Against the Dark Tower (Inactive)

Game Master stardust

A homebrew campaign based on d20 but with significant rule differences to account for a unique campaign.


Character Creation:
1) Use the following array for pre racial modifier ability scores: 16,15,14,12,10,8.
2) There are no alignments in this game. However persons of devout faith may have an aura that can be detected by a see aura spell. Instead of characters basing their actions on a law/good/social index rating, they will be expected to be more complex.
3) All characters start with 100 gp for starting equipment. No magic items.
3) The Sanity rules from Call of Cthulhu d20 will be used.
4) The Spells system from Call of Cthulhu d20 will be used, but if you would prefer specific spells from other sources, please let me know, and we will create a matching CoC compliant spell.
5) Because this is an archaic campaign, many of the more advanced weapons will not be allowed. Generally, only simple weapons are available. Using more advanced weapons will require a cosmopolitan background and the Advanced Weapon Proficiency feat or class ability. A list of standard and advanced weapons will be below.

Languages:

Abyssal, Auran*, Aquan*, Ancient Huredain*, Barbar+, Huredain (dialects), Jinn, Eldarith*, Celestial, Draconic, Arcane, Greater Arcane, Terran*, Ignan*, Faerie*, Tradetongue, Seatrade, Puretongue, Bardic, Thieftongue, Formal Huredain*

* These languages use Ancient Huredain alphabet
+ Barbar has no associated alphabet.
Arcane and Greater Arcane are secret languages usually only understood by those who study them. They use strange runes.
Tradetongue, Seatrade and Thieftongue use the basic Huredain alphabet.

Religions:

Sisterhood of the Moon
Solar Brotherhood
The Solar Adepts are a strong order of good and light in the Four Kingdoms of Huredain, but particularly in Arisilon, where the Sanctuary of the Sun is located. In many ways, the Solar Brotherhood picks up the duties left behind by the sacred order of the Tower of Treis Gren: the collection and recording of law, history, philosophy, and all knowledges helpful to community. The summer solstice is the most sacred day of the year for the Solar Adepts, who gather their mystical power to protect knowledge from the sun. Solar Adepts are skilled at the meditative practice of the rock garden. The holy symbol of the order is a golden sun behind a mountain top.

Poseidatlan
The Light
Cult of the Death Dragon
Auroran Way of Celestia
The Sorceress
Known as the Arcane Mistress, Queen of the Jinn, and the Spellflower, the Sorceress is usually depicted as an exceptionally beautiful female Jinn with a staff and robe of silver and gold with an orange fiery glow. Around her are the energies of the four elements, and elementals are often seen as servants of the Sorceress. Equinoxes and solstices are associated with elemental power and are holy days for the Priesthood of the Sorceress.

The White Lady
Known as the Winter Queen, or the Frost Maiden, the White Lady is worshiped by barbarians and savages throughout the land. She is also the patron god of Portharon. Those who follow the White Lady believe prominently in Survival of the Fittest. The challenges of the bitter cold in Portharon only emphasizes this belief. The White Lady is seen as cruel and intimidating, and in the old legends she sets challenges and sends deadly blizzards for heroes of local lore to combat.
Unlike other religions, the White Lady often sends forth avatars in her name, usually to halt the flow of civilization into the pristine wild. Winter's Day and Winter's Death are the most sacred days for those who follow the Winter Queen.

The Faerie King
The Tower of Treis Gren
The Arcane Collective
The Vancian system of magic (or perhaps an even more powerful system) was once alive and well when the Empire of Huredain was strong (some 10,000 years ago). It was kept alive by four schools of magic: Red (Fire and Society), Blue (Water and Mysticism), Green (Nature and Environment), Yellow (Air and Time). The great masters of these schools would eventually pass on their knowledge and power to their apprentices, as they grew older, then transcend to another state of being on another plane entirely, where they did not age and became part of the fabric of reality in the planes around them. The Great Wizards who have passed on to the beyond are known as the Arcane Collective. Seekers and Crusaders of the Arcane Collective attempt to preserve arcane knowledge, old scrolls and spellbooks, artifacts and magic items of old.

Weapons and Armor:

In addition to the following list, stone age and bronze age weapons and armor are available. Most metal armor and weapons are made of bronze and have the fragile condition.

Simple Light
dagger, 1d3, 1d4, 19-20/x2, 4 gp, can be thrown
long dagger, 1d4, 1d4+1, 19-20/x2, 10 gp, can be thrown
light mace, 1d4, 1d6, 20/x2, 10 gp
Simple One-Handed
wooden club, 1d4, 1d6, 20/x2, 0 gp
lunaki', 1d6, 1d8, 20/x2, 20 gp, finesse
heavy mace, 1d6, 1d8, 20/x2, 24 gp
shortspear, 1d4, 1d6, 20/x2, 2 gp, set against charge
Simple Two-Handed
driqa't, 1d6/1d6, 1d8/1d8, 20/x3, 25 gp, double weapon
wooden staff, 1d4/1d4, 1d6/1d6, 20/x2, 10 gp, double weapon
longspear, 1d6, 1d8, 19-20/x3, 10 gp, set against charge

Martial Light
shortsword, 1d4, 1d6, 19-20/x2, 20 gp
Martial One-Handed
longsword, 1d6, 1d8, 19-20/x2, 30 gp
arduroc't, 1d8, 1d8+1, 20/x2, 40 gp, finesse
scimitar, 1d4, 1d6, 18-20/x2, 30 gp

Advanced Ranged
short bow, 1d4, 1d6, 20/x3, 60 gp
light crossbow, 1d6, 1d8, 19-20/x3, 75 gp
javelin, 1d4, 1d6, 20/x2, 7 gp, thrown

Exotic Light
war fan, 1d4 nonlethal, 1d6 nontlethal, 19-20/x2, 20 gp, adept weapon
bladed war fan, 1d6, 1d6, 19-20/x2, 50 gp, adept weapon
Exotic Two-Handed
halberd, 1d8, 1d10, 20/x3, 50 gp, set against charge
wooden sunstaff, 1d6/1d6, 1d8/1d8, 19-20/x2, 30 gp, adept weapon, double weapon
Exotic Ranged
throwing sun (5), 1d4, 1d4, 20/x2, 5 gp, adept weapon, thrown

Light Armor
leather armor, hardness 2, 20 gp
studded leather armor, hardness 2, 50 gp
arcane robes, +1 AC, +8 max dex, 10 lb, hardness 1, 15 gp
Medium Armor
chain shirt, +4 AC, +4 max dex, -3 armor penalty, 50 lb, hardness 3, 200 gp
Heavy Armor
chain mail, +5 AC, +2 max dex, -6 armor penalty, 70 lb, hardness 5, 300 gp
breastplate, +5 AC, +3 max dex, -5 armor penalty, 50 lb, hardness 6, 400 gp
Shields
wooden buckler, hardness 1, 15 gp
brass buckler, hardness 3, 30 gp
light shield, hardness 3, 18 gp
heavy shield, hardness 4, 40 gp
tower shield, hardness 5, 70 gp

Coins and Equipment:

The coins of Ancient Huredain have not changed much over the centuries. Though certain metals are no longer considered valuable. The gold coins of Huredain were originally minted in the capital city of Tamelron, but when that city fell into ruin, the four Citadels took up the craft of coin: both gold and silver, and copper at first. Copper coins can still be found from time to time, but they have no value as coins, only as metal. 250 copper coins are worth 1 silver piece to a metalworker that crafts things in copper. 1000 copper pieces can create something of copper worth 5 silver pieces, with a market value of 10 silver pieces.

Items that once had their costs listed in copper coins, now have a cost of half that amount in silver, rounded up. Thus something that cost 5 copper pieces now has a cost of 3 silver pieces.

The Silver Coin: Imprinted with the emblem of the Unicorn and the four Dragonswords, these coins are typically called swords in the marketplace. 20 swords are worth 1 gold dragon. In today's economy, a sword will purchase very little.

Items that have their cost listed in silver are double their original price in silver. Something that once cost 5 silver pieces now has a cost of 10 silver pieces.

The Gold Coin: The gold coins are imprinted with four dragons on one side and the pennants of the four Kingdoms on the other. They are called dragons in the marketplace.

Of the three types of coin, the gold coin has remained the most stable. Although rarity of metals have fluctuated since the falling of the Great Empire, gold has proven more resilient to disasters, both natural and magical. Gold is seen as the metal of traditional power. The Kingdom of Arisilon has adopted the color (and as much of the metal as can be found) for the memory and tradition of the old guard.

New Skills:

Due to the necessity of Concentration and Meditation as skills for spellcasting classes, all natural spellcasters (those who can cast spells from level 1), gain 2 extra skill points per level, which are automatically spent on Concentration and Meditation.

Concentration (Con) (or Spellcasting Ability)
Concentration is used when casting spells with distractions or when doing other mental tasks with distractions. DC 10 - Vigorous Motion, DC 15 - Violent Motion, Cast on Defensive, DC 15+dmg - Taking damage or failing a saving throw during casting, DC 15+dmg - Taking damage from a readied attack, DC 15+half dmg - Suffering continuous damage, DC 25 - Grappling or pinned during casting. Edit: Spellcasting concentration checks use the spellcasting ability instead of Constitution.

Meditation (Wis)
Meditation represents a character's ability to abandon physical senses to peruse the strange metaphysics of inner mysticism. Usually meditation requires sanity checks, depending on what type of information is being looked for. Meditation can be used for basic nonmagical purposes as well. DC 15 - Heal yourself of fatigue or fear after 1 minute, DC 20 - Heal 1 hitpoint of damage over 1 minute. DC 25 - Restore 1 point of Wisdom, Charisma, or Intelligence damage temporarily for 6 hours after 15 minutes. DC 30 - Meditate for one hour to obtain some obscure piece of information from the planes beyond and within (removes 1d3 Sanity)

Mythos (None)
You know things that Should Not Be Known. After supernatural experiences in which you have peered into the realms of pure magic and arcane energy, you no longer are afraid to peer into the unknown for specific information. Ranks in Mythos can only be granted by reading tomes or accessing arcane knowledge from the arcane realms directly, or from elemental gen. Sorcerers begin play with 1 rank in Mythos. For each rank in Mythos you possess, you also have one less Sanity and one less Maximum Sanity. Only Sorcerers and Savants can place ranks in Mythos as a normal skill. All other classes must gain ranks from tomes or artifacts. However, Mythos is a class skill for everyone who gains a rank in it so the normal +3 bonus for class skills is present.

Psychic Focus (Wis)
This skill is generally only used with special Psychic feats. It allows those who have psychic powers an ability to focus those powers to do certain things, namely use Psychic feats.

Bloodline Feats:

Bloodline Feats are available only at 1st level. They represent a character's rare connections to otherworldly races and forces. This list is by no means exhaustive, and additional bloodlines can be incorporated if they make sense for your character.

Arcane Bloodline (human only)
-One of your ancestors was an ancient dragon, whose magical traits may have passed down to you. Cast the dragon spell related to your ancestor 1/day. Arcane feats count as general feats for you.

Here is a list of dragon spells that can be chosen.
Forest: pass without trace
Sea: create water
Sky: feather fall
Sovereign: see aura or calm emotions
Underworld: soften earth and stone
Black: darkness
Blue: minor image
Green: entangle
Red: pyrotechnics
White: fog cloud
Brass: endure elements or speak with animals
Bronze: create food and water or speak with animals
Copper: grease
Gold: see aura or bless
Silver: see aura or feather fall
Brine: water breathing
Cloud: obscuring mist
Crystal: color spray
Magma: burning hands
Umbral: Instead of casting a spell, an Arcane Bloodlined character with an Umbral Dragon ancestor can channel negative energy once per day.

Bloodline of Mastery (human only)
-You carry a bloodline with special knowledge genetically passed down to you. The number of skill points you can put into any skill is limited to twice your level, rather than your level.

Bloodline of Voranthus (human only)
-Your ancestor was the Great King Voranthus, of Huredain. You claim one of the Four Kingdoms of Huredain as your domain when you prove yourself in valor. Required for Royal Heir of Huredain prestige class.

Divine Bloodline (templar only)
-You have the blood of a divine emissary somewhere in your ancestry. Cast spells at +1 caster level.

Druidic Bloodline (Wis 14+)
-You have a druidic ancestor. You gain the wild empathy class feature.

Eldarith Bloodline (human only)
-You gain low light vision and the luminous gaze attack racial ability.

Faerie Bloodline
-You can cast any 3rd level Pathfinder spell 1/week.

Jinn Bloodline (human only)
-If you have the ability to call a familiar (sorcerer or savant only), you may call an Elemental Gen instead of a traditional familiar. Once per day, you may increase one of your ability scores by +2 enhancement bonus for a number of hours equal to your level.

Lunar Bloodline (eldarith only)
-You gain certain advantages in direct moonlight, but are harmed by sunlight.

Solar Bloodline (human only)
-You gain certain advantages in direct sunlight, but are harmed by moonlight and starlight.

Purified Bloodline (human from Aenythis only)
-As a baby you were passed through the column of Divine Light at the center of the Tower of Light. You gain certain sacred advantages and may cast light as a spell like ability at will.

Templar Bloodline (human only, Wisdom 14+)
-You can see aura once per day, as a Templar does.

Campaign Prestige Classes:

Merchant Prince
While not truly a "prince", a merchant prince travels the land in caravans worthy of the greatest armies. The best of these entourages will have scouts, healers, and possibly even beasts for sale (though unlikely). These powerful caravans move across the kingdoms with the help of the Megathminuin beast.

Master of Sorcery
When a sorcerer is dedicated to his or her powers, the magic user can gain significant arcane abilities and new uses for arcane energy as it is channeled.

Wizard's Apprentice
A Great Wizard chooses an apprentice from among the sorcerers and savants of the lands.

Great Wizard (Epic)
An Apprentice may ascend to the status of Great Wizard, but only when his or her master ascends to the Arcane Collective.

Knight of Arisilon
Among the warriors of Arisilon, there are those who devote themselves to the memory of Tamelron, the old capital of Huredain.

Jade Warden of Zenon
Since the fall of the Druids Enclave, Jade Wardens have protected the natural forests and the way of life of Zenon.

Copper Explorer of Brynthia
In a land with many races from outside Huredain, there are specialists and others who devote themselves to discovering the truth about the Dark Tower and the sorceries and enchantments that it has created over the years.

Faerie Touched of Durnin
While the sorcerers of Durnin are well known for their eccentric and inconspicuous behaviors and ideas, the Faerie Touched are dedicated to contacting the ancient realm of magical entities and ideas that have become to lost Huredain since the loss of the Great Wizards.

Royal Heir of Huredain
The Royal Heir of Huredain carries the Bloodline of Voranthus, the last High King of Huredain. These Princes and Princesses are formally recognized as heirs to the four thrones of the Citadels. He or she has a sacred duty to venture forth from the Citadel and reclaim the Scepter of Power from the Dark Tower and restore the Kingdom of Huredain.

List of New Feats:

This list is by no means exhaustive, and certain feats may no longer be available. Please inquire if you'd like to know more. If you can think of a feat that would fit the campaign or your character from another source, please let me know and I'll fit it in or modify it so it will.

Royal Feats (require the Bloodline of Voranthus)
Accolade
Adoubement
Call Down Huredain's Wrath
Faith in the Fire of Arisilon
Faith in the Waters of Brynthia
Faith in the Sands of Durnin
Faith in the Tree of Zenon

Arcane Feats (require Sorcerer or Arcane Bloodline)

Arcane Authority
You have trained with a Master of Sorcery to great extent, and can now imbue magical energies in the authority you grant to others.
Prerequisites: Leadership, any other arcane feat.
Benefit: Once per day per Charisma bonus, you may perform a Mythos check (DC = 10 + hit dice of affected ally) to grant one of your allies an arcane aura of authority. This drains the user of this feat, who also faces terrible visions that drain 1d6 sanity per hit die of affected ally and fatigues the user for the next 24 hours. For every 3 sanity lost in this way, the one granted arcane authority gains a +1 bonus to any ability score. If more than one +1 bonus is provided, the bonuses must be divided as evenly among the six as possible. For example, if the user of this feat loses 12 sanity, she can grant the ally +1 to 4 different ability scores. This enhancement bonus remains until the user of this feat is no longer fatigued.

Arcane Blood
You have trained with a Master of Sorcery to great extent, and can now imbue magical energies into your own blood.
Prerequisites: Arcane Strike
Benefit: As a free action once per round, you may make a Mythos check and cut yourself with a bladed weapon (DC=10+damage inflicted). If successful, this blood is magically charged with elemental or energy damage, and can be stored in ceramic vials that allow the blood to be used as grenade weapons (much like alchemist's fire). For every 5 hitpoints of damage inflicted, you create one vial of arcane blood that inflicts 2d6 elemental or energy damage. This arcane blood loses its power if used by someone other than you.

Arcane Channel
You have trained with a Master of Sorcery to great extent, and can now channel arcane energy.
Prerequisite: None.
Benefit: As a Pathfinder cleric channels positive or negative energy, except using Charisma instead of Wisdom. This channeling of energy deals force damage, and all within range are affected.

Arcane Defense
You have trained with a Master of Sorcery to great extent, and can imbue magical energies into your defenses.
Prerequisites: Arcane Strike
Benefit: As a free action, a number of times per day equal to Charisma modifier +3, you may make a Mythos check to force arcane energies into a shield around you, granting a +1 deflection bonus to AC for every two character levels (minimum +1). Doing so causes terrible visions that drain 1d6 sanity per +1 bonus. This deflection bonus remains for one minute per character level.

Arcane Defiance
You have trained with a Master of Sorcery to great extent, and can now imbue magical energies into protecting you from magic.
Prerequisites: None
Benefit: As a free action, a number of times per day equal to Charisma modifier +3, you may make a Mythos check to force arcane energies into a shield around you, protecting you from the next harmful spell cast against you. When the spell is cast against you, you suffer from terrible visions which drain 2d6 sanity and cause 2d6 Wisdom damage. This damaging spell has no effect on you and is dispelled just as it reaches the area around you.

Arcane Dueler
You have learned to pull back the power of your spells and sorcery, for the purposes of dueling or intimidation.
Prerequisites: None
Benefit: The wand of sorcery or staff of sorcery only deals nonlethal damage instead of normal lethal force damage when used by you. Also, a caster imbued with this feat may cast regular spells that only deal nonlethal damage instead of their normal damage.

Arcane Empowerment
You have trained with a Master of Sorcery to great extent, and can now imbue arcane energies into your own form. (This feat is similar to Arcane Authority, but where Arcane Authority can only be used on others, Arcane Empowerment can only be used on yourself)
Prerequisite: Any ability score 18+.
Benefit: Once per day per Charisma bonus, you may perform a Mythos check (DC = 10 + your character level) to call to yourself an aura of arcane empowerment. You also face terrible visions that drain 1d6 sanity for each level and fatigues the user for the 24 hours after this empowerment ends. For every 3 sanity lost in this way, you gain a +1 bonus to any ability score. If more than one +1 bonus is provided, the bonuses must be divided as evenly among the six ability scores as possible. For example, if the user of this feat loses 12 sanity, she can gain +1 to 4 different ability scores. This enhancement bonus remains for the next 24 hours, after which the empowered one becomes fatigued for 24 hours.

Arcane Machinery
You have trained with a Master of Sorcery to great extent, and can now imbue arcane energies into specially prepared machines of wonder and power.
Prerequisite: Knowledge (engineering) 4 ranks. Arcane Blood
Benefit: This feat allows the character who has it to create, fuel, activate, and empower arcane machinery. Most arcane machines are ancient aspects of the world before the Rising of the Dark Tower. Knowledge regarding the construction of new machines may be found in various places of the savage world.

Arcane Power
You have trained with a Master of Sorcery to great extent, and can now imbue arcane energies into the use of skills and abilities.
Prerequisite: None
Benefit: As a free action, a number of times per day equal to Charisma modifier +3, you may make a Mythos check (DC 10 + character level + intended skill check bonus) to add a bonus to your next skill check or ability check. This causes terrible visions that drain 1 sanity for every +1 bonus to the skill or ability check.

Arcane Reach
You have learned to delve deeper into the unseen worlds of magic.
Prerequisites: None.
Benefit: Taking this feat reduces maximum sanity by 10. With a successful Meditation check (DC 15 + character level), you can embrace the strangeness of magic completely, and gain a pool of Sanity points equal to the amount you beat the Meditation DC by. When casting spells or otherwise sacrificing Sanity, you use the Sanity provided by this pool first.

Arcane Strike
You have learned how to infuse magical energy into a weapon attack.
Prerequisites: None.
Benefit: As a free action, a number of times per day equal to Charisma modifier +3, you may make a Mythos check (DC 10 + character level + intended weapon bonus) to enchant a weapon for one round. The weapon gains +1 enhancement bonus and deals an additional 2d6 elemental or force damage during the round. This causes terrible visions that drain 2 sanity for every +1 enhancement bonus to the weapon.

Craft Arcane Elixir (Item Creation)
Craft Item of Sorcery (Item Creation)

Deadly Mastery
Your arcane channels now channel negative energy.
Prerequisite: Arcane Channel
Benefit: When you make an arcane channel, you can now channel negative energy to heal undead or harm the living. Various spells dealing with death and the undead are cast at +1 caster level.
Special: A character that selects the feat Deadly Mastery can never learn the feat Living Mastery.

Elemental Mastery
You have mastered a particular element.
Prerequisite: Any Arcane feat.
Benefit: You may change the source of damage from a wand of sorcery or staff of sorcery to any energy or element when you use it. Various spells dealing with elementals are cast at +1 caster level.

Living Mastery
Your arcane channels now channel positive energy.
Prerequisite: Arcane Channel
Benefit: When you make an arcane channel, you can now channel positive energy to heal the living or harm the undead. Various spells dealing with life and healing are cast at +1 caster level.
Special: A character that selects the feat Living Mastery can never learn the feat Deadly Mastery.

Sorcerous Rage
You have mastered the ability to release raw magical energy through your emotions.
Prerequisite: Str 14+ or Cha 19+
Benefit: Once per day, for a number of rounds equal to your Charisma modifier +3, you fly into a Sorcerous Rage. While within the Rage you gain a +2 circumstance bonus to Strength, Constitution, and Charisma. At the end of the Rage you are fatigued for a number of rounds equal to twice those used while enraged. While enraged, you are under the effects of one of the following spells: levitate, spider climb, or ant haul.

Metamagic Feats
Modify Spell
Farcaster
Cursemaster
Spellblaster
Master of Power

Item Creation Feats

Craft Arcane Elixir
You have trained with a Master of Sorcery to great extent, and can now imbue arcane energies into a liquid.
Prerequisite: Brew Potion, caster 3rd level
Benefit: You may craft an arcane elixir by sacrificing sanity and ability score damage for spells ahead of the time you plan to cast them. Arcane elixirs restore sanity and ability score damage from casting spells. So for example, a caster with this feat could sacrifice 10 sanity points and 5 Strength damage to make an arcane elixir. This elixir can then be used to restore that amount. The cost to create an arcane elixir is 10 gp per sanity point and 20 gp per ability score point placed in the elixir. In the example above, the creation cost would be 200 gp, with a market value of 400 gp.
Some casters sacrifice 1d6 random ability score damage to create this elixir. Each ability score damage is drawn from a random spellcasting ability score (any except Charisma generally), however when used, this arcane elixir can restore any ability score damage. This has a creation cost of 25 gp per ability score point.
The caster above could have placed 1d6 random ability score damage in the elixir, losing 1 point of Wisdom, 1 point of Strength, and 1 point of Constitution. However, the arcane elixir could restore any 3 ability score points damaged by spellcasting. This arcane elixir has a creation cost of 175 gp, and a market value of 350 gp.
An arcane elixir may only restore sanity points, ability score damage, or both, if the creator wishes it. Arcane elixirs only restore lost sanity and ability score damage from spellcasting, not from any other effects, nor do they restore ability score drain.

Craft Item of Sorcery
You have trained with a Master of Sorcery to great extent, and can now imbue your arcane energies into various magic items.
Prerequisites: 3rd level caster, any Arcane feat (including Arcane Bloodline)
Benefit: You may craft a wand of sorcery, a faerie orb, or a staff of sorcery. The staff of sorcery can hold either arcane blasts (dealing 3d6 force damage at a range of 60 feet as a ranged touch attack for 3 sanity points) or allows two spells to be cast without ability score damage (sanity damage applies normally). Formula for other items may be found, but these three items are the most prevalent (and the easiest to master). A wand of sorcery or faerie orb costs 500 gp to craft (1000 gp to purchase). The staff of sorcery has a crafting cost of 3000 gp (6000 gp to purchase).

Craft Potion of Skill
You have learned the art of mastering materials in the natural and magical world to augment certain abilities.
Prerequisites: 2 Ranks in any skill.
Benefit: You may craft lesser and greater potions of skill, which when used grant either +2 or +4 to a specific skill use. The crafter must have 2 Ranks in the skill to have it grant +2, or 4 ranks in the skill to have it grant +4. The cost to create is 200 or 400 gp (400 or 800 gp market value).

General Feats
Cruel
Enchanting Melody

Faerie Friend
You have had special magical friends (often invisible) since the early years of your youth.
Prerequisites: Charisma 14
Benefit: Over the course of your lifetime, you gain 3 minor magical gifts from the faeries. One is always made of bronze, one is made of silver, and one is made of gold. (They are usually presented in that order, and are made by different types of faeries.) You gain one of these gifts upon taking the feat. In addition, once per day, you are aided by invisible faeries nearby and may reroll any failed attack, saving throw, or skill check. If you are injured or otherwise incapacitated, your faerie friends may try to save you.

Faith Feats (see Princely Feats above)

Hadachmyna Trance
You have learned the mastery of medical sight while in a deep trance known as the Hadachmyna.
Prerequisites: Skill Focus (Heal)
Benefits: You may make a meditation check (DC 15) before performing a heal check to enter this special trance. You remain in this trance for 1 round plus 1 round for each point by which you beat the DC. Each round, while in this trance, you may do one of the following with a successful heal check. You may not use these abilities on your self, except for the restoration of Sanity. This trance is an extraordinary ability.

Heal DC...Effect...Sacrificed Health or Constitution damage*
20...Restore a lost limb or remove natural blindness/deafness...1d8 hitpoints or 2 Constitution
15...Restore 1d6 Sanity...1d6 hitpoints or 1 Constitution
16...Heal 1d4 hitpoints of damage...1d3 hitpoints
20...Heal a natural disease...1d10 hitpoints or 2 Constitution
30...Heal the Dark Plague...1d12 hitpoints or 3 Constitution
19...Heal 1d8+1/level hitpoints of damage...1d6 hitpoints or 1 Constitution
20...Remove a poison...1d12 hitpoints or 3 Constitution
22...Heal 1d4 hitpoints of dark damage...1d8 hitpoints or 2 Constitution
22...Heal 1d4 hitpoints caused by special attacks...1d8 hitpoints or 2 Constitution
22...Heal effect caused by special attacks...1d10 hitpoints or 2 Constitution
30...Heal 1d4 hitpoints of deadly damage...1d20 hitpoints or 4 Constitution

Sacrificed Health and Constitution damage from the Hadachmyna Trance cannot be restored magically, and heals slowly naturally. Constitution damage from the Hadachmyna Trance heals at a rate of 1 per week of rest. Hitpoints sacrificed heal at half the normal rate.

Healer's Guild Training
Prerequisite: Hadachmyna Trance or Skill Focus (Meditation)
Benefit: You gain a +2 bonus to Heal checks and Meditation checks. Characters with skill ranks in Heal can aid your Heal checks with a successful Heal or Meditation check while you are in the Hadachmyna Trance though this slows the healing time to one check per minute instead of one per round, if successful the aides absorb some of the hitpoint damage (sacrificed health) used in the trance (never an amount higher than Constitution modifier).
In addition, whenever you suffer Constitution damage from using the Hadachmyna Trance (if applicable) or when casting a spell, you can immediately roll a Fortitude save (DC 10 + Constitution damage) but with a -5 penalty to prevent losing Constitution. This stuns you for one round for each point of Constitution that would have been lost (in pain).

Inner Sight
You have trained in the Scouts Alliance of Huredain and have mastered the special mental techniques of inner geography.
Prerequisite: Scouts Alliance Training
Benefit: You gain +4 training bonus to saving throws against the Dark Mists of Confusion, and gain both a +2 circumstance bonus to hit and reduced miss chance by 10% for creatures with concealment.

Noble

Scouts Alliance Training
Joining the Scouts Alliance is no small matter. Only those most devoted to surviving the wilderness join it.
Prerequisite: Skill Focus (Survival)
Benefit: Once per day, you may reroll a Survival skill check. Once per day, you may cast daylight (only at night) and endure elements (only while in daylight conditions).

Spell Knowledge

Combat Feats
Focused Attack

Special Feats (These require certain tests or challenges.)
Gift of the Arcane Collective: Chaos Magic
Gift of the Arcane Collective: Dream Magic
Gift of the Arcane Collective: Fire Magic
Gift of the Arcane Collective: Nature Magic

Oath Feats (These also count as Princely Feats)
Oath of the Dragonswords
Oath of the Faerie Keys
Oath of the Wizards
Oath of the Silver Pegasus
Swear an Oath

Weapon Training Feats
Weapon Training of the Dark Tower
Weapon Training of the Citadel of Arisilon
Weapon Training of the Citadel of Brynthia
Weapon Training of the Citadel of Durnin
Weapon Training of the Citadel of Zenon