Feats

A number of unique feats have been created. Categories are separated out by class. Feats in Alghmtar are generally not trained however that may be changed by the DM if it is in line with part of the adventure and campaign.

Soul Mage
Azure Swing - Over time Soul Mages have learned that once in a while they need to deliver a spell more creatively. Using this technique a Soul Mage can land a spell by replacing the act of successfully hitting with the spell with a sword stroke.


 * PreReq: Base Attack Bonus +3, Soul Mage


 * Once per day a Soul Mage can cast a spell while Swinging their sword. When this is done only one sword swing is rolled. This sword swing only delivers the effect of the spell, whose casting time is included in the sword swing. This replaces all rolls to hit (ranged touch or Reflex saves) with a Melee swing against the targets AC. Fortitude and Will saves still apply. If the power normally requires no to hit roll, this power has no effect. This may be taken multiple times to increase the number of times it can be used a day.

Azure Blade - Soul Mages have found that sometimes a spell needs just to be slightly more deadly. They spent time adjusting how the Incarnum was pulled upon and in the end were able to keep it from dulling the swing of their sword. This art is difficult however, and not all Soul Mages learn it.


 * PreReq: Azure Swing, Base Attack Bonus +5


 * Whenever the Soul Mage uses Azure Swing to deliver a spell, they may also roll the damage of a normal sword swing. If the power normally requires no to hit roll, this now allows the Soul Mage to attach this power. It still consumes a use of the Azure Swing power.

Blade Consumption - The ability to consume the souls of enemies through ones weapon has helped a number of Soul Mages survive well beyond normal expectations.


 * PreReq: Soul Mage, Base Attack Bonus +1


 * Once a day the Soul Mage can channel the voracious hunger of their Consumption power through the sword. When this is done, the player rolls to hit per a normal sword swing, and then rolls the damage from their weapon with the Consumption. Damage from the weapon is not consumed. This feat may be selected multiple times, increased the number of uses a day by one each time.

Azure Learning - A few Soul Mages have demonstrated an ability to learn the arcane and divine arts of others. This strangely does not work on Psionics.


 * PreReq: Reflect


 * After this feat is taken, the player may add spells and spell-like abilities to the Potential Spell List. Upon taking this feat the first one learned can be added to spells known as a spell of the equivalent level. Each time this feat is taken allows for another Spell Known slot to have a spell or spell like ability.

Azure Reserve - Add one spell per day to your highest casting level (can select a lower level)


 * PreReq: Soul Mage


 * When this feat is taken, the Soul Mage can increase the spells per day of one level they can cast by one. This cannot be changed later.

Azure Potential - Add another known spell slot of your highest known level (can select a lower level)


 * PreReq: Soul Mage


 * When this feat is taken, the Soul Mage can increase the spells known of one level they can cast by one. This cannot be changed later.

Azure Reflection - The Soul Mages who prefer melee have perfected a technique of using sword play with their Reflect power.


 * PreReq: Reflect, Base Attack Bonus +10


 * If in melee or able through the use of other feats, to take action and enter melee, a Soul Mage can expend a use of Azure Swing to apply the use of Azure Swing and Azure Blade to deliver the spell absorbed by Reflect.

Azure Reflexes - Soul Mages who practice constantly learn how to hold in the spell and release it with some degree of control.


 * PreReq: Reflect


 * This power allows the Soul Mage to discharge the spell as a Standard Action.

Azure Celerity - Some Soul Mages become so resilient that they are as a mirror immediately reflecting magic on an opponent.


 * PreReq: Azure Reflexes


 * Releasing the power from Reflect can be done as a Free Action. This can allow the Soul Mage to send the effect back during the opponents turn.

Viking
Howling Charge: Letting out a gutteral howl can set one's opponent off.


 * PreReq: Viking


 * On a charge, make an Intimidate check as a free action to Demoralize the target of the charge.

Imma Scary Northman!: The more crazed a combatant is, the more terror they can inspire.


 * PreReq: Howling Charge


 * When Howling Charge is used, it is rolled one time and applied to all enemies with line of sight to the Viking.

Dread Charge: Being Warriors skilled in charging their enemies, Viking's can minimize their flaws.


 * PreReq: Viking, Base Attack +10


 * On a charge, the Viking takes no AC penalty.

Vicious Charge: Some Vikings become so zealous that they learn to swing more than once during a charge by hurling their weight behind their swing.


 * PreReq: Dread Charge, Base Attack Bonus +15


 * Each time this feat is taken the Viking may use the next highest Base Attack Bonus on a charge. Example: A level 16 Viking Takes this feat for the first time. On a Charge he can swing his +16 and +11 attacks. This feat may be taken only three times.

Impervious Charge: Some Vikings become so agile that they can avoid dropping their defenses.


 * PreReq: Dread Charge; Base Attack Bonus +15


 * During a charge, the Viking does not provoke attacks of opportunity.

Rampage: The most deadly Vikings refuse to stop at one downed opponent.


 * PreReq: Vicious Charge


 * If on a charge, the target is killed, the Viking immediately gets a free charge against another legal target within range.