Most special abilities are available by choice. They must suit your character that you decide to play. When you decide to play it, the special abilities will come in handy.You may choose one, in place of a feat, that you can gain.
Ogre strength: This is where you gain a permenant +7 to your
Natures strength: This is when you get the ability to draw in the natural naturic energy, thats around your character and you gain a permenant +11 to your strength stat.
Dragons strength: This is where you gain the ability of the dragon, as in the strength aspects. By working with active meditation stance and working out, you can then gain the strength that is akin to being dragon-like. So much are you like them, in strength, that you gain +15 strength to your strength stat.
Night sight: To see in the dark, even if its pitch black. Cannot be blinded when light comes up. The limit to the night sight is 20 feet.
Cooking: Create the beneficial food that even tastes great! It seems that your cooking causes healing as well. Roll 2d6 to see how much HP is brought back to your character.
Infrared vision: Your sight is able to pierce the dark, within the infrared scale, and the sight adjusts to light times as well. The range of infrared vision, is 30 feet.
Antimagic: An antimagic field spell or effect cancels magic altogether. An antimagic effect has the following powers and characteristics.
• No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work).
• Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.
• Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell’s center is in the antimagic area, then the spell is suppressed.
• Golems and other constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
• Summoned or conjured creatures of any type, as well as incorporeal undead, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.
• Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever).
• Two antimagic areas in the same place do not cancel each other out, nor do they stack.
• Wall of force, prismatic wall, and prismatic sphere are not affected by antimagic. Break enchantment, dispel magic, and greater dispel magic spells do not dispel antimagic. Mage’s disjunction has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
Blindsight: Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to a range specified in the creature description.
• Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
• Blindsight does not subject a creature to gaze attacks (even though darkvision does).
• Blinding attacks do not penalize creatures using blindsight.
• Deafening attacks thwart blindsight if it relies on hearing.
• Blindsight works underwater but not in a vacuum.
• Blindsight negates displacement and blur effects.
Blindsense: Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Charm and Compulsion: Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe—or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments affect characters and creatures: charms and compulsions.
Charming another creature gives the charming character the ability to befriend and suggest courses of actions to his minion, but the servitude is not absolute or mindless. Charms of this type include the various charm spells. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world.
• A charmed character retains his original alignment and allegiances, generally with the exception that he now regards the charming creature as a dear friend and will give great weight to his suggestions and directions.
• A charmed character fights his former allies only if they threaten his new friend, and even then he uses the least lethal means at his disposal as long as these tactics show any possibility of success (just as he would in a fight between two actual friends).
• A charmed character is entitled to an opposed Charisma check against his master in order to resist instructions or commands that would make him do something he wouldn’t normally do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed.
• A charmed character never obeys a command that is obviously suicidal or grievously harmful to her.
• If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt a new saving throw to break free of the influence altogether.
• A charmed character who is openly attacked by the creature who charmed him or by that creature’s apparent allies is automatically freed of the spell or effect.
Compulsion is a different matter altogether. A compulsion overrides the subject’s free will in some way or simply changes the way the subject’s mind works. A charm makes the subject a friend of the caster; a compulsion makes the subject obey the caster. Regardless of whether a character is charmed or compelled, he won’t volunteer information or tactics that his master doesn’t ask for.
Cold Immunity: A character or creature with cold immunity never takes cold damage. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Darkvision: Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature or character. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Death Attacks: In most cases, a death attack allows the victim a Fortitude save to avoid the affect, but if the save fails, the character dies instantly.
• Death attacks slay instantly. A victim cannot be made stable and thereby kept alive.
• In case it matters, a dead character, no matter how she died, has –10 health points.
• The spell death ward protects a character against these attacks.
Energy Control: You are able to control how you feel. As to the point of feeling different if others try to sense you. Basically, you feel different to sensory input. This can make the body or someone else fooled into thinking you are someone else.
Evasion and Improved Evasion: These extraordinary abilities allow the target of an area attack to leap or twist out of the way. You can have evasion and improved evasion as a special ability, but certain other creatures have these abilities, too.
If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.
As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion.
As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.
You cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation.
Improved evasion is like evasion, and can be gotten after Evasion is there, as a special ability, except that even on a failed saving throw the character takes only half damage.
Fast Healing: A creature or character with fast healing has the extraordinary ability to regain health points at an exceptional rate. Except for what is noted here, fast healing is like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of health points (defined in its description). Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts.
A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore health points lost from starvation, thirst, or suffocation. Fast healing does not increase the number of health points regained when a creature polymorphs.
Fire Immunity: A creature or character with fire immunity never takes fire damage. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Low-light Vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Monstrous Regeneration: This allows you to become able to regenerate more than 100% HP. The special case is that you also gaina permanent 6% to your HP when you get the special ability and every level after getting the Special ability. The rate of regeneration be 20%+Con Bonus as % per round of 6 seconds in battle and outside of battle its 20%+Con bonus as % per minute. You must have the Regeneration Special Ability before you can get Monstruous Regeneration.
Polymorph: Magic can cause creatures and characters to change their shapes—sometimes against their will, but usually to gain an advantage. This ability allows such as to polymorph others, or your character. Polymorphed creatures retain their own minds but have new physical forms. The polymorph spell defines the general polymorph effect. Since creatures do not change types, a slaying or bane weapon designed to kill or harm creatures of a specific type affects those creatures even if they are polymorphed. Likewise, a creature polymorphed into the form of a creature of a different type is not subject to slaying and bane effects directed at that type of creature.
A dwarf ’s bonus for fighting giants is based on shape and size, so he does not gain a bonus against a giant polymorphed into something else, but does gain the bonus against any creature polymorphed into a giant.
Regeneration: Creatures and characters with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate.
Certain attack forms, typically fire and acid, deal damage to the creature and character, normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. This means you are aware of things people do, so your popularity of how you look is down by how you react and that means charisma is with a -1 penalty.
Creatures and characters with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached.
Regeneration does not restore health points lost from starvation, thirst, or suffocation. Attack forms that don’t deal health point damage ignore regeneration. An attack that can cause instant death only threatens the creature or character with death if it is delivered by weapons that deal it lethal damage.
The regeneration rate for both creatures and characters, is 10%+Con bonus as %.
Gaseous Form: Some creatures have the supernatural or spell-like ability to take the form of a cloud of vapor or gas. Characters can gain this ability, in the form of a special ability. Creatures and characters in gaseous form can’t run but can fly. A gaseous creature or character can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It can’t, however, pass through solid matter. Gaseous creatures and characters can’t attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities (except for the supernatural ability to assume gaseous form, of course).
Creatures and characters in gaseous form have damage reduction 10/magic. Spells, spell-like abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor (including natural armor), though size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply.
Gaseous creatures and characters do not need to breathe and are immune to attacks involving breathing (troglodyte stench, poison gas, and the like). Gaseous creatures and characters can’t enter water or other liquid. They are not ethereal or incorporeal. They are affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can’t disperse or damage a creature in gaseous form.
Discerning a creature or character in gaseous form from natural mist requires a DC 15 Spot check. Creatures and characters in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus.
Etherealness: Phase spiders and certain other creatures can exist, on the Ethereal Plane and so can characters, with this ability. While on the Ethereal Plane, a creature or character is called ethereal. Unlike incorporeal creatures, ethereal creatures and characters are not present on the Material Plane.
Ethereal creatures and characters are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. An ethereal creature or character can see and hear into the Material Plane in a 60-foot radius, though material objects still block sight and sound. (An ethereal creature and character can’t see through a material wall, for instance.) An ethereal creature or character inside an object on the Material Plane cannot see. Things on the Material Plane, however, look gray, indistinct, and ghostly. An ethereal creature and character can’t affect the Material Plane, not even magically. An ethereal creature and character, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects.
Even if a creature on the Material Plane can see an ethereal creature or character, the ethereal creature or character is on another plane. Only force effects can affect the ethereal creatures and characters. If, on the other hand, both creatures are ethereal, they can affect each other normally. A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an ethereal creature or character, and a magical element blast can strike one (provided the spellcaster can see the ethereal target). Gaze effects and abjurations also extend from the Material Plane to the Ethereal Plane. None of these effects extend from the Ethereal Plane to the Material Plane.
Ethereal creatures and characters can move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don’t block them (though they can’t see while their eyes are within solid material).
Ghosts have a power called manifestation that allows them to appear on the Material Plane as incorporeal creatures. Still, they are on the Ethereal Plane, and another ethereal creature can interact normally with a manifesting ghost. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take falling damage.