Feats in the Sun

September 9th, 2014

Alex Riggs

Extraordinary Feats Archive

                It’s Summer Week this week, and just like our theme weeks in winter and spring, we’re providing seasonally topical content all week. Summer is all about energy, freedom, and not doing anything by half measures, so for this week’s Extraordinary Feats we’re dialing the fun up to 11. These feats may be summer-themed, but you’ll find uses for them all year round.


Athletic Prowess
Your constant physical exertions have left you conditioned for anything.
Prerequisites: Acrobatics, Climb, or Swim 5 ranks, Toughness.
Benefit: For every 2 ranks you have in Acrobatics, Climb, or Swim, you gain 1 hit point. Each skill is counted separately for this purpose (for example, a character with 3 ranks in Acrobatics, 4 ranks in Climb, and 5 ranks in Swim would gain 5 extra hit points: 1 from Acrobatics, 2 from Climb, and 2 from Swim). These bonus hit points stack with those granted by Toughness.


Burst of Energy
You go all-out in a single blast of athletic prowess, leaving you tired afterward.
Benefit: As a swift action, you can grant yourself a +5 bonus on Acrobatics, Climb, and Swim checks until the end of your turn, and increase your movement speed by 10 feet for the same duration. If you do, then at the end of your turn, you must make a Constitution check (DC 15) or be fatigued for 1 minute. You cannot use this ability while fatigued or exhausted.


You channel the power of the sun into your spells.
Prerequisite: Caster level 1st.
Benefit: Three times per day, when you cast a spell, if you are in an area of bright light, you can choose to either increase the saving throw DC of the spell by 1, or increase the caster level by 2. You cannot use this ability on spells with the darkness descriptor.


Party Animal
You make the most of a good time, and are extra sensitive to things that lift your mood.
Benefit: Whenever you are currently benefitting from a morale bonus, you also gain a +1 bonus on ability checks, skill checks, and saving throws.


Potent Drinks
You know the value of a refreshing beverage, and are able to make the most of what you drink.
Benefit: Whenever you drink a potion, or another liquid that has a caster level associated with it, you treat the potion’s caster level as though it were 5 higher than it actually is.


You are used to late nights of excitement and revelry, and don’t rely as heavily on sleep as others do.
Prerequisite: Constitution 10.
Benefit: You only need to rest for 4 hours in order to gain all the normal benefits of rest, including the ability to regain your daily spells. This does not allow you to regain spells more than once per day, if you did not already have that ability. You also gain a +4 bonus on saving throws made to resist sleep effects, as well as saving throws and ability checks made to resist fatigue and exhaustion.


Slow-Roast Spell [Metamagic]
You can take your time when casting a fire spell in order to increase its efficacy.
Benefit: The spell’s casting time is twice what it normally would be, but any fire damage inflicted by the spell is increased by half, as though affected by Empower Spell. Any other effects of the spell that are not expressed as fire damage are unaffected. When determining the spell’s new casting time, if the original spell had a casting time of 1 swift action, it increases to a move action, and if it was a move or standard action, it increases to a full-round action. Spontaneous casters who increase the casting times of spells when applying metamagic apply that change before doubling the casting time in this way. A slow-roast spell uses up a spell slot one level higher than the spell’s actual level.