120 feet. The intended target must be able to hear and comprehend your damning remarks. A target that fails a Will save (DC 10 + 1/2 your bard level + your Charisma modifier) is cursed with a –10 penalty on attack rolls, saves, ability checks, and skill checks for 1 round. This is a supernatural, necromantic effect.
Eccentric Specialist
You are focused in an unusual area of study for a member of your profession.
Prerequisite: Vindari, Int 13.
Benefit: Choose any two non-class skills. These skills
are considered class skill for you, and you gain a +1 insight bonus on all checks made with these skills.
Special: You can gain this feat multiple times. Its effects
do not stack. Each time you select this feat, it applies to a new set of skills.
Enchanting Voice
Your voice magnifies the power of your enchantment spells.
Prerequisites: Romni, Cha 13.
Benefit: You gain a +4 bonus to all Charisma checks and
Charisma-based skill checks made against subjects currently affected by an enchantment (charm) or enchantment (compulsion) spell you cast.
Extra Sword Dance Power
Your training and combat focus have led you to unlock new sword dance abilities.
Prerequisite: Sword Dance class feature.
Benefit: You gain one additional Sword Dance power.
You must meet all of the prerequisites for this power.
Special: You may take this feat multiple times, gaining a
new Sword Dance Power each time. Faithful Strike (Combat)
You fight by faith more than brute strength.
Prerequisites: Base Attack Bonus +1, Wis 15.
Benefit: With a natural weapon, a simple weapon sized
for you, or an unarmed strike, you may use your Wisdom modifier instead of your Strength modifier on attack rolls. Feign Death (Combat)
You can appear to be dead to the untrained eye.
Prerequisite: Con 13, Bluff 5 ranks.
Benefit: You can attempt to appear dead, slowing
your heart rate and breathing considerably, blocking out reactions to pinpricks and similar stimuli, and lowering your body temperature. Entering this trance-like state is a
standard action, and while maintaining it you are paralyzed (though you remain aware of your surroundings). In this trance you can hold your breath for one minute per point of Constitution score, which is also the maximum duration of your trance. You appear dead to all casual observers, and may make a Bluff check (opposed by an examiner’s Heal or Perception check, whichever is higher) to appear dead even to a careful examination. If you ready an action to use this feat when you are next struck for damage, the attacker must make a Perception or Heal check opposed by your Bluff, or believe it has slain you.
Forceful Personality
You draw inner strength and willpower from your sense of self rather than from intuition or insight.
Prerequisite: Vindari, Cha 13.
Benefit: You use your Charisma modifier instead of your
Wisdom modifier to determine your bonus on Will saves against mind-affecting spells and abilities.
Fortune
You have unusually good luck, a rare trait to have in such dark times.
Benefit: Once per day, you may choose to re-roll the
result of a single die roll you have just made. You must use the result of the second roll even if it is lower than the first. From the Brink
You know how to keep a near-death experience from becoming a death experience.
Prerequisite: Con 17, Base Attack Bonus +9.
Benefit: Your will to live is strong enough that you can
be healed even after you’re technically dead. For the first round after you die, plus one additional round per point of Constitution bonus you possess, you can still be healed, although it is harder to do so once you have reached this point. If you are restored to 1 or more hit points before this time ends, you become stable, but remain unconscious for 1d10 minutes. If you are restored to 0 or fewer, but your negative hit points are not enough for you to be dead, you are unconscious and dying. You cannot become stabilized until you are restored to at least 1 hit point, so unless you are magically healed you will continue taking damage each turn until you die again.
Greater Mutation
Your aberrant heritage takes the form of more powerful mutations.
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Benefit: This feat allows a cambion to gain greater
mutation feats. In addition, the cambion gains 3 extra hit points.
Special: This feat must be selected at 1st level.
Guarding Strike (Combat)
Your swift strikes punish enemies who would threaten your allies.
Prerequisite: Combat Reflexes, Dodge, Mobility. Benefit: When an adjacent enemy whom you threaten
uses a five foot step to enter into an ally’s threatened area, you may use an attack of opportunity to attack that creature.
Normal: Creatures who use a five foot step to leave a threatened area are not subject to attacks of opportunity. Heinous Speech
The vestigial head of the cambion mimics the speech of others into a gruesomely understandable language.
Prerequisite: Cambion, Greater Mutation.
Benefit: The cambion grows a vestigial head that acts
as a translator, repeating the words of others and of the cambion. This grants the cambion the effects of a continuous comprehend languages spell.
Holy Inspiration
Your faith and worship to a god has given you the words to inspire your allies.
Prerequisites: Cha 13, Apostle level 1.
Benefit: You can speak an inspiring word to your allies
within 30 feet. Those allies receive a +2 divine bonus on attack rolls, skill checks, ability checks, and saving throws for one round. You can use this ability once per day. Hunter of Horrors (Combat)
You have studied the legends of the strange monsters of the lands of Vathak and have learned the best ways to fight them.
Benefit: You gain a +1 bonus to Bluff, Perception, Sense
Motive, and Survival checks against aberrations, as well as a +1 to weapon damage rolls against these creatures. At 10th level, these bonuses increase to +2.
Knife Trick (Combat)
You have learned to draw a weapon and attack a foe as one quick action.
Prerequisites: Dex 13, Quickdraw.
Benefit: As a standard action, you can draw a light
weapon and attack one target with it. Rather than make a standard attack roll, make a Sleight of Hand check. If your skill check exceeds your target’s AC, your attack hits. If your skill check also exceeds a DC of 10 + the target’s base attack