Ponyfinder - Age of Adventure
Other Racial Feats
They say that goats will eat anything put before them. You are not a goat, but your belly is just as durable.
Benefit: Your racial bonus against poisons is doubled against ingested poisons. If you should have the misfortune to ingest diseased material, you may apply your non-doubled poison resistance against it. You also have damage reduction 5/- against any effect that specifically harms you for eating it or attacks that originate from your belly.
Your expansive and wicked sharp horns are the envy of your neighbors. More than a fashion accessory, they’re useful when things turn violent.
Benefit: Your gore attack increases one die size(d4 to d6) and you gain +2 to Diplomacy and Intimidate checks against cloven.
You have a knack for making tricky jumps when there’s little room to move.
Benefit: You are always considered to have made a running start when jumping.
When in unfamiliar social situations, you have learned to keep your mouth shut and blend in.
Benefit: When making a Diplomacy check with a DC of 30 or higher, you gain a +2 bonus to the roll. You may double this, but you may make no demands of the target even if they are shifted to a friendly or helpful demeanor.
In Small Packages
When you become small, you can harness your ancient ties to become deceptively powerful.
Prerequisite: Flutterpony, Character level 10, Tiny Perspective, Spell Focus(Transmutation)
Benefit: Once per day as a spell-like ability, you may reduce your size to tiny as per beast shape _IV _with a caster level equal to your character level. You gain the attribute adjustments, size, and natural armor of a tiny magical beast, but remain pony shaped. This is in addition to the flutterpony ability to shrink itself to small size once per day.
Like a Moth
With focus, you can make the dim glow of your antenna into a short lived but intense burst of brilliance.
Benefit: Once per day, you may as a supernatural ability emit an intense glow equivalent to the _daylight _spell with a caster level equal to your character level.
Your aerial acrobatics are a marvel to behold.
Prerequisite : Butterfly wings
Benefit: You gain +2 to Acrobatics and Fly checks. If you have 10 ranks in either, this bonus increases to +4.
Riot of Flutter [Combat, Teamwork]
Calling back to your swarming ancestors, you find fighting in cramped spaces far easier than others.
Benefit: You may share space with allies that have this same feat. If you attack an enemy while sharing space with an ally and both of you threaten the target, the target is considered flanked despite you both threatening from the same direction.
Your species’ natural grace in the air protects you when others mean you harm.
Prerequisite: Butterfly wings, Nimble Wings
Benefit: As an immediate action, when attacked with a melee weapon, you may make a Fly check and use the result as your armor class.
Your natural ability to reduce your size has reached whole new levels of prowess.
Prerequisite: Flutterpony, Character level 5th.
Benefit: Once per day, you may reduce your size to tiny as per _beast shape II _as a spell-like ability with a caster level equal to your character level. You gain the attribute adjustments, size, and natural armor of a tiny animal, but remain pony shaped. This is in addition to the flutterpony ability to shrink itself to small size once per day.
Griffons have long had ties to the air, and it shows in their magic.
Prerequisite: Griffon, Charisma 13
Benefit: Any spell or spell-like ability you use with the air descriptor is cast at caster level +1 and its DC increased by 1.
Armored Flight [Combat]
Your kind were born to the skies since time immemorial, unlike those pretenders, the pegasi. They may be tricky, but your kind has power.
Prerequisite: Griffon, Strength 13, BaB +4
Benefit: You can fly while wearing medium or heavy armor.
Normal: You may not fly in medium or heavy armor.
When the element of air turns foul, creatures attuned to it learn to ride its wave rather than be engulfed in it.
Prerequisite: Cloud Walker, Acrobatics 4 ranks
Benefit: When a fog, cloud, or mist effect is launched and would include your square, you may, as an immediate action, allow it to push you harmlessly to the closest available square outside its effect, if one exists. If this movement pushes you through the effect, you suffer the normal effects of walking through it.
With further training, you have gained the ability to ride the wave of a hostile cloud, even as it actively attempts to roll over you.
Prerequisite: Cloud Walker, Cloud Rejection, Acrobatics 10 ranks
Benefit: Your ability to avoid cloud effects extends to existing effects that are moving into your square or hostile cloud-like enemies attempting to engulf you. This ability, when used, remains active until the start of your turn and while active, you are harmlessly pushed away instead of being engulfed or affected by such attacks.
Grasping Talons [Combat]
Your continued focus on your natural armaments have allowed you to use them to get a grip on your opponent.
Prerequisite: Griffon, Dexterity 15, Sharpened Talons, Weapon Focus(Claws), BaB +8
Benefit: Your claw attacks gain the grab ability.
Intimidating Roar [Combat]
Mustering up all the fury within you, you can unleash a roar that combines the cry of a bird of prey and a feline on the hunt, causing your foes to tremble before your might.
Benefit: When making an Intimidate attempt, you may affect all targets in a 30ft. cone instead of a single target.
Normal: Intimidation only affects a single target per attempt.
Your need for speed cannot be denied. You fly faster than normal with training and strength.
Prerequisite: Griffon, Strength 13
Benefit: Your fly speed increases by 10ft. and increases to average maneuverability.
Special: You may take this feat multiple times, up to one additional time per four character levels. Maneuverability does not further increase.
Sharpened Talons [Combat]
While all griffon talons are sharp, yours have been honed to a deadly edge, and you have practiced their use in combat.
Prerequisite: Griffon, BaB +4
Benefit: You gain two claw attacks that deal 1d4 damage each.
Your tail is good for more than looks, capable of grabbing things with surprising dexterity.
Benefit: As a swift action, you may draw an item stowed on your person to your hands. The tail can hold things, but cannot wield or use them.
So strong is your sense of greed, you can steal in the middle of combat.
Prerequisite: Purrsian, Sharpened Claws, Bluff 5 ranks
Benefit: Any time you score two or more claw hits on the same target in the same round, you may make a free steal combat maneuver against the same target with a +2 bonus. This does not provoke attacks of opportunity.
Graceful Flight [Combat]
As your brethren covet the treasures of the earth, they forget they were creatures of the air. Where other purrsians awkwardly flap, your graceful wings are a source of pride.
Prerequisite: Purrsian, Fly 4 ranks
Benefit: Your flying maneuverability increases one step and your fly speed by 10 feet.
Sharpened Claws [Combat]
While many purrsians save their claws for work or display of their wealth, you keep yours honed for use in battle. What use is treasure if you are slain?
Benefit: You gain two claw attacks that deal 1d4 damage.
Wealthy Magic [Metamagic]
While it pains you to part with your wealth, at least you don’t have to dirty yourself with exotic body parts or crush your precious diamonds in advance.
Prerequisite: Purrsian, Caster level 6th
Benefit: A spell so modified can use coins or gems to directly replicate expensive components and foci by spending one gold piece per gold piece of market value of the replaced item(s). This money is consumed from within pouches, bags, or other containers on the caster’s person without requiring drawing or touching the money to be so sacrificed.
Level Increase: +0
Core of Thunder
Your innate power can fuel your spells.
Prerequisite: Steelheart, Caster level 5th, Spell Focus(Evocation)
Benefit: When casting evocation spells, increase your caster level by 1. You may increase the DC of the spell by 2, but become fatigued. This ability may not be used while fatigued or if you are unable to become fatigued.
You have the ability to absorb an electrical attack and send it harmlessly into the floor beneath you.
Prerequisite: Conductive, Dodge
Benefit: When you are included in an area of effect of an electrical effect, you may attempt to lessen the effect. If you succeed a reflex save against the DC of the effect, the effect is halved for all targets. Those who make their save take no damage and avoid the effect entirely. You still get your normal save.
Your precious internal workings are shielding against the elements, providing you with modest amounts of temperature resistance.
Prerequisite: Conductive, Endurance
Benefit: You gain cold and fire resistance 5.
Iron Hoof [Combat]
Being made of metal can make for a painful lesson to those who bother you.
Benefit: You gain a primary hoof attack that deals 1d4 damage.
Special: This feat can be taken twice, gaining two hoof attacks.
Attuned to the Wild
You share a strong mystic connection with one type of wilderness terrain.
Prerequisite : Deer
Benefit : Select one type of terrain from the ranger class’s favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night’s rest) doubles.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, it applies to a different terrain type.
Guardian of the Wild
Your mystic connection with the wilderness enhances your ability to react to threats.
Prerequisites: Attuned to the Wild, deer
Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.
Priest of the Wild
Your mystic connection with the wilderness enhances your spellcasting.
Prerequisites: Attuned to the Wild, deer
Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, Knowledge (Nature) and Spellcraft checks. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.
Spirit of the Wild (Deer)
Your mystic connection with one type of wilderness has grown even stronger.
Prerequisites: Attuned to the Wild, Guardian of the Wild, deer
Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type.
Light Step (Deer)
You pick your way nimbly through even the most dangerous and uneven terrain.
Prerequisites: Acrobatic Steps, Nimble Moves, deer
Benefit: You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.
Leaf Singer (Deer)
Your songs recount the ways and mysteries of your race.
Prerequisites: Cha 13, bardic performance class feature, deer
Benefit: When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs.
Astonishing Grace (Deer)
You have an innate sense of balance, always landing on your feet. Others notice that you move with sylvan-like grace.
Prerequisites: 12+ ranks in Acrobatics skill, deer.
Benefit: You may always take 20 on any Acrobatics check, even if stress and distractions would normally prevent you from doing so. In addition, you may fall an additional 10 ft. before suffering damage.
You can move untouched even with threats all around you.
Prerequisites: Dex 15+, 8+ ranks in Acrobatic skill, Dodge, Expertise, Evasion, Mobility, Spring Attack, deer
Benefit: You do not draw attacks of opportunity for moving through threatened squares.
Restriction: This feat can only be executed in light or no armor.