[[#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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE Type = NULL
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ---------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[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]] | — | — |
| [[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. |
| [[Accustomed 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 |
| [[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. |
| [[Animal Buddy]] | — | — |
| [[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]] | [[06 Heroes of Temnia/Feats/Point-Blank Shot.md\|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]] | [[06 Heroes of Temnia/Feats/Spell Focus.md\|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]] | — | — |
| [[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. |
| [[Bleeding Critical]] | — | — |
| [[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\|Snatch Trophy]] | Your bloody and vicious approach to combat makes you a fearsome foe. |
| [[Bolster Resistance]] | [[06 Heroes of Temnia/Feats/Corpsecrafter.md\|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. |
| [[Carmendine Monk]] | Int 13, member of Zealots of the Written Word monk order | Use intelligence instead of wisdom for monk abilities. |
| [[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. |
| [[Companion 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. |
| [[Corrupt Spell-Like Ability]] | Any evil alignment, Spell-like ability at caster level 4th or higher | One of the creature's spell-like abilities is powered by evil. A dark pact provides the creature with unholy energy. |
| [[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]], Acrobratic 4 ranks | You have a chance to dodge attacks that hit you, but at a cost. |
| [[Cumbrous Fortitude]] | [[06 Heroes of Temnia/Feats/Great Fortitude.md\|Great Fortitude]] | You have a greater chance than normal to resist attacks against your vitality, but at a cost. |
| [[Cumbrous Reflexes]] | [[06 Heroes of Temnia/Feats/Lightning Reflexes.md\|Lightning Reflexes]] | You have a greater chance to resist attacks against your agility, but at a cost. |
| [[Cumbrous Will]] | [[06 Heroes of Temnia/Feats/Iron Will.md\|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. |
| [[Dallah Thaun's Luck]] | Halfling subtype, Cha 13 | You can rely on a good dose of luck to get you through almost any scrape. Other halflings say the blessing of Dallah Thaun is upon you. |
| [[Dampen Spell]] | [[06 Heroes of Temnia/Feats/Improved Counterspell.md\|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]] | [[06 Heroes of Temnia/Feats/Improved Initiative.md\|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]] | [[06 Heroes of Temnia/Feats/Corpsecrafter.md\|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]] | [[06 Heroes of Temnia/Feats/Point-Blank Shot.md\|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]] | — | — |
| [[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]] | [[06 Heroes of Temnia/Feats/Corpsecrafter.md\|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]] | [[06 Heroes of Temnia/Feats/Endurance.md\|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 Focus]] | 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]] | [[06 Heroes of Temnia/Feats/Dragon Totem.md\|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]] | [[06 Heroes of Temnia/Feats/Constant Guardian.md\|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 Supernatural Ability]] | — | — |
| [[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 | — |
| [[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]] | [[06 Heroes of Temnia/Feats/Precise Shot.md\|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]] | [[06 Heroes of Temnia/Feats/Iron Will.md\|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]] | [[06 Heroes of Temnia/Feats/Cold Focus.md\|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]] | [[06 Heroes of Temnia/Feats/Elemental Focus.md\|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. |
| [[Greater 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]] | [[06 Heroes of Temnia/Feats/Spell Focus.md\|Spell Focus]] | +1 bonus on save DCs for one school |
| [[Greater Spell Penetration]] | [[06 Heroes of Temnia/Feats/Spell Penetration.md\|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]] | [[06 Heroes of Temnia/Feats/Corpsecrafter.md\|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 |
| [[Heighten Spell-Like Ability]] | Spell-like ability at caster level 6th or higher | Treat spell-like ability as a higher level spell-like ability. |
| [[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. |
| [[Ice 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]] | [[06 Heroes of Temnia/Feats/Illithid Heritage.md\|Illithid Heritage]] | +1 manifest level and save DCs for compulsion effects. |
| [[Illithid Enthusiast]] | [[06 Heroes of Temnia/Feats/Illithid Heritage.md\|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]] | [[06 Heroes of Temnia/Feats/Illithid Heritage.md\|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]] | [[06 Heroes of Temnia/Feats/Bind Vestige.md\|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]] | [[06 Heroes of Temnia/Feats/Great Fortitude.md\|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]] | [[06 Heroes of Temnia/Feats/Iron Will.md\|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]] | [[06 Heroes of Temnia/Feats/Lightning Reflexes.md\|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 |
| [[Lolth's Blessing]] | Drow, Wis 15, patron deity Lolth, able to cast 3rd-level divine spells | The Spider Queen has blessed you with additional magical abilities. |
| [[Long Reach]] | [[06 Heroes of Temnia/Feats/Weapon Focus.md\|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. |
| [[Mark of Avernus]] | [[06 Heroes of Temnia/Feats/Brand of the Nine Hells.md\|Brand of the Nine Hells]] | Make an attack as an immediate action. +4 to attack and damage on readied attacks. |
| [[Mark of Cania]] | [[06 Heroes of Temnia/Feats/Brand of the Nine Hells.md\|Brand of the Nine Hells]] | You gain bonuses to attacks and save DCs when foes successfully defend you. |
| [[Mark of Dis]] | [[06 Heroes of Temnia/Feats/Brand of the Nine Hells.md\|Brand of the Nine Hells]] | +4 on saves or AC against a single attack. Your starting space is not considered threatened when you move. |
| [[Mark of Hleid]] | Your patron deity must be Hleid | Your patron grants you bonuses against evil cold creatures. |
| [[Mark of Maladomini]] | [[06 Heroes of Temnia/Feats/Brand of the Nine Hells.md\|Brand of the Nine Hells]] | You are surrounded by greasy filth, and emit a foul stench. |
| [[Mark of Malbolge]] | [[06 Heroes of Temnia/Feats/Brand of the Nine Hells.md\|Brand of the Nine Hells]] | You grow fleshy tumors from which you can draw power. |
| [[Mark of Minauros]] | [[06 Heroes of Temnia/Feats/Brand of the Nine Hells.md\|Brand of the Nine Hells]] | You gain a bonus to charge attacks, and the space you start your movement from is not considered threatened. |
| [[Mark of Nessus]] | [[06 Heroes of Temnia/Feats/Brand of the Nine Hells.md\|Brand of the Nine Hells]] | You can awe your foes, preventing them from attacking you; You can infuse a natural attack with hellfire. |
| [[Mark of Phlegethos]] | [[06 Heroes of Temnia/Feats/Brand of the Nine Hells.md\|Brand of the Nine Hells]] | Giving and receiving pain makes your abilities more effective. |
| [[Mark of Stygia]] | [[06 Heroes of Temnia/Feats/Brand of the Nine Hells.md\|Brand of the Nine Hells]] | Traverse slippy surfaces effortlessly, and limn your weapon with hellish cold. |
| [[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. |
| [[Maximize Spell-Like Ability]] | Spell-like ability at caster level 6th or higher | Maximize spell-like ability variables |
| [[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]] | 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]] | [[06 Heroes of Temnia/Feats/Necromantic Presence.md\|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 |
| [[Night Haunt]] | — | Gain _dancing lights_, _prestidigitation_, and _unseen servant_ as spell-like abilities. |
| [[Nimble Bones]] | [[06 Heroes of Temnia/Feats/Corpsecrafter.md\|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. |
| [[Personal Truename Backlash]] | [[Obscure Personal Truename]], Character level 15th | Failing to speak your truename causes damage. |
| [[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 Binder]] | [[06 Heroes of Temnia/Feats/Bind Vestige.md\|Bind Vestige]] | Gain additional power when binding a vestige. |
| [[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. |
| [[Primary Contact]] | [[06 Heroes of Temnia/Feats/Favored.md\|Favored]] | Your rapport with one of your contacts is stronger than your relationship with the rest. |
| [[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. |
| [[Purify Spell-Like Ability]] | Any good alignment, Spell-like ability at caster level 4th or higher | You can charge your damaging spell-like abilities with celestial energy that leaves good creatures unharmed. |
| [[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. |
| [[Quicken Channel]] | Channel energy class feature | You can channel energy with a moment's thought. |
| [[Quicken Dragonmark]] | [[06 Heroes of Temnia/Feats/Least Dragonmark.md\|Least Dragonmark]] | You can use your dragonmark abilities more quickly. |
| [[Quicken Utterance]] | Truespeak 12 ranks, ability to speak utterances | You can speak an utterance with just a moment's thought. |
| [[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]] | [[06 Heroes of Temnia/Feats/Favored Vestige.md\|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]] | [[06 Heroes of Temnia/Feats/Point-Blank Shot.md\|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. |
| [[Sacred Tattoo]] | Patron deity from the Mulhorandi or Untheric pantheon | +1 to save DCs and +1 on caster level checks in areas consecrated by your deity |
| [[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. |
| [[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 Reflection]] | Shadowcaster level 3rd, ability to cast the _dancing shadows_ or the _clinging darkness_ mystery | Gain miss chance on attacks of opportunity made against you. |
| [[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]] | [[06 Heroes of Temnia/Feats/Spell Mastery.md\|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. |
| [[Silver 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]] | [[06 Heroes of Temnia/Feats/Deft Maneuvers.md\|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]] | [[06 Heroes of Temnia/Feats/Endurance.md\|Endurance]] | You Constitution in place of Wisdom for Will saves. |
| [[Steady Concentration]] | Caster level 12th | You can take 10 on Concentration checks |
| [[Stealthy]] | — | +2 bonus on Escape Artist and Stealth checks |
| [[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. |
| [[Stoneshaper]] | Stonecunning trait | +2 to Craft, Knowledge and Profession checks; bonuses from Stonecunning increase by 2. |
| [[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]] | [[06 Heroes of Temnia/Feats/Dodge.md\|Dodge]] | Gain a +1 to AC and saves against supernatural abilities |
| [[Supernatural Opportunist]] | [[06 Heroes of Temnia/Feats/Supernatural Crusader.md\|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. |
| [[Talfirian 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. |
| [[Truename Training]] | — | You have discovered the secret power of truenames. |
| [[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]] | [[06 Heroes of Temnia/Feats/Wild Talent.md\|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 Cyric]] | 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]] | [[06 Heroes of Temnia/Feats/Iron Will.md\|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 Spell-Like Ability]] | Spell-like ability at caster level 8th or higher. | Double the area of your spell-like abilities. |
| [[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. |
| [[zzzBlessed By Tem-Et-Nu]] | Patron deity Tem-Et-Nu, must have defeated a hippopotamus in single combat | Tem-Et-Nu has marked you as having an important destiny in her temple. |
| [[zzzChild of Winter]] | Ability to spontaneously cast _summon nature's ally_, non-good alignment | Use druid abilities on vermin, empower vermin summoned with _summon nature's ally_. |
| [[zzzCourageous Rally]] | Bardic performance (inspire courage) class feature | You can rally demoralized foes with your Bardic performance. |
| [[zzzDreamtelling]] | — | You can use your Knowledge (Planes) skill to interpret your dreams or the dreams of others, thus gleaning useful information and insights. |
| [[zzzDrift Magic]] | Knowledge (Local) 4 ranks, ability to cast spells | You can tap the power of drift magic. |
| [[zzzDruuth Slayer]] | Knowledge (dungeoneering) 2 ranks, Knowledge (nature) 2 ranks | Gain bonuses against dopplegangers and mind-flayers |
| [[zzzEctopic Form, Agile Loper]] | — | Astral constructs you create with this form take on a distinctive quadruped appearance. They are quicker and more agile than normal. |
| [[zzzEctopic Form, Alabaster Aerial]] | Ectopic Form | Astral constructs you create with this form take on a distinctive humanoid appearance, but possessing wings instead of arms. They are natural fliers. |
| [[zzzEctopic Form, Amber Tunneler]] | — | Astral constructs you create with this form take on a distinctive many-legged form, with short, strong legs. |
| [[zzzEctopic Form, Anathemic Carapace]] | Ectopic Form (any form) | — |
| [[zzzEctopic Form, Astral Aquan]] | When you create an astral construct using this form, you shape it into an eel with two tentacles protruding from its mouth. The construct is imbued with a swim speed of 60 feet | — |
| [[zzzEctopic Form, Ebony Stinger]] | Ectopic Form (any form) | — |
| [[zzzEctopic Form, Emerald Gyre]] | — | Astral constructs you create with this form take on a distinctive apelike appearance, with the exception of a third arm like limb that grows out of the middle of the back. |
| [[zzzEctopic Form, Iridescent Serpent]] | — | Astral constructs you create with this form take on a distinctive serpentine appearance and possess an energetic quality that can change from construct to construct. |
| [[zzzExtra Edge]] | Warmage level 4th | Your ability to deal spell damage is particularly striking. |
| [[zzzExtract Demonic Essence]] | Any two item creation feats, Demon Mastery | You can draw upon the living essence of a demon to fuel the creation of items or the casting of potent spells. |
| [[zzzGift of The Spider Queen]] | Drow | You can combine your racial spell-like abilities in new and potent ways. |
| [[zzzHand of Tyr]] | Patron Tyr, alignment lawful good, channel energy class feature | You have sacrificed your right hand to Tyr. |
| [[zzzHighborn Drow]] | Drow, base Will save +2 | You have learned how to tap into the advanced magical abilities available to you through your drow noble heritage. |
| [[zzzImproved Fiendish Servant]] | Fiendish servant class feature | You gain the service of a powerful fiendish animal servitor. |
| [[zzzKnight of Lolth]] | Ride 1 rank, [[Mounted Combat]], Vermin Trainer | You have mastered techniques of waging war when mounted on a monstrous spider (or similar vermin). |
| [[zzzNatural Leader]] | Cha 13 | +4 bonus on rally checks. |
| [[zzzNecrocarnum Acolyte]] | Ability to shape soulmelds, non-good alignment | You have experienced the power of necrocarnum, a dark and twisted form of incarnum (see the necrocarnate prestige class on page 132). The power gained from this source can be great, but many decry its origins as evil. |
| [[zzzNode Defense]] | Node Spellcasting, caster level 1st | You can use the magical power of a node to defend yourself from harm. |
| [[zzzNode Sensitive]] | You automatically note the presence of any node to which you are attuned within 30 feet | You can perceive a node just by passing near it. |
| [[zzzNode Spellcasting]] | Caster level 1st | You have discovered the secret of the magic of a particular type of node. |
| [[zzzNode Store]] | Node Spellcasting, caster level 1st | You can store a prepared spell in a node to which you are attuned. |
| [[zzzOneiromancy]] | Dreamtelling, caster level 1st | You gain a number of abilities and advantages related to dreams and magic. |
| [[zzzOutsider Wings]] | Aasimar or tiefling, Character level 6th, Celestial Bloodline or Fiendish Bloodline | You have sprouted wings appropriate to your heritage, revealing the power of your supernatural bloodline. |
| [[zzzOvercome Shadow Weave]] | Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, spellcaster who uses the Weave | You understand the strengths and weaknesses of the Shadow Weave and are more resistant to its tricks. |
| [[zzzPersonal Touchstone]] | Planar Touchstone, a portable object of at least 250 gp value native to a chosen planar touchstone plane, Knowledge (Planes) 8 ranks | You draw more power from one of the planar touchstone locations to which you have forged a link. |
| [[zzzPlanar Touchstone]] | Portable object of at least 250 gp value native to any designated planar touchstone site, Knowledge (Planes) 8 ranks | Forge a link between you and power-rich planar locations, referred to as planar touchstones. |
| [[zzzPortal Sensitive]] | — | You can perceive a portal just by passing near it. |
| [[zzzRapid Infusion]] | Artificer level 3rd | You can imbue an item with an infusion more quickly than normal. |
| [[zzzSavvy Rogue]] | Rogue level 10th | You have mastered one or more of your rogue special abilities. |
| [[zzzScourge of The Seas]] | Cha 15, Intimidate 5 ranks | You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence. |
| [[zzzShadow Weave Magic]] | Wis 15 or patron deity Shar | You have discovered the dangerous secret of the Shadow Weave. |
| [[zzzSouthern Magician]] | Ability to casts 2nd-level spells | Cast spells in a way that confounds lesser spellcasters |
| [[zzzStalwart Planar Ally]] | Cha 13, Spellcraft 5 ranks, Planar Touchstone | Use a planar touchstone to empower your summoned monsters |
| [[zzzTotem Companion]] | Wild empathy class feature, [[Beast Totem]], ability to acquire a new animal companion, minimum level requirement (see below) | Instead of an animal companion, you have your totem magical beast as a companion. |
| [[zzzTouchstone]] | Knowledge (local) 4 ranks or possession of a touchstone key | You forge a link with a power-rich location, referred to as a touchstone site. |
| [[zzzTrophy Collector]] | Craft (taxidermy) 6 ranks | You take solice in the proof of your previous triumphs |
| [[zzzUrban Tracking]] | — | You can track down the location of missing persons or wanted individuals within communities. |
%% DATAVIEW_PUBLISHER: end %%
## 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). Bloop bloop bloop .
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Aberrant")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------- | ------------------------------------------------------------------- | ---------------------------------------------------------------------- |
| [[Aberration Blood]] | Humanoid | Grants bonus on skill, allows other aberrant feats |
| [[Aberration Wild Shape]] | [[Aberration Blood]], wild shape ability | Assume aberration form with wild shape. |
| [[Bestial Hide]] | [[06 Heroes of Temnia/Feats/Aberration Blood.md\|Aberration Blood]] | +1 natural armor bonus per two aberrant feats. |
| [[Deepspawn]] | [[Aberration Blood]], one other aberrant feat | Tentacles grant additional attacks |
| [[Durable Form]] | [[06 Heroes of Temnia/Feats/Aberration Blood.md\|Aberration Blood]] | Gain 3 hp per aberrant feat. |
| [[Inhuman Reach]] | [[06 Heroes of Temnia/Feats/Aberration Blood.md\|Aberration Blood]] | Increase natural rech by 5 feet, take –1 penalty on melee attack rolls |
| [[Inhuman Vision]] | [[06 Heroes of Temnia/Feats/Aberration Blood.md\|Aberration Blood]] | Gain darkvision and bonus on Perception checks |
| [[Scavenging Gullet]] | [[06 Heroes of Temnia/Feats/Aberration Blood.md\|Aberration Blood]] | +4 bonus against poison, eat anything. |
| [[Starspawn]] | [[Aberration Blood]], one other aberrant feat | Wings grant flight, resistance to cold 5 |
| [[Warped Mind]] | [[06 Heroes of Temnia/Feats/Aberration Blood.md\|Aberration Blood]] | +1 bonus on Will saves per two aberrant feats. |
| [[Waterspawn]] | [[Aberration Blood]], one other aberrant feat | Fins grant Swim bonuses, resistance to cold 5. |
%% DATAVIEW_PUBLISHER: end %%
## Abyssal Herritor 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Abyssal Heritor")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ---------------------------- | ---------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Chaotic Spell Recall]] | Any one Abyssal heritor feat, ability to prepare and cast spells | A few choice spells never stray far from your mind. |
| [[Claws of The Beast]] | — | Your hands are twisted like claws. This deformity allows you to deal more damage than usual with your unarmed strikes and sneak attacks. |
| [[Cloak of The Obyrith]] | Chaotic alignment | The chaos of the Abyss suffuses your being, as it does the ancient obyriths. |
| [[Demonic Skin]] | — | Your skin has rough, scaly patches that enhance your natural armor. |
| [[Demonic Sneak Attack]] | Sneak attack class feature | You know exactly how to twist the blade to get the most out of your sneak attacks. |
| [[Eyes of The Abyss]] | Any one other Abyssal heritor feat | Your eyes glow with an inner fire of some unusual color. This glow increases your perception and allows you to see in the dark. |
| [[Heart of the Nabassu]] | — | Your ancestry traces back to a place where the Abyss meets the Negative Energy Plane. |
| [[Keeper Of Forbidden Lore]] | Int 13 | A shred of demonic racial memory grants you knowledge of numerous ancient magical secrets. |
| [[Ordered Chaos]] | Nonchaotic alignment, base Will save +4 | You are an unusually lawful Abyssal heritor. |
| [[Otherworldly Countenance]] | Cha 15 | You are either stunningly beautiful or wretchedly hideous. Either way, your appearance can be terribly unsettling to others upon whom you focus your attentions. |
| [[Poison Talons]] | [[Claws of the Beast]], any two other Abyssal heritor feats | Your claws drip with poison. |
| [[Precognitive Visions]] | Wis 13, any one Abyssal heritor feat | You periodically experience visions from the near future. |
| [[Primordial Scion]] | Chaotic alignment, any one Abyssal heritor feat | The Abyss beckons. . . . |
| [[Vestigial Wings]] | — | A pair of vestigial wings sprouts from your shoulders. |
%% DATAVIEW_PUBLISHER: end %%
<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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Ambush")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------ | ------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------- |
| [[Arterial Strike]] | Sneak attack +1d6, base attack bonus +4 | Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss. |
| [[Concussion Attack]] | Sneak attack +3d6 | Your attacks can damage your opponent's ability to think clearly. |
| [[Deafening Strike]] | Sneak attack +4d6 | Your stealthy attack leaves your foe's head ringing. |
| [[Disemboweling Strike]] | Sneak attack +5d6, [[Weapon Focus]] (any slashing weapon) | You can slash open your opponent to devastating effect. |
| [[Eldritch Erosion]] | Sneak attack +4d6, Knowledge (arcana) 1 rank | Your attack can weaken your foe's resistance to magic. |
| [[Head Shot]] | Sneak attack +6d6, [[Weapon Focus]] (any bludgeoning weapon) | By striking at your opponent's head, you can temporarily disrupt his thought processes. |
| [[Impeding Attack]] | Sneak attack +4d6 | Your strikes render your target temporarily clumsy and awkward. |
| [[Maiming Strike]] | Evil, sneak attack +2d6 | You can make dreadful attacks that disfigure your opponents. |
| [[Merciful Strike]] | Sneak attack +2d6 | You can strike a creature's vital areas without killing it. |
| [[Mind Drain]] | Power point reserve, sneak attack +2d6 | Your attack can weaken your opponent's mental powers. |
| [[Persistent Attacker]] | Sneak attack +5d6 | Once you find a target's weak point, you can easily strike it again. |
| [[Staggering Strike]] | — | — |
| [[Swift Ambusher]] | Skirmish class feature, sneak attack +1d6 | You combine your scout training with the stealth of a rogue to open up new methods of ambushing enemies. |
| [[Throat Punch]] | [[Unarmed Combatant]], sneak attack +3d6 | By making a precise punch to the throat, you can render a target unable to speak effectively. |
| [[Twist The Knife]] | Sneak attack +2d6, [[Improved Critical]] (melee weapon) | You can make a vicious attack that leaves your victim gasping in pain. |
| [[zzzHamstring]] | Sneak attack ability, base attack bonus +4 | You can wound your opponents’ legs, hampering their movement |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Ancient")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| --------------------------- | ---------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Arcane Manipulation]] | Wizard level 1st | You are learned in the arcane ways of Netheril, where masters of magic once molded and shaped arcane energy to their own will. |
| [[Arcane Transfiguration]] | [[Item Reprieve]], [[Spell Reprieve]], specialist wizard level 10th | Drawing upon forgotten lore, you broaden your arcane studies and master a school of magic previously prohibited to you. |
| [[Channel Charge]] | Use Magic Device 5 ranks, ability to cast 4th-level spells | You can power a charged magic item with your own magical ability. |
| [[Cormanthyran Moon Magic]] | Knowledge (history) 4 ranks, ability to cast 3rd-level spells | You have mastered the ancient elven techniques of drawing power from Sehanine Moonbow's light. |
| [[Craft Scepter]] | Knowledge (history) 4 ranks, caster level 9th | You know the ancient Netherese secret of creating magic scepters - devices that can contain much more powerful spells than a magic wand can. |
| [[Godsight]] | Cha 13 | You enjoy the special blessing of a deity of the Mulhorandi pantheon, who has granted you unerring powers of perception. |
| [[Greenbound Summoning]] | Ability to cast any summon nature's ally spell | You are learned in a long-forgotten manner of summoning once practiced by the Eaerlanni elves of the High Forest. Creatures answering your call are automatically imbued with the powers of the forest. |
| [[Item Reprieve]] | [[Spell Reprieve]], specialist wizard level 5th | You learn how to use items from a school of magic previously prohibited to you. |
| [[Jergal's Pact]] | Knowledge (history) 4 ranks, [[Great Fortitude]] | You have made a bargain with Jergal, seneschal to the god of death. Although Myrkul, Cyric, and most recently Kelemvor have all served as the god of death, each has honored these pacts. |
| [[Multilingual]] | Int 15 | You have an uncanny knack for language. |
| [[Netherese Battle Curse]] | Knowledge (history) 4 ranks, [[Power Attack]], arcane caster level 1st | You can channel your own arcane energy into a powerful curse upon those who dare to face you in battle. |
| [[Spell Reprieve]] | Knowledge (history) 2 ranks, specialist wizard level 1st | Your studies of the less restrictive arcane traditions of old allow you to cast one spell from a prohibited school. |
| [[Trapmaster]] | Int 13, trap sense +2 | Your trap sense increases by 4, and you gain +2 to Disable Device checks |
| [[Wounding Spell]] | Knowledge (history) 4 ranks, Empower Spell | Because you have studied the cruel arts of the Athalantan mage Lords of old, you know how to cast spells that cause terrible, bleeding wounds. |
%% DATAVIEW_PUBLISHER: end %%
## Bardic Music Feats
Bardic music feats, as the name suggests, require the bardic music 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Bardic Music")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------------ | ------------------------------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Captivating Melody]] | — | You can expend some of your musical abilities to increase the potency of your enchantment or illusion spells. |
| [[Chant of Fortitude]] | Bardic performance, Concentration 9 ranks, Perform 9 ranks | You can channel the power of your Bardic performance to sustain your allies, allowing them to function even after receiving wounds that would cause others to falter. |
| [[Chant of The Long Road]] | Bardic performance, Perform 6 ranks | You can channel your bardic performance into a marching song. |
| [[Chord of Distraction]] | Bardic performance, Perform 9 ranks | Use your bardic performance to render a foe flat-footed. |
| [[Doomspeak]] | Bardic performance class feature, Intimidate 8 ranks, Perform 8 ranks | You can demoralize an enemy with horrible condemnations and grim portents of impending doom. |
| [[Enchanting Song]] | Perform (any one) 5 ranks, [[Spell Focus]] (enchantment), Bardic performance | You can channel the power of your Bardic performance to temporarily increase the power of your enchantment spells. |
| [[Epic of The Lost King]] | Bardic performance, Perform 6 ranks | You can channel the power of your Bardic performance to reinvigorate your allies. |
| [[Haunting Melody]] | Bardic performance, Perform 9 ranks | You can use your music to inspire fear. |
| [[Inspire Spellpower]] | Perform (any one) 8 ranks, Bardic performance | You can use your Bardic performance to increase the power of your allies’ spells. |
| [[Ironskin Chant]] | Bardic performance, Concentration 12 ranks, Perform 12 ranks | You can channel the power of your Bardic performance to enable yourself to ignore minor injuries. |
| [[Lyric Spell]] | Bardic performance, Perform 9 ranks, ability to spontaneously cast 2nd-level arcane spells | You can channel the power of your Bardic performance into your magic, allowing you to expend uses of your Bardic performance ability to cast spells. |
| [[Metamagic Song]] | Any two metamagic feats, Bardic performance | You can channel the power of your Bardic performance into your magic, allowing you to pay the cost of metamagic feats by spending uses of your Bardic performance ability. |
| [[Misleading Song]] | Perform (any one) 5 ranks, [[Spell Focus]] (illusion), Bardic performance | You can channel the power of your Bardic performance to temporarily increase the power of your illusion spells. |
| [[Music of Growth]] | Bardic performance class feature, Perform 12 ranks | Your music can enhance the power of animals and plant creatures. |
| [[Music of Making]] | Bardic performance class feature, Perform 9 ranks | Echoing the music of creation, your own performance enhances any process of creation. |
| [[Music of the Outer Spheres]] | Perform (any) 11 ranks, bard level 9th | You can use your Bardic performance to create discordant, insane sounds. This music is particularly effective against aberrations, and can sicken them, vitalize them, or fill them with lethargy. |
| [[Snowflake Wardance]] | Bardic performance ability, Perform (dance) 6 ranks | You can flit about like snowflake on the breeze, cold and sharp. |
| [[Sound of Silence]] | Bardic performance, Perform 9 ranks | You can channel the power of your Bardic performance to deafen your foes. |
| [[Subsonics]] | Perform (any) 10 ranks, Bardic performance | Your bardic music inspires without others noticing. |
| [[Warning Shout]] | Bardic performance, Perform 9 ranks, evasion | The force of your performance is so potent that it can guide an ally to safety. |
| [[Windsinger]] | Bardic performance class feature, Perform (sing or wind instruments) 5 ranks | You can use song or a wind instrument to compel the winds to obey you. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Breath")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------- | --------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------ |
| [[Entangling Exhalation]] | Dragonblood subtype, breath weapon | You can use your breath weapon to create an entangling mesh of energy. |
| [[Exhaled Barrier]] | Dragonblood subtype, breath weapon | You can use your breath weapon to create a wall of energy. |
| [[Exhaled Immunity]] | Dragonblood subtype, breath weapon | You can use your breath weapon to grant a willing creature immunity to energy. |
| [[Extra Exhalation]] | Dragonblood subtype, breath weapon with limited uses per day | You can use your breath weapon one more time per day than normal. |
| [[Furious Inhalation]] | Dragonblood subtype, Con 13, Rage class feature, bite attack, breath weapon | While raging, you can use your breath weapon to deal energy damage with your bite attacks. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Ceremony")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| --------------------------- | ----------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| [[Armor of Scales]] | Dragonborn subtype, Knowledge (religion) 4 ranks | You imbue a target with the protection of a dragon's hide. |
| [[Blessing of The Godless]] | Evil, Knowledge (religion) 6 ranks | You invoke the dreadful power of darkness and evil to fill your allies with terrible power. |
| [[Fell Conspiracy]] | Wis 13, Knowledge (religion) 4 ranks | You forge a connection with a target to ease communications and to keep you apprised of developments in the field. |
| [[Heart of Dragons]] | Dragonblood subtype, any draconic feat, Knowledge (religion) 3 ranks | You imbue your allies with draconic power. |
| [[Ritual Blessing]] | Good alignment, Knowledge (religion) 4 ranks | You call upon the powers of goodness and light to bless your allies. If your religious studies are advanced enough, the rituals you learn allow you to ward against illness or poison, enhance your healing abilities, and protect against evil. |
| [[Ritual Blood Bonds]] | Orc subtype, Knowledge (religion) 4 ranks | You invest your allies with the mighty power of your totem, god, or similar divine entity. These rituals allow you to forge bonds between warriors that stand the test of combat. |
| [[Slayer of Dragons]] | Knowledge (religion) 4 ranks, must not be of the dragonborn subtype, must not have any draconic feats | You protect your allies from the ravages they are sure to lace while hunting dragons. |
| [[Words of Draconic Power]] | Knowledge (religion) 4 ranks, Speak Language (Draconic) | You tap into the great tradition of draconic magic to enhance the words of your allies. |
%% DATAVIEW_PUBLISHER: end %%
## Combat Feats
Combat feats can be selected as fighters’ bonus feats, but other characters can select them as well.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Combat")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[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]]s, [[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]] | — | — |
| [[Agile Shield Fighter]] | [[Shield Proficiency]]s, [[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]] | [[06 Heroes of Temnia/Feats/Combat Expertise.md\|Combat Expertise]] | You are good at protecting nearby allies. |
| [[Animal Affinity]] | — | +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. |
| [[Axeshield]] | [[06 Heroes of Temnia/Feats/Weapon Focus.md\|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 |
| [[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. |
| [[Blood-Spiked Charger]] | Str 13, [[Weapon Proficiency]], [[Power Attack]], [[Weapon Focus]], [[Weapon Focus]], base attack bonus +6 | — |
| [[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]] | [[06 Heroes of Temnia/Feats/Combat Reflexes.md\|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 Awareness]] | — | Learn how many hit points those adjacent to you possess. |
| [[Combat Cloak Expert]] | Dex 15, Int 13, [[Combat Expertise]], [[Dodge]], base attack bonus +6 | You are adept at turning your cloak into a vital part of your combat repertoire. By twirling it about you, sweeping it over enemies, and using it to conceal your weapon, you can catch an opponent by surprise. |
| [[Combat Defense]] | Dex 13, Wis 13, [[Combat Focus]], [[Dodge]], base attack bonus +6 | The state of keen focus and mental discipline you attain in combat allows you to shift the focus of your defense from one opponent to another with careful, precise maneuvers. |
| [[Combat Expertise]] | — | Trade attack bonus for AC bonus |
| [[Combat Focus]] | Wis 13 | You can enter combat focus, granting +2 to Will saves. |
| [[Combat Intuition]] | Sense Motive 4 ranks, base attack bonus +5 | Assess the challenge presented by another creature as a move action. |
| [[Combat Panache]] | Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks | Your glowing personality and sharp performance abilities allow you to navigate the battlefield on sheer chutzpah alone. While others rely on swords and armor, you use your cutting wit and ability to manipulate others. |
| [[Combat Reflexes]] | — | You can make additional attacks of opportunity. |
| [[Combat Stability]] | Wis 13, [[Combat Focus]], base attack bonus +3 | +4 to CMD while in Combat Focus |
| [[Combat Strike]] | Wis 13, [[Combat Focus]], any two other combat form feats, base attack bonus +15 | Release your combat focus to gain a bonus on attack and damage rolls. |
| [[Combat Vigor]] | Wis 13, [[Combat Focus]], base attack bonus +9 | Gain fast healing 2 while in combat focus. |
| [[Cometary Collision]] | Str 13, [[Powerful Maneuvers]], [[Power Attack]] | You can charge foe who try to charge you or your allies |
| [[Coordinated Shot]] | [[Point-Blank Shot]], [[Precise Shot]] | You are extraordinarily talented at making ranged attacks past 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]] | [[06 Heroes of Temnia/Feats/Weapon Focus.md\|Weapon Focus]] | Demoralize all foes within 30 feet who can see your display |
| [[Deadeye Shot]] | [[Point-Blank Shot]], [[Precise Shot]], base attack bonus +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]] | — | — |
| [[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 |
| [[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. |
| [[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]] | [[06 Heroes of Temnia/Feats/Deft Maneuvers.md\|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]] | 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]] | [[06 Heroes of Temnia/Feats/Heavy Armor Proficiency.md\|Heavy Armor Proficiency]] | +1 to AC when wearing light or medium armor. |
| [[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 |
| [[Great Stag Berserker]] | Rage class feature | Your fighting style employs aggressive charges in the manner of your lodge's totem animal. |
| [[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]] | — | +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. |
| [[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]] | [[06 Heroes of Temnia/Feats/Shield Proficiency.md\|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]] | — | — |
| [[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]] | [[06 Heroes of Temnia/Feats/Shield Proficiency.md\|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]] | — | 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. |
| [[Kobold Foe Strike]] | Hatred racial trait | You are more effective in combat against your racial enemies. |
| [[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]] | — | 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’s 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]] | [[06 Heroes of Temnia/Feats/Mounted Combat.md\|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. |
| [[Parrying 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. |
| [[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 |
| [[Phalanx Fighting]] | [[Weapon Proficiency]] a heavy shield, base attack bonus +1 | You are trained in fighting in close formation with your allies. |
| [[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]] | [[06 Heroes of Temnia/Feats/Weapon Specialization.md\|Weapon Specialization]] | Do not provoke attacks of opportunity while firing one ranged weapon group |
| [[Point-Blank Shot]] | [[06 Heroes of Temnia/Feats/Precise Shot.md\|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. |
| [[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 |
| [[Snow Tiger Berserker]] | Dexterity 13, rage class feature | You have learned how to pounce on your foes, much like your totem spirit. |
| [[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]] | [[06 Heroes of Temnia/Feats/Shield Proficiency.md\|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]] | [[06 Heroes of Temnia/Feats/Unarmed Combatant.md\|Unarmed Combatant]] | You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal. |
| [[Vexing Flanker]] | [[06 Heroes of Temnia/Feats/Combat Reflexes.md\|Combat Reflexes]] | Gain a +4 bonus to hit when flanking |
| [[Vital Strike]] | Base attack bonu+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 |
| [[zzzGoad]] | Cha 13, base attack bonus +1 | You are skilled at inducing opponents to attack you. |
| [[zzzMartial Study]] | — | Gain the use of a martial maneuver |
| [[zzzVeteran Knowledge]] | Base attack bonus +2, Knowledge (history) 1 rank | You are capable of seeing potential battlefield advantages where others cannot. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Combat Form")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| -------------------- | -------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| [[Combat Awareness]] | — | Learn how many hit points those adjacent to you possess. |
| [[Combat Defense]] | Dex 13, Wis 13, [[Combat Focus]], [[Dodge]], base attack bonus +6 | The state of keen focus and mental discipline you attain in combat allows you to shift the focus of your defense from one opponent to another with careful, precise maneuvers. |
| [[Combat Focus]] | Wis 13 | You can enter combat focus, granting +2 to Will saves. |
| [[Combat Stability]] | Wis 13, [[Combat Focus]], base attack bonus +3 | +4 to CMD while in Combat Focus |
| [[Combat Strike]] | Wis 13, [[Combat Focus]], any two other combat form feats, base attack bonus +15 | Release your combat focus to gain a bonus on attack and damage rolls. |
| [[Combat Vigor]] | Wis 13, [[Combat Focus]], base attack bonus +9 | Gain fast healing 2 while in combat focus. |
%% DATAVIEW_PUBLISHER: end %%
## Critical Feats
...
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Critical")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ----------------------- | -------------------------------------------------------------- | ---------------------------------------------------------- |
| [[Blinding Critical]] | [[Critical Focus]], base attack bonus +15 | — |
| [[Deafening Critical]] | [[Critical Focus]], base attack bonus +13 | Defent foes with your critical hits |
| [[Exhausting Critical]] | [[Critical Focus]], Tiring Critical, base attack bonus +15 | Whenever you score a critical hit, the target is exhausted |
| [[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 |
%% DATAVIEW_PUBLISHER: end %%
## Deformity Feats
A subset of Vile feats, deformity feats allow a depraved creature to mutilate their own body to make them stronger.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Deformity")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ---------------------------- | -------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- |
| [[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. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Devil-Touched")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------- | --------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Devil's Aura]] | Cha 13, Intimidate 9 ranks, [[Devil's Favor]] | Your close association with diabolic powers stains your soul. By focusing your power, you can cause other creatures to become unsettled and nervous in your presence. |
| [[Devil's Favor]] | — | You can enlist dark powers to aid you in battle |
| [[Devil's Flesh]] | Con 15, [[Devil's Favor]] | Your skin thickens and assumes a scaled, leathery texture that turns aside blows but serves as a clear mark of your taint. |
| [[Devil's Sight]] | Wis 15, [[Devil's Favor]] | Your eyes glow red with infernal energy, allowing you to pierce magical darkness. |
| [[Devil's Stamina]] | [[Devil's Favor]], base Fortitude save +3 | Your body is infused with the toughness and fortitude of a devil. You can shrug off attacks that would slay a lesser creature. |
| [[Devil's Tongue]] | Cha 15, [[Devil's Favor]] | You gain a devil's talent for trickery and deceit. Your words form a verbal maze that clouds your opponent's mind. As a physical mark of this ability, your tongue becomes forked like a serpent's. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Divine")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ---------------------------- | ----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| [[Alignment Channel]] | Ability to channel energy | — |
| [[Blackwater Invocation]] | Ability to channel negative energy | You can channel negative energy to chill and darken water surrounding water. |
| [[Command Undead]] | Channel negative energy class feature | Control undead with your channeled energy |
| [[Consecrate Spell Trigger]] | [[Craft Wand]] or [[Craft Staff]], channel energy class feature | You can channel holy power through a spell trigger item, such as a wand or staff. |
| [[Disciple of The Sun]] | Channel energy class feature, good alignment | You can destroy undead instead of merely turning them. |
| [[Divine Censure]] | channel energy class feature, good alignment | Channel divine energy to instill fear in evil outsiders. |
| [[Divine Cleansing]] | Channel energy class feature | Channel energy to grant a bonus to Fortitude saves. |
| [[Divine Damage Reduction]] | Divine caster level 5th, Channel energy class feature | Channel energy to grant DR 5/— for 1 round. |
| [[Divine Defiance]] | Divine caster level 3rd, Channel energy class feature | Channel divine energy to counterspell. |
| [[Divine Earthsheild]] | Con 13, Wis 13, [[Earth Sense]], [[Earth's Warding]], [[Elemental Channel]] (earth) | Channel energy to grant DR 5/adamantine. |
| [[Divine Essence]] | Con 13 or veilweaver level 1, Channel Energy class feature | Channel energy to imbue yourself with akasha. |
| [[Divine Fortune]] | Divine caster level 5th, Channel energy class feature | Channel energy to gain a +4 bonus on a saving throw. |
| [[Divine Justice]] | Channel energy class feature | Channel divine energy to deal extra melee damage to evil outsiders. |
| [[Divine Metamagic]] | Channel energy class feature, at least one metamagic feat. | Channel energy to fuel your metamagic. |
| [[Divine Resistance]] | Channel energy class feature, [[Divine Cleansing]] | Channel energy to grant your allies energy resistance. |
| [[Divine Retribution]] | Channel energy class feature | Channel divine energy to turn your foe's strength against him. |
| [[Divine Shield]] | Channel energy class feature, [[Shield Proficiency]] | Channel energy to make your shield more effective. |
| [[Divine Spell Power]] | Channel energy class feature, able to cast 1st-level divine spells | Channel energy to enhance your divine caster level. |
| [[Divine Spellshield]] | Air domain, channel energy class feature, [[Elemental Channel]] | Channel energy to help your allies resist spells and spell-like effects. |
| [[Divine Spirit]] | Channel energy class feature, one Devoted Spirit stance | Channel energy to give yourself a burst of healing |
| [[Divine Touch]] | Channel energy class feature | Channeled energy can imbue weapons with the ability to affect incorporeal creatures. |
| [[Divine Vengeance]] | channel energy class feature, [[Extra Channel]] | Channel energy to deal additional damage against undead in melee. |
| [[Divine Vigor]] | Channel energy class feature | You can channel energy to increase your speed and durability. |
| [[Divine Ward]] | Channel energy class feature | Channel energy to creature a ward between you and an ally. |
| [[Dragonfire Channeling]] | Cha 11, dragonborn subtype, Channel energy class feature or elementals | Channel draconic fire through your holy symbol. |
| [[Earth's Warding]] | Con 13, Wis 13, [[Earth Sense]], [[Elemental Chanel]] | You can channel energy to infuse your skin with the strength of the earth. |
| [[Elemental Channel]] | Channel energy class feature | Channel energy can harm or heal elementals |
| [[Elemental Smiting]] | [[06 Heroes of Temnia/Feats/Elemental Channel.md\|Elemental Channel]] | You can channel elemental energy to deal extra damage to creatures tied to a specific element. |
| [[Focus Channeling]] | Cha 13, [[Extra Channel]], Knowledge (relgion) 5 ranks | — |
| [[Glorious Weapons]] | Channel energy class feature | You can channel positive or negative energy to imbue your allies’ weapons with an alignment. |
| [[Heighten Turning]] | Cha 13, [[Extra Channel]] | Spend an extra channel energy use to make your channeled energy harder to resist |
| [[Lightbringer]] | Damaran Human subtype, able to cast divine spells, able to channel energy | You can channel positive energy into your spells so that they glow with holy power. |
| [[Monk of the Triad]] | Initiate of Ilmater, Initiate of Torm, or Initiate of Tyr | You have been initiated into the greatest secrets of the Triad, the godly triumvirate of Tyr, Torm, and Ilmater. |
| [[Persistent Refusal]] | Channel energy class feature | You can channel divine energy to make a second save against an effect that specifically targets you. |
| [[Pierce The Darkness]] | channel energy class feature, darkvision | You can channel positive energy to temporarily increase the range of your darkvision. |
| [[Pious Defiance]] | Channel energy class feature | You can channel positive or negative energy to firm your resolve. |
| [[Profane Aura]] | Divine caster level 9th, channel negative energy class feature | You call upon the dark powers you worship to fill the area around you with a dreadful mist that obscures sight. |
| [[Profane Boost]] | channel energy class feature | You can channel negative energy to increase the power of inflict wounds spells cast near you. |
| [[Profane Lifeleech]] | Channel negative energy class feature | You can channel negative energy to draw the life force from nearby living creatures. |
| [[Profane Outburst]] | channel energy class feature, evil alignment | With a horrendous release of divine energy, you steel your undead allies and minions against harm. |
| [[Profane Vigor]] | Cha 11, channel negative energy class feature | You can channel negative energy to heal nearby undead allies of physical damage. |
| [[Purify Spell Trigger]] | [[Craft Wand]] or [[Craft Staff]], channel energy class feature | You can channel holy power through a spell trigger item, such as a wand or staff. |
| [[Roots of the Mountain]] | Ability to channel against earth creatures, stability racial trait | You can channel energy to make yourself immovable. |
| [[Sacred Boost]] | channel energy class feature | You can channel positive energy to increase the power of _cure wounds_ spells cast near you. |
| [[Sacred Healing]] | channel energy class feature | You can channel divine energy to aid in your efforts to tend to a comrade's injuries, sickness, or other conditions. |
| [[Sacred Purification]] | Sacred Healing, channel energy 3d6 | You serve as a conduit of divine energy, filling the area around you with power that aids the living and saps the undead. |
| [[Sacred Radiance]] | Divine caster level 9th, channel energy class feature | You channel divine energy to fill the area around you with a soothing, gentle radiance. |
| [[Sacred Vengeance]] | Channel energy class feature | You can channel energy to deal extra damage against undead in melee. |
| [[Sacred Vitality]] | Channel energy class feature | You can channel positive energy to gain protection from damage to your abilities or your life force. |
| [[Sanctify Water]] | Cha 13, ability to channel positive energy | You can call upon positive energy to momentarily transform normal water around you into holy water. This feat is often learned by the clerics and paladins of sea gods, as well as aquatic clerics of all stripes. |
| [[Spurn Death's Touch]] | Channel energy class feature | You can channel divine energy to remove some of the harmful effects of attacks made by undead creatures. |
| [[Turn Undead]] | Channel positive energy class feature | Channel energy can be used to make undead flee |
| [[Via Negativa]] | Channel energy class feature | You can channel greater amounts of negative energy into your _inflict_ spells. |
| [[Via Positiva]] | Channel energy class feature | You can channel greater amounts of positve energy into your _cure_ spells. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Domain")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ---- | ------------ | ------- |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
WHERE contains(Type, "Draconic")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| -------------------------- | ---------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------ |
| [[Black Dragon Lineage]] | [[Draconic Heritage]] (black), sorcerer level 3rd | You have attuned yourself to your black dragon ancestry and can poison foes with your touch. |
| [[Blue Dragon Lineage]] | [[Draconic Heritage]] (blue), sorcerer level 3rd | You have learned to harness the powers of your blue dragon ancestry and can hurl orbs of lightning. |
| [[Brass Dragon Lineage]] | [[Draconic Heritage]] (brass), sorcerer level 3rd | You have unlocked the power of your brass dragon ancestry and can put |
| [[Bronze Dragon Lineage]] | [[Draconic Heritage]] (bronze), sorcerer level 3rd | You have tapped into your bronze dragon blood and can channel arcane energy to repel foes. |
| [[Copper Dragon Lineage]] | [[Draconic Heritage]] (copper), sorcerer level 3rd | You have learned to channel the powers of your copper dragon ancestry to hinder your enemies' mobility. |
| [[Draconic Arcane Grace]] | [[Draconic Heritage]], sorcerer level 1st | You can convert some of your arcane spell energy into a saving throw bonus. |
| [[Draconic Armor]] | [[Draconic Heritage]], sorcerer level 1st | You learn to block damage from successful attacks, lessening the blows with spell energy. |
| [[Draconic Breath]] | [[Draconic Heritage]], sorcerer level 1st | You can convert some of your arcane spell energy into a breath weapon. |
| [[Draconic Claw]] | [[Draconic Heritage]], sorcerer level 1st | You develop natural weapons like those of your draconic ancestors. |
| [[Draconic Flight]] | [[Draconic Heritage]], sorcerer level 1st | The secret of draconic flight has been revealed to you, granting you the ability to fly occasionally. |
| [[Draconic Heritage]] | Sorcerer level 1st | You have a greater connection with your draconic bloodline than others of your kind. |
| [[Draconic Knowledge]] | [[Draconic Heritage]], sorcerer level 1st | Your draconic blood lets you access ancient draconic knowledge. |
| [[Draconic Legacy]] | Any four draconic feats | You have realized greater arcane power through your draconic heritage. |
| [[Draconic Persuasion]] | [[Draconic Heritage]], sorcerer level 1st | Your arcane talents lend you a great deal of allure. |
| [[Draconic Power]] | [[Draconic Heritage]], sorcerer level 1st | You have greater power when manipulating the energies of your heritage. |
| [[Draconic Presence]] | [[Draconic Heritage]], sorcerer level 1st | When you use your magic, your mere presence can terrify those around you. |
| [[Draconic Resistance]] | [[Draconic Heritage]], sorcerer level 1st | Your bloodline hardens your body against effects related to the nature of your progenitor. |
| [[Draconic Senses]] | Cha 11, dragonborn subtype | Your draconic blood grants you great sensory powers. |
| [[Draconic Skin]] | [[Draconic Heritage]], sorcerer level 1st | Your skin takes on a sheen, luster, and hardness related to your draconic ancestor. |
| [[Draconic Toughness]] | [[Draconic Heritage]], sorcerer level 1st | Your draconic nature reinforces your body as you embrace your heritage. |
| [[Draconic Vigor]] | [[Draconic Heritage]], sorcerer level 1st | You gain some of the vitality of your draconic ancestry when casting spells. |
| [[Dragonfire Assault]] | Str 13, Cha 11, dragonborn subtype, [[Power Attack]] | Convert power attack damage to energy damage. |
| [[Dragonfire Channeling]] | Cha 11, dragonborn subtype, Channel energy class feature or elementals | Channel draconic fire through your holy symbol. |
| [[Dragonfire Inspiration]] | Cha 11, dragonborn subtype, Bardic performance | You can channel the power of your draconic ancestry into the attacks of your allies. |
| [[Dragonfire Strike]] | Cha 11, dragonborn subtype, sneak attack | You can call upon your innate draconic power to augment certain weapon attacks. |
| [[Gold Dragon Lineage]] | [[Draconic Heritage]] (gold), sorcerer level 3rd | You can harness the legacy of your gold dragon ancestry to protect your allies. |
| [[Green Dragon Lineage]] | [[Draconic Heritage]] (green), sorcerer level 3rd | Your link to your green dragon ancestors allows you to weaken the wills of others. |
| [[Red Dragon Lineage]] | [[Draconic Heritage]] (red), sorcerer level 3rd | The fiery blood of red dragons runs within your veins, allowing you to produce flames from thin air. |
| [[Silver Dragon Lineage]] | [[Draconic Heritage]] (silver), sorcerer level 3rd | You are the descendant of silver dragons and can harness your ancestors' power to paralyze your opponents. |
| [[White Dragon Lineage]] | [[Draconic Heritage]] (white), sorcerer level 3rd | Your veins run with the savage blood of white dragons, allowing you to whip yourself into a rage-like state. |
%% DATAVIEW_PUBLISHER: end %%
## Epic Feats
These feats are available to characters of 2lst level or higher. Dragons of at least old age also can choose these feats even if they have no class levels.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Epic")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------------- | ------------ | ------------------------------ |
| [[Additional Magic Item Space]] | — | You can wear more magic items. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Exalted")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ---------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Animal Friend]] | Cha 15, wild empathy class feature | Animals respond favorably to the aura of goodness that exudes from you. |
| [[Blessed of The Seven Sisters]] | Able to cast 6th-level arcane spells | As a result of a personal connection to one of the Seven Sisters, you have a taste of Mystra's special favor. |
| [[Celestial Familiar]] | Able to acquire a new familiar, minimum level requirement (see below) | As long as you are able to acquire a new familiar, you may receive a celestial as a familiar. |
| [[Celestial Mount]] | Paladin level 4th | Your special mount is a true creature of the heavens. |
| [[Consecrate Spell Trigger]] | [[Craft Wand]] or [[Craft Staff]], channel energy class feature | You can channel holy power through a spell trigger item, such as a wand or staff. |
| [[Defender of The Homeland]] | Wis 13, any good alignment | You have sworn a sacred oath to protect your country from evil |
| [[Exalted Channeling]] | channel energy class feature | You channel energywith such power that affected undead take damage. |
| [[Exalted Companion]] | Able to acquire a new animal companion, minimum level requirement (see below) | Instead of an animal companion, you have a magical beast of good alignment. |
| [[Exalted Smite]] | Smite evil class ability | Your smite ability is empowered with holy energy. |
| [[Exalted Spell Resistance]] | Cha 15, spell resistance | You are particularly resistant to evil spells. |
| [[Exalted Wild Shape]] | Wild shape class ability, wild shaping class level 8th | You can use your wild shape ability to take the form of a good-aligned magical beast. |
| [[Favored of The Companions]] | — | You swear allegiance to Talisid or one of the Five Companions, the paragons of the guardinals, and in exchange gain power to act on their behalf. |
| [[Fist of the Heavens]] | Wis 15, Sanctify Ki Strike, [[Stunning Fist]] | Your stunning attack is empowered by celestial might. |
| [[Gift of Discernment]] | — | You can rely on your conscience to steer you away from evil deeds. |
| [[Gift of Faith]] | Wis 13 | You have an unusual capacity to trust in divine providence working all things for the good. |
| [[Gift of Grace]] | Divine grace class ability | You can improve the saving throws of your allies by sharing some of your divine grace. |
| [[Hands of A Healer]] | Cha 13, lay on hands class ability | You can heal more damage than normal by laying on hands. |
| [[Holy Ki Strike]] | Cha 15, [[Unarmed Combatant]], Ki strike (holy), Sanctify Ki Strike | Your unarmed attacks deal extra damage to evil creatures |
| [[Holy Radiance]] | Cha 15, Nimbus of Light | You can increase the intensity of the light surrounding you to damage undead creatures. |
| [[Holy Subdual]] | Subduing Strike | You can turn bonus damage into nonlethal damage. |
| [[Intuitive Attack]] | Base attack bonus +1 | You fight by faith more than brute strength. |
| [[Knight of Stars]] | Once per day, while performing an act of good, you may call upon your eladrin patron to gain a +1 luck bonus on any one roll or check | You swear allegiance to the Court of Stars, the paragons of the eladrin, and in exchange gain power to act on their behalf. |
| [[Knight of The Red Falcom]] | Cleric, fighter, or paladin 4th, member of the Order of the Red Falcon | Your military order has a legendary ability to survive against overwhelming odds. |
| [[Knight of The Risen Scepter]] | Paladin or ranger 8th, patron deity Osiris | Your military order is dedicated to fighting Set and his minions, and even death cannot stop you from this task. |
| [[Knight of Tyr's Holy Judgement]] | Int 13, member of the Knights of Holy Judgment | You can draw upon the power of Tyr to sense and understand the law and to locate devils. |
| [[Knight of Tyr's Merciful Sword]] | Wis 13, member of the Knights of the Merciful Sword | You can draw upon the power of Tyr to sense where you are needed. |
| [[Lliira's Blessing]] | Escape Artist 1 rank, Nimbus of Light | Thanks to the favor of the goddess of freedom, you are difficult to restrain. |
| [[Nemesis]] | Favored enemy class ability | You are the holy bane of creatures of a particular type. |
| [[Nymph's Kiss]] | Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level | By maintaining an intimate relationship with a good-aligned fey (such as a nymph or dryad), you gain some of the characteristics of fey. |
| [[Paladin of the Noble Heart]] | Knowledge (religion) 4 ranks, member of the Companions of the Noble Heart | You are tasked by Ilmater to eliminate cruelty from the world, particularly that of Loviatar. |
| [[Purify Spell Trigger]] | [[Craft Wand]] or [[Craft Staff]], channel energy class feature | You can channel holy power through a spell trigger item, such as a wand or staff. |
| [[Quell The Profane]] | Str 13, [[Power Attack]], Resounding Blow, base attack bonus +8 | Your mightiest attacks weaken evil foes. |
| [[Righteous Wrath]] | Rage class ability | Your rage is empowered with divine fury. |
| [[Sacred Strike]] | Sneak attack class ability | Your sneak attack is enhanced by your unshakable faith in a good-aligned deity. |
| [[Sacred Vow]] | You gain a +2 perfection bonus on Diplomacy checks | You have willingly given yourself to the service of a good deity or cause, denying yourself an ordinary life to better serve your highest ideals. |
| [[Sanctify Ki Strike]] | [[Unarmed Combatant]], Ki strike (lawful), Cha 15 | Sacred power suffuses your unarmed strikes. |
| [[Sanctify Martial Strike]] | Cha 15, [[Weapon Focus]] | Sacred power suffuses your attacks with a certain kind of weapon. |
| [[Sanctify Natural Attack]] | One or more natural weapon attacks, base attack bonus +5 | You can focus holy power into your natural attacks. |
| [[Sanctify Weapon]] | Able to cast _align weapon_ | You can focus holy power into your weapon. |
| [[Servant of The Heavens]] | Once per day, while performing an act of good, you may call upon your archon patron to gain a +1 luck bonus on any one roll or check | You swear allegiance to one of the Tome Archons who rule the Seven Heavens, and in exchange gain power to act on their behalf. |
| [[Stigmata]] | Nimbus of Light | You bear the marks of wounds on your body, as sort of a living martyrdom. |
| [[Touch of Golden Ice]] | Con 13 | Your touch is poisonous to evil creatures. |
| [[Vow of Abstinence]] | Sacred Vow | You have taken a sacred vow to abstain from alcoholic beverages, drugs, stimulants such as caffeine, and intoxication. |
| [[Vow of Chastity]] | Sacred Vow | You have taken a sacred vow to refrain from marriage and sexual intercourse. |
| [[Vow of Nonviolence]] | Sacred Vow | You have taken a sacred vow to avoid violence against humanoids. |
| [[Vow of Obedience]] | Sacred Vow | You have taken a sacred vow to live according to the dictates of another, generally your superior in a religious order or similar organization. |
| [[Vow of Peace]] | Sacred Vow, Vow of Nonviolence | You have taken a sacred vow to abstain from harming any living creature. |
| [[Vow of Poverty]] | Sacred Vow | You have taken a sacred vow to forswear material possessions. |
| [[Vow of Purity]] | Sacred Vow | You have taken a sacred vow to avoid contact with dead flesh |
| [[Words of Creation]] | Int 15, Cha 15, base Will save bonus +5 | You have learned a few of the words that were spoken to create the world. |
%% DATAVIEW_PUBLISHER: end %%
## 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).
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Heritage")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ---------------------------------- | ---------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Air Heritage]] | — | You are descended from creatures native to the Elemental Plane of Air. You share some of your ancestors’ natural agility and grace. |
| [[Anarchic Heritage]] | Nonlawful alignment | You are descended from creatures native to the planes of chaos. You share some of your ancestors’ natural resistance to effects that would reshape your form, and you are resistant to the magic of lawful foes. |
| [[Axiomatic Heritage]] | Nonchaotic alignment | You are descended from creatures native to the planes of law. |
| [[Celestial Heritage]] | Nonevil alignment | +4 on saves vs. disease and +1 on saves vs. evil creatures |
| [[Celestial Sorcerer Aura]] | [[Celestial Sorcerer Heritage]], sorcerer level 1st | Expend spell slots to create an aura of me |
| [[Celestial Sorcerer Heritage]] | Sorcerer level 1st | Bonus on saves vs. electricity and petrification; Add _protection from evil_ to spells known. |
| [[Celestial Sorcerer Lance]] | [[Celestial Sorcerer Heritage]], sorcerer level 1st | Expend spell slot to release a beam of holy energy. |
| [[Celestial Sorcerer Lore]] | [[Celestial Sorcerer Heritage]], any two other celestial sorcerer heritage feats, sorcerer level 1st | Add _magic circle against evil, tongues,_ and _teleport_ to your list of spells known. |
| [[Celestial Sorcerer Wings]] | [[Celestial Sorcerer Heritage]], sorcerer level 1st | Expend spell slots to fly breifly |
| [[Earth Heritage]] | — | You are natually stable. |
| [[Fey Heritage]] | Nonlawful alignment | You are naturally resistant to the most common effects produced by your fey ancestors. |
| [[Fey Legacy]] | Nonlawful alignment, Fey Heritage, character level 9th | The magical powers of your ancestors manifest in you. |
| [[Fey Power]] | Nonlawful alignment, Fey Heritage | Your fey heritage augments the power of certain types of magic. |
| [[Fey Presence]] | Nonlawful alignment, Fey Heritage, character level 6th | You share your ancestors' knack for playing tricks on the minds of others. |
| [[Fey Skin]] | Nonlawful alignment, Fey Heritage | Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron. |
| [[Fiendish Heritage]] | Non-good alignment | You are descended from creatures native to the Lower Planes. You share some of your ancestors' natural resistance to poison, and you are resistant to the magic of good foes. |
| [[Fiendish Legacy]] | Non-good alignment, Fiendish Heritage, character level 9th | The magical powers of your ancestors manifest in you. |
| [[Fiendish Power]] | Non-good alignment, Fiendish Heritage | Your fiendish heritage augments the power of certain types of magic. |
| [[Fiendish Presence]] | Non-good alignment, Fiendish Heritage, character level 6th | You share your ancestors' ability to tamper with the minds of weak-minded fools. |
| [[Fiendish Resistance]] | Non-good alignment, Fiendish Heritage | Your bloodline inures you against corrosion and fire. |
| [[Fire Heritage]] | — | You are descended from creatures native to the Elemental Plane of Fire. You share some of your ancestors’ natural reaction speed, and your natural attacks are red-hot. |
| [[Improved Elemental Heritage]] | Air Heritage, Earth Heritage, Fire Heritage, or Water Heritage | You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental effects. |
| [[Improved Outer Planar Heritage]] | Anarchic Heritage, Axiomatic Heritage, Celestial Heritage, or Fiendish Heritage | Your ancestral tie to the Outer Planes manifests as an ability to deal damage with your natural attacks as if they matched the alignment of your ancestors. |
| [[Infernal Sorcerer Eyes]] | [[Infernal Sorcerer Heritage]], sorcerer level 1st | Your eyes glow with infernal fire, allowing you to see through magical darkness. |
| [[Infernal Sorcerer Heritage]] | Sorcerer level 1st | Your innate magic derives from infernal ancestors. Your blood is thick with their power, allowing you to exhibit a variety of abilities. |
| [[Infernal Sorcerer Howl]] | Infernal Sorcerer Heritage, sorcerer level 1st | You channel the fury of your infernal ancestors into a thunderous roar that blasts your enemies with sonic power. |
| [[Infernal Sorcerer Resistance]] | Infernal Sorcerer Heritage, sorcerer level 1st | You are as tough and resilient as an infernal monstrosity, allowing you to shrug off acid and cold damage. |
| [[Natural Heavyweight]] | Your carrying capacity is doubled | You are descended from creatures native to a plane of heavy gravity. On planes with normal gravity, you feel light and buoyant. |
| [[Shadow Heritage]] | You gain a +3 bonus on Stealth checks when in an area of darkness or shadowy illumination | You are descended from creatures native to the Plane of Shadow. You share some of your ancestors’ natural stealth, but only in areas of dim or no illumination. |
| [[Water Heritage]] | You gain a swim speed of 20 feet, or your existing swim speed increases by 20 feet | You are descended from creatures native to the Elemental Plane of Water. You share some of your ancestors’ natural aquatic talents. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Hero Point")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------------ | ---------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[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. |
| [[Heroic Preparation]] | 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. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Host")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ----------------------- | --------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- |
| [[Aggressive Mind]] | — | The psionic entity you host gives you access to psi-like abilities capable of disrupting the mind of your enemy. |
| [[Antagonist]] | — | The psionic entity you host seeks to cause damage and mayhem, and you have powers to further that end. |
| [[Defensive Shell]] | — | Your psionic symbiote bolsters your defenses |
| [[Host Focus]] | Any other host feat | You can use a psi-like ability granted by a host feat an extra time each day. |
| [[Pacifist]] | — | You host a psionic entity that dislikes combat and provides you psi-like abilities to help you avoid a fight. |
| [[Spiritual Force]] | Kala'saam or Any other host feat mind blade class feature | Expend Psionic focus to deal more damage with your mindblade. |
| [[Strength of Two]] | Kala'saam or any other host feat | As the host of a formless psionic entity, you possess immense willpower. |
| [[Telepathic Affinity]] | — | The entity you host gives you the ability to better communicate with other creatures. |
%% DATAVIEW_PUBLISHER: end %%
## Incarnum Feats
Incarnum 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).
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Incarnum") or contains(Type, "Akashic")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ----------------------------- | ------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Akasha-Imbued Body]] | — | The akasha within you coats your bones and infuses your muscles, making you more resilient. |
| [[Akasha-Infused Spells]] | 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]] | 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]] | 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]] | Con 13, [[Stunning Fist]] | You can channel essence to enhance your ability to deliver stunning attacks. |
| [[Akashic Luck]] | Con 13 or Veilweaver 1, any akashic feat | Your invested essence improves your luck. |
| [[Akashic Spellshaping]] | Con 13, ability to cast 1st-level spells | You gain the ability to invest incarnum into your spellcasting. |
| [[Body-Bound Mind]] | 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]] | Con 13, Str 13, [[Power Attack]] | Invest essence into your CMB and Power Attack damage. |
| [[Chakra Sprint]] | Con 13 | Invest essence into your movement. |
| [[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. |
| [[Chakra-Enhanced Fortitude]] | Con 13 or veilweaver level 1 | Invest essence into your Fortitude saves. |
| [[Chakra-Enhanced Reflexes]] | Con 13 or veilweaver level 1 | Invest essence into your Reflex saves. |
| [[Chakra-Enhanced Wil]] | Con 13 or veilweaver level 1 | Invest essence into your Will saves. |
| [[Daevic Rage]] | Rage class feature | You can channel akasha to enhance your rage. |
| [[Daevic Smite]] | 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]] | Con 13 or veilweaver level 1, Channel Energy class feature | Channel energy to imbue yourself with akasha. |
| [[Diving Fury]] | Fly speed, natural claw or slam attack, base attack bonus +6 | Swooping down on your foe, you unleash a furious barrage. |
| [[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. |
| [[Essence Focus]] | 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 Movement]] | Con 13, Dex 13, [[Dodge]] | You can channel incarnum to enhance your ability to avoid attacks against you. |
| [[Essence of Recovery]] | 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]] | Con 13, wild shape class feature | You can channel essence to enhance your combat prowess while wild shaped. |
| [[Essence of the Immortal]] | Con 15 or veilweaver level 5, must have an essence pool | You fortify your body with akasha, making you even more durable. |
| [[Focused Critical]] | Con 13 or veilweaver level 1 | You can focus your spirit into your weapon attacks, dealing more damage with successful critical strikes. |
| [[Healing Soul]] | Con 13, Heal 1 rank | You can draw upon the soul energy of essence to heal your wounds |
| [[Life Bond]] | Con 17, veilweaver level 5 | You can transfer your own vital essence into another. |
| [[Mind and Soul Blade]] | Con 13, ability to form a mind blade | You can forge your mind blade from a mixture of mental and soul energy, enabling you to deal devastating strikes with the weapon. |
| [[Pistolero’s Bind]] | 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]] | Con 13, Wis 13, Concentration 4 ranks | You can attune your soul to sense living creatures near you. |
| [[Treewalker]] | 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]] | Con 13, channel energy class feature | You can blast undead with incarnum-purified positive energy. |
| [[Veil-Touched Enmity]] | Con 13, favored enemy class feature | Akashic energy enhances your ability to deal with your favored enemies. |
| [[Veil-Touched Metamagic]] | Con 13, ability to cast 1st-level spells, any metamagic feat | You can channel essence to alter your prepared spellcasting. |
| [[Veil-Touched Nemesis]] | 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]] | Con 13 | By fusing your spells with akashic energy, they become more capable of overcoming enemy magic and spell resistance. |
| [[Veil-Woven Channeling]] | Con 13 or veilweaver level 1, Channel Energy class feature | You can enhance the power of your Channel Energy ability with akasha-focused power. |
| [[zzzSplit Chakra]] | — | Bind a chakra and use magic items in the same slot |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Initiate")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ----------------------------------- | -------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| [[Arcane Insight]] | Cleric level 3rd | By immersing yourself in the teachings of Boccob, you have unearthed magical secrets and gained special insight into arcane spellcasting. |
| [[Dread Tyranny]] | Cleric level 3rd, Str 13, deity Hextor | You are skilled at intimidating and dominating weaker beings. |
| [[Eternal Strength]] | Cleric level 5th, Str 13, deity Kord | You have taken Kord's fighting ways to heart. Throwing yourself into every brawl, you draw upon your mighty deity's strength. |
| [[Far Horizons]] | Cleric level 1st, deity Fharlanghn | By dedicating yourself to the philosophies of Fharlanghn, you have become a more world-wise and capable traveler. |
| [[Gatekeeper Initiate]] | Ability to spontaneously cast _summon nature's ally_ | You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an extraplanar assault by aberrations. |
| [[Greensinger Initiate]] | Ability to spontaneously cast _summon nature's ally_ | You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to the fey. |
| [[Initiate of Aasterinian]] | Cleric level 3rd, dragonborn subtype, deity Aasterinian | You live for the moment, reveling in new experiences without fear of consequence. |
| [[Initiate of Anhur]] | Cleric or ranger 5th, patron deity Anhur | You have been initiated into the greatest secrets of Anhur's church. |
| [[Initiate of Arvoreen]] | Halfling subtype, cleric or paladin 4th, patron deity Arvoreen | You have been initiated into the greatest secrets of Arvoreen's church. |
| [[Initiate of Astilabor]] | Cleric level 3rd, dragonborn subtype, deity Astilabor | You share your deity's desire to acquire and protect treasure, and she has recognized this by granting you an edge in achieving these goals. |
| [[Initiate of Bahamut]] | Cleric level 3rd. dragonborn subtype, deity Bahamas | The Platinum Dragon has entrusted you with great power in the battle against evil. |
| [[Initiate of Bane]] | Cleric level 5th, patron deity Bane | You have been initiated into the greatest secrets of Bane's church. |
| [[Initiate of Baravar Cloakshadow]] | Koth subtype, cleric or paladin 4th, patron deity Baravar Cloakshadow | You have been initiated into the greatest secrets of Baravar Cloakshadow's church. |
| [[Initiate of Cyric]] | Cleric level 3rd, patron deity Cyric | You have been initiated into the greatest secrets of Cyric's church. |
| [[Initiate of Eilistraee]] | Drow or half-drow, cleric or ranger 4th, patron deity Eilistraee | You have been initiated into the greatest secrets of Eilistraee's church. |
| [[Initiate of Falazure]] | Cleric level 3rd, dragonborn subtype, deity Falazure | Your celebration of death and decay has opened up new magical secrets involving the living and undead. |
| [[Initiate of Garyx]] | Cleric level 5th, dragonborn subtype, deity Garyx | You channel the cleansing fire of destruction, as wielded by your deity. |
| [[Initiate of Ghaunadaur]] | Cleric level 3rd, patron deity Ghaunadaur | You have learned the dread secrets of the god of oozes, slimes, jellies, and outcasts. |
| [[Initiate of Gond]] | Cleric level 1st, patron deity Gond | You have been initiated into the greatest secrets of Gond's church. |
| [[Initiate of Gruumsh]] | Orc subtype, ability to cast 2nd-level divine spells, patron deity Gruumsh | The singular eye of the great ore god Gruumsh watches over you. |
| [[Initiate of Helm]] | Cleric or paladin level 5th, patron deity Helm | You have been initiated into the greatest secrets of Helm's church. |
| [[Initiate of Hlal]] | Cleric level 5th, dragonborn subtype, deity Hlal | Fueled by faith in your deity, your audacity and bravery truly know no bounds. |
| [[Initiate of Horus-Re]] | Cleric, paladin, or ranger 4th, patron deity Horus-Re | You have been initiated into the greatest secrets of Horus-Re's church. |
| [[Initiate of Ilmater]] | Cleric or paladin level 7th, patron deity Ilmater | You have been initiated into the greatest secrets of Ilmater's church. |
| [[Initiate of Io]] | Cleric level 3rd, dragonborn subtype, deity Io | Your deity has entrusted you with the responsibility of tending to dragonkind. |
| [[Initiate of Kossuth]] | Cleric level 3rd, patron deity Kossuth | You have faced the fierce elemental flame and unlocked some of the secrets of Kossuth's church. |
| [[Initiate of Lathander]] | Cleric level 1st, patron deity Lathander | You have been initiated into the greatest secrets of Lathander's church. |
| [[Initiate of Lendys]] | Cleric level 3rd, dragonborn subtype, deity Lendys | Your dedication to justice grants you the ability to ferret out and punish wrongdoers. |
| [[Initiate of Loviatar]] | Cleric level 5th, patron deity Loviatar | You have been initiated into the greatest secrets of Loviatar's church. |
| [[Initiate of Malar]] | Cleric or druid level 3rd, patron deity Malar | — |
| [[Initiate of Milil]] | Cleric or paladin 4th, Perform (any) 3 ranks, patron deity Milil | You have been initiated into the greatest secrets of Milil's church. |
| [[Initiate of Mystra]] | Cleric level 3rd, patron deity Mystra | You have been initiated into the greatest secrets of Mystra's church. |
| [[Initiate of Nature]] | Cleric or druid level 5th, patron deity Eldath, Mielikki, or Silvanus | You have been initiated into the greatest secrets of Eldath's, Mielikki's, or Silvanus's church. |
| [[Initiate of Nobanion]] | Cleric or paladin 4th, patron deity Nobanion | You have been initiated into the greatest secrets of Nobanion's church. |
| [[Initiate of Selune]] | Cleric, druid, hathran, or ranger level 3rd, patron deity Selûne | You have been initiated into the greatest secrets of Selûne's church. |
| [[Initiate of Shar]] | Able to cast 1st-level divine spells, patron deity Shar | You have been initiated into the greatest secrets of Shar's church. |
| [[Initiate of Tamara]] | Cleric level 3rd, dragonborn subtype, deity Tamara | You wield the twin powers of mercy and death in service to your draconic patron. |
| [[Initiate of The Holy Realm]] | Cleric, paladin, or ranger 3rd of Chauntea, Helm, Lathander, Nobanion, Selûne, or Sune | You have been initiated into the greatest secrets of one of the faiths of the Holy Realm (Chauritea, Helm, Lathander, Seliûne, or Sune). |
| [[Initiate of Tiamat]] | Cleric level 5th, dragonborn subtype, deity Tiamat | Your homage to the creator of evil dragonkind has been rewarded with physical and mental power. |
| [[Initiate of Torm]] | Cleric or paladin 4th, patron deity Torm | You have been initiated into the greatest secrets of Torm's church. |
| [[Initiate of Tymora]] | Cleric or ranger 4th, patron deity Timor | You have been initiated into the greatest secrets of Timor's church. |
| [[Initiate of Tyr]] | Cleric level 7th, patron deity Tyr, War domain | You have been initiated into the greatest secrets of Tyr's church. |
| [[Law Inviolate]] | Cleric level 1st, must be lawful, deity St. Cuthbert | Your unshakable faith in St. Cuthbert allows you to better apprehend fugitives or overcome villains who transgress the law. |
| [[Monk of the Triad]] | Initiate of Ilmater, Initiate of Torm, or Initiate of Tyr | You have been initiated into the greatest secrets of the Triad, the godly triumvirate of Tyr, Torm, and Ilmater. |
| [[Radiant Fire]] | Cleric level 3rd, deity Pelor | Pelor has ignited your faith and conviction, making you better able to fight the creatures of darkness. |
| [[Undying Fate]] | Cleric level 3rd, deity Wee Jas | You have pledged your unswerving obedience to Wee Jas, and she in turn has granted you special insight into life and death. |
| [[Varae (Initiate)]] | Examiner, cleric level 3rd, patron deity Varied | You fervently worship Varied, the serpentine goddess, and guard well the secrets of your faith. |
| [[Warden Initiate]] | Ability to spontaneously cast _summon nature's ally_ | You have been trained in the ancient druidic tradition of the Wardens of the Wood, a sect dedicated to protecting the eastern plain and the great woods of the Eldeen Reaches. |
| [[Whispered Secrets]] | Cleric level 1st, deity Vecna | You revere the Maimed Lord and have devoted your miserable, worthless life to learning but a few of the Whispered One's secrets. |
%% DATAVIEW_PUBLISHER: end %%
## Item Creation Feats
Item creation feats enable a character to create certain types of magic items.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Item Creation")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------------ | ------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Attune Magic Weapon]] | [[Craft Magic Arms and Armor]], caster level 5th | Through your study of magic weapons, you have become adept at taking every advantage out of their enchanted qualities. |
| [[Brew Potion]] | Caster level 3rd | You can create magic potions |
| [[Craft Cognizance Crystal]] | Manifester level 3rd | You can create psionic cognizance crystals that store power points. |
| [[Craft Contingent Spell]] | Caster level 11th | v |
| [[Craft Crystalline Focus]] | Manifester level 3rd | You are able to craft crystalline items that focus psionic energy. |
| [[Craft Dorje]] | Manifest level 5th | You can create slender crystal wands called dorjes than can manifest powers when charges are expended |
| [[Craft Magic Arms and Armor]] | Caster level 5th | You can create magic weapons, armor, or shields. |
| [[Craft Psicrown]] | Manifester level 12th | You can create psicrowns, which have multiple psionic effects. |
| [[Craft Rod]] | Caster level 9th | You can create magic rods. |
| [[Craft Rune Circle]] | Caster level 5th | You can create rune circles, stationary magic items that hold a variety of spells and effects. |
| [[Craft Scepter]] | Knowledge (history) 4 ranks, caster level 9th | You know the ancient Netherese secret of creating magic scepters - devices that can contain much more powerful spells than a magic wand can. |
| [[Craft Skull Talisman]] | Caster level 6th | You can create skull talismans, which carry spells within themselves |
| [[Craft Staff]] | Caster level 11th | You can create magic staves. |
| [[Craft Wand]] | Caster level 5th | You can create magic wands. |
| [[Craft Wondrous Item]] | Caster level 3rd | You can create wondrous items |
| [[Deathless Fleshgrafter]] | Elf subtype, Knowledge (religion) 2 ranks, caster level 5th | You can grow and graft the tissues and body parts of deathless creatures onto others. |
| [[Eldeen Plantgrafter]] | Knowledge (nature) 4 ranks, caster level 5th | You can create and apply plant grafts onto others. |
| [[Elemental Grafter]] | Knowledge (Planes) 2 ranks, caster level 5th | You can create and apply elemental grafts onto others, granting the recipients of your grafts new, potent abilities. |
| [[Etch Schema]] | Caster level 10th | You can create a minor schema. |
| [[Exceptional Artisan]] | Any item creation feat | You are an expert at creating magic items faster than usual. |
| [[Extra Rings]] | [[Forge Ring]], caster level 12th | Your familiarity with forging magic rings allows you to make use of more rings than normal. |
| [[Extraordinary Artisan]] | Any item creation feat | You are an expert at creating magic items at a lower cost than usual. |
| [[Forge Ring]] | Caster level 7th | You can create magic rings. |
| [[Graft Flesh]] | Heal 10 ranks | You can apply a certain type of grafts to other living creatures or to yourself. |
| [[Imprint Stone]] | Manifester level 1st | You can create power stones to store psionic powers. |
| [[Inscribe Rune]] | Int 13, appropriate Craft skill, divine spellcaster level 3rd | You can craft magic runes from your divine spells |
| [[Portal Master]] | [[06 Heroes of Temnia/Feats/Craft Wondrous Item.md\|Craft Wondrous Item]] | You are especially proficient at creating portals - permanent magic devices that instantaneously transport those who know their secrets from one locale to another. |
| [[Sanctify Relic]] | Any other item creation feat | You can create magic items that are imbued with a connection to your deity. |
| [[Scribe Martial Script]] | Crusader or swordsage level 1st | You know the secret of creating martial scripts—small slips of paper into which you infuse your own martial power and skill. The user of a script you have created gains the ability to use a maneuver you know. |
| [[Scribe Scroll]] | Caster level 1st | You can create magic scrolls. |
| [[Scribe Tattoo]] | Manifester level 3rd | You can create psionic tattoos, which store powers within their designs. |
| [[Tattoo Magic]] | Craft (calligraphy) or Craft (painting) skill, spellcaster level 3rd+ | You can create tattoos that store spells. |
| [[Wyrmgrafter]] | Heal 10 ranks, Knowledge (arcana) 5 ranks | You can apply draconic grafts to other living creatures or to yourself. |
| [[zzzBind Elemental]] | [[Craft Wondrous Item]], caster level 9th | You can bind elementals as part of your item creation |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Legacy")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------ |
| [[Channel Legacy]] | [[Least Legacy]], legacy ability with a daily use limit | You can call upon the hidden strength within your legacy item to empower yourself for a single spectacular effort. |
| [[Curative Legacy]] | [[Least Legacy]], legacy ability with a daily use limit, ability to cast cure light wounds | Your item's legacy ability is so linked with your aura that it restores your health each time it is activated. |
| [[Empower Legacy]] | [[Least Legacy]], spell-like or command-activated legacy ability | You can use one of your item's legacy abilities to greater effect. |
| [[Greater Legacy]] | [[Least Legacy]], Lesser Legacy, character level 17th, learn and perform the associated greater legacy ritual of the chosen item | You awaken the most powerful abilities of a specific item of legacy. |
| [[Least Legacy]] | Character level 5th, learn and perform the associated least legacy ritual of the chosen item | You awaken the basic abilities of a specific item of legacy. |
| [[Legacy Focus]] | [[Least Legacy]] | Your item's legacy abilities are more potent than normal. |
| [[Lesser Legacy]] | [[Least Legacy]], character level 11th, learn and perform the associated lesser legacy ritual of the chosen item | You awaken more powerful abilities of a specific item of legacy. |
| [[Master Legacy]] | Channel Legacy, [[Least Legacy]], Use Magic Device 4 ranks | You temporarily gain access to legacy abilities beyond your normal reach. |
| [[Quicken Legacy]] | [[Least Legacy]], spell-like or command-activated legacy ability | You can activate one of your item's legacy abilities with a moment's thought. |
| [[Transfer Legacy]] | [[Least Legacy]], legacy ability with a daily use limit | You can temporarily transfer one of your legacy item's abilities to another magic item. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Luck")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| -------------------------- | ----------------------------------------------------- | -------------------------------------------------------------------------- |
| [[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. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Metabreath")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ---- | ------------ | ------- |
%% DATAVIEW_PUBLISHER: end %%
## Metamagic Feats
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Metamagic")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| -------------------------- | ------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Aquatic Spellcasting]] | — | Your spells functions normally underwater |
| [[Blistering Spell]] | — | Your fire spells sear the flesh from your enemies’ bones, leaving them wracked with pain. |
| [[Chain Spell]] | Any metamagic feat | You can cast spells that arc to other targets in addition to the primary target. |
| [[City Magic]] | Caster level 3rd | You can use the city itself to shape and enhance your spellcasting. |
| [[Clinging Spell]] | — | Residual eldritch energy from your spell continues to harm your enemies after the spell's main effect has expired. |
| [[Coercive Spell]] | — | Living foes damaged by your spell become more pliable and vulnerable to your commands. |
| [[Consecrate Spell]] | Any good alignment | You can imbue your spells with the raw energy of good. |
| [[Cooperative Spell]] | Any metamagic feat | You can cast spells to greater effect in conjunction with the same spell cast by another individual. |
| [[Corrupt Spell]] | Any evil alignment | You can transform one of your spells into an evil version of itself. |
| [[Deafening Spell]] | — | You can modify a spell so it deafens targets. |
| [[Deceptive Spell]] | — | You can cast spells that seem to come from somewhere other than where they should. |
| [[Delay Spell]] | Any metamagic feat | You can cast spells that take effect after a short delay of your choosing. |
| [[Disrupting Spell]] | — | You can cast spells that disrupt other caster's magical capabilities. |
| [[Earthbound Spell]] | — | You bind a spell into the rock and soil, leaving it there until an opponent stumbles across it. At that time, the spell releases its energy. |
| [[Elemental Spell]] | — | Inflict energy damage instead of regular spell damage |
| [[Empower Spell]] | — | Increase spell variables by 50% |
| [[Enduring Spell]] | [[06 Heroes of Temnia/Feats/Extend Spell.md\|Extend Spell]] | You can make a spell last all day. |
| [[Energize Spell]] | Nonevil alignment | Your spells channel positive energy to deal extra damage to undead creatures, but are less effective against other opponents. |
| [[Energy Admixture]] | [[06 Heroes of Temnia/Feats/Energy Substitution.md\|Energy Substitution]] | You can modify a spell that uses one type of energy to add an equal amount of another energy type. |
| [[Energy Affinity]] | Knowledge (arcana) 1 rank, Knowledge (planes) 1 rank | Modify an energy spell to heal those that would normally be immune to it. |
| [[Energy Substitution]] | Knowledge (arcana) 5 ranks, any metamagic feat | You can modify an energy-based spell to use another type of energy instead. |
| [[Enervate Spell]] | non-good alignment | Your spells channel negative energy to deal extra damage to living creatures, but are less effective against unliving opponents. |
| [[Enlarge Spell]] | — | Double spell range |
| [[Entangling Spell]] | — | Your spell releases residual eldritch power that entangles your enemies. |
| [[Explosive Spell]] | — | You can cast spells that blast creatures off their feet. |
| [[Extend Spell]] | — | Double spell duration |
| [[Fell Animate]] | — | Living foes slain by your spell may rise as zombies. |
| [[Fell Drain]] | — | Living foes damaged by your spell also gain a negative level. |
| [[Fell Frighten]] | — | Living foes damaged by your spell are also shaken. |
| [[Fell Weaken]] | — | Living foes damaged by your spell are also weakened. |
| [[Fiery Spell]] | — | Your fire magic is bolstered, further scorching your enemies. |
| [[Flash Frost Spell]] | — | Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost. |
| [[Fortify Spell]] | — | You cast spells that more easily penetrate spell resistance. |
| [[Heighten Spell]] | — | Treat spell as a higher level |
| [[Illuminated Spell]] | — | You add the light descriptor to a spell you cast. |
| [[Insidious Magic]] | Shadow Weave Magic | — |
| [[Invisible Spell]] | Any metamagic feat | You can make your spell effects invisible. |
| [[Lord of the Uttercold]] | Knowledge (Planes) 9 ranks, [[Energy Substitution]] (cold), ability to cast a spell with the cold descriptor | Through careful study of the Elemental Planes and their interactions with the Negative Energy Plane, you have learned to wield the uttercold. |
| [[Maximize Spell]] | — | Maximize spell variables |
| [[Merciful Spell]] | — | Spell inflicts nonlethal damage instead of lethal |
| [[Moilian Spell]] | [[Spell Focus]] (necromancy), caster level 7th | Your study of the sinister knowledge and spellcasting techniques of the long-dead Night lords of Moil makes your necromancy spells especially potent. |
| [[Ocular Spell]] | Knowledge (dungeoneering) 4 ranks, two or more eyes | Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells. |
| [[Pernicious Magic]] | Shadow Weave Magic | You can use the Shadow Weave to make your spells harder for Weave users to resist. |
| [[Piercing Cold]] | — | Your cold spells tap into primal cold energy, and can damage creatures normally resistant or immune to cold. |
| [[Purify Spell]] | Any good alignment | You can charge your damaging spells with celestial energy that leaves good creatures unharmed. |
| [[Quicken Spell]] | — | Cast spell as a swift action |
| [[Rapid Spell]] | — | You can cast spells with long casting times more quickly. |
| [[Reaping Spell]] | Any evil alignment | The dark energy of your spell devours the soul of any creature killed by it. |
| [[Repeat Spell]] | Any metamagic feat | You can cast a spell that repeats on the following round |
| [[Retributive Spell]] | — | You can keep a spell in reserve to use when a foe causes you harm. |
| [[Sacred Spell]] | — | Your damaging spells are imbued with divine power. |
| [[Sanctum Spell]] | Any metamagic feat | Your spells are especially potent on home ground. |
| [[Sculpt Spell]] | Any metamagic feat | You can alter the shape of your spells. |
| [[Searing Spell]] | — | Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire. |
| [[Silent Spell]] | — | Cast spell without verbal components |
| [[Smiting Spell]] | Base attack bonus +1, caster level 1st | You can cast spelling into a weapon to be discharged later |
| [[Split Ray]] | Any metamagic feat | Your ray spells can affect an additional target. |
| [[Still Spell]] | — | Cast spell without somatic components |
| [[Sudden Empower]] | Any metamagic feat | You can cast a spell to greater effect without special preparation. |
| [[Sudden Energy Affinity]] | Energy Affinity | You can modify a spell's energy type once per day without special preparation. |
| [[Sudden Enlarge]] | — | You may cast one spell per day with a greater range than normal without special preparation. |
| [[Sudden Extend]] | — | You can make a spell last longer than normal without special preparation. |
| [[Sudden Maximize]] | Any metamagic feat | You can cast a spell to maximum effect without special preparation. |
| [[Sudden Quicken]] | Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still | You can cast a spell with a moment's thought without special preparation. |
| [[Sudden Silent]] | — | You can cast a spell silently without special preparation. |
| [[Sudden Still]] | — | You can cast a spell without gestures or special preparation. |
| [[Sudden Widen]] | — | You can increase a spell's area without special preparation. |
| [[Thunderbolt Spell]] | Knowledge (nature) 4 ranks, [[Energy Substitution]] (electricity) | You have learned to marry the power of lightning and thunder in your electricity and sonic spells. |
| [[Transdimensional Spell]] | — | Your spells can cross transitive dimensional barriers |
| [[Twin Spell]] | Any metamagic feat | You can simultaneously cast a single spell twice. |
| [[Umbral Spell]] | — | You add the darkness descriptor to a spell you cast. |
| [[Violate Spell]] | Any evil alignment | Powered by pure evil, the wounds the spell inflicts are tough to treat |
| [[Widen Spell]] | — | Double spell area |
| [[Wounding Spell]] | Knowledge (history) 4 ranks, Empower Spell | Because you have studied the cruel arts of the Athalantan mage Lords of old, you know how to cast spells that cause terrible, bleeding wounds. |
| [[zzzMetanode Spell]] | Node Spellcasting, caster level 1st | You cast metamagic spells to greater effect in nodes to which you are attuned than elsewhere. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Metapsionic")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| -------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Burning Power]] | — | Your acid and fire-based powers deal more damage. |
| [[Burrowing Power]] | Spellcraft 8 ranks | Your powers sometimes bypass barriers. |
| [[Chain Power]] | — | You can manifest powers that arc to hit other targets in addition to the primary target. |
| [[Concussive Power]] | — | You cause creatures to be disoriented when you affect them with a power that has the sonic descriptor. |
| [[Dazing Power]] | — | You can daze a creature with the powers you manifest. |
| [[Delay Power]] | — | You can manifest powers that go off up to 5 rounds later. |
| [[Echoing Power]] | — | You can manifest a power a second time without expending power points. |
| [[Ectoplasmic Power]] | — | Your psionic powers can affect incorporeal and ethereal creatures. |
| [[Empower Power]] | — | Your psionic powers' numeric effects are increased by one-half. |
| [[Endowed Mind]] | — | You can make your powers more difficult to resist. |
| [[Enlarge Power]] | — | You can manifest powers farther than normal |
| [[Explosive Power]] | Manifester level 3rd | Your powers that normally only affect a single creature explode on impact. |
| [[Extend Power]] | — | You can manifest powers that last longer than normal. |
| [[Flaring Power]] | — | You dazzle creatures when you affect them with a power that has the fire, light, or electricity descriptor. |
| [[Focused Power]] | — | When you manifest a power that affects more than one creature, one opponent finds it more difficult to resist. |
| [[Hustle Power]] | — | You can hasten the manifesting time of some powers |
| [[Knockdown Power]] | — | You can manifest powers that knock creatures off their feet. |
| [[Lingering Power]] | — | Your power clings to existence, slowly fading from the world. |
| [[Linked Power]] | — | Manifest two powers manifest in succession. |
| [[Malleable Power]] | Selective Power, Spellcraft 10 ranks | You are able to shape the effect of your power to exclude targets. |
| [[Maximize Power]] | — | You can manifest powers to maximum effect. |
| [[Merciful Power]] | — | Your damaging powers subdue rather than kill. |
| [[Metapower]] | Ability to manifest psionic powers, any other metapsionic feat | You can permanently modify a psionic power you know with a metapsionic feat. |
| [[Opportunity Power]] | — | You can make power-enhanced attacks of opportunity. |
| [[Overpower]] | Fortify Power | You can manifst a power at twice its normal effect. |
| [[Paraelemental Power]] | [[06 Heroes of Temnia/Feats/Privileged Energy.md\|Privileged Energy]] | When using a power that allows you to choose a type of energy, you have a wider range of possible choices owing to your ability to mix energy with matter. |
| [[Persistent Power]] | — | You can modify a power to become more tenacious when its targets resist its effect. |
| [[Phrenic Leech]] | You must expend your psionic focus to use this feat. This metapsionic alteration can be used with any power that targets a single individual and requires a saving throw to avoid some or all of the power's effect. If the subject fails its saving throw to avoid the phrenic leeching power's effect, it loses 1d6 power points. You gain 1 power point from the drain. If you already possess full power points, the power points drained from the target are lost | Psionic foes damaged by your power are also mentally drained. |
| [[Piercing Power]] | — | — |
| [[Quicken Power]] | — | You can manifest a power with a moment’s thought |
| [[Redirect Power]] | — | You can direct a failed power against a different target. |
| [[Rime Power]] | — | Creatures damaged by your powers with the cold descriptor become entangled. |
| [[Selective Power]] | Spellcraft 10 ranks | Your allies need not fear friendly fire. |
| [[Shared Power]] | — | You have learned to extend the range of your personal powers, granting their benefits to your nearby allies. |
| [[Sickening Power]] | — | You can sicken creatures with your powers. |
| [[Split Psionic Ray]] | Any other metapsionic feat | You can affect two targets with a single ray. |
| [[Stygian Power]] | Stygian Archon, know two powers that utilize negative energy | Psionic powers you manifest that utilize negative energy are branded with an imprint of fear. |
| [[Thundering Power]] | — | You can conjure your powers into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects. |
| [[Transdimensional Power]] | — | Your spells can cross transitive dimensional barriers |
| [[Twin Power]] | — | You can manifest a power simultaneously with another power just like it. |
| [[Unconditional Power]] | — | Disabling conditions do not hold you back. |
| [[Widen Power]] | — | You can increase the area of your powers. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Monster")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| -------------------------------- | ----------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- |
| [[Area Attack]] | Str 19, Huge size, [[Cleave]] | You can wield improvised weapons to attack several spaces at once. |
| [[Baleful Moan]] | Undead type, incorporeal subtype | Your hollow cry strikes fear into the hearts of the living. |
| [[Barbed Stinger]] | Sting attack | Your stinger is unusually difficult to dislodge. |
| [[Blowhard]] | Con 20, Huge size, [[Power Attack]] | You can blow targets over with your breath. |
| [[Body Pouch]] | [[Scaled One\|Scaled One]] | You can open a cavity in your body without harm to yourself and use it to carry or conceal items or creatures. |
| [[Bonus Breath]] | Breath weapon with limited uses per day, [[Extend Spell]] or [[Extend Spell]]-Like Ability | You can use your breath weapon one more time per day than you normally could. |
| [[Chameleon Hide]] | Scaled One | Alter your coloration to aid in Stealth. |
| [[Cobra Head]] | Serpent or serpentfolk | You can extend the skin of your neck into a cobra hood. |
| [[Contagious Paralysis]] | Paralysis as an extraordinary or supernatural ability | Your paralyzing attack is contagious. |
| [[Crush]] | Huge size | Gain a crush attack, |
| [[Deadly Poison]] | Con 19, poison special attack that deals ability damage as secondary damage, [[Ability Focus]] (poison) | Your poison attack deals more damage than normal. |
| [[Deadly Spittle]] | [[Spit Venom]], spit attack, or spittle attack | You can use your spit attack against multiple opponents. |
| [[Death Master]] | Cha 13, undead type, [[Daunting Presence]], base attack bonus +1 | Foes are especially afraid of your critical hits. |
| [[Detach]] | Con 19, regeneration | You can remove a part of your body and use it as a ranged weapon. |
| [[Dust Cloud]] | Dex 19, Int 19, Huge size, [[Combat Reflexes]], wings or tail | You can sweep dust into the air to hide from opponents. |
| [[Empower Spell-Like Ability]] | Spell-like ability at caster level 6th or higher | One of this creature’s spell-like abilities is particularly potent and powerful. |
| [[Empowered Ability Damage]] | Cha 11, undead type, incorporeal subtype, supernatural ability to drain or damage an ability score | Your ability damage (or ability drain) special attack is more potent than normal. |
| [[Endure Sunlight]] | Sunlight powerlessness or sunlight-related weakness | Your vulnerability to sunlight is reduced. |
| [[Eviscerator]] | Cha 13, undead type, [[Death Master]], [[Daunting Presence]], [[Improved Critical]], base attack bonus +1 | The allies of your foes are especially afraid of your critical hits. |
| [[Extended Reach]] | Small or larger size, nonrigid body or a nonrigid attack form such as a tentacle, feeler, or pseudopod | Your flexible body allows you to reach farther than normal. |
| [[Final Strike]] | Acid, air, cold, earth, electricity, fire, or water subtype | Your death throes are destructive. |
| [[Forked Tongue]] | Serpentfolk | You speak with a honeyed voice that bends listeners to your will. |
| [[Gape of the Serpent]] | Swallow whole special attack | Like a snake, you can stretch your mouth to an outlandish extent to accommodate immense prey. |
| [[Ghostly Grasp]] | Cha 15, incorporeal subtype | You can handle corporeal objects even while incorporeal. |
| [[Greater Mighty Roar]] | Animal or magical beast; Large size, Mighty Roar | You unsettle opponents with a dreadful roar as you attack. |
| [[Greater Multigrab]] | Str 19, Dex 15, improved grab special attack, Multigrab | You can grapple enemies effortlessly with your natural weapons. |
| [[Greater Multiweapon Fighting]] | Dex 17, Mulitweapon Fighting, base attack bonus +6 | A creature with three or more arms can fight with a weapon in each hand. |
| [[Improved Energy Drain]] | Cha 15, energy drain supernatural ability | You draw extra power from your energy-drained victims. |
| [[Improved Multiattack]] | Three natural weapons, Multiattack | You are particularly adept at using all your natural weapons at once. |
| [[Improved Paralysis]] | Undead type, paralysis special ability, [[Ability Focus]] (paralysis) | You are better at paralyzing your victims. |
| [[Improved Spit]] | [[Precise Shot]] and [[Spit Venom]], spit attack, or spittle attack | You can spit farther than normal. |
| [[Improved Turn Resistance]] | Undead type | You have a better than normal chance to resist turning. |
| [[Improved Web]] | Ability to create webs as an extraordinary ability at least twice per day | You gain additional utility from your webs. |
| [[Irresistible Gaze]] | Gaze attack | Your gaze attack is more potent than normal. |
| [[Life Drain]] | Cha 13, energy drain | You drain additional life energy from your foes. |
| [[Lifebond]] | Cha 11, undead type | Select a specific living creature that is friendly to you. You create a special bond with that creature. |
| [[Lifesense]] | Cha 13, Con — (no Constitution score) | You see the light that all living creatures emit. |
| [[Mighty Roar]] | Animal or magical beast; Large size | You unsettle opponents with a dreadful roar as you attack. |
| [[Multigrab]] | Str 17, improved grab | You can grapple enemies more firmly than normal with your natural attacks. |
| [[Multivoice]] | Dex 15, Int 15, two or more heads, [[Greater Two-Weapon Fighting]], Multiattack, Quicken Spell, [[Two-Weapon Fighting]] | If you have two or more heads, you can cast more spells than usual in a round. |
| [[Multiweapon Fighting]] | Dex 13, three or more hands | — |
| [[Narrowed Gaze]] | Int 13, gaze attack | Your gaze attack has a limited field of effect. |
| [[Necrotic Reserve]] | Cha 13, undead type, supernatural ability to drain or damage an ability score or drain energy | You tenaciously cling to unlife. |
| [[Pervasive Gaze]] | Int 13, gaze special attack | Your gaze attack is more effective than normal. |
| [[Piercing Gaze]] | Cha 15, Int 13, gaze special attack, Irresistible Gaze | Your gaze attack has a greater range than normal. |
| [[Poison Resistance]] | Poison special attack as an extraordinary ability | You can resist poison better than you otherwise could. |
| [[Positive Energy Resistance]] | Undead type | You are resistant to the damage dealt by positive energy effects. |
| [[Prehensile Tail]] | Str 13, tail attack, [[Two-Weapon Fighting]] | You can use your tail to manipulate objects. |
| [[Puff Torso]] | Serpent or serpentfolk | You can puff out your skin to appear larger and more threatening. |
| [[Rapid Breath]] | Breath weapon, Quicken Spell or Quicken Spell-Like Ability | You do not have to wait as long to reuse your breath weapon as you normally would. |
| [[Rending Constriction]] | Str 19, Dex 15, constrict ability, improved grab, Greater Multigrab, Multigrab, two constricting limbs | You can pull grappled enemies apart. |
| [[Spell Drain]] | Cha 15, energy drain supernatural ability, Improved Energy Drain, caster level 5th | You can cast any spell that you drain from a creature's mind. |
| [[Spit Venom]] | Poisonous bite attack | You can spit venom in the manner of a spitting cobra. |
| [[Stamp]] | Huge size, feet, trample | You can stamp the ground to crush and disrupt opponents. |
| [[Surrogate Spellcasting]] | Wis 13, nonhumanoid or nonhumanlike form | You can cast spells with verbal and somatic components despite your form |
| [[Tail Rattle]] | Serpent or serpentfolk | Your tail gains a rattle like that of a rattlesnake. |
| [[Thick-Skinned]] | Damage reduction | Your tough hide grants improved damage reduction. |
| [[Thunderclap]] | Str 30, [[Unarmed Combatant]], [[Power Attack]] | You create a cone of deafening sound by clapping two limbs together. |
| [[Touch of Taint]] | Natural attack that deals ability damage (including poison), ability drain, or energy drain | One of your attack forms that normally deals ability damage, ability drain, or energy drain can also deal corruption or depravity. |
| [[Undead Meldshaper]] | Int 3, undead type | Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone. |
| [[Violate Spell-Like Ability]] | Any evil alignment, Spell-like ability at caster level 4th or higher | The creature's spell-like abilities are particularly tainted with evil. |
| [[Virulent Poison]] | Poison attack as an extraordinary ability | Your poison attack is more effective. |
| [[Wingstorm]] | Str 13, fly speed 20 ft., Large size, Hover, [[Power Attack]] | You can flatten targets with blasts of air from your wings. |
%% DATAVIEW_PUBLISHER: end %%
## New Feats
Feats that are either entirely new or have been sufficiently altered that I feel they're worth the designation.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Type, Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "New")
SORT file.name ASC
```
%%
| Feat | Type | Prerequisite | Benefit |
| --------------------------- | ------------------ | --------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Akashic Luck]] | Akashic, Luck, New | Con 13 or Veilweaver 1, any akashic feat | Your invested essence improves your luck. |
| [[Bad Karma]] | Luck, New | Character level 3rd | Your luck lets you escape harm, at an ally's expense |
| [[Beginner's Luck]] | Luck, New | — | Trying new things tends to work out |
| [[Blessing of Tyrmaria]] | Racial, New | Vaal subtype, animal companion, 1st level Divine spells | — |
| [[Dirty Trip]] | Combat, New | [[06 Heroes of Temnia/Feats/Deft Maneuvers.md\|Deft Maneuvers]] | Perform a dirty trick after tripping. |
| [[Dragonslayer]] | New | 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. |
| [[Elven Spell Lore]] | New | Int 17 or Elf subtype, Knowledge (arcana) 12 ranks | You have studied the mighty arcane traditions of the elves, granting you insight into the intricate workings of magic and the theoretical structures behind spells. |
| [[Energy Affinity]] | Metamagic, New | Knowledge (arcana) 1 rank, Knowledge (planes) 1 rank | Modify an energy spell to heal those that would normally be immune to it. |
| [[Focus Channeling]] | Divine, New | Cha 13, [[Extra Channel]], Knowledge (relgion) 5 ranks | — |
| [[Illuminated Spell]] | Metamagic, New | — | You add the light descriptor to a spell you cast. |
| [[Lucky Charm]] | Luck, New | — | Your good fortune can keep you from placing your foot in your mouth. |
| [[Lucky Thought]] | Luck, New | — | Your luck helps inspire your thoughts. |
| [[Sacred Geometry]] | New | Int 13 | If the numbers align, your magic is more powerful |
| [[Staff and Circle Caster]] | New | Caster level 1st | Though less efficient than normal spellcasting, your adherence to traditional spellcasting mores yields potent results. |
| [[Steady Aim]] | Combat, New | [[Weapon Focus]], base attack bonus +6 | By taking careful aim, you can hit even the hardest target |
| [[Unassuming]] | New | Cha 13 | Foes are less able to strike the first blow against you. |
| [[Via Positiva]] | Divine, New | Channel energy class feature | You can channel greater amounts of positve energy into your _cure_ spells. |
| [[Wand Surge]] | New | Caster level 3rd | You can squeeze more magic out of charged items. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Psionic")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| --------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Access Psionic Talent]] | Manifester level 1st or [[Unlocked Talent]] | You gain five psionic talents |
| [[Additional Terror]] | Terror class feature | You have unlocked an additional form of fear. |
| [[Advanced Ascetic Path]] | [[Dodge]], Ascetic path class feature, manifester level 10th, base attack bonus +6 | You are an expert of unarmed combat |
| [[Advanced Assassin Path]] | [[Deep Impact]], [[Psionic Weapon]], Assassin path class feature, manifester level 10th, base attack bonus +6 | Your attacks can deal sneak attack damage, stagger your foe |
| [[Advanced Brawling Path]] | [[Unarmed Combatant]], brawling path class feature, manifester level 10th, base attack bonus +6 | Your grappling abilities are particularly effective. |
| [[Advanced Constructs]] | Able to manifest astral construct | You are especially skilled at creating astral constructs. |
| [[Advanced Dervish Path]] | Dex 15, [[Double Slice]], [[Two-Weapon Fighting]], dervish path class feature, manifester level 10th, base attack bonus +6 | You seem to float between enemies, a blur of destruction. |
| [[Advanced Feral Path]] | [[Psionic Fist]], [[Unavoidable Strike]], Feral path class feature, manifester level 10th, base attack bonus +6 | Your natural attacks are more vicious. |
| [[Advanced Infiltrator Path]] | [[Deceitful]], infiltrator path class feature, manifester level 10th, base attack bonus +6 | You have a talent for getting wherever you need to go. |
| [[Advanced Interceptor Path]] | [[Combat Expertise]], interceptor path class feature, manifester level 10th, base attack bonus +6 | You defend your allies with uncanny expertise. |
| [[Advanced Mind Knight Path]] | Wis 13, [[Psionic Meditation]], [[Psionic Shot]] or [[Psionic Weapon]], mind knight path class feature, manifester level 10th, base attack bonus +6 | You have learned enhanced techniques to make sure you are always armed and dangerous |
| [[Advanced Survivor Path]] | Con 13, [[Mind Over Body]], [[Toughness]], survivor path class feature, manifester level 10th, base attack bonus +6 | You are capable of withstanding a variety of situations. |
| [[Advanced Weaponmaster Path]] | [[Combat Expertise]], [[Deft Maneuvers]], [[Weapon Focus]], weaponmaster path class feature, manifester level 10th, base attack bonus +6 | You are a particularly dangerous opponent to duel. |
| [[Akashic Augmentation]] | 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. |
| [[Aligned Attack]] | Base attack bonus +6 | Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage. |
| [[Assassin’s Venom]] | Base attack bonus +3, assassin warrior path, prevenom or prevenom weapon path power | The poisons you create are more effective. |
| [[Body Fuel]] | Strength, Dexterity, and Constitution | You can expand your power point total at the expense of your health. |
| [[Body-Bound Mind]] | Con 13 or veilweaver level 1, power point reserve or [[Wild Talent]] | The energy of akasha courses through your mind, increasing your mental capacity. |
| [[Boost Construct]] | When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from | Your astral constructs have more abilities. |
| [[Broken Dreams Style]] | Devastating touch class feature, [[Unarmed Combatant]], Intimidate 3 ranks | Your unarmed strikes are empowered by nightmares. |
| [[Channel Rage]] | Wild surge class feature, rage class feature | You have learned to focus your anger to fuel your wild surges. |
| [[Combat Manifestation]] | — | You are adept at manifesting powers in combat. |
| [[Crippling Assault]] | [[Intimidating Shot]], [[Point-Blank Shot]], [[Staggering Shot]], base attack bonus +11 | You are able to paralyze the targets of your ranged and thrown attacks. |
| [[Critical Refocus]] | [[Improved Critical]], [[Weapon Proficiency]], base attack bonus +8 | Your critical hits recharge your expended focus. |
| [[Cushion the Blow]] | Wis 15, collective class feature, manifester level 6th | You reduce the damage of an attack on an ally. |
| [[Dazzling Energy]] | [[06 Heroes of Temnia/Feats/Privileged Energy.md\|Privileged Energy]] | Dazzle foe affected by your privileged energy. |
| [[Deadly Throw]] | Dex 15, [[Point-Blank Shot]], base attack bonus +3 | Your skill with thrown weapons allows you to replace power with finesse. |
| [[Deep Focus]] | [[Psionic Body]], Autohypnosis 4 ranks | You have learned to focus your subconscious mind even while awake. |
| [[Deep Impact]] | Str 13, [[Psionic Weapon]], base attack bonus +6 | You can strike your foe with a melee weapon as if making a touch attack. |
| [[Deep Vision]] | Darkvision | Natural darkvision range increases by 30 feet. |
| [[Deflective Armor]] | [[06 Heroes of Temnia/Feats/Heavy Armor Optimization.md\|Heavy Armor Optimization]] | Your armor shields you from touch attacks as well as regular blows. |
| [[Dire Stun]] | Lurk augment class feature, [[Extra Lurk Augment]] | +2 DC, stunning strike augment |
| [[Disciple of Fear]] | Devastating touch class feature, terrors class feature | +4 to effective dread level |
| [[Dispelling Static]] | Spellcraft 5 ranks | You can cause dispelled effects to make the target more prone to your powers. |
| [[Don Mantle]] | [[06 Heroes of Temnia/Feats/Tap Mantle.md\|Tap Mantle]] | Gain mantle ability. |
| [[Dromite Energy Barrier]] | Kustu, _energy ray_ psi-like ability, character level 3rd | You can convert uses of your energy ray psi-like ability into walls of energy. |
| [[Dromite Ray]] | Kustu, _energy ray_ psi-like ability | You can use your energy ray psi-like ability more often. |
| [[Duergar Expansion]] | Duergar, _expansion_ psi-like ability | You can use your _expansion_ psi-like ability more often. |
| [[Duergar Invisibility]] | Duergar, _invisibility_ psi-like ability | You can use your _invisibility_ psi-like ability more often. |
| [[Duerran Metaform Training]] | Deep dwarf | Gain _expansion_ as a psi-like ability. |
| [[Duerran Stealth Training]] | Deep dwarf | Gain _cloud mind_ as a psi-like ability. |
| [[Earth Power]] | Con 13, Wis 13, [[Earth Sense]] | You draw psionic energy from raw stone. |
| [[Ectopic Form]] | Ability to manifest _astral construct_ power | Create a unique form of _astral construct_. |
| [[Efficient Aid]] | Heal 7 ranks, request aid class feature | Your ability to heal others at their request is more efficient. |
| [[Elan Retainment]] | Aberrant subtype, 3rd Level | Spend power points to maintain an expended psionic focus. |
| [[Elemental Blast]] | Wild Surge +1, Surge Blast class feature | You have learned how to convert your surge blast into elemental damage. |
| [[Elemental Envoy]] | Knowledge (Planes) 1 rank, [[Psicrystal Affinity]] | Gain an elemental steward instead of a psicrystal. |
| [[Empowered Shot]] | [[06 Heroes of Temnia/Feats/Point-Blank Shot.md\|Point-Blank Shot]] | You can empower your ranged attacks, sending them farther. |
| [[Energize Armor]] | [[06 Heroes of Temnia/Feats/Invest Armor.md\|Invest Armor]] | Energy resistance 10 against next energy attack |
| [[Enervation Endurance]] | Psychic enervation class feature | Suffer half power point loss when enervated |
| [[Enervation Fortitude]] | Psychic enervation class feature | You have learned how to better handle psychic enervation. |
| [[Enhanced Beneficence]] | Psychic aura class feature | Increase size of your psychic aura by 5 feet |
| [[Enhanced Elan Repletion]] | Aberrant subtype | You no longer need to eat or drink. |
| [[Enhanced Elan Resilience]] | Aberrant subtype | Reduce the damage you are about to take by 4 points for every 1 power point spent. |
| [[Enhanced Elan Resistance]] | Aberrant subtype | Spend 1 power point to gain a +6 racial bonus on saving throws |
| [[Enhanced Steal Life]] | Steal life class feature | You make it more difficult for others to resist you stealing their life. |
| [[Enhanced Synad Multitask]] | Synad | Your threefold mind grants you an additional opportunity to multitask. |
| [[Enlarged Collective]] | Manifester level 3rd, collective class feature | Your collective has a longer range than normal. |
| [[Envoy Cognizance]] | Knowledge (Planes) 1 rank, [[Psicrystal Affinity]], [[Elemental Envoy]] | Elemental steward enhances your energy powers |
| [[Essence Focus]] | 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. |
| [[Euphoric Reduction]] | Surging euphoria class feature | Surging euphoria +1 |
| [[Expanded Collective]] | Collective class feature | You are able to include more creatures into your collective. |
| [[Expanded Gyt'hala Psionics]] | Gyt'hala Psionics racial trait | You gain greater psionic power from their gyt'hala heritage |
| [[Expanded Gyt'hala Versatility]] | [[Expanded Gyt'hala Psionics]], [[Gyt'hala Versatility]], character level 6th | You can access the full bredth of gyt'hala psi-like abilities |
| [[Expanded Martial Power]] | Martial power class feature | You are able to use a wider selection of powers while making attacks. |
| [[Expanded Strategies]] | Strategy class feature | You develop new strategies at a faster rate than most tacticians. |
| [[Expansive Collective]] | Collective class feature, spirit of many class feature | The power of your collective is unaffected by your other dabblings. |
| [[Extended Blast]] | Surge blast class feature | Your surge blast has a farther reach. |
| [[Extra Aura]] | [[Don Mantle]], psychic aura class feature | Gain additional psychic aura. |
| [[Extra Blade Skill]] | Blade skill class feature, base attack bonus +2 | Your training with a mind blade allows you to perform additional abilities. |
| [[Extra Customization]] | Astral suit class feature | Your astral suit can have additional customizations. |
| [[Extra Disruption Type]] | Disrupt pattern class feature | You can have more active creature types with your disrupt pattern. |
| [[Extra Insight]] | Insight class feature | You have unlocked a new insight. |
| [[Extra Lurk Augment]] | Lurk augment class feature | Use lurk augment 3 extra times/day |
| [[Extra Power Known]] | Manifester level 3rd | You learn another power. |
| [[Extra Reconfiguration]] | Astral suit class ability, reconfigure class ability | You are able to modify your astral suit more often. |
| [[Extra Strategy]] | Strategy class feature | You gain extra daily uses of your strategy ability. |
| [[Extra Terrors]] | Terrors class feature | You can use your terrors more than normal. |
| [[Extra Transfer]] | Transfer wounds or sickening touch class feature | You can use transfer wounds more often. |
| [[Fast Aid]] | Heal 7 ranks, Spellcraft 7 ranks, request aid class feature | Requests to you for healing can be made much faster. |
| [[Fast Step]] | Nomad’s Step class feature | You are able to teleport more easily. |
| [[Favored Energy]] | Ability to manifest any power that deals fire, cold, electricity, or sonic damage, manifester level 3rd | You prefer a certain energy type over all others. |
| [[Fear Mastery]] | [[Psionic Endowment]], devastating touch class feature | You have walked among true nightmares and seen into the depths of mortal fear and despair - giving you a terrible edge when it comes to weakening your enemies and bringing them to their knees, paralyzed with fear. |
| [[Fear’s Reach]] | Devastating touch class feature, [[Psionic Shot]] | You have learned how to focus the power of fear to reach enemies too far away to touch. |
| [[Fell Shot]] | Dex 13, [[Point-Blank Shot]], [[Psionic Shot]], base attack bonus +6 | You can strike your foe with a ranged weapon as if making a touch attack. |
| [[Focused Mind Strike]] | Ability to generate a mind blade, psychic strike +1d8 | When you use your psychic strike ability, you deal more damage. |
| [[Focused Perception]] | [[06 Heroes of Temnia/Feats/Blind-Fight.md\|Blind-Fight]] | Gain blindsense 60 feet for 1 round. |
| [[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. |
| [[Focused Shield]] | [[06 Heroes of Temnia/Feats/Shield Proficiency.md\|Shield Proficiency]] | Shield's AC bonus increased by 1. |
| [[Focused Skill User]] | — | +2 bonus in three skills while psionically focused. |
| [[Focused Sunder]] | Str 13, [[Power Attack]], [[Powerful Maneuvers]] | You can sense the stress points on others’ weapons. |
| [[Gestalt Anchor]] | Any host feat or kala'saam, base Will save +3 | +2 bonus on init checks and Ref saves while within 60 ft. of hosting allies |
| [[Ghost Attack]] | Base attack bonus +3 | Your deadly strikes against incorporeal foes more frequently find their mark. |
| [[Ghost Strike]] | Base attack bonus +6 | Your deadly strikes against incorporeal foes always find their mark. |
| [[Gravitic Stability]] | Elocater level 1st | You have an uncanny stability against attempts to impede your movement. |
| [[Greater Cushion the Blow]] | Wis 17, [[Cushion the Blow]], [[Improved Cushion the Blow]], Collective class feature, manifester level 18thfeature, manifester level 18th | Your damage prevention protects your ally for longer. |
| [[Greater Gyt'hala Psionics]] | Gyt'hala Psionics racial trait | You can use your burst racial trait more often. |
| [[Greater Intuitive Shot]] | Wis 13, [[Intuitive Shot]], [[Point-Blank Shot]], [[Psionic Shot]], base attack bonus +6 | Your intuition extends to multiple attacks. |
| [[Greater Power Penetration]] | Power Penetration | Your powers are especially potent at breaking through power resistance. |
| [[Greater Power Specialization]] | Power Specialization, [[Weapon Focus]] (ray), manifester level 12th | You deal more damage with your powers. |
| [[Greater Psionic Endowment]] | [[06 Heroes of Temnia/Feats/Psionic Endowment.md\|Psionic Endowment]] | You can use meditation to focus your powers. |
| [[Greater Psionic Fist]] | Str 13, [[Psionic Fist]], base attack bonus +6 | You can charge your unarmed strike or natural weapon with additional damage potential. |
| [[Greater Psionic Shot]] | [[Point-Blank Shot]], [[Psionic Shot]], base attack bonus +6 | You can charge your ranged attacks with additional damage potential. |
| [[Greater Psionic Weapon]] | Str 13, [[Psionic Weapon]], base attack bonus +6 | You can charge your melee weapon with additional damage potential. |
| [[Gyt'hala Celerity]] | Gyt'hala Psionics racial trait, _burst_ psi-like ability | You can use your burst ability to gain an extra attack. |
| [[Gyt'hala Charm]] | Greater Gyt'hala Psionics, _psionic daze_ psi-like ability | You can leverage your psionic daze psi-like ability to gain greater control over subjects. |
| [[Gyt'hala Control]] | Greater Gyt'hala Psionics, _far hand_ psi-like ability | You can leverage your far hand psi-like ability to gain greater control over objects. |
| [[Gyt'hala Ectoform]] | Greater Gyt'hala Psionics, _concealing amorpha_ psi-like ability | You can leverage your concealing amorpha psi-like ability to gain greater control over your own body. |
| [[Gyt'hala Feedback]] | Greater Gyt'hala Psionics, _inertial armor_ psi-like ability | You can leverage your inertial armor psi-like ability to further insulate yourself from harm. |
| [[Gyt'hala Knock]] | [[Expanded Gyt'hala Psionics]], _concussion blast_ psi-like ability | You can leverage your concussion blast psi-like ability to gain such fine control over manipulating force that you can open locks or sealed doors. |
| [[Gyt'hala Levitation]] | Githzerai, _cat fall_ psi-like ability | You can leverage your cat fall psi-like ability to gain greater control over yourself in your environment. |
| [[Gyt'hala Link]] | Gyt'hala Psionics racial trait, _psionic daze_ psi-like ability | You can leverage your _psionic daze_ psi-like ability to forge direct mental contact with another creature. |
| [[Gyt'hala Versatility]] | Gyt'hala Psionics racial trait | You can leverage your dimension door psi-like ability to gain greater control over other creatures' locations. |
| [[Harmonic Resonance]] | Collective class feature, Spellcraft 3 ranks | You can attune your mind to the subtle inner workings of other psionic beings, and gain a more intimate knowledge of their powers. |
| [[Heroic Focus]] | — | Despite the dangers all around, you can quickly regain your psionic focus. |
| [[Hevhan's Stomp]] | Giant subtype, _stomp_ racial trait | You can use your stomp psi-like ability more often. |
| [[Hevhani Thunderer]] | Giant subtype, _stomp_ racial trait | You can use your stomp psi-like ability to far greater effect. |
| [[Improved Cover Fire]] | Cover fire class feature | You are more dangerous when providing cover fire. |
| [[Improved Cushion the Blow]] | Wisdom 15, Cushion the Blow, Collective class feature, manifester level 12th | Your damage prevention blocks multiple attacks. |
| [[Improved Disengage]] | Disengage class feature | You are skilled at disengaging from enemies. |
| [[Improved Disruption]] | Disrupt pattern ability | Your disrupt pattern attacks are more destructive. |
| [[Improved Metamorphosis]] | Wis 13, manifester level 5th | Ability to manifest minor metamorphosis, metamorphosis, major metamorphosis, or true metamorphosis. |
| [[Improved Psi-Like Ability]] | Racial psi-like ability | You can manifest your racial psionic abilities more often. |
| [[Improved Psicrystal]] | [[06 Heroes of Temnia/Feats/Psicrystal Affinity.md\|Psicrystal Affinity]] | You can upgrade your psicrystal. |
| [[Inquisitor]] | Wis 13 | You know when others lie. |
| [[Insectile Carapace]] | Kustu | Your carapace is harder than average. |
| [[Insightful Terror]] | Fearsome insight class feature, Intimidate 9 ranks | Your insight into how fear affects creatures allows you to paralyze an enemy with fear, instead of merely shaking him. |
| [[Instinctive Consummator]] | [[Power Attack]], [[Cleave]], base attack bonus +11 | Expend focus to confirm critical |
| [[Intimidating Shot]] | [[06 Heroes of Temnia/Feats/Point-Blank Shot.md\|Point-Blank Shot]] | Your ranged and thrown attacks are charged with such force that they can demoralize your enemies. |
| [[Intuitive Fighting]] | [[06 Heroes of Temnia/Feats/Blind-Fight.md\|Blind-Fight]] | Your intuition guides your strikes to be more devastating. |
| [[Intuitive Shot]] | Wis 13, [[Point-Blank Shot]], [[Psionic Shot]] | Your intuition allows you to make deadly ranged attacks. |
| [[Invest Armor]] | Proficient with armor worn | +3 armor bonus against one attack |
| [[Knockdown Shot]] | Dex 15, [[Point-Blank Shot]], [[Psionic Shot]] | You are capable of knocking down your enemies by psionically empowering your attacks. |
| [[Levitative Transport]] | Elocater level 5th, [[Gravitic Stability]] | You can share your gravity-defying abilities. |
| [[Lurk Master]] | Lurk augment class feature | Use lurk augments as a lurk 2 class levels higher. |
| [[Maenad Deafening Scream]] | Maenad | You can use your energy ray (sonic) psi-like ability to better effect. |
| [[Maenad Fury]] | Outburst racial trait | You can use your outburst racial trait more often. |
| [[Maenad Scream]] | Maenad | You can use your _energy ray_ (sonic) psi-like ability more often. |
| [[Mantle Focus]] | Access to one psionic mantle | +1 to save DCs for mantle powers. |
| [[Master of All Forms]] | Swift Shapeshifter, ability to manifest metamorphosis | No longer inhibited by a single form, you are able to instantly change into the perfect shape for your current dilemma. |
| [[Master’s Refuge]] | Twofold master class feature | Your thralls are also your final resort if death comes calling. |
| [[Master’s Voice]] | Thrallherd class feature | You are always present in the mind of your thrall. |
| [[Mental Juggernaut]] | Ability to gain psionic focus | Gain a bonus to saves against daze or stun effects. |
| [[Mental Leap]] | Str 13, Jump 5 ranks | You can make amazing jumps. |
| [[Merge Designs]] | Scribe Tattoo, pattern designs class feature | Your tattoo designs are altered to disguise their nature and to be more compact. |
| [[Metapsionic Mastery]] | Manifester level 3rd, one metapsionic feat | You have mastered applying a metapsionic feat to a particular power. |
| [[Mind and Soul Blade]] | Con 13, ability to form a mind blade | You can forge your mind blade from a mixture of mental and soul energy, enabling you to deal devastating strikes with the weapon. |
| [[Mind Blade Knight]] | Mind knight warrior path, expanded path class feature | You have gained additional flexibility with your summoned weapons. |
| [[Mind Cleave]] | Mind blade class feature, psychic strike class feature | Drain foe's mental energy to charge mind blade. |
| [[Mind Empowerment]] | Mind blade class feature, psychic strike class feature, [[Mind Cleave]] | Drain off defeated foe's mental energy to deal additional psychic strike damage. |
| [[Mind Knight’s Arsenal]] | Base attack bonus +3, mind knight warrior path, call weaponry path power, [[Weapon Focus]] with selected weapon | Your skill with a particular weapon makes your summoned weapons more powerful. |
| [[Modified Blast]] | Surge blast class feature, manifester level 3rd | You have learned to alter the nature of your surge blast by spending your psionic power. |
| [[Multiple Connections]] | Open Door, mindlock class feature | You are able to be attuned to multiple minds. |
| [[Narrow Mind]] | Wis 13 | Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations. |
| [[Nightmare Veil]] | Devastating touch class feature, Broken Dreams Style, [[Unarmed Combatant]], Shattered Dream Strike, Intimidate 9 ranks | You wrap your form in the fears of your opponents. |
| [[Nomad’s Jump]] | Aerial acrobatics class ability, nomad’s step class ability | Your ability to teleport short distances is not hindered by your new studies. |
| [[One Pattern]] | Disrupt pattern class feature, Knowledge (arcane) 5 ranks, Knowledge (dungeoneering) 5 ranks, Knowledge (nature) 5 ranks, Knowledge (planes) 5 ranks, Knowledge (psionics), and Knowledge (religion) 5 ranks | Your adventures have taught you that all creatures have a common thread to their patterns, and that they also all have that one loose thread to pull. |
| [[Open Door]] | Mindlock class feature | Once you have pried the gates open into another mind, you can always return there no matter how long it has been. |
| [[Overchannel]] | — | You burn your life force to strengthen your powers. |
| [[Penetrating Fear]] | Terrors class feature, 10th level dread | Your terrors are able to affect those normally immune. |
| [[Persistent Focus]] | Wis 13, [[Psionic Meditation]], Autohypnosis 4 ranks | You are always treated as maintaining psionic focus for one ability. |
| [[Postpone Enervation]] | Psychic enervation class feature, wild surge +2 | Delay psychic enervation up to 3 rounds. |
| [[Power Channeler]] | — | You have learned how to channel your powers through your weaponry, allowing you to make melee attacks and channel offensive powers at the same time. |
| [[Power Penetration]] | — | Your powers are especially potent, breaking through power resistance more readily than normal. |
| [[Power Perfection]] | Spellcraft 15 ranks, at least three metapsionic feats | You are unequaled at the manifesting of one particular power. |
| [[Power Specialization]] | [[Weapon Focus]] (ray), manifester level 4th | You deal more damage with your powers. |
| [[Practiced Manifester]] | Spellcraft 1 rank, manifester level 1st | Manifester level increases by 2 (up to character level). |
| [[Privileged Energy]] | Ability to manifest the _energy missile_ power | Deal +1 damage per die with chosen energy. |
| [[Prophecy's Mind]] | Knowledge (arcana) 2 ranks, Speak Language (Draconic), [[Dragon Prophesier]] | You meld your perception of the draconic Prophecy with a mental focus that provides you with momentary warning when death is at hand. |
| [[Psicrystal Affinity]] | Manifester level 1st | You have created a psicrystal. |
| [[Psicrystal Containment]] | [[Psicrystal Affinity]], manifester level 3rd | Your psicrystal has advanced enough that it can hold a psionic focus that you store within it. |
| [[Psionic Body]] | — | Your mind reinforces your body. |
| [[Psionic Bull Rush]] | [[06 Heroes of Temnia/Feats/Powerful Maneuvers.md\|Powerful Maneuvers]] | You can use psionic energy to carry the force of a bull rush through your foe. |
| [[Psionic Charge]] | Dex 13, Speed of Thought | You can charge in a crooked line. |
| [[Psionic Critical]] | [[06 Heroes of Temnia/Feats/Improved Critical.md\|Improved Critical]] | You always make good on your threats. |
| [[Psionic Disarm]] | [[06 Heroes of Temnia/Feats/Deft Maneuvers.md\|Deft Maneuvers]] | You can psionically carry your disarm maneuver’s force through your foe. |
| [[Psionic Dodge]] | Dex 13, [[Dodge]] | You are proficient at dodging blows. |
| [[Psionic Endowment]] | — | You can endow your manifestations with more concentrated focus |
| [[Psionic Fist]] | Str 13 | You can charge your unarmed strike or natural weapon with additional damage potential. |
| [[Psionic Luck]] | Ability to gain psionic focus, any other psionic feat | Your psionic focus improves your luck. |
| [[Psionic Mastery]] | Ability to manifest psionic powers or use psi-like abilities | You are quick and certain in your efforts to defeat the psionic defenses and powers of others. |
| [[Psionic Meditation]] | Wis 13, Autohypnosis 4 ranks | You can focus your mind faster than normal, even under duress. |
| [[Psionic Overrun]] | Str 13, [[Powerful Maneuvers]], [[Power Attack]], base attack bonus +1 | You can draw on your psionic power to boost the power of an overrun attack. |
| [[Psionic Precise Shot]] | Dex 19, [[Improved Precise Shot]], [[Point-Blank Shot]], [[Precise Shot]], base attack bonus +11 | Your ranged attacks sometimes bypass barriers. |
| [[Psionic Shield Bash]] | [[Improved Shield Bash]], [[Shield Proficiency]] | Your shield bash attacks can strike both the body and mind of a foe. |
| [[Psionic Shot]] | [[06 Heroes of Temnia/Feats/Point-Blank Shot.md\|Point-Blank Shot]] | You can charge your ranged attacks with additional damage potential. |
| [[Psionic Stamina]] | [[Psionic Body]], soulknife level 3 | Your psionic power reinforces your physical form. |
| [[Psionic Sunder]] | Str 13, [[Powerful Maneuvers]], [[Power Attack]], base attack bonus +1 | You can draw on your psionic power to boost the power of a sunder attack. |
| [[Psionic Talent]] | Having a power point reserve | You gain additional power points to supplement those you already had. |
| [[Psionic Trip]] | Int 13, [[Combat Expertise]], [[Deft Maneuvers]] | You can draw on your psionic power to boost the power of a trip attack. |
| [[Psionic Unarmed Strike]] | Dex 13, Wis 13, [[Unarmed Combatant]], [[Stunning Fist]] | Your unarmed attacks sometimes bypass barriers. |
| [[Psionic Weapon]] | Str 13 | You can charge your melee weapon with additional damage potential. |
| [[Psithief]] | Manifester level 1st, steal spell | You can drain psychic energy and use it against others. |
| [[Psycarnum Crystal]] | Con 13, [[Psicrystal Affinity]], essence pool | Your psicrystal taps into the natural ebb and flow of incarnum, turning it into a small reservoir of soul energy. |
| [[Psycarnum Infusion]] | Con 13, Concentration 4 ranks | You transform your mental focus into a brief burst of soul energy. |
| [[Psychic Renewal]] | — | Your mental strength and psionic abilities allow you to focus your mind on combat and use your most devastating maneuvers more frequently. |
| [[Psychic Rush]] | — | You can occasionally manifest a psionic power with less effort. |
| [[Psychoportive Pathfinder]] | Nomad, ability to manifest trace psychoport and either psychoport or greater psychoport | Your expertise in dimensional movement has made you the perfect guide for others. |
| [[Psymbiot]] | Knowledge (psionics) 8 ranks, manifester level 3rd | Gain +2 bonus on ability checks, skill checks, and saving throws while within 10 feet of psionic entities. |
| [[Quick Suit]] | Astral suit class feature, reconfigure class feature | You have learned to quickly form your astral suit. |
| [[Ranged Lurk Augment]] | Lurk augment class feature | Use lurk augments for ranged attacks |
| [[Rapid Augmentation]] | Augment suit class feature | With a quick burst of psionic power, you can make slight alterations in your astral suit. |
| [[Rapid Draw]] | Alter blade blade skill, quick draw class feature, base attack bonus +6 | You are able to form your blade more frequently each round. |
| [[Ready Response]] | — | You can move yourself more quickly through sheer willpower |
| [[Rebounding Throw]] | Point-blank Shot, base attack bonus +1 | Your thrown attacks are capable of striking multiple targets. |
| [[Resonance Mastery]] | Psicrystal imprinter 5th, any metapsionic feat | Through practiced effort, you have mastered the art of resonating powers through your psicrystal. |
| [[Return Shot]] | [[Point-Blank Shot]], [[Psionic Shot]], Fell Shot, base attack bonus +6 | You can return incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. |
| [[Returning Throw]] | [[Point-Blank Shot]], base attack bonus +1 | You are able to make your thrown weapons return to your hand. |
| [[Ricochet]] | [[Point-Blank Shot]], base attack bonus +6 | You are able to redirect your thrown attacks. |
| [[Shattered Dream Strike]] | Devastating touch class feature, [[Unarmed Combatant]], Broken Dreams Style, Intimidate 6 ranks | You sap your opponent’s will with your attacks. |
| [[Sidestep Charge]] | Dex 13, [[Dodge]] | You are skilled at dodging past charging opponents and taking advantage when they miss. |
| [[Skin of The Construct]] | Know _astral construct_ power | Absorb construct aspects you'd otherwise manifest. |
| [[Speed of Thought]] | Wis 13 | The energy of your mind energizes the alacrity of your body. |
| [[Split Headed Lash]] | Fire lash class feature, Knowledge (psionics) 10 ranks, [[Point-Blank Shot]], [[Precise Shot]], [[Weapon Focus]] (whip) | The pyrokineticist has learned to split her focus and attack multiple targets at once. |
| [[Staggering Shot]] | [[Intimidating Shot]], [[Point-Blank Shot]], base attack bonus +6 | Your ranged and thrown attacks stagger fearful opponents. |
| [[Strength of Two]] | Kala'saam or any other host feat | As the host of a formless psionic entity, you possess immense willpower. |
| [[Stygian Archon]] | Know two powers that utilize negative energy | Manifest negative energy powers at +1 Manifester Level. |
| [[Surging Aura]] | Wild surge +1 | Your wild surge enhances the aim of nearby allies. |
| [[Swift Mind Strike]] | Ability to generate a mind blade, psychic strike +2d8 | You possess a deadly speed when charging your mind blade with psychic energy. |
| [[Swift Shapeshifter]] | Ability to manifest metamorphosis | You are naturally confident with different shapes and forms, and years of training have allowed your body to more easily flow into new shapes. |
| [[Talented]] | Overchannel | You can overchannel powers with less cost to yourself. |
| [[Tap Mantle]] | Access to one psionic mantle | Add mantle powers to powers known. |
| [[Telepathic Link]] | Manifester level 3rd, ability to manifest mindlink | Your experience with joining minds has progressed to the point that you are now able to maintain a permanent telepathic connection with others. |
| [[Terror Mastery]] | 8 terrors known | You have learned to activate multiple terrors at a time. |
| [[Thirke Poison]] | Thrike, poison bite | You can use your poison bite more often. |
| [[Thrike Claw]] | Thrike, _metaphysical claw_ psi-like ability | You can use your metaphysical claw psi-like ability more often. |
| [[Thrike Displacement]] | Thrike, _concealing amorpha_ psi-like ability | You can use your psionic displacement psi-like ability more often. |
| [[Touch of Terror]] | Devastating touch class feature | Your devastating touch deals additional damage. |
| [[Toughened Suit]] | Astral suit class feature | When you call your astral suit, you strengthen it with a boost of energy. |
| [[Unavoidable Strike]] | Str 13, [[Psionic Fist]], base attack bonus +5 | You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack. |
| [[Unwilling Participant]] | Collective class feature | You are able to force others into your collective. |
| [[Up The Walls]] | Wis 13 | You can run on walls for brief distances. |
| [[Volatile Escalation]] | Volatile mind class feature | Force enemy to pay extra 1d4 power points. |
| [[Volatile Leech]] | Volatile mind class feature | Absorb extra power points from victim. |
| [[Wounding Attack]] | Base attack bonus +8 | Your vicious attacks wound your foe. |
| [[zzzInstant Clarity]] | Concentration 7 ranks | You have sharpened your concentration to the point that you can focus your psionic abilities with just an instant's thought. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Race, Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Racial")
SORT file.name ASC
```
%%
| Feat | Race | Prerequisite | Benefit |
| --------------------------------- | ------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Accelerate Metamagic]] | Dragonborn | Dragonborn subtype, Spellcraft 4 ranks, any metamagic feat, ability to spontaneously cast 1st-level spells | You can apply a selected metamagic feat to your spells more quickly than normal. |
| [[Aftersight]] | Betazian | — | — |
| [[Ancestral Knowledge]] | — | Dwarf subtype, Wis 15 | You have a strong connection to the ancestors of your clan, giving you understanding and knowledge beyond the mortal realms. |
| [[Auspicious Marking]] | — | Galkan | — |
| [[Azerblood]] | Dwarf | Dwarf subtype | — |
| [[Battle Hardened]] | Dwarf | Dwarf subtype, base attack bonus +4 | Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle. |
| [[Battleshifter Training]] | Bash | Bash subtype, combat expertise, base attack bonus +6 | Your patient defense can wear out lesser warriors |
| [[Beastmater]] | Elf | Elf subtype, animal companion class feature | — |
| [[Bladebearer of The Valenar]] | Elf | 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. |
| [[Blessing of Tyrmaria]] | Vaal | Vaal subtype, animal companion, 1st level Divine spells | — |
| [[Blood of The Warlord]] | Orc | Orc subtype, base [[Leadership]] score of 10+ | You can influence a large number of orcs. |
| [[Bright Sigil]] | Eruden | Eruden | You have established a greater degree of control over your sigils. When you concentrate, you can emit strong illumination from the glowing symbols that surround your head. |
| [[Burtosh Sprint]] | — | Burtosh | You have learned the secret of lightning-fast running from the cheetah that roams the plains where you live. |
| [[Call of The Undying]] | Elf | Elf subtype, access to the Deathless domain, region of origin Aerenal | You call upon the power of the Undying Court to instantly recall a previously cast spell. |
| [[Caustic Adaptation]] | Canthar | Canthar | Your flesh is unpalatable, biting you is a sickening experience |
| [[Channeled Rage]] | — | Orc subtype, ability to rage | Spend rage to bolster your Will saves |
| [[Clan Prestige]] | — | Dwarf subtype, Cha 13 | Your actions have brought you some measure of fame and respect from your clan, whether from battle prowess or years of service to the clan. |
| [[Dancing With Shadows]] | — | Kala'saam, Perform (dance) 8 ranks, [[Path of Shadows]], base attack bonus +4 | You have studied sheshan talarash dasyannah, the martial dance of the Kala'saam. |
| [[Darguun Mauler]] | — | Koth subtype | The memory of your people's lost glory drives your brutal mastery of the weapons of Darguun. |
| [[Dinosaur Hunter]] | — | Halfling subtype, Knowledge (nature) 1 rank, Survival 1 rank | Your extraordinary knowledge of dinosaurs grants you special aptitude for tracking and hunting them. |
| [[Dinosaur Wrangler]] | — | Halfling subtype, Handle Animal 1 rank, region of origin Talenta Plains | You are attuned to dinosaurs and possess a special bond with them. |
| [[Disentangler]] | Dwarf | — | +2 on Escape Artist checks, +2 CMB to escape grapple |
| [[Disturbing Visage]] | Feymor | Feymor, Bluff 6 ranks, Quick Change | You can change your features to chilling effect. |
| [[Diverse Background]] | Human, Half-Elf, Half-Orc, Half-Giant | Human subtype | You have a wide and diverse background, giving you a greater understanding of different occupations. |
| [[Divine Spellshield]] | Dwarf | Air domain, channel energy class feature, [[Elemental Channel]] | Channel energy to help your allies resist spells and spell-like effects. |
| [[Dragon Totem]] | Dragonborn | Base attack bonus +1, region of origin Argonnessen or Seren | — |
| [[Dragon Wings]] | — | Dragonborn subtype | Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide. |
| [[Dromite Energy Barrier]] | Kustu | Kustu, _energy ray_ psi-like ability, character level 3rd | You can convert uses of your energy ray psi-like ability into walls of energy. |
| [[Dromite Ray]] | Kustu | Kustu, _energy ray_ psi-like ability | You can use your energy ray psi-like ability more often. |
| [[Drow Skirmisher]] | Drow | 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. |
| [[Duergar Expansion]] | Duergar | Duergar, _expansion_ psi-like ability | You can use your _expansion_ psi-like ability more often. |
| [[Duergar Invisibility]] | Duergar | Duergar, _invisibility_ psi-like ability | You can use your _invisibility_ psi-like ability more often. |
| [[Duergar Mindshaper]] | Dwarf | Gray dwarf | You are accomplished at using the power of your mind to overcome weaker personalities. |
| [[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. |
| [[Elan Retainment]] | Elan | Aberrant subtype, 3rd Level | Spend power points to maintain an expended psionic focus. |
| [[Elf Dilettante]] | Elf | Elf subtype, Int 13 | You can use any skill untrainted. |
| [[Elfhunter]] | — | — | Because of your cultural hatred for elves, you have had specific training in how best to fight them. |
| [[Enervative Healing]] | — | Fey'ri, ability to use enervation as a spell-like ability | You can use the life energy of an opponent to heal yourself. |
| [[Enhanced Adhesive]] | Canthar | Canthar | The natural adhesive you secrete becomes stickier. |
| [[Enhanced Elan Repletion]] | — | Aberrant subtype | You no longer need to eat or drink. |
| [[Enhanced Elan Resilience]] | — | Aberrant subtype | Reduce the damage you are about to take by 4 points for every 1 power point spent. |
| [[Enhanced Elan Resistance]] | — | Aberrant subtype | Spend 1 power point to gain a +6 racial bonus on saving throws |
| [[Enhanced Power Sigils]] | — | Eruden, two power sigils | Your illumian power sigils are more powerful than normal. |
| [[Enhanced Synad Multitask]] | — | Synad | Your threefold mind grants you an additional opportunity to multitask. |
| [[Expanded Gyt'hala Psionics]] | — | Gyt'hala Psionics racial trait | You gain greater psionic power from their gyt'hala heritage |
| [[Expanded Gyt'hala Versatility]] | — | [[Expanded Gyt'hala Psionics]], [[Gyt'hala Versatility]], character level 6th | You can access the full bredth of gyt'hala psi-like abilities |
| [[Extra Silence]] | — | Kaiiel | You can generate a field of silence more often than other whisper gnomes can. |
| [[Eyes of the Starless Night]] | — | Elf subtype, darkvision | You have trained your eyes to see in the dark as well as your ancestors. |
| [[Fearless Destiny]] | — | Human or half-Human subtype, [[Heroic Destiny]], character level 6th | Your grand destiny allows you to avoid death. |
| [[Gestalt Anchor]] | Kala'saam | Any host feat or kala'saam, base Will save +3 | +2 bonus on init checks and Ref saves while within 60 ft. of hosting allies |
| [[Gift of Tongues]] | Sun Elf | Elf subtype, sunblessed racial trait | You have an intuitive talent for learning languages. |
| [[Gnome Foe Killer]] | — | Koth subtype, hatred racial trait | Your battle techniques against your racial foes improve. |
| [[Gold Dwarf Dweomersmith]] | Dwarf | Gold dwarf | You have learned the secrets of gold dwarf magic that creates or enhances weapons. |
| [[Greater Gyt'hala Psionics]] | Gyt'hala | Gyt'hala Psionics racial trait | You can use your burst racial trait more often. |
| [[Gyt'hala Celerity]] | — | Gyt'hala Psionics racial trait, _burst_ psi-like ability | You can use your burst ability to gain an extra attack. |
| [[Gyt'hala Charm]] | — | Greater Gyt'hala Psionics, _psionic daze_ psi-like ability | You can leverage your psionic daze psi-like ability to gain greater control over subjects. |
| [[Gyt'hala Control]] | — | Greater Gyt'hala Psionics, _far hand_ psi-like ability | You can leverage your far hand psi-like ability to gain greater control over objects. |
| [[Gyt'hala Ectoform]] | — | Greater Gyt'hala Psionics, _concealing amorpha_ psi-like ability | You can leverage your concealing amorpha psi-like ability to gain greater control over your own body. |
| [[Gyt'hala Feedback]] | — | Greater Gyt'hala Psionics, _inertial armor_ psi-like ability | You can leverage your inertial armor psi-like ability to further insulate yourself from harm. |
| [[Gyt'hala Knock]] | — | [[Expanded Gyt'hala Psionics]], _concussion blast_ psi-like ability | You can leverage your concussion blast psi-like ability to gain such fine control over manipulating force that you can open locks or sealed doors. |
| [[Gyt'hala Levitation]] | — | Githzerai, _cat fall_ psi-like ability | You can leverage your cat fall psi-like ability to gain greater control over yourself in your environment. |
| [[Gyt'hala Link]] | — | Gyt'hala Psionics racial trait, _psionic daze_ psi-like ability | You can leverage your _psionic daze_ psi-like ability to forge direct mental contact with another creature. |
| [[Gyt'hala Versatility]] | — | Gyt'hala Psionics racial trait | You can leverage your dimension door psi-like ability to gain greater control over other creatures' locations. |
| [[Halfling Wandermage]] | — | lightfoot halfling | You have a natural affinity for spells that take you from place to place. |
| [[Halfling Warrior]] | — | Halfling subtype, region of origin Talenta Plains | You have trained with the ancestral weapons of the Talenta halflings and are particularly adept at striking from the back of a dinosaur mount. |
| [[Headlong Rush]] | Orc | Orc subtype, base attack bonus +4 | You charge your foes with immense force, heedless of your own safety. |
| [[Heavy Hide]] | — | Galkan | You have stony growths on your skin that afford you protection against attacks. |
| [[Heroic Destiny]] | — | Human subtype | You have a destiny to fulfill. |
| [[Hevhan's Stomp]] | — | Giant subtype, _stomp_ racial trait | You can use your stomp psi-like ability more often. |
| [[Hevhani Thunderer]] | — | Giant subtype, _stomp_ racial trait | You can use your stomp psi-like ability to far greater effect. |
| [[Improved Frosty Touch]] | Huldra | Huldra | Your frosty touch causes more cold damage. |
| [[Improved Psi-Like Ability]] | — | Racial psi-like ability | You can manifest your racial psionic abilities more often. |
| [[Improved Sigil, Aesh]] | — | Eruden, _aesh_ power sigil | You tap into your aesh power sigil to gain enhanced accuracy with your favored melee weapons. |
| [[Improved Sigil, Hoon (Racial)]] | — | Eruden, _hoon_ power sigil | You tap into your hoon power sigil to help survive deadly conditions. |
| [[Improved Sigil, Krau]] | — | Eruden, _krau_ power sigil | You tap into your krau power sigil to augment the energy of your magical utterances. |
| [[Improved Sigil, Naen]] | — | Eruden, _naen_ power sigil | You tap into your naen power sigil to see through illusions and resist language-based effects. |
| [[Improved Sigil, Uur]] | — | Eruden, _uur_ power sigil | You tap into your uur power sigil to gain enhanced accuracy with ranged weapons. |
| [[Improved Sigil, Vaul]] | — | Eruden, _vaul_ power sigil | You tap into your vaul power sigil to resist mental effects. |
| [[Insectile Carapace]] | — | Kustu | Your carapace is harder than average. |
| [[Iron Mind]] | Dwarf | Wis 13, gray dwarf | +4 to saves against Psionic effects, +1 to Will saves. |
| [[Jotunbrud]] | — | Damaran or Illuskan human | You are descended from the giants who ruled the mountain-spanning empire of Ostoria in ages past, and possess a truly impressive stature. |
| [[Kala'saam Thoughtshifter]] | — | Kala'saam, base attack bonus +4, ability to generate a mind blade | You have learned to control your mind blade for maximum impact in battle. |
| [[Lightfeet]] | Elf | Elf subtype, Dex 13, Balance 2 ranks, Move Silently 2 ranks | You have an incredibly soft step, making it difficult to track or hear you. |
| [[Lolth's Meat]] | Drow | Drow | Gain a +1 bonus to attack, damage and saves after killing a sentient foe. |
| [[Maenad Deafening Scream]] | — | Maenad | You can use your energy ray (sonic) psi-like ability to better effect. |
| [[Maenad Fury]] | — | Outburst racial trait | You can use your outburst racial trait more often. |
| [[Maenad Scream]] | — | Maenad | You can use your _energy ray_ (sonic) psi-like ability more often. |
| [[Markings of the Blessed]] | — | Galkan, Auspicious Marking | Your skin markings shift into a pattern that resists a wide array of harmful effects in times of trouble. |
| [[Markings of the Hunter]] | — | Galkan, Auspicious Marking | Your skin markings shift into a pattern that makes you hard to get the drop on. |
| [[Markings of the Magi]] | — | Galkan, Auspicious Marking | Your skin markings shift into a pattern that denotes you as having strong magical talent. |
| [[Markings of the Maker]] | — | Galkan, Auspicious Marking | Your skin markings shift into a pattern that gives you fate's edge when using skills. |
| [[Markings of the Warrior]] | — | Galkan, Auspicious Marking | Your skin markings have shifted over time into a pattern that gives you fate's deathly accuracy in times of trouble. |
| [[Master of Twilight]] | Neylar | Neylar | You gain extra uses of your neylar powers of light and darkness. |
| [[Menacing Demeanor]] | — | Orc subtype | You can tap into your savage heritage to improve your intimidation techniques. |
| [[Metallurgy]] | Dwarf | Gold dwarf | You are skilled in the art of metallurgy, creating metal alloys both for their appearance and their properties. |
| [[Moradin's Smile]] | — | Dwarf | Through the favor of Moradin, you are skilled at interacting with others. |
| [[Mror Stalwart]] | — | Dwarf subtype, proficiency with battleaxe, warhammer, dwarven waraxe, or dwarven urgrosh, region of origin Mror Holds (Ironroot Mountains) | You have been trained to make devastating strikes with the weapons of your Dwarf ancestors |
| [[Natural Trickster]] | — | Koth subtype, Cha 13 | You have greater natural access to your race's powers of illusion. |
| [[Neblin Figment Master]] | — | — | Koth subtype |
| [[Neblin Phantasist]] | Neblin | Koth subtype, Neblin Magic | You can protect your forest home with a variety of phantasms and patterns to befuddle your foes. |
| [[Neblin Trickster]] | Neblin | Koth subtype, neblin magic racial trait | Your glamers are particularly likely to fool the senses of your target. |
| [[Path of Shadows]] | — | Kala'saam, Perform (dance) 5 ranks | You can use dancelike maneuvers to aid your defense. |
| [[Persona Immersion]] | — | Feymor | Your assumption of another's physical identity grants you defenses against mental intrusion. |
| [[Protected Destiny]] | — | Human subtype, [[Heroic Destiny]], character level 3rd | Your heroic destiny is guarded against the whims of misfortune. |
| [[Qi'loren Ancient]] | — | Ylvani Qi'loren | You favor the Qi'loren aspect of the ancient. |
| [[Qi'loren Destroyer]] | — | Ylvani Qi'loren | You favor the Qi'loren aspect of the destroyer. |
| [[Qi'loren Hunter]] | — | Ylvani Qi'loren | You favor the Qi'loren aspect of the hunter. |
| [[Quick Change]] | — | Changeling | You can quickly alter your features and physiology. |
| [[Racial Emulation]] | — | Feymor | You can emulate a humanoid more closely with your minor change shape ability. |
| [[Ragewild Fighting]] | — | Bash subtype, [[Power Attack]], base attack bonus +6 | You have mastered a merciless form of combat that emphasizes using brute strength to shatter your foes. |
| [[Right of Counsel]] | Elf | Elf subtype | You have the legal and sacral right to seek advice from one of your ancestors, a deathless elf in Aerenal's City of the Dead. |
| [[Shadow Marches Warmonger]] | — | Orc subtype, region of origin Shadow Marches | The ancient martial pride of your people grants you mastery of their style of battle. |
| [[Shadowstrike]] | — | Krinth, base attack bonus +1 | Due to your ties to the Plane of Shadow, you strike more effectively in areas of dim illumination. |
| [[Shaped Splash]] | — | Halfling, Dex 13, base attack bonus +1 | Your expertise with thrown weapons enables you to use splash weapons more effectively. |
| [[Shield Dwarf Warder]] | — | Steel Dwarf | — |
| [[Ship Savvy]] | — | Acrobatics 2 ranks, Profession (sailor or shipwright) 1 ranks | Your heritage among the sailors and shipwrights of Zilargo gives you an edge in shipboard combat. |
| [[Silencing Strike]] | — | Kaiiel, sneak attack ability | You can infuse your sneak attacks with the magical essence of silence. |
| [[Smite Fiery Foe]] | Dwarf | Smite class feature | — |
| [[Sociable Personality]] | — | Half-Elf subtype, Cha 13 | You are adroit at avoiding social gaffes. |
| [[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. |
| [[Stable Footing]] | — | Stability racial trait, Str 13 | Because of your training and wariness, you are skilled at keeping your feet in combat and able to move over difficult terrain with ease. |
| [[Stoneblood]] | — | Con 13, dwarf subtype | You are much more likely to stabilize if you are dying |
| [[Stonwalker Fist]] | — | [[Unarmed Combatant]], urdunnir | Ignore some of the armor or shield bonus of your foes when you strike with your fist. |
| [[Strength of Two]] | — | Kala'saam or any other host feat | As the host of a formless psionic entity, you possess immense willpower. |
| [[Subtle Sigil]] | — | Eruden | You are able to fade your sigils into invisibility, but still tap their magical energy. |
| [[Summon Earth Elemental]] | — | Koth subtype, character level 6th | Summon an earth elemental |
| [[Szaakri Endurance]] | Szaakri | Szaakri | +4 bonus on many Strength and Constitution based checks. |
| [[Thirke Poison]] | — | Thrike, poison bite | You can use your poison bite more often. |
| [[Thrike Claw]] | — | Thrike, _metaphysical claw_ psi-like ability | You can use your metaphysical claw psi-like ability more often. |
| [[Thrike Displacement]] | — | Thrike, _concealing amorpha_ psi-like ability | You can use your psionic displacement psi-like ability more often. |
| [[Tomb-Born Fortitude]] | — | Dhampir or Tomb-Tainted Soul | — |
| [[Tomb-Born Resilience]] | — | Dhampir or Tomb-Tainted Soul | The power of undeath taints you, deadening your mind and body to the effects of mind controlling magic, poison, and disease. |
| [[Tomb-Born Vitality]] | — | Dhampir or Tomb-Tainted Soul | The power of undeath taints you, body and soul. Its power has removed your need to sleep and eat. |
| [[Tomb-Tainted]] | — | non-good alignment | Your soul is tainted by the foul touch of undeath. |
| [[Trivial Knowledge]] | — | Koth subtype, Int 13 | You have the ability to dredge up obscure knowledge in appropriate situations. |
| [[Tulosh Ferocity]] | Tulosh | Tulosh, rage or frenzy ability | You embody the savage ferocity of your people. When you fly into a berserk rage, you can bite opponents with your powerful jaws. |
| [[Wanderer's Diplomacy]] | Halfling | Halfling or 4 ranks in Bluff, Diplomacy, and Sense Motive | Unlock new uses for Bluff, Diplomacy, and Sense Motive skills |
| [[White Scorpion Strike]] | — | Drow, ability to use Ki strike (magic) | Your fists and feet sting like the dread white scorpion and are particularly effective against undead. |
| [[Wisdom Breeds Caution]] | Neblin | Slyth or Neblin | Gain bonus hit points equal to your Wisdom modifier. |
| [[Yondalla's Sense]] | Halfling | Halfling | Gain a bonus to initiative equal to your Wisdom modifier. |
| [[zzzComplementary Insight]] | — | Elf subtype, human subtype | You get more out of having skills that work well together. |
| [[zzzStone Slide]] | — | — | You can meld into stone |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Recitation")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| -------------------------------------- | -------------------------------------------------------- | --------------------------------------------------------------- |
| [[Recitation of the Fortified State]] | Truespeak 6 ranks, Known Personal Truename class feature | Gain a natural armor bonus while using the total defense action |
| [[Recitation of the Meditative State]] | Truespeak 6 ranks, Known Personal Truename class feature | Resist the effects of emotional turmoil. |
| [[Recitation of the Mindful State]] | Truespeak 3 ranks, Known Personal Truename class feature | Gain a bonus on specific skill checks |
| [[Recitation of the Sanguine State]] | Truespeak 3 ranks, Known Personal Truename class feature | Free your body of poison |
| [[Recitation of the Vital State]] | Truespeak 3 ranks, Known Personal Truename class feature | Rid yourself of disease |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Region, Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Regional")
SORT file.name ASC
```
%%
| Feat | Region | Prerequisite | Benefit |
| ------------------------------- | ---------------- | ----------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Ancestral Spirit]] | Karrak Kingdom | — | You have ties to the long-dead spirit of one of your clan's ancestors, who whispers ancient words of wisdom into your mind in times of need. |
| [[Ankheg Tribe Ambush]] | — | — | You have learned how to hide and spring to attack, much like the ankhegs that roam the plains where you hunt. |
| [[Arcane Schooling]] | Neblin, Virbelin | — | In your homeland, all who show some skill at the Art may receive training as arcane spellcasters. Thus, many characters know something of the ways of the bard, the sorcerer, or the wizard. |
| [[Arctic Adaptation]] | — | — | You have adapted to the snowbound environment of the arctic reaches of Temnia. |
| [[Artist]] | — | — | — |
| [[Azerblood]] | Antaris | Dwarf subtype | — |
| [[Blooded]] | — | — | You know what it means to fight for your life, and you understand the value of quick wits and quicker reactions when blades are bared and deadly spells are chanted. |
| [[Bullheaded]] | — | — | The stubbornness and determination of your kind are legendary. You are exceptionally headstrong and difficult to sway from your course. |
| [[Calishite Elementalist]] | — | — | +1 caster level on specific air or fire spells |
| [[Caravanner]] | — | — | +2 bonus on Handle Animal and Knowledge (geography) checks. |
| [[Chondathan Missionary]] | — | Human subtype, ability to cast divine spells | Your training has emphasized spells that help you spread the word of your faith. |
| [[Cosmopolitan]] | — | — | You've been lied to more times than you can count. This history has made you intimately familiar with the deceit, guile, and doublespeak of city folk. |
| [[Dauntless]] | — | — | You can stand up to greater punishment than most and still keep on going. |
| [[Discipline]] | — | — | +2 to Will saves and +2 on Concentration checks. |
| [[Draw From The Land]] | — | — | You can draw strength and sustenance from the land itself. |
| [[Dreadful Wrath]] | — | — | You are terrible to behold in battle, and few foes have the heart to face you without quailing. |
| [[Eagle Tribe Vision]] | — | Human (the Shaar) | You have keen eyesight reminiscent of the giant eagles that fly over your tribal lands. |
| [[Ettercap Berserker]] | — | Rage class feature | The intense physical training required to join your lodge has made you tougher. |
| [[Fearless]] | — | — | You are immune to fear effects |
| [[Fleet Footed]] | — | Elf subtype | You are extraordinarily swift. In a land threatened by fierce raiders, you have learned to fight effectively against certain foes. You know their ways and how to beat them. |
| [[Foe Hunter]] | — | — | You gain a favored enemy based on your region |
| [[Forester]] | — | — | — |
| [[Forgeheart]] | — | — | Because you are inured to the hellish heat of your homeland, you are resistant to blasts of fire that would damage other creatures. |
| [[Furious Charge]] | — | — | Your people are known for their love of battle, and they rarely waste time in meeting a foe blade-to-blade. You know how to make the most of a charge. |
| [[Genie Lore]] | — | — | Gain +1 to save DC of spells related your studied elemental court |
| [[Godsight]] | — | Cha 13 | You enjoy the special blessing of a deity of the Mulhorandi pantheon, who has granted you unerring powers of perception. |
| [[Great Stag Berserker]] | — | Rage class feature | Your fighting style employs aggressive charges in the manner of your lodge's totem animal. |
| [[Grim Visage]] | — | Damaran human | Your eyes have seen a lot, and now they show everyone that you aren't to be trifled with. |
| [[Halruaan Adept]] | — | — | You have studied the old cooperative spellcasting traditions of Halruaa, and you are well-versed in the rites and arcana of Halruaan magic. |
| [[Harem Trained]] | — | — | You have been trained to serve as a Jhasin (if male) or jhasina (if female) and are well versed in song, music, dance, art, the recitation of great literature, the art of massage, and other duties of the harem. |
| [[Horse Nomad]] | — | — | You have been raised in a culture that relies upon riding and shooting. |
| [[Hyena Tribe Hunter]] | — | — | You have learned the secrets of hunting from the hyena that roams the lands where your tribe wanders. |
| [[Ice Troll Berserker]] | — | Con 13, rage class feature | When raging, your skin becomes very thick and tough like the ice trolls that plague parts of your homeland. |
| [[Jungle Stamina]] | — | — | — |
| [[Knifefighter]] | — | — | You're an expert at using weapons in a grapple. |
| [[Lion Tribe Warrior]] | — | — | — |
| [[Luck of Heroes]] | — | — | Your land is known for producing heroes. Through pluck, determination, and resilience, you survive when no one expects you to come through. |
| [[Magic in the Blood]] | — | — | You have a knack for getting the most out of your innate magical abilities. You can use them more often than others of your race can. |
| [[Magic Over Body]] | — | — | The aesthetics and mystics of your homeland have learned to overcome the frailties of the body with the unyielding power of the mind. |
| [[Mercantile Background]] | — | — | You come from a wealthy family with numerous contacts in the trading costers and craft guilds of Faerûn's bustling cities. You can get a good deal on almost anything you buy or sell. |
| [[Militia]] | — | — | Your people rely on a well-trained and well-armed militia to defend their land. You're no stranger to the use of weapons. |
| [[Nomadic Trekker]] | — | — | — |
| [[Oral History]] | — | — | You are well versed in the art of storytelling and the oral history of your culture. |
| [[Otherworldly]] | — | Spiritfolk, Virneblin, Ela'drin? | Your folk are known for their mystic power and seem to transcend their mortal forms. Your inner radiance is so strong that you are more than mortal. |
| [[Owlbear Berserker]] | — | Strength 13, ability to rage | Your fighting style emulates the owlbear, the totem beast your berserker lodge. |
| [[Plague Resistant]] | — | — | You are descended from the handful of combatants who fought on the Fields of Nun and survived Chondath's Rotting War in the 902 DR. |
| [[Rashemi Elemental Summoning]] | — | Spellcaster level 5th | You can summon an orglash or thomil instead of an air or earth elemental. |
| [[Resist Poison]] | — | — | You can shrug off poisons that would kill someone else. |
| [[Rhinoceros Tribe Charge]] | — | — | You melee attack deals +2d6 damage when you charge |
| [[Shadow Shield]] | — | — | Your ancestors long battled the insidious influence of shadow magic, and some of their descendants (including you) have a greater resistance to its effects. |
| [[Shadow Song]] | — | — | A dark legacy of the Shadowking's ambitions is the shadow of sorrow that cloaks many Tethyrian songs and ballads. Some bards have learned to infuse their performances with the sense of loss and suffering that suffuses the Shadow Weave. |
| [[Silver Palm]] | — | — | Your culture is based on haggling and the art of the deal. |
| [[Skyrider]] | — | — | — |
| [[Smooth Talk]] | — | — | Your people rarely have to draw their weapons to deal with potential adversaries. There are few problems that you can't talk your way out of. |
| [[Snake Blood]] | — | — | The taint of the yuan-ti runs in your veins. No outward signs give away your heritage, but you are something more (or less) than human. |
| [[Snow Tiger Berserker]] | — | Dexterity 13, rage class feature | You have learned how to pounce on your foes, much like your totem spirit. |
| [[Spellwise]] | — | — | You were raised in a land where mighty wizards are common. Everyone in your homeland knows something about magic, and you have learned that things are sometimes not as they appear. |
| [[Spire Walking]] | — | — | — |
| [[Stormheart]] | — | — | — |
| [[Street Smart]] | — | — | You know how to keep informed, ask questions, and interact with the underworld without raising suspicions. |
| [[Strong Soul]] | — | — | You possess an innate resistance to fell magic and supernatural attacks. The souls of your people are difficult to separate from their bodies. |
| [[Surefooted]] | — | — | — |
| [[Survivor]] | — | — | +2 to Survival checks and Fortitude saves |
| [[Swift and Silent]] | — | — | The shadows are your friends, and your footfalls are whispers of death. |
| [[Tall Mouther Hunter]] | — | — | Gain +2 damage and an expanded threat range against aberrations |
| [[Theocrat]] | — | — | — |
| [[Thug]] | — | Dex 15, [[Weapon Proficiency]] weapon, base attack bonus +2 | In your hands, any weapon becomes a deadly ranged weapon. |
| [[Tireless]] | — | — | You don't know the meaning of the word "quit." |
| [[Treetopper]] | — | — | Your people are at home in trees and high places. You can dare climbs that few other folk would care to try. |
| [[Twin Sword Style]] | — | — | You have mastered a defensive style based on wielding a blade in each hand. |
| [[Vremyonni Training]] | — | Able to cast 1st-level spells | +2 bonus to Knowledge (arcana) and Spellcraft checks |
| [[Winter's Child]] | — | Cold terrain | You are adapted to a cold environment. |
| [[Wolf Berserker]] | — | Rage class feature | You have studied the fighting style of the wolf and employ its tactics in combat |
| [[Woodwise]] | — | — | You can move through forest more easily |
%% DATAVIEW_PUBLISHER: end %%
## 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 two or more reserve feats off of a single spell.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Reserve")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------ | -------------------------------- | --------------------------------------------------------------------------------------------------- |
| [[Acidic Splatter]] | Ability to cast 2nd-level spells | You can channel magical energy into orbs of acid. |
| [[Aquatic Breath]] | Ability to cast 3rd-level spells | Your reservoir of magic allows you to breathe normally even underwater. |
| [[Blade of Force]] | Ability to cast 3rd-level spells | You can surround a weapon with a short-lived aura of force. |
| [[Borne Aloft]] | Ability to cast 5th-level spells | You can channel the magic of the winds to briefly grant you flight. |
| [[Clap of Thunder]] | Ability to cast 3rd-level spells | You can deliver a thunderous roar with a touch. |
| [[Clutch of Earth]] | Ability to cast 2nd-level spells | You briefly increase the earth's pull on the target creature. |
| [[Dimensional Jaunt]] | Ability to cast 4th-level spells | With a single step, you can cross an entire room. |
| [[Dimensional Reach]] | Ability to cast 3rd-level spells | You can transport small objects to you with an act of will. |
| [[Drowning Glance]] | Ability to cast 4th-level spells | With a look, you create a small but incapacitating amount of water in the subject's lungs. |
| [[Face-Changer]] | Ability to cast 3rd-level spells | Your mastery of illusions allows you to subtly alter your appearance at whim. |
| [[Fiery Burst]] | Ability to cast 2nd-level spells | You channel your magical talent into a blast of fire. |
| [[Hurricane Breath]] | Ability to cast 2nd-level spells | The power of elemental air you hold in your mind allows you to exhale the wind. |
| [[Invisible Needle]] | Ability to cast 3rd-level spells | You can create tiny darts of force. |
| [[Magic Disruption]] | Ability to cast 3rd-level spells | You can use your powers of abjuration to interfere with other casters' spells. |
| [[Magic Sensitive]] | Ability to cast 3rd-level spells | You literally see the emanations of magic around you. |
| [[Minor Shapeshift]] | Ability to cast 4th-level spells | Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways. |
| [[Mystic Backlash]] | Ability to cast 5th-level spells | With a touch, your magic corrupts the spells of your enemy. |
| [[Shadow Veil]] | Ability to cast 2nd-level spells | You draw wisps of darkness across your enemy's eyes, obscuring the world around him. |
| [[Sickening Grasp]] | Ability to cast 3rd-level spells | You wreak havoc with the inner organs of a target, causing it to grow ill. |
| [[Storm Bolt]] | Ability to cast 3rd level spells | The electrical energy contained within your magic rages inside you, begging to be released. |
| [[Summon Elemental]] | Ability to cast 4th-level spells | You can channel the summoning power you hold to briefly bring forth an elemental servant. |
| [[Sunlight Eyes]] | Ability to cast 2nd-level spells | The bright magic within you allows you to see through the darkest shadow. |
| [[Touch of Distraction]] | Ability to cast 3rd-level spells | Your touch briefly clouds the mind of a foe, impeding its efforts. |
| [[Wind-Guided Arrows]] | Ability to cast 3rd-level spells | Your mastery of the wind allows you to alter the flight of a ranged weapon. |
| [[Winter's Blast]] | Ability to cast 2nd-level spells | The frozen magic within you can burst forth in a hail of frost. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Spirit")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ----------------------------- | ---------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ |
| [[Bashku Multiattack]] | Bash subtype, Pouncing Tiger or Standing Bear spirit, base attack bonus +6 | You are adept at using your natural attack in conjunction with another weapon. |
| [[Bloodthirsty Spirit]] | Bash subtype, Pouncing Tiger spirit | You have a stronger connection to your Basheire spirit, letting you hit where it hurts with your fangs. |
| [[Charging Bear]] | Bash subtype, Standing Bear spirit | You have a stronger connection to your Basheire spirit, allowing you to ramapage with your claws. |
| [[Charging Spirit]] | Bash subtype, Charging Boar spirit | Knock down opponents with your charge, |
| [[Circling Spirit]] | Bash subtype, Circling Shark spirit | Increase swim speed while invoking your spirit. |
| [[Dreaming Spirit]] | Bash subtype, Dreaming Tortoise spirit | You have a stronger connection to your Basheire spirit, allowing you to see with sight beyond sight. |
| [[Extra Spirit of Basheire]] | Bash subtype, two other spirit feats | You can invoke a second Bashiere Spirit. |
| [[Greater Spirit of Defense]] | Bash subtype, Spirit Defense, three other Bash subtype feats | You have a stronger connection to your Basheire spirit, allowing you to shrug off blows from your enemies. |
| [[Healing Factor]] | Bash subtype, Con 13 | When your release your Spirit of Basheire, you heal a limited amount of damage. |
| [[Lurking Spirit]] | Bash subtype, Lurking Crocodile spirit | Your Bash subtype trait improves. |
| [[Reactive Shifting]] | Bash subtype, [[Improved Initiative]] | You can invoke your spirit at the speed of instinct. |
| [[Rending Spirit]] | Bash subtype, Standing Bear spirit, +4 base attack bonus | You have a stronger connection to your Basheire spirit, allowing you to rip youe foes to shreds. |
| [[Running Spirit]] | Bash subtype, Running Wolf Spirit | You have a stronger connection to your Basheire spirit, allowing you to run free. |
| [[Scurrying Spirit]] | Bash subtype, Scurrying Rat spirit | You have a stronger connection to your Basheire spirit, allowing you to clamber faster. |
| [[Soaring Spirit]] | Bash subtype, Soaring Hawk spirit | You have a stronger connection to your Basheire spirit, allowing you to fly faster and more nimbly. |
| [[Spirit of Defense]] | Bash subtype, two other Bash subtype feats | By delving into your Bash subtype heritage, you have developed the ability to ignore a little damage from every attack. |
| [[Spirit of Ferocity]] | Bash subtype, Wisdom 13 | You are a tenacious combatant, continuing to fight when others would succumb to pain and injury. |
| [[Spirit of Savage Ferocity]] | Spirit of Ferocity | You are a tenacious combatant, continuing to fight when others would succumb to pain and injury. |
| [[Spirit of Savagery]] | Bash subtype, Pouncing Tiger or Standing Bear spirit, base attack bonus +6, rage class feature | The bestial fury of your lycanthrope ancestors allows you to deal devastating strikes with your natural weapons. |
| [[Spirit of Stamina]] | Bash subtype, Lurking Crocodile or Hunting Hyena or Running Wolf spirit, [[Endurance]] | Your spirit derives from a heritage of endurance and tenacity, and you can shrug off bruises and fatigue. |
| [[Spirited Instincts]] | Bash subtype | Your connection to your spirit of Basheire has given you sharp senses, quick Reflexes, and deep trust in your instincts. |
| [[Stalking Spirit]] | Bash subtype, Stalking Bat spirit | You have a stronger connection to your Basheire spirit, sharpening your sightless senses. |
| [[Wounding Spirit]] | Bash subtype, Pouncing Tiger spirit | You have a stronger connection to your Basheire spirit, allowing you to truly sink your teeth into your foes. |
%% DATAVIEW_PUBLISHER: end %%
## Tactical Feats
Feats with the tactical descriptor allow characters to perform a number of powerful attacks.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Tactical")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Battlecaster Defense]] | [[Combat Casting]], base attack bonus +1, caster level 1st | You have mastered techniques for taking full advantage of spells in melee while remaining unharmed. |
| [[Battlecaster Offense]] | [[Combat Casting]] or warmage edge class feature, base attack bonus +1, Spellcraft 4 ranks | You cunningly mix melee combat and spellcasting to increase the potency of both. |
| [[Battleshifter Training]] | Bash subtype, combat expertise, base attack bonus +6 | Your patient defense can wear out lesser warriors |
| [[Blood-Spiked Charger]] | Str 13, [[Weapon Proficiency]], [[Power Attack]], [[Weapon Focus]], [[Weapon Focus]], base attack bonus +6 | — |
| [[Brute Fighting]] | Str 13, [[Power Attack]], base attack bonus +3 | Your extensive training with two-handed weapons is revealed through brutally effective tactics. |
| [[Cavalry Charger]] | [[Mounted Combat]], [[Spirited Charge]], [[Trample]], base attack bonus +6 | Fighting from the back of a steed is second nature to you. |
| [[Clarion Commander]] | [[White Raven Defense]], base attack bonus +6, two White Raven maneuvers | On the battlefield, you are a natural leader. You issue orders and coordinate your allies, but you also learn to take advantage of their actions and maximize the fruits of teamwork. When you attack a foe with your allies, the combined result of your efforts can be devastating. |
| [[Combat Brute]] | [[Powerful Maneuvers]], [[Power Attack]], base attack bonus +6 | You employ strength and leverage to great effect in battle. |
| [[Combat Cloak Expert]] | Dex 15, Int 13, [[Combat Expertise]], [[Dodge]], base attack bonus +6 | You are adept at turning your cloak into a vital part of your combat repertoire. By twirling it about you, sweeping it over enemies, and using it to conceal your weapon, you can catch an opponent by surprise. |
| [[Combat Panache]] | Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks | Your glowing personality and sharp performance abilities allow you to navigate the battlefield on sheer chutzpah alone. While others rely on swords and armor, you use your cutting wit and ability to manipulate others. |
| [[Confound The Big Folk]] | Small or smaller, Acrobatics 10 ranks, [[Underfoot Combat]] | You excel when battling foes bigger than you are. |
| [[Crowd Tactics]] | Stealth 5 ranks, [[Dodge]] | You are adept at moving through and fighting in crowds. |
| [[Dancing With Shadows]] | Kala'saam, Perform (dance) 8 ranks, [[Path of Shadows]], base attack bonus +4 | You have studied sheshan talarash dasyannah, the martial dance of the Kala'saam. |
| [[Distant Horizon]] | Int 13, [[Falling Sun Attack]], base attack bonus +6, two Setting Sun maneuvers | — |
| [[Disturbing Visage]] | Feymor, Bluff 6 ranks, Quick Change | You can change your features to chilling effect. |
| [[Einhander]] | Acrobatics 6 ranks, base attack bonus +6 | You excel at wielding a one-handed weapon while carrying nothing in your off hand. |
| [[Elusive Target]] | [[Dodge]], base attack bonus +6 | Trying to land a blow against you can be a maddening experience. |
| [[Energy Gestalt]] | [[Spell Focus]] (evocation), caster level 3rd | You have learned to combine multiple energy effects to great advantage. |
| [[Faith Unswerving]] | [[Devoted Bulwark]], base attack bonus +6, two Devoted Spirit maneuvers | The initiate of the Devoted Spirit knows that his fanaticism and devotion to a cause are enough to carry him through almost anything. This tactical feat allows you to draw on this reservoir of energy. As your foes injure you, you become a more daunting foe. |
| [[Formation Expert]] | Base attack bonus +6 | You are trained at fighting in ranks and files. |
| [[Giantbane]] | Medium or smaller size, Acrobatics 5 ranks, base attack bonus +6 | You are trained in fighting foes larger than you are. |
| [[Gloom Razor]] | Stealth 9 ranks, Shadow Blade, base attack bonus +6, two Shadow Hand maneuvers | Use your ki to inhibit a foe's fighting ability with your shadowy nature. |
| [[Kala'saam Thoughtshifter]] | Kala'saam, base attack bonus +4, ability to generate a mind blade | You have learned to control your mind blade for maximum impact in battle. |
| [[Mad Alchemist]] | Craft (alchemy) 6 ranks, Grenadier | You are an expert at using alchemical items. Through experimentation, research, and your careful study of the art of alchemy, you have learned to make the most of items such as alchemist's fire. |
| [[Metamagic Vigor]] | Two or more metamagic feats | The energy you pour into increasing the power of your spells feeds back upon itself in an ever-increasing cycle. |
| [[Perfect Clarity of Mind And Body]] | Unnerving Calm, base attack bonus +6, two Diamond Mind maneuvers | Your mastery of the Diamond Mind discipline allows you to tap into reserves of spiritual and physical strength that other warriors cannot imagine using. Through focus, dedication, and a heightened awareness of your inner talents, you push yourself beyond your limits. |
| [[Ragewild Fighting]] | Bash subtype, [[Power Attack]], base attack bonus +6 | You have mastered a merciless form of combat that emphasizes using brute strength to shatter your foes. |
| [[Raptor School]] | Wis 13, Jump 5 ranks, base attack bonus +6 | You know martial arts techniques inspired by hunting birds. |
| [[Reaping Talons]] | [[Two-Weapon Fighting]], base attack bonus +6, two Tiger Claw maneuvers | When fighting with the Tiger Claw discipline's preferred weapons, you can use a variety of combat options that maximize the benefits of wielding two weapons. |
| [[Residual Magic]] | Spellcraft 12 ranks, any metamagic feat | You can use the lingering energy from a spell you cast to boost the effect of a later spell. |
| [[Roof-Jumper]] | Acrobatics 7 ranks, [[Dodge]], Roofwalker | You can make use of the features of the city as handholds and footholds, defying the pull of gravity. |
| [[Roofwalker]] | Acrobatics 2 ranks, [[Dodge]] | You are adept at moving and fighting on rooftops and ledges. |
| [[Scorching Sirocco]] | Desert Wind [[Dodge]], base attack bonus +6, two Desert Wind maneuvers | As a student of the Desert Wind, the burning fury of the desert sirocco is at your command. In battle, you call upon its power to burn your enemy and lend you speed. |
| [[Shadow Striker]] | Hide 12 ranks, Move Silently 12 ranks | You melt into the shadows, hiding from your enemies until the time is right. Your cunning, guile, and stealth allow you to pick the most opportune moment to strike. |
| [[Shock Trooper]] | [[Powerful Maneuvers]], [[Power Attack]], base attack bonus +6 | You are adept at breaking up formations of soldiers when you rush into battle. |
| [[Spell Rehearsal]] | Caster level 1st | Casting the same spell several times in a row or at the same target enables you to perfect it. |
| [[Stormguard Warrior]] | Proficiency bastard sword, dwarven waraxe, longsword, or two-bladed sword, Ironheart Aura, base attack bonus +6, two Iron Heart maneuvers | — |
| [[Sun School]] | Flurry of blows ability, base attack bonus +4 | You have learned a number of esoteric martial arts techniques inspired by the sun. |
| [[Wing Expert]] | Flyby Attack, wings and a glide or fly speed | You can use your wings to create a variety of effects. |
| [[Winged Warrior]] | Hover, must have wings, base attack bonus +4 | You use your wings for more than just flying. |
| [[Wolfpack]] | Dex 15, [[Dodge]], [[Spring Attack]], base attack bonus +6 | You can gain an extra advantage when you and your allies can gang up on a foe. |
| [[Woodland Archer]] | [[Point-Blank Shot]], base attack bonus +6 | You have honed your archery ability in the wilds of the forest. |
%% DATAVIEW_PUBLISHER: end %%
<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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Vile")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ------------------------------ | ------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Abominable Form]] | Evil alignment, [[Willing Deformity]] | Your ruined flesh sickens those who see you. |
| [[Abyss-Bound Soul]] | [[Evil Brand]], [[Thrall to Demon]] | You have pledged your immortal soul to a particular demon lord in return for a gift that aids your evil works in life. |
| [[Apostate]] | Wis 15 | Your hatred of the gods cloaks you with potent resistance against their works. |
| [[Beloved of Demons]] | Evil, caster level 6th, Knowledge (Planes) 6 ranks, [[Evil Brand]], [[Power Attack]] | Demons reward you with unholy vitality whenever you defeat their enemies. |
| [[Blessing of The Godless]] | Evil, Knowledge (religion) 6 ranks | You invoke the dreadful power of darkness and evil to fill your allies with terrible power. |
| [[Blood War Conscript]] | [[06 Heroes of Temnia/Feats/Evil Brand.md\|Evil Brand]] | Your evil brand indicates your rank in the armies of the Blood War and infuses you with fury. |
| [[Chosen of Evil]] | Con 13, any other vile feat | Your naked devotion to wickedness causes dark powers to take an interest in your well-being. |
| [[Dark Speech]] | Will save bonus +5, Int 15, Cha 15 | You learn a smattering of the language of truly dark power. |
| [[Dark Whispers]] | [[06 Heroes of Temnia/Feats/Dark Speech.md\|Dark Speech]] | By whispering foul utterances in the Dark Speech, you can drive your enemies insane. |
| [[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. |
| [[Demonic Conduit]] | [[06 Heroes of Temnia/Feats/Evil Brand.md\|Evil Brand]] | Your evil brand incorporates blasphemous runes and sigils that augment magical attacks you make against lawful and/or good targets. |
| [[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. |
| [[Disciple of Darkness]] | — | The character formally supplicates himself to an archdevil. In return for this obedience, he gains a small measure of power. |
| [[Enemy of Good]] | [[Chosen of Evil]], [[Evil Brand]] | You draw power from your unholy devotion. |
| [[Evil Brand]] | — | Your indellible mark impresses the wicked. |
| [[Evil Embraced]] | [[Evil Brand]] | You embrace the power of your fiendish patron and call upon that power in moments of great need. |
| [[Evil's Blessing]] | Cha 13 | Entities of utter evil and villainy have a stake in your survival. |
| [[Favored of The Zulkirs]] | Red Wizard level 5th, Corrupt Spell | Through your position of prestige among the Red Wizards, you have gained access to secrets of evil magic known to few outside the zulkirs themselves. |
| [[Filthy Outburst]] | Base Will save +7, Dark Speech | You shriek a phrase in the Dark Speech to deafen or torment those around you. |
| [[Harvester of Souls]] | Base attack bonus +11 | When you deliver a killing blow, you destroy both the flesh and the soul. |
| [[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. |
| [[Hellsworn]] | Evil, Knowledge (Planes) 9 ranks, [[Evil Brand]], [[Weapon Focus]] | You have made a pact with a foul devil from the Nine Hells. In exchange, you can channel the power of that dreadful plane. |
| [[Insane Defiance]] | Base Will save +5 | You adopt insanity as a shield to turn effects that target your mind against those around you. |
| [[Lichloved]] | [[06 Heroes of Temnia/Feats/Evil Brand.md\|Evil Brand]] | By repeatedly consorting with the undead, you gain dread powers. |
| [[Master's Will]] | [[Chosen of Evil]] or undead type, [[Evil Brand]] | The elder evil you serve is fickle in its rewards and punishments. |
| [[Murderous Intent]] | Base attack bonus +9, favored enemy class feature | Your favored enemies fear your savagery |
| [[Reflexive Psychosis]] | Deformity (Madness) | In the face of adversity, you withdraw into the haunted corridors of your mind. |
| [[Sacrificial Mastery]] | Wis 15 | You skilled at offering living sacrifices to evil gods or fiends. |
| [[Scion of Sorrow]] | Neutral evil alignment | You formally supplicate yourself to a powerful yugoloth lord. In return for your unflinching obedience, you gain a small measure of the wretched fiend's power. |
| [[Slave to Evil]] | [[06 Heroes of Temnia/Feats/Chosen of Evil.md\|Chosen of Evil]] | You have pledged your soul to an elder evil. You gain benefits that grow more powerful as your master's sign intensifies. |
| [[Spider Bite]] | Verminfriend, patron deity Lolth | You gain a poisonous bite like that of a spider. |
| [[Thrall to Demon]] | Chaotic evil alignment | You formally become a supplicant to a demon lord. In return for your obedience, you gain a small measure of that demon lord's power. |
| [[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. |
| [[Touch of Hate]] | Violate Spell, able to cast 5th-level divine spells, patron deity Bane | Because you are favored by Bane, you can transform animals into evil minions |
| [[Verminfriend]] | Cha 15 | Vermin regard you as one of their own. |
| [[Vile Ki Strike]] | Cha 15, [[Unarmed Combatant]] | You can focus evil power into your unarmed strike. |
| [[Vile Martial Strike]] | Cha 15, [[Weapon Focus]] with the specified weapon | You can focus evil power into your weapon blows. |
| [[Vile Natural Attack]] | Natural attack that deals at least 1d8 points of damage, base attack bonus +5 | You can focus evil power into your natural attacks. |
| [[Violate Spell-Like Ability]] | Any evil alignment, Spell-like ability at caster level 4th or higher | The creature's spell-like abilities are particularly tainted with evil. |
| [[Willing Deformity]] | Evil alignment | Intentionally marring your own body has left you dulled to pain. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Style")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ----------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| [[Anvil of Thunder]] | Str 13, [[Powerful Maneuvers]], [[Power Attack]], [[Two-Weapon Fighting]], [[Weapon Focus]] | You have mastered the style of fighting with hammer and axe at the same time, and have learned to deal thunderous blows with this unique pairing of weapons. |
| [[Axespike]] | [[Weapon Proficiency]] armor spikes, [[Weapon Proficiency]] greataxe, [[Heavy Armor Proficiency]], [[Weapon Focus]] (armor spikes) | When full attacking with a great axe, you can also attack with armor spikes. |
| [[Bear Fang]] | Str 15, [[Power Attack]], [[Two-Weapon Fighting]], [[Weapon Focus]] | You have mastered the fierce style of fighting with axe and dagger at the same time. You can bring the fight to close quarters in the blink of an eye. |
| [[Broken Dreams Style]] | Devastating touch class feature, [[Unarmed Combatant]], Intimidate 3 ranks | Your unarmed strikes are empowered by nightmares. |
| [[Crescent Moon]] | [[Deft Maneuvers]], [[Two-Weapon Fighting]], [[Weapon Focus]] (light blades) | With sword and dagger, you can quickly disarm your foes |
| [[Hammer's Edge]] | Str 15, [[Powerful Maneuvers]], [[Two-Weapon Fighting]], [[Weapon Focus]] (bastard sword, longsword, or scimitar), [[Weapon Focus]] (warhammer or light hammer) | If you hit a foe with a hammer and sword, they may fall prone. |
| [[High Sword Low Axe]] | [[Deft Maneuvers]], [[Two-Weapon Fighting]], [[Weapon Focus]] (bastard sword, longsword, scimitar or shortsword), [[Weapon Focus]] (battleaxe, handaxe, or dwarven waraxe) | Trip opponents you hit with sword and axe. |
| [[Lightning Mace]] | [[Combat Reflexes]], [[Two-Weapon Fighting]], [[Weapon Focus]] (light mace) | You are a master of fighting with two maces at the same time, and have learned to strike your foes with lightning speed. |
| [[Net And Trident]] | Dex 15, Weapon Proficiency (net), [[Two-Weapon Fighting]], [[Weapon Focus]] (trident) | You are a master of fighting with the net and the trident, and have learned to quickly follow up a successful net throw with a deadly jab of the trident. |
| [[Quick Staff]] | [[Combat Expertise]], [[Dodge]], [[Two-Weapon Fighting]], [[Weapon Focus]] (quarterstaff) | You have mastered the style of fighting with a quarterstaff, and have learned special maneuvers that complement this unique weapon. |
| [[Shielded Axe]] | [[Weapon Proficiency]] dwarven waraxe, proficiency with handaxe, [[Shield Proficiency]], [[Two-Weapon Fighting]] | — |
| [[Spellrazor]] | Caster level 5th, [[Combat Casting]], [[Two-Weapon Fighting]] | You have mastered the style of combining a gnome quickrazor with spellcasting. |
| [[Spinning Halberd]] | [[Combat Reflexes]], [[Two-Weapon Fighting]], [[Weapon Focus]] (halberd) | You can use a polearm's haft to make an attack |
| [[Three Mountains]] | Str 13, [[Cleave]], [[Powerful Maneuvers]], [[Power Attack]], [[Weapon Focus]] (heavy mace, morningstar, or greatclub) | You are a master of fighting with powerful bludgeoning weapons. |
| [[Turtle Dart]] | Exotic Armor Proficiency (battle plate or mountain plate), Exotic [[Shield Proficiency]] (extreme shield) or Tower [[Shield Proficiency]], [[Weapon Focus]] (short sword) | You have mastered the style of fighting with a short sword while wearing extremely heavy armor and carrying a large shield. |
%% DATAVIEW_PUBLISHER: end %%
## 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.
%% DATAVIEW_PUBLISHER: start
```dataview
TABLE without ID "[[" + file.name + "]]" as "Feat", Prereq as "Prerequisite", Summ as "Benefit"
FROM "06 Heroes of Temnia/Feats"
WHERE contains(Type, "Wild")
SORT file.name ASC
```
%%
| Feat | Prerequisite | Benefit |
| ----------------------- | ------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------- |
| [[Boar’s Ferocity]] | Ability to wild shape | You can continue fighting even at the brink of death. |
| [[Cheetah's Speed]] | Ability to wild shape | You can run with the speed of the cheetah. |
| [[Climb Like An Ape]] | Wild shape | You can improve your climbing ability. |
| [[Cougar's Vision]] | Wild shape, Spot 2 ranks | You can see in the dark like a cat. |
| [[Eagle's Wings]] | Ability to wild shape | You can take wing and fly with the grace of an eagle. |
| [[Elephant's Hide]] | Ability to wild shape into a Large creature | You can thicken your skin to the toughness of an elephant's. |
| [[Exalted Wild Shape]] | Wild shape class ability, wild shaping class level 8th | You can use your wild shape ability to take the form of a good-aligned magical beast. |
| [[Fast Wild Shape]] | Dex 13, ability to use wild shape | You assume your wild shape faster and more easily than you otherwise could. |
| [[Grizzly's Claws]] | Ability to wild shape | You can grow claws as sharp as those of a bear. |
| [[Hawk's Vision]] | Wild shape, Spot 4 ranks | You can improve your visual acuity. |
| [[Lion's Pounce]] | Ability to wild shape | You can deliver a terrible attack at the end of a charge. |
| [[Oaken Resilience]] | Ability to wild shape into a plant | You can take on the sturdiness of the mighty oak. |
| [[Powerful Wild Shape]] | Wild shape, powerful build racial trait | You retain your powerful build while in wild shape form. |
| [[Savage Grapple]] | Wild shape, sneak attack +1d6 | While transformed into the shape of a wild animal, you can savagely tear at any creature that you manage to grapple. |
| [[Scent]] | Wild shape | You can sharpen your sense of smell. |
| [[Serpent's Venom]] | Ability to wild shape | You can deliver a toxic bite attack reminiscent of the viper. |
| [[Stone Form]] | Con 13, wild shape ability | You can use wild shape to assume a rocklike form. |
| [[Swim Like a Fish]] | Ability to wild shape | You can breathe and swim underwater with grace. |
| [[Wolverine's Rage]] | Wild shape | You can fly into a berserk rage when injured. |
%% DATAVIEW_PUBLISHER: end %%