[[#Aberrant Feats]] | [[#Abyssal Heritor Feats]] | [[#Akashic Feats]] | [[#Ambush Feats]] | [[#Ancient Feats]] | [[#Bardic Music Feats]] | [[#Breath Feats]] | [[Ceremony Feats]] | [[#Combat Feats]] | [[#Combat Form Feats]] | [[#Critical Feats]] | [[#Devil-Touched Feats]] | [[#Divine Feats]] | [[#Domain Feats]] | [[#Draconic Feats]] | [[#Epic Feats]] | [[#Exalted Feats]] | [[#General Feats]] | [[#Heritage Feats]] | [[#Hero Point Feats]] | [[#Host Feats]] | [[#Initiate Feats]] | [[#Item Creation Feats]] | [[#Leadership Feats]] | [[#Legacy Feats]] | [[#Luck Feats]] | [[#Metabreath Feats]] | [[#Metamagic Feats]] | [[#Metapsionic Feats]] | [[#Monster Feats]] | [[#New Feats]] | [[#Psionic Feats]] | [[#Racial Feats]] | [[#Recitation Feats]] | [[#Regional Feats]] | [[#Reserve Feats]] | [[#Spirit Feats]] | [[#Tactical Feats]] | [[#Vile Feats]] | [[#Weapon Style Feats]] | [[#Wild Feats]] --- # Feats Some abilities are not tied to your race, class, or skill—things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character's race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours. Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite. A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables. Please note that while I assume that most games will be played with the **Elephant in the Room** feats, feat prerequisites may not necessarily reflect this. If a feat lists any of the following as prerequisites, then they are covered by the equivalent feats: | Required feat | Covered by | | ---------------------------- | ------------------------------- | | Improved Bull Rush | [[Powerful Maneuvers]] | | Improved Disarm | [[Deft Maneuvers]] | | Improved Feint | [[Deft Maneuvers]] | | Improved Grapple | [[Unarmed Combatant]] | | Improved Overrun | [[Powerful Maneuvers]] | | Improved Sunder | [[Powerful Maneuvers]] | | Improved Trip | [[Deft Maneuvers]] | | Improved Two-Weapon Fighting | [[Greater Two-Weapon Fighting]] | | Improved Unarmed Strike | [[Unarmed Combatant]] | | Mobility | [[Dodge]] | | Scorpion Style | [[Scorpion Stance]] | | Throw Anything | [[Catch Off-Guard]] | # Types of Feats While any character can take any feat for which they qualify, some feats have are grouped together by a common feature, such as being eligible to be selected as fighter bonus feats, allowing the creation of magic items, or altering a class like Bardic Performance or Channel Energy. The feats listed below are grouped by these feat types. Feats listed under multiple types will be listed with each type. ## General Feats Some feats are general, meaning that no special rules govern them as a group. If a feat does not have a feat type, it is considered a general feat. ![[FeatIndex.base#General]] | Link | Prereq | Summ | | ---------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [[Aberrant Dragonmark]] | Dragonborn or Dragonmarked race | Although you are not a recognized member of one of the dragonmarked families, you have manifested a dragonmark. | | [[Aberrant Form]] | Cha 15, Passion class feature | The daeva within you is a bit different from its kin. | | [[Aberrant Tumor]] | Aberrant bloodline | Gain tumor familiar | | [[Able Learner]] | | Make any two skills class skills | | [[Able Sniper]] | Dex 13, Stealth 5 ranks | You are accomplished at remaining unseen when you’re sniping with a ranged weapon. | | [[Access Higher Chakra Slot]] | Con 17, character level 17th | You gain the ability to bind veils to a Higher Chakra, increasing their power and versatility. | | [[Access Low Chakra Slot]] | Con 13, character level 7th | You gain the ability to bind veils to a Low Chakra, increasing their power and versatility. | | [[Access Middle Chakra Slot]] | Con 15, character level 13th | You open up one of your body’s centers of power, allowing you to bind a veil or a magic item to that chakra. | | [[Inured To Energy]] | Energy resistance 15 | Increase energy resistance by 10 | | [[Acheron Flurry]] | Dex 15, Wis 15, [[Unarmed Combatant]], Knowledge (Planes) 4 ranks | Stagger a foe with a flurry of mock attacks | | [[Acrobatic]] | | +2 bonus to Acrobatics and Fly skill checks. | | [[Acrobatic Steps]] | Dex 15, Nimble Moves | Ignore 20 feet of difficult terrain when you move | | [[Adaptive Style]] | Crusader, swordsage, or warblade level 1st | Change readied maneuvers with a full-round action | | [[Aerial Reflexes]] | Fly 1 rank | Gain a bonus on Reflex saves based on maneuverability | | [[Aerial Superiority]] | Fly 1 rank | +1 dodge bonus to AC if your maneuverability is superior | | [[Agile Athlete]] | Climb 1 rank, Swim 1 rank | Use Dexterity for Climb and Swim checks | | [[Alacritous Cogitation]] | Must prepare arcane spells | You can leave a prepared spell slot open to spontaneously cast a spell. | | [[Alertness]] | | +2 bonus on Perception and Sense Motive skill checks. | | [[Aligned Spell Focus]] | Relevant alignment | Aligned spells gain a +1 to save DCs | | [[Altitude Adaptation]] | Base Fortitude save bonus +2 | Your body adapts quickly to changes in altitude, preventing you from suffering as much from altitude sickness. | | [[Ancestral Relic]] | Any good alignment, character level 3rd | You own an ancestral heirloom and can invest it with increasing power. | | [[Antipsionic Magic]] | Spellcraft 5 ranks | Your spells are more potent when used against psionic characters and creatures. | | [[Appraise Magic Value]] | Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks | Your ability to determine an item’s worth and your knowledge of magic allow you to determine the exact properties of a magic item without the use of the identify spell or similar magic. | | [[Aquatic Shot]] | Point-Blank Shot | You can employ ranged weapons underwater at a reduced range increment. | | [[Arcane Accompaniment]] | Perform 4 ranks, [[Arcane Flourish]], arcane caster level 1st, bardic music | You can expend spells to extend a bardic performance | | [[Arcane Consumption]] | [[Arcane Toughness]], [[Toughness]], arcane caster level 6th | You can power your spells with you life's blood. | | [[Arcane Defense]] | Spell Focus | Choose a school of magic, such as illusion. You can resist spells from that school better than normal. | | [[Arcane Disciple]] | Knowledge (religion) 1 rank, Spellcraft 1 rank, spellcaster level 1st | Add domain spells to your arcane spell list | | [[Arcane Flourish]] | Perform 4 ranks, arcane caster level 1st | You can spend spell slots to improve your performance | | [[Arcane Mastery]] | Spell Focus, Greater Spell Focus | You are quick and certain in your efforts to defeat the arcane defenses and spells of others. | | [[Arcane Preparation]] | Ability to cast arcane spells without preparation | You can prepare an arcane spell ahead of time, just as a wizard does. | | [[Arcane Thesis]] | Knowledge (arcana) 9 ranks, ability to cast arcane spells | You have studied a single spell in-depth. Your expertise grants you formidable though narrowly focused arcane mastery. | | [[Arcane Toughness]] | [[Toughness]], arcane caster level 3rd | You can sacrifce a spell to save your life. | | [[Arctic Priest]] | Access to Cold or Winter cleric domain | You can swap out prepared spells to cast spells to aid in exploring and surviving in frostfell areas. | | [[Ascetic Hunter]] | [[Unarmed Combatant]], favored enemy class feature | Monk and ranger levels stack for unarmed strike damage, favored enemy bonus improves stunning DC | | [[Ascetic Knight]] | [[Unarmed Combatant]], smite evil class feature | Monk and paladin levels stack for unarmed strike damage and smite evil damage. | | [[Ascetic Mage]] | [[Unarmed Combatant]], sorcerer bloodline class feature, ability to spontaneously cast 2nd-level arcane spells | Monk and sorcerer levels stack for AC bonus and bloodline powers. | | [[Ascetic Rogue]] | [[Unarmed Combatant]], sneak attack +1d6 | Rogue and monk levels stack for unarmed strike damage, resolving flank, and qualifying for rogue talents. Sneak attacks improve stunning fist save DC. | | [[Ashbound]] | Ability to spontaneously cast _summon nature’s ally_ | Your summoned allies last longer and get +3 to hit | | [[Assume Supernatural Ability]] | Wis 13, ability to assume a new form magically | Use a supernatural ability of an assumed form. | | [[At Home In The Deep]] | _Darkness_ as a spell-like ability, darkvision | Your innate power over the darkness extends to your senses. | | [[Athletic]] | | +2 bonus on Climb and Swim skill checks. | | [[Augment Elemental]] | Knowledge (Planes) 2 ranks | Summoned elementals gain +2 to attack and damage roll, and temporary hit points | | [[Augment Healing]] | Heal 4 ranks | Your healing spells are more effective | | [[Augment Summoning]] | [[Spell Focus]] (conjuration) | Summoned creatures gain +4 enhancement bonus to Strength and Constitution | | [[Autonomous]] | | You have a knack for psionic self-sufficiency. | | [[Avenging Strike]] | Any good alignment | You can smite evil outsiders, after a fashion. | | [[Axiomatic Strike]] | Ki strike (lawful), Stunning Fist | Stunning Fist attacks deal additional damage to chaotic creatures | | [[Bane Magic]] | Favored Enemy class feature | Your magic is more effective against your favored enemy | | [[Bane of The Unclean]] | True beholder or Favored enemy (Aberration) | +2 to attack rolls, damage, saves and AC vs. aberrations. | | [[Battle Caster]] | Ability to ignore arcane spell failure chance from armor | You can wear medium armor and still cast arcane spells | | [[Battle Casting]] | Dex 13, [[Combat Casting]], Caster level 5th | Gain a +2 dodge bonus to AC when casting spells | | [[Battlefield Inspiration]] | Cha 13 | You inspire courage in your allies. | | [[Beast Shape]] | Wild empathy class feature, [[Beast Totem]], ability to wild shape into Huge animal | You call upon the power of your beast totem to physically change your form. | | [[Beast Totem]] | Wild empathy class feature | Claim a magical beast as a totem | | [[Beckon The Frozen]] | [[Augment Summoning]], [[Spell Focus]] (conjuration) | Creatures you summon are infused with cold energy and have the cold subtype. | | [[Bind Vestige]] | | You know how to make pacts with otherworldly spirits called vestiges. | | [[Blazing Berserker]] | Rage class feature | When you enter your rage, your body becomes infused with fire. | | [[Blend Into Shadows]] | _Darkness_ as a spell-like ability | You can draw from nearby magical shadow to cloak yourself in darkness. | | [[Blood Calls To Blood]] | Spontaneous arcane caster, tiefling or fiendish bloodline | Exploring the latent potential in your blood due to your fiendish descent, you learn how to better adapt to the mystical attacks of your forebears | | [[Bloodsoaked Intimidate]] | Snatch Trophy | Your bloody and vicious approach to combat makes you a fearsome foe. | | [[Bolster Resistance]] | Corpsecrafter | Undead you raise or create are more resistant to turning than normal. | | [[Bonded Familiar]] | Familiar | You enjoy a stronger than normal magical bond with your familiar, granting you access to two special abilities. | | [[Born Flyer]] | Dex 13 | You can fly as though born to do it. | | [[Bounding Assault]] | Dex 13, [[Dodge]], [[Spring Attack]], base attack bonus +12 | You can move and attack with superior speed and power. | | [[Brachiation]] | Climb 4 ranks, Jump 4 ranks | You can swing through trees like a monkey. | | [[Brand of the Nine Hells]] | Lawful evil | You gain an infernal brand, tying you to an archdevil | | [[Breathing Link]] | Aquatic elf or water genasi, base Will save +2 | You can allow a person adjacent to you to breathe water. | | [[Broken One's Sacrifice]] | Wis 13, member of the Broken Ones monk order | Your dedication to Ilmater's philosophy has given you the power to take attacks directed at others. | | [[Cautious Attack]] | Wis 13, [[Dodge]] | When you take your time in combat, you quickly assess the flow of battle to respond rapidly to threats. | | [[Celestial Bloodline]] | Aasimar, base Fortitude, Reflex, and Will saves +1 | gain _protection from evil_ and _bless_ as spell-like abilities. | | [[Celestial Summoning Specialist]] | Nonevil alignment, Knowledge (Planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast any _summon monster_ spell | You can select from a larger number of options when summoning good creatures. | | [[Chaotic Mind]] | Chaotic alignment, Cha 15 | Insight bonuses against you fail. | | [[Charm Immunity]] | Racial bonus on saving throws against charm effects, [[Charm Resistance]] | You are immune to charm effects. | | [[Charm Resistance]] | Racial bonus on saving throws against charm effects | You can resist charm effects better than you otherwise could. | | [[City Slicker]] | | You are very familiar with city life and the inner workings of your hometown. | | [[Clever Wrestling]] | Small or Medium size, [[Unarmed Combatant]] | You have a better than normal chance to escape or wriggle free from a big creature’s grapple or pin. | | [[Cloak Dance]] | Perform (dance) 2 ranks, Stealth 7 ranks | You are skilled at using optical tricks to make yourself seem to be where you are not. | | [[Closed Mind]] | | Your mind is better able to resist psionics than normal. | | [[Cloudy Conjuration]] | [[Spell Focus]] (conjuration) or conjurer level 1st | Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. | | [[Cold Endurance]] | Base Fortitude save bonus +2 | Either because of growing up in a frostfell or training your body and mind to ignore the biting effect of cold, you can exist with ease in low-temperature environments. | | [[Cold Focus]] | | +1 to the save DC of spells with the cold descriptor | | [[Cold Spell Specialization]] | Con 13, [[Snowcasting]], [[Frozen Magic]] | You do additional damage with cold spells. | | [[Combat Casting]] | | +4 on concentration checks to cast defensively or while grappled | | [[Combat Familiar]] | Arcane caster level 1st, familiar | Your familiar can enter an enemy square without provoking an attack of opportunity. | | [[Combat Tactician]] | Dex 13, [[Dodge]], base attack bonus +12 | +2 on melee damage rolls against creatures you have to move to attack. | | [[zzzCompanion Spellbond]] | Animal companion | Cast spells and share spells with your companion at a distance. | | [[Constant Guardian]] | Once during your turn as a free action, you can take a –2 penalty on your attack rolls to grant a single ally within | By paying careful attention to nearby allies and reducing the accuracy of your attacks, you help protect your companions. | | [[Controlled Respiration]] | Time limit on how long you can remain out of water, [[Endurance]] | You can stay out of water longer than you otherwise could. | | [[Cool Head]] | Any two mental skill tricks | Your mental acuity serves you better than most. | | [[Coordinated Strike]] | Handle Animal 5 ranks, animal companion or mount class feature | You and your animal companion or special mount can coordinate your melee attacks to gain an advantage in combat. | | [[Corpsecrafter]] | [[Spell Focus]] (Necromancy) | Undead you raise or create are tougher than normal. | | [[Corrupt Spell Focus]] | Any non-good alignment | All spells you cast that have a corrupt component (such as call forth the beast, master's lament, or chain of sorrow) are more potent than normal. | | [[Cover Your Tracks]] | | You are good at making your route, making it difficult for others to track you. | | [[Craven]] | Sneak attack class feature, cannot be immune to fear | +1d6 sneak attack damage, –2 penalty on saves vs. fear | | [[Crushing Strike]] | Weapon Focus, Melee Weapon Mastery, Weapon Specialization, base attack bonus +14 | You wield a bludgeoning weapon with superior power, allowing you to batter aside an opponent's defenses. | | [[Cull Wand Essence]] | Use Magic Device 4 ranks | You can focus the raw magical energy of a wand or staff into a beam of energy. | | [[Cumbrous Dodge]] | Dodge, Acrobratics 4 ranks | You have a chance to dodge attacks that hit you, but at a cost. | | [[Cumbrous Fortitude]] | Great Fortitude | You have a greater chance than normal to resist attacks against your vitality, but at a cost. | | [[Cumbrous Reflexes]] | Lightning Reflexes | You have a greater chance to resist attacks against your agility, but at a cost. | | [[Cumbrous Will]] | Iron Will | You have a greater chance to resist attacks against your willpower, but at a cost. | | [[Cunning Evasion]] | Stealth 9 ranks, evasion | When an area attack detonates around you, you use the chaos and flash of energy to duck out of sight. | | [[Cunning Sidestep]] | [[Unarmed Combatant]], [[Clever Wrestling]], size Small or Medium | You have a better than normal chance to avoid being bull rushed or tripped. | | [[Curling Wave Strike]] | Dex 13, [[Deft Maneuvers]] | Mimicking the forceful power of the wave, you can trip multiple foes as part of the same strike. | | [[Dampen Spell]] | Improved Counterspell | You have learned to channel energy into a foe's spell to weaken its effects. Although you fail to nullify the spell, you render it much easier to resist. | | [[Danger Sense]] | Improved Initiative | You are one twitchy individual. | | [[Daredevil Athlete]] | | You are capable of pulling off amazing stunts in the most dangerous situation. | | [[Daring Outlaw]] | Grace +1, sneak attack +2d6 | Rogue and swashbuckler levels stack for qualifting for deeds, bonuses for nimble and sneak attack damage. | | [[Darkstalker]] | | Hide from creatures with extraordinary senses. | | [[Dash]] | | You can move faster than normal. | | [[Daylight Adaptation]] | Light blindness or light sensitivity | You have grown accustomed to living in the surface world, such that bright light no longer blinds or dazzles you. | | [[Dazzling Fire]] | _Faerie fire_ as a spell-like ability | The illumination you can bestow on others impedes their ability to fight. | | [[Dazzling Illusion]] | [[Spell Focus]] (illusion) or illusionist level 1st | Casting illusions causes the air about you to be filled with flashing colors that dazzle your foes. | | [[Deadly Chill]] | Corpsecrafter | Undead you raise or create deal more damage than normal. | | [[Deadly Precision]] | Dex 15, base attack bonus +5 | You empty your mind of all distracting emotion, becoming an instrument of deadly precision. | | [[Death Blow]] | [[Improved Initiative]], base attack bonus +2 | You waste no time in dealing with downed foes. | | [[Deceitful]] | | +2 bonus on all Bluff and Disguise skill checks. | | [[Deceptive Illumination]] | _Dancing lights_ as a spell-like ability | Your innate power to create mobile light is far more precise than others. | | [[Deep Denizen]] | Light sensitivity or light blindness | You are adapted to a subterranean environment. | | [[Deepening Darkness]] | Able to cast darkness as a spell-like ability | Your inherent ability to create darkness is more powerful than normal. | | [[Defending Spirit]] | Watchful spirit class feature | Your watchful spirit helps keep you safe in combat. | | [[Defense Against The Supernatural]] | Knowledge (arcana) 2 ranks | Your in-depth knowledge of supernatural forces grants you greater ability to resist their effects. | | [[Defensive Archery]] | [[Point-Blank Shot]] | You can avoid attacks of opportunity when making ranged attacks while threatened. | | [[Defensive Tactics]] | Strategy class feature, armor training class feature | Fighter and tactician levels stack for purposes of strategy and armor training. | | [[Defensive Throw]] | Combat Expertise, [[Dodge]], [[Deft Maneuvers]] | You can thrown an enemy to the ground, if the opportunity presents itself | | [[Deft Hands]] | | +2 bonus on Disable Device and Sleight of Hand skill checks. | | [[Deft Opportunist]] | Dex 15, [[Combat Reflexes]] | You are prepared for the unexpected. | | [[Deft Strike]] | Int 13, [[Combat Expertise]], Perception 10 ranks, sneak attack | You can place attacks at weak points in your opponent's defenses. | | [[Delay Potion]] | Knowledge (arcana) 1 rank | You can drink a potion and postpone its effects. | | [[Demon Mastery]] | You gain a +2 bonus on Charisma checks made to resolve the effects of planar binding and similar spells | You are particularly skilled at summoning demons and convincing them to serve you. | | [[Desert Dweller]] | Desert terrain type | You are adapted to a desert environment. | | [[Desert Fire]] | One Desert Wind strike | +1d6 skirmish damage when using a Desert Wind strike | | [[Desert Wind Dodge]] | Dex 13, one Desert Wind maneuver | Your training in the Desert Wind discipline allows you to dance across the battlefield like a blistering sirocco. | | [[Destruction Retribution]] | Corpsecrafter | Undead you raise or create harbor a retributive curse that is unleashed if they are destroyed. | | [[Destructive Rage]] | Rage class feature | You can shatter barriers and objects when enraged. | | [[Devoted Bulwark]] | One Devoted Spirit maneuver | Because of your staunch devotion to your cause and your Devoted Spirit training, you can stand your ground even in the face of an enemy's resounding attack. | | [[Devoted Inquisitor]] | Sneak attack +2d6, lay on hands | Rogue and paladins levels stack for determining sneak attack damage and lay on hands. | | [[Devoted Performer]] | Bardic performance, smite evil | Bard and paladin levels stack for determining smite evil damage and uses of bardic performance. | | [[Devoted Tracker]] | Track, smite evil, wild empathy | Paladin and ranger levls stack for determining smite evil damage and bonuses for track and wild empathy. | | [[Diehard]] | Endurance | Automatically stabilize and remain conscious below 0 hp | | [[Dilate Aura]] | Aura ability | You can extend the range of your aura. | | [[Diligent]] | | +2 to Appraise and Linguistics checks | | [[Dirty Rat]] | Acrobatics 1 rank | Additional +1 bonus on attack rolls when flanking an opponent. | | [[Disease Immunity]] | Con 13 | You have grown immune to some disease and resistant to all others. | | [[Disguise Spell]] | Perform (any) 9 ranks, Bardic performance | You can cast spells without observers noticing. | | [[Dive For Cover]] | Base Reflex save bonus +4 | You can dive behind cover or drop to the ground quickly enough to avoid many area effects. | | [[Divine Denial]] | Knowledge (religion) 9 ranks, [[Iron Will]] | You harden your will against the power of the deities. | | [[Diving Charge]] | | You can dive down at a target to deal a devastating strike. | | [[Domain Specialist]] | Access to relevant domain | +1 caster level on domain spells. | | [[Domain Spontaneity]] | Access to a cleric domain, spontaneous casting class feature | You can convert prepared spells into domain spells. | | [[Dorje Mastery]] | [[Craft Dorje]], manifester level 9th | Psionic dorjes are more potent in your hands. | | [[Double Chakra]] | Veilweaver level 9th | One of your chakras becomes capable of holding more incarnum than it is normally capable of containing. | | [[Double Draconic Aura]] | Character level 12th, ability to project two different draconic auras | You can project two draconic auras simultaneously. | | [[Double Steel Strike]] | [[Weapon Proficiency]], [[Weapon Focus]], flurry of blows class feature | Treat double weapons as a monk weapons. | | [[Double Wand Wielder]] | Craft Wand, Two-Weapon Fighting | You can activate two wands at the same time. | | [[Draconic Archivist]] | Dark knowledge class feature | Apply your dark knowledge to constructs and dragons | | [[Draconic Aura]] | Character level 3rd | You can tap into the raw power of dragons to create a variety of potent auras around you. | | [[Dragon Breath]] | Half-dragon, 6 HD, breath weapon | You can use your breath weapon as often as a normal dragon. | | [[Dragon Hunter]] | Wis 13 | You have made a special study of dragons and know how to defend against a dragon's attacks. | | [[Dragon Hunter Bravery]] | | You are less likely to be affected by a dragon's frightful presence. | | [[Dragon Hunter Defense]] | Wis 13, [[Dragon Hunter]] | Your insight into the tactics and abilities of dragons grants you awareness of how best to avoid their magical attacks. | | [[Dragon Prophesier]] | Knowledge (arcana) 2 ranks, Speak Draconic | Enter prophetic favor to gain +1 insight bonus on saves | | [[Dragon Rage]] | Base attack bonus +4, [[Dragon Totem]], Rage class feature | You call upon the power of your dragon totem to enhance your barbarian rage. | | [[Dragon Tail]] | Dragonblood subtype, 1st level only | Your draconic ancestry manifests as a muscular tail you can use in combat. | | [[Dragon Totem Focus]] | Base attack bonus +4, Caster level 2nd | The benefit of a dragon totem ritual last 24 hours | | [[Dragon Totem Lorekeeper]] | Knowledge (history) 15 ranks, [[Dragon Totem]], ability to spontaneously cast 1st-level arcane spells | You have been instructed in how to perform the rituals of dragon totem magic. | | [[Dragon Totem Scion]] | Dragon Totem | You are naturally attuned to the magic of the dragon totem ritual. | | [[Dragon Trainer]] | Dragonblood subtype, Handle Animal 4 ranks, Speak Language (Draconic) | Train dragons as if they were animals. | | [[Dragon Wild Shape]] | Wis 19, Knowledge (nature) 15 ranks, wild shape ability | You can take the form of a dragon when using wild shape. | | [[Dragonbane]] | Int 13, [[Dragonfoe]], base attack bonus +6 | You have made a special study of dragons and are adept at pulling off deliberate attacks that take advantage of a dragon's weak spots. | | [[Dragondoom]] | Int 13, [[Dragonbane]], [[Dragonfoe]], base attack bonus +10 | You have learned how to place blows against a dragon that deal tremendous damage. | | [[Dragonfoe]] | Int 13 | You have learned how to how to attack dragons more effectively than most other individuals. | | [[Dragonfriend]] | Cha 11, Speak Language (Draconic) | You are a known and respected ally of dragons. | | [[Dragonsong]] | Cha 13, Knowledge (arcana) 4 ranks, Perform 6 ranks, Speak Language (Draconic) | Your song or poetics echo the power of the dragonsong, an ancient style of vocal performance created by dragons in the distant past. | | [[Dragonthrall]] | Speak Language (Draconic) | You have pledged your life to the service of evil dragonkind. | | [[Dragontouched]] | Cha 11 | You have a trace of draconic ancestry | | [[Dragonwrought]] | Szaakri, 1st level only | Gain dragon type, and a +2 bonus to a specified skill | | [[Driving Attack]] | [[Weapon Proficiency]], [[Weapon Focus]], [[Weapon Mastery]] (piercing), [[Weapon Specialization]], base attack bonus +14 | You can bull rush opponents with your melee attack | | [[Dual Dorje]] | Craft Dorje, Two-Weapon Fighting | You can fight with two dorjes at the same time. | | [[Dungeoneer's Intuition]] | Wisdom 13, trap sense class feature | Add your Wisdom bonus to trap sense, apply trap sense bonus to AC in suprise rounds. | | [[Dutiful Guardian]] | Constant Guardian | You put yourself into harm's way to protect your allies. | | [[Eagle Claw Attack]] | Wis 13, [[Powerful Maneuvers]], [[Unarmed Combatant]] | Your superior insight allows you to strike objects with impressive force. | | [[Eagle's Fury]] | Dex 15, [[Weapon Proficiency]] | You know how to wield the eagle's claw with deadly speed. | | [[Earth Adept]] | Con 13, Wis 13, [[Earth Sense]] | You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat. | | [[Earth Master]] | Con 13, Wis 13, [[Earth Adept]], [[Earth Sense]] | You are in tune with the ground at your feet, helping you anticipate your opponent's movements in combat. | | [[Earth Sense]] | Con 13, Wis 13 | You are in tune with the earth beneath you. | | [[Earth Spell]] | Con 13, Wis 13, [[Earth Sense]], [[Heighten Spell]] | You draw magical power from the earth beneath your feet. | | [[Earth's Embrace]] | Str 15, [[Unarmed Combatant]] or grab, [[Unarmed Combatant]] | You can crush opponents when you grapple them. | | [[Education]] | | Your academic background makes you more knowledgable than your peers. | | [[Eldritch Linguist]] | Human subtype, ability to cast divine spells | You have a deep understanding of how words themselves have their own kind of magic, and a mastery of the secret syntax of power. | | [[Elemental Adept]] | Elemental mastery class feature | You can spontaneously cast a spell of the element you have mastered. | | [[Elemental Bloodline]] | Base Fortitude save +4, genasi (air, earth, fire, or water) | You have taken on some of the aspects of the type of element that infuses your flesh. | | [[Elemental Focus]] | | +1 bonus on save DCs for one energy type | | [[Elemental Helmsman]] | | You are more capable of piloting an elemental vessel. | | [[Elemental Smite]] | Cha 11, Knowledge (Planes) 3 ranks, at least one elemental graft | You can channel the energy associated with one of your elemental grafts into your melee attacks. | | [[Elemental Spellcasting]] | Knowledge (Planes) 2 ranks | Choose an element (air, earth, fire, or water). You cast spells with that descriptor more effectively than normal. | | [[Embody Energy]] | [[Energy Substitution]], [[Spell Focus]] (conjuration) | You can sacrifice prepared spells to shroud your body in a particular type of energy. | | [[Empower Channeling]] | Channel energy class feature | You can turn or rebuke more undead with a single turning attempt. | | [[Empower Utterance]] | Truespeak 9 ranks, ability to speak utterances | Your utterances have more powerful effects. | | [[Endurance]] | | +4 bonus on checks to avoid nonlethal damage | | [[Enduring Ki]] | Ki power | You can channel inner energy to make your ki powers last longer. | | [[Enduring Life]] | | You can ignore the effect of negative levels for a short time. | | [[Energy Abjuration]] | [[Spell Focus]] (abjuration) or abjurer level 1st | Casting an abjuration spell grants you protection from energy damage. | | [[Enhanced Capacity]] | Con 15 or veilweaver level 7th | Your capacity for channeling Akasha allows you to maintain more essence in a single Veil. | | [[Enlarge Supernatural Ability]] | 4 HD, supernatural ability | You can increase the range of a supernatural attack. | | [[Enlarge Utterance]] | Truespeak 6 ranks, ability to speak utterances | You can project the power of an utterance to a greater distance. | | [[Eschew Materials]] | | Cast spells without material components | | [[Essence Rejection]] | No essence pool | A strange defect or racial quirk has left you utterly devoid of even the vaguest hints of akashic energy, and your chakra energy is unusually resistant to akashic effects. | | [[Evasive Maneuvers]] | Caster level 11th, evasion, Cunning Evasion, [[Spell Focus]] (illusion), ability to cast _invisibility_ | You can vanish into the confusion created by area spells. | | [[Evasive Reflexes]] | Dex 13 | Instantly take 5-ft. step instead of an attack of opportunity | | [[Expanded Aura of Courage]] | Aura of courage class feature | Your aura of courage protects more allies than normal. | | [[Expanded Soulmeld Capacity]] | Con 15, meldshaper level 1st | Your soul's tie to incarnum allows you to maintain more essence in a single soulmeld. | | [[Expel Vestige]] | Soul binding | You can expel a vestige to which you are bound before the duration of its pact with you has expired. | | [[Expert Swimmer]] | Swim 4 ranks, [[Endurance]] | You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water. | | [[Expert Tactician]] | Dex 13, [[Combat Reflexes]], base attack bonus +2 | Your tactical skills work to your advantage. | | [[Extend Supernatural Ability]] | 4 HD, supernatural ability | You can cause a supernatural ability with a duration to last longer than normal. | | [[Extend Utterance]] | Truespeak 6 ranks, ability to speak utterances | Your utterances have a more lasting effect on the universe. | | [[Extra Channel]] | Channel energy class feature | Channel energy two additional times per day | | [[Extra Contacts]] | Cha 11 | You make connections and alliances easily. | | [[Extra Domain Spell]] | Wis 15, access to one domain spell | You have chosen to be more specialized in a particular domain. | | [[Extra Essence]] | Con 13 or veilweaver level 1 | You are better able to harness your personal store of akasha. | | [[Extra Granted Maneuver]] | Crusader level 1st | Ready one more maneuver from your maneuvers known | | [[Extra Invocation]] | Ability to use lesser invocations | You learn an additional invocation. | | [[Extra Ki]] | Ki pool class feature | Increase your ki pool by 2 points | | [[Extra Lay On Hands]] | Lay on hands class feature | Use lay on hands two additional times per day | | [[Extra Mercy]] | Lay on hands class feature, mercy class feature | Your lay on hands benefits from one additional mercy | | [[Extra Performance]] | Bardic performance class feature | Use bardic performance for 6 additional rounds per day | | [[Extra Rage]] | Rage class feature | Use rage for 6 additional rounds per day | | [[Extra Readied Maneuver]] | Swordsage level 1st | Ready one more maneuver from your maneuvers known | | [[Extra Rogue Talent]] | Rogue talent class feature | Gain one additional rogue talent | | [[Extra Spell]] | Ability to cast spells spontaneously, caster level 3rd | You learn an additional spell. | | [[Extra Spell Secret]] | Spell secret class ability, able to cast 2nd level spells | You learn an additional spell secret. | | [[Extra Spell Slot]] | Caster level 4th | You can cast an additional spell. | | [[Extra Stunning]] | [[Stunning Fist]], base attack bonus +2 | You gain extra stunning attacks. | | [[Extraordinary Concentration]] | Caster level 15th | Your mind is so focused that you can cast spells even while concentrating on another spell. | | [[Extraordinary Trapsmith]] | Craft (trapmaking) 9 ranks | You are an expert at constructing mechanical traps. | | [[Eye of Murigan]] | Access to the winter or cold subdomain | Gain a supernatural cold gaze attack | | [[Eyes in the Back of Your Head]] | Wis 13, base attack bonus +1 | Flankers do not receive a bonus to their attacks against you. | | [[Eyes of Light]] | Aasimar, Celestial Bloodline | You can focus the holy power within you to create a beam of destructive light energy. | | [[Fade Into Darkness]] | _Darkness_ as a spell-like ability | By precisely controlling the shadows around you, you render yourself unseen. | | [[Fade Into Violence]] | Bluff 2 ranks, Stealth 2 ranks | You appear non-threatening, and thus not worth attacking | | [[Faith In The Frost]] | Ability to turn or rebuke creatures, access to Cold or Winter cleric domain | Deal extra cold damage when channeling energy. | | [[Falling Sun Attack]] | [[Stunning Fist]], one Setting Sun strike | You can use your stunning fist ability with your setting sun strike. | | [[Familiar Concentration]] | [[Improved Familiar]], caster level 9th | In the tradition of Narfell's ancient summoners, your familiar can concentrate to maintain spells for you. | | [[Familiar Spell]] | Ability to acquire a familiar, Spell Mastery | You are so well acquainted with the spells you have mastered that you can store the prepared spells in the mind of your familiar. | | [[Far Shot]] | Precise Shot | Decrease ranged penalties by half | | [[Fascinating Illumination]] | _Dancing lights_ as a spell-like ability | The lights you create have the power to hypnotize others. | | [[Favored Magic Foe]] | 6 ranks in any one Knowledge skill or favored enemy class feature or dark knowledge class feature | +1 on caster level checks and save DCs against certain creatures. | | [[Favored Mystery]] | Ability to cast mysteries | The mystery you choose becomes easier to cast. | | [[Favored Power Attack]] | Favored enemy ability, [[Power Attack]], base attack bonus +4 | You are able to deal more damage against your favored enemies. | | [[Favored Vestige]] | Soul binding | +1 effective binder level for a specified vestige. | | [[Favored Vestige Focus]] | Favored Vestige | +1 to save DCs of your favored vestige. | | [[Fearsome Necromancy]] | [[Spell Focus]] (necromancy) or necromancer level 1st | Creatures subjected to your necromantic spells feel the chill of fear. | | [[Feinting Charge]] | Wis 15, [[Wheeling Charge]] or [[Psionic Charge]], [[Deft Maneuvers]] | You can suddenly change direction while charging, catching your foes off guard. | | [[Feral Animal Companion]] | Animal companion class feature, evil alignment | You can enslave a feral animal and adopt it as your animal companion. | | [[Fiendish Bloodline]] | Fey'ri, tanarukk, tiefling, base Fortitude, Reflex, and Will saves +1 | Gain _bane_ and _protection from good_ as spell-like abilities. | | [[Fighter’s Blade]] | Enhance mind blade class feature | Treat your soulknife level as 4 higher for your enhance mind blade class feature. | | [[Filth Eater]] | Con 13 | +4 to saves vs. disease and ingested poisons and a lessened effect such pathogens. | | [[Fists of Iron]] | [[Unarmed Combatant]], [[Stunning Fist]], base attack bonus +2 | Expend a stunning fist attempt to deal twice the normal damage on an unarmed strike. | | [[Fleet]] | | Your base speed increases by 5 feet | | [[Fleet of Foot]] | Dex 15, Run | You run nimbly, able to turn corners without losing momentum. | | [[Flensing Strike]] | Vital Strike, Weapon Focus | Your vital strike can sicken your opponent. | | [[Flick of The Wrist]] | Dex 17, Sleight of Hand 5 ranks, [[Quick Draw]] | With a single motion, you can draw a light weapon and make a devastating attack. | | [[Flickering Fire]] | Dazzling Fire, _faerie fire_ as a spell-like ability | You cloak yourself or another with a nimbus of flickering, bewildering light. | | [[Fling Ally]] | Str 19, Rock Hurling or racial ability to throw rocks, size Large or larger | You can launch your comrades across the battlefield. | | [[Fling Enemy]] | Str 19, Rock Hurling or racial ability to throw rocks, size Large or larger | When you’re wrestling a foe, you can lift him into the air and hurl him. | | [[Flying Fish Leap]] | Acrobatics 8 ranks, Swim 4 ranks | You can hurl yourself out of the water with ease. | | [[Flying Kick]] | Str 13, Jump 1 rank, [[Unarmed Combatant]], [[Power Attack]] | You literally leap into battle, dealing devastating damage. | | [[Focused Lexicon]] | Truespeak 6 ranks, ability to speak utterances | Your utterances have greater effect against a certain type of creature. | | [[Foe Specialist]] | Sneak attack +1d6, base attack bonus +4 | You are trained at how to damage a particular type of foe. | | [[Font of Life]] | Must be a living creature | You can attempt to shrug off negative levels you have gained. | | [[Force of Personality]] | Cha 13 | You have cultivated an unshakable belief in your self worth. Your sense of self and purpose are so strong that they bolster your willpower. | | [[Force of Will]] | Iron Will | You are able to resist psionic attacks with extreme force of will. | | [[Freerunner]] | Any two movement skill tricks | You can move in more baffling ways than others. | | [[Frightful Presence]] | Cha 15, Intimidate 9 ranks | Like a dragon, your mere presence can terrify those around you. | | [[From Smite To Song]] | Perform (any) 3 ranks, member of the Harmonious Order | You can channel your destructive holy energy into powerful song magic for the glory of Milil. | | [[Frostfell Prodigy]] | Con 13, [[Snowcasting]], [[Frozen Magic]], [[Cold Focus]] | You gain additional bonus spells in cold regions. | | [[Frozen Berserker]] | Rage class feature | When you enter your barbarian rage, your body becomes infused with cold energy. | | [[Frozen Magic]] | Con 13, [[Snowcasting]] | Your cold spells are more powerful when you cast them in a cold region. | | [[Frozen Wild Shape]] | Base Fortitude save bonus +6, wild shape ability | You can use your wild shape ability to take the form of magical beasts with the cold subtype. | | [[Generous Sacrifice]] | Evil, Con 15 | You can relieve your afflictions by donating them to an ally. | | [[Ghost Scarred]] | Knowledge (religion) 8 ranks | +2 on saves, attack rolls and weapon damage roles against incorporeal undead | | [[Gorgon’s Fist]] | [[Unarmed Combatant]], [[Scorpion Stance]], base attack bonus +6 | Make an entangled or tripped foe flat-footed | | [[Grass Trekker]] | | +2 Acrobatics; Can force march for 12 hours. | | [[Great Fortitude]] | | +2 on Fortitude saves | | [[Greater Arcane Strike]] | [[Arcane Strike]], base attack bonus +4 | Your arcane strike deals more damage. | | [[Greater Cold Focus]] | Cold Focus | Your cold spells are now even more potent than before. | | [[Greater Corrupt Spell Focus]] | [[Corrupt Spell Focus]], non-good alignment | +1 on save DCs if they have corrupt components. | | [[Greater Dragonmark]] | [[Least Dragonmark]], [[Lesser Dragonmark]], 12 ranks in any two skills | You have a greater dragonmark. | | [[Greater Elemental Focus]] | Elemental Focus | +1 bonus on save DCs for one energy type | | [[Greater Flyby Attack]] | Fly speed, Flyby Attack | You can make multiple flyby attacks in a round. | | [[Greater Illithid Legacy]] | [[Illithid Legacy]], any one other illithid feat, manifester level 7th | Add _dispel psionics_ and _psionic dominate_ to your list of powers known. | | [[Improved Kiai Shout]] | Cha 13, [[Kiai Shout]], base attack bonus +9 | Your kiai shout can frighten your opponents. | | [[Greater Path Focus]] | Path Focus | +1 caster level and save DCs when casting mysteries of the path you select. | | [[Greater Resiliency]] | Damage reduction as a class feature or innate ability | Your extraordinary resilience to damage increases. | | [[Greater Spell Focus]] | Spell Focus | +1 bonus on save DCs for one school | | [[Greater Spell Penetration]] | Spell Penetration | +2 bonus on level checks to beat spell resistance | | [[Green Ear]] | Perform (any) 10 ranks, Bardic performance | Your Bardic performance can affect plant creatures. | | [[Gruesome Finish]] | Base attack bonus +6 | You can give up your remaining attacks to finish off a dying foe. | | [[Guardian Spirit]] | Watchful spirit class ability | Your watchful spirit is more capable than normal. | | [[Guerrilla Scout]] | | You know how to use your senses to greater effect. | | [[Guerrilla Warrior]] | When you are wearing light or medium armor, reduce the armor check penalty of the armor by 1 (minimum 0) | You know how to move stealthily, even when armored. | | [[Hammer Fist]] | Str 13, [[Unarmed Combatant]] | You are trained in an unarmed fighting style that emphasizes two-handed strike. | | [[Hardened Flesh]] | Corpsecrafter | Undead you raise or create can better handle themselves in a fight. | | [[Hasty Spirit]] | Watchful spirit class feature | Your watchful spirit grants you an extra move action | | [[Healing Flames]] | Base Will save +3, ifrit or tanarukk | You can draw energy from open flames to heal yourself. | | [[Hear The Unseen]] | Listen 5 ranks, [[Blind-Fight]] | You can focus your hearing to pinpoint invisible creatures. | | [[Heat Endurance]] | Base Fortitude save +2 | +2 on save vs. fire effects; endure hot climates. | | [[Heat Tolerance]] | You gain a +5 bonus on Fortitude saves against nonlethal damage from hot temperatures | +5 on Fortitude saves vs. nonlethal damage from hot temperatures. | | [[Heavyweight Wings]] | Str 15, [[Reinforced Wings]], wings and a glide or fly speed | Fly while wearing heavy armor, or under a heavy load | | [[Hindering Opportunist]] | [[Combat Reflexes]], base attack bonus +3 | Use an attack of opportunity to aid another | | [[Hold The Line]] | [[Combat Reflexes]], base attack bonus +2 | You are trained in defensive techniques against charging opponents. | | [[Hostile Mind]] | Cha 15 | Telepathic powers used against you damage their users. | | [[Hunter of the Arcane Order]] | Favored terrain, ability to cast 1st-level divine spells, ability to prepare 1st-level arcane spells. | Your ranger and wizard spells stack for your ranger spell level and wizard bonus feats. | | [[Crystalline Harmonics]] | Bardic performance ability, Perform (sing) 6 ranks | You can use your voice to shatter ice. | | [[Icy Calling]] | Con 13, [[Snowcasting]] | Cold creatures summoned in cold conditions gain +4 enhancement bonus to Strength and Dexterity | | [[Ignore Special Requirements]] | Soul binding | You can summon vestiges without their special requirements. | | [[Illithid Blast]] | [[Illithid Heritage]], two other illithid feats, manifester level 5th | You can convert your psionic energy into a mind blast. | | [[Illithid Compulsion]] | Illithid Heritage | +1 manifest level and save DCs for compulsion effects. | | [[Illithid Enthusiast]] | Illithid Heritage | Gain a morale bonus to skill checks after successfull compelling another. | | [[Illithid Extraction]] | Illithid Heritage, Illithid Grapple, Illithid Grab | Your acceptance of your illithid heritage is so encompassing that you have learned how to extract the brain of a helpless victim. | | [[Illithid Grab]] | Illithid Heritage, Illithid Grapple | Your tentacle attack can now grab | | [[Illithid Grapple]] | [[Illithid Heritage]], one other illithid feat | You grow tentacles that can lash out at your foes. | | [[Illithid Heritage]] | Power point reserve of 1 or more | Intimidate is a class skill; gain a bonus on saves vs. spells and powers. | | [[Illithid Legacy]] | [[Illithid Heritage]], one other illithid feat, manifester level 3rd | Add _psionic charm_ and _read thoughts_ to your list of powers known. | | [[Illithid Skin]] | Illithid Heritage | Your natural armor bonus increases by 1. | | [[Imbued Summoning]] | [[Augment Summoning]], [[Spell Focus]] (conjuration) | Your summoning spells can gain the benefit of another spell you know. | | [[Imperious Command]] | Cha 15, Intimidate 8 ranks | Use Intimidate to cower foes. | | [[Improved Assume Supernatural Ability]] | Wis 17, Assume Supernatural Ability, ability to assume a new form magically | Your assumed form's abilities are more closely tied to your spellcasting. | | [[Improved Bind Vestige]] | Bind Vestige | You can bind a wider range of vestiges. | | [[Improved Binding]] | Soul binding, Intimidate 4 ranks | +2 binder level for determine which vestiges you can bind. | | | | | | [[Improved Channel]] | Channel energy class feature | +2 bonus on channel energy DC | | [[Improved Cold Endurance]] | Base Fortitude save bonus +6, [[Cold Endurance]] | Your training and natural hardiness have improved your natural resistance to cold temperatures. | | [[Improved Counterspell]] | | Counterspell with spell of the same school | | [[Improved Energy Resistance]] | Energy resistance | Increasure your natural energy resistance by 5. | | [[Improved Essence Capacity]] | Con 15, essence pool 2 | Your capability of investing essence improves. | | [[Improved Familiar]] | Ability to acquire a familiar | Gain a more powerful familiar | | [[Improved Favored Enemy]] | Favored enemy ability, base attack bonus +5 | You know how to hit your favored enemies where it hurts. | | [[Improved Flight]] | Ability to fly | Improve your maneuverability. | | [[Improved Flyby Attack]] | Fly speed, [[Dodge]], [[Flyby Attack]] | You can attack on the wing with increased mobility. | | [[Improved Great Fortitude]] | Great Fortitude | Once per day, you may reroll a Fortitude save | | [[Improved Heat Endurance]] | Base Fortitude save +6, [[Heat Endurance]] | You can survive even in the most extreme natural heat conditions. | | [[Improved Homunculus]] | Craft Construct or craft homunculus class feature, Craft (any) 6 ranks | Your homunculus gains special abilities | | [[Improved Hostile Mind]] | Cha 15, [[Hostile Mind]] | You have mental defenses erected against telepathic attacks. | | [[Improved Iron Will]] | Iron Will | Once per day, you may reroll a Will save | | [[Improved Levitation]] | _Levitate_ as a spell-like ability | Ration your _levitate_ spell-like ability usage. | | [[Improved Lightning Reflexes]] | Lightning Reflexes | Once per day, you may reroll a Reflex save | | [[Improved Low Blow]] | [[Dodge]], [[Low Blow]], base attack bonus +4 | You are especially good at using the Low Blow feat. | | [[Improved Oneiromancy]] | [[Dreamcasting]], [[Oneiromancy]], spellcasting level 1st | With the Improved Oneiromancy feat, you gain additional dream-related spellcasting abilities. | | [[Improved Rock Throwing]] | Str 23, Rock Throwing or [[Rock Hurling]], size Large or larger | Your accuracy and effectiveness with thrown rocks improves. | | [[Improved Scent]] | Scent ability | You can detect and track creatures by smell at greater distances than normal. | | [[Improved Skirmish]] | Skirmish +2d6/+1 AC | Move 20 feet to gain +2d6 points of damage, +2 AC | | [[Improved Smiting]] | Cha 13, Smite class feature | Your smite abilities are more potent. | | [[Improved Swimming]] | Swim 6 ranks | You can swim faster than you normally could. | | [[Incarnum Resistance]] | No essence pool | Your body, untainted by incarnum, is not easily affected by the power of soul energy. | | [[Indomitable Will]] | [[Endurance]], [[Iron Will]], [[Improved Iron Will]], base Will save +5 | Your mind is an immovable object | | [[Infernal Bargainer]] | Outsider | You are comfortable making deals with powerful entities from the Lower Planes. | | [[Innate Spell]] | Quicken Spell, Silent Spell, Still Spell | Use a spell as a spell-like ability. | | [[Insightful]] | | Gain _detect magic_, _detect secret doors_, and _read magic_ as a spell-like ability. | | [[Insightful Divination]] | [[Spell Focus]] (divination) or diviner level 1st | Casting a divination spell grants you an uncanny insight into danger. | | [[Instantaneous Rage]] | Rage class feature | You activate your rage instantly. | | [[Instinctive Darkness]] | _Darkness_ as a spell-like ability | After extensive training, you can negate light instinctively. | | [[Intensify Darkness]] | _Darkness_ as a spell-like ability | Use your _darkness_ spell-like ability to create _deeper darkness_. | | [[Intimidating Rage]] | Rage class feature | Your rage engenders fear in your opponents. | | [[Inured To Energy]] | Energy resistance 10 | Increase energy resistance by 10 | | [[Involuntary Rage]] | Con 20, [[Toughness]] | Extreme pain drives you berserk. | | [[Iron Will]] | | +2 bonus on Will saves | | [[Ironheart Aura]] | [[Stunning Fist]], one Setting Sun strike | Adjacent allies gain +2 bonus on saves while you are in an Iron Heart stance | | [[Jack of All Trades]] | Int 13 | You have picked up a smattering of even the most obscure skills. | | [[Jester's Magic]] | Perform (acting) 8 ranks, Arcane caster level 1st | Add spells to your list of spells known. | | [[Judged By Aurifar]] | Patron deity Aurifar, must have survived at least three days in the waste without water | +2 on saves vs. dessecation and thirst, +2 AC against creatures vulnerable to sunlight. | | [[Karmic Strike]] | Dex 13, [[Combat Expertise]], [[Dodge]] | You have learned to strike when your opponent is most vulnerable the same instant your opponent strikes you. | | [[Keen-Eared Scout]] | Perception 6 ranks, Alertness or Skill Focus (Perception) | Your sharp sense of hearing allows you to determine much more about your surroundings. | | [[Kiai Shout]] | Cha 13, base attack bonus +1 | You can bellow forth a shout that strikes terror into your enemies. | | [[Killer’s Vitality]] | Soulthief method, sneak attack +1d6 | You are skilled with stealing the health of those you strike. | | [[Knight of the Arcane Order]] | Divine grace, ability to cast 1st level divine spells, ability to prepare 1st level arcane spells.1st-level arcane spells. | Your paladin and wizard spells stack for your paladin spell level and wizard bonus feats. | | [[Knightmare]] | Terrors class feature, cavalier’s charge class feature | +2 manifester level, Dread and Cavalier levels stack for qualifying for terrors and order benefits. | | [[Landwalker]] | Aquatic elf | You can survive out of the water for a longer period of time than most of your kind. | | [[Lasting Life]] | Endurance, Enduring Life | You can shed negative levels with an act of will. | | [[Leadership]] | Character level 7th | You attract followers to your cause and a companion to join you on your adventures. | | [[Leap of The Heavens]] | Acrobatics 4 ranks | You can leap as if you had a running start. | | [[Leaping Charge]] | Acrobatics 4 ranks, [[Power Attack]] | Your charge does extra damage based on your leap. | | [[Least Dragonmark]] | Member of appropriate dragonmarked race and house | You have a least dragonmark. | | [[Lesser Dragonmark]] | [[Least Dragonmark]], 9 ranks in any two skills | You have a lesser dragonmark. | | [[Light of Aurifar]] | Channel energy class feature, access to either the Fire or Sun domain | Undead damaged by your channeled energy immolate. | | [[Light To Daylight]] | Able to use _light_ as a spell-like ability | Your inherent ability to create light is more powerful than normal. | | [[Lightning Reflexes]] | | +2 bonus on Reflex saves | | [[Long Reach]] | Weapon Focus | Use spears against foes with 5 and 10 feet. | | [[Low Blow]] | [[Dodge]], base attack bonus +4 | You can get underfoot and attack creatures larger than you. | | [[Lunging Strike]] | Base attack bonus +6 | You make a single attack against a foe who stands just beyond your reach. | | [[Lurking Familiar]] | Combat Familiar, arcane caster level 6th, familiar | | | [[Lycanthropic Spell]] | Lycanthrope | Wis 13, Lycanthrope | | [[Mad Foam Rager]] | Rage class feature | Delay the effects of an spell or ability until the ned of your next turn. | | [[Mage Slayer]] | Spellcraft 2 ranks, base attack bonus +3 | Casters you threaten cannot cast defensively. | | [[Magic Device Attunement]] | Use Magic Device 1 rank | You have a knack for activating familiar magic items. | | [[Magic of The Land]] | Caster level 1st, Knowledge (nature) 3 ranks, Spellcraft 3 ranks | Your spells can heal those affected by them. | | [[Malign Spell Focus]] | Any evil alignment | +2 to save DCs of evil spells. | | [[Mask of Gentility]] | Cha 15, Bluff 9 ranks, Disguise 9 ranks | Your motives are hard to assess, and divination cannot reveal your alignment. | | [[Master Craftsman]] | 5 ranks in any Craft or Profession skill | Craft certin magic items without using magic. | | [[Master Linguist]] | Ability to speak four or more languages | You have a broad knowledge of language. | | [[Master Manipulator]] | Cha 13, Diplomacy 9 ranks | Gain new uses for the diplomacy skill | | [[Master of Knowledge]] | | +1 to Knowledge checks | | [[Master of Poisons]] | Poisons Use class feature | Swiftly apply poisons, and make them deadlier | | [[Master of Undeath]] | Knowledge (religion) 5 ranks | Control the undead you create. | | [[Master Spellthief]] | Ability to cast 2nd-level arcane spells, steal spell class feature | Spelltheif and arcane spellcasting levels stack for spell-stealing purposes. | | [[Melodic Casting]] | Perform 4 ranks, Spellcraft 4 ranks, Bardic performance class feature | Use Perform in place of caster level when making Concentration checks. | | [[Mental Resistance]] | Base Will save +2 | Reduce damage from psionic attacks. | | [[Metamagic School Focus]] | [[Spell Focus]] (chosen school) or specialist wizard in chosen school | Use metamagic more efficiently with spells of your chosen school. | | [[Metamagic Spell Trigger]] | Any metamagic feat, Use Magic Device 15 ranks or Spellcraft 15 ranks | Use charges to apply metamagic to wands. | | [[Might Makes Right]] | Str 13, [[Leadership]] | Add your Strength bonus to your Leadership score. | | [[Mighty Leaping]] | Str 13 | You have developed your leg muscles and trained yourself to make mighty leaps. | | [[Mind Over Body]] | Con 13 | Your ability damage heals more rapidly. | | [[Minor Utterance of The Evolving Mind]] | Truespeak 6 ranks | Learn one 1st-level utterance from the Lexicon of the Evolving Mind. | | [[Mobile Spellcasting]] | Concentration 8 ranks | With supreme concentration, you can move while casting a spell. | | [[Monkey Grip]] | Base attack bonus +1, [[Power Attack]] | You are able to use a larger weapon than other people your size. | | [[Mortalbane Spell-Like Ability]] | A spell-like ability that deals hit point damage | The creature can make a spell-like ability particularly deadly to mortals. | | [[Mortifying Attack]] | Death attack class feature | Shock and demoralize those who see your death attack. | | [[Mother Cyst]] | Caster level 1st, Knowledge (religion) 2 ranks | You gain the ability to cast necrotic cyst spells by growing a cyst of your own. | | [[Mountaineer]] | You get a +2 bonus on all Climb and Survival checks | You are a particularly gifted explorer and mountain climber. | | [[Mounted Casting]] | Ride 1 rank, [[Mounted Combat]] | You are skilled at casting spells while riding a mount. | | [[Mutable Body]] | Shapechanger subtype | Gain more benefit from transmutation spells cast on you. | | [[Mutilator]] | Base attack bonus +4, any evil alignment | Those you kill are harder to restore to life. | | [[Natural Bond]] | Animal companion class feature or familiar class feature | Your bond with your animal companion is exceptionally strong. | | [[Natural Bully]] | Intimidate 6 ranks | You easily terrify weaker adversaries. | | [[Natural Scavenger]] | Survival 5 ranks | You are particularly adept at finding food while on the move. | | [[Natural Spell]] | Wis 13, change shape or wild shape class feature | Cast spells while transformed | | [[Necromantic Might]] | Necromantic Presence | Undead you control gain benefits when they are near you. | | [[Necromantic Presence]] | | Undead you control resist channeled energy when they are near you | | [[Necropolis Born]] | Cha 12 | You possess a magical understanding of the essence of mortal dread. | | [[Night Haunt]] | | Gain _dancing lights_, _prestidigitation_, and _unseen servant_ as spell-like abilities. | | [[Nimble Bones]] | Corpsecrafter | Undead you raise or create gain +4 to initiative and +10 movement. | | [[Nimble Moves]] | | Ignore 5 feet of difficult terrain when you move | | [[Nobody's Fool]] | Wis 13 | +2 to Sense Motive and Perception checks | | [[Nocturnal Caster]] | Ability to cast mysteries or a spell with the darkness descriptor | +1 to save DCs to spells or mysteries cast at night. | | [[Nonverbal Spell]] | | You can cast spells that have verbal components without actually verbalizing the words. | | [[Obscure Lore]] | Lore master class feature | +4 on Lore Master checks, if you don't take 10 or 20. | | [[Obscure Personal Truename]] | The DC to speak your personal truename | DC to find or speak your personal truename increases by 4. | | [[Obtain Familiar]] | Knowledge (arcana) 4 ranks, arcane caster level 3rd | You gain a familiar. | | [[Open Minded]] | | +1 skill point per hit die. | | [[Outrider]] | Handle Animal 1 rank, Ride 1 rank | +2 to Handle Animal and Ride checks with a chosen breed of animal | | [[Overhead Thrust]] | [[Close-Quarters Fighting]], [[Power Attack]], base attack bonus +6 | Size-based bonus on attacks of opportunity provoked from a overrun, trample, power dive, or dragon crush attack. | | [[Overwhelming Assault]] | Base attack bonus +15 | You gain a +4 to melee attacks against creatures foolish enough to ignore you | | [[Pain Mastery]] | Con 20, [[Toughness]] | Injuries send you into a fury, increasing your physical power. | | [[Pain Touch]] | Wis 15, [[Stunning Fist]], [[Unarmed Combatant]], base attack bonus +2 | You cause intense pain in an opponent with a successful stunning attack. | | [[Paralyzing Fists]] | Wis 15, [[Unarmed Combatant]], [[Stunning Fist]] | You can make multiple unarmed attacks to paralyze an opponent in a single round. | | [[Path Focus]] | Apprentice mysteries | +1 caster level and save DCs for one shadow magic path. | | [[Peak Hopper]] | Hill or mountain terrain type | You are adapted to a hilly or mountainous environment. | | [[Persuasive]] | | +2 bonus on Diplomacy and Intimidate checks | | [[Petrification Immunity]] | Racial bonus on saving throws against petrification effects, Petrification Resistance | You are immune to petrification effects. | | [[Petrification Resistance]] | Racial bonus on saving throws against petrification effects | You can resist petrification effects better than you otherwise could. | | [[Pierce Magical Concealment]] | Con 13, [[Blind-Fight]], [[Mage Slayer]] | You ignore the miss chance provided by certain magical effects. | | [[Pierce Magical Protection]] | Con 13, [[Mage Slayer]] | You can overcome the magical protections of your enemies. | | [[Piercing Evocation]] | [[Spell Focus]] (evocation) or evoker level 1st | Your evocation spells ignore an amount of energy resistance. | | [[Piercing Sight]] | [[Alertness]] or [[Skill Focus]] (Perception), Spellcraft 1 rank | +4 on saves to disbeleive illusions. | | [[Planetouched Animal Affinity]] | | +4 on Handle Animal with your patron's favored animal | | [[Poison Expert]] | Craft (poisonmaking) 1 rank, poison use class feature | Poisons you create gain a +1 to save DC. | | [[Poison Healer]] | [[Great Fortitude]], Con 13 | Poison isn’t always bad for you. | | [[Poison Immunity]] | | After prolonged exposure to a poison or toxin, the character has rendered himself immune to it. | | [[Poison Master]] | [[Poison Expert]], Craft (poisonmaking) 5 ranks, poison use class feature | The toxins you create and use are particularly virulent. | | [[Poison Spell]] | | You can mystically transfer a poison to the target of your spells. | | [[Power Dive]] | Str 15, fly speed, average maneuverability or better | Dive onto a foe to deal damage. | | [[Powerful Stride]] | Str 15, Dex 13, [[Nimble Moves]] | Once per day, take a 10-foot step in place of a 5-foot step | | [[Practical Metamagic]] | Dragonblood subtype, Spellcraft 8 ranks, any metamagic feat, ability to spontaneously cast 3rd-level spells | You can apply a selected metamagic feat to your spells more easily. | | [[Practiced Spellcaster]] | Spellcraft 1 rank, caster level 1st | +2 caster level, cannot exceed your character level. | | [[Priest of The Waste]] | Access to the Fire, Summer, Sun, Travel, or Water domain | You can swap out prepared spells for others that aid in exploring and surviving in wastelands. | | [[Primeval Wild Shape]] | Wild shape ability | Wild shape forms gain +2 Strength, +2 Natural Armor and Energy Resistance (cold) 10. | | [[Prophecy's Artifex]] | Knowledge (arcana) 2 ranks, Speak Language (Draconic), [[Craft Wand]] or [[Craft Staff]], [[Dragon Prophesier]] | Activate spell-triggers items as a swift action. | | [[Prophecy's Explorer]] | Base attack bonus +2, Knowledge (arcana) 2 ranks, Speak Language (Draconic), [[Dragon Prophesier]] | +10 feet movement, +1 AC when you move 10 or more feet, +2 Acrobatics, Climb, Stealth. | | [[Prophecy's Shaper]] | Knowledge (arcana) 4 ranks, Speak Language (Draconic), [[Dragon Prophesier]], ability to cast 2nd-level spells | Empower a spell without adjusting level. | | [[Prophecy's Shepherd]] | Knowledge (arcana) 4 ranks, Speak Draconic, [[Dragon Prophesier]], ability to spontaneously cast cure wounds or inflict wounds spells | Quicken _cure_ and _inflict_ spells without adjusting spell level. | | [[Prophecy's Slayer]] | Base attack bonus +2, Knowledge (arcana) 2 ranks, Speak Language (Draconic), Dragon | Deal +1d6 damage against flanked or flat-footed enemies. | | [[Proteus]] | Caster level 10th, [[Spell Focus]] (illusion) | Sacrificed preparred glamers to spontaneously cast lower-level glamers. | | [[Psionic Hole]] | Con 15 | Creatures who hit you lose psionic focus. Manifesters must spend entra power point to affect you with their powers. | | [[Psychic Refusal]] | Spell resistance, [[Iron Will]] | Your spell resistinace is stronger against mind-affecting spells. | | [[Pure Soul]] | Any non-evil alignment, no taint | You do not gain taint. | | [[Pyromaniac]] | Bomb 2d6 class feature, fire lash class feature | Alchemist and pyrokineticist levels stack for determining bomb damage and usage. Apply afire ability to bombs. | | [[Quick Reconnoiter]] | Perception 5 ranks, [[Alertness]] | Active Perception is a swift action; +2 Initiative. | | [[Quick Recovery]] | Wis 13, base Will save +4 | You can recover from Stun and Daze effects more quickly. | | [[Raging Hulk]] | Rage power class feature, astral suit class feature | Aegis and barbarian levels stack for qualifying for rage powers and astral suit customizations. Damge reduction from the two classes stack. | | [[Rampaging Bull Rush]] | [[Powerful Maneuvers]], rage ability, size Large or larger | You can use brute force to slam into and knock down your enemies. | | [[Ranged Recall]] | Spellcraft 5 ranks, [[Point-Blank Shot]], [[Weapon Focus]] (ranged spell) | If you miss a ranged touch attack, and can attempt to hit a nearby target. | | [[Ranged Spell Specialization]] | [[Weapon Focus]] (ranged spell), caster level 4th | +2 damage with spell that require a ranged touch attack | | [[Rapid Assault]] | Base attack bonus +1 | +1d6 melee damage in first round of combat | | [[Rapid Blitz]] | Dex 13, Bounding Assault, [[Dodge]], [[Spring Attack]], base attack bonus +18 | You charge across the battlefield, combining your speed and fighting ability to move and attack with unmatched skill. | | [[Rapid Metabolism]] | Con 13 | Add your Consitution modifier to your character level when naturally recovering hit points. | | [[Rapid Metamagic]] | Spellcraft 12 ranks, ability to spontaneously cast spells | You can apply metamagic to spells without taking a full-round action. | | [[Rapid Pact Making]] | Soul binding, Intimidate 8 ranks, Expel Vestige | Once per day, you can bind a vestige as a full-round action. | | [[Rapid Recovery]] | Favored Vestige | You can use the abilities of your favored vestige more frequently. | | [[Rapid Regeneration]] | Regeneration ability | You regenerate more rapidly. | | [[Rapid Swimming]] | Swim speed, base Fortitude save +2 | You are one with the water. | | [[Razing Strike]] | Sneak attack, caster level 5th | Sacrifice a spell to deal additional damage to non-living creatures. | | [[Reactive Counterspell]] | [[Improved Counterspell]], [[Improved Initiative]] | You can react quickly to counter spells cast by opponents. | | [[Reactive Resistance]] | Spell resistance | Lower your spell resistance as an immediate action. | | [[Ready Shot]] | Point-Blank Shot | You can make devastating attacks with ranged weapons against charging opponents. | | [[Reckless Offense]] | Base attack bonus +1 | Take –4 to AC for a +2 bonus to melee attack rolls. | | [[Reckless Rage]] | Con 13, rage ability | –2 AC, +2 to Strength and Consitution while raging. | | [[Reckless Wand Wielder]] | Use Magic Device 1 rank, [[Craft Wand]] | Expend 2 changes from wand to raise its caster level. | | [[Recognize Impostor]] | Sense Motive 3 ranks, Perception 3 ranks | You are extremely skilled at spotting impostors. | | [[Reinforced Wings]] | Str 13, wings and a glide or fly speed | You have strengthened the muscles of your wings. | | [[Repel Aberration]] | Druid level 3rd, [[Gatekeeper Initiate]] | Your Gatekeeper training allows you to keep aberrations at bay. | | [[Requiem]] | Bardic performance class feature, Perform (any) 8 ranks | Your Bardic performance affects undead creatures. | | [[Resist Disease]] | You gain a +4 bonus on Fortitude saving throws against diseases | You have developed a natural resistance to diseases. | | [[Resourceful Buyer]] | | You know where to look in a community for anything you need. | | [[Reverberation]] | Sonic special attack | Your sonic attack is more potent than normal. | | [[Rock Hurling]] | Str 19, size Large or larger | You can throw rocks like a giant. | | [[Roll With It]] | Con 20, [[Toughness]] | You gain damage reduction 2/—. | | [[Roundabout Kick]] | Str 15, [[Unarmed Combatant]], [[Power Attack]] | Follow up a critical hit with an unarmed strike and another unarmed strike. | | [[Run]] | | Run at 5 times your normal speed | | [[Runesmith]] | Craft (rune) 4 ranks | You can fashion runes that take the place of material components for your spells. | | [[Sadistic Reward]] | Evil | Hurting others bolesters your saves. | | [[Sahuagin Flip]] | Swim speed, Dex 13, [[Dodge]] | You can safely attack and withdraw underwater. | | [[Sailor's Balance]] | Profession (sailor) 1 rank | +5 on Acrobatics checks and +2 on Reflex saves while aboard ship. | | [[Sand Camouflage]] | Hide 5 ranks, Sandskimmer | You can hide yourself in sand with a moment's notice. | | [[Sand Dancer]] | Wis 13, Acrobatics 1 rank | While making another attack, you attempt to blind a foe with thrown sand. | | [[Sand Snare]] | Combat Expertise, Deft Maneuvers | When you knock your foes into the sand, they have a hard time regaining their feet. | | [[Sand Spinner]] | Wis 13, Acrobatics 4 ranks, [[Sand Dancer]] | You spray sand with your acrobatic maneuvers. | | [[Sandskimmer]] | | You are particularly adept at moving over sand. | | [[Savage Archivist]] | Dark knowledge class feature | In addition to your studies of the darkness, you have spent time studying monstrous humanoids and fey. | | [[Scholarly Discipline]] | Arcane school, discipline class feature | +1 caster level and manifester level; Cannot exceed character level. | | [[Scholastic Monk]] | Int 13, member of Zealots of the Written Word monk order | Use intelligence instead of wisdom for monk abilities. | | [[Scorpion's Grasp]] | Str 13, [[Unarmed Combatant]], [[Unarmed Combatant]] | Like the scorpion, you can grab and hold your prey. | | [[Scorpion's Instincts]] | Dex 13, Hide 5 ranks | You are hard to find in the waste. | | [[Scorpion's Resolve]] | You gain a +4 bonus on saving throws against mind-affecting spells and abilities | Like the scorpion, you are not easily distracted. | | [[Scorpion's Sense]] | Scorpion's Resolve | Like the scorpion, you sense other creatures simply by perceiving their contact with the sand. | | [[Scramble]] | Dex 15, Small size or smaller, improved evasion | You can avoid a mortal blow. | | [[Sea Legs]] | | You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage. | | [[Second Wind]] | | You can shrug off minor wounds with ease. | | [[Selective Channeling]] | Cha 13, channel energy class feature | Choose whom to affect with channel energy | | [[Self-Sufficient]] | | +2 bonus on Heal and Survival checks | | [[Serpent Fang]] | Wis 15, [[Unarmed Combatant]], [[Stunning Fist]] | You are able to project your Ki to strike foes as though you had extended reach. | | [[Serpent Strike]] | [[Weapon Focus]] (longspear), flurry of blows class feature | Treat spears as if they had the monk quality. | | [[Shadow Blade]] | One Shadow Hand stance | Treat Shadow Hand weapons as finesse weapons. | | [[Shadow Cast]] | Shadowcaster level 1st | You spells are cast from your shadow's space, not yours. | | [[Shadow Familiar]] | Shadowcaster level 3rd | Gain a dark companion, similar to a familiar. | | [[Shadow Trickster]] | Caster level 1st, one Shadow Hand strike | +1 bonus on save DCs of illusions while in a Shadow Hand stance | | [[Shadow Vision]] | Wis 15, ability to cast the _bend perspective_ or _truth revealed_ mystery | Your can sense if creatures are lurking in the darkness with you. | | [[Shadowform Familiar]] | Krinth, summon familiar class feature | You can summon a familiar from the Plane of Shadow. | | [[Shape Veil]] | Con 13 or veilweaver level 1, Wis 13 | You gain the ability to shape a single veil. | | [[Shared Fury]] | Handle Animal 4 ranks, animal companion class feature, rage class feature | | | [[Shared Veil]] | Ability to shape veils, familiar or eidolon or similar companion | You can share a veil with an ally with which you have a special bond. | | [[Ship's Mage]] | Profession (sailor) 2 ranks, Spellcraft 4 ranks | +1 caster level aboard ship, and your spells do not damage your ship. | | [[Sidestep]] | | Take a 5-foot step after an attack of opportunity. | | [[Signature Spell]] | Spell Mastery | Learn one spell so thoughly you can cast it spontaneously. | | [[Silver Blood]] | Base Fortitude save +2 | Your blood is warded against lyncathopy. | | [[Silver Fang]] | | Your natural attacks are treated as silver. | | [[Sacred Smite]] | Follower of the Silver Flame, smite evil class feature | +1d6 damage when you smite evil. | | [[Skill Focus]] | | +3 bonus on one skill (+6 at 10 ranks) | | [[Skilled Pact Making]] | Soul binding, base Will save +4 | You gain a +4 bonus on binding checks | | [[Slippery Skin]] | Escape Artist 5 ranks, [[Combat Reflexes]] | Use Escape Artist to avoid being grappled | | [[Smatterings]] | Int 13 | You can learn enough of a language to get by. | | [[Smiting Power]] | [[Power Attack]], smite class feature | | | [[Snatch]] | Natural claw or bite attack | You can start a grapple with your claws or teeth | | [[Snatch Weapon]] | Deft Maneuvers | You can disarm an opponent, then pluck the weapon from midair. | | [[Snowcasting]] | Con 13 | You add ice or snow to your spell's components to make them more powerful. | | [[Snowrunner]] | Woodland stride ability | You are particularly adept at moving through snow and over ice | | [[Somatic Weaponry]] | Caster level 5th, Spellcraft 5 ranks | You can cast spells while holding weapons, even if they have somatic components. | | [[Song of The Heart]] | Bardic Performance class feature, Perform 3 ranks. | Improve the benefits of your Bardic performance | | [[Song of The White Raven]] | Bardic performance class feature, one White Raven maneuver | Bard and warblade levels stacks for determining bonuses granted by bardic performance. | | [[Soothe The Beast]] | Bardic performance class feature, Perform 2 ranks | Your music can soothe the savage beast. | | [[Soul of The North]] | | Gain _chill touch_, _ray of frost_ and _resistance_ as spell-like abilites | | [[Soul Warrior]] | Enhanced mind blade +2, warrior’s path class feature | You have learned to blend your abilities with psionic power and the mind blade. | | [[Spell Defense]] | | You gain a +3 bonus to saves against spells from a specific school of magic | | [[Spell Focus]] | | +1 bonus on save DCs for one school | | [[Spell Hand]] | | Gain _floating disk_, _mage hand_, and _open/close_ as spell-like abilities | | [[Spell Mastery]] | 1st-level wizard | Prepare some spells without a spellbook | | [[Spell Penetration]] | | +2 bonus on level checks to beat spell resistance | | [[Spell Specialization]] | [[Weapon Focus]] (ray or touch), spellcaster level 4th+ | Your weapon-like spells deal +2 damage. | | [[Spell-Linked Familiar]] | Arcane caster level 9th, familiar | You can imbue your familiar with spells. | | [[Spellcasting Prodigy]] | | You gain more bonus spells than normal. | | [[Spiderfriend Magic]] | | Your spells do not harm allied vermin | | [[Spirit Sense]] | Wis 13, must have had a neardeath experience | You can see and speak with the souls of the recently departed. | | [[Spontaneous Healer]] | Knowledge (religion) 1 rank, nonevil alignment, able to cast any _cure wounds_ spell as a divine spell | You can spontaneously cast _cure_ spells in a manner similar to a cleric. | | [[Spontaneous Summoner]] | Wis 13, Knowledge (nature) 1 rank, any neutral alignment, able to cast any _summon nature's ally_ as a divine spell | You can spontaneously cast _summon_ spells in a manner similar to a druid | | [[Spontaneous Wounder]] | Wis 13, Knowledge (religion) 4 ranks, non-good alignment, able to cast any _inflict wounds_ as a divine spell | You can spontaneously cast _inflict_ spells in a manner similar to a cleric. | | [[Stalwart Defense]] | [[Combat Reflexes]], Hindering Opportunist, base attack bonus +9 | Use an attack of opportunity to aid your allies defense | | [[Steadfast Determination]] | Endurance | You Constitution in place of Wisdom for Will saves. | | [[Steady Concentration]] | Caster level 12th | You can take 10 on Concentration checks | | [[Steady Mountaineer]] | Galkan or Climb 8 ranks and Acrobatics 8 ranks | You can take 10 on Acrobatics and Climb checks | | [[Stealthy]] | | +2 bonus on Escape Artist and Stealth checks | | [[Steam Magic]] | Spellcraft 4 ranks | Cast fire spells under water. | | [[Stitched Flesh Familiar]] | Ability to acquire a new familiar, ability to cast three or more necromancy spells | Gain a stitched familiar | | [[Stone Colossus]] | Base Fortitude save +3, earth genasi or oread or golgar | Lower your attack to increase your natural armor | | [[Stone Power]] | Str 13, one Stone Dragon maneuver | Suffer penalties to melee attack rolls to gain temporary hit points. | | [[Stone Rage]] | Con 13, Wis 13, [[Earth Sense]], rage ability | +1 natural armor while raging and touching the ground. | | [[Storm Magic]] | | +1 caster level while casting amidst a storm. | | [[Strength of Conviction]] | Smite good or smite evil class feature | Smite a foe regardless of alignment. | | [[Strike True]] | Smite evil, sneak attack | Your sneak attack and smite work in harmony, dazing an opponent. | | [[Strong Mind]] | Wis 13 | You are unusually hard to affect with psionic powers and mind attacks. | | [[Strong Stomach]] | Con 13, [[Endurance]] | You have greater resilience to illness than most people. | | [[Student of the Astral Suit]] | Invigorating suit class feature | Your studies in other areas has not hindered your skill with astral suits. | | [[Sudden Ability Focus]] | Special attack | Increase the DC of a special ability once per day. | | [[Sudden Recovery]] | One martial maneuver | Recover an expended maneuver as a swift action 1/day | | [[Sun Soul Monk]] | Monk level 6th, member of the Sun Soul monk order | Your faith and monastic training grant you special abilities. | | [[Sunken Song]] | Bardic performance class feature, Perform (sing) 4 ranks | Your bardic performance can be heard underwater | | [[Superior Unarmed Strike]] | [[Unarmed Combatant]], base attack bonus +3 | Your unarmed strike deals more damage. | | [[Supernatural Crusader]] | Knowledge (arcana) 2 ranks | You gain a +1 insight bonus to attacks against creatures with one or more supernatural abilities. | | [[Supernatural Instincts]] | Dodge | Gain a +1 to AC and saves against supernatural abilities | | [[Supernatural Opportunist]] | Supernatural Crusader | You gain attack of opporunity against creatures who use supernatural abilities. | | [[Supernatural Transformation]] | Innate spell-like ability | Your spell-like abilities become supernatural. | | [[Sure Hand]] | Any two manipulation skill tricks | You learn two manipulation tricks, and your trick capacity increases. | | [[Survivalist]] | | +2 bonus on Heal checks and Survival checks made in certain terrains. | | [[Swarm's Embrace]] | Child of Winter | Swarms are not as harmful to you | | [[Sweet Talker]] | Any two interaction skill tricks | Learn 2 interaction skill tricks | | [[Swift Hunter]] | Favored enemy, skirmish class feature | Your scout and ranger levels stack for Skirmish and Favored Enemy. | | [[Swift Tumbler]] | Acrobatics 4 ranks | Your can move faster when moving acrobatically. | | [[Swim-By Attack]] | Swim speed | You can move before and after attacking. | | [[Symbiont Mastery]] | Wis 13 | +4 on Will saves on personality conflicts with your symbiotes. +2 hp per symbiote attached. | | [[Tainted Essence]] | Ability to shape veils | Your essence is tainted with the energy of some dark entity or shadowed bloodline, giving your veils and akashic abilities a sinister cast. | | [[Heightening Song]] | Bardic performance class feature, [[Heighten Spell]] | You can heighten illusions using your bardic performance. | | [[Telling Blow]] | Skirmish or sneak attack ability | Your critical hits also deal sneak attack damage. | | [[Tenacious Magic]] | Shadow Weave Magic | You can use the Shadow Weave to make your spells harder for Weave users to dispel. | | [[Thrall Bred]] | Humanoid, Con 13 | You feel more confident in the presence of your master | | [[Tiger Blooded]] | Rage class feature, shift, or wild shape; one Tiger Claw maneuver | Knock smaller foes back while raging or wild shaped | | [[Tomb Raider]] | Trapmaker class feature, favored terrain (underground) class feature | You are adept at exploring dangerous ruins and dungeons. | | [[Toothed Blow]] | Str 13, [[Unarmed Combatant]] | Your unarmed strikes deal piercing damage. | | [[Touch of Benevolence]] | Any evil alignment | You can hide your evil intent with a veneer of mercy. | | [[Touch Spell Specialization]] | [[Weapon Focus]] (touch spell), caster level 4th | You deal extra damage with touch spells. | | [[Toughening Transmutation]] | [[Spell Focus]] (transmutation) or transmuter level 1st | Casting a transmutation spell briefly transforms your skin or that of an ally into sterner stuff. | | [[Toughness]] | | +3 hit points, +1 per Hit Die beyond 3 | | [[Treefriend]] | Forest terrain | You are adapted to a forest environment. | | [[True Believer]] | Must worship specific diety. | Your deity rewards your unquestioning faith and dedication. | | [[Truename Rebuttal]] | Ability to speak utterances | +4 to Truespeak checks made to counter or dispel the utterances. | | [[Truename Research]] | Truespeak 9 ranks | You have a knack for uncovering the personal truenames of friends and foes alike through study and investigation. | | [[Tunnel Riding]] | Mounted Combat, Tunnel Fighting | You are particularly adept at maneuvering mounts through tight spaces and underground passages. | | [[Tunnelrunner]] | Chitine or grimlock | You can move naturally in the cramped quarters of caves and tunnels. | | [[Twin Veil]] | Veilweaver level 9th | One of your chakra slots becomes more receptive and capable of sustaining more akasha than would normally be possible | | [[Uncanny Forethought]] | Int 17, Spell Mastery | You cunningly prepare your spells for any exigency. | | [[Uncanny Scent]] | Scent ability, Improved Scent | You can pinpoint scents from 20 feet away. | | [[Undead Empathy]] | Charisma 13 | You are adept at communicating with and influencing the undead. | | [[Undead Leadership]] | Character level 6th, non-good alignment, Knowledge (religion) 1 rank | You gain the service of loyal undead followers. | | [[Underfoot Combat]] | Small or smaller, Acrobatics 10 ranks | You can enter the space that a foe at least two size categories bigger than you occupies. | | [[Undo Resistance]] | Sneak attack, sudden strike, or skirmish ability | You learn to use cold iron weapons to unravel your opponent's magical defenses with a well-placed sneak attack. | | [[Unlocked Talent]] | Wild Talent | You have discovered your psionic ability, granting you limited manifesting ability. | | [[Unnatural Will]] | Charisma 12, [[Iron Will]] | Gain a bonus on saves vs. fear equal to your Charisma modifier. | | [[Unquenchable Flame of Life]] | Con 13 | +2 on saves against undead creatures' abilities. | | [[Unseen Arrow]] | Unseen weapon class feature | Apply unseen weapon abilities to ranged weapon attacks. | | [[Unsettling Enchantment]] | [[Spell Focus]] (enchantment) or enchanter level 1st | Cretures you target with enchantment take a –2 to attack and AC. | | [[Urban Stealth]] | Knowledge (local) 2 ranks | +3 to stealth checks while outdoors in cities. | | [[Utterance Focus]] | Ability to speak utterances | +1 to the save DC of a specific utterance. | | [[Utterance of The Crafted Tool]] | Truespeak 12 ranks, Truename Training, ability to speak three utterances | You learn an utterance from the Lexicon of the Crafted Tool. | | [[Utterance of the Evolving Mind]] | Truespeak 6 ranks, ability to speak two utterances | You learn an utterance from the Lexicon of the Evolving Mind. | | [[Utterance of the Perfected Map]] | Truespeak 15 ranks, Truename Training, ability to speak four utterances | You learn an utterance from the Lexicon of the Perfected Map. | | [[Vampire Hunter]] | Knowledge (religion) 6 ranks | Determine whether a vampire or one of its spawn is with 30 feet. | | [[Vatic Gaze]] | Arcane caster level 9th | You can sense the casting ability of those around you. | | [[Veil of the Sinner]] | Any evil alignment. | You can suppress your evil aura. | | [[Vengeful Spirit]] | Watchful spirit class feature | Your watchful spirit takes revenge on foes that have harmed you. | | [[Vengeful Surge]] | Iron Will | Gain +2 to attack and damage rolls on creatures who test your will. | | [[Vermin Companion]] | Non-good alignment, animal companion | You can select vermin as an animal companion. | | [[Vermin Rider]] | | You are trained in the art of employing vermin as steeds. | | [[Vermin Shape]] | Druid level 4th, non-good alignment | You can use your wild shape ability to assume vermin forms instead of animal forms. | | [[Versatile Performer]] | Perform (any) 5 ranks | You are skilled at many kinds of performances. | | [[Versatile Spellcaster]] | Ability to spontaneously cast spells | You can use two lower-level spell slots to cast a spell one level higher. | | [[Vicious Wound]] | Expertise, wounding special attack | Wounding attacks deal +1 damage each round. | | [[Vital Recovery]] | Two martial maneuvers | Heal 3 + character level hp when you recover a maneuve. | | [[Wand Mastery]] | [[Craft Wand]], caster level 9th | Wands are far more potent in your hands. | | [[Wandstrike]] | Use Magic Device 4 ranks | You can channel the magical energy of a wand through your melee attacks. | | [[Whirling Steel Strike]] | [[Weapon Focus]], flurry of blows class feature | You treat the heavy blades as monk weapons. | | [[White Raven Defense]] | One White Raven stance | +1 bonus to AC while adjacent to ally; adjacent allies gain +1 AC while you wield a White Raven weapon | | [[Widen Supernatural Ability]] | 8 HD, supernatural ability | You can increase the area of your supernatural abilities. | | [[Wild Talent]] | | Gain 2 power points. | | [[Wildblood Mage]] | Bloodline arcana, wild surge +1 | Your blood runs wild with arcane energies, unleashing your psionic abilities. | | [[Winter's Champion]] | Paladin level 1st | Your paladin spell list is enhanced. | | [[Winter's Companion]] | Mount or Animal Companion class feature | Your mount or animal compaion gains the cold subtype. | ## Aberrant Feats Unlike typical feats, aberrant feats manifest as physical changes to your character’s features (or as additions to your character’s appearance). These feats twist and reshape your form, and you become alien in appearance. A character who has selected at least one aberrant feat gains an inhuman, unsettling presence. You take a –1 penalty on Diplomacy, Disguise and Handle Animal checks for every aberrant feat you possess (–2 with two feats, –3 with three feats, and so on). Some aberrant feats have an additional cumulative effect based on your total number of aberrant feats. This accumulation increases as you gain additional aberrant feats. For example, a character with Aberration Blood who selects Durable Form gains 4 hit points (two for each aberrant feat he possesses). If he later selects Bestial Hide, he gains another 2 hit points (in addition to the normal benefit of Bestial Hide). ![[FeatIndex.base#Aberrant]] | Link | F-Type | Prereq | Summ | | ------------------------- | -------- | --------------------------------------------- | ---------------------------------------------------------------------- | | [[Aberration Blood]] | Aberrant | Humanoid | Grants bonus on skill, allows other aberrant feats | | [[Aberration Wild Shape]] | Aberrant | [[Aberration Blood]], wild shape ability | Assume aberration form with wild shape. | | [[Bestial Hide]] | Aberrant | [[Aberration Blood]] | +1 natural armor bonus per two aberrant feats. | | [[Deepspawn]] | Aberrant | [[Aberration Blood]], one other aberrant feat | Tentacles grant additional attacks | | [[Durable Form]] | Aberrant | [[Aberration Blood]] | Gain 3 hp per aberrant feat. | | [[Inhuman Reach]] | Aberrant | [[Aberration Blood]] | Increase natural rech by 5 feet, take –1 penalty on melee attack rolls | | [[Inhuman Vision]] | Aberrant | [[Aberration Blood]] | Gain darkvision and bonus on Perception checks | | [[Scavenging Gullet]] | Aberrant | [[Aberration Blood]] | +4 bonus against poison, eat anything. | | [[Starspawn]] | Aberrant | [[Aberration Blood]], one other aberrant feat | Wings grant flight, resistance to cold 5 | | [[Warped Mind]] | Aberrant | [[Aberration Blood]] | +1 bonus on Will saves per two aberrant feats. | | [[Waterspawn]] | Aberrant | Aberration Blood, one other aberrant feat | Fins grant Swim bonuses, resistance to cold 5. | ## Abyssal Heritor Feats The hordes of the Abyss have mingled with mortal races ever since the two first came into contact. The inevitable results of this mixing can be seen in the faces of half-fiends and, to a lesser extent, tieflings. Over the course of several generations, the fiendish bloodline tends to become diluted until the taint goes completely dormant. In exceptionally rare cases, however, this latent demonic heritage raises its ugly head, causing two otherwise normal mortals to produce a tiefling or even a half-fiend child. Yet such births are not the only way that a dormant Abyssal taint can make its presence known. In some cases, this lingering influence manifests later in life, often spontaneously when the character undergoes a stressful period, or when he gains skill or power from other sources. At such moments, his latent demonic heritage can come to the fore in shocking ways, transforming him into an Abyssal heritor. The manifestation of a dormant demonic heritage is modeled by the Abyssal heritor feats. Unlike vile feats , Abyssal heritor feats are not inherently evil. They are, however, inherently chaotic, since a lawful soul would have difficulty accepting the kind of strange and eldritch changes to the body and mind that such feats impose. This chaotic bent eventually affects the alignment of the character taking these feats. A character with only one Abyssal heritor feat can be of any alignment, but he immediately becomes chaotic (if he wasn't already) upon taking a second, unless he possesses the Ordered Chaos feat. A character with multiple Abyssal heritor feats cannot voluntarily change the chaotic aspect of his alignment, if a magical effect changes his alignment away from chaotic, he loses access to the benefits of his Abyssal heritor feats until his chaotic alignment is restored (unless he has Ordered Chaos feat). A character can select an Abyssal heritor feat at any time he can select a general feat. Though some of the more powerful Abyssal heritor feats require lesser feats as prerequisites, a character need not have established a demonic heritage before taking the basic ones. As soon as he actually selects an Abyssal heritor feat, however, he can no longer deny the existence of some sinister event in his family's past. The benefits of many Abyssal heritor feats actually improve as the character takes more of them. Doing so, however, helps to cement the character's chaotic alignment and link with demonkind, Abyssal heritor feats do not come without penalties. The deformity such a feat inflicts on the mind and body imposes a -2 penalty on checks made with a particular skill designated in the feat description. ![[FeatIndex.base#AbyssalHeritor]] ## Akashic Feats Akashic feats are similar to soulmelds in that they allow you to invest essence into them, increasing their power. Unlike most other incarnum-based abilities, a character can invest essence into each incarnum feat only once per day. Once invested, the essence is unavailable for other purposes until 24 hours have passed. However large your essence pool is, you can only invest a certain amount of essence into any one soulmeld, feat, class feature, magic item, or other incarnum receptacle. Your character level determines this essence capacity. Incarnum feats display visual manifestations of their effect, such as a faint radiance or glow. Unless noted otherwise, these effects do not provide any actual illumination and do not affect a character’s ability to hide (nor do they give away an invisible character’s location). ![[FeatIndex.base#Akashic]] | Link | F-Type | Prereq | Summ | | ----------------------------- | ------------------ | ------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [[Akasha-Infused Spells]] | Akashic | Con 13 or veilweaver level 1, ability to cast 1st-level spells | You gain the ability to invest akasha directly into the spells you cast. | | [[Akashic Augmentation]] | Akashic, Psionic | Con 13 or veilweaver level 1, ability to manifest 2nd- level psionic powers | You can augment a psionic power with your chakra energy rather than mental energy. | | [[Akashic Charge]] | Akashic, Combat | Con 13 or veilweaver level 1 | You can channel akasha to amplify your blows when charging. When you make a charge attack while this feat is active, your weapon is briefly encased in a thin sheath of akashic energy. | | [[Akashic Fist]] | Akashic | Con 13, [[Stunning Fist]] | You can channel essence to enhance your ability to deliver stunning attacks. | | [[Akashic Luck]] | Akashic, Luck, New | Con 13 or Veilweaver 1, any akashic feat | Your invested essence improves your luck. | | [[Akashic Spellshaping]] | Akashic | Con 13, ability to cast 1st-level spells | You gain the ability to invest incarnum into your spellcasting. | | [[Body-Bound Mind]] | Akashic, Psionic | Con 13 or veilweaver level 1, power point reserve or [[Wild Talent]] | The energy of akasha courses through your mind, increasing your mental capacity. | | [[Chakra Power]] | Akashic, Combat | Con 13, Str 13, [[Power Attack]] | Invest essence into your CMB and Power Attack damage. | | [[Chakra Strike]] | Akashic, Combat | Con 13 or veilweaver level 1, sneak attack or studied strike class feature | Invest essence into your sneak attack damage. | | [[Chakra Targeting]] | Akashic, Combat | Con 13 or veilweaver level 1, [[Deadly Aim]] | Invest essence into the accuracy of ranged weapons. | | [[Chakra-Enhanced Fortitude]] | Akashic | Con 13 or veilweaver level 1 | Invest essence into your Fortitude saves. | | [[Chakra-Enhanced Reflexes]] | Akashic | Con 13 or veilweaver level 1 | Invest essence into your Reflex saves. | | [[Chakra-Enhanced Wil]] | Akashic | Con 13 or veilweaver level 1 | Invest essence into your Will saves. | | [[Daevic Rage]] | Akashic | Rage class feature | You can channel akasha to enhance your rage. | | [[Daevic Smite]] | Akashic | Con 13, Smite | You can channel incarnum to enhance your ability to deliver mighty blows. When you do so, your eyes glisten as if they had become brilliant blue gemstones. | | [[Divine Essence]] | Akashic, Divine | Con 13 or veilweaver level 1, Channel Energy class feature | Channel energy to imbue yourself with akasha. | | [[Diving Fury]] | Akashic, Combat | Fly speed, natural claw or slam attack, base attack bonus +6 | Swooping down on your foe, you unleash a furious barrage. | | [[Essence Expertise]] | Akashic, Combat | Con 13 or veilweaver level 1, [[Combat Expertise]] | By achieving a special meditative state, you can focus your essence to grant yourself akasha - enhanced defenses. | | [[Essence Focus]] | Akashic, Psionic | Con 13 or veilweaver level 1, a power point reserve | The blending of akasha and psionics you have mastered gives you unusual focus and recovery. | | [[Essence of Recovery]] | Akashic | Con 13 or veilweaver level 1, lay on hands or wholeness of body class feature | You can channel akasha to enhance your ability to heal. When you use your akasha-infused healing class feature, your body and hands hum with eldritch energy. | | [[Essence of the Beast]] | Akashic | Con 13, wild shape class feature | You can channel essence to enhance your combat prowess while wild shaped. | | [[Essence of the Immortal]] | Akashic | Con 15 or veilweaver level 5, must have an essence pool | You fortify your body with akasha, making you even more durable. | | [[Focused Critical]] | Akashic, Combat | Con 13 or veilweaver level 1 | You can focus your spirit into your weapon attacks, dealing more damage with successful critical strikes. | | [[Healing Soul]] | Akashic | Con 13, Heal 1 rank | You can draw upon the soul energy of essence to heal your wounds | | [[Life Bond]] | Akashic | Con 17, veilweaver level 5 | You can transfer your own vital essence into another. | | [[Pistolero’s Bind]] | Akashic | Con 13 or veilweaver level 1, proficient with at least one firearm, ability to bind veils to your Hands slot | With a flick of the wrist you repair your damaged weapon with a thin layer of akasha. | | [[Soulsight]] | Akashic | Con 13, Wis 13, Concentration 4 ranks | You can attune your soul to sense living creatures near you. | | [[Treewalker]] | Akashic | Con 15 or veilweaver level 3, ability to bind veils to your Feet slot | You can run up trees and other living vertical surfaces as though they were solid ground. | | [[Veil-Touched Channeling]] | Akashic | Con 13, channel energy class feature | You can blast undead with incarnum-purified positive energy. | | [[Veil-Touched Enmity]] | Akashic | Con 13, favored enemy class feature | Akashic energy enhances your ability to deal with your favored enemies. | | [[Veil-Touched Metamagic]] | Akashic | Con 13, ability to cast 1st-level spells, any metamagic feat | You can channel essence to alter your prepared spellcasting. | | [[Veil-Touched Nemesis]] | Akashic | Con 13 or veilweaver level 1, favored enemy class feature | Akashic energy imbues your attacks, enabling your allies to more easily exploit your enemy’s weaknesses. | | [[Veil-Touched Spellcasting]] | Akashic | Con 13 | By fusing your spells with akashic energy, they become more capable of overcoming enemy magic and spell resistance. | | [[Veil-Woven Channeling]] | Akashic | Con 13 or veilweaver level 1, Channel Energy class feature | You can enhance the power of your Channel Energy ability with akasha-focused power. | <div id="#Ambush Feats"></div> ## Ambush Feats Ambush feats allow you to use your sneak attack ability to inflict an additional harmful or hindering effect upon an opponent, at the cost of one or more of the extra damage dice you normally deal with a successful hit. You must declare your intent to use an ambush feat before making your attack roll, and your sneak attack must deal at least one extra die of damage (that is, you can't reduce the number of extra damage dice to zero). You can apply multiple ambush feats to the same attack as long as you still deal at least one extra die of damage with the attack. The sudden strike class feature of a ninja (Complete Adventurer) is the equivalent of sneak attack for the purpose of qualifying for ambush feats. Creatures immune to extra damage from sneak attacks are also immune to the secondary effects created by ambush feats. Even if a creature is vulnerable to sneak attacks, if your attack deals no damage to the creature (for example, if it is negated by the creature's damage reduction), the secondary effect doesn't occur. Although the skirmish class feature of a scout (Complete Adventurer) doesn't count as sneak attack or the purpose of qualifying for feats, a scout with the Swift Ambusher feat can combine sneak attack and skirmish extra damage for the purpose of qualifying for ambush feats. Even with this feat, a scout can't sacrifice skirmish bonus damage to gain the benefit of an ambush feat. Two feats that should retroactively be considered ambush feats appeared in the Complete Warrior supplement: Arterial Strike and Hamstring. The feats require no change, except to note the requirements given above. ![[FeatIndex.base#Ambush]] ## Ancient Feats Those who study the lore of the vanished past often come across long-lost arcana, forgotten schools of combat, and boons granted by gods who are no longer worshiped. In addition, characters with a scholarly interest in the works and writings of fallen civilizations often wish to learn unusual tricks and techniques to make their studies easier. ![[FeatIndex.base#Ancient]] ## Bardic Performance Feats Bardic music feats, as the name suggests, require the bardic performance ability and cost daily uses of the bardic music ability to activate. All bardic music feats require that the character be able to produce music to use the feat, even those that only require free actions and those that require no action at all. Class features that resemble bardic music, such as the war chanter’s war chanter music or a seeker of the song’s seeker music abilities can be substituted for the bardic music prerequisite of a bardic music feat. ![[FeatIndex.base#BardicPerformance]] ## Breath Feats Dragons and creatures of draconic heritage that have breath weapons can choose these feats, which channel the destructive energy of a breath weapon into some other magical or supernatural effect. Using a breath channeling feat requires a creature to activate its breath weapon and counts as a use of that breath weapon. ![[FeatIndex.base#Breath]] ## Ceremony Feats A ceremony feat grants you the knowledge and training needed to complete several specific ceremonies. Each feat uses the Knowledge (religion) skill to gauge the depth of your study. As you gain more ranks in that skill, the ceremonies available through the feat increase. A creature can benefit from one ceremony at a time. If you attempt a second ceremony on the same creature, the first ceremony’s benefits immediately end and the second ceremony applies. Each ceremony has a cost in time and resources. The ceremony consumes the materials needed for it when it ends (not when the benefit ends). If the ceremony is disrupted, such as if an opponent attacks before you finish, the material components are not lost. ![[FeatIndex.base#Ceremony]] ## Combat Feats Combat feats can be selected as fighters’ bonus feats, but other characters can select them as well. ![[FeatIndex.base#Combat]] | Link | Prereq | Summ | | ------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [[Acrobatic Strike]] | Acrobatics 12 ranks | Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe’s defenses and deliver an accurate strike against him. | | [[Active Shield Defense]] | Shield Proficiency, Shield Specialization | Your expert use of your shield allows you to strike at vulnerable foes even when you forgo your own attacks in favor of defense. | | [[Adaptable Flanker]] | [[Combat Reflexes]], [[Vexing Flanker]], base attack bonus +4 | When you and an ally team up against a foe, you know how to maximize the threat your ally poses to ruin your target’s defenses. | | [[Agile Combatant]] | | Add your Dexterity bonus to CMD | | [[Agile Shield Fighter]] | Shield Proficiency, Improved Shield Bash, Shield Specialization | You are skilled in combining your shield bash attack with an armed strike. When you use your shield in unison with a weapon, your training allows you to score telling blows with both. | | [[Akashic Charge]] | Con 13 or veilweaver level 1 | You can channel akasha to amplify your blows when charging. When you make a charge attack while this feat is active, your weapon is briefly encased in a thin sheath of akashic energy. | | [[Allied Defense]] | Combat Expertise | You are good at protecting nearby allies. | | [[Agile Combatant]] | | +2 bonus on all Handle Animal and Ride skill checks. | | [[Arcane Armor Mastery]] | [[Arcane Armor Training]], [[Medium Armor Proficiency]], caster level 7th | Reduce the arcane spell failure chance due to the armor by 20% | | [[Arcane Armor Training]] | Reduce the arcane spell failure chance due to the armor you are wearing by 10% | | | [[Arcane Strike]] | Ability to cast arcane spells | Imbue your weapon with your magic | | [[Armor Specialization]] | [[Weapon Proficiency]] selected armor type, base attack bonus +12 | Through long wear and hours of combat, you have trained your body to believe in its armor. Where others flinch, you confront. When the sword falls, your instincts, born of bruises and rent flesh, present your cuirass, cuisse, helm, or gorget to meet the blade at the perfect angle, causing it to skitter off harmlessly. | | [[Assassin’s Shot]] | Sniper combat style, sneak attack +1d6 | You are capable of using your ranged combat training when making ranged sneak attacks. | | [[Awesome Blow]] | Str 25, [[Power Attack]], [[Improved Bull Rush]], size Large or larger. | You can send opponents flying. | | [[Axeshield]] | Weapon Focus | You know how to defend yourself with a battleaxe. | | [[Battle Dancer]] | Base attack bonus +2, bardic performance | +2 bonus to attack rolls during a bardic performance | | [[Battle Jump]] | | You know how to launch a devastating attack from above by dropping onto your opponent. | | [[Blade Meditation]] | Base attack bonus +4, one maneuver from any discipline discipline-related weapons, skills, and maneuvers | +1 damage on strikes, +2 on skill check, +1 save DC with | | [[Bleeding Critical]] | Critical Focus, base attack bonus +11 | | | [[Blind-Fight]] | | Reroll miss chance whem making melee attacks | | [[Blinding Critical]] | [[Critical Focus]], base attack bonus +15 | | | [[Block Arrow]] | Dex 13, [[Shield Proficiency]] | You can block incoming arrows with your shield. | | [[Boomerang Daze]] | [[Weapon Proficiency]], base attack bonus +4 | You can daze the targets of your boomerang attacks. | | [[Brutal Strike]] | Str 13, [[Power Attack]], base attack bonus +6 | You can batter foes senseless with your mace, morningstar, quarterstaff, or flail. Few victims are willing to stand toe-to-toe with a warrior known for knocking his foes witless with a single strike. | | [[Burtosh Pounce]] | Burtosh, Dex 13 | You can rush unaware foes and deliver several attacks before they have a chance to respond. | | [[Catch Off-Guard]] | Unarmed Combatant, Dex 13 | | | [[Centaur Trample]] | Centaur, Dex 15 | Trample creatures underhoof. | | [[Chakra Power]] | Con 13, Str 13, [[Power Attack]] | Invest essence into your CMB and Power Attack damage. | | [[Chakra Strike]] | Con 13 or veilweaver level 1, sneak attack or studied strike class feature | Invest essence into your sneak attack damage. | | [[Chakra Targeting]] | Con 13 or veilweaver level 1, [[Deadly Aim]] | Invest essence into the accuracy of ranged weapons. | | [[Cheap Shot]] | Base attack bonus +1 | You can ready ranged weapons surprisingly quickly. | | [[Chosen Foe]] | | +1 insight bonus to attack rolls and AC against a specific opponent. -2 against all other attack rolls and AC against other creatures. | | [[Cleave]] | Str 13, base attack bonus +1 | Attack multiple foes with one swing | | [[Clever Opportunist]] | Combat Reflexes | When an unwary opponent gives you an opportunity, you use it to change positions with your foe. | | [[Close-Quarters Fighting]] | Base attack bonus +3 | You are skilled at fighting at close range and resisting grapple attempts. | | [[Combat Acrobat]] | Acrobatics 9 ranks | Use acrobatics to avoid falling prone, or navigate difficult terrain | | [[Combat Expertise]] | | Trade attack bonus for AC bonus | | [[Combat Intuition]] | Sense Motive 4 ranks, base attack bonus +5 | Assess the challenge presented by another creature as a move action. | | [[Combat Reflexes]] | | You can make additional attacks of opportunity. | | [[Cometary Collision]] | Str 13, [[Powerful Maneuvers]], [[Power Attack]] | You can charge foe who try to charge you or your allies | | [[Critical Focus]] | Base attack bonus +9 | You receive a +4 to confirm critical hits. | | [[Critical Mastery]] | [[Critical Focus]], any two critical feats, 14th-level fighter | Apply the effects of two critical feats at once. | | [[Critical Refocus]] | [[Improved Critical]], [[Weapon Proficiency]], base attack bonus +8 | Your critical hits recharge your expended focus. | | [[Crossbow Sniper]] | [[Weapon Focus]] (crossbow), base attack bonus +1 | Add 1/2 your Dexterity modifier to crossbow attacks, | | [[Daring Warrior]] | [[Weapon Specialization]], grace +1 | You combine agility and extraordinary combat prowess to great effect. | | [[Daunting Display]] | Cha 13, [[Dazzling Display]] | You are skilled at inducing fear in your opponents. | | [[Dazzling Display]] | Weapon Focus | Demoralize all foes within 30 feet who can see your display | | [[Deadeye Shot]] | Point-Blank Shot, Precise Shot, BAB +4, skirmish or sneak attack class feature" | Time your shot with an ally's melee attack, and catch your foe flat-footed. | | [[Deadly Aim]] | Dex 13, base attack bonus +1 | Trade ranged attack bonus for damage | | [[Deadly Defense]] | | Deal +1d6 damage when fighting defensively or using combat expertise | | [[Deadly Stroke]] | Dazzling Display, Greater Weapon Focus, Shatter Defenses, base attack bonus +11 | Deal more damage against stunned or flat-footed foes | | [[Deafening Critical]] | [[Critical Focus]], base attack bonus +13 | Defent foes with your critical hits | | [[Defensive Combat Training]] | | Your CMD is equal to your character level | | [[Defensive Strike]] | Dex 13, Int 13, [[Combat Expertise]], [[Dodge]] | You can make an attack of opportunity while taking full defense | | [[Defensive Sweep]] | Base attack bonus +15 | You sweep your weapon through the area you threaten, warding away opponents and forcing them to move away or suffer a fearsome blow. | | [[Deflect Arrows]] | Dex 13, [[Unarmed Combatant]] or [[Shield Focus]] | Deflect ranged attacks against you | | [[Deflecting Shield]] | Shield proficiency | You have studied advanced techniques for battling foes whose attacks normally bypass armor. You use your shield to block or deflect rays and other touch attacks. | | [[Deft Maneuvers]] | Dex 13 | +2 on disarm/trip, feint as a move action, no attack of opportunity | | [[Demonsworn Knight]] | [[Thrall to Demon]], base attack bonus +4 | A scornful champion of the demon princes, you detest and oppose devils and other creatures that refuse to heed the call of chaos. | | [[Devastating Critical]] | Str 25, [[Epic Weapon Focus]], [[Overwhelming Critical]] | Slay creatures with a critical hit | | [[Dire Flail Smash]] | Str 13, [[Powerful Maneuvers]], [[Power Attack]], [[Weapon Focus]] (dire flail) | You have mastered the style of fighting with the dire flail and have learned to deal thunderous blows with the weapon. | | [[Dirty Trip]] | Deft Maneuvers | Perform a dirty trick after tripping. | | [[Disruptive]] | Fighter level 6th | Increases the DC to cast spells adjacent to you | | [[Distracting Attack]] | Base attack bonus +1 | You are skilled at interfering with opponents in melee. | | [[Diving Fury]] | Fly speed, natural claw or slam attack, base attack bonus +6 | Swooping down on your foe, you unleash a furious barrage. | | [[Dodge]] | Dex 13 | +1 dodge bonus to AC and an additional +4 against attacks of opportunity from movement | | [[Double Hit]] | Combat Reflexes, Two-Weapon Fighting, Greater Two-Weapon Fighting, BAB +6 | Make attacks of opportunity with both your weapons. | | [[Double Slice]] | Dex 15, [[Two-Weapon Fighting]] | Add your Str bonus to off-hand damage rolls | | [[Earth Fist]] | Dwarf subtype, Koth subtype, or Earth subtype, Con 13, Wis 13, [[Earth Sense]], [[Unarmed Combatant]] | Your bond with the earth and martial training has imbued your fists with the qualities of cold iron. | | [[Efficient Defender]] | Heavy Armor Proficiency | +1 to AC when wearing light or medium armor. | | [[Epic Critical Mastery]] | [[Critical Focus]], any two critical feats, 14th-level fighter | Apply the effects of all critical feats at once. | | [[Essence Expertise]] | Con 13 or veilweaver level 1, [[Combat Expertise]] | By achieving a special meditative state, you can focus your essence to grant yourself akasha - enhanced defenses. | | [[Exhausting Critical]] | [[Critical Focus]], Tiring Critical, base attack bonus +15 | Whenever you score a critical hit, the target is exhausted | | [[Expanded Favored Weapon]] | Favored weapon class feature, base attack bonus +6 | Your mastery of weapons is broader than most. | | [[Expeditious Dodge]] | Dex 13 | You’re good at avoiding attacks while moving quickly. | | [[Expert Siege Engineer]] | Profession (siege engineer) 8 ranks | You are particularly skilled at operating siege weapons, such as catapults and battering rams. | | [[Feral Combat Training]] | [[Unarmed Combatant]], [[Weapon Focus]] with selected natural weapon, proficiency with selected weapon, base attack bonus +1 | You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature. | | [[Fiery Fist]] | Dex 13, Wis 13, [[Unarmed Combatant]], [[Stunning Fist]], base attack bonus +8 | By channeling your ki, you sheathe your limbs in magical fire. Your unarmed strikes deal extra fire damage. | | [[Fiery Ki Defense]] | Dex 13, Wis 13, Fiery Fist, [[Unarmed Combatant]], [[Stunning Fist]], base attack bonus +8 | You channel your ki into a cloak of flame that injures all who attempt to strike you. | | [[Fist of The Heavens]] | Wis 15, Sanctify Ki Strike, [[Stunning Fist]] | Your stunning attack is empowered by celestial might. | | [[Flay]] | Str 13, [[Power Attack]] | You attacks against unarmored foes are especially painful | | [[Flay Foe]] | Str 15, base attack bonus +6 | More slashes deal more damage. | | [[Focused Critical]] | Con 13 or veilweaver level 1 | You can focus your spirit into your weapon attacks, dealing more damage with successful critical strikes. | | [[Focused Precision]] | Base attack bonus +7, Dexterity 17, [[Weapon Focus]], style ability class feature | Your aim is so precise that you find just the right spot to maximize the damage of your attacks. | | [[Freezing The Lifeblood]] | Wis 17, [[Unarmed Combatant]], [[Stunning Fist]], base attack bonus +10 | You can paralyze a humanoid opponent with an unarmed attack. | | [[Great Cleave]] | Str 13, [[Cleave]], base attack bonus +4 | Make an additional attack after each attack hits | | [[Greater Bull Rush]] | [[Powerful Maneuvers]], base attack bonus +6, Str 13 | Enemies you bull rush provoke attacks of opportunity | | [[Greater Disarm]] | | Disarmed weapons are knocked away from your enemy | | [[Greater Feint]] | [[Deft Maneuvers]], base attack bonus +6, Dex 13 | | | [[Greater Grapple]] | [[Unarmed Combatant]], base attack bonus +6, Dex 13 | Maintain your grapple as a move action | | [[Greater Hamstring]] | [[Powerful Maneuvers]], base attack bonus +6 | Enemies you hamstring with an attack of opportunity stop moving | | [[Greater Heavy Armor Optimization]] | [[Heavy Armor Proficiency]], [[Heavy Armor Optimization]], base attack bonus +8 | You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it. | | [[Greater Manyshot]] | Dex 17, [[Manyshot]], [[Point-Blank Shot]], [[Rapid Shot]], base attack bonus +6 | You are skilled at firing many arrows at once, even at different opponents. | | [[Greater Overrun]] | [[Powerful Maneuvers]], base attack bonus +6, Str 13 | Enemies you overrun provoke attacks of opportunity | | [[Greater Penetrating Strike]] | [[Penetrating Strike]], [[Weapon Focus]], 16th-level fighter | Your attacks ignore 10 points of damage reduction | | [[Greater Powerful Charge]] | Medium or larger size, Powerful Charge, base attack bonus +4 | You can charge with extra force. | | [[Greater Shield Focus]] | [[Shield Focus]], [[Shield Proficiency]], base attack bonus +1, 8th-level fighter | Gain a +1 bonus to your AC when using a shield, +4 AC bonus against ranged touch attacks | | [[Greater Sunder]] | [[Powerful Maneuvers]], base attack bonus +6, Str 13 | Damage from sunder attempts transfers to your enemy | | [[Greater Trip]] | | Enemies you trip provoke attacks of opportunity | | [[Greater Two-Weapon Defense]] | Dex 19, Improved Two-Weapon Defense, Two-Weapon Defense, [[Two-Weapon Fighting]], base attack bonus +11 | When fighting with two weapons, your defenses are extraordinarily strong. | | [[Greater Two-Weapon Fighting]] | Dex 15, [[Two-Weapon Fighting]], base attack bonus +6 | Gain iterative off-hand attacks | | [[Greater Vital Strike]] | Improved Vital Strike, Vital Strike, base attack bonus +16 | Deal four times the normal damage on a single attack | | [[Greater Weapon Focus]] | Weapon Focus, Fighter 8 | +1 bonus on attack rolls with one weapon group | | [[Greater Weapon Specialization]] | [[Weapon Specialization]], 12th-level fighter | +2 bonus on damage rolls with one weapon group | | [[Grenadier]] | You are an expert with splash weapons and all manner of incendiary mixtures. You gain a +1 bonus on attack rolls with splash weapons and a +1 bonus on the weapon's damage (including splash damage) | You are skilled in using grenadelike weapons. You excel at tossing them to just the right spot to maximize the amount of damage they cause as they burst open upon the battlefield. | | [[Hated Foe Strike]] | Hatred racial trait | You are more effective in combat against your racial enemies. | | [[Hawkeye]] | Far Shot, Point-Blank Shot | Keen eyes, steady hands, and sharp reflexes – together, they forge a warrior with extraordinary precision. | | [[Heavy Armor Optimization]] | [[Heavy Armor Proficiency]], base attack bonus +4 | You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers. | | [[Heavy Armor Proficiency]] | Light Armor Proficiency, Medium Armor Proficiency | You are proficient with heavy armor | | [[Hellbound Knight]] | Disciple of Darkness, base attack bonus +4 | A devoted disciple of the Nine Hells, you have sworn to strike down creatures that oppose law and threaten tyranny. | | [[Holy Subdual]] | Subduing Strike | You can turn bonus damage into nonlethal damage. | | [[Hurling Charge]] | [[Quick Draw]], base attack bonus +6 | You are trained in using thrown weapons as part of a charge attack | | [[Improved Buckler Defense]] | Shield Proficiency | Keep your sheild bonus when using your shield arm. | | [[Improved Combat Expertise]] | Int 13, [[Combat Expertise]], base attack bonus +6 | You have mastered the art of defense in combat. | | [[Improved Cover Fire]] | Cover fire class feature | You are more dangerous when providing cover fire. | | [[Improved Critical]] | [[Weapon Proficiency]] weapon, base attack bonus +8 | Double the threat range of one weapon group | | [[Improved Disengage]] | Disengage class feature | You are skilled at disengaging from enemies. | | [[Improved Diversion]] | Bluff 4 ranks | You can create a diversion to hide quickly and with less effort. | | [[Improved Initiative]] | | Gain a +4 bonus on initiative | | [[Improved Mounted Archery]] | Ride 1 rank, Mounted Archery, [[Mounted Combat]] | You can make ranged attacks from a mount almost as well as you can from the ground. | | [[Improved Precise Shot]] | Dex 19, [[Precise Shot]], base attack bonus +11 | No cover or concealment chance on ranged attacks | | [[Improved Rapid Shot]] | Manyshot, Point-Blank Shot, Rapid Shot" | You are an expert at firing weapons with exceptional speed. | | [[Improved Shield Bash]] | Shield Proficiency | Keep your shield bonus when shield bashing | | [[Improved Shieldmate]] | Shieldmate, base attack bonus +4 | You have an outstanding ability to protect those near you with your shield. | | [[Improved Toughness]] | [[Toughness]], Base Fortitude save bonus +2 | You are significantly tougher than normal. | | [[Improved Vital Strike]] | [[Vital Strike]], base attack bonus +11 | Deal three times the normal damage on a single attack | | [[Improved Weapon Familiarity]] | Base attack bonus +1, Weapon familiar racial trait | You are familiar with all exotic weapons common to your people. | | [[Improvised Weapon Mastery]] | [[Catch Off-Guard]], base attack bonus +6 | Make an improvised weapon deadly | | [[Intimidating Prowess]] | | Add Str to Intimidate in addition to Cha | | [[Intimidating Strike]] | Intimidate 4 ranks | You make a display of your combat prowess designed to strike terror in your foe. Your stance, attack method, and demeanor demonstrate to your foe that you are capable of defeating him with little effort. Your intent is clear—if you decide to hit your foe, you could easily slay him. | | [[Intuitive Attack]] | Base attack bonus +1 | You fight by faith more than brute strength. | | [[Iron Guard]] | | Avoid area of effect damage when using a heavy or tower shield | | [[Ki Blast]] | Dex 13, Wis 13, Fiery Fist, [[Unarmed Combatant]], [[Stunning Fist]], base attack bonus +8 | You focus your Ki into a ball of energy that you can hurl at an opponent. | | [[Knockback]] | [[Powerful Maneuvers]], [[Power Attack]], size Large or larger | By putting your bulk behind a blow, you can push your enemy backward. | | [[Light Armor Proficiency]] | | You are proficient with light armor | | [[Lightning Stance]] | Dex 17, Wind Stance, base attack bonus +11 | Gain 50% concealment if you move | | [[Lunge]] | Base attack bonus +6 | Take a –2 penalty to your AC to attack with reach | | [[Manyshot]] | Dex 17, [[Precise Shot]], [[Rapid Shot]], base attack bonus +6 | Shoot two projectiles simultaneously | | [[Martial Stalker]] | [[Weapon Proficiency]] all martial weapons, Ki power | You practice a powerful fighting style that focuses equally on martial skill and mystical dedication. | | [[Martial Stance]] | One martial maneuver | Learn one martial stance | | [[Martial Throw]] | Dex 17, [[Unarmed Combatant]] | You can switch positions with an opponent you hit in melee by throwing that opponent. | | [[Medium Armor Proficiency]] | [[Light Armor Proficiency]] | You are proficient with medium armor | | [[Medusa Wrath]] | | Make 2 extra attacks against a hindered foe | | [[Melee Evasion]] | Dex 13, Int 13, [[Combat Expertise]], [[Dodge]] | Evade an attack with a reflex save. | | [[Melee Weapon Mastery]] | [[Weapon Proficiency]] selected weapon, [[Weapon Focus]] with selected weapon, [[Weapon Specialization]] with selected weapon, base attack bonus +8 | You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort. | | [[Mixed Combat]] | [[Quick Draw]], base attack bonus +6 | Steathe your weapon as a free action, avoid some ranged attacks of opportunity. | | [[Mountain Warrior]] | Survival 5 ranks, base attack bonus +3 | You are adept at fighting on the uneven ground of mountainous terrain. | | [[Mounted Archery]] | Mounted Combat | Halve the penalty for ranged attacks whilemounted | | [[Mounted Combat]] | Ride 1 rank | Avoid attacks on mount with Ride check | | [[Mounted Mobility]] | [[Mounted Combat]], Ride 4 ranks | You are skilled at dodging past opponents while mounted. | | [[Necropotent]] | Weapon Focus, Weapon Specialization | Your weapon expertise is especially effective against undead. | | [[Oversized Two-Weapon Fighting]] | Str 13, [[Two-Weapon Fighting]] | You are adept at wielding larger than normal weapons in your off hand. | | [[Overwhelming Critical]] | Str 23, [[Critical Focus]], base attack bonus +21 | Deal extra damage with a critical hit | | [[Parting Shot]] | Dex 13, [[Dodge]], Shot on the Run, base attack bonus +6 | Make ranged attack when withdrawing | | [[Penetrating Shot]] | Str 15, [[Point-Blank Shot]], base attack bonus +10 | You send a powerful shot cleaving through your enemies. | | [[Penetrating Strike]] | [[Weapon Focus]], base attack bonus +1, 12th-level fighter | Your attacks ignore 5 points of damage | | [[Pharaoh's Fist]] | Str 15, [[Unarmed Combatant]], [[Stunning Fist]] | Your unarmed strikes echo with thunder, stunning your foe and those nearby. | | [[Pin Shield]] | [[Two-Weapon Fighting]], base attack bonus +4 | You know how to get inside your opponent's guard by pinning his shield out of the way. | | [[Pinpoint Targeting]] | [[Improved Precise Shot]], [[Precise Shot]], base attack bonus +16 | No armor or shield bonus on one ranged attack | | [[Piranha Strike]] | Weapon Finesse, base attack bonus +1 | You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly. | | [[Plunging Shot]] | Dex 13, [[Point-Blank Shot]] | You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you. | | [[Point-Blank Master]] | Weapon Specialization | Do not provoke attacks of opportunity while firing one ranged weapon group | | [[Point-Blank Shot]] | Precise Shot | +1 attack and damage on targets within 30 feet | | [[Power Attack]] | Str 13, base attack bonus +1 | Trade melee attack bonus for damage | | [[Powerful Charge]] | Medium or larger size, base attack bonus +1 | You can charge with extra force. | | [[Powerful Maneuvers]] | Str 13, base attack bonus +1 | +2 on bull rush/hamstring/overrun/sunder, no attack of opportunity | | [[Powerful Throw]] | Strength 15, base attack bonus +1, [[Power Attack]] | You can leverage your great strength to control the flight of your thrown weapons. | | [[Precise Shot]] | | No penalty for shooting into melee | | [[Precise Swing]] | Base attack bonus +5 | You can ignore most obstacles when making a melee attack against an opponent. | | [[Prone Attack]] | Dex 15, [[Lightning Reflexes]], base attack bonus +2 | You can attack from a prone position without penalty. | | [[Pulverize Foe]] | Str 15, base attack bonus +6, proficient with bludgeoning melee weapon | You enjoy smashing your opponents into submission. | | [[Pushback]] | Str 17, [[Powerful Maneuvers]], [[Power Attack]] | You can knock opponents back when you hit them in melee. | | [[Quick Draw]] | Base attack bonus +1 | Draw weapon as a free action | | [[Ranged Pin]] | Dex 15, [[Point-Blank Shot]], [[Precise Shot]], base attack bonus +5 | You can perform a ranged grapple attempt against an opponent not adjacent to you. | | [[Ranged Sunder]] | Str 13, [[Point-Blank Shot]], [[Precise Shot]], base attack bonus +5 | You can attack an opponent's weapon from a distance. | | [[Ranged Weapon Mastery]] | [[Weapon Proficiency]] selected weapon, [[Weapon Focus]] with selected weapon, [[Weapon Specialization]] with selected weapon, base attack bonus +8 | You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort. | | [[Rapid Reload]] | Weapon proficiency (crossbow or sling) | Reload a crossbow or sling quickly | | [[Rapid Shot]] | | Make one extra ranged attack | | [[Rapid Stunning]] | [[Combat Reflexes]], [[Stunning Fist]], base attack bonus +6 | You can use your stunning attacks in rapid succession. | | [[Rattlesnake Strike]] | Wis 15, [[Improved Initiative]], [[Unarmed Combatant]], [[Stunning Fist]] | Having observed the ways of a desert viper, you have learned to use Ki in a fashion similar to poison. | | [[Reckless Charge]] | Base attack bonus +1 | You can charge with wild abandon. | | [[Reckless Offensive]] | Base attack bonus +2, [[Power Attack]] | You lower your guard in order to make a telling attack. | | [[Resounding Blow]] | Str 13, base attack bonus +1 | Your mightiest attacks cause your foes to tremble before you. | | [[Ride-By Attack]] | Ride 1 rank, [[Mounted Combat]] | Move before and after a charge attack while mounted | | [[Robilar's Gambit]] | [[Combat Reflexes]], base attack bonus +12 | | | [[Savage Charge]] | Str 15, [[Spring Attack]], [[Vital Strike]], base attack bonus +8 | Vital Strike as part of a charge or Spring Attack | | [[Scorpion Stance]] | Unarmed Combatant, Deft Maneuvers or Powerful Maneuvers | You are able to use combat maneuvers against larger opponents | | [[Shadowborn Warrior]] | Blind-Fight, Dodge | You are adept at fighting in darkness. | | [[Shadowstrike]] | Krinth, base attack bonus +1 | Due to your ties to the Plane of Shadow, you strike more effectively in areas of dim illumination. | | [[Sharp-Shooting]] | [[Point-Blank Shot]], [[Precise Shot]], base attack bonus +3 | Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover | | [[Shatter Defenses]] | [[Dazzling Display]], base attack bonus +6 | Hindered foes are flat-footed | | [[Shield Charge]] | [[Improved Shield Bash]], base attack bonus +3 | You deal extra damage if you use your shield as a weapon when charging | | [[Shield Focus]] | [[Shield Proficiency]], base attack bonus +1 | Gain a +1 bonus to your AC when using a shield, +4 AC bonus against ranged weapons | | [[Shield Master]] | Shield Slam, base attack bonus +11 | No two-weapon penalties when attacking with a shield | | [[Shield Proficiency]] | | No penalties on attack rolls when using a shield | | [[Shield Slam]] | [[Improved Shield Bash]], [[Two-Weapon Fighting]], base attack bonus +6 | Free bull rush with a bash attack | | [[Shieldmate]] | Base attack bonus +1 | You can protect those near you with your shield. | | [[Short Haft]] | [[Weapon Proficiency]] a reach weapon, [[Weapon Focus]] with a reach weapon, base attack bonus +3 | | | [[Shot on the Run]] | Dex 13, [[Dodge]], [[Precise Shot]], base attack bonus +4 | Make ranged attack at any point during movement | | [[Sickening Critical]] | [[Critical Focus]], base attack bonus +11 | Whenever you score a critical hit, the target is sickened | | [[Siege Weapon Proficiency]] | | You have trained in the operation of siege weapons | | [[Simple Weapon Proficiency]] | | No penalty on attacks made with simple weapons | | [[Skewer Foe]] | Str 15, base attack bonus +6, proficient with piercing melee weapon | A ruthless combatant, you like to impale enemies on spears and similar piercing weapons. | | [[Slashing Fury]] | [[Weapon Proficiency]] selected slashing weapon, [[Weapon Focus]] with selected slashing weapon, [[Weapon Mastery]] (slashing), [[Weapon Specialization]] with selected slashing weapon, base attack bonus +14 | You swing your weapon with uncanny speed, slicing apart a foe in the blink of an eye | | [[Snap Kick]] | [[Unarmed Combatant]], base attack bonus +6 | Make an extra attack, all attacks at –2 | | [[Snatch Arrows]] | Dex 15, Deflect Arrows | Catch one ranged attack per round | | [[Spectral Skirmisher]] | Base attack bonus +6 | You are even deadlier while invisible | | [[Spellbreaker]] | Disruptive, 10th-level fighter | Enemies provoke attacks if their spells fail | | [[Spirited Charge]] | Ride 1 rank, [[Mounted Combat]], Ride By Attack | Double damage on a mounted charge | | [[Spring Attack]] | Dex 13, [[Dodge]], base attack bonus +4 | Move before and after melee attack | | [[Staggering Critical]] | [[Critical Focus]], base attack bonus +13 | Whenever you score a critical hit, the target is staggered | | [[Steady Aim]] | [[Weapon Focus]], base attack bonus +6 | By taking careful aim, you can hit even the hardest target | | [[Step Up]] | Base attack bonus +1 | Take a 5-foot step as an immediate action | | [[Stoneback]] | [[Shield Proficiency]], Tunnel Fighting | You are harder to flank in tight spaces | | [[Strike Back]] | Base attack bonus +11 | Attack foes that strike you while using reach | | [[Stunning Critical]] | [[Critical Focus]], [[Staggering Critical]], base attack bonus +17 | Whenever you score a critical hit, the target is stunned | | [[Stunning Fist]] | Dex 13, Wis 13, [[Unarmed Combatant]], base attack bonus +8 | Stun opponent with an unarmed strike | | [[Subduing Strike]] | | Deal nonlethal damage with any melee weapon. | | [[Terrifying Critical]] | Str 13, [[Power Attack]], Intimidate 7 ranks | Your mightiest attacks cause your foes to tremble before you. | | [[Tiring Critical]] | [[Critical Focus]], base attack bonus +13 | Whenever you score a critical hit, the target is fatigued | | [[Titan Fighting]] | [[Dodge]], Medium size or smaller | | | [[Tormented Knight]] | Scion of Sorrow, base attack bonus +4 | You are inexorably bound to the loathsome yugoloths that lurk in the Barrens of Doom and Despair, and you strive to bring misery and pain to all creatures that oppose them. | | [[Tower Shield Proficiency]] | Shield Proficiency | No penalties on attack rolls when using a tower shield | | [[Trample]] | Ride 1 rank, [[Mounted Combat]] | Overrun targets while mounted | | [[Tumbling Feint]] | Bluff 4 ranks, Tumble 4 ranks | When you move near an opponent, your acrobatic maneuvers leave him confused and unable to properly defend himself. | | [[Tunnel Fighting]] | Base attack bonus +1 | You are adept at maneuvering and fighting in tight spaces and underground passages. | | [[Twin Throw]] | Dex 17, [[Point-Blank Shot]], [[Two-Weapon Fighting]], base attack bonus +6 | You can hurl multiple weapons at the same time. | | [[Two-Weapon Defense]] | Dex 15, [[Two-Weapon Fighting]] | Gain +1 shield bonus when fighting with two weapons | | [[Two-Weapon Fighting]] | Dex 15 | Reduce two-weapon fighting penalties | | [[Two-Weapon Pounce]] | Dex 15, [[Two-Weapon Fighting]], base attack bonus +6 | When you charge an opponent while wielding two weapons, you can make two quick attacks. You trade the momentum and power of the charge for the opportunity to use your second weapon. | | [[Two-Weapon Rend]] | [[Double Slice]], [[Greater Two-Weapon Fighting]], base attack bonus +11 | Rend a foe hit by both your weapons | | [[Unarmed Combatant]] | | Always considered armed, +2 bonus on grapple attempts, no attack of **opportunity** | | [[Unseat]] | Str 13, Ride 1 rank, [[Mounted Combat]], [[Powerful Maneuvers]], base attack bonus +1 | Knock opponents from their mounts | | [[Versatile Combatant]] | Dex 15, [[Weapon Proficiency]] | You fight with a mix of ranged and melee weapons. | | [[Versatile Unarmed Strike]] | Unarmed Combatant | You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal. | | [[Vexing Flanker]] | Combat Reflexes | Gain a +4 bonus to hit when flanking | | [[Vital Strike]] | Base attack bonus +6 | Deal twice the normal damage on a single attack | | [[Water Splitting Stone]] | Dex 13, Wis 13, [[Unarmed Combatant]], [[Stunning Fist]], base attack bonus +9 | You channel your ki to splinter the defenses of creatures whose tough hides or magical natures normally allow them to shrug off your blows. | | [[Weakening Touch]] | Wis 17, [[Unarmed Combatant]], [[Stunning Fist]], base attack bonus +2 | You can temporarily weaken an opponent with your unarmed strike. | | [[Weapon Focus]] | [[Weapon Proficiency]] weapon, base attack bonus +1 | +1 bonus on attack rolls with one weapon group | | [[Weapon Proficiency]] | | No penalty on attacks made with one weapon group | | [[Weapon Specialization]] | [[Weapon Focus]], 4th-level fighter | +2 bonus on damage rolls with one weapon group | | [[Weapon Supremacy]] | [[Greater Weapon Focus]], [[Greater Weapon Specialization]] , [[Weapon Focus]], [[Weapon Specialization]], [[Weapon Mastery]], fighter level 15th | Gain a number of bonuses when using your singature weapon. | | [[Whirling Cleave]] | Str 13, [[Great Cleave]], base attack bonus +6 | Take a 5-foot step during a [[Cleave]] | | [[Whirlwind Attack]] | Dex 13, [[Combat Reflexes]], [[Spring Attack]], base attack bonus +4 | Make one melee attack against all foes within reach | | [[Wind Stance]] | Dex 15, [[Dodge]], base attack bonus +6 | Gain 20% concealment if you move | ## Combat Form Feats While most warriors draw on their strength, agility, and toughness in battle, a few learn to tap into the true potential of their minds. Somewhat like a monk, such a warrior supplements his physical practice with rigorous mental training to hone his fighting abilities. His mind and body become one as he fights, allowing him to achieve unparalleled levels of combat mastery. Being in this state of perfect mental and physical harmony is known as maintaining a combat focus. (Taking the feat called Combat Focus is how a character learns to achieve this state; all other combat form feats have Combat Focus as a prerequisite.) The task of maintaining a combat focus is both difficult and straining. Thus, a warrior cannot remain in this state for long. While he does, however, he can use any combat form feats he possesses. Combat form feats can be selected as fighters’ bonus feats, but other characters can select them as well. ![[FeatIndex.base#CombatForm]] ## Critical Feats ... ![[FeatIndex.base#Critical]] | Link | Prereq | Summ | | ------------------------- | ------------------------------------------------------------------ | ---------------------------------------------------------- | | [[Bleeding Critical]] | Critical Focus, base attack bonus +11 | | | [[Blinding Critical]] | [[Critical Focus]], base attack bonus +15 | | | [[Deafening Critical]] | [[Critical Focus]], base attack bonus +13 | Defent foes with your critical hits | | [[Devastating Critical]] | Str 25, [[Epic Weapon Focus]], [[Overwhelming Critical]] | Slay creatures with a critical hit | | [[Exhausting Critical]] | [[Critical Focus]], Tiring Critical, base attack bonus +15 | Whenever you score a critical hit, the target is exhausted | | [[Overwhelming Critical]] | Str 23, [[Critical Focus]], base attack bonus +21 | Deal extra damage with a critical hit | | [[Sickening Critical]] | [[Critical Focus]], base attack bonus +11 | Whenever you score a critical hit, the target is sickened | | [[Staggering Critical]] | [[Critical Focus]], base attack bonus +13 | Whenever you score a critical hit, the target is staggered | | [[Stunning Critical]] | [[Critical Focus]], [[Staggering Critical]], base attack bonus +17 | Whenever you score a critical hit, the target is stunned | | [[Tiring Critical]] | [[Critical Focus]], base attack bonus +13 | Whenever you score a critical hit, the target is fatigued | ## Deformity Feats A subset of Vile feats, deformity feats allow a depraved creature to mutilate their own body to make them stronger. ![[FeatIndex.base#Deformity]] | Link | Prereq | Summ | | ---------------------------- | -------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- | | [[Abominable Form]] | Evil alignment, [[Willing Deformity]] | Your ruined flesh sickens those who see you. | | [[Deformity (Clawed Hands)]] | Evil alignment, [[Willing Deformity]] | Because of intentional self-mutilation, the character has deformed arms and hands ending in sharp claws. | | [[Deformity (Eyes)]] | Evil alignment, [[Willing Deformity]] | Your deformed eyes can see both more and less of the world around you. | | [[Deformity (Face)]] | Evil alignment, [[Willing Deformity]] | Because of intentional self-mutilation, you have a hideous face. | | [[Deformity (Gaunt)]] | Evil alignment, [[Willing Deformity]] | Your skeletal frame makes you hard to pin down. | | [[Deformity (Madness)]] | Evil alignment, [[Willing Deformity]] | You revel in madness, embracing your hallucinations, erratic behavior, and deviant cravings. Your mind cannot be touched by outside influences. | | [[Deformity (Obese)]] | Evil alignment, [[Willing Deformity]] | Your grotesque gorgoing makes you difficulty to move and hard to kill. | | [[Deformity (Parasite)]] | Evil alignment, [[Willing Deformity]] | You invite parasites into your body in exchange for a greater hardiness against diseases and poisons. | | [[Deformity (Skin)]] | Evil alignment, [[Willing Deformity]] | Your tortured and scarred flesh makes for a gruesome armor. | | [[Deformity (Tall)]] | Evil alignment, [[Willing Deformity]], Medium size | Painful and drastic alterations to your body have given you a long reach. | | [[Deformity (Teeth)]] | Evil alignment, [[Willing Deformity]] | You gain a bite attack. | | [[Deformity (Tongue)]] | Evil alignment, [[Willing Deformity]] | You ghastly tongue lets you sense without sight. | | [[Reflexive Psychosis]] | Deformity (Madness) | In the face of adversity, you withdraw into the haunted corridors of your mind. | | [[Willing Deformity]] | Evil alignment | Intentionally marring your own body has left you dulled to pain. | ## Devil-Touched Feats These feats reflect the insidious nature of the baatezu, as they tempt and corrupt mortals, offering characters a sample of infernal power without necessarily making them evil. Devil-touched feats are open only to humanoids and monstrous humanoids. After selecting a devil-touched feat, you can no longer use or select exalted feats (see Book of Exalted Deeds). Also, each devil- touched feat selected imposes a –1 circumstance penalty on all Charisma-based skill checks made to interact with good creatures and animals. ![[FeatIndex.base#DevilTouched]] ## Divine Feats All divine feats have the ability to channel energy as a prerequisite. Thus, they are open to most clerics, paladins of 3rd level or higher, and a member of any prestige class or any creature that has that ability. Second, the force that powers a divine feat is the ability to channel positive or negative energy. Each use of a divine feat costs a character a minimum of one use of their channel energy ability. If you don’t have any channel energy uses left, you cannot a divine feat. You may activate only one divine feat per round, and cannot use a divine feat in the same round that you channel energy, though overlapping durations may allow you the benefits of more than one divine feat at a time. ![[FeatIndex.base#Divine]] ## Domain Feats Domain feats are a new category of feats that signify character's dedication to a particular religious ideal or tenet. You and your DM should determine a reason for this devotion as part of your character's background. A domain feat usually corresponds to one of the domains to which a particular deity grants access, or those representing set of ideals. You can select a domain feat at any level. Once you have chosen one, however, you cannot select another unless the second fits thematically with the first. Furthermore, you can never have more than two domain feats (except as specified in Clerics and Domain Feats, below). Unless otherwise noted, the benefit granted by any domain feat is a spell-like ability with a caster level equal to your character level. All such effects are subject to spell resistance, and you can dismiss any continuing effect as a free action. If a domain feat allows a saving throw, its entry provides the necessary information. If you have the ability to turn or rebuke undead, you can gain additional daily uses of a domain feat's benefit by permanently sacrificing daily uses of that ability. Usually, domain feats go together only if they correspond to the domains offered by the deity you follow. For example, Kord grants access to the Chaos, Good, Luck, and Strength domains, so a worshiper of Kord could choose the Chaos Devotion, Good Devotion, Luck Devotion, or Strength Devotion feats without going outside his deity's sphere of influence. For characters who do not worship a particular deity, use the following guidelines for which domain feats allow or preclude the selection of others. This should be done in concert with the DM. - _Opposing Domains_: The Good and Evil domains, and the Law and Chaos domains are in opposition, so no character should have both Good Devotion and Evil Devotion (or both Law Devotion and Chaos Devotion). In some cases, you might decide that the Healing and Death domains oppose each other, and likewise Destruction and Protection. The Fire domain does not necessarily oppose Water, nor does Air conflict with Earth, since many nature deities (such as Obad-Hai) grant access to all the elemental domains. - _Appropriate Theme_: If you do not follow any specific deity, your basic system of beliefs should support your domain feat choices. A good rule of thumb is to designate one to three domains (in addition to that corresponding to your first domain feat) that are important to you. These beliefs must also be consistent with your alignment. **Clerics and Domain Feats:** If you are a cleric (or any other character class who gains access to a domain), you can choose any domain feat corresponding to the list of domains offered by your deity, even if you do not have access to those particular domains. A cleric of Pelor, for example, can choose to cast spells from the Good and Healing domains but select the Strength Devotion and Sun Devotion feats. In addition, you can choose to give up access to a domain in exchange for the corresponding domain feat. Doing so allows you to select up to three domain feats, but you cannot prepare domain spells or use the granted power of the sacri­ ficed domain. In essence, you trade in a domain for an extra feat slot that you can spend only on a specific domain feat. For example, the above cleric of Pelor could choose to give up the granted power and spells of the Good domain for the Good Devotion feat. **Caster Level:** Unless otherwise noted, the benefit granted by any domain feat is a spell-like ability with a caster level equal to your character level. All such effects are subject to spell resistance, and you can dismiss any continuing effect as a free action. If a domain feat allows a saving throw, its entry provides the necessary information. ![[FeatIndex.base#Domain]] ## Draconic Feats Draconic feats can be taken by sorcerers, granting them abilities akin to those of their draconic ancestors. Some increase a character's physical capabilities, granting him claw attacks or making him more resistant to attacks, while others allow him to channel his abilities into a potent breath weapon or grant him affinity with his draconic progenitor's breath weapon energy type. ![[FeatIndex.base#Draconic]] ## Epic Feats These feats are available to characters of 21st level or higher. Dragons of at least old age also can choose these feats even if they have no class levels. ![[FeatIndex.base#Epic]] ## Exalted Feats Only intelligent characters of good alignment and the highest moral standards can acquire exalted feats, and only as a gift from powerful agents of good—deities, celestials, or similar creatures. These feats are thus supernatural in nature (rather than being extraordinary abilities, as most feats are). A character must have the DM’s permission to take an exalted feat. In many cases, a ritual must be performed; often this simply amounts to a character swearing a sacred vow, for example, in the presence of a celestial being. A character who willingly and willfully commits an evil act loses all benefits from all his exalted feats. She regains these benefits if she atones for her violations. **Aura of Good**: A character with at least one exalted feat radiates an aura of good with a power equal to her character level (see the detect good spell), as if she were a paladin or a cleric of a good deity. ![[FeatIndex.base#Exalted]] ## Heritage Feats A heritage feat signifies a specific ancestry of the character, similar to a sorcerer's bloodline. The player and DM are encouraged to come up with a background story explaining the character's heritage, though the exact source of this ancestral link isn't crucial to the feat's operation (and may remain a mystery to the character). For sorcerers, heritage feats allow a character to tap into the celestial, draconic, or infernal source of his magical power to master new abilities. Heritage feats should remain consistent with the player's sorcerer bloodline and race (where applicable). ![[FeatIndex.base#Heritage]] ## Hero Point Feats Hero Points are an alternate rule system that allows player character to exhibit an ability to defy the odds and change the outcome of pivotal moments in the game's narrative. The action points system had a similar system known as "Action Points." Rather than importing parallel systems, the feats that were designed for the Action Point system have been adapted and merged into the Hero Points system in Pathfinder. ![[FeatIndex.base#HeroPoint]] | Link | Prereq | Summ | | ------------------------------ | ---------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [[Ancestral Guidance]] | Elf subtype | The spirit of your patron ancestor guides your hands and thoughts in times of trouble. | | [[Bladebearer of The Valenar]] | Elf subtype, proficiency with scimitar or falchion, region of origin Valenar | Your extensive training makes you especially adept with the curved blades of the Valenar. | | [[Darguun Mauler]] | Koth subtype | The memory of your people's lost glory drives your brutal mastery of the weapons of Darguun. | | [[Drow Skirmisher]] | Elf subtype, Weapon Familiarity racial trait | Your experience with the guerrilla-style combat of the deep jungle grants you mastery of the weapons of the drow. | | [[Heroic Boost]] | | You have the ability to alter your luck drastically in dire circumstances. | | [[Heroic Companion]] | Animal companion, eidolon, familiar, mount, or homunculus | Your luck extends to your companion creature. | | [[Heroic Focus]] | | Despite the dangers all around, you can quickly regain your psionic focus. | | [[Heroic Metamagic]] | Any metamagic feat, ability to cast 2nd-level spells | In times of great need, you can call upon a heroic reserve of power to strengthen your spells. | | [[Spontaneous Casting]] | Caster level 5th | You can swap a prepared spell on the fly. | | [[Heroic Spirit]] | | You have a larger reservoir of luck than the average hero. | | [[Heroic Surge]] | Base attack bonus +6 | When spending a hero point, you can perform an additional action in a round. | | [[Prophecy's Hero]] | Knowledge (arcana) 2 ranks, Speak Language (Draconic), [[Dragon Prophesier]] | Your perception of the draconic Prophecy charges you with the will to prevail, providing you with the opportunity to see a way to victory even when the odds are stacked against you. | | [[Raging Hero]] | Rage class feature | When raging, you have a greater ability to alter your luck than most others do. | | [[Soulblade Warrior]] | kala'saam, ability to generate a mind blade | The spirit of a quori warrior grants you deadly speed and combat prowess with your mind blade. | ## Host Feats Host feats can only be taken by a character who is acting as a physical host to another psionic entity, most commonly the Saamar. A creature can have as many host feats as it desires to take. Host feats are also considered psionic feats. ![[FeatIndex.base#Host]] ## Initiate Feats Initiate feats show that a follower has achieved some distinction with his or her patron deity, and therefore has gained access to additional spells and abilities. Some of these feats allow the addition of these spells to the spell lists of other classes. If you have more than one class that qualifies for this addition, you must choose only one spell list to which they will be added. No character can have more than one initiate feat, since such a feat presumes a deep level of commitment to a single deity. ![[FeatIndex.base#Initiate]] ## Item Creation Feats Item creation feats enable a character to create certain types of magic items. ![[FeatIndex.base#ItemCreation]] ## Legacy Feats Unlocking the legacy abilities of an item requires the related legacy feat (least, lesser, or greater). Other legacy-related feats allow you to further enhance the item’s abilities. In addition to the listed prerequisites, you must physically possess (carry, wear, or wield) your legacy item to benefit from any legacy feat. ![[FeatIndex.base#Legacy]] ## Luck Feats Luck feats don't directly improve your abilities or add new features to your repertoire. By selecting a luck feat, you gain access to a specific lucky effect (usually a reroll) that helps keep you alive or ensures that you succeed. Each luck feat grants you a specific lucky effect that can help you win even when the dice say you should lose, in addition to another daily luck reroll. Though you as a player decide when to use a luck feat, in the game world a lucky result almost never occurs consciously. Instead, a luck reroll represents a fortuitous event, such as a fire giant inexplicably losing his grip on his weapon, a puddle on the floor causing you to slip and be missed by an arrow, or a bit of rust on a lock preventing it from fully closing-making it easier to pick than normal. The luck pool differs from hero points in a few key ways. - The luck pool refreshes every day, allowing for more frequent usage. - A luck pool is available to characters (even NPCs) who select luck feats, allowing players to build a character that thrives on fortune. - The luck pool can only be used for express purposes described in the luck feats, and only if the player has selected that specific feat. - Utilizing the luck pool requires an action (usually swift or immediate). Unless otherwise noted, luck feats can be made after determining the success or failure of a roll, but you cannot use more than one luck feat on any d20 roll. You must take the result of the reroll, even if it's worse than the original result. Luck feats cannot be used while the player is under the effect of a curse effect, such as the *bestow curse* spell, or while suffering the ravages of mummy rot. ![[FeatIndex.base#Luck]] | Link | Prereq | Summ | | -------------------------- | ----------------------------------------------------- | -------------------------------------------------------------------------- | | [[Akashic Luck]] | Con 13 or Veilweaver 1, any akashic feat | Your invested essence improves your luck. | | [[Bad Karma]] | Character level 3rd | Your luck lets you escape harm, at an ally's expense | | [[Beginner's Luck]] | | Trying new things tends to work out | | [[Better Lucky Than Good]] | Character level 6th, any two luck feats | Turn a critical miss into a potential critical hit | | [[Dumb Luck]] | Character level 6th, any two luck feats | Turn a critically failed saving throw into a critical success. | | [[Good Karma]] | Character level 3rd | Your luck lets you sheild your allies from harm | | [[Healer's Fortune]] | | Your luck empowers your healing. | | [[Lucky Blow]] | Character level 6th, any luck feat | Your luck lets you hit it big | | [[Lucky Break]] | | You can hit an object in just the right place. | | [[Lucky Catch]] | | Your luck helps you make all the right moves. | | [[Lucky Charm]] | | Your good fortune can keep you from placing your foot in your mouth. | | [[Lucky Duck]] | Character level 3rd, any luck feat | Use luck to avoid a hit or critical hit | | [[Lucky Insight]] | | The winds of fortune guide your hands when you most need luck. | | [[Lucky Start]] | | Sometimes your luck overcomes a slow natural reaction. | | [[Lucky Strike]] | | Use your luck to confirm critical hits. | | [[Lucky Thought]] | | Your luck helps inspire your thoughts. | | [[Lucky To Be Alive]] | Character level 9th, any luck feat | Use your luck to avoid failed saving throws | | [[Magician's Fortune]] | Caster level 3rd, any luck feat | Even you are sometimes surprised by how well your spells work. | | [[Make Your Own Luck]] | Character level 6th, any luck feat | Your hard work lets you exploit minor loopholes. | | [[Manifester's Fortune]] | Manifester level 3rd, any luck feat | Your luck makes your powers more potent. | | [[Miser's Fortune]] | | Items belonging to you and your allies are abnormally resistant to damage. | | [[More Luck than Sense]] | Character level 3rd | Your luck protects you from an attack you didn't see coming. | | [[Psionic Luck]] | Ability to gain psionic focus, any other psionic feat | Your psionic focus improves your luck. | | [[Third Time's The Charm]] | Character level 3rd, any luck feat, Luck domain | Your luck and your faith work in concert | | [[Tough Luck]] | | Use luck points to stave off death. | ## Metabreath Feats Dragons (and other creatures) have developed ways to con- trol their breath weapons to produce varying degrees of effects, from the subtle to the conspicuous. To take a meta- breath feat, a creature must have a breath weapon whose time between breaths is expressed in rounds. Therefore, a hell hound (which can breathe once every 2d4 rounds) can take metabreath feats, whereas a behir (breath weapon usable 1/minute) cannot. **Effects of Metabreath Feats**: In all ways, a metabreath weapon operates in its usual fashion unless the feat specifi- cally changes some aspect of the breath weapon. Using a metabreath feat puts stress on a dragon’s mind and body, increasing the time it must wait until the dragon can use its breath weapon again. Normally, a dragon must wait 1d4 rounds between breaths. Using a metabreath weapon increases that wait by 1 round or more. For example, if a dragon uses an enlarged breath weapon, it must wait 1d4+1 rounds before breathing again. **Multiple Metabreath Feats on a Breath Weapon**: A dragon can use multiple metabreath feats on a single breath. All increases to the time the dragon must wait before breathing again are cumulative. For example, if a dragon uses an enlarged and maximized breath weapon, it must wait 1d4+4 rounds before breathing again. A dragon can use the same metabreath feat multiple times on the same breath. In some cases, this has no additional effects. In other cases, the feat’s effects are stackable. Apply the feat’s effect to the base values for the breath weapon once for each time the feat is applied and add up the extra time the dragon must wait before breathing again. For example, a Small dragon with a line-shaped breath weapon could use Enlarge Breath twice on the same breath. Since the base length of the line is 40 feet, the doubly enlarged line would become 80 feet long (20 extra feet per applica- tion of the feat), and the dragon would have to wait 1d4+2 rounds before breathing again. If a metabreath feat stacks with itself, this fact will be noted in the Special section of the feat description. ![[FeatIndex.base#Metabreath]] ## Metamagic Feats ![[FeatIndex.base#Metamagic]] ## Metapsionic Feats As a manifester’s knowledge of psionics grows, he can learn to manifest powers in ways slightly different from how the powers were originally designed or learned. Of course, manifesting a power while using a metapsionic feat is more expensive than manifesting the power normally. Manifesting Time: Powers manifested using metapsionic feats take the same time as manifesting the powers normally unless the feat description specifically says otherwise. Manifestation Cost: To use a metapsionic feat, a psionic character must both expend his psionic focus and pay an increased power point cost as given in the feat description. Limits on Use: As with all powers, you cannot spend more power points on a power than your manifester level. Metapsionic feats merely let you manifest powers in different ways; they do not let you violate this rule. Effects of Metapsionic Feats on a Power: In all ways, a metapsionic power operates at its original power level, even though it costs additional power points. The modifications to a power made by a metapsionic feat have only their noted effect on the power. A manifester can’t use a metapsionic feat to alter a power being cast from a power stone, dorje, or other device. Manifesting a power modified by the [[Quicken Power]] feat does not provoke attacks of opportunity. Some metapsionic feats apply only to certain powers, as described in each specific feat entry. Psionic Items and Metapsionic Powers: With the right psionic item creation feat, you can store a metapsionic power in a power stone, psionic tattoo, or dorje. Level limits for psionic tattoos apply to the power’s higher metapsionic level. A character doesn’t need the appropriate metapsionic feat to activate an item in which a metapsionic power is stored, but does need the metapsionic feat to create such an item. ![[FeatIndex.base#Metapsionic]] ## Monster Feats Most of the following feats apply specifically to monsters, having prerequires that are not usually available to player character, such as abnormally high ability scores, unusual size, non-humanoid appendages or monstrous creature types. While these are legal feat choices, you should consult your DM for approval before selecting one them for your character. ![[FeatIndex.base#Monster]] ## New Feats New feats are not a category as such. These are feats that are either entirely new or have been sufficiently altered that I feel they're worth the designation. ![[FeatIndex.base#New]] ## Psionic Feats Just as nonpsionic characters rely on feats to grant them new abilities and improve upon their existing abilities, so too do psionic characters use feats to unlock hidden potential, improve their powers, and increase their options. Presented here are dozens of new psionic-related feats, as well as a few new general feats. While some of the feats presented here are general, and have no special rules governing them, some feats have a category associated with them that involves special rules. This category is listed after the feat name. Psionic feats are available only to characters and creatures with the ability to manifest powers or with a reservoir of psionic power. (In other words, they either have a power point reserve or have psi-like abilities.) Because psionic feats are supernatural abilities—a departure from the general rule that feats do not grant supernatural abilities—they cannot be disrupted in combat (as powers can be) and generally do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to power resistance and cannot be dispelled; however, they do not function in areas where psionics is suppressed, such as a null psionics field. Leaving such an area immediately allows psionic feats to be used. Many psionic feats can be used only when you are psionically focused; others require you to expend your psionic focus to gain their benefit. Expending your psionic focus does not require an action; it is part of another action (such as using a feat). When you expend your psionic focus, it applies only to the action for which you expended it. ![[FeatIndex.base#Psionic]] ## Racial Feats Beings of the same race have a bewildering variety of body types, appearances, and abilities. Most of these variations fit within the definition of that being's race, but some are well outside the standard. Thus - racial feats to alter a character's racial characteristics, creating a creature different from others of her kind. They alter racial bonuses and penalties, or create them where they do not exist. In many cases, they make deeper changes to your character as well. A character may only have one racial feat, and it must be selected at 1st level. Fighters cannot use their fighter bonus feat at 1st level to gain a racial feat. >[!notes] >Most of these will probably be recontextualized as alternate racial traits. ![[FeatIndex.base#Racial]] ## Recitiation Feats Recitations are special feats that allow you to affect yourself with the power of truenames. You must know your own personal truename to use these feats, and you’re aware that it uniquely identi? es and denies you. By repeating your own truename with a particular in? ection, you can rede? ne yourself in some way. Most recitations remove harmful changes to you; in a sense you’re reminding the universe of how you’re “supposed” to be. A few augment you temporarily; you speak your personal truename and add a little “extra.” All recitations are full-round actions that provoke attacks of opportunity. They require Truespeak checks because you must correctly speak your own personal truename. The DC for the Truespeak check is 15 + (2 × your HD) + 2, once you increase the DC by 2 for speaking a personal truename. Because it’s your own personal truename, you get a +4 competence bonus on your Truespeak check. To learn a recitation, you must take the appropriate feat. Truenamers gain a bonus recitation feat at 8th level and again at 15th level. ![[FeatIndex.base#Recitiation]] ## Regional Feats Regional feats are feats that are tied to character origins from specific areas of the World of Temnia. >[!notes] >Most of these will probably be recontextualized as alternate racial traits, since most of them are pretty sad for feat slots. ![[FeatIndex.base#Regional]] ## Reserve Feats Usable only by spellcasters, reserve feats employ an unusual form of prerequisite, drawing upon the magic inherent in a caster's body and soul and utilizing (but not consuming) energies from available spells to augment the character's already prodigious magical talents. Each reserve feat's primary benefit is a supernatural ability that is usable at will. Unless otherwise noted, the effect requires a standard action to activate, and doing so does not provoke attacks of opportunity. If a saving throw is allowed, the DC equals 10 + the level of the spell allowing the ability's use + the ability modifier that would apply to that spell's save DC. In addition, each feat provides a caster-level boost to a certain category of spells. This increase applies at all times, regardless of whether you have any spells left to cast. The primary benefit can be activated only if you have a spell of an appropriate variety (of a particular school, subschool, or descriptor) available to cast. The definition of "available to cast" depends on whether you prepare spells or cast spontaneously from a list of spells known. If you prepare spells each day (as a cleric does, for example), you must have an appropriate spell prepared and not yet cast that day. If you have more than one appropri­ ate spell prepared and uncast, you gain the benefit only from the highest-level such spell; you can't gain multiple benefits, or stack benefits, by preparing more than one appropriate spell. If you cast spells spontaneously (as a favored soul does, for example), you must know an appropriate spell and must have at least one unused spell slot of that spell's level or higher. If you have more than one appropriate spell known, you gain the benefit only from the highest-level spell for which you have an uncast spell slot. If you have spells from more than one class, only spell slots that could actually be used to cast the appropriate spell count toward granting this benefit. For example, a paladin/cleric who knows the appropriate spell only as a paladin can't use her cleric spell slots to qualify for the reserve feat's primary benefit. Once you no longer have an appropriate spell available— because you have cast it, have exhausted the appropriate spell slots, or have chosen a daily spell selection that does not include that spell—you can't activate the feat's power unti l you once again have that spell available for casting. You stil l retain the secondary benefit of the feat, however. Only actual spells or spell slots allow you to use the primary benefit of a reserve feat. Spell-like abilities, supernatural abilities, and extraordinary abilities—even if they mimic or duplicate an appropriate spell—do not qualify. Spells that do not have a descriptor until cast (such as the summon monster spells) can't be used to gain the primary benefit of a reserve feat. You can key any number of reserve feats off of a single spell. ![[FeatIndex.base#Reserve]] ## Spirit Feats Spirit feats are available to bashkuar who can tap into a spirit of Basheire. In addition to their stated benefits, bashkuar gain 2 additional round per day in which they can invoke their spirit per spirit feat they possess. ![[FeatIndex.base#Spirit]] ## Tactical Feats Feats with the tactical descriptor allow characters to perform a number of powerful attacks. ![[FeatIndex.base#Tactical]] <div id="#Vile%20Feats"></div> ## Vile Feats Vile feats are supernatural abilities that result from a level of depravity and wickness well beyond the scope of normal cads and villains. It comes from a source of inhuman evil, difficult to understand by those well-adjusted enough to participate in society. Only intelligent characters of an evil alignment can use vile feats. Unlike most feats, vile feats are supernatural abilities. ![[FeatIndex.base#Vile]] ## Weapon Style Feats Weapon style feats reflect an extremely focused approach to combat and emphasize the mastery of individual weapons. Just as individuals master unique styles, races approach combat in many different ways. This diversity is best expressed through distinctive racial fighting styles—combinations of favored weapons and exotic maneuvers as unique as a race’s outlook and culture. A weapon style feat is one that provides a benefit that draws upon a number of specific feats and often requires the use of specific weapons Fighters may select a weapon style feat as a bonus feat. ![[FeatIndex.base#WeaponStyle]] ## Wild Feats All wild feats have as a prerequisite the wild shape ability. Thus, they are available to druids of 5th level or higher, as well as to any character who has gained the wild shape ability from a prestige class or other source. Each use of a wild feat generally costs one daily use of your wild shape ability. If you don’t have any uses of wild shape left, you can’t use a wild feat. You can only use the wild shape ability to change form or activate one wild feat per round, though overlapping durations may allow you the benefits of more than one wild feat at a time. Activating a wild feat is a supernatural ability and does not provoke attacks of opportunity unless otherwise specified in the feat description. Activating a wild feat is not considered an attack unless the feat’s activation could be the direct cause of damage to a target. ![[FeatIndex.base#Wild]]