New Feats

Many of the differences between MIDNIGHT and other settings can be found among the feats. Everything from the feat-based magic system to the feats’ focus on survival show that success in MIDNIGHT depends not just on the power the characters wield, but also on how carefully they use it.

All standard feats listed in the Pathfinder Core Rulebook, appropriate feats listed in the Pathfinder Advanced Player’s Guide (PFSRD | PFRPG, pages 110-136 | PFAPG, pages 148-173), and Hero Point feats (PFSRD | PFAPG, pages 323-324) are available. Additionally, a number of new MIDNIGHT-specific feats can be found below and in the New Midnight Feats Summary.

New Feats
Aruun’s Bounty (Item Creation, Danisil)
The Aruun is home to the finest potion brewers in all of Eredane. The jungle’s bountiful ingredients and components, while dangerous to gather, allow Danisil potion-makers to create wondrous potions at a greatly reduced cost.

Prerequisites: Brew Potion, one other metamagic feat.

Benefit: By using the incredible bounty of the Aruun Jungle, you may create potions of unsurpassed power and skill. Whenever you brew a potion within the Aruun using components gathered in the jungle, you may create potions using half the required raw materials (1/4 base price of the potion). You must spend one day in the Aruun for every potion made in this manner.

Normal: Potions require raw materials valued at half the base price of the potion.
Blood-Channeler
You receive a burst of energy when you tap into your physical form to power spells.

Prerequisites: Con 15, Magecraft.

Benefit: The first two points of Constitution you lose to spell damage in a given day yield two points of spell energy each, for a total of four points of spell energy. If you only use one of these extra points to cast a spell, you store the other point as temporary spell energy. You lose temporary spell energy when you recover your regular spell energy.

Normal: Spell damage converts Constitution into spell energy on a one-for-one basis.
Born of Duty (Dorn)
One of the Tadulos is a patron of your family, and its closeness has colored your personality and filled your soul with loyalty. You feel a deep sense of duty and honor to protect those weaker than yourself on the battlefield, especially those who have been immobilized, knocked unconscious, or prevented from defending themselves. In particular, the Fell fill you with a great rage that you can release as a great battle cry similar to the howl of the Tadulos.

Prerequisites: Dorn, lawful alignment, 1st level only.

Benefits: Once per day as a full-round action, you can loose a fearsome cry. Undead within 100 ft. must succeed in a Will save or suffer penalties as if shaken. Dorns who hear the cry receive a +2 morale bonus to saving throws against fear and enchantment effects. The save DC is equal 10 + 1/2 your character level + your Charisma modifier. This is a sonic, extraordinary ability.

Additionally, your caster level is considered one higher for the Call Tadulos class ability of the spirit speaker prestige class.
Born of the Grave (Dorn)
One of the Meruros is a patron of your family, and its closeness has colored your personality and touched your soul with death. You feel are a cold individual who sees life and death as simple terms in an exchange. You know that eventually the Vigdir come for all, and that there is no way to avoid their reaping, but that only the worthy are worth saving. You feel no need to aid those who do not uphold Dornish ideals, and require suitable payment to aid such folk.

Prerequisites: Dorn, non-good alignment, 1st level only.

Benefit: You sense death's claim on others. You benefit from a permanent deathwatch effect, but you must concentrate as a full-round action to use it, and it can only reveal information about a target within 15 ft. to which you have line of sight. This is an extraordinary ability.

Additionally, your caster level is considered one higher for the Call Meruros class ability of the spirit speaker prestige class.
Canny Strike (Combat)
You have trained in harming others by careful placement of your blows to vital locations.

Prerequisites: Int 13, Clever Fighting, Weapon Finesse, base attack bonus +6.

Benefit: When using either a light weapon or any weapon that can be used with Weapon Finesse, such as a rapier or whip, you deal an extra 1d4 points of damage with each attack per point of your Intelligence bonus. For example, a fighter with an Intelligence of 15 and wielding a cedeku deals an extra 2d4 points of damage with each successful hit. As with other bonus damage dice, this damage is not multiplied when a critical hit is confirmed. You cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Targets immune to sneak attacks or critical hits are immune to damage from Canny Strike.
Caste Status (Sarcosan)
You have achieved a higher station in the eyes of the Sarcosans.

Prerequisite: You must be sworn to and in good standing with a sussar (whether directly or indirectly through an individual of a higher caste than you).

Benefit: You have achieved next level in the Sarcosan caste system. You receive all the social benefits of your new rank when dealing with other Sarcosans.

Normal: Most Sarcosans characters begin play as members of the asara caste.

Special: You may take this feat multiple times. Each time you take this feat you increase in social rank by one step. This feat must be approved by the DM before it can be taken. A character may take this feat even if he did not have an opportunity to perform the appropriate acts in-character; the commitment to his place in Sarcosan society and the time spent performing the appropriate deeds is represented by the character taking this feat at the expense of another feat that would improve his capabilities during play. Under very rare circumstances, the DM may choose to award Caste Status as a bonus feat to PCs who prove themselves worthy of advancing in rank through some dramatic event during play.
Clear-Eyed (Erenlander)
Survival in rural Erenland often depends on spotting the dust cloud of an approach orc patrol sooner, rather than later. In the hectic moments between a village’s free existence and its subjugation by tyrants, the more time one has to hide contraband, children, and tithes, the more likely one is to survive the visit.

Prerequisites: Erenlander, must be taken at character creation

Benefit: When you roll a Perception check in bright light to determine at what distance you notice approaching creatures, you suffer half the normal penalties for distance. Additionally, when on the open plains, you are considered to have low-light vision. Finally, Perception is always a class skill for you, regardless of what character classes you choose.
Clever Fighting (Combat)
You slip past your enemies’ guards with pinpoint accuracy, increasing the damage you do in combat.

Prerequisites: Dex 13, Weapon Finesse, base attack bonus +2.

Benefit: You are able to place finesse attacks where they deal greater damage. You may apply your Dexterity bonus instead of your Strength bonus to damage rolls when using any light weapon, as well as any weapon that can be used with Weapon Finesse, such as a rapier or whip. You cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Targets immune to sneak attacks or critical hits are immune to damage from Clever Fighting.
Craft Charm (Item Creation)
You can create charms, which produce beneficial effects without the telltale aura of channeled magic items.

Prerequisite: Craft (any) 1 rank.

Benefit: You can create charms, beneficial items that use the innate magic of Aryth. Charms can take any shape, so long as you have ranks in Craft that allow to produce a mundane version of that item. Most are inoccuous, every day items with hints of their creator’s tribal, clan, or cultural origins. More information on crafting charms can be found on in the Midnight book on page 138.
Craft Greater Spell Talisman (Item Creation)
You can create greater spell talismans, which reduce the cost for casting spells from a single school.

Prerequisite: Magecraft, any three Channeling feats, character level 12th+.

Benefit: You can create a greater spell talisman for any school for which you have the Spellcasting feat. Like spell talismans, greater spell talismans can be of any size, shape, or material. Creating a greater spell talisman takes one day for each 1,000 vp in its base price. More information on crafting spell talismans can be found in the Midnight book on page 306.

Spell talismans are magical. The caster level (such as for the purposes of astirax detection, saving throws, dispelling, etc.) for greater spell talismans is 3rd for those that cost 25,000 gp, 5th for those that cost 40,000 gp, and 8th for those that cost 75,000 gp.
Craft Spell Talisman (Item Creation)
You can create spell talismans, which reduce the cost for casting specific spells.

Prerequisite: Magecraft, Spellcasting, character level 3rd+.

Benefit: You can create a spell talisman for any spell that you know. A spell talisman can be of any shape, size, or material. Each is a unique creation and often reflects either the purpose of the spell for which it is being created or the personality of its creator. Creating a spell talisman takes one day for each 1,000 vp in its base price. More information on crafting spell talismans can be found in the Midnight book on page 306.

Spell talismans are magical. The caster level (such as for the purposes of astirax detection, saving throws, dispelling, etc.) for spell talismans is equal to the minimum caster level required to cast the spell for which the talisman is designed.
Defiant (Erenlander)
The legates cast spells that affect a person’s mind, the shadowspawn are surrounded by nauseating odors, and sometimes even the food of the land has been poisoned by supernatural means. And yet, there are those who spit in fate’s eye when they’re told that they have lost, and simply refuse to let themselves fall prey to such dangers until they’ve done what needs to be done.

Prerequisites: Erenlander

Benefit: When your fail a Fortitude or Will saving throw against something that will have some negative or incapacitating effect on you other than hit point damage (such as an enchantment effect, fear effect, sickening effect, or poison), you may ignore the negative effects of the attack for long enough to perform a single round’s worth of actions. As soon as your turn is finished, however, you are subjected to the effect, but it has become even stronger. If it inflicted numerical penalties to ability scores, checks, attack rolls, or the like, those penalties are doubled. If the attack has some nonnumerical effect, such as causing you to become dominated or panicked, the duration of the effect instead doubles. Either the numerical penalties or the duration are doubled, but not both. The GM is the final arbiter of which occurs.

This feat does not stave off the effects of an attack that instantly kills you, such as a death effect.

Normal: The effects of an attack occur immediately upon the failure of the saving throw.
Devastating Mounted Assault (Combat)
You have trained endlessly to perfect your mounted combat abilities. Your own attacks are timed to make optimal use of your mount’s movement.

Prerequisite: Mounted Combat, Ride 7 ranks.

Benefit: When riding a mount that makes a single move or a charge during the round, you may still take a full attack action. The mount must move 5 feet between each attack, and each attack after the first suffers a cumulative –5 penalty (in addition to the normal –5 penalty on all iterative attacks in a full attack action).

Normal: You may only make a single melee attack if your mount moves more than 5 feet.
Draw on Earth Power: Minor
You have learned how to attune yourself to the thrumming lines of power that flow through Aryth and that are marked by ancient monoliths. You can draw upon this arcane energy to supplement your own power.

Prerequisites: Wisdom 13+.

Benefit: While within the sphere of influence of an ancient menhir or dolmen, you may tap the arcane energy that is concentrated by the old stones. You may utilize up to your Wisdom bonus worth of spell energy from this source each day. You may not access the arcane energy collected by more powerful monoliths (tumuli and standing stones), which you find overwhelming and dangerous.

Normal: Without training or natural aptitude, characters cannot utilize the arcane energy that pools around Eredane’s ancient monoliths.
Draw on Earth Power: Lesser
You have gained greater proficiency in tapping the arcane power focused by ancient elthedar stones and can channel more energy as well as draw power from more powerful monoliths.

Prerequisites: Wisdom 15+, Draw on Earth Power: Minor.

Benefit: While within their sphere of influence, you may tap the arcane energy that is concentrated by ancient menhirs, dolmens, and tumuli. You may utilize up to twice your Wisdom bonus worth of spell energy from these sources each day. The arcane flows of the mighty stone circles are still beyond your reach.
Draw on Earth Power: Greater
Your ability to tap the hidden earth magic has reached its pinnacle, and you can tap the roaring currents of arcane energy that flow through the most potent of stone nexuses.
,br/>Prerequisites: Wisdom 17+, Draw on Earth Power: Minor, Draw on Earth Power: Lesser.

Benefit: While within its sphere of influence, you may tap the arcane energy from any ancient monolith and utilize up to three times your Wisdom bonus worth of spell energy from these sources each day.
Drive it Deep (Combat)
You learn to put all your power behind your attacks, even with small weapons.

Prerequisite: Base attack bonus +1.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: This feat can only be used with light or onehanded weapons, including both ends of a double weapon. It cannot be used to increase the damage dealt by two-handed weapons, and wielding a light or one-handed weapon in two hands grants no additional benefit. This feat may not be used in conjunction with Power Attack.
Dwarvencraft
You have learned the secret techniques of the dwarven smiths.

Prerequisites: 1 rank in Craft (armorsmithing), Craft (blacksmithing), or Craft (weaponsmithing).

Benefit: You may learn dwarvencraft techniques. For every 2 ranks possessed in the Craft (armorsmithing), Craft (blacksmithing), or Craft (weaponsmithing) skills, you know one dwarvencraft technique. That technique may only be applied to the appropriate items; for instance, if you qualify for a technique due to ranks in Craft (weaponsmithing), then you may only apply that technique when crafting weapons. As you gain more ranks in the Craft skill, you automatically master more techniques.

Special: You can gain this feat multiple times. Each time you take the feat after the first, you gain an additional dwarvencraft technique.
Energy Focus
Prerequisites: Magecraft.

Benefit: The character gains 1 extra point of spell energy. Can be taken a maximum of three times, each time gaining a number of spell energy points equal to the previous Energy Focus gain +1. For instance, a channeler takes the feat three times, the fi rst time receiving 1 extra point, the second time receiving 2 extra points, the third time 3 extra for a total of 6 extra points of spell energy.
Extra Gift
You are closely attuned with the ebb and flow of Aryth’s power, and as such you can use your channeler gift more often than normal.

Prerequisite: Channeler level 4th.

Benefit: When you gain this feat, you can use your channeler gift four more times per day than normal.

Normal: Without this feat, a character can typically use his channeler gift a number of times per day equal to 3 + his Charisma or Wisdom modifier.

Special: You can gain Extra Gift multiple times. Its effects stack.
Flexible Recovery
Your spell energy returns with minimal rest.

Prerequisites: Con 13, Magecraft.

Benefit: You regain spell energy when you rest, regardless of interruptions. For every hour you spend asleep, you regain one point of spell energy, even if those periods of rest come hours apart. If you get at least six hours of uninterrupted sleep in a single day, you recover all your spell energy.

Normal: A spellcaster requires eight hours of uninterrupted rest to completely recover his spell energy.
Friendly Agent (Gnome, Human)
In a land where trust is more valuable than coin, you have a sixth sense about the enemy and a trusting veneer to allies.

Prerequisites: Gnome or human, must be goodaligned.

Benefit: When interacting with agents of Izrador, you gain a +4 circumstance bonus to Sense Motive checks made to determine their allegiance (DM will secretly add the bonus). When interacting with enemies of Izrador and folk that actively resist his reign, you gain a +4 circumstance bonus to Diplomacy checks made to convince them of your allegiances.
Giant–Fighter (Combat)
You have studied with everyone you can find who knows how to dodge the blows of giant-kin and hit them where it hurts.

Prerequisite: Dodge, Weapon Focus.

Benefit: +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and giant-men). Additionally, when using a melee weapon or a ranged weapon against a creature with the giant type within 30 ft., the critical threat range for your weapon is doubled. These bonuses represent special training that you’ve undergone, during which you’ve learned tricks that everyone from dwarves to snow elves have passed down over generations.

Special: The doubled threat range granted by this feat does not stack with any other effect that expands the threat range of a weapon (such as Improved Critical or the keen edge spell).
Greater Spellcasting (Channeling)
You gain knowledge of spells from one of the greater schools of magic.

Prerequisites: Character level 5th, Spellcasting (Lesser Conjuration or Lesser Evocation).

Benefit: When this feat is selected, choose either Conjuration (greater) or Evocation (greater). You must have access to the lesser form of any greater school you choose with this feat. You immediately learn one spell from this school or its lesser version, and you may now learn spells from this school. Note that spells from these schools have spell energy costs as if they were two spell levels higher.

Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.
Hardy
After 100 years of occupation, many of the lands of Erenland are despoiled, desolate, and barren. Fields have fallen into disarray, livestock starves, and the Shadow claims steep tithes. People must often make do with far less of what they need than they would in a time of peace, both in the form of sustenance and rest.

Prerequisites: Con 13+, Endurance

Benefit: You only need half as much food as a normal character of your size category, and only four hours of sleep every day in order to become rested. If you have spell energy, you only recover half of your spell energy points if you rest for four hours.
Herbalist (Item Creation)
You can create herbal concoctions that provide alchemical benefits to those who consume or use them.

Prerequisite: Profession (herbalist) 1 rank.

Benefit: You can create herbal concoctions, invaluable tools to the resistance in a world in which potions and scrolls are as much a burden as a boon. More information on creating herbal concoctions can be found in the Midnight book on page 139.
Huntsman
With extensive experience from tracking and hunting, you are able to determine the traits and weaknesses of your foes by studying the trails they leaves behind.

Prerequisites: Survival 2 ranks

Benefit: If you exceed the Survival check DC to track a creature or group of creatures by 5 or more, and have been tracking the creatures for at least five miles, you discover some defining trait about your prey. This discovery grants you a +1 insight bonus to attack and damage rolls against the tracked creature for one day. If you are tracking multiple creatures, for every 5 points past the first by which you exceed the Survival check DC, you gain the attack and damage bonus against an additional creature in the group.
Improved Flexible Recovery
You’re capable of drawing fresh spell energy from yourself with focus and discipline.

Prerequisites: Con 15, Flexible Recovery, Magecraft.

Benefit: With just an hour of focused meditation and a Concentration check (DC 30), you are able to regain spell energy equal to your spellcasting ability modifier. You may attempt this focused recovery every hour. This feat doesn’t prevent fatigue stemming from insufficient sleep.

Normal: A spellcaster requires eight hours of uninterrupted rest to completely recover his spell energy.
Improvised Weapon (Combat)
As a veteran brawler and scrapper, you have learned to attack enemies and defend yourself with whatever weapons are at hand.

Benefit: You do not take the usual –4 penalty on attack rolls when using an improvised weapon. Further, because of your flexibility, you only take a –2 penalty to attack rolls when using a weapon with which you are not proficient.
Innate Magic (Elf, Halfling)
Your people are tied to the land and its spirits, allowing you to produce magic from within.

Prerequisite: Elf or halfling.

Benefit: Select one of your mental ability scores (Intelligence, Wisdom, or Charisma; ideally, you should choose your highest of the three). Then choose a number of 0-level spells from the Channeler spell list equal to the modifier of your chosen ability score. You gain those spells as spell-like abilities, usable at will, with DCs determined by your chosen mental ability score and caster level equal to your character level. The first time you use any of these spelllike abilities each day, it has a casting time of 1 standard action. However, the magic and power of each subsequent spell-like ability used that day becomes increasingly more difficult to coax forth, increasing the casting time as follows: 1 round, 1 minute, 10 minutes, 1 hour. After the 5th such spell-like ability used each day, all subsequent spell-like abilities granted by this feat have a casting time of two hours. These spell-like abilities can be interrupted and require concentration, just like normal spellcasting.

If you get a full period of rest at the end of the day, the casting times of the spell-like abilities granted by this feat reset to 1 standard action the next day. If you do not get a full period of rest, the casting times do not reset, and the next spell-like ability you use from this feat has a casting time of one step higher than the previous spell-like ability (to a maximum of two hours).
Inconspicuous
You have an uncanny knack for avoiding contact with minions of the Shadow.

Benefit: You gain a +2 bonus to all Bluff, Diplomacy, Sense Motive and Stealth checks against members of the dark god’s forces.
Knack for Charms (Item Creation)
You have an innate understanding of the folklore and subtle magic that goes into a charm.

Prerequisites: Knowledge (arcana) 1 rank, Knowledge (nature) 1 rank.

Benefit: You gain a +4 bonus to Craft skill checks to make charms.

Special: This feat may be taken as a general feat or as an item creation feat.
Knife Thrower (Combat, Snow/Jungle Elf)
You are quite skilled with the wide-bladed knives of your people and may even use them in ranged combat.

Prerequisites: Must be a snow elf (fighting knife) or jungle elf (sepi).

Benefit: You may use your racial fighting knife as a thrown weapon with a range increment of 20 ft. Further, you receive a +1 circumstance bonus on ranged attack rolls made with your chosen weapon and are considered to have the Quickdraw feat with that weapon only.
Living Talisman
You have cultivated your natural abilities with one school of magic and developed a valuable economy of power.

Prerequisites: Magecraft, Spellcasting, Knowledge (arcana) 3 ranks, character level 5th.

Benefit: Select a spell you know. You pay one less point of spell energy when casting that spell, exactly as though you were always wearing a spell talisman attuned for it.

Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell.
Lucky
You seem to get lucky just when you need it most. While this is not all that noticeable in your daily life (you find a bag of grain when you need one, you move just before a pitcher of water falls on your head), you have discovered that some charms and spells affect you more powerfully.

Benefit: All numerical luck bonuses provided by charms, supernatural effects, or spell effects are increased by one for you.
Magecraft (Channeling)
You have the gift (or curse, in these dark times) of Aryth’s magic running through your veins.

Prerequisite (Hermetic only): Literacy in at least one language in which you are fluent.

Benefit: When you gain this feat, you must choose the magical tradition with which you are connected. You then become a channeling spellcaster and gain benefits and abilities as described in the Midnight book on page 126. The details on this feat have been presented there to create an inclusive, comprehensible set of spellcasting rules all in one place.

Normal: A character cannot cast spells in MIDNIGHT without taking this feat, unless he is a legate.

Special: Spellcraft is always a class skill for you.
Magic–Hardened (Dwarf, Dworg, Orc)
You are even more resistant than your kin to the effects of magic.

Prerequisite: Dwarf, dworg, or orc.

Benefit: Your racial bonus against spells and spell-like effects increases by +2.
Natural Healer
You were born with the healer’s touch, the ability to quickly assess wounds and illnesses and treat them with an expert’s skill.

Benefit: When you succeed at a Heal skill check to render first aid to a character with negative hit points, you restore the character to 1 hit point. When providing long-term care, all characters under your care recover at three times the normal rate (3 hit points per level for a full 8 hours of rest in a day, 6 hit points per level for each day of complete rest, 3 ability score points for a full 8 hours of rest in a day, 6 ability score points for each full day of rest).

Normal: Characters given first aid do not regain any hit points; the Heal skill normally doubles the natural healing rate.
Pikeman (Combat)
The Erenlanders of the Fortress Wall rivaled the dwarves in their ability to stand together against foes. Rather than relying on heavy armor and shields to ward off blows, however, they held their opponents at bay with walls of pikes and spears.

Prerequisites: Proficiency with a hafted reach weapon.

Benefit: When wielding a hafted reach weapon that can be set against a charge, you may set to receive a charge as a move action rather than as a ready action. This only allows you to attack charging foes that provoke attacks of opportunity by moving out of one of your threatened squares, however, since you did not ready an actual attack. For instance, if you are Medium and wielding a longspear, you would gain an attack (and inflict double damage, if you hit) against an orc that charges through your reach to attack you with a vardatch, but not against an ogre that charges and attacks you from 10 feet away.

Normal: You must use a ready action to set to receive a charge in order to deal double damage against him on a successful hit.
Plains Warfare (Combat)
You have been trained to fight mounted on the open plains, making you hard to surprise and hard to catch.

Prerequisites: Mounted Combat.

Benefit: While mounted and on the plains, you gain a +1 dodge bonus to your AC, a +1 competence bonus to Reflex saving throws, and a +2 bonus on all Perception checks to avoid surprise.
Quickened Donning (Combat)
You are adept at donning and doffing your armor quickly.

Benefit: You can don your armor hastily (see Getting Into and out of Armor, PFRPG, page 153) without suffering the normal penalties. In addition, you can remove your armor in half the listed time, although having help does not further reduce the time.

Normal: If you don your armor hastily, the armor check penalty and armor bonus are each one point worse than normal.
Orc–Slayer (Combat)
A combination of experience, natural talent, and a bitter thirst for vengeance makes you particularly effective against orcs and their kin.

Benefit: You gain a +1 dodge bonus to Armor Class and +1 bonus to all melee damage rolls against orcs or dworgs. These bonuses represent special training and a personal hatred of orcs. Individuals with this feat must also suffer a –4 circumstance penalty to any Charisma-based skill checks when interacting with orcs.
Power Reservoir
You have the capacity to store more spell energy than you can draw from yourself.

Prerequisite: Magecraft.

Benefit: You may store an amount of additional spell energy—above that granted by the Magecraft feat and any character levels—equal to your spellcasting ability modifier. Thus you can store spell energy siphoned off a power nexus or other arcane source. This extra energy is not recovered once it’s been spent, though it may be replaced with more siphoning.
Powerful Throw (Combat)
You are skilled at throwing axes and hammers farther than normal.

Prerequisites: Str 13, Power Attack, Weapon Focus (light hammer, throwing axe, or urutuk hatchet).

Benefit: Increase the range increment of any hammer or axe with a range (light hammer, throwing axe, or urutuk hatchet) by 10 ft. You may add your Strength bonus instead of your Dexterity bonus to ranged attack rolls with these weapons.
Resigned to Death
You have faced the worst of the Shadow’s minions and subtle deceptions, and come through it with a greater understanding of your role in the war against him. Death no longer frightens you, and you meet new challenges with a grim determination.

Prerequisite: Wis 13.

Benefit: You gain a +4 bonus to saving throws against fear effects. Further, any fear effect you suffer from is lessened by one step. For instance, if you would normally be panicked, you are instead frightened; if you would normally be frightened, you are instead shaken; and if you would normally be shaken, you suffer no ill effects.
Ritual Magic (Channeling)
You have grasped the ancient methods of tying together the magical power of many channelers, allowing you to learn and lead rituals.

Prerequisite: Magecraft, any one Spellcasting.

Benefit: You can learn and lead rituals as described in the Midnight book on page 130.
Sarcosan Pureblood (Sarcosan)
You have untainted Sarcosan ancestry.

Prerequisite: Sarcosan.

Benefit: You gain wild empathy (as the wildlander class ability) with all horses. Additionally, you gain a +2 dodge bonus to AC when riding a horse and a +2 bonus on all Charisma-based skill checks when dealing with horses or with other Sarcosans.
Scentless Spell (Metamagic)
The spells you cast are undetectable to an astirax.

Prerequisite: Magecraft

Benefit: Spells cast using this feat cannot be detected by an astirax. A scentless spell costs an additional 3 points of spell energy. In addition, the caster must be able to cast spells of a level three higher than the spell he applies this feat to.
Sense Power
You have a supernatural ability to sense the presence of magic and the residue of recent spellcasting.

Prerequisite: Wis 15.

Benefit: You may cast detect magic a number of times per day equal to your Wisdom modifier, in addition to any daily uses granted by Magecraft. Anytime you pass within 20 feet of a magical aura, you’re allowed a free Wisdom check (DC 13) to detect the aura.
Shield Mate (Combat)
You are trained to protect others at the expense of your own attacks’ accuracy.

Prerequisites: Dex 13, Shield Proficiency.

Benefit: While using a shield and either fighting defensively or taking a penalty of at least –2 with Combat Expertise, allies adjacent to you gain a +2 cover bonus to AC. This bonus to AC only applies against foes that threaten both you and the ally in question.
Sister Trained (Metamagic)
The Order of the Sisters is well known for its improvizational and emotive style of magic. These sorceresses are trained to utilize their spells in new and innovative ways and can utilize metamagic feats that they have not yet fully mastered.

Prerequisites: Female spellcaster, any two metamagic feats

Benefit: You may use any metamagic feat, even if you have not yet acquired it, for twice its normal cost as long as any other prerequisites for that feat are met. For example, a metamagic feat that normally costs +2 spell energy would cost the sister trained character +4 spell energy. Feats that the sister-trained character has acquired as part of normal character development have the normal spell energy costs.
Slow Learner (Erenlander)
While Erenlanders as a whole tend to be versatile and talented, not all of them learn at the same rate. Some plod along, slowly but surely, eventually becoming as skilled (and perhaps more focused) than their fellows.

Prerequisites: Erenlander, must be taken at character creation

Benefit: This feat takes the place of one of the bonus feats you would otherwise take at character creation, and is effectively an 'empty feat slot' that you may fill at any time you wish. For instance, a character may start out with a Dexterity of 12 but eventually wish to learn the Dodge feat; by taking this feat, the character may hold off on using one of his bonus feat slots until 4th level, when his ability score increase gives him a Dexterity of 13, allowing him to take the Dodge feat. This feat may only be taken once.

Normal: You must use bonus feats as soon as they become available.
Spellcasting (Channeling)
You are able to learn new spells from one school of magic.

Prerequisite: Magecraft.

Benefit: When this feat is selected, choose one school of magic from the list below. You immediately learn one new spell from that school, which may be of any level that you may cast. You may hereafter select spells from this school when learning new spells, and you may cast known spells from this school using the channeled spellcasting rules (see Midnight, page 126). The eight schools are Abjuration, Conjuration (lesser), Divination, Enchantment, Evocation (lesser), Illusion, Necromancy, and Transmutation.

Special: You may choose this feat more than once. Each time you do, you must choose a different school of magic.
Spell Knowledge
You delve deeper into the realms of magical knowledge.

Prerequisite: Spellcasting.

Benefit: You may immediately learn two new spells of any school and level you can cast.
Stalwart (Erenlander)
Even death recoils in the face of your resilience…for a short time, at least.

/Prerequisites: Erenlander, Defiant

Benefit: Any time you reach –1 hit points or lower, or any time you would die, you may choose to act normally for long enough to perform one round’s worth of actions before succumbing to unconsciousness or death. The soon-to-occur state may be due to hit point loss, a death effect, level loss, and so on. Regardless, once your turn is complete, you succumb to the effect as normal. Between the moment that you would normally fall unconscious or die and the moment that you actually fall unconscious or die, no beneficial effects may prevent your fate. Healing spells, dispel magic effects, and the like are all useless, only coming into effect after your perform your actions and subsequently fall. Characters who use this feat and are reduced to –1 to –9 hit points can be healed or revived, but require twice the normal healing until they reach 0 hit points. For instance, a character who was at –4 hit points would require 8 points of healing to reach 0 hit points, at which point healing begins to affect him normally.

Characters may choose not to use the benefits of this feat at the moment they reach –1 hit points or lower, or at the moment of their death.
Stealthy Rider
Avoiding detection is as important to mounted raiders as it is to thieves, assassins, and spies. The horsemen who have realized this often train for hours with their steeds to make man and beast’s movement as undetected as possible.

Prerequisites: Ride 1 rank

Benefit: Your mount may use your skill ranks for Stealth checks instead of its own. The mount still uses its own Dex modifier, armor check penalties, size modifier, and so on. This feat may be used even when you are leading your mount on foot and are not actually mounted.
Subtle Caster
You cast subtly and your spells are difficult to spot or recognize.

Prerequisite: Magecraft.

Benefit: You can make free Bluff and Sleight of Hand checks with a +2 bonus to disguise the verbal and somatic components of your spells from onlookers. Without a successful opposing Sense Motive or Perception check, onlookers mistake your spellcasting for coughs, mumbles, or some other mundane act. Your check results also become the DCs for Spellcraft checks to identify the spells you cast, such as for counterspelling.
Swamp Taught (Metamagic, Elfkin)
Those schooled in the Druid’s Swamp gain an ability to pluck lore out of the Whispering Wood with greater skill than other elfkin channelers.

Prerequisite: Must be an elfkin or somehow opened to the Whispering Wood.

Benefit: By spending one spell point, you may roll on the table below in order to gain wisdom, lore, or gossip from the Whisper. You may add your class level plus your Wisdom or Intelligence modifier to the result of the roll.

Swamp Taught Knowledge Table
DCType of Knowledge
10Common, known through light scouting or tracking
20Uncommon, known through dangerous scouting or amazing tracking
25Obscure, known through infiltrating the Shadow’s forces
30Extremely obscure, known only through extensive spying or ancient tomes
Thick Skull (Dwarf, Dworg)
You are tough in ways that others simply do not understand. A blow that might kill a normal man or render him unconscious may glance off your skull or bounce from your thickly muscled hide. While it won’t keep you safe from all danger, this hardiness does protect you from many fatal attacks.

Prerequisites: Dwarf or dworg, Con 13.

Benefit: Whenever an attack would reduce you to zero or fewer hit points, you may make a Fortitude save (DC 10 + damage caused by the attack). If this save succeeds, you are reduced to 1 hit point by the attack, but no lower. If the save fails, however, you suffer damage as normal. You may not use this ability if you are currently at 1 hit point or less.
Touched by Magic (Dwarf, Orc)
Whether it is due to your unique bloodline or the circumstances of your upbringing, you have overcome your race’s natural resistance to magic.

Prerequisites: Dwarf or orc, must be taken at character creation.

Benefit: You start with the normal amount of spell energy for a character of your level, but you do not possess the +2 racial bonus to saving throws versus spells and spell-like abilities normally granted to your race.

Normal: Dwarves and orcs normally start with two fewer points of spell energy, but gain a +2 racial bonus to saving throws versus spells and spell-like abilities.
Trapsmith
You have a natural aptitude for building and disarming traps.

Benefit: You get a +2 bonus on all Craft (trapmaking) checks, Disable Device checks, and Perception checks made to find traps.
Tunnel Fighting (Combat)
You have practiced fighting in confined spaces.

Benefit: You take no penalty to your Armor Class while squeezing, and you take no penalty on attack rolls while squeezing if you are wielding a one-handed or light weapon.

Normal: You take a –4 penalty to Armor Class and attacks rolls while squeezing.
Urban Intrigue
You were born to the scheming of Sarcosan cities and know no other way. You can use the city to spread lies to your enemies.

Prerequisites: Urban Sarcosan, 1st level only, Bluff 1 rank.

Benefit: You may use the Diplomacy skill to counter attempts to learn about you, your location at any given time, or your allies and their whereabouts. The DC of the attempt to learn of you is set to the base DC, or your skill check, whichever is higher. If your opponent succeeds against the DC, he gathers the correct information, but should he fail, he acquires the false information planted by you. If he exceeds the DC by 10 or more, he discovers not only the true information, but also the false information and the specific time and place that the false information was planted.

To use Diplomacy in this way takes 1d4+1 hours and plants false information that may be found for the next 24 hours.

ModifierVariable
-2Per additional person included in misinformation
-2Per day beyond the first you wish the information to persist
-2Per 50 miles you wish the information to spread
Normal: Diplomacy is used to find specific information.
Well-Aimed Strike (Combat)
You have achieved the pinnacle of intelligent and graceful fighting and can use what you have learned against nearly all foes.

Prerequisites: Canny Strike, Clever Fighting, Weapon Finesse, base attack bonus +9.

Benefit: You apply the bonus damage from Canny Strike and Clever Fighting against all foes, even those immune to sneak attacks or critical hits.

Normal: Targets immune to sneak attacks or critical hits are immune to damage from Canny Strike and Clever Fighting.
Whispering Awareness
Though the elves believe they are the only ones to heed the call of the Whispering Wood, in these dark times there are others who seem to hear its warnings, as well. You are one such being, somehow blessed with the ability to hear the Whisper.

Prerequisite: Non-elf, Wis 15.

Benefit: You are able to hear the Whisper as if you were an elf (Wisdom check, DC 12).

Normal: Elfling characters can hear the Whisper with a Wisdom check (DC 16), and a very few others can hear the Whisper with a Wisdom check (DC 20).
Whirlwind Charge (Combat)
You have learned to mow down opponents standing in your way and cleaving through those behind them before they can react.

Prerequisite: Str 15, Cleave, Power Attack, base attack bonus +6.

Benefit: When you perform a charge action and move at least 10 ft., you can make one melee attack at your full base attack bonus against each opponent within reach at the end of your charge. You do not gain the normal +2 bonus on attack rolls for charging, but you do suffer the normal –2 penalty to AC until your next action.

Unlike Whirlwind Attack and similar abilities, you do not give up any additional attacks (such as from the Cleave feat) when using Whirlwind Charge.

Normal: When you charge you make a single attack at the end of the charge with a +2 bonus on your attack roll, but you suffer a –2 penalty on AC until your next action.
Willow Schooled (Item Creation)
The Willow School of Magic is known for studying the history of magic before studying its arcane theory. Their knowledge of magic’s use in past ages allows them to create marvelous items that aspire to the epic creations of the ancients.

Prerequisite: Any two item creation feats.

Benefit: You may create a magic item that emulates a legendary item from history. If you have a scroll that describes the item in detail, or if you have access to the item itself, you may create an item that is inspired by this legend with the same effect or school of magic used to create the new item for half of the spell energy cost.
Witch Sight (Metamagic)
The Queen’s Academy is known for its amazing divinatory magics. During the Siege of Erethor, even with the Whisper to guide them, the Caransil are always seeking new ways to spy on their enemies.

Prerequisite: Spell Focus (Divination).

Benefit: While in Erethor you may cast any divinatory magics while using running water as a focus for half of the spell energy cost.


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