Custom Feats

Assorted Feats
Feat Prerequisites Description
Librarian Training Knowledge: Arcane 5 Ranks, Spellcraft 5 Ranks, Ritual 1 Add Ritual Mastery to your “Other Mastery” Category. Special: you may gain this and ritual 1 at the same time
Sovenger Training Knowledge: Umarian Religion 5 Ranks, Knowledge: Arcana 5 Ranks gain Spell Resistance 10 +Will Save, Casters roll a level check DC this number to have their magic effect you in any way
Silencer Training Knowledge: Umarian Religion 5 Ranks, Knowledge: Necromancy 5 Ranks +2 to attacks vs Undead, and may apply Sneak Attacks and Critical Hits against undead foes
Immaculate Training Knowledge: Umarian Religion 5 Ranks, Knowledge: Umarian Law 5 Ranks add Wisdom Modifier to Sense Motive and Gather Information checks, may use weapons to do non-lethal damage at no penalty, gain Improved Disarm as a bonus feat
Blood Dragon Training Knowledge: Umarian History 5 Ranks, Heal 5 Ranks You may take feats in Blood Magic, using your Power Mastery in place of Ritual Mastery, Special: this does not allow you to take any other feats that require Ritual Mastery just Blood Magic
Skilled lvl 6 Gain 6 + Intelligence Modifier in skill points, this does not raise your skill cap. (Characters may take this feat multiple times)
Feat Trees
Warrior of Umar: Based on Lore or Power
1 Gain Charisma Bonus to Attacks when Blooded (half HP or less), See occasional visions, and Exhausted after any combat this bonus ends up used
2 Gain Charisma Bonus to Damage when Blooded, when you bleed your blood turns to fire in the air
3 Gain Charisma Bonus to Saves when Blooded, Script appears along your flesh praising you god, it changes day to day
4 Double you Critical Threat Range when Blooded, people spontaneously bleed in your presence
5 You count as Blooded as long as you have taken Damage this encounter must be after initiative is rolled and by an enemy, your eyes constantly burn with a furnace-like fire
7 If you are Blooded you may rip a heart out of a victims chest (full round action), they must be a volunteer or fully restrained. The heart lights on fire and you gain fast healing equal to your charisma bonus, until you stop being engaged in combat
9 the victim of 7 whose heart is ripped out does not immediately die and instead serves you until their heart’s flame is extinguished
Weapon Bonding Based on Finesse /or Power Mastery
1 You Gain an intimate synergy with Your Weapons, You place your mark upon the weapon you own and bond them to you with blood and spirit. this Special ritual take at least 1 full day per weapon and breaks if you are separated from your weapon for more than a year and a day, or purposefully damage it You loss that bond and can never re-establish it. As long as you are bonded to the weapon you gain a +1 bonus to rolls using it, generally Attacks/Damage, though other creative uses may be possible. You may have no more than half your level is items bonded to you at any one time.This is common among icewalkers and Trochantar warriors, a small number of martial families have also adopted this Special: this must be used on actual weapon item, not armor spikes, shields, fists, or other more exotic offerings. Also this does not stack with the bonus from a magical weapon
2 Mine! You gain a supernatural ability to call any your bonded weapons to you hand as long as they are within your sight radius, this takes a move action and does not provoke attack of opportunity. the called weapons fly through the air into your waiting hand(s), If the path is resisted or another person is holding the weapon you make an opposed strength check (gaining your bonus from the weapon) to see if it stays where it is or goes to your hand. Special this can be used to call multiple weapons at the same time, as a single move action.
3 You often find your weapon(s) coming to your hands even when you are not intending it. Gain your weapon bonus to Initiative, and you always gain a roll to negate surprise as long as one of your weapons is on your person, for this roll test your initiative against that of your attackers, if you win you end up with your weapon in hand and do not count as flat footed for the round although you do not know why your weapon is out until something else cues you it
4 Your weapon mores to save you even when you don’t tell it to, as long as your weapon(s) is in hand gain your weapon bonus to your saves and defense Special: this does not stack with itself if using more than one weapon
5 You learn to deepen you bonds with weapon Increase your weapon bonus to the number of feats you have in Weapon Bonding, This requires you to commune with them longer spending at least an hour a day caring for them and should you ever need to bond a new item you only increase its bonded bonus by one for each week you possess the item and do not gain the full bonus immediately, it takes time to learn the secrets of a new weapon and unlock its potential. You also become more possessive of your weapon requiring a DC 20 Will (you do not get you weapon bonus to this roll) check to loan any of them to another character or leave them away from you for more than a day (though some modifiers may lower this number)
6 Increase the critical modifier of your weapons by 1, ie x2 becomes x3 etc. When you Critical with one of your weapon regain a number of HP equal to the weapons new critical modifier (x3-3/x4-4/x5-5), as the weapons success resonates through you
7 As long as one of your weapons is in hand you count as if under the effect of the Die Hard feat with the option to take your full compliment of actions for the loss of 1 HP or one move action with no loss of HP, if at any time you lose your weapon this effect ends and you fall unconscious and begin bleeding out from your current HP value
Tattoo Warding Lore
1 Grants you +1 DR against Blades(but not weapons without blades, or attacks not using blades), Gain an additional +1 for each Feat you possess in Tattoo Warding (this one counts).
2 Elemental Resist 6 vs a Chosen Element. Elements include, fire, water, earth, spirit, shadow, light, and lightning. You may take this multiple times for different or even the same element, multiples of the same are additive
3 You Gain Spell Resistance equal to 10+level+the number of Tattoo Warding Feats you possess, casters must make caster level checks (D20 +lvl) and beat your resistance to affect you, Major Spells get a +5 to this Check and Epic get a +10, this spell resistance never applies to your own spells
4 You may create tattoo’s that act as fetishes, these degrade and expire just like regular fetishes
5 You are healed by the power of sunlight. As long as your tattoos are exposed to bright direct sunlight you may refresh all of your reserve points each hour
6 Allows you to move and attack normally under any magical influence that usually impedes movement. You automatically succeed on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
This also allows you to move and attack normally while underwater, it does not, however, provide water breathing.
7 No God, Sorcerer, or man can locate where you are by supernatural means, and spells may not target you via arcane links, your location may not be scryed upon

Custom Feats

Water or Blood The_Stump