MLP Feats
General Feats
- Acute Wits
- Benefit: The character gains +2 to its Wits Defense.
- Arcane Sage
- Prerequisite: Knowledge [arcana] as a trained skill.
- Benefit: Some Ponys do not cast spells, but learn the arcane theory underpinning spells. This feat allows the character to learn spells and and to qualify for item creation abilities which normally require caster levels. This feat may be selected multiple times. each time it is selected it grants the character access to a spell grade of Low Magic for which he or she meets the prerequisites. The caster level of the character is equal to half the characters level. To learn a specific spell the character must have an Intelligence score equal to 10 + spell grade. The character starts with a number of recipes from his spell list equal to his Intelligence modifier (minimum 1). At each new level in the class, the character may learn an additional spell of his or her choice from any available spell lists up to Grade 3. To learn a new spell the character must succeed at a Knowledge [arcana] check DC 20 + spell grade, which can be attempted once per day.
- Armor Proficiency (light) (Ex) [Combat]:
You are proficient with light armor (see Table 8-7: Armor) and can wear it without impediment.
- Benefit: When you wear light armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).
- Normal: A character who wears heavy armor with which she is not proficient takes a -2 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor's special equipment bonuses.
- Best Friends Forever (Ex) [General]:
You got another pony with whom everything just goes a little better than without.
- Benefit: The pony gains a +1 morale bonus on all skill checks made while within 15 feet of a specific ally, chosen when this feat is taken.
- Special: You can buy this feat multiple times an its effect stacks per additional ally, up to a maximum +3 morale bonus. Should the best friend be lost or perish, the pony will suffer a persistent mental condition loss for one month.
- Blank Flank () [General]
- Prerequisite: Cutie Mark racial feature, no Cutie Mark
- Benefit: The character has not yet earned his or her Cutie Mark. Instead Whenever the character starts a story he or she may choose two talents or feats, for which he or she meets the prerequisites. A character without a Cutie Mark is subject to a -2 penalty to Will Defense and all social rolls towards characters with a Cutie Mark. Between Stories, or at the culmination of a story, you may remove this feat from your character and gain a Cutie Mark instead.
- Bonus Language () [General]:
Trough study you are fluent in a language, that is not the language of the culture you were raised in. This language may be one of an existing or bygone culture.
- Benefit: You gain an additional language from your bonus language list.
- Normal: A character is usually fluent in only one language, which must be of a current culture.
- Cohort (Ex) [General]:
You are the sort of person that others want to follow, and you have recruited a cohort.
- Prerequisite: Minimum 6th-level character.
- Benefit: You have a loyal companion who assists you. The cohort is a heroic character of a level equal to your character level minus 5. The cohort is considered part of your party, and gets an equal share of the experience points gained through adventuring. The cohort advances normally as he or she goes up levels. If anything happens to your cohort, you can recruit a new one. This takes 4d4 weeks. If your previous cohort left because of injury or death, your next cohort begins 1 level lower than normal. For example: If your first cohort perished during an adventure, your second cohort will be a heroic character of a level equal to your character level minus 6. If that cohort becomes too injured to continue aiding you, your third cohort would begin at a level equal to your character level minus 7.
- Special: Discuss your intentions with the GM before selecting this feat. The GM may prefer to generate your cohort or may want to approve a cohort you generate before he allows the character into the campaign. He may place some restrictions on the cohort’s development (banning the cohort from taking certain advanced or prestige classes, for example). Should the cohort be lost or perish, the pony will suffer a persistent mental condition loss for one month.
- Elder's Knowledge () []:
You have gained the wisdom of elders, whether through your own experiences or by learning from their instruction.
- Prerequisite: Skill Focus (Knowledge [Pony lore]).
- Benefit: Once per encounter, you can substitute a Knowledge (Pony lore) check for a Wisdom or Wisdom related check.
- Endurance
- Benefit: The character gains a +4 bonus on the following checks and defenses or saves: Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude defense to avoid damage from hot or cold environments, and Fortitude defense to resist suffocation or drowning. Also, the character may sleep in medium or light armor or harness without becoming fatigued.
- Normal: A character without this feat who sleeps in armor or harness is automatically fatigued the following day.
- Excellent Pupil () []:
- Benefit: The character gains 1 extra skill point, add one skill of your choice as a class-skill.
- Extra Training () [General]:
- Prerequisite: Advanced Acrobatic/Flight/Swim Training Talent
- Benefit: When this Feat is learned you gain 2+ relevant attribute bonus extra maneuvers you have to distributed between the unlocked maneuver grades.
- Special: You can take this feat more than once. Its effects stack. Each time you take this feat, increase your bonus maneuvers. If the relevant bonus attribute is changed later bonus maneuvers are calculated with the new bonus.
- Extra Second Wind () []:
You tend to come back from the edge of oblivion more often.
- Prerequisite: Trained in the Endurance skill.
- Benefit: You can catch your second wind one additional time per day, but you can still only catch a second wind once per encounter (see Second Wind).
- Normal: A hero can catch his or her second wind once per day.
- Special: A non heroic character that takes this feat for the first time can catch a second wind once per day. You can take this feat multiple times; each time you take this feat, you can catch a second wind one additional time per day.
- Great Fortitude
- Benefit: The character gains +2 to its Fortitude Defense.
- Growth Spurt () [General]:
You have had a sudden burst of growth, increasing your size.
- Prerequisites: GM approval.
- Benefit: Your size category increases by one, with all the attendant bonuses and penalties that brings with it. Any natural weapons you have will be larger now as well, and so will deal greater damage, following the usual progression.
- Special: GM approval is required for this feat. You may only take this feat as a 1st-level character. This feat is always a bonus feat—it does not take up an available feat slot.
- Harness Proficiency () []:
You are proficient with harnesses needed to pull vehicles (see Vehicles) and can wear it without impediment.
- Benefit: When you wear a harness, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the harnesses' special equipment bonuses (if any).
- Normal: A character who wears a harness with which she is not proficient takes a -4 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the harnesses' special equipment bonuses.
- Higher Knowlege () [General]:
You are well educated in the Art of Magic.
- Prerequisite: First Hoof Knowlege Talent
- Benefit: When this Feat is learned you gain 2+ Intelligence additional spells you have to distributed between the unlocked spell grades.
- Special: You can take this feat more than once. Its effects stack. Each time you take this feat, increase your Bonus spell slots. If Intelligence Bonus is change later Bonus spells are calculated with the new bonus.
- Improved Damage Threshold () []:
You are harder to take down by physical means.
- Benefit: You increase your damage threshold by 5 (see Damage Threshold).
- Normal: A creature without this feat has a damage threshold equal to its Fortitude Defense plus its size modifier (+5 for Large, + 10 for Huge, +20 for Gargantuan, or +50 for Colossal).
- Special: You can take this feat more than once. Its effects stack. Each time you take this feat, increase your damage threshold by 5.
- Iron Will
- Benefit: The character gains +2 to its Will Defense.
- Irrefutable Logic () []:
- Prerequisites: Intelligence 13, trained in the Persuasion skill
- Benefit: You may use your Intelligence bonus in place of your Charisma bonus on the check modifier for Persuasion checks.
- Lightning Reflexes
- Benefit: The character gains +2 to its Reflex Defense.
- Lucky () []:
Things just happen to fall your way.
- Benefit: When spending a Harmony point to improve a d20 roll, instead of adding +1d6 to the roll, you may instead choose to reroll the d20. The second result must be used, regardless of whether it is better or worse than the original result.
- Special: You may use this feat a number of times per day equal to your character level divided by 4 (minimum 1).
- Make Do () []:
- Benefit: In primitive or impoverished surroundings, you may use your Survival check instead of a Craft check to fashion tools, gear, or other equipment, to make repairs, or to build shelter, and the costs are a quarter of normal. However, the item is primitive (giving a -2 circumstance penalty to any checks or other rolls, including attacks), prone to failure, and will only last for a few days at longest. The item cannot be made as masterwork, or enchanted.
- Multilingual () [General]:
You were raised in a culture or household where more than one language was spoken. As a result you have fluency in all those languages.
- Prerequisite: Stablemaster approval.
- Benefit: You gain an additional language. Exactly which languages you get is up to the Stablemaster and is based on the country, culture, or neighborhood in which you were raised. This language may only be one of an existing culture.
- Normal: A character is usually fluent in only one language, which must be of a current culture.
- Special: Stablemaster approval is required for this feat. You may only take this feat as a 1st-level character. This feat is always a bonus feat—it does not take up an available feat slot.
- Physical Intimidation () []:
- Prerequisite: Strength 13
- Benefit: When using the Persuasion skill to intimidate, you may use your Strength bonus instead of your Charisma bonus for the check modifier.
- Pony Companion (Ex) [General]:
Your Pony has an animal that loyally follows it where-, and whenever it can.
- Prerequisites: Animal Handling trained skill
- Benefit: The pony gains an affinity to animals, granting the pony an animal companion. This animal is a loyal companion that accompanies the popny on her adventures as appropriate for its kind. The animal companion selected from the following list: Bat, Beaver, Cat, Dog, Duck, Ferret, Flamingo, Frog, Hedgehog, Mouse, Rabbit, owl, Raccoon, Skunk, Songbird, Squid, Squirrel, Turtle. Additionally, the animal gains the "cute" template, which generally makes the animal much more adorable and amenable to petting.
- Special: Should the animal be lost or perish, the pony will suffer a persistent mental condition loss for one month.
- Quick Draw () []:
You can draw and holster objects, or weapons from prepared places with startling quickness.
- Prerequisite: Base attack bonus +1 or higher.
- Benefit: You can draw or holster an object, or weapon from an accessible place on your body as a swift action instead of as a move action.
- Self Improvement (Ex) [General]:
Through dedicated training or study, you have improved your physical or mental abilities.
- Benefit: Raise one ability score permanently by +1.
- Special: You can take this feat multiple times. Its effects stack.
- Shake it off () []:
You have learned to shake off debilitating conditions.
- Prerequisites: Constitution 13, trained in the Endurance skill.
- Benefit: You can spend two swift actions instead of three swift actions to move + 1 step along the condition track (see Conditions).
- Normal: It takes three swift actions to move +1 step along the condition track.
- Signature Skills (Ex) [General]:
You consider certain skills so important that you continue to develop their use even when they have nothing to do with your current vocation.
- Benefit: Select two skills that can be used untrained or one skill that has the trained only restriction. You can now consider the skill or skills permanently to be class skills. The skills you select must be class skills at the time you take this feat.
- Special: You can take this feat multiple times; each time it applies to a different skill or skills.
- Skill Focus () [General]:
One of your skills is particularly well honed.
- Benefit: You gain a +5 competence bonus on skill checks made with one trained skill of your choice.
- Special: This feat may be selected multiple times. Its effects do not stack. Each time you take this feat, it applies to a different trained skill.
- Skill Training () [General]:
You are considered trained in a new skill.
- Benefit: Choose one untrained skill from your list of class skills. You become trained in that skill.
- Special: Th is feat may be selected multiple times. Each time you take this feat, it applies to a different class skill.
- Society Expert () [General]:
- Prerequisite: Newbie Etiquette Talent
- Benefit: When this Feat is learned you gain 2+ Intelligence bonus extra maneuvers you have to distributed between the unlocked maneuver grades.
- Special: You can take this feat more than once. Its effects stack. Each time you take this feat, increase your bonus maneuvers. If the relevant bonus attribute is changed later bonus maneuvers are calculated with the new bonus.
- Special Somepony () [General]:
You have found somepony really, really special in your life, which without whom the world would look much more disharmonic.
- Benefit: The pony gains a +1 morale bonus on all skill checks made while within 15 feet of a specific character, chosen when this feat is taken. In addition, if this character also has the Special Somepony feat with your character as the chosen target, you also gain a +2 morale bonus to rolls of the highest ranked skill of that character. If two or more skill are of the same rank, the player of the character, or the Stablemaster in case of a NPC, chooses which one of them applies for the bonus your character receives. If the special somepony of your character is in danger, he or she counts as two characters for the purpose of Vindicator talents or similar effects.
- Special: A special somepony can also be a character's best friend and/or cohort. Should the special somepony be lost or perish, the pony will suffer a persistent mental condition loss for one month.
- Miscelaneous Talent (Ex) [General]:
- Benefit: You may treat a single Miscelaneous Talent Tree the character meets the prerequisites for, chosen when this feats gained, as a Class Talent Tree.
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new Miscelaneous Talent Tree.
- Sport Focus (Ex) [General]:
Choose a single specific type of sport (i.e. Golf, Soccer, Tennis, etc.). You are especially good at your chosen sport.
- Prerequisite: Proficient with selected type of sport.
- Benefit: You gain a +1 bonus on all acrobatics rolls you make using the selected type of sport.
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of sport.
- Sports Proficiency (Ex) [General]:
Choose a single specific type of sport (i.e. Golf, Soccer, Tennis, etc.). The character is trained with the paraphernalia his or her chosen type of sport relies upon. This includes lightly armored protection gear.
- Prerequisite: Acrobatics as a trained skill.
- Benefit: You make Acrobatics rolls with the appropriate equipment normally.
- Normal: A character who uses sports equipment, with the exception of balls, with which he or she is not proficient takes a –5 penalty on Acrobatics rolls.
- Special: You can gain Sport Proficiency multiple times. Each time you take the feat, it applies to a new set of sports equipment.
- Vehicle Proficiency () [General]:
You are proficient with a specific type of vehicle. Benefit: Choose a vehicle type (aircraft, carts, cycles, water vehicles, military vehicles, or other vehicles).
- Normal: When you are in control of a vehicle you are not proficient with, you get a -5 untrained penalty on skill checks, ability checks, and defenses throws involving the vehicle.
- Weapon Finesse (Ex) [Combat]:
You are especially skilled at using weapons one that can benefit as much from Dexterity as from Strength.
- Prerequisite: Melee as a trained skill.
- Benefit: When using a light melee weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Class Feats
Artisan Feats
- Gearhead () []:
You have a natural aptitude for machines and mechanics.
- Benefit: Once per encounter you can make Crafts or Mechanics checks more quickly than normal. A check requiring a full-round action can be attempted as a standard action, a check requiring a standard action can be attempted as a move action, a check requiring a move action can be attempted as a swift action, a check requiring multiple swift actions can be reduced to one sift action. Checks requiring more than a full-round action ca be attempted in half the time required at a -10 penalty.
- Improved Manipulation () []:
- Prerequisites: Dexterity 15+.
- Benefit: The penalty for using your mouth or hooves to perform skills is reduced by 2. Special: This feat can be taken multiple times, and its effects stack. This can never give a character a bonus to using their hooves; it can only remove a penalty.
Athlete Feats
- Acrobatic Dodge () []:
When you react to an attack, your acrobatics training improves your mobility.
- Prerequisites: Dexterity 13, Dodge, Mobility, Skill Focus (Acrobatics), trained in the Acrobatics skill.
- Benefit: Once per encounter, as a reaction, if a melee attack misses you, you can immediately move into an adjacent square without provoking an attack of opportunity.
- Special: You must be aware of the attacker to benefit from this feat. You can use this feat a second time during the encounter by spending a Harmony Point.
- Agile Acrobatics:
- Prerequisite: Dexterity 13, Trained in the Acrobatics skill.
- Benefit: You may use your Dexterity bonus in place of your Strength bonus on the check modifier for Climb and Jump checks.
- Burst of Speed () []:
You are capable of incredible bursts of speed.
- Prerequisites: trained in Endurance.
- Benefit: As a move action, you can move up to twice your speed, at the end of your movement, you move -1 step along the condition track.
- Cross-Training () []:
You are fanatically dedicated to improving some aspects of yourself, while being willing to let other aspects atrophy.
- Benefit: Raise two different physical ability scores permanently by +1 each and lower any one ability score permanently by –2.
- Feat of Strength () []:
You draw on inner reserves of physical power to perform great feats of strength, such as lifting heavy objects, leaping great distances, or hauling yourself upward a hill while weighted down by a heavy load.
- Prerequisites: Strength 15.
- Benefit: Once per encounter as a full-round action, you may take 20 on a single Strength check, or Strength-based skill check (you must be trained in that skill), even if you are distracted, or threatened.
- Normal: You may not take take 20 while distracted, or threatened, or in a single round.
- Special: After using this feat for the first time in a given encounter, make a DC 15 Endurance check (as a free action). If the check succeeds, you can use this feat once more during the same encounter.
- Great Leap () []:
- Prerequisites: Strength 13+, Dexterity 13+.
- Benefit: The pony has a +4 Bonus to all Jump checks, and the ability to Take 10 whenever jumping mundane obstacles.
- Increased Stamina () []:
- Benefit: When the character takes this Feat, it can run twice as long per day without suffering any negative effects. This Feat can be taken twice. Its effects are cumulative.
Commoner Feats
- Expert Advice () []:
You are widely published, and widely known, in an activity or area of knowledge. Choose a single skill for this feat to affect; you may not choose Initiative, Profession, Read/Write Language, or Speak Language.
- Prerequisites: Trained in the skill selected.
- Benefit: When making checks with the selected skill, you may use your Reputation bonus instead of the usual ability modifier.
- Special: You can gain this feat multiple times. Each time you take it, you select a different skill.
- Heavy Burden () []:
- Prerequisites: Strength 15+.
- Benefit: This Pony is used to the burdens of life and has been trained to bear them with as little trouble as possible. A steed with this Feat understands how to economize its movements and use its stamina most effectively, even on long trips or when overburdened. The character can carry half again its normal burden without penalty.
- Heavy Load () []:
You are used to hurling heavy cargo.
- Prerequisites: Strength 15+.
- Benefit: The character’s carrying capacity is calculated as if his Strength score were four points higher than it actually is.
- Star Employee () []:
You are a dedicated worker, and people recognize and reward your extra effort.
- Prerequisites: Reputation bonus +1.
- Benefit: You gain +1 to your Reputation bonus, +1 to your current Wealth bonus, and can make one skill from your starting occupation’s skill list a permanent class skill.
Diplomat Feats
- Cut the Red Tape () []:
You know how to work the bureaucratic system to get information you need.
- Prerequisite: Trained in the Knowledge (bureaucracy) skill.
- Benefit: You can use your Knowledge (bureaucracy) modifier instead of your Gather Information modifier when making Gather Information checks. If you are entitled to a Gather Information check reroll, you can reroll your Knowledge (bureaucracy) check instead (subject to the same circumstances and limitations). You are considered trained in the Gather Information skill for the purposes of this check.
Entertainer Feats
- Stage Presence (Ex) [Class]:
You shine when the spotlight is on you.
- Prerequisites: Charisma 13.
- Benefit: Pick one Perform skill—Perform (stand-up), for example. You may add your Reputation bonus whenever you make a check with that skill.
Special: You can take this feat multiple times. Each time it applies to a different category of the Perform skill.
- Smooth Pony (Ex) [Class]:
- Benefit: Twice per day you can add your dexterity modifier to any charisma based skill check you attempt.
- Sweet Pony Talker (Ex) [Class]:
You have a special talent to sell anypony a bundle of hay.
- Benefit: +1/2 character levels luck bonus to diplomacy checks made against other ponies.
Guard Feats
- Advanced Weapon Proficiency (Ex) [Combat]:
You are proficient with advanced weaponry.
- Benefit: Choose one of the following weapon groups: advanced melee, or ranged weapons. You are proficient with all weapons of the selected group. For more information on weapon groups, see Equipment - Weapons.
- Normal: If you wield a weapon with which you are not proficient. you take a -5 penalty to your attack rolls.
- Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group. You cannot take exotic weapons as a weapon group; instead, you must select the Exotic Weapon Proficiency feat to gain proficiency with a specific exotic weapon.
- Armor Proficiency (heavy) (Ex) [Combat]:
You are proficient with heavy armor (see Table 8-7: Armor) and can wear it without impediment.
- Prerequisites: Armor Proficiency (light). Armor Proficiency (medium).
- Benefit: When you wear heavy armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).
- Normal: A character who wears heavy armor with which she is not proficient takes a -10 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor's special equipment bonuses.
- Armor Proficiency (mediun) (Ex) [Combat]:
You are proficient with medium armor (see Table 8-7: Armor) and can wear it without impediment.
- Prerequisite: Armor Proficiency (light).
- Benefit: When you wear medium armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor's special equipment bonuses (if any).
- Normal: A character who wears medium armor with which she is not proficient takes a -5 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor's special equipment bonuses.
- Code of Honor (Ex) [Class]:
You have a sterling reputation among the members of a particular organization or group.
- Prerequisites: At least one allegiance.
- Benefit: Select one allegiance your character already has formed. You gain a +4 circumstance bonus on all social checks when dealing with characters who have the same allegiance. You gain a –4 circumstance penalty on these same checks when dealing with characters who have the opposed allegiance.
- Special: You may take this feat multiple times; each time it applies to a different allegiance.
- Exotic Weapon Proficiency (Ex) [Combat]:
Choose an exotic weapon (see Exotic Weapons). You understand how to use that type of exotic weapon in combat.
- Prerequisite: Base attack bonus + 1.
- Benefit: You make attack rolls with the weapon normally.
- Normal: A character who uses a weapon without being proficient with it takes a -5 penalty on attack rolls.
- Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon.
- Weapon Focus (Ex) [Combat]:
Choose a single exotic weapon or weapon group. You are especially good at using these weapons. You can choose any natural attacks or grapple for your weapon for purposes of this feat.
- Prerequisite: Proficient with selected exotic weapon or weapon group.
- Benefit: You gain a +1 bonus on all attack rolls you make using the selected exotic weapon or weapon group.
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new exotic weapon or weapon group.
Ranger Feats
- Sticks and Stones () []:
- Benefit: With this Feat, the Pony no longer needs to make Dexterity checks to perform simple maneuvers on difficult terrain. It can simply Take 10 on all low jumps, flat-out runs, or other common maneuvers while on even marshy or rocky terrain.
- Track () []
- Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table under Survival (see Skills). If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
- Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
- Woodland Stride () []:
- Prerequisite: Any two Scout Talents.
- Benefit: The character with this talent may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Scholar Feats
- Linguist () [Class]:
You are a master linguist.
- Prerequisite: Multilingual.
- Benefit: Whenever you encounter a new language, either spoken or written, you can make an Intelligence check (for spoken) or Decipher Script check (for written) to determine if you can understand it. The DC for the check depends on the situation: DC 5 if the language is in the same group as a language you have as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other language you know; and DC 25 if the language is ancient or unique (Antelopian Hieroglyphs, or the Buffaloes Voice of Thunder). With this feat, you can glean enough meaning from a conversation or document to ascertain the basic message, but this feat in no way simulates actually being able to converse or fluently read and write a given language.
- Recall () []:
You know a lot of details in your area of knowledge, but don't always remember them immediately.
- Prerequisites: Trained in at least one Knowledge skill.
- Benefit: Once per day, you can reroll any check for a Knowledge skill that you are trained in, using the better result.
- Studied Spellcaster () []:
- Prerequisites: Intelligence 13, trained in the Knowledge (arcana) skill.
- Benefit: Your Intelligence bonus applies to Magical Training instead of your Wisdom bonus.
Scoundrel Feats
- Master of Disguise () []:
You are adept at creating convincing disguises in remarkably short periods of time.
- Prerequisites: Trained in the Deception skill, Charisma 13.
- Benefit: You gain a +5 insight bonus to your Deception check when creating a deceptive appearance or a forged document. In addition, you can rush the process by taking a penalty of -2 to the Deception check.
- Normal: When you rush the creation of a deceptive appearance or forged document, you take a -10 penalty to your Deception check.
Element Feats
Generosity Feats
Honesty Feats
- Unwavering Resolve () []:
You are not easily swayed by the words of others, and can see through deceptions thanks to your keen mind.
- Prerequisites: Trained in Perception.
- Benefit: You gain a +5 insight bonus to will defense agains Deception and Persuasion checks.
Kindness Feats
- Routined Skill () []:
Your cautious nature provides a bonus to accomplishing extremely dangerous tasks. You are steady and confident with the things you really do well.
- Benefit: Once per encounter you can take 10 when rushed on a single skill check for a skill you are trained in, unless the skill description explicitly forbids it. Alternatively you can take 20 when using a skill you are trained in at half the normal time required:
- Normal: Taking 20 normally requires 20 times the amount of time needed by a regular skill check.
- Soothing Kindness () []:
- Prerequisites:
- Benefit: The character is able to restore Fatigue to other characters for the expenditure of 1 Harmony point. The character must be able to touch his or her target. The character restores 1d6 Fatigue per two character levels.
Laughter Feats
- Adaptable Talent () []:
You're a multitalented being, capable of pulling all kinds of tricks out of your sleeve.
- Benefit: Choose one talent that you meet the prerequisites for, from a class you possess. Once per day, after at least 6 hours of rest, you can choose to swap out one of your current talents for the talent you chose for this feat. The talent you swap out cannot be the prerequisite for any other talent you have. You can swap back to your original talent after at least 6 hours of rest.
- Bad Feeling () []:
You have developed an innate ability to sense when things are going badly, and thus can prepare yourself for the worst.
- Benefit: You can always take a move action during a surprise round, even if you are surprised. If you are not surprised, you can take this move action in addition to any other actions you are normally allowed to take in the surprise round.
- Catastrophic Avoidance (Ex) [General]:
Your luck is such that catastrophe occurs less frequently for you when you are engaged in stressful situations.
- Benefit: Once per skill challenge that has a chance of catastrophic failure, this failure occurs only if you fail a skill check by 15 or more. In addition, when a catastrophic failure occurs, you accrue one failure in the skill challenge, not two.
- Heightened Prescient Sense () []:
You have learned to interpret the signs correctly.
- Prerequisites:: Prescient Sense (Talent)
- Benefit: The number of your Known Triggers of the Prescient Sense Talent increases by 3.
Loyalty Feats
- Stay Up () []:
You can go on in spite of damage dealt to you
- Prerequisites: Trained in Endurance
- Benefit: Once per encounter, when you would normally take damage from an attack, you can instead choose to get half damage and move -1 step along the condition track.
- Wary Defender () []:
Even in the heat of battle you can bolster yourself against nearly anything that comes your way.
- Benefit: When you use the fight defensively option, you gain a +2 competence bonus to your Fortitude Defense and Will Defense until the beginning of your next turn.
Magic Feats
- Aquatic Spellcasting [Element]
- Prerequisite:
- Benefit: Water does not impede your spells. Creatures partially or completely submerged do not gain cover or total cover when you cast a spell from outside the water. The surface does not block line of effect for any spell, including spells with the fi re descriptor. You need not make a Spellcraft check to cast a fire spell underwater.
- Normal: Partially or completely submerged creatures gain improved or total cover against attacks from land. The water surface blocks line of effect for fire spells. Fire spells do not function underwater unless the caster succeeds on a Spellcraft check (DC 20 + spell level).
- Aquatic Breath [Element]
Your reservoir of magic allows you to breathe normally even underwater.
- Prerequisite: Ability to cast 3rd-level spells,
- Benefit: As long as you have a water spell of 3rd level or higher available to cast, you can breathe normally in both air and water. This supernatural quality requires no activation. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting water spells.
- Spells At Hand (Su) [Element/Racial]:
You have a certain number of spells ready to cast at a moment’s notice.
- Prerequisite: First Hoof Knowledge talent.
- Benefit: Select a number of spells you know equal to 1 + your Wisdom modifier (minimum one) that are able to be kept in the chracter’s mind at the same time, also called a “spell-suite.” Each day, you pick a number of spells with a total spell level equal to that number from your spellbooks and you may replace any spells chosen before with those. You may select the same spell multiple times. From now on, you are considered to have those spells in your “spell-suite,” meaning they can be cast once per encounter by expending a Harmony point, as either move or full-round actions, rather than taking the minutes or hours spells typically do. A spell in your spell-suite does not require you to have the book or scroll you learned it from, but you must have all the required components or other conditions required to cast it, including being able to make the appropriate gestures or incantations. Once the spell is cast, you have used it up for the duration of the encounter, unless you select the same spell multiple times.
- Special: You may take this feat multiple times. Each time you do, it adds 1 + your Wisdom modifier spells (minimum 1) to your spells at hand.
- Improved Magic Defense (Su) [Element/Racial]:
Your ability to avoid the effects of some spells increases.
- Prerequisites: Magic Defense.
- Benefit: You have spell defense equal to 15 + the highest Grade known to the character, in addition to your normal defenses. It never interferes with your own spells or incantations, and you can voluntarily lower your spell defense at any time. This replaces the spell defense granted by Magic Defense, it does not augment it.
- Higher Knowledge (Ex) [Element/Racial]:
- Prerequisites: Apprentice Spell Knowledge talent.
- Benefit: You learn a number of additional spells from the spell list of any known Grade equal to 1 + your Wisdom modifier (minimum 1). These spells are not considered in your “spell-suite,” you just have them in a book, on a scroll, or otherwise in your possession.
- Magic Defense (Su) [Element/Racial]:
Some spells cast against you simply fail to work.
- Prerequisite: The ability to cast spells.
- Benefit: You gain spell defense equal to 10 + the highest Grade known to the character, in addition to your normal defenses. It never interferes with your own spells or incantations, and you can voluntarily lower your spell resistance at any time.
- Magical Savant (Ex) [Element/Racial]:
- Prerequisite: Spell Mastery.
- Benefit: Whenever you roll a natural 20 on a Spellcraft check to activate a spell you have mastered, as a swift action, you may return a use of any spell to your spell suite without spending a Harmony point.
- Signature Spell (Ex) [Element/Racial]:
You are so familiar with a mastered spell that you can spontaneously cast it off, converting other prepared spells into that spell.
- Prerequisite: Spell Mastery.
- Benefit: Each time you take this feat, choose a spell that you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell’s level or higher into this signature spell.
- Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new spell that meets the prerequisites.
- Spell Mastery (Ex) [Element/Racial]:
- Prerequisite: Apprentice Spell Knowledge talent.
- Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook or scroll.
- Normal: Without this feat, you must use a spellbook or scroll to prepare all your spells.
Racial Feats
Earth Pony Feats
- Able Acrobat (Ex) [Racial]
- Prerequisite: Advanced Acrobatic Training:
- Benefit: Once per encounter the character can execute a single acrobatic maneuver from his training-suite without paying Fatigue.
- Bucking Bronco (Ex) [Racial]:
- Prerequisites: Str 13+
- Benefit: The pony counts as one size category larger for the purpose of resisting/breaking grapple.
- Crystal Pony (Su) [Racial]:
- Prerequisites: The Character must be born in the Chrystal Kingdom (Only available at character creation)
- Benefit: You can spend a Harmony Point as a reaction to aid another ally within 6 squares, using normal aid another rules. Whenever you aid an ally, that ally gets an additional +1 bonus from your aid another action. You get a -1 racial penalty to your Will Defense.
- Plant Empathy (Ex) [Racial]:
- Benefit: Some Earth Ponys can really get into harmony with plants. The character can improve the attitude of a plant-creature. This ability functions just like a Social check made to improve the attitude of a person. To use plant empathy, the character and the plant creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a plant in this way takes 1 minute but, as with influencing people, it might take more or less time.
- Powerful Bucking (Ex) [Racial]:
- Prerequisites: Bucking Bronco
- Benefit: The Earth Pony's attack gains double strength bonus to attacks. Normally two-hooved attacks are resolved as [W]+1.5xSTR and 1 hoof attacks are resolved as [W]+STR. This quirk increases that to [W]+3xSTR and [W]+2xSTR for two and one-hooved attacks respectively.
Pegasus Pony Feats
- Able Flier (Ex) [Racial]
- Prerequisite: Advanced Flight Training:
- Benefit: Once per encounter the character can execute a single flight maneuver from his training-suite without paying Fatigue.
- Advanced Aerial Combat You have become so effective in combat that you have learned to control a greater area in the battlefield.
- Prerequisite: Aerial Combat
- Benefit: Your effective attack area is double that of normal.
- Aerial Combat (Ex) [Racial]
You are trained to fight while in flight.
- Prerequisite: Str 15, Dex 15
- Benefit: When attacking in flight you gain +2 to attack rolls.
- Incredible Flier (Ex) [Racial]:
- Benefit: You improve your maneuverability class by one step when using any ability to fly. For example, a creature rated as a good flier becomes a perfect one. A perfect flier ignores the first increment of reduction in maneuverability due to adverse effects. You increase your base flying speed by 2 squares.
- Weak Flier (Ex) [Racial]:
- Prerequisites: (Only available at character creation)
- Benefit: Your maneuverability class is reduced by one step. For example an average flier becomes a poor one. You decrease your base flying speed by 2 squares. You may select any one Earth pony feat instead for which you meet the requirements. You are no longer eligible for the following feats: Able Flier, Aerial Combat, Incredible Flier.
- Weather Shaper (Su) [Racial]:
- Prerequisites: Cloud Bender and Weather Master talents.
- Benefit: So long as the Pegasus is within 50 feet of a cloud, they can use any other Profession [weather working] actions or Weather Working talents on it.
- Normal: Profession [weather working] actions or Weather Working talents can only be used if the character touches its target.
- Wing Buffet (Ex) [Racial]:
- Benefit: You may make an attack with your wings at your highest base attack bonus with a -2 penalty. This attack deals no damage, but allows you to initiate a trip or disarm attempt. Your wings are treated as a two-handed weapon for these purposes. The attack may be made as a part of a full attack action or by itself as a standard action.
- Wingwielder (Ex) [Racial]:
You have learned to use your wings as defensive weapons in combat. They are almost like another pair of arms.
- Benefit: You can attach a specially-designed shield to each of your wings. You cannot fly while using a shield in this manner. Furthermore, sunder attacks risk damaging your wings. Any sunder attack that causes more damage than necessary to destroy either of your wing shields inflicts the excess damage on you and also injures your wings. Your flight speed drops by 20 ft. and your maneuverability class is reduced by one. Every 20 ft. of lost flight speed takes 8 days to heal naturally. Each day spent with no flying or use of your wings whatsoever counts as 2 days, as does each day in which you are tended by someone who makes a Heal check (DC 20). Minimum healing time is 4 days.
Unicorn Pony Feats
- Befriend Magical Item (Su) [Racial]:
- Benefit: A unicorn may spend 6 hours studying a magical item, during which time they must make a use magic device check. If they succeed in using the device during this time, the item is becomes their friend. Later uses of the item require no further Use Magic checks. Should the item be lost or stolen, however, the unicorn will suffer a -2 saddness penalty to all skill checks for 24 hours.
- Effortless Telekinesis (Ex) [Racial]:
- Prerequisites: Concentration as a trained skill.
- Benefit: The unicorn may now uphold their telekinesis ability without concentration. The duration can be indefinite, although most unicorns don't see a pressing need to levitate objects near them at all times.
- Friendship is Magic (Ex) [Racial]:
- Benefit: Allies may assist a unicorn (via the assist other action) in casting a spell, regardless of whether or not the ponies assisting know how to use magic - the unicorn simply benefits from their cheerleading. The assisted spell is cast with a +1 harmonic bonus to the caster's Use Magic roll level per assisting ally, maximum bonus of character level/3, miniumum 1, rounded down.
- Pragmatic Magic (Ex) [Racial]:
- Prerequisites: no Low-Magic Talent.
- Benefit: Some Unicorns find esoteric and highly specialized uses for their less developed magic ability. +1/2 character levels arcane bonus to all profession and crafting skills.
- The Horn Points the Way (Ex) [Racial]:
- Prerequisites:
- Benefit: +2 competence bonus on skill rolls made with spells and spell-like abilities.
Sea Pony Feats
- Breathing Link [General]
You can allow a person adjacent to you to breathe water.
- Prerequisite: Aquatic elf or water genasi, base Will save +2,
- Benefit: As a free action on your turn, you can select one creature within 5 feet of you and give that creature the ability to breathe water as easily as you do. This supernatural ability renews automatically for that creature until you direct the ability to another creature or withdraw your power from it (a free action). The creature's ability to breathe water ends immediately if you are separated by more than 5 feet or if you die, at which point the creature begins to drown if it is still underwater. This ability does not hamper the creature's ability to breathe air, nor does it change the creature's ability (or inability) to swim.
- Special: You can select this feat more than once. Each time you take this feat, you can affect an additional creature with this ability. All such creatures need to remain within 5 feet of you (not each other). If one creature exceeds the range of this power, its subsequent distress has no effect on the other creatures you are helping.
- Rapid Swimming [General]
You are one with the water.
- Prerequisite: base Fortitude save +2, Natural swim speed
- Benefit: Your swim speed increases by 20 feet.
- Resist Ocean’s Fury (Ex)
- Prerequisite: 4th level
- Benefit: You gain a +4 bonus on saving throws against spells of the water type or the exceptional or supernatural abilities of creatures with the aquatic or water subtype.
- Tail Walking (Ex) [Racial]:
You have learned to use your tail while out of water somewhat more gracefully than most of your kind.
- Prerequisite: Sea Pony only
- Benefit: Your base land speed increases to 10 feet.
Buffalo Feats
- Battering Ram (Ex) [Combat, Racial]:
- Prerequisites: Power Attack.
- Benefit: With this feat, the Buffalo may use its charge attack against a door, wall, or other stationary object. The Buffalo deals 3d8 plus its Strength Bonus in damage to the object per round of the assault. It also adds any other bonuses derived from attacking an immobile object.
- Call Stampede (Su) [Combat, Racial]:
You can call on your fellow beasts to flatten everything in sight.
- Prerequisites: 5th level; Charisma 13+.
- Benefit: You can let out a thundering below once a week that calls the nearest herd of any herd animals to stampede through your location, nearly destroying everything in sight. The herd arrives in 3d10 minutes. Roll a d4 to determine from which direction the stampede arrives. The ground will begin to shake and the rumble will be heard for several turns before the stampede arrives. The herd cuts a swath of destruction starting from the edge of the map and continuing to the opposite edge. This tide of destruction is 20 feet wide plus an additional 5 feet for each 3 of your character levels, centered on your location at the time you made the call. The front edge of the wave moves 160 feet per turn until it leaves the map, with the tail edge following 6d6 feet behind. For each turn a creature, character, or object is within the area of the stampede, they must make a Reflex and a Fortitude save versus a DC of 15. For each save failed, the target takes 2d6 damage, with a successful save reducing this by half. All movement within the stampede area (except flying) is restricted; no run or charge actions can be taken unless the target is under freedom of movement or a similar spell. This ability can only be used above ground in a climate or region similar to your home territory.
- Massive Blow (Ex) [Combat, Racial]:
- Prerequisites: Improved Charge
- Benefit: By hurling its entire body upon its attacker, the quadruped character is able to knock its opponent off guard, pushing the target back with incredible force as per a Bull Rush. This attack does not require a charge but does count as a Full Attack Action. When the character performs a Massive Blow, it does not provoke an Attack of Opportunity from the defender, and it may push the target back 1O feet rather than 5.
Camelid Feats
- Camel’s Endurance (Ex) [Racial]:
- Prerequisite: Camelid or Dromedan
- Benefit: Heroes with this feat can survive on only half as much water as a normal person needs.
- Water-Finding (Su) [Racial]:
- Prerequisite: Camelid or Dromedan
- Benefit: Camels have an instinctive ability to find water, even if it is beneath rocks or other natural barriers. A camel with this Feat can be given a command to find water and will then proceed to the nearest source of freshwater (within one day’s travel).
Animal Feats
- Scent (Ex) [Racial]
This feat allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
- Benefit: The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.
- Special: A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.