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Improved Class Abilities

(FEAT)

This feat improves one of your class abilities.

Prerequisites: One of the class abilities listed below.

Benefit: Select one of the class abilities listed below. You gain the listed benefit.

Special: This feat may be taken multiple times. Each time you take it, you may do one of the following:

Animal Companion

Ranger

Your effective druid level for the purpose of determining your animal companion’s abilities, as well as for determining which animals you can select as animal companions, is now equal to your character level.

Aura of Despair

Blackguard

Your aura of despair causes affected enemies to take a −4 penalty to saving throws.

Auravision

Occult Slayer

As a swift action usable at will, you can cause your eyes to glow blue, which allows you to see magical auras within 60 feet. The effect is similar to that of a detect magic spell, but does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each (as with detect magic).

If you concentrate on a specific creature within 60 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

While this effect is active, you pinpoint the location of any creature with ongoing spells cast on it, carrying magic items, or otherwise using magic, and you can notice anything within the area of a magic effect. This otherwise functions like blindsense.

(This improved ability replaces your existing auravision ability entirely.)

Taking Improve Class Ability (auravision) a second time increases the range of your auravision to 120 feet, allows you to determine the school of an effect without making a Spellcraft check, and allows you to determine the specific spell or effect in question with a successful Spellcraft check (DC equal to 25 + spell level). While your auravision is active, you now also perceive a creature or object that has ongoing spell effects on it as if you were seeing it normally (as if you had blindsight).

Death Attack

Assassin

The save DC for your death attack is now 10 + one-half your character level + your Intelligence modifier. (If this results in a save DC no higher than it otherwise would be, the save DC for your death attack instead increases by 2).

Additionally, your death attack is more difficult to resist if you strike with a poisoned weapon.

(This ability does not work with Intelligence, Wisdom, or Charisma poisons.)

Regardless of whether the death attack is successful, the poison still has its normal effects (after the death attack is resolved). This ability does not work on creatures immune to poison.

Familiar

Sorcerer, Wizard

You may select any familiar from the list of allowed familiars, and gain any benefit from the list of familiar benefits (you are not limited to gaining the specified benefit from your chosen familiar type). Your familiar’s abilities are based on your character level instead of your class level.

If your familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 1,000 gp (this either resurrects your familiar or calls a new familiar, at your option). The ritual takes 8 hours to complete. (You incur no loss of XP when your familiar is killed.)

Fighter Special Ability

Fighter

The benefits of the armor mastery, shield mastery, and shrug off special abilities are now calculated as if you have gained 10 fighter levels since taking each of those abilities.

Hexblade’s Curse

Hexblade

Two options are available for improving this class ability:

You can now use hexblade’s curse a number of times per day equal to one-third your character level. Affected targets must succeed at two saving throws, or at one saving throw by 10 or more, in order to shake off the effect.

or

Your curse now applies a −4 penalty to the rolls that it affects. Additionally, the penalty now applies to DCs of spells and other special abilities, and applies at double strength (−8) to weapon damage, including to damage done by weaponlike spells.

Inspire Courage

Bard

The bonus from your inspire courage ability increases by +2.

Ranged Legerdemain

Arcane Trickster

You may use your ranged legerdemain ability an unlimited number of times per day by casting mage hand or telekinesis. You must maintain concentration on the spell for as long as it takes to complete the task you are attempting to perform. (If you use mage hand, the object or objects to be manipulated cannot weigh more than 5 pounds, and must be non-magical.)

Sneak Attack

Assassin, Rogue,
Shadowdancer

The damage you do with a sneak attack increases by 1d6. (You may select this ability multiple times; the maximum possible sneak attack damage is 11d6.)

Spellcasting

Assassin, Demonologist,
Sublime Chord, Ur-Priest

Select one prestige class that grants its own spellcasting progression. Your caster level for spells from that spellcasting progression is now equal to your character level − 3. (You may select this ability multiple times, choosing a different prestige class each time.)

Steal Spell-Like Ability

Ur-Priest

You can now steal spell-like abilities that do not correspond to spells nor directly duplicate the effects of spells.

Summon Erinyes

Disciple of Arakel

Two options are available for improving this class ability:

When you use your summon erinyes ability, you summon 1d3+1 erinyes instead of just one.

or

When you use your summon erinyes ability, the devils that you summon are elite combatants: 3rd-level rangers, equipped with +1 flaming burst (or another +2-equivalent enhancement) composite longbows.

Summon Hellcat

Disciple of Zorayan

Two options are available for improving this class ability:

When you use your summon hellcat ability, you summon 1d3+1 hellcats instead of just one.

Taking this version of Improve Class Ability (summon hellcat) a second time increases the number of hellcats you summon to 1d4+2.

or

Your summon hellcat ability summons advanced hellcats with 11 hit dice.

If you take this version of Improve Class Ability (summon hellcat) a second time, you now summon advanced hellcats with 14 hit dice when you use your summon hellcat ability.

Summon Osyluth

Disciple of Karayan

Two options are available for improving this class ability:

When you use your summon osyluth ability, you summon 1d2+1 bone devils instead of just one.

or

When you use your summon osyluth ability, the bone devils that you summon are elite combatants: 3rd-level fighters, equipped with +1 vicious (or another +1-equivalent enhancement) halberds. If you summon more than one devil, then one of them is instead a 3rd-level wizard, and is equipped with a wand of lightning bolt (or some other 3rd-level attack spell).

Turn (or Rebuke) Undead

Cleric, Blackguard,
Ur-Priest

You now turn (or rebuke) undead as a cleric of your character level − 3. (If this would not increase your effective cleric level for the purpose of turning, this ability instead increases your effective cleric level by 2).

Additionally, you now have a number of turning attempts per day equal to 3 + your Charisma bonus. (If this would not give you any additional turning attempts, this ability instead grants you 2 additional turning attempts.)

Weapon Bond

Occult Slayer

As a full-round action, you can link a weapon that you are wielding to your bonded weapon. While you continue to hold that weapon, it is considered to be your bonded weapon for the purposes of your occult slayer class abilities. In addition, when you link a weapon to your bonded weapon, you can choose to bestow upon it one property of your bonded weapon. (Note: This ability does not function if your bonded weapon is destroyed or on a different plane of existence.)

Taking Improve Class Ability (weapon bond) a second time grants you two additional options. First, you may link a weapon to your bonded weapon as a swift action. Alternatively, you may choose to link the weapon as a full-round action, in which case you may bestow two properties of your bonded weapon on the linked weapon.