Pathfinder Wrath of the Righteous Mod Blueprint Database


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Feats

Ability Focus — Stunning Fist

Add +2 to the DC for the effects you deliver with your Stunning Fist.

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AbilityFocusStunningFist

Accursed Hex

When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

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AccursedHexFeature

Advanced Armor Training

Select one advanced armor training option.

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AdvancedArmorTraining1

Advanced Armor Training

Select one advanced armor training option.

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AdvancedArmorTraining2

Advanced Armor Training

Select one advanced armor training option.

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AdvancedArmorTraining3

Advanced Armor Training

Select one advanced armor training option.

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AdvancedArmorTraining4

Advanced Armor Training

Select one advanced armor training option.

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AdvancedArmorTraining5

Advanced Armor Training

Select one advanced armor training option.

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AdvancedArmorTraining6

Animal Ally

You gain an animal companion as if you were a druid of your character level –3. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as you advance in level.

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AnimalAllyFeatureSelection

Arcane Discovery

Wizards spend much of their lives seeking deeper truths, hunting knowledge as if it were life itself. The wizard’s power is not necessarily the spells he wields; spells are merely the outward, most visible manifestation of that power. A wizard’s true power is in his fierce intelligence, his dedication to his craft, and his ability to peel back the surface truths of reality to understand the fundamental underpinnings of existence. A wizard spends much of his time researching spells, and would rather find an undiscovered library than a room full of gold. A wizard need not be a reclusive bookworm, but he must have a burning curiosity for the unknown. Arcane discoveries are the results of this obsession with magic.
A wizard can learn an arcane discovery in place of a regular feat or wizard bonus feat.

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ArcaneDiscoverySelection

Armor Mastery

Armor mastery feats are a new type of feat that require armor training as a prerequisite. They count as combat feats for all purposes, including which classes can select them as bonus feats. You gain the benefits of an armor mastery feat only while wearing armor with which you are proficient and only while wearing a type of armor that matches the feat’s armor proficiency feat prerequisite, if any. Armor mastery feats without armor proficiency prerequisites can be used while wearing any suit of armor. Characters who lack the armor training class feature can access armor mastery feats by taking a relevent Armor Focus feat.

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ArmorMasterySelection

Celestial Servant

Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals.
Creature gains spell resistance equal to its level + 5. It also gains:
1 — 4 HD: resistance 5 to cold, acid, and electricity.
5 — 10 HD: resistance 10 to cold, acid, and electricity, DR 5/evil
11+ HD: resistance 15 to cold, acid, and electricity, DR 10/evil
Smite Evil (Su): Once per day, the celestial creature may smite a evil-aligned creature. As a swift action, the creature chooses one target within sight to smite. If this target is evil, the creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the creature rests.

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CelestialServant

Chain Challenge

You feed off the rush of victory over your enemies, and channel that fervor into battle.
Benefit(s): When the target of your challenge ability is killed or knocked unconscious, you can declare a new challenge on the nearest target within 30 feet as a free action.
If you declare a new challenge using this feat, it doesn’t count against your total daily uses of challenge. You can chain together a number of challenges beyond the first equal to your Charisma bonus (minimum 1).

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ChainChallengeFeature

Dervish Dance

When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield (other than a buckler) in your off hand.

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DervishDance

Dispel Focus

You are skilled at the art of dispelling.
Whenever you attempt a dispel check based on your caster level, you gain a +2 bonus on the check.

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DispelFocusFeature

Erastil’s Blessing

Your deity grants you prowess with a bow that far exceeds your own physical capabilities.
You can use your Wisdom modifier instead of your Dexterity modifier on ranged attack rolls when using a bow.

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ErastilsBlessingFeature

Expanded Spell Kenning

You are learned in a broader range of spell traditions than most.
When you use your spell kenning class feature, you can select a spell from either the druid or the witch spell list.

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ExpandedSpellKenning

Extra Arcanist Exploit

You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.
You can take this feat multiple times. Each time you do, you gain another arcanist exploit.

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ExtraArcanistExploit

Extra Ki

Your ki pool increases by 2.
You can take this feat multiple times. Its effects stack.

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ExtraKi

Extra Reservoir

You gain 3 more points in your arcane reservoir, and the maximum number of points in your arcane reservoir increases by that amount.
You can take this feat multiple times. Its effects stack.

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ExtraReservoir

Extra Revelation

You gain one additional revelation. You must meet all of the prerequisites for this revelation.
You can gain Extra Revelation multiple times.

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ExtraRevelation

Graceful Athlete

Add your Dexterity modifier instead of your Strength bonus to Athletics checks. This feat grants no benefit to creatures that already add their Dexterity modifier to Athletics checks (such as all Tiny or smaller creatures).

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GracefulAthlete

Greater Dispel Focus

You are a master of the art of dispelling.
Whenever you attempt a dispel check based on your caster level, you gain a +2 bonus to the check. This stacks with the bonus from Dispel Focus.

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DispelFocusGreaterFeature

Greater Spell Specialization

By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as its normal level, regardless of the spell slot used to cast it. You may add a metamagic feat to the spell by increasing the spell slot and casting time, just like a cleric spontaneously casting a cure or inflict spell with a metamagic feat.

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SpellSpecializationGreater

Horse Master

You blend horsemanship skills from disparate traditions into a seamless mounted combat technique.
Use your character level to determine your effective druid level for determining the powers and abilities of your mount.

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HorseMaster

Improved Channel

Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

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ImprovedChannel

Improved Natural Attack

Attacks made by one of this creature’s natural attacks leave vicious wounds.
Choose one of the creature’s natural attack forms. The damage for this natural attack increases by one step, as if the creature’s size had increased by one category.

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ImprovedNaturalAttack

Improved Stalwart

Double the DR you gain from Stalwart, to a maximum of DR 10/—.

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StalwartImprovedFeature

Lunging Spell Touch

You can increase the reach of your spells’ melee touch attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before you attempt any attacks on your turn.

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LungingSpellTouchFeature

Magic Trick (Fireball)

Cluster Bomb: You are able to throw multiple small explosions with a single spell instead of the normal effect. For every 2 caster levels, you toss a miniature fireball with a 10-foot radius that deals 2d6 points of fire damage. A creature attempts a single Reflex save against the combined damage.

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MagicTrickFireball

Magical Aptitude

You are skilled at spellcasting and using magic items.
You get a +2 bonus on Knowledge (Arcana) and Use Magic Device skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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MagicalAptitude

Mantis Style

You have learned to target vital areas with crippling accuracy.
You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.

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MantisStyleFeature

Mantis Torment

Your knowledge of the mysteries of anatomy allows you to cause debilitating pain with a simple touch.
You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If you hit, your opponent must succeed at a saving throw against your Stunning Fist or become dazzled and staggered with crippling pain until the start of your next turn, and at that point the opponent becomes fatigued.

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MantisTormentFeature

Mantis Wisdom

Your knowledge of vital areas allows you to land debilitating strikes with precision.
Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning Fist monk class feature. While using Mantis Style, you gain a +2 bonus on unarmed attack rolls with which you are using Stunning Fist attempts.

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MantisWisdomFeature

Metamagic (Burning Spell)

You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.
Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2x the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor.
Level Increase: +2 (a burning spell uses up a slot two levels higher than the spell’s actual level.)

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BurningSpellFeat

Metamagic (Elemental Spell)

You can manipulate the elemental nature of your spells.
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.
Level Increase: +1 (an elemental spell uses up a spell slot one level higher than the spell’s actual level.)
Special: You can gain this feat multiple times. Each time you must choose a different energy type.

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ElementalSpellFeatSelection

Metamagic (Encouraging Spell)

Your inspiration provides your allies with greater support.
Benefit: Any morale bonus granted by an encouraging spell is increased by 1.
Level Increase: +1 (an encouraging spell uses up a spell slot 1 level higher than the spell’s actual level.)

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EncouragingSpellFeat

Metamagic (Flaring Spell)

You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor.
Benefit: The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flaring spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell.
A flaring spell only affects spells with a fire, light, or electricity descriptor.
Level Increase: +1 (a flaring spell uses up a spell slot one level higher than the spell’s actual level.)

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FlaringSpellFeat

Metamagic (Intensified Spell)

Your spells can go beyond several normal limitations.
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.
Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.)

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IntensifiedSpellFeat

Metamagic (Piercing Spell)

Your studies have helped you develop methods to overcome spell resistance.
Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.
Level Increase: +1 (a piercing spell uses up a spell slot one level higher than the spell’s actual level.)

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PiercingSpellFeat

Metamagic (Rime Spell)

Creatures damaged by your spells with the cold descriptor become entangled.
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
This feat only affects spells with the cold descriptor.
Level Increase: +1 (a rime spell uses up a spell slot one level higher than the spell’s actual level.)

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RimeSpellFeat

Metamagic (Solid Shadows)

Your shadowy illusions are more potent.
Benefit: When casting a shadow spell, that spell is 20% more real than normal.
Level Increase: +1 (a solid shadows spell uses up a spell slot 1 level higher than the spell’s actual level.)

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SolidShadowsSpellFeat

Mounted Skirmisher

If your mount moves its speed or less, you can still take a full-attack action.

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MountedSkirmisher

Mutated Shape

Your wild shape form gains an additional appendage you can use to attack your foes.
When you use wild shape, you gain an additional primary slam attack. This slam can be used as part of a full attack using your highest base attack bonus, and it deals 1d6 bludgeoning damage. This lasts for as long as you stay in the form taken with wild shape.

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MutatedShapeFeature

Nature’s Soul

You are innately in tune with nature and venerate the power and mystery of the natural world.
You get a +2 bonus on all Lore (Nature) checks and Perception checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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NatureSoul

Quick Channel

You may channel energy as a move action by spending 2 daily uses of that ability.

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QuickChannel

Quick Draw

You can draw a weapon as a free action instead of as a move action.

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QuickDraw

Quicken Blessing

You can deliver one of your blessings with greater speed.
Choose one of your blessings that normally requires a standard action to use. You can expend two of your daily uses of blessings to deliver that blessing (regardless of whether it’s a minor or major effect) as a swift action instead.

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QuickenBlessing

Riving Strike

When you infuse your weapon with arcane might, your attacks make foes more susceptible to magic.
Benefit: If you have a weapon that is augmented by your Arcane Strike feat, when you damage a creature with an attack made with that weapon, that creature takes a –2 penalty on saving throws against spells and spell-like abilities. This effect lasts for 1 round.

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RivingStrikeFeature

Scholar

You have graduated from one of the many colleges, universities, and specialized schools of higher learning scattered throughout the Inner Sea region.
You get a +2 bonus on Knowledge (Arcana) and Knowledge (World) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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Scholar

Self-Sufficient

You know how to get along in the wild and how to effectively treat wounds.
You get a +2 bonus on Lore (Nature) and Lore (Religion) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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Self-Sufficient

Shield Mastery

To some combatants shields are just as important, if not more so, than weapons or armor. Shields are multipurpose, capable of defense or offense. They slide on and off far faster than armor, and allow adventurers to change their tactics on a whim. A handful of specialists train to maximize a shield’s use in battle. Presented here are new feats categorized as shield mastery feats, each requiring Shield Focus as a prerequisite. Characters with the armor training class feature can ignore the Shield Focus feat as a prerequisite for shield mastery feats.Shield mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats. You gain the benefits of a shield mastery feat only while wielding a shield with which you are proficient.

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ShieldMasterySelection

Shingle Runner

Many of those who dwell among the rooftops become skillful at making bounding leaps and clambering up steep surfaces, and learn how to land more safely when they fall.
You get a +2 bonus on Athletics and Mobility skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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ShingleRunner

Split Hex

You can split the effect of one of your targeted hexes, affecting another creature you can see.
When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can cast the hex again as a free action.

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SplitHex

Split Major Hex

You can split the effect of one of your targeted hexes, affecting another creature you can see.
When you use one of your major hexes (not a grand hex) that targets a single creature, you can cast the hex again as a free action.

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SplitHexMajor

Stalwart

While fighting defensively or using Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian’s, but not with DR from any other source.

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StalwartFeature

Street Smarts

You are able to navigate the streets and personalities of whatever locale you run across.
You get a +2 bonus on Knowledge (World) and Perception skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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StreetSmarts

Trick Riding

You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.

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TrickRiding

Two-Weapon Defense

You are skilled at defending yourself while dual-wielding.
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively this shield bonus increases to +2.

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TwoWeaponDefenseFeature

Undersized Mount

You can ride creatures equal to your own size category instead of only creatures larger than you.

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UndersizedMount

Varisian Tattoo

You bear intricate tattoos that inspire and empower your natural magic ability. These tattoos mark you as a worker of the ancient traditions of Varisian magic. A Varisian tattoo typically consists of a long string of complex characters from the Thassilonian alphabet.
Select a school of magic in which you have Spell Focus. Spells from this school are cast at +1 caster level.

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VarisianTattooFeature

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