Planescape Setting Feats

Amoral [General]
You are careful to keep your moral and ethical beliefs hidden from spells.
Prerequisite: Cha 13, Base Will Save +2 Bonus
Benefit: You gain the spell-like ability undetectable alignment, usable on yourself, at will as a cleric of your character level.

Arcane Dabbler [General]
Though not a dedicated spellcaster, you have studied arcane principles enough to pick up a few useful cantrips and to understand the concepts behind magical devices.
Prerequisite: Int 13, Knowledge (arcana) 2 ranks.
Benefit: You gain detect magic and prestidigitation as spell-like abilities, usable at will, as a wizard of your character level. In addition, Use Magic Device is now a class skill for you.

Improved Energy Resistance [General]
Choose one form of energy to which you have a natural (not spell- or item-granted) resistance. Your inherent resistance to this kind of energy is more effective than normal.
Prerequisite: Naturally resistant to a form of energy (acid, cold, electricity, fire, sonic).
Benefit: Your resistance to that type of energy increases by 5. For example, if you are an aasimar, you normally have acid, cold, electricity resistance 5. You could use this feat to increase one of those resistances to 10; the other two are unaffected.

Lawful Spellcasting [General, Wizard]
Orderly mages have learned a thing or two about lawful and chaotic spells.
Prerequisite: Lawful alignment.
Benefit: Spells with the “Lawful” designator cast by you have their saving throw DC increased by 2. You gain a +2 to saves vs spells with the “Chaotic” designator.
Special: Wizards my purchase this feat with one of their bonus feats.

Portal Sense [General]
You are able to anticipate the dangers that lie before you through a portal.
Prerequisite: Wis 13, Survival 6 ranks, ability to see inactive portals.
Benefit: When you determine whether the destination of a portal is dangerous you also become aware of the nature of the threat. You know what type of terrain the portal leads to and whether there is a danger from natural hazards such as fire, extreme cold, poisons, magical effects, dangerous plant life, and so on.

Self-Reliance [General]
Face it, the only way to survive in the multiverse is by being able to take care of yourself. You’ve realized that you can never truly depend on anyone else, so you’ve learned to be much more self-sufficient.
Benefit: You gain +1 skill points for every level you possess, and +1 skill points whenever you gain a level. You may spend these extra skill points in the same manner as those received each level for your class, and may not purchase more ranks in a skill than your normal maximum ranks.

Die Result

Static Spell [Metamagic]
Your devotion to the principles of order allows you to lace your spells with the structure of law and remove any variables from the equation.
Prerequisite: Any lawful alignment.
Benefit: This feat adds the lawful descriptor to a spell. Furthermore, all die rolls are determined by their average value rather than being rolled for random effect. To determine the results for damage, duration, etc., multiply the values provided by the chart below by the number of dice normally rolled and round down. Thus a fireball that deals 8d6 fire damage would cause 28 points of fire damage.
Special: This feat cannot be applied to spells with the chaotic descriptor.

Action Point Feats

Action Boost [General]
You have the ability to alter your luck drastically in dire circumstances.
Benefit: When you spend an action point to alter the result of an attack roll, a skill check, an ability check, a level check, or a saving throw, you roll d8s instead of d6s and add the result to the d20 roll.

Action Surge [General]
By spending 2 action points, you can perform an additional action in a round.
Prerequisite: Base attack bonus +3
Benefit: You can spend 2 action points to take an extra move action or standard action in a round, either before or after your regular actions.

Heroic Spirit [General]
You have a larger reservoir of luck than the average hero.
Benefit: Your action point maximum per level is increased by 3. Thus, you now gain a number of action points equal to 8 + 1/2 your character level at each new level you attain. This number also represents the total number of action points you can have at each level.
Normal: Without this feat, player characters receive and are limited to action points equal to 5 + 1/2 their character level at each new level they attain.

Raging Luck [General]
When raging, you have a greater ability to alter your luck than most others do.
Prerequisite: Ability to rage or frenzy.
Benefit: You gain 1 temporary action point while raging. If you don’t use this action point during your rage, it disappears when your rage ends.

Spontaneous Casting [General]
You can swap a prepared spell on the fly.
Prerequisite: Caster Level 5th
Benefit: You can exchange a spell you have prepared for another spell on your spell list (or for wizards, out of your spell book) of the same level.
Special: Using this ability costs 2 action points.


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