Southland Feats

Southland Character Options

Jinnborn Feats

For the following feats, the prerequisite of Jinnborn is a racial requirement of Suli, Ifrit, Oread, Sylph, or Undine, or a requirement to have the respective Sorcerer Bloodline Ability. True genies also fulfill this requirement (Jan, Efreet, Marid, Shaitan, Djinn). The benefits of the feats are bound to your respective elemental connection, and can only be used with that elemental connection. For example an Ifrit, only gains the benefits of these feats in regards to fire. Suli and Janni must chose which element the Jinnborn feat applies to, unless otherwise noted.

Elemental Assault
You can manifest and use the elements to empower your natural and manufactured weapons. (Su)
Prequisite: Jinnborn, CHA 11
Benefit:Once per day as a swift action, a Jinnborn can shroud her arms in energy of a type corresponding to its elemental focus. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Elemental Bolt
You can manifest and use the elements as a weapon. (Su)
Prequisite: Jinnborn, CHA 11
Benefit: A number of times per day equal to 3+CHA modifier, a jinnborn with this ability can make a ranged touch attack to hurl abolt of an energy type corresponding to its elemental focus. This energy bolt deals 1d6 +1 per 2 levels damage of the appropriate type.
Special: A Suli may take this ability for free in place of his Elemental Assault racial ability, a Suli doing so may chose whether to deal Fire, Acid, Electricity, or Cold damage when using the ability..

Elemental Defense
Your mastery of the elements extends to defense. (Su)
Prequisite:Jinnborn, Elemental Assault or Elemental Bolt
Benefit:As an immediate action, the jinnborn can increase its resistance to their respective element elemental energy by 5 for 1 min. You can use this ability a number of times per day equal to 1+CHA Modifier.

Far Walker
The Nomadic lifestyle of your ancestors burns in your veins.
Prequisite: Jinnborn
Benefit: The jinnborn is affected with a constant endure elements effect, and the jinnborn gains a +2 racial bonus on Survival and Knowledge (geography) checks. Knowledge (geography) checks are always a class skill, and even if the jinnborn is untrained, and the jinnborn can always make checks as if they were.

Grand Sheikh
Great elemental power comes to those who wish to serve it.
Prerequisites: Jinnborn, Warrior of the Hidden World (see below), Elemental Assault, Incremental Elemental Assault, Cha 13, base attack bonus +12.
Benefit: You can use elemental assault at will. It is still a swift action to activate it, and a free action to dismiss its energies. Furthermore, this feat allows you to gain the benefits of the Leadership feat except for the cohort. If you choose not to take this benefit, you can alternatively choose to take it the next time you reach a new character level (you always retain the at-will elemental assault ability). Once you do decide to take the benefit, you cannot choose to relinquish it. If you already have the Leadership feat, this feat grants a +4 racial bonus to your Leadership score instead of extra followers.

Hidden World Leaper
You can navigate the world using secret paths through the Hidden World.
Prerequisites: Jinnborn, Walker of the Path or Mage of the Hidden World (see below).
Benefit: You can cast either air leap, earth leap, fire leap, or water leap once per day as a spell-like ability. For the text of these spells, see below.
Special: You can take this feat up to twice. When you take it a second time, you can cast the appropriate leap spell three times per day.

Mage of the Hidden World
You open yourself to the world beyond, and destruction pulses from your fingertips.
Prerequisites: Jinnborn, Elemental Bolt or Elemental Ray class ability, caster level 4th.
Benefit: The damage dealt by elemental bolt, elemental ray increases to 1d8 of the appropriate energy type. At caster level 8th, the damage increases to 2d8 of the appropriate energy type, to 3d8 of that type at caster level 12th, and finally to 4d8 of the appropriate type at caster level 16th, at which point the bolt deals an additional 1d10 damage of the appropriate type upon a confirmed critical hit.

Master of the Many Paths
As in your ancestors, the powers of the elements are in balance within you.
Prerequisites: Suli or Janni
Benefit: When you use a Jinnborn feat, you may select any element (electricity, fire, cold, acid) to manifest.

Vessel of the Hidden World (Combat)
Your connection to the Hidden World bleeds through your skin, and manifests its protection.
Prerequisites: Jinnborn, Elemental Defense, base attack bonus +4.
Benefit: Your Elemental Defense is always active. You also gain additional damage reduction based on the element. If you activate Elemental Defense for Air, you also gain DR 5/bludgeoning. Earth, you gain DR 5/piercing. Fire you gain DR 5/slashing. And if water, you gain DR 5/ bludgeoning. At 8th level it increases to DR 5/magic. At 12th level it increases to DR/10 magic.

Walker of the Path
You are a trailblazer, a scout, and a mystic of paths between the elemental plains.
Prerequisites: Jinnborn, 5 ranks in Knowledge (geography), Far Walker.
Benefit: You do not suffer the effects of naturally occurring difficult terrain when in the desert, the mountains, the plains, and any of the Elemental Planes. In those areas you also gain a climb speed equal to half your overland speed. This also grants the usual +8 racial bonus to Climb checks.

Warrior of the Hidden World (Combat)
By channeling inward, you can unleash the power of the Hidden World.
Prerequisites: Jinnborn, Elemental Assault, base attack bonus +4.
Benefit: You can use your elemental assault ability a number of rounds equal to twice your character level. The extra damage of the elemental energy increases to +1d8. At base attack bonus +8 it increases to +1d10. At base attack bonus +12 the extra damage increases to +2d6. At base attack bonus +16 it increases to +2d8, and at base attack bonus +20 it finally increases to +2d10.

Wizir
You are a great mystic of the tribe.
Prerequisites: Jinnborn, character level 12th, and one of the following: Mage of the Hidden World, Grand Sheikh, or Vessel of the Hidden World (see above).
Benefits: You can cast augury as a spell-like ability a number of times per day equal to either your Intelligence, Wisdom, or Charisma bonus (your choice). Also, once per day, when you make a Diplomacy check to influence a creature’s attitude, you can attempt it as a full-round action. At character level 16th, you can cast air walk, divination, imbue with spell-like ability, and tongues once per day as spell-like abilities. If you are not a prepared spellcaster, you can imbue a creature with any one of the following spells: burning hands (fire), enlarge person (earth), snowball (water), shocking grasp (air).


Jinnborn Spells

Air Leap
School conjuration (teleportation) [air]; Level bard 4, battle scion 4, bloodrager 4, cleric/oracle 4, druid 4, magus 4, skald 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 swift action
Components V
Range personal
Target you
Duration instantaneous
You teleport yourself and all objects you wear or carry to any space within 30 ft. that is within your line of sight, as long as by the end of the teleportation some part of you is touching at least one 5-ft.-square area of air (i.e., hard surfaces with at least 5 ft. of empty air above them, etc.). This spell will not transport you to a place that is already occupied by a solid body. Neither casting this spell nor the movement made by using this spell provokes attacks of opportunity.

Earth Leap
School conjuration (teleportation) [earth]; Level bard 4, battle scion 4, bloodrager 4, cleric/oracle 4, druid 4, magus 4, ranger 4, shaman 4, skald 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 swift action
Components V
Range personal
Target you
Duration instantaneous
You teleport yourself and all objects you wear or carry to any space within 30 ft. that is within your line of sight, as long as by the end of the teleportation some part of you is touching at least one 5-ft.-square area of earth (i.e., your feet or hands must be on solid, natural ground, etc.). This spell will not transport you to a place that is already occupied by a solid body. Neither casting this spell nor the movement made by using this spell provokes attacks of opportunity.

Fire Leap
School conjuration (teleportation) [fire]; Level bard 4, battle scion 4, bloodrager 4, cleric/oracle 4, druid 4, magus 4, ranger 4, shaman 4, skald 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 swift action
Components V
Range personal
Target you
Duration instantaneous
You teleport yourself and all objects you wear or carry to any space within 30 ft. that is within your line of sight, as long as by the end of the teleportation some part of you is touching something fiery (i.e., your gloves are touching the burning end of a torch, your boots are touching a campfire, etc.). This spell will not transport you to a place that is already occupied by a solid body. Neither casting this spell nor the movement made by using this spell provokes attacks of opportunity.

Water Leap
School conjuration (teleportation) [water]; Level bard 4, battle scion 4, bloodrager 4, druid 4, oracle 4, magus 4, ranger 4, shaman 4, skald 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 swift action
Components V
Range personal
Target you
Duration instantaneous
You teleport yourself and all objects you wear or carry to any space within 30 ft. that is within your line of sight, as long as by the end of the teleportation some part of you is touching any collection of water the size of a puddle or larger. This spell will not transport you to a place that is already occupied by a solid body. Neither casting this spell nor the movement made by using this spell provokes attacks of opportunity.


General Feats

Desert Wanderer
You have great skill moving across the Southlands’ deserts.
Prerequisites: Dex 13.
Benefit: Your hourly and daily overland speed increases by one step as long as you are traveling through sandy desert. Additionally, while in sandy desert terrain, you may move an extra 5 ft. per round during combat. You may move this additional 5 even in difficult terrain as long as it’s sandy desert.

Foresight Alacrity
Because of your heightened ability to discern the future, you are able to act faster than you ordinarily should.
Prerequisites: Base Attack Bonus +3.
Benefit: You are able to take two immediate actions and two swift actions on your turn. However, the effort to do so imposes a -2 penalty to all rolls until the end of the encounter. This penalty can be negated if you sacrifice all actions except for movement on your next turn (and you may not double move).
You may use this benefit each round if you choose, andthe penalty increases by 1 each time you choose to do so. For example, the second consecutive round you use this feat, the penalty increases to -3 (then -4, -5, and so on). Normal: You may only take a single immediate or swift action in a round.


General Spells

Blood Pact
School conjuration (calling) [evil]; Level cleric/oracle 5, magus 5, sorcerer/wizard 5, summoner 5, theurge 5, witch 5
Casting Time 1 hr.
Components V, S, M (offerings worth 1,000 gp plus payment; see below), DF
Range close (25 ft. + 5 ft./2 levels)
Effect one called outsider of 12 HD or less
Duration 1 day/level
Saving Throw none; SR no
This spell calls an outsider to bargain with you to create a bond between that lasts for the duration of the spell. This connection provides a shield other effect between the outsider and you in exchange for a negotiated deal, determined through interaction with the outsider. Once the exchange is agreed upon, you gain the outsider’s DR and vulnerabilities, and you divide any damage suffered beyond the resistances in half before subtracting the resulting total from your hp. This damage reduction is applied before any other DR you possess. If the outsider reaches 1 hp or fewer, even if it is on another plane than you at the time, the connection is severed and you are staggered for one round. Demons tend to prefer slaves or the true names of potent mortals in exchange for this effect, while goodaligned creatures tend to require a task after providing the service to you. The outsider is considered unfriendly for the purposes of this negotiation, but circumstance bonuses from roleplaying may be applied.

Conjure Oasis
School conjuration (creation); Level cleric/oracle 5, druid 5, shaman 5, witch 5
Casting Time 10 min.
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area 60-ft.-radius emanation
Effect food, water, and comfort for 10 Medium or smaller creatures/level for 24 hrs.
Duration 24 hrs.; see text
Saving Throw none; Spell Resistance no
Upon casting this spell, a lush and inviting oasis appears in the area you designate. You can summon this oasis anywhere, even deep underground or on a strange plane of existence, as long as the space is relatively clear of significant obstructions (such as buildings). A pool of shallow, fresh water fills the center of the conjured oasis, and bountiful fruit and nut trees grow around the pool. The fruit and nut trees provide the nourishment of normal meals for up to 10 Medium creatures. The air in the environment of the oasis is pure, cool, and even a little crisp. While within the oasis, creatures do not suffer any hardship or effects from the weather and environment around the oasis. Creatures and vegetation in the designated before the spell is cast are always unharmed by the creation of the oasis.

Desiccating Breath
School necromancy; Level cleric/oracle 4, sorcerer/wizard 5, witch 4
Casting Time 1 standard action
Components V, S, M/DF (bone dust)
Range 25 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw no; Spell Resistance yes
You exhale a breath of the driest air, instantly drawing water from flesh and bone. Each target in the burst takes 1d6 Strength damage as muscle, flesh, and bone become dry and brittle. This spell targets living creatures only. If this spell causes a creature’s Strength score to reach 0, it falls unconscious.

Healer’s Bane
School necromancy; Level bard 4, cleric/oracle 4, druid 4, magus 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./level)
Target one creature
Duration instantaneous
Saving Throw see below; Spell Resistance yes
You rip away the healing energies lingering in your target, reopening old wounds. The target must make a Will save or have the number of hp healed by his most recent magical healing, either from a spell, item or other source, inflicted as damage (max 10 hp/caster level). If the target has not received any magical healing during the last 48 hrs., the target instead suffers 4d8 hp of force damage. A successful Fortitude save halves this damage.

Leechspray
School conjuration; Level druid 3, ranger 2, sorcerer/wizard 4, witch 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./level)
Target one creature
Duration instantaneous
Saving Throw Fortitude partial; see below; Spell Resistance no
You conjure up a writhing ball of leeches that unerringly splatters on the target, attaching to suck away its vitality. This spell does not affect creatures with the construct or undead types. On other types of creatures, this inflicts 4d6 hp of damage and leaves the target nauseated for 1d4 rounds. Creatures that successfully save take half damage and are not nauseated.

Storm Shelter
School abjuration; Level bard 3, cleric/oracle 3, druid 3, ranger 3, shaman 3
Casting Time 1 round
Components V, S, M (a vial of rainwater)
Range personal
Area 20-ft.-radius emanation, centered on you
Duration 1 hr./level (D)
Saving Throw none; Spell Resistance yes
You shape a mobile, hemispherical energy field that prevents the effects of sandstorms, avalanches, and similar phenomena. The field prevents the entrance of all propelled rocks, dirt, and minerals, so it also keeps out thrown rocks of all sizes (including those lobbed by giants or other creatures with the rock throwing ability), and catapult and trebuchet ammunition, as long as that ammunition is made of stone. It does not keep out projectile weapons such as arrows or bolts, although it does keep out little starstones, sharpstones, softstones, and spongestones. It also does not keep out creatures, even those with the earth descriptor or those primarily constructed of stone (such as the stone golem). This spell also grants you standard visibility and eliminates the -4 penalty to Perception checks when peering through a sandstorm beyond the area of the spell. Others in the spell’s area do not gain this ability.

Southland Feats

The Legacy of Fire Bondoid Bondoid