New Talent Options for Characters

New Skill

Memory (Int)

You have learned techniques for extremely sharp recall.

Class Skill: Brd, Clr, Drd, Rog, Sor, Wiz

Cross-Class Skill: Bbn, Ftr, Monk, Rgr

Untrained: Yes

Check: You can ask the DM to remind you of information that you have come across and do not remember. Conversely, the DM can ask you to make a check on something that she thinks your character would not remember (out-of-character knowledge), or to remember something that she should remember that the player does not.

Information DC
Very Familiar 5
Encountered Regularly 10
Encountered Casually 15
Encountered Once 20
Encountered in Passing 25
Encountered Relevant Info Out of Context 30

Retry: No. If you do not recall a particular piece of information, you cannot force yourself to do so. Therefore, you cannot Take 10 or Take 20 when checking this skill.

Special: Sorcerers and Bards can use this skill in conjunction with Knowledge (Arcana) in order to learn additional spells. These arcane spellcasters may learn an additional number of spell levels equal to the number of ranks they have in Memory. However, they may not learn any spell of a level greater than their ranks in Knowledge (Arcana). Each 0-level spell counts as 1/2 level for this purpose, and they may not learn any additional spells if they have no ranks in Knowledge (Arcana).

New Feats

Energy Specialization [Special]

You have an innate tie to one form of energy.

Benefit: Pick one type of energy (acid, cold, electricity, fire, sonic). Every spell you learn that has an energy descriptor automatically has your chosen energy descriptor instead. You may not learn a spell with another energy descriptor, and you are unable to activate any magic item which produces an effect with one of the other energy descriptors.

Special: This feat applies to all spellcasting classes in which you have levels. You must take this feat before or at the same time that you take your first level in a spellcasting class.

Greenshadow [Warforged]

You were built for stealth, using special materials and articulated mechanical plating.

Prerequisites: Warforged, 1st level only.

Benefit: You gain a +2 racial bonus to all Hide and Move Silently checks.

Normal: Without this feat, warforged have no racial bonuses to Hide or Move Silently.

Special: Unlike most feats, this feat must be taken at 1st level, during character creation.

Healing Touch [General]

You can heal wounds (your own or those of others) with a touch.

Prerequisites: Cha 13+, ability to cast cure light wounds, Heal 3 ranks, Knowledge (Religion) 3 ranks.

Benefit: Each day, you can heal a total number of hit points of damage equal to your class level × your Charisma bonus. For the purposes of this feat, your class level is the determined by the class which grants you the ability to cast cure light wounds. If you have more than one class which grants the spell, the levels stack for the purposes of this feat. If the ability to cast cure light wounds is not a class-based ability, such as if you possess the Mark of Healing, use your character level instead. You may not use both character level and class level to determine how many hit points you can heal in a day. You may choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using Healing Touch is a supernatural standard action.

Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using Healing Touch in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.

Nature/Nurture [Special]

Whether by instinct or upbringing, you have an affinity for a skill set differing from most others of your race.

Benefit: Select any basic (non-prestige) class. This class becomes your new favoured class, replacing the standard favoured class entry for your race.

Normal: Your favoured class is determined by your race.

Special: You may only take this feat as a first-level character. Your first character level must be in your new favoured class.

Restraint [General]

You know how to restrict your strikes so that you do not kill your target.

Prerequisites: Int 13+, Combat Expertise.

Benefit: When you successfully strike an opponent, after you roll damage, you can reduce the amount of damage you deal to an opponent by a number of points up to and including your base attack bonus.

Normal: You cannot decide to deal less damage than you roll when you successfully strike your opponent.

Summoned Mount [General]

You have gained a mystical link to a creature from Lamannia, the Twilight Forest, who serves you as a mount.

Prerequisites: Animal companion -or- summon familiar, Handle Animal 4 ranks, Knowledge (The Planes) 4 ranks, Ride 4 ranks.

Benefit: As the paladin ability special mount. For the purposes of this feat, use the level associated with the animal companion or summon familiar ability to determine your "paladin" level. For example, a 12th level ranger's summoned mount would have the abilities associated with a 6th level paladin's mount because he uses half his ranger level for the purposes of his animal companion. A Sor3/Wiz2 would have a summoned mount with the abilites of a 5th level paladin's mount, since sorcerer and wizard levels stack for the purposes of the summon familiar ability. This feat replaces the companion or familiar normally granted by the prerequisite ability.

Special: If a character takes this feat but his effective paladin level is less than 5, the summoned mount is a normal member of its race until the effective paladin level rises to 5 or above. For example, a 6th level ranger's summoned mount would most likely be a normal heavy warhorse with no additional abilities.

Special: Classes that allow a character to take this feat may stack for the purposes of determining the abilities of the summoned mount. For example, a Wiz2/Rgr12 could have a summoned mount with the abilities of an 8th level paladin's mount, a familiar and a summoned mount with the abilities of a 6th level paladin, or an animal companion and a summoned mount with no special abilities. A Drd3/Rgr8 could have a mount with the abilities of a 7th level paladin's mount, or an animal companion and a summoned mount with no special abilities.