Natural Explorer Feats

The following feats are available to any character that can meet its prerequisites. Primeval spells are described on the Natural Explorer class page.

Clever Explorer
Prerequisite: Natural Explorer level 1st

Benefit: You may use your Intelligence score instead of your Wisdom score for any natural explorer ability you gain, such as the Herbalism gift or the spellcasting class feature. This also applies to abilities gained from archetypes. In addition, select 1 Intelligence based skill; you gain a +2 bonus to skill checks made with that skill.

Special: This feat must be selected at 1st level, or at the same level you gain your 1st level of natural explorer and may not be combined with the Compelling natural explorer feat.

Compelling Explorer
Prerequisite: Natural Explorer level 1st

Benefit: You may use your Charisma score instead of your Wisdom score for any natural explorer ability you gain, such as the Herbalism gift or the spellcasting class feature. This also applies to abilities gained from archetypes. In addition, select 1 Charisma based skill; you gain a +2 bonus to skill checks made with that skill.

Special: This feat must be selected at 1st level, or at the same level you gain your 1st level of natural explorer and may not be combined with the Clever natural explorer feat.

Dual Primeval Spell (Metamagic)
Benefit: When you cast a primeval spell, you may cause the attack to double in mid-air, allowing you to attack two different targets with one attack. Roll separately for each attack. Both targets can take damage from the initial attack and can be affected by the primeval spell.

Level Increase: +2 (a dual primeval spell uses up a slot two levels higher than the spell’s actual level.)

Ensorcelled Quiver
Prerequisite: Access to Primeval spells

Benefit: Whenever you roll initiative, you may regain the use of a primeval spell you have expended.

Extra natural explorer Talent
Prerequisite: Natural Explorer level 5th

Benefit: You gain an additional natural explorer talent for which you qualify.

Special: This feat may be taken a second time starting at 11th level and a third time starting at 17th level.

Mass Herbal Spell (Metamagic)
Benefit: When you cast a herbal spell that targets an ally, you can affect multiple allies. For every 5 points you beat the DC of the check, you may affect an additional ally. Only up to 5 additional allies may be affected. You may choose the allies affected after the roll is made.

Level Increase: +0 (a mass herbal spell uses the same spell slot as it did before.)

Mass Trap Spell (Metamagic)
Benefit: When you cast a trap spell, you may set 5 identical traps. Each trap must be within 30 feet of another trap, and you must visit each location where a trap is to be set as part of the casting.

Level Increase: +1 (a mass trap spell uses up a slot one level higher than the spell’s actual level.)