious Flaw.
Savage (Trait)You've grown on primitive lands or in isolation, and thus highly suspicious of fancy magic items. In return, you've learned how to fully unlock your potential.
Prerequisite: Levels in a monster class.
Benefit: You gain the following benefits.
-Two extra skill points per level.
-An enhancement bonus to two different ability scores of your choice equal to 1+1/3 your level.
-An enhcancement bonus to natural armor equal to 1+¼ your level.
-A resistance bonus to saves equal to 1/3 your level.
-An enhancement bonus to your weapons attack rolls and damage rolls equal to 1/4th your level. If you're at least 4th level, your weapons also count as magic whenever it would be benefical for them.
-8 hours of rest will fully heal your HP and remove any and all diseases/poison/ability damage/curse/ability drain you were suffering from. However you must eat ten times the usual amount of food for a creature your size before going to rest for this full restoration to happen, even if you wouldn't normally need to eat. This food can't have been produced by magic means.
If you're a PC or a named NPC that isn't somebody's cohort/minion, you also gain six Ancient Skills chosen from the list below. With each level up you can choose new abilities to fill those slots, or with one year of uninterrupted meditation.
If you're slain, your body wields high quality materials that can be harvested as essence for crafting magic items worth 90% the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion).
Loss: You don't know how to read and write unless you spend 2 skill points for that. You also don't know how to speak any widely known language unless you spend another 1 skill points to learn Common. You cannot benefit from magic items on your possession, nor mundane items worth more than 10 GP besides non-magic non-masterwork weapons you're proficient with. Neither can you benefit from abilities that allow you to absorb a magic item's essence like the Tarrasque's Assimilation. You can still benefit from such items used by others, like riding in somebody else's airship, as long as you're not piloting it. You must still claim your fair share of the party's treasure, and spend 90% of it in exotic extravagant foods (which you can share with others, as long as they eat it on the spot). Or eat the treasure itself. It's full of important nutrients to keep you going! The remaining 10% may be spent as you see fit, although the item usage limitations remain.
If you're brought to life after your essence was harvested, you must consume treasure equal to the average treasure for your level (or WBL if you're a PC or named NPC that isn't somebody's cohort/minion) to regain your Savage bonus, until then you're too weakened to fully unleash your abilities. This recovery is gradually relative to the level of treasure/WBL you consume, so for example if you're a 10th level savage character and consume equivalent to a 5th level character's WBL, you would recover Savage bonus equivalent to a 5th level savage character.
Character Level | 1st slot limit | 2nd slot limit | 3rd slot limit | 4th slot limit | 5th slot limit | 6th slot limit |
1st | I | I | I | I | I | I |
2nd | I | I | I | I | I | II |
3rd | I | I | I | I | II | II |
4th | I | I | I | II | II | II |
5th | I | I | II | II | II | III |
6th | I | II | II | II | III | III |
7th | II | II | II | III | III | III |
8th | II | II | III | III | III | IV |
9th | II | III | III | III | IV | IV |
10th | III | III | III | IV | IV | IV |
11th | III | III | IV | IV | IV | V |
12th | III | IV | IV | IV | V | V |
13th | IV | IV | IV | V | V | V |
14th | IV | IV | V | V | V | VI |
15th | IV | V | V | V | VI | VI |
16th | V | V | V | VI | VI | VI |
17th | V | V | VI | VI | VI | VII |
18th | VI | VI | VI | VI | VII | VII |
19th | VI | VI | VI | VII | VII | VII |
20th | VI | VI | VII | VII | VII | VII |
Unless otherwise noticed you can only pick each Ancient Skill once. You may take a lower level Ancient Skill on a higher level slot if you wish.
Basilius: Once every 20 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 1st level. You may instead choose to wait 20 more minutes to increase the maximum level of the replicated spell by 1, to a maximum of a spell of up to 9th level after 180 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 10 minutes.
Cunning: You gain +1 insight bonus to Charisma and Dexterity.
Fast Healer: You gain Fast Healing 1.
Might: You gain a +1 insight bonus to Strength an Constitution.
Observer: If you remain unobserved for one round and take no actions, you become invisible and inaudible until you take any actions or use the Use Magic Device skill.
Pride: You gain a +1 insight bonus to Intelligence and Wisdom.
Sharpened: You gain a +1 bonus to all damage rolls.
Stout: You gain damage reduction 5/magic. This stacks with any other damage reduction you may have that requires magical weapons to bypass.
Speed: You gain a +10-foot insight bonus to your speed.
Tough: You gain 5 hit points.
Unnatural Armor: You gain a +2 armor bonus.
Arcane Flesh: You can use one of your SLAs an extra time per day.
Cunning II: You gain a +2 insight bonus to Dexterity and Charisma.
Fading: You can use Invisibility with CL 1 on yourself at will.
Ghostly: As an immediate action you can become ethereal for 1 round. After using this ability you need to wait 1d4+1 rounds before being able to use it again.
Might II: You gain a +2 insight bonus to Strength and Constitution.
Morbid: You heal 10% of the damage you deal with physical attacks.
Personal Book: You can replicate Summon Monster I as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Piercing: You gain a +2 bonus on damage rolls and critical confirmations.
Pride II: You gain a +2 insight bonus to Intelligence and Wisdom.
Void Spirit: Once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 1st level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 1, to a maximum of a spell of up to 9th level after 90 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Blink Cut: You can teleport up to 300 feet as a swift or move action, assuming you haven't been harmed since the last round. Once used you must wait 1d4+1 turns before being able to use this again.
Cunning III: You gain +3 Insight bonus to Dexterity and Charisma.
Hyper: You can perform one extra attack at your highest attack bonus in a full attack.
Mad Hunger: You heal 20% of the physical damage you inflict. As a swift action for 3 round you gain +20 feet bonus to your movement speeds plus you make two extra attacks in a full attack, but you take 30% extra damage. You cannot end this effect earlier once it starts.
Might III: You gain +3 Insight bonus to Strength and Constitution.
Mordigan's Brutality: You gain +20 max HP and +3 insight bonus to your damage rolls. As a swift action your physical attacks deal an extra 1d12 damage and all your ability DCs increase by 1, however you lose 20 HP at the end of each of your turns. It takes another swift action to disable this effect. You cannot die from this damage, ending at worst at -9 HP, but it automatically ends if you reach 0 or below HP, and cannot be restarted until you're fully healed.
Natural Tool: Choose a magic item worth 1500 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). You gain the benefits of that items as if you had equipped it. Alternatively you may use up to 1500 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Natural Tool Ancient Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Ancient Skills. You can take this Ancient Skill multiple times, each time pick another magic item worth 1500 GP or less.
Oblivion Sign: You gain a +2 insight bonus to your damage rolls and once every 10 minutes you regain the use of any one expended spell-like ability that replicates a spell of up to 2nd level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 2, to a maximum of a spell of up to 9th level after 50 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Persevering: You gain Fast Healing 4 and recover two levels worth of spent SLAs every hour. So for example you could recover a 1st level SLA use in 30 minutes or a 3rd level SLA use in 10 minutes. 0th level SLAs count as ½.
Personal Book II: You can replicate Summon Monster II as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride III: You gain +3 Insight bonus to Intelligence and Wisdom.
Sange's Maim: You add a +2 insight bonus to your damage rolls and when you strike an enemy they must make a Reflex save with DC10+1/2 HD+Str mod or be Slowed for 1 round. Multiple hits on the same target don't stack, they just need to save once.
Vanguard: You gain +10 max HP, Hardness 5 and Fast Healing 5.
Yasha's Speed: You gain +20 feet insight bonus to your movement speeds and +2 Insight bonus to attack rolls.
Basher: Your physical attacks deal 1d12 insight bonus extra damage and force hit targets to make a Reflex save with DC 10+1/2 HD +Str mod or be dazed for 1 round. Multiple hits on the same target don't stack, they only need to save once if struck multiple times on the same round,
Cunning IV: You gain a +4 Insight bonus to Dexterity and Charisma.
Dagon's Burst: As a swift action you can launch a ranged touch attack ray that deals 1d6 damage (fire, acid, cold, electricity, negative energy or positive energy, chosen when this ability is picked) per character level at a target within 150 feet. Once used you must wait 1d4+1 turns before being able to use this again. You can pick this option multiple times, each one pick a different element and has its own “cooldown”.
Diffusal: Your physical attacks inflict a targeted dispel with CL=character level on the victim, except they can't dispel more than one effect per attack. Once per day you can replicate an Extraordinary Greater Dispel Magic effect as a swift action with CL=character level+8.
Holy Blessing: Increases max HP by 15, you can use one of your SLAs an extra time per day, grants Fast healing 4, grants Energy resistance 5 to Fire/Acid/Cold/Electricity/Sonic that stacks with other sources of energy resistance. Any HP healing you provide is increased by 25%, including self-healing.
Might IV: You gain a +4 Insight bonus to Strength and Constitution.
Natural Insight: Grants +2 Insight bonus to all stats, Fast Healing 8, grants Energy resistance 10 to Fire/Acid/Cold/Electricity/Sonic that stacks with other sources of energy resistance. Allies besides you whitin 20 mu gain Fast Healing 3 stacking with any other Fast Healing they have and gain Energy resistance 5 to Fire/Acid/Cold/Electricity/Sonic that stacks with other sources of energy resistance. As an immediate action can grant 20 temp HP to self and allies whitin 20 feet that lasts 2 rounds. Once this duration is over it takes 1d4+1 rounds before this can be used again.
Natural Tool II: Choose a magic item worth 4500 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 4500 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Natural Tool Ancient Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Ancient Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 4500 GP or less.
Personal Book III: You can replicate Summon Monster III as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride IV: You gain +4 Insight to Int and +4 Insight to Wis.
Shadowing: As an immediate action you can become Invisible and gain +25 feet insight bonus to movement speed for 3 rounds. The speed bonus ends earlier if you break the invisibility earlier. After using this ability you must wait 1d4+1 turns before using this ability again.
Soul Booster: You gain Fast Healing 4, +15 max HP, you can use one of your SLAs an extra time per day and once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 3rd level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 3, to a maximum of a spell of up to 9th level after 30 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Traveling: Your movement speeds gain a +30 feet insight bonus. In addition as a 1 round action you can replicate a teleport effect in yourself towards an ally's position, but you can only bring yourself and whatever inanimate gear you're carrying.
Ancient Lotus: Grants Fast Healing 7, +7 armor bonus to AC, you can use one of your SLAs an extra time per day and once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 4th level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 4, to a maximum of a spell of up to 9th level after 22.5 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 1 minute. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.. As an immediate action may choose a creature whitin 30 feet and for 1 round whenever they're targeted by any ability with ill effects besides a basic attack, the attacker is also affected as if they targeted themselves (the original target is too).
Cunning V: You gain a +5 Insight bonus to Dexterity and Charisma.
Elite Guard: You gain +20 max HP, +5 armor bonus to AC, fast healing 10 and hardness 15.
Forgotten King: You gain +30 max HP and +6 insight bonus to damage rolls. As an Immediate action you can appear to become larger and become fully immune to spells and powers for 2 rounds. Su and Ex abilities have a 75% chance of failing to affect you for the duration. Once used you must wait 1d4+1 rounds before being able to use this again.
Hurricane Born: Grants a +2 Insight bonus to Strength, +3 Insight bonus to Dex and +1 Insight to mental ability scores, fast Healing 2, +5 mu to melee reach and +15 mu to ranged attacks range increment. Other allies whitin 20 mu gain +15 mu to ranged attack increment. As an immediate action can pick another creature whitin 45 mu. If they're an ally, they're moved 45 mu in a straight line. If they're an enemy, both them and you are moved directly away from each other 45 mu each, then for 1 round you can attack them as if you were adjacent to them (or if they were inside your first range increment for ranged attacks) and if you full attack them, you can make one extra attack at your highest attack bonus. Either way this movement doesn't provoke attacks of opportunity and if there's a solid obstacle in the way, it ends earlier. Once used this ability can't be used again for 1d4+1 rounds.
Might V: You gain a +5 Insight bonus to Strength and Constitution.
Natural Tool III: Choose a magic item worth 11000 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 11000 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Natural Tool Ancient Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Ancient Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 11000 GP or less.
Orchid Malevolence: As a swift action you can mark one target so that they must make a Will save with DC 10+1/2 character level+Cha mod or become unable to use spells/SLAs/powers/maneuvers/activated items/similar for 1 round and for the duration they take +30% damage from spells/SLAs/powers/maneuvers/activated items/similar. Even if they make the Will save, for 1 round they take a -4 penalty to CL/ML/IL/similar and take +10% damage from spells/SLAs/powers/maneuvers/activated items/similar. In addition, once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 4th level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 4, to a maximum of a spell of up to 9th level after 22.5 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 1 minute.
Personal Book IV: You can replicate Summon Monster IV as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride V: You gain +5 Insight bonus to Intelligence and Wisdom.
Sange and Yasha: You gain +40 feet insight bonus to your movement speeds and +4 Insight bonus to attack rolls. You add a +4 insight bonus to your damage rolls and when you strike an enemy they must make a Reflex save with DC10+1/2 HD+Str mod or be Slowed for 2 rounds. Multiple hits on the same target on the same round don't stack, they just need to save once per round.
Eye of Truth: You gain Truesight.
Blood Stone: Whenever you see another creature die you may store their soul inside your body so that they can't come back to life unless you're slain. If you're slain, at least three other creatures can ressurect you in a 1 hour ritual and you come back with no level loss. You also gain Fast Healing 8, +35 max HP, you can use one of your SLAs an extra time per day and once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 5th level. You may instead choose to wait 10 more minutes to increase the maximum level of the replicated spell by 5, to a maximum of a spell of up to 9th level after 12 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Cunning VI: You gain a +6 Insight bonus to Dexterity and Charisma.
Linken's Sphere: You gain a +4 Insight bonus to four stats of your choice. As a free action you may instantly block any attack against you even if it isn't your turn. Once used you must wait 1d4 turns before being able to use this again.
Might VI: You gain a +6 Insight bonus to Strength and Constitution.
Natural Tool IV: Choose a magic item worth 25000 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 25000 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Natural Tool Ancient Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Ancient Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 25000 GP or less.
Refresher Orb: You gain +8 insight bonus to attack and damage rolls Once per hour as a free action you can recover one expended spell slot or SLA use, or instantly refresh all your expended maneuvers.
Personal Book V: You can replicate Summon Monster V as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride VI: You gain a +6 Insight to Intelligence and Wisdom.
Silver Edge: As an immediate action you can gain an Improved Invisibility effect and gain +50 feet insight bonus to movement speed for 3 rounds. While this ability is active you gain 20% miss chance against enemies that can see you and your physical attacks deal an extra 2d12 damage and force hit targets to make a Reflex save with DC 10+1/2 character level+Str mod or be Slowed for 1 round. Multiple hits don't stack, count only the first one. After using this ability you must wait 1d4+1 turns before using this ability again.
Assaulter: You gain +10 armor bonus to AC, hardness 20, and in a full attack can make two extra attacks at your highest attack bonus. Enemies hit by your physical attacks take a -10 penalty to AC for 1 round.
Butterfly: You gain 50% miss chance, +5 insight bonus to AC, +10 insight bonus to attack rolls and damage rolls. As a free action you may lose the miss chance to gain +100 feet insight bonus to your movement speeds for 1 round.
Cunning VII: You gain a +7 Insight bonus to Dexterity and Charisma.
Might VII: You gain +7 Insight bonus to Strength and Constitution.
Natural Tool V: Choose a magic item worth 135000 GP or less that's been printed in an official D&D book and doesn't have limited uses that don't recharge (a bag of tricks would be fine, a wand or scroll not). Alternatively you may use up to 13500 GP to pay for the expenses required for your class abilities or feats. The class ability/feat must specifically state the amount of wealth required to use it. Once this option is selected and used, it can only be exchanged with another Natural Tool Ancient Skill and you must keep track of the amount spent so far out of the total. This carries over even if your essence is harvested and you later recover your Ancient Skills. You gain the benefits of that items as if you had equipped it. You can take this Ancient Skill multiple times, each time pick another magic item worth 135000 GP or less.
Personal Book VI: You can replicate Summon Monster VI as a SLA as a swift action with CL=character level 1/hour. You cannot summon creatures more than one alignment step away from yours, but double the monsters produced.
Pride VII: You gain a +7 Insight bonus to Intelligence and Wisdom.
Radiance: You gain 30% miss chance and +20 insight bonus to damage rolls. Enemies within 200 feet automatically take 20 untyped damage that bypasses all defences at the end of each of your turns.
Vyse: As a swift action you can turn one creature within 200 feet in an harmless tiny cute animal for 1 round. Their defensive abilities remain active, but they can only move 5 feet and cannot attack nor affect other creatures by any means for 1 round. A Will save with DC 10+1/2 HD+Cha mod negates the transformation, but the victim still takes a -4 penalty to attack rolls, damage rolls and DCs for 1 round. Once used you must wait 1d4+1 turns before being able to use this again. In addition, once every 10 minutes, you regain the use of any one expended spell-like ability that replicates a spell of up to 6th level. You may instead choose to wait 5 more minutes to increase the maximum level of the replicated spell by 3, to the maximum of a spell of up to 9th level after 15 minutes. Spell-like abilities that replicate a spell of level 0 may instead be regained after only 5 minutes.
Special: A Savage creature can't take Vow of Poverty, as they wouldn't be rennouncing anything.
Ghu, really drunk, and for some reason I decided to combine an old and new idea and then when I realized it I had written a bunch of words really fast and need to post them.
First idea is a "savage" trait that's an alignment-neutral Vow of Poverty, no need for fancy gear yadayada.
But since players are expected to have special abilities from items, I decided to add a list of chooseable bonus. Based on the dota items. If people like this I may expand it, if not then to the backburner, now need water and sleep...
Monster Heritage[Trait]Although you're directly related to a monster you didn't manifest their abilities, yet you still react like them to other sources.Effect: Choose a specific monster (like a Succubus) or more broad monster category (like fiends). You count as your choice for both good and ill effects from external effects (such as somebody attacking you with a Bane weapon) as well as qualifying for feats.