====== Custom Feats ====== ===== Channel Grace [Gestalt] ===== The cleric can produce great works of art, tuned in to creativity as seems to be from the gods. They appear able to fashion great elegance, and for short bursts seem to able to inspire others to achieve greater heights as well. **Prerequisite:** Gestalt Cleric channelling Positive Energy, creative Craft or Perform 4 ranks. **Benefit:** The cleric expends a use of channel energy to channel divine grace into a creature within 30 feet for 1 round. The target can call upon this grace once to roll two dice for any ability check, attack roll, saving throw or skill check and take the better result. At 8th level and at 16th level the duration extends to 2 and 3 rounds respectively. Once a creature has been effected by the grace they cannot benefit from it again for 24 hours. ===== Eldritch Paragon [Gestalt] ===== Your control and understanding of magic is so perfect that every part from spell matrix to spell align exactly with their theoretical optimum, allowing your own arcane power to resonate with the energies it controls. **Prerequisite:** Gestalt Arcane Caster **Benefit:** Because of your understanding and control of magic, you get a bonus equal to half your arcane caster level on Spellcraft and Knowledge checks made to learn or develop new spells or powers. However, the accuracy and clarity also makes it easier to recognize your magic, and when a Spellcraft check is made to identify the spell you cast or power you use, others gain a bonus on their check equal to half your caster level. Additionally, when you are actively using magic of any type (( i.e. while casting a spell, concentrating on maintaining a spell effect, or taking actions as part of a spells effect, but not while passive effects such as mage armour are active )), you instinctively also use the arcane energies you command causing you - and sometimes small unattended objects nearby - to float above the ground. This effect does not grant you a fly speed and thus does not meaningfully affect your ability to move around. ===== Princess of the Faith [Gestalt] ===== Your connection with the divine is so strong that it echo's in your aura and the energy you channel. **Prerequisite:** Gestalt Divine Caster **Benefit:** Because of your stronger connection with the Gods, when you channel energy, you add half your divine caster level to the total. However, the increased strength of the connection also makes you easier to detect, and when others make a check as part of a spell used to detect you or information about you, they get a bonus equal to half your divine caster level on the roll. Additionally, when detecting you using magic, if the spell would normally pick up on you, you appear to be one category stronger than you would normally be. For example, if you are a good-aligned level 4 cleric, your aura would have appeared as Moderate, but would now appear as Strong. ===== Scion of the Nine Houses [Gestalt] ===== Your emotions and state of mind echo in the world around you. Shadows may become darker when you are depressed, glass may crack if you scream out in pain, or rain may start to fall when you are depressed. This effect is exponentially related to the strength of your emotions and state of mind, and in particularly dramatic moments the effect may as a result be excessively dramatic. **Prerequisite:** Gestalt Psionic Manifester **Benefit:** Because your emotions resonate so clearly, you gain a bonus equal to half your psionic caster level on Intimidate checks. However, that same resonances makes it easier to determine your mental state and others gain an equal bonus on Sense Motive to sense your emotions. Additionally, in moments of emotion, the local environment changes to suit your mood, lights becoming dimmer if you are saddened, the sky appearing darker if you are angered, pots cracking if you are in pain, etc. You may indicate these changes, within the limits set by the Dungeon Master. ===== Heraldic Spell [Metamagic / Metapsionic] ===== You can make spells and powers appear with your own theme or heraldry. **Prerequisite:** Clearly defined personal heraldry, Spellcraft 5 **Benefit:** A Heraldic spell or power will appear in accordance with your heraldic theme, or similar personal imagery. Fire will burn in your colours, projectiles seem for a moment like your heraldic charge as they shoot towards your enemy and creatures you summon appear as if they are part of your forces. Those who observe a heraldic spell or power receive a +2 circumstance bonus on any Knowledge: Nobility checks to identify you by your heraldry. If you have 10 or more ranks in Spellcraft, this bonus increases to +4. Heraldic Spell does not change any of the numerical values of your spells - the spells are exactly the same, they just appear themed uniquely to you. Heraldic Spells use the same spell slot as the spell's actual level. ===== Project Voice [Psionic] ===== You can speak directly into other people's heads instead of physically communicating with them. **Prerequisite:** Manifester level 3rd, Linguistics 5 **Benefit:** As long as you maintain psionic focus, you can project your voice directly in another's head. This ability works similar to Telepathy up to a distance of 100 feet, but you can only speak intelligibly to creatures with whom you share a language. **Special:** Any conditions which would make it impossible for you to speak to the target, such as either of you being under the effect of a Silence spell, being gagged or the target being deaf, also prevent you from using this ability. ===== Telepathic [Psionic] ===== You gain the ability to communicate Telepathically. **Prerequisite:** Project Voice, Manifester level 7th, Linguistics 10, Ability to manifest Mind Link **Benefit:** As long as you maintain Psionic Focus, you gain the Telepathy ability, up to a distance of 100 feet