Supernatural Abilities Rules

GRANTED ABILITIES
The supernatural abilities that the vestige grants are given in this element of its description. The following rules govern these supernatural abilities.
• All powers granted by vestiges are supernatural in origin, even if they replicate spells or abilities that are not normally considered magical.
• Supernatural abilities are magical and thus are suppressed in an antimagic field.
• Supernatural abilities are not subject to spell resistance.
• Supernatural abilities cannot be dispelled.
• Unless they deal damage, supernatural abilities affect incorporeal creatures normally. A supernatural ability that deals damage has a 50% chance not to affect an incorporeal target, if the source of the ability is corporeal.
• Using a supernatural ability does not provoke attacks of opportunity.
• Using a supernatural ability is a standard action unless otherwise noted.
• Some of the supernatural abilities granted by vestiges provide constant benefi ts once activated. If the duration of a particular effect is not stated or implied by the ability description, assume it is constant. Typically, binders take a few moments to activate such abilities immediately after making a pact with a vestige. Most effects that are not
constant can be used only once every 5 rounds (see the ability description for details).
• If a supernatural ability granted by a vestige mimics the effect of a spell or shadow magic mystery, the caster level of that ability is always equal to a binder’s effective binder level.
• The use of a vestige-granted power does not require a Concentration check unless its description specifi es otherwise. Failure on a required Concentration check ends that use of the ability. (The DC for Concentration checks depends on the distraction; see the Concentration skill description, PH 70).
• Supernatural abilities do not have somatic or verbal components, but certain requirements might apply to the use of individual granted abilities. For instance, a binder using a breath weapon must be able to open his mouth and breathe. Similarly, a character must have a free hand to make a melee touch attack. (In a grapple, the character makes a touch attack as though armed with a light weapon.)
• Supernatural abilities are neither arcane nor divine. Thus, no spell failure chance applies to the use of vestige-granted abilities by an armored binder, even when those abilities mimic spells.
• A binder shows no outward sign when using a granted ability, unless the ability description specifies that he must concentrate, or the use of the ability would be obvious based on its description (such as a ray projecting from the binder’s eyes).
• When subjected to a supernatural ability that requires a saving throw but has no obvious effect, the target feels a hostile force or tingle but does not necessarily know the source or nature of the attack.
• Effects created by the binder’s supernatural abilities end when the vestige leaves the binder, or if the binder dies while bound.
• The Difficulty Class for a saving throw against a vestige granted power is 10 + 1/2 effective binder level + binder’s Cha modifier.
• Abilities that duplicate the benefit of a feat do so even if the recipient does not qualify for the feat.

Supernatural Abilities Rules

Greyhawk(Pathfinder) PillanPatera