Feats and Skills

New Skills:

Knowledge: Dragon Lore (Int: Trained only)
While Dragons are more common in Halda, they interact with mortals far less than in most settings, and are very secretive in general. Knowledge of Dragons and their abilities is therefore its own skill.
Check: In most cases, this functions as any other skill regarding monster lore, but the DC to know weaknesses or special abilities that are not common knowledge begin at 15 + the dragon’s CR. It may also be used in place of Knowledge: History when seeking answers about Dragon history.

Bond Sense: (Wis: Trained only)
You are able to sense the creatures and items you share a bond with more easily than most, and even when such bonds are out of range you may attempt to sense the approximate distance and location to a creature or object you share a bond with.
Check: When a bond has a sense associated with that only works to a certain range, such as the empathic link to a familiar, you may use this skill to increase the effective range. The DC is 10 +5 for each increase by half of the original range.
By concentrating on the subject of one of your bonds for one minute, you may attempt to judge its approximate distance and direction from you. The DC is 10 if the target is within 100 feet, 15 for up to a mile away, 20 for up to 10 miles, and increases by 5 for each multiple of 10 beyond that. The GM will make this role in secret.
Retry: If you fail to extend the range of a sense, you may not attempt to extend that sense again until the target re-enters the sense’s normal range. When attempting do discern distance and location to a bound subject, a failed attempt may be retried immediately at a +5 DC per failure. For each hour an attempt is not made, this penalty goes down by 5.

Control Bond: (Cha: Trained Only)
You have greater control over the bonds you form and can more easily establish dominance, or even break a bond.
Check: You may attempt to establish dominance in a bond as a free action. The subject is aware of this, and if they choose may resist. There is no check against an unresisting subject, but a resisting subject opposes your check with his choice of a will save or his own Control Bond skill. If Dominance is established against you in a bond, you may attempt to break it once per minute by forcing an opposed control Bond roll, however, the dominant party receives a +5 to their roll, plus an additional +5 for each fail attempt you make, until they relinquish control or you succeed. If successful, you must still establish dominance as normal.
Either party may attempt to break a bond. To do so, they must first establish dominance, then roll against DC 15 +5 for the strength of the bond. If the other party opposes the break, they may add their Control Bond ranks to the dominant party’s DC.

Bond Feats:
Bond feats allow players to gain new bonds or ad abilities to the bonds they already posses. Many bond feats require a minimum bond strength to be applied. Some existing feats are now considered bond feats. The following existing feats are considered bond feats.
Augment Summoning (Core book)
Craft Construct (Bestiary)
Evolved Familiar (Ultimate Magic)
Horse Master (Ultimate Combat)
Improved Familiar (Core book)
Undead Master (Ultimate Magic)

In the case of Evolved Familiar, and Improved Familiar, they apply to a single familiar, but the feats may be taken multiple times. Each time, apply it to a new familiar.

Many of these feats grant access to the bonds granted by other classes. They all use the following rules:
When taken, these feats may be used to improve an existing bond, or grant a new one. If you do not posses any class that has the relevant ability, you gain the ability and use half of your class levels, rounded up, as your effective level in the relevant class. If you already posses the ability from one or more class, you may choose to gain another, or improve an existing bond. If you choose to gain a second bond, you may use half your levels, rounded up, as your effective level. If you choose to improve an existing bond, you may add half your levels, rounded up, from classes that do not gain the ability to your effective level. When taking a new bond that includes spell casting abilities, such as familiars and animal companions, you must choose which of your casting classes these abilities apply to when the feat is taken. If you do not posses any casting classes, then they will apply to the first casting class you take, if any.
When gaining a new bond with these feats, the bond begins at strength 1. When improving an existing bond add +1 to bond strength.
These feats may be taken multiple times, but a given bond may only be improved once through these feats. Other feats may improve them in other ways.
For most effects, a mount is considered an animal companion, and any animal companion that is large enough to be ridden is considered a mount.

New Feats:

Animal Bond: (Bond)
You gain an animal companion, or improve one you already posses.
Prerequisites: Wis 13
Benefit: Gain or improve an Animal Companion, as per the rules for bond feats. This functions as the Druid ability.
Special: This feat may be taken multiple times. See the rules for bond feats above.

Bond Natural: (Bond)
You are particularly skilled at forming bonds.
Benefit: Bond Sense and Control Bond are class skills for you. When calculating DCs for any check based on bond strength, you may treat your bonds as one level higher or lower.

Evolved Animal: (Bond)
Your animal companion is different from others of its kind.
Prerequisites: Wis 13, Cha 13, animal companion or mount.
Benefit: Select an evolution from the list of 1-point evolutions available to a summoner’s eidolon. Your animal companion has this evolution. The animal must conform to any limitations of the evolution. For instance, only animals with wings can take the wing buffet evolution. If you replace an animal companion, your old companion loses all evolutions, and you can select a new 1-point evolution for the new one.
Special: You can gain this feat multiple times. Its effects can stack, granting a new 1-point evolution to your companion, or applying a 1-point evolution to a new companion each time you gain this feat.

Familiar Bond: (Bond)
You gain a familiar, or improve one you already posses.
Prerequisites: Int 13
Benefit: Gain or improve a Familiar, as per the rules for bond feats. This functions as the wizard ability.
Special: This feat may be taken multiple times. See the rules for bond feats above

Improved Bond: (Bond)
Your bonds benefit from levels taken in other classes.
Prerequisites: A bond with abilities calculated based on your level.
Benefits: When calculating the strength of one type of bond, you may count up to 4 levels from other classes as if they were levels in that class. This may never raise the effective level higher than your total level. This may be applied to bonds granted by feats. For example, a 10th level sorcerer has the Familiar bond feat. This normally grants him a familiar as if he were a level 5 wizard. With Improved Bond, he would count 4 of those levels as a wizard, making his familiar function as if he were a level 7 wizard. If a 5th level wizard/ 5th level fighter took this feat, his familiar would function as if he were a 9th level wizard.
Special: This feat may be taken multiple times. Its effects may stack, or be applied to a new type of bond.

Item Bond: (Bond)
You gain a bound item, or improve one you already posses.
Prerequisites: Int 13
Benefit: Gain or improve a Bound Item, as per the rules for bond feats. This functions as the wizard ability.
Special: This feat may be taken multiple times. See the rules for bond feats above

Mount bond: (Bond)
A creature bond to you is better trained to serve as mount.
Prerequisite: Cha 13, bond with a creature large enough to be used as a mount.
Benefit: You do not take an armor check penalty on Ride checks while riding your mount. The mount is always considered combat trained and gains Light Armor Proficiency as a bonus feat. Your bond strength with your mount increases by +1
Special: This feat may be applied to any creature you share a bond with that is large enough for you to use as a mount. If you share bonds with multiple creatures that qualify, you may apply it to as many as you wish at any time, but the increase in bond strength becomes permanent once applied.

Skilled Bond: (Bond)
You are quite skilled at sensing and controlling your bonds.
Benefit: You get a +2 bonus on all Bond Sense and Control Bond
skill checks. If you have 10 or more ranks in one of these
skills, the bonus increases to +4 for that skill.

Weapon Bond: (Bond)
You gain a weapon bond, or improve one you already posses.
Prerequisites: Cha 13
Benefit: Gain or improve a Weapon Bond, as per the rules for bond feats. This functions as the Paladin ability.
Special: This feat may be taken multiple times. See the rules for bond feats above

New Traits

Dragon-Skinned: (Kobold or Sauran only)
Instead of your races normal coloration and patterns, you have the solid color of a dragon. you gain a +1 to all charisma based skills when dealing with Kobolds and Saurans. If you take the sorcerer class, you must take the Draconic bloodline. In addition, you may choose to gain levels as a Half-dragon. You may not have more levels in Half dragon than you do in other classes.

Membership:
You belong to a large organization. While you don’t hold much power or responsibility, you can count on a place to crash and a few friends in most cities. See individual organizations for the exact effects of this trait. Unlike most traits, you may take this multiple times, once for each organization.

Specialization:
When you take this trait, choose one skill. You are particularly good at one specialized use of that skill, receiving a +2 to the skill when using it for your specialization. The GM has final say on what qualifies as a specialization, but in general it should represent less than half the normal use of the skill. Examples include: Crafting a specific item, such as a longbow, short-sword, chain-mail, or alchemist’s fire. Using a Knowledge skill for a narrow topic, such as Ohm for geography, or the Church of the Son for knowledge religion. Unlike most traits, you may take this multiple times. Its effect do not stack. If a check overlaps two specializations, you only add the bonus once.

New Spells

Feats and Skills

Dragon Riders darthbeandip