Races of Destiny

Feats

General Feats Prerequisite Benefit
Able Learner* Human or doppelganger Cross-class skills cost less per rank
Bright Sigil Illumian You can increase the illumination from your sigils
Channeled Rage Half-orc, ability to rage Use rage to improve Will saves
City Slicker* — Certain skills are class skills for you
Complementary Insight Half-elf Increase bonus from skill synergy to +3
Diverse Background* Half-human You gain a second favored class
Enhanced Power Sigils Illumian, two power sigils Increase bonuses from power sigils by +1
Heroic Destiny Human or half-human Add +1d6 to d20 roll once per day
—Protected Destiny Human or half-human, Heroic Destiny, character level 3rd Reroll saving throw once per day
—Fearless Destiny Human or half-human, Heroic Destiny, character level 6th Avoid death once per day
Human Heritage* Half-human or human-descended race You gain the human subtype and 4 skill points
Improved Sigil (Aesh) Illumian, aesh power sigil Bonus on melee weapon damage with Weapon Focus
Improved Sigil (Hoon) Illumian, hoon power sigil Bonus on saves against death effects, massive damage, and some environmental effects
Improved Sigil (Krau) Illumian, krau power sigil You can cast some spells at higher CL
Improved Sigil (Naen) Illumian, naen power sigil Bonus on saves against illusions and language-dependent effects
Improved Sigil (Uur) Illumian, uur power sigil Bonus on ranged weapon damage against targets denied Dex bonus
Improved Sigil (Vaul) Illumian, vaul power sigil Bonus on saving throws against mind-affecting spells and abilities
Inside Connection — +4 bonus on checks to interact with a specific organization
Menacing Demeanor Orc blood or orc subtype You gain a +4 bonus on Intimidate checks
Resourceful Buyer — Communities are considered larger for you when buying equipment
Smatterings Int 13 You can communicate in languages you don’t know
Sociable Personality Half-elf, Cha 13 You may reroll Diplomacy and Gather Information checks
Subtle Sigil Illumian You can make your sigils disappear
Urban Stealth Knowledge (local) 2 ranks +3 bonus on Hide and Move Silently checks in cities
Urban Tracking — Use Gather Information to track down person
Initiate Feats Prerequisite Benefit
Arcane Insight Cleric level 3rd, deity Boccob Knowledge (arcana) is a class skill, +2 on Spellcraft checks, additional spells
Dread Tyranny Cleric level 3rd, Str 13, deity Hextor Intimidate is a class skill, add Str bonus to Intimidate checks, additional spells
Eternal Strength Cleric level 5th, Str 13, deity Kord +4 on saves vs. Str damage or drain, additional spells
Far Horizons Cleric level 1st, deity Fharlanghn Climb, Jump, and Swim are class skills, always know north, additional spells
Law Inviolate Cleric level 1st, lawful alignment, deity St. Cuthbert Weapons are lawful, additional spells
Radiant Fire Cleric level 3rd, deity Pelor +2 damage against evil creatures, additional spells
Undying Fate Cleric level 3rd, deity Wee Jas Determine if other creatures are dying, additional spells
Whispered Secrets Cleric level 1st, deity Vecna Listen and Spot are class skills, aware of divination attempts, additional spells
Tactical Feats Prerequisite Benefit
Crowd Tactics Hide 5 ranks, Dodge Gain move and skill bonuses in crowds
Roofwalker Balance 5 ranks, Jump 5 ranks, Dodge, Mobility Gain move, skill, and AC bonuses on rooftops

*May only be selected at 1st level.

Spells

ASSASSIN SPELLS

1st LEVEL

Rooftop Strider: Move across uneven surfaces with ease.

BARD SPELLS

1st LEVEL

Discern Bloodline: Know the race of one creature/level.

Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks.

Locate City: Find nearest city.

Scholar’s Touch: Read books in seconds.

2nd LEVEL

Insignia of Alarm: Alert bearers of special insignia.

Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear.

3rd LEVEL

Insignia of Healing: Bearers of special insignia healed 1d8 damage +1 point/level (max +10)

Winding Alleys: Trap foe in phantasmal maze.

4th LEVEL

Charm Person, Mass: As charm person, but all within 30 feet.

6th LEVEL

Bestow Curse, Greater: As bestow curse, but more severe penalties.

City Stride: Teleport between two cities.

CLERIC SPELLS

1st LEVEL

Omen of Peril: You know how dangerous the future will be.

Scholar’s Touch: Read books in seconds.

2nd LEVEL

Insignia of Alarm: Alert bearers of special insignia.

3rd LEVEL

Delay Death: Losing hit points doesn’t kill subject.

Insignia of Blessing: Bearers of special insignia gain +1 bonus on attacks and saves against fear.

Insignia of Healing: Bearers of special insignia healed of 1d8 damage +1 point/level (max. +10).

Insignia of Warding: Bearers of special insignia gain +1 to AC, Fortitude saves.

5th LEVEL

Stalwart Pact: Target gains combat bonuses automatically when reduced to half hit points or lower.

7th LEVEL

Bestow Curse, Greater: As bestow curse, but more severe penalties.

DOMAINS

CITY DOMAIN

Granted Powers: Add Gather Information and Knowledge (local) to your list of cleric class skills.

Domain Spells
  1. Rooftop Strider: Move across uneven surfaces with ease.
  2. City Lights: Absorb nearby light to release as blinding flare.
  3. Winding Alleys: Trap foe in phantasmal maze.
  4. Commune with City: Learn about city.
  5. Skyline Runner: You can walk normally on any city surface.
  6. City Stride: Teleport between two cities.
  7. Urban Shield: City grants cover to you, not to enemies.
  8. City’s Might: Gain enhancement to Str and Con, damage reduction, while in city.
  9. Animate City: City structures attack, slow down enemies.
DESTINY DOMAIN

Granted Powers: Once per day as an immediate action, you can grant a willing creature within 30 feet the ability to reroll an attack, save, ability check, or skill check. You must be able to see the creature to be affected. You cannot use this power on yourself. This is a supernatural ability.

Domain Spells
  1. Omen of Peril: You know how dangerous the future will be.
  2. Augury: Learns whether an action will be good or bad.
  3. Delay Death: Losing hit points doesn’t kill subject.
  4. Bestow Curse: –6 to an ability score; –4 to attack rolls, saves, and checks; or 50% chance of losing each action.
  5. Stalwart Pact: Target gains combat bonuses automatically when reduced to half hit points or lower.
  6. Warp Destiny: Reverse failed save or hit in combat.
  7. Bestow Curse, Greater: As bestow curse, but more severe penalties.
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Choose Destiny: Gain two chances for success on every action.

DRUID SPELLS

1st LEVEL

Omen of Peril: You know how dangerous the future will be.

PALADIN SPELLS

2nd LEVEL

Insignia of Alarm: Alert bearers of special insignia.

3rd LEVEL

Insignia of Blessing: Bearers of special insignia gain +1 bonus on attack rolls and saves against fear.

Insignia of Warding: Bearers of special insignia gain +1 to AC, Fortitude saves.

RANGER SPELLS

1st LEVEL

Locate City: Find nearest city.

SORCERER/WIZARD SPELLS

1st LEVEL
Div

Discern Bloodline: Know the race of one creature/level.

Locate City: Find nearest city.

Scholar’s Touch: Read books in seconds.

Illus

Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks.

2nd LEVEL
Ench

Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear.

Evoc

City Lights: Absorb nearby light to release as blinding flare.

3rd LEVEL
Illus

Phantom Guardians: Create illusion of group of guards.

4th LEVEL
Conj

Unseen Servant, Mass: As unseen servant except creates one servant/level.

5th LEVEL
Ench

Charm Person, Mass: As charm person, but all within 30 feet.

Illus

Shadow Guardians: Create group of shadowy warriors.

8th LEVEL
Trans

Bestow Curse, Greater: As bestow curse, but more severe penalties.

Powers

PSION/WILDER POWERS

1st level

Synchronicity: Ready an action and use it when you choose.

Urban Strider: Move across uneven surfaces or through crowds with ease.

2nd level

Anticipatory Strike: Take your action out of initiative order.

3rd level

Realized Potential: Target gains +1 on attacks and saves and +2 on trained skill checks.

PSYCHIC WARRIOR POWERS

1st level

Urban Strider: Move across uneven surfaces or through crowds with ease.

Races