Aldori Dueling Mastery (Combat)
You have mastered the grueling fighting style perfected by the Aldori Swordlords.
Prerequisites: Weapon Proficiency (Aldori dueling sword), Quick Draw, Weapon Finesse, Weapon Focus (Aldori dueling sword), and aliance with a Aldori Dualing School.
Benefit: You gain a +2 bonus on Initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long as you wield only a single Aldori dueling sword in one hand, you gain a +2 shield bonus to your AC—if you wield the sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword inflicts slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist.
You can prepare an arcane spell ahead of time just as a wizard does. When you do so, you need not take any extra time to apply metamagic feats upon casting that spell.
Prerequisite: Ability to cast arcane spells without preparation,
Benefit: Each day, you can use one or more of your spell slots to prepare spells you know. (Usually, you do this in order to apply a metamagic feat to the spell.) Thereafter, you can cast that spell as a standard action even if you apply a metamagic feat to the spell as you cast it. Preparing a spell uses a slot of the appropriate level. Once the spell is prepared, you can’t use that spell slot for anything else until you cast the prepared spell.
Normal: A sorcerer or bard who applies a metamagic feat to a spell must cast it as a full-round action instead of a standard action.
Combat Trained Mount (Combat)
Can you imagine what combat must be like for our horses? There are these scary people attacking you, all the while there is this midget clinging to your back, kicking you, trying to get you to charge! All I am saying is that our horses have balls.
Prerequisites: Intelligence score of less than 3.
Benefit: The mount is no longer frightened by combat. At the start of each round of combat, the rider of a mount that is combat trained must make a DC 10 ride as a free action. If the rider fails the mount loses its actions for this round and is unable to make attacks of opportunity.
Normal: At the start of each round of combat, the rider of a mount that is not combat trained must make a DC 20 ride check as a move action to control the mount. If the rider succeeds the mount can be directed as normal and the rider retains his standard action.
If the rider fails the mount becomes frightened until the start of its next turn. The rider can then use his standard action to keep the mount from fleeing. Instead, the rider can dismount (free action DC 20 ride) before the mount flees. Alternatively the rider can stay with the mount as attempts to flee and use his standard action at the end of the mounts movement.
Special: Mounts whose intelligence score is hire than 2 are not frightened by combat. Ride checks are not necessary if the rider and mount can communicate.
You begin to mix music and the divine.
Prerequisite: 1st level divine spells, 1st level arcane spells, bardic performance. Member of Fochlucan Academy.
Benefit When the lyrist prepares his divine spells for the day he can tap into the divine for inspiration. By using 2 rounds of bardic performances the lyrist can add a bard spell to his list known spells for 24 hours. Alternatively, by using 1 round of bardic performance, through out the day the lyrist can re-prepare one spell from one of the lyrist’s other spell casting classes.
Both of these abilities require 10 minutes of concentration to use.
Both of these uses of bardic performance requires one minute to use.
Improved Fochlucan Spellsong
Your musical talents become divinely inspired.
Prerequisite: 2nd level divine spells, 2nd level arcane spells, Fochlucan Spellsong. Member of Fochlucan Academy.
Benefit: You gain the ability to trade divine spells for bardic music. It requires a move action to do this. Two rounds of bardic music are gained for every level of spell sacrificed in this way.
Greater Fochlucan Spellsong
You seamlessly blend the divine and magical.
Prerequisite: 4th level divine spells, 4th level arcane spells, Improved Fochlucan Spellsong. Member of Fochlucan Academy.
Benefit: You gain the ability to trade bardic music to recharge expended spell slots in any of your casting classes. It requires a standard action to do this. You trade bardic music for spells at a rate of two bardic music rounds per level of spell gained. You can only recharge one spell slot at a time with this ability. You can recharge a spell slot up to the highest level of spell you can cast in a particular spell casting class. Spontaneous casters gain their spell slot back, casters that prepare spells recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast.
Legendary Fochlucan Spellsong
Your music and magic become legendary.
Prerequisite: 6th level divine spells, 6th level arcane spells, Improved Fochlucan Spellsong. Member of Fochlucan Academy.
Benefit: You gain the ability to trade bardic music to create spell slots in any of your casting classes. It requires a standard action to do this. You trade bardic music for spells at a rate of three bardic music rounds per level of spell gained. You can only gain one spell slot at a time with this ability. You gain a spell slot up to the highest level of spell you can cast in a particular spell casting class. Spontaneous casters gain an appropriate spell slot, casters that must prepare their spells gain a spell slot with a spell that they would have been able to fill it with at the time they last prepared spells.
Benefit: These qualities are added to the leadership feat.
The leadership feat grants a bonus to your ruler bonus for whatever your role as leader is. Equal to +1 for each 10 points of your Leadership score. This represents a PC’s followers acting as their agents and loyal and efficient infrastructure throughout the kingdom, spreading good word of mouth, setting a good example for others, relaying rumors of unrest or honest assessments of the needs of the kingdom from the grassroots level back to the leadership, and generally being model citizens.
For the cost of 1 consumption a ruler gains the “Fairness and generosity” leadership quality. This represents resources spent on keeping followers payed, properly equipped, and generally happy.
Please see the Character Creation rules for building cohorts and followers.
Your bond with your animal companion is exceptionally strong.
Prerequisite: Animal companion,
Benefit: Add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion receives. This bonus can never make your effective druid level exceed your character level.
You can cast spells even while in a form that cannot normally cast spells.
Prerequisites: Wis 13, wild shape class feature.
Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
In addition if you possess the bardic performance ability can now take use (comedy, dance, percussion, sing) skills to activate this ability.
Since a young age you’ve had an exceptional gift for magic.
Prerequisites: Must be taken at 1st level. Can not be retrained.
Benefit: For the purpose of determining saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards, etc) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to all of those classes.
Your physical mastery grants you an impossible stride.
Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.
Benefit: You have learned to move while barely touching the surface underneath you. As a move action you can walk across ropes, branches, walls, ceilings or even water and other surfaces that cannot support your weight. You can only move in this way up to a total of half your slow fall distance (maximum 50 feet).
This movement ignores difficult terrain. While moving in this way, any surface will support you, no matter how much you weigh. This allows you to move across water, lava, or even the thinnest tree branches. When moving in this way, you do not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor do you need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using Spider step, you ignore any mechanical traps that use a location-based trigger till the end of your movement. You must reach a solid, level surface that can support your weight by the end of your turn or you will fall.
Special: A Ninja gains this as a bonus feat at 6th level, whether or not she meets the prerequisite. As a move action she can move half her speed or half her slowfall distance (if any), which ever is greater. As a full round action the Ninja can move double their speed in this manner.