Refuse Defeat [General]
You possess hidden reserves of strength and determination that emerge when the struggle is at its greatest.
Miscellaneous rules for 3.5e D&D
Prerequisites: Con 13.
Benefit: Whenever your current hit points are at or below one-half your maximum hit points, you gain a +1 morale bonus on attack rolls, weapon damage rolls, skill checks and saving throws.
This bonus increases to +2 when your current hit points are at or below one-quarter of your maximum hit points.
Special: A fighter may select Unyielding Competitor as one of his fighter bonus feats.
Prerequisites: Con 13, Endurance.
Benefit: You gain a +2 bonus on saving throws against fear effects and any effect that would cause the fatigued or exhausted condition.
While you are fatigued, you suffer only half the normal penalties associated with that condition (rounded in your favor). For example, a fatigued character with this feat suffers only a -1 penalty to Strength and Dexterity instead of -2.
In addition, once per day, when reduced to 0 hit points or fewer but not slain, you may continue acting normally for 1 round. At the end of that round, the effects of your injuries apply normally. This ability does not prevent death from hit point loss, nor does it allow you to act if you are killed outright.
Normal: Fatigued creatures take a -2 penalty to Strength and Dexterity and cannot run or charge. Characters reduced to 0 hit points or fewer are limited in their actions as described by their condition.
Special: A fighter may select Unyielding Competitor as one of his fighter bonus feats.
By invoking the power of a sacred vow, you call your spouse or bonded partner across any distance. The target must be a creature with whom you have entered a recognized marriage, handfasting, life-bond, or similar permanent partnership.
Upon completion of the spell, the target is instantly transported to an unoccupied square adjacent to you. The destination square must be capable of supporting the target and must provide sufficient room for the target to appear safely.
The target must be willing. If the target is unconscious, sleeping, helpless, charmed, dominated, or otherwise unable to consciously consent, the spell fails.
Vow's Summons functions only if both caster and target are on the same plane. Effects that block teleportation, planar travel, or dimensional movement prevent the spell from functioning.
If no safe adjacent square exists, the spell fails.
Material Component: A silver ring worth at least 10 gp that has been worn by the caster for at least one month. The ring is consumed in the casting and enlarges to become the portal.
Prerequisites: Base Will save +2, married, handfasted, or otherwise permanently bonded to a willing partner recognized by the character's culture, faith, community, or personal vows.
Benefit: While adjacent to your bonded partner, you gain a +1 morale bonus on Will saving throws.
In addition, you gain a +1 circumstance bonus on Aid Another checks made to assist your bonded partner, and your partner gains the same bonus when assisting you.
Finally, whenever you and your bonded partner are both threatening the same opponent, you gain a +1 circumstance bonus on attack rolls made while flanking that opponent.
Special: Both members of the bonded pair may select this feat. Its benefits do not stack if both partners possess the feat.
Special: If a character enters into a new lifelong bond after the death of a previous bonded partner, this feat may be reassigned to the new partner after one month of shared companionship and a formal reaffirmation of vows.
Design Notes: The feat intentionally grants only modest bonuses. Its purpose is to reward partnership and cooperation without becoming a mandatory choice for married adventurers. The Will save bonus represents emotional support, the Aid Another bonus reflects familiarity and trust, and the flanking bonus symbolizes the coordination developed through years of shared experience.
Prerequisites: Iron Will.
Benefit: You gain a +4 bonus on saving throws against mind-affecting effects that would alter your beliefs, personality, memories, alignment, loyalties, emotional state, or sense of self. This bonus applies against effects such as charm, compulsion, domination, magical alignment alteration, memory modification, and similar abilities at the DM's discretion.
In addition, whenever you succeed on a saving throw against such an effect, you gain a +1 morale bonus on attack rolls, saving throws, skill checks, and ability checks for 1 round as your certainty reinforces your resolve.
Special: A fighter may select Unyielding Identity as one of his fighter bonus feats.
Normal: Creatures receive no special protection against attempts to alter their identity beyond the saving throw granted by the effect itself.
Level: Bard 4, Cleric 5, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Targets: One willing creature/level, no two of which may be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You call upon the memory of those who walked difficult roads before the present generation. Their struggles, triumphs, sacrifices, and perseverance echo through your magic, bolstering those who now face their own challenges.
Affected creatures gain a +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks. This bonus increases to +3 when a creature is attempting an action that would advance a deeply held personal conviction, defend an oppressed community, challenge an unjust authority, reveal an important truth, or overcome significant social adversity.
In addition, affected creatures become immune to fear effects generated by creatures with fewer Hit Dice than themselves. If already under the effect of a fear condition, the condition is immediately suppressed for the duration of the spell.
Once during the spell's duration, an affected creature may choose to draw deeply upon the legacy invoked by the spell as a free action. Doing so grants an additional +4 morale bonus on a single Diplomacy, Intimidate, Perform, Profession, Sense Motive, or Will save. This benefit may be used only once per creature per casting.
When cast, blue, white and pink glows form around the caster, and in the caster's mind they are able to see many that have come before them and faced the same types of hardships. These manifestations differ from casting to casting and may resemble heroes, reformers, artists, healers, explorers, martyrs, laborers, scholars, activists, or other individuals whose courage altered the course of history. The figures never speak, but observers often report feelings of reassurance, determination, or solidarity.
Material Component: A small candle, lantern wick, or scrap of parchment bearing the name of a deceased individual whose actions improved the lives of others.