Table of Contents
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Aristeia feats are tied to, and make use of, the optional Aristeia rules.
For the purposes of granting new activations and increasing the character’s maximum possible level of Aristeia, the feats Blood of Heroes, Hero’s Fortune, and Luck of Heroes count as Aristeia feats.
Ascendant Avenger (Aristeia, Drawback, Teamwork, Union) [3PP]
Source: Baron’s Glorious Arena
Prerequisite: Bonded Casting
Benefit: You gain a +1 bonus on attack and damage rolls against any creature that has damaged or targeted your bonded creature within the last 24 hours.
Whenever your bonded creature would be reduced to 0 hit points or killed, you may enter Aristeia. If you do, select one talents or feats that the bonded creature possessed for every level of Aristeia you enter (4 for Aristeia level 4, for example). For the duration of Aristeia, you gain the benefits of these feats or talents and can use magic sphere effects and spend spell points normally in spite of the bonded creature being dead or unconscious. You must meet the prerequisites for any abilities you acquire in this Aristeia state, but abilities you gain can be used to meet the prerequisites for other abilities.
Dimensional Pursuit (Aristeia)
Benefit: When a creature you threaten or that you have damaged in the last round attempts a concentration check to use an effect that would teleport them or move to another plane, increase the DC of the check by 4.
While in Aristeia, you may spend an immediate action to move with any creature you see that attempts to teleport or shift planes, arriving in the same position relative to them wherever they arrive.
Special: This feat counts as Disruptive for the purpose of meeting prerequisites.
Enduring Aristeia (Aristeia)
Benefit: Add five times the number of Aristeia feats you possess to your Constitution score for the purpose of determining the number of negative hit points at which you die. When your Aristeia would end, you may add an additional round to your Aristeia. If you do, you immediately suffer 1 point of ability burn to all ability scores. You may continue to use this feat until your total ability burn in any ability score equals that ability score.
Special: This feat counts as Endurance for the purpose of meeting prerequisites.
Heroic Perseverance (Aristeia)
Benefit: For each Aristeia feat you possess, increase the number of times per day you can use a combat feats you have that allows a limited number of daily uses by 1, such as the Stunning Fist feat. When your Aristeia ends, you may spend any number of hero points, reducing the ability burn dealt to each ability score by 1 for every hero point spent.
Special: This feat counts as the weapon training and armor training class features for all weapons and armor for the purpose of meeting prerequisites for armor mastery and weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats.
Heroic Senses (Aristeia)
Benefit: You gain a +2 bonus on Perception checks which increases by an additional +2 for every 10 ranks you have in Perception (to a maximum of +6 at 20 ranks). When you enter Aristeia, you gain all-around vision and blindsense out to 60 feet while in Aristeia. The chosen sense improves to blindsight if you enter Aristeia level 3 or higher. If you enter Aristeia level 4 or higher, you also gain the benefits of the True Perception advanced Divination talent while in Aristeia.
Special: This feat counts as Skill Focus (Perception) for the purpose of meeting prerequisites.
[Sidebar: Expanding Blindsense and True Perception]
Expanded and revised rules for blindsense and blindsight can be found in Spheres of Origin alongside the True Perception talent.
[End Sidebar]
Heroic Tenacity (Aristeia)
Benefit: In any situation where you could use one of your activations to enter Aristeia, you gain a +1 insight bonus which you may add to any d20 roll once per round. When you enter Aristeia, choose a single feat that you meet the prerequisites for. So long as you remain in Aristeia, you gain the benefits of that feat. If entering Aristeia level 3 or higher, you may select two feats rather than one. You cannot select other Aristeia feats with this feat.
Liberating Triumph (Aristeia)
Benefit: You gain a +2 bonus on all saving throws against effects which would prevent you from being able to take actions. When you enter Aristeia, you may suppress one additional effect with Condition Negation and can attempt a new saving throw to end any effect you suppress with Condition Negation. Failing this additional saving throw does not cause you to suffer additional effects from a disease or poison or for it to progress.
Special: This feat counts as Great Fortitude, Lightning Reflexes, and Iron Will for the purpose of meeting prerequisites.
Mage’s Triumph (Aristeia)
Prerequisite: Casting class feature.
Benefit: In any situation where you could use one of your activations to enter Aristeia, you gain a +1 bonus to the saving throw DCs of your magic effects. While you are in Aristeia, you add your Aristeia level as a bonus to your caster level (this stacks with the normal bonus from this feat) and you gain a number of temporary spell points equal to twice your Aristeia level. These temporary spell points vanish when you leave Aristeia. The first spell of each level that you cast while in Aristeia does not consume a prepared spell or spell slot.
Special: This feat counts as Sphere Focus (any one) or Spell Focus (any one) for the purpose of meeting prerequisites.
Surging Triumph (Aristeia, Luck)
Benefit: The maximum number of hero points you may have at a time increases by 1. When you enter Aristeia, you gain a single temporary hero point which lasts for the duration of Aristeia and cannot be used with the Heroic Perseverance feat. When you enter Aristeia level 3 or higher, you gain two temporary hero points instead of one.
Special: This feat counts as Hero’s Fortune for the purpose of meeting prerequisites.
Ultimate Form (Aristeia)
Prerequisite: Alteration sphere or Transformation feat
Benefit: You gain a +1 bonus on concentration checks for Alteration sphere effects +1 for every Aristeia feat you possess (including this one). When you enter Aristeia, you gain a single Alteration sphere trait that you may select for the duration of your aristeia. If you possess 4 or more Aristeia feats, you gain an additional trait when in Aristeia. These traits are chosen when you enter Aristeia and do not count towards the maximum number of traits you may gain from the Alteration sphere.
Special: This feat counts as Combat Casting for the purpose of meeting prerequisites.
Unbreachable Heroism (Aristeia)
Benefit: Whenever you regain martial focus, you gain temporary hit points equal to twice the number of Aristeia feats you possess. These temporary hit points last for 1 round
When you enter Aristeia, you gain temporary hit points equal to your character level times your Aristeia level. These temporary hit points last as long as you remain in Aristeia, and you may replenish them as a free action by spending an additional hero point or gaining an additional Accrual Point.
Special: This feat counts as Toughness for the purpose of meeting prerequisites.
Veiled Horror (Aristeia)
Benefit: You gain a +1 bonus to Intimidate checks for every Aristeia feat you possess. When you enter Aristeia, you gain the frightful presence universal monster ability with a range of 30 feet and a DC of 10 + 1/2 your Hit Dice + the number of Aristeia feats you possess + your Charisma modifier. This range increases to 100 feet if you possess at least three aristeia feats and 300 feet if you possess at least 5 aristeia feats. An opponent that succeeds on the saving throw against this frightful presence is immune to it for 24 hours. On a failed save, any opponent with fewer hit dice than your Hit Dice + your Aristeia level is shaken, or panicked if it has 4 HD or fewer.
Special: This feat counts as Intimidating Prowess for the purpose of meeting prerequisites.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book