Arcforge Feats
Table of Contents
- Acquired Immunity
- Additional Item Slot
- Angels’ Darling
- Attuned Arms
- Chain Collectives [psionic, teamwork]
- Collective Dominion [proxy, psionic]
- Collective Manabond [psionic]
- Contingent Injection
- Craft Stimulant [item creation]
- Disfiguring Transformation
- Dislocated Form [psionic]
- Eldritch Animation
- Elemental Conjurer
- Energized Spell [metamagic]
- Fortified Corpsecraft
- Greater Psychomachy [psionic]
- Hard-Wired Sprite (champion)
- Improved Spellthief
- Linked Squadron [psionic, squadron]
- Long-Term Agreement
- Mass Retention
- Master Necrocrafter
- Mechanical Counterintelligence [dual sphere]
- Mind-Rending Fear
- Petulant Binder
- Rapid Induction [psionic]
- Reality-Puncturing Attack [psionic]
- Revenant Militia
- Rush of Magic [champion, drawback]
- Sacrosanct Firewall [dual sphere]
- Sage’s Focus [champion, psionic]
- Spell Jacker [dual sphere]
- Sprite Coordination [champion]
- Sprite Targeting
- Spurn the Sun
- Still Breath [psionic]
- Supernatural Pilot Bond
- Untiring Worker
- Vacuous Payment
- Vacuous Power [metapsionic]
- Vast Dominion
- Void Focus [psionic]
Acquired Immunity
You have learned to tolerate certain threats to the point where they no longer bother you.
Benefit: Choose a number of poisons or diseases equal to your Constitution modifier. You become immune to those specific poisons or diseases.
Special: This feat can be selected multiple times, each time selecting an additional number of poisons or diseases.
Additional Item Slot
You can accommodate one more item of a certain type than usual.
Benefit: Choose one magic item slot or cybernetic slot. You may wear one additional item in that slot, gaining the benefits of all items worn.
Special: This feat can be selected multiple times. Each time, it applies to a different slot.
Angels’ Darling
Even though you lack magical prowess, stimulants can supplement your abilities
Benefit: Whenever you consume the Angel’s Whispers stimulant, you gain a caster level equal to half your character level (if you do not already possess a higher caster level), an MSB equal to your character level, an MSD equal to 11 + your character level, and a pool of spell points equal to twice the number of talents gained from the stimulant. You lose both of these benefits when the effects of Angel’s Whispers wears off. If you do not have a casting tradition, you use Charisma as your casting ability modifier.
Attuned Arms
You excel at utilizing weapons you yourself have created.
Prerequisite: Any item creation feat
Benefit: While using a weapon, shield, implement, or suit of armor that you have crafted using skills or item creation feats, its enhancement bonus is treated as one higher for all purposes.
Chain Collectives [psionic, teamwork]
You link your collective with that of your allies.
Prerequisite: collective class feature
Benefit: Whenever you and an ally both possess this feat and the collective class feature and both belong to each other’s collectives, you may treat any creatures in your ally’s collective as being in your own collective, even if this would cause the normal limit on members and range to be exceeded.
Collective Dominion [proxy, psionic]
Your collective extends your magical influence
Prerequisites: collective class feature, Spell ProxyUSoP
Benefit: The benefits of your Proxy feats and the Circle Casting feat apply to creatures within your collective regardless of range.
Collective Manabond [psionic]
Your mental links expand to your magic
Prerequisites: collective class feature, ManaTIH sphere
Benefits: Whenever you add a creature to your collective, you may create a manabond with them as if you had cast a Mana sphere ability. When you concentrate on a single manabond created in this way, you are treated as concentrating on all manabonds created through this feat. A manabond created through this feat ends immediately if the creature leaves your collective.
Contingent Injection
Your injections can take effect later, if you so desire.
Prerequisite: Heal or Medicine 11 Ranks
Benefit: When you inject a creature with a pharmaceutical, poison, or other injection, you can delay the effect of the injection by up to 1 day. You may set some condition which causes the injection to activate on command. A creature can only have one contingent injection at any given time.
Craft Stimulant [item creation]
You can concoct powerful stimulants
Prerequisites: caster or manifester level 5th
Benefit: You can create stimulants. Crafting a stimulant takes 1 day for each 1,000 gp in its base price. To craft a stimulant, you must use up raw materials costing half of its base price.
Disfiguring Transformation
Your alterations to a target’s form are off-putting to other creatures.
Benefit: Whenever you apply a graft, piece of cybertech, alterationUSoP sphere effect, psychometabolism effect, or transmutation effect to a creature, you may warp their appearance in some perverse manner that makes them unpleasant to gaze on. Affected creatures take a -4 penalty to all charisma checks and charisma-based skill checks save for intimidate.
Dislocated Form [psionic]
By mastering the body, you can alter your shape to withstand hazards.
Benefit: While maintaining psionic focus, you gain the compression universal monster ability, take only half damage from being crushed, and gain DR/- equal to your level against nonlethal damage.
Eldritch Animation
Your undead creatures are fortified against magic.
Prerequisites: ability to create undead creatures
Benefit: Any undead creatures created by you gain spell resistance equal to 5 + your caster level. Creatures which would possess a higher spell resistance normally are unaffected by this. In addition, undead creatures you create gain channel resistance +4 or increases its existing channel resistance by +2 (whichever provides a higher bonus) against all effects from a source other than you.
Elemental Conjurer
You animate the forces of your spells into summoned creatures.
Benefit: You may spontaneously convert any spell with an elemental descriptor (such as (fire) or (earth) into a summon monster spell of equal level. However, the only creatures that can be summoned are elementals whose type matches the descriptor (for example, a wizard could convert a fireball into a summon monster III spell used to summon 1d3 small fire elementals).
Energized Spell [metamagic]
Your spell is built of the powers of the negative or positive energy plane.
Prerequisite: Ability to channel positive or negative energy
Benefit: When you cast an energized spell, you may expend one use of your channel energy ability to have the spell deal positive energy damage (which heals living creatures and harms undead) or negative energy damage (which heals undead creatures and harms living ones), corresponding to a type of energy you are capable of channeling. An energized spell uses up a spell slot one level higher than the spell’s actual level.
Fortified Corpsecraft
No creature you create falls quickly.
Prerequisite: ability to create undead creatures
Benefit: any undead creature that you create gains a +2 bonus to natural armor, as well as DR 5/good. This improves to DR 10/good if they possess 11 or more hit dice. If an undead creature already possesses better DR, that DR becomes DR/good if you so choose.
Greater Psychomachy [psionic]
You violate the target’s mind in multiple ways.
Prerequisite: PsychomachyLotN
Benefit: Whenever you use the Psychomachy Metapsionic Feat, you may expend 4 additional power points to deal damage to a second mental ability score of your choice.
Hard-Wired Sprite (champion)
Your gadget possess of a spark of your magical affinity
Prerequisites: Tech Sphere, Technomancy Sphere, at least one (gadget) talent
Benefit: One gadget that your create (excluding permanent gadgets and augment grafts) contains a sprite with a permanent duration that cannot be transferred. This sprite replenishes itself after 1 minute if it is dispelled or destroyed. You may change which gadget is affected by this feat in a process that takes 1 hour.
Special: You may take this feat multiple times. Each time, you may select an additional gadget.
Improved Spellthief
You seize control of spell effects controlled by others
Prerequisites: SpellthiefUSoP
Benefit: You may use the Spellthief feat on all sphere effects, not just those that target a creature or an object. If gaining control of a sphere effect that animates, calls, creates, or summons a creature with an intelligence score, that creature is allowed a Will save equal to your Enhancement sphere DC every round to resist your control.
Linked Squadron [psionic, squadron]
The bonds you forge with your squadron stretch as far as your thoughts
Prerequisites: Collective, Squadron CommanderUSoP or Troop CommanderHiH.
Benefit: The maximum number of creatures in your squadron increases to the maximum number of creatures in your collective. You may add a creature to your squadron as part of the action to add it to your collective. You treat any creatures in your collective as being within close range for the purpose of targeting them with your feats and talents.
Long-Term Agreement
You can have your way with bound outsiders beyond the normal limitations.
Benefit: When negotiating with a called outsider, you may have it serve you for twice the normal duration that would normally be allowed or agreed upon. In addition, if that specific outsider ever crosses you again after its service has ended, you gain a +2 bonus on saving throws against its abilities.
Mass Retention
Even while small, you carry around great strength.
Benefit: While reduced in size below your normal size (such as by reduce person, the change shape ability, or some other ability), you may retain any size bonuses you have to CMB and CMD as if you were your original size.
Master Necrocrafter
Your bleak creations are stitched together with abnormal power.
Prerequisite: ability to create necrocraftB4
Benefit: Any necrocraft creature you create gains two additional construction points. In addition, any other undead that you create gain 1 construction point’s worth of abilities from the necrocraft’s list.
Mechanical Counterintelligence [dual sphere]
You can sense tecnological forces around you as well as magical ones
Prerequisite: Divination SphereUSoP (detect scrying), TechnomancyASoI Sphere
Benefit: For the purpose of your detect scrying talent, any cameras, recording devices, radar scans, artificial eyes, or other means of remotely observing an area by technological means are considered magical sensors. You may attempt a magic skill check against creatures trying to observe you as normal, using the observer’s hit dice as their effective MSB.
Mind-Rending Fear
As you sow terror in your foes, you crack their mental faculties.
Prerequisite: Intimidate 9 ranks
Benefit: Whenever you cause a creature to become shaken, frightened, or subjected to any other level of fear, you deal 1d4 points of Wisdom damage to that creature. If you are using the sanity system, you may instead deal twice as much sanity damage as you would Wisdom damage. A successful Will save (DC 10 + ½ your ranks in Intimidate + your Charisma modifier) negates this effect.
Petulant Binder
You continually press powerful outsiders for cooperation.
Benefit: When negotiating with creatures bound with (calling) spells or similar effects, you may may a charisma check every 2 hours rather than every 24 hours.
Rapid Induction [psionic]
You quickly add new recruits to your psionic army.
Prerequisite: collective class feature
Benefit: You may add a creature to your collective as a move action rather than a standard action. This includes creatures added through the Unwilling Participant feat.
Reality-Puncturing Attack [psionic]
Your attacks tear reality apart at the seams.
Prerequisites: Unavoidable StrikeUP or Deep ImpactUP
Benefit: Whenever you use Unavoidable Strike or Deep Impact, your attack bypasses all damage reduction and hardness of the target.
Revenant Militia
More adept than your everyday undead, your necrotic soldiers are trained to fight.
Prerequisite: ability to create undead creatures
Benefit: For every 4 racial HD all undead creatures you create possess, it gains a +1 bonus to attack rolls. In addition, every undead creature you create gains one combat feat as a bonus feat, chosen at the time of its creation. It must meet the prerequisites for the feat.
Rush of Magic [champion, drawback]
Your addictive powers provide you with a special high
Prerequisites: Addictive CastingUSoP drawback, Chasing the Dragon talent
Benefit: Whenever you spend a spell point, you gain the drunk status as if you had consumed a drug. You may ignore the penalties from addiction so long as you maintain this drunk status.
Sacrosanct Firewall [dual sphere]
Your magical protections shield your equipment from tampering
Prerequisites: Fate Sphere, Technomancy Sphere, hallow word
Benefit: Targets affected by your hallow word cannot have sprites enter them so long as the sprite originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a Will saving throw against the sprite. Success means the sprite cannot use any programs for the duration of this word, but resumes when this word expires.
Sage’s Focus [champion, psionic]
Your martial aptitude fuels your psionic techniques
Prerequisite: Ability to gain martial focusSoM
Benefit: Whenever an ability would require you to expend your psionic focus, you may choose to expend martial focus in place of psionic focus. So long as you maintain martial focus, you are considered to be maintaining psionic focus. Any ability that allows you to regain psionic focus can instead be used to regain martial focus (but not the other way around).
Special: This feat counts as having the ability to gain psionic focus.
Spell Jacker [dual sphere]
You weave together magic and technology when infiltrating your foes
Prerequisites: Mana sphere, Technomancy sphere
Benefits: Whenever you create or move a sprite into a creature, you may create a manabond with them as if you had affected them with an expunge or (manipulation). A sprite may create or concentrate on a manabond between you and a creature that contains it in place of executing a program.
Sprite Coordination [champion]
Your sprites give you magical connection to your machines
Prerequisites: Tech Sphere, Technomancy Sphere, at least one (gadget) talent
Benefit: You treat any of your gadgets that contain one of your sprites as if they are always within signal range.
Sprite Targeting
Your sprites allow you to hone in on any target
Prerequisites: Technomancy Sphere, MSB 10 or higher
Benefit: You may treat any host for your sprites as if was always in close range and that you always had line of sight and effect on it for the purpose of being able to target it with sphere effects.
Spurn the Sun
Sunlight no longer holds sway over your creations.
Prerequisites: Ability to create undead creatures
Benefit: Undead creatures you create lose their sunlight powerlessness and vulnerability to sunlight traits. However, creatures that possessed such traits are shaken in direct sunlight. In addition, undead creatures you create are treated as living creatures for the purpose of damage from spells such as sunburst and searing light that deal additional damage to undead.
Still Breath [psionic]
You have mastered your breathing to survive without intake.
Prerequisites: AutohypnosisUP 9 ranks
Benefit: While you maintain psionic focus, you do not need to breathe and are immune to all inhaled effects. Expenditure of your psionic focus leaves you vulnerable to these threats yet again.
Supernatural Pilot Bond
Your magic power flows through your vessel
Benefit: Any mech or vehicle your are piloting gains the share spells ability of a familiar as well as the share powers ability of a psicrystalUP.
Untiring Worker
Your ability to put in the extra hours places you above your less-productive compatriots.
Prerequisite: Craft (any) 5 ranks
Benefit: When crafting items, you can work for 16 hours a day rather than 8 hours a day, enabling you to complete the item in half the normal time.
Vacuous Payment
You can bypass typical inhibitions at a price.
Benefit: Your supernatural abilities (excluding spellcasting, spherecasting, initiating, veilweaving, or manifesting) work even in the area of an antimagic field, null psionics fieldUP or similar effects (such as spellward or a dead magic zone). However, each round that you keep this ability active in such an area, you take 2 points of ability burn to one of your ability scores. This ability burn cannot be negated.
Vacuous Power [metapsionic]
You have learned to tap the might that lurks within the absence of everything, invoking alterations to reality where your powers could not normally flow.
Prerequisite: Two other metapsionic feats
Benefit: When manifesting a power, you may expend your psionic focus and spend 8 additional power points to make the power a vacuous power. Vacuous powers can be manifested even in the area of a null psionics field and cannot be dispelled by dispel psionicsUP or similar effects. However, use of the aura alterationUP power, the break enchantment spell, or similar effects can dispel a vacuous power as if it were subjected to dispel psionics. You cannot exceed your manifester level with the number of power points spent on this power.
Vast Dominion
Your abilities enable you to hold more undead creatures in your thrall.
Prerequisites: Spell Focus (necromancy) or Sphere Focus (DeathUSoP), Undead MasterUM
Benefit: When using the Command Undead feat, you gain the ability to control an additional number of hit dice of creatures equal to your caster level. When using animate dead, you can can control a number of hit dice of creatures equal to 6 times your caster level rather than 4 times.
Void Focus [psionic]
By siphoning your abilities to the void, you obtain greater clarity.
Prerequisites: Psionic BodyUP, Deep Focus, ML 8th
Benefit: As a swift action, you may reduce your manifester level by any amount until the end of your next turn. For every 4 by which you reduce your manifester level, you gain one additional instance of psionic focus. If you do not expend this focus before the end of your next turn, it is lost. You cannot reduce your manifester level below half your normal amount (minimum 1)